Make Matrix4 abstract to fix compile issues on some platforms, update sample to use Matrix4
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@@ -2,6 +2,7 @@ package;
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import lime.app.Application;
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import lime.geom.Matrix4;
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import lime.graphics.Image;
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import lime.graphics.GLBuffer;
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import lime.graphics.GLProgram;
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@@ -130,10 +131,10 @@ class Main extends Application {
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var texCoords = [
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1, 0,
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0, 0,
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1, 1,
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0, 1,
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1, 0,
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0, 0,
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];
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@@ -209,20 +210,8 @@ class Main extends Application {
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var modelViewMatrixUniform = gl.getUniformLocation (shaderProgram, "uModelViewMatrix");
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var imageUniform = gl.getUniformLocation (shaderProgram, "uImage0");
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var positionX = 0;
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var positionY = 0;
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var width = window.width;
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var height = window.height;
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var projectionMatrix = new Float32Array ([ 2 / width, 0, 0, 0, 0, 2 / height, 0, 0, 0, 0, -0.0001, 0, -1, -1, 1, 1 ]);
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var rotation = 0;
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var scale = 1;
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var theta = rotation * Math.PI / 180;
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var c = Math.cos (theta);
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var s = Math.sin (theta);
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var modelViewMatrix = new Float32Array ([ c * scale, -s * scale, 0, 0, s * scale, c * scale, 0, 0, 0, 0, 1, 0, positionX, positionY, 0, 1 ]);
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var projectionMatrix = Matrix4.createOrtho (0, window.width, window.height, 0, -1000, 1000);
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var modelViewMatrix = new Matrix4 ();
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gl.useProgram (shaderProgram);
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gl.enableVertexAttribArray (vertexAttribute);
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