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Avoid EXT_direct_state_access VAO funcs for better compatibility
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@@ -264,13 +264,15 @@ void main()
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ib);
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glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, idxData.size() * sizeof(uint16_t), idxData.data(), 0);
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glVertexArrayVertexAttribFormatEXT(vao, 0, 3, GL_FLOAT, GL_FALSE, 0);
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glVertexArrayVertexAttribFormatEXT(vao, 1, 4, GL_FLOAT, GL_FALSE, sizeof(Vec3f));
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glVertexArrayVertexAttribFormatEXT(vao, 2, 2, GL_FLOAT, GL_FALSE, sizeof(Vec3f) + sizeof(Vec4f));
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glBindVertexArray(vao);
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glVertexArrayVertexAttribBindingEXT(vao, 0, 0);
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glVertexArrayVertexAttribBindingEXT(vao, 1, 0);
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glVertexArrayVertexAttribBindingEXT(vao, 2, 0);
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glVertexAttribFormat(0, 3, GL_FLOAT, GL_FALSE, 0);
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glVertexAttribFormat(1, 4, GL_FLOAT, GL_FALSE, sizeof(Vec3f));
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glVertexAttribFormat(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vec3f) + sizeof(Vec4f));
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glVertexAttribBinding(0, 0);
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glVertexAttribBinding(1, 0);
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glVertexAttribBinding(2, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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@@ -279,15 +281,14 @@ void main()
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GLuint instvao = MakeVAO();
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glBindVertexArray(instvao);
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glVertexArrayVertexAttribFormatEXT(instvao, 0, 3, GL_FLOAT, GL_FALSE, 0);
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glVertexArrayVertexAttribFormatEXT(instvao, 1, 4, GL_FLOAT, GL_FALSE, 0);
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glVertexArrayVertexAttribDivisorEXT(instvao, 1, 1);
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glVertexArrayVertexAttribFormatEXT(instvao, 2, 2, GL_FLOAT, GL_FALSE,
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sizeof(Vec3f) + sizeof(Vec4f));
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glVertexAttribFormat(0, 3, GL_FLOAT, GL_FALSE, 0);
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glVertexAttribFormat(1, 4, GL_FLOAT, GL_FALSE, 0);
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glVertexAttribDivisor(1, 1);
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glVertexAttribFormat(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vec3f) + sizeof(Vec4f));
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glVertexArrayVertexAttribBindingEXT(instvao, 0, 0);
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glVertexArrayVertexAttribBindingEXT(instvao, 1, 1);
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glVertexArrayVertexAttribBindingEXT(instvao, 2, 0);
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glVertexAttribBinding(0, 0);
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glVertexAttribBinding(1, 1);
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glVertexAttribBinding(2, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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