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@ -173,9 +173,9 @@ public class GPUImageFilter {
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return OpenGlUtils.NOT_INIT;
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}
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GLES20.glUseProgram(mGlProgId);
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runPendingOnDrawTasks();
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GLES20.glUseProgram(mGlProgId);
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GLES20.glVertexAttribPointer(mGlAttribPosition, 2, GLES20.GL_FLOAT, false, 0, cubeBuffer);
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GLES20.glEnableVertexAttribArray(mGlAttribPosition);
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GLES20.glVertexAttribPointer(mGlAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, textureBuffer);
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@ -204,9 +204,9 @@ public class GPUImageFilter {
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return OpenGlUtils.NOT_INIT;
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}
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GLES20.glUseProgram(mGlProgId);
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runPendingOnDrawTasks();
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GLES20.glUseProgram(mGlProgId);
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GLES20.glVertexAttribPointer(mGlAttribPosition, 2, GLES20.GL_FLOAT, false, 0, mGLCubeBuffer);
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GLES20.glEnableVertexAttribArray(mGlAttribPosition);
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GLES20.glVertexAttribPointer(mGlAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, mGLTextureBuffer);
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@ -236,9 +236,9 @@ public class GPUImageFilter {
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return OpenGlUtils.NOT_INIT;
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}
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GLES20.glUseProgram(mGlProgId);
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runPendingOnDrawTasks();
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GLES20.glUseProgram(mGlProgId);
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GLES20.glVertexAttribPointer(mGlAttribPosition, 2, GLES20.GL_FLOAT, false, 0, mGLCubeBuffer);
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GLES20.glEnableVertexAttribArray(mGlAttribPosition);
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GLES20.glVertexAttribPointer(mGlAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, mGLTextureBuffer);
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@ -259,6 +259,7 @@ public class GPUImageFilter {
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GLES20.glDisableVertexAttribArray(mGlAttribPosition);
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GLES20.glDisableVertexAttribArray(mGlAttribTextureCoordinate);
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return OpenGlUtils.ON_DRAWN;
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}
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@ -270,9 +271,9 @@ public class GPUImageFilter {
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return OpenGlUtils.NO_TEXTURE;
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}
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GLES20.glUseProgram(mGlProgId);
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runPendingOnDrawTasks();
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GLES20.glUseProgram(mGlProgId);
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GLES20.glVertexAttribPointer(mGlAttribPosition, 2, GLES20.GL_FLOAT, false, 0, mGLCubeBuffer);
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GLES20.glEnableVertexAttribArray(mGlAttribPosition);
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GLES20.glVertexAttribPointer(mGlAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, mGLTextureBuffer);
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@ -312,9 +313,9 @@ public class GPUImageFilter {
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return OpenGlUtils.NO_TEXTURE;
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}
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GLES20.glUseProgram(mGlProgId);
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runPendingOnDrawTasks();
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GLES20.glUseProgram(mGlProgId);
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GLES20.glVertexAttribPointer(mGlAttribPosition, 2, GLES20.GL_FLOAT, false, 0, mGLCubeBuffer);
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GLES20.glEnableVertexAttribArray(mGlAttribPosition);
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GLES20.glVertexAttribPointer(mGlAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, mGLTextureBuffer);
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