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@ -199,10 +199,10 @@ public class GPUImageFilter {
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runPendingOnDrawTasks();
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runPendingOnDrawTasks();
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GLES20.glEnableVertexAttribArray(mGLPositionIndex);
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GLES20.glEnableVertexAttribArray(mGLPositionIndex);
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GLES20.glVertexAttribPointer(mGLPositionIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, cubeBuffer);
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GLES20.glVertexAttribPointer(mGLPositionIndex, 2, GLES20.GL_FLOAT, false, 4 * 2, cubeBuffer);
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GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
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GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
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GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, textureBuffer);
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GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 2, GLES20.GL_FLOAT, false, 4 * 2, textureBuffer);
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if (textureId != OpenGlUtils.NO_TEXTURE) {
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if (textureId != OpenGlUtils.NO_TEXTURE) {
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
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@ -232,11 +232,11 @@ public class GPUImageFilter {
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLCubeId[0]);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLCubeId[0]);
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GLES20.glEnableVertexAttribArray(mGLPositionIndex);
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GLES20.glEnableVertexAttribArray(mGLPositionIndex);
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GLES20.glVertexAttribPointer(mGLPositionIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
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GLES20.glVertexAttribPointer(mGLPositionIndex, 2, GLES20.GL_FLOAT, false, 4 * 2, 0);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLTextureId[0]);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLTextureId[0]);
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GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
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GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
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GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
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GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 2, GLES20.GL_FLOAT, false, 4 * 2, 0);
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GLES20.glUniformMatrix4fv(mGLTextureTransformIndex, 1, false, mGLTextureTransformMatrix, 0);
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GLES20.glUniformMatrix4fv(mGLTextureTransformIndex, 1, false, mGLTextureTransformMatrix, 0);
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@ -270,11 +270,11 @@ public class GPUImageFilter {
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLCubeId[0]);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLCubeId[0]);
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GLES20.glEnableVertexAttribArray(mGLPositionIndex);
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GLES20.glEnableVertexAttribArray(mGLPositionIndex);
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GLES20.glVertexAttribPointer(mGLPositionIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
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GLES20.glVertexAttribPointer(mGLPositionIndex, 2, GLES20.GL_FLOAT, false, 4 * 2, 0);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLTextureId[0]);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLTextureId[0]);
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GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
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GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
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GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
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GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 2, GLES20.GL_FLOAT, false, 4 * 2, 0);
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GLES20.glUniformMatrix4fv(mGLTextureTransformIndex, 1, false, mGLTextureTransformMatrix, 0);
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GLES20.glUniformMatrix4fv(mGLTextureTransformIndex, 1, false, mGLTextureTransformMatrix, 0);
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@ -311,11 +311,11 @@ public class GPUImageFilter {
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLCubeId[0]);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLCubeId[0]);
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GLES20.glEnableVertexAttribArray(mGLPositionIndex);
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GLES20.glEnableVertexAttribArray(mGLPositionIndex);
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GLES20.glVertexAttribPointer(mGLPositionIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
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GLES20.glVertexAttribPointer(mGLPositionIndex, 2, GLES20.GL_FLOAT, false, 4 * 2, 0);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLTextureId[0]);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLTextureId[0]);
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GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
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GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
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GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
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GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 2, GLES20.GL_FLOAT, false, 4 * 2, 0);
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GLES20.glUniformMatrix4fv(mGLTextureTransformIndex, 1, false, mGLTextureTransformMatrix, 0);
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GLES20.glUniformMatrix4fv(mGLTextureTransformIndex, 1, false, mGLTextureTransformMatrix, 0);
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@ -359,11 +359,11 @@ public class GPUImageFilter {
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLCubeId[0]);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLCubeId[0]);
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GLES20.glEnableVertexAttribArray(mGLPositionIndex);
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GLES20.glEnableVertexAttribArray(mGLPositionIndex);
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GLES20.glVertexAttribPointer(mGLPositionIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
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GLES20.glVertexAttribPointer(mGLPositionIndex, 2, GLES20.GL_FLOAT, false, 4 * 2, 0);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLTextureId[0]);
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GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mGLTextureId[0]);
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GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
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GLES20.glEnableVertexAttribArray(mGLTextureCoordinateIndex);
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GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 4, GLES20.GL_FLOAT, false, 4 * 4, 0);
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GLES20.glVertexAttribPointer(mGLTextureCoordinateIndex, 2, GLES20.GL_FLOAT, false, 4 * 2, 0);
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GLES20.glUniformMatrix4fv(mGLTextureTransformIndex, 1, false, mGLTextureTransformMatrix, 0);
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GLES20.glUniformMatrix4fv(mGLTextureTransformIndex, 1, false, mGLTextureTransformMatrix, 0);
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