glUniformMatrix4fv(matrixLocation, false, matrixBuffer); //usually a standard ortho matrixglUniform2f(positionLocation, x, y); //position in the worldglUniform2f(radiiLocation, 200, 300); //inner and outer radiusglUniform1f(stepsLocation, 16); //number of dashes to addglUniform1f(aaWidthLocation, 1); //width of antialiasing, lower than 1.0 will cause flickering so keep >=1.0glUniform1f(stepRotationLocation, rotation); //rotation as a value from 0.0 to 1.0, repeats in both directions (-5.5 = 0.5 = 34.5)glUniform1f(dashLengthLocation, 0.75f); //the length of the dashes as a fraction of the length of each dash segmentglUniform4f(colorLocation, 1, 1, 1, 1); //the filled colorglUniform4f(dashColorLocation, 0, 0, 0, 0); //the dash color
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