Micro-optimization
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@ -17,12 +17,10 @@ uniform vec2 sprite_layout; // dx, dy
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uniform usamplerBuffer sprite_map; // gl_InstanceID -> x, y, z
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out vec3 sprite_pos;
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const uvec2 pos_map[] = uvec2[6](
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const uvec2 pos_map[] = uvec2[4](
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uvec2(1, 0), // right, top
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uvec2(1, 1), // right, bottom
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uvec2(0, 1), // left, bottom
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uvec2(1, 0), // right, top,
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uvec2(0, 1), // left, bottom,
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uvec2(0, 0) // left, top
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);
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@ -114,7 +112,7 @@ class Renderer:
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gl.glUniform1i(ul('sprite_map'), self.sprites.buffer_sampler_num)
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gl.glUniform2f(ul('sprite_layout'), *self.sprites.layout)
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with self.sprites:
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gl.glDrawArraysInstanced(gl.GL_TRIANGLES, 0, 6, self.xnum * self.ynum)
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gl.glDrawArraysInstanced(gl.GL_TRIANGLE_FAN, 0, 4, self.xnum * self.ynum)
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# window setup {{{
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