Corection of the texture 3D and update windows makefile who does not support shader directly
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@ -1 +1 @@
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Subproject commit c756ceacf5a758f882263bb5f0fbd755373f00b6
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Subproject commit 69605919a97aa8ccf82eef24b15f960f9c8ba7af
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@ -110,7 +110,7 @@ void ewol::OObject3DTextured::Draw(void)
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#endif
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#endif
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}
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}
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void ewol::OObject2DTextured::Clear(void)
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void ewol::OObject3DTextured::Clear(void)
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{
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{
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m_coord.Clear();
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m_coord.Clear();
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m_coordTex.Clear();
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m_coordTex.Clear();
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@ -3,7 +3,7 @@ precision mediump float;
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precision mediump int;
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precision mediump int;
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#endif
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#endif
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// Input :
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// Input :
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attribute vec2 EW_coord3d;
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attribute vec3 EW_coord3d;
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attribute vec2 EW_texture2d;
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attribute vec2 EW_texture2d;
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attribute vec4 EW_color;
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attribute vec4 EW_color;
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uniform mat4 EW_MatrixTransformation;
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uniform mat4 EW_MatrixTransformation;
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@ -13,7 +13,7 @@ varying vec4 f_color;
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varying vec2 f_texcoord;
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varying vec2 f_texcoord;
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void main(void) {
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void main(void) {
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gl_Position = EW_MatrixTransformation * vec4(EW_coord2d, 0.0, 1.0);
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gl_Position = EW_MatrixTransformation * vec4(EW_coord3d, 1.0);
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//gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(EW_coord3d, 1.0);
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//gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(EW_coord3d, 1.0);
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// set texture output coord
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// set texture output coord
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f_texcoord = EW_texture2d;
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f_texcoord = EW_texture2d;
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