Added OUYA icon. Changed OpenCV library. Added labels. Changed robot arm model.
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assets/data/gfx/gui/Anonymous_heart_1.png
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assets/data/gfx/gui/Anonymous_heart_1.png
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assets/data/gfx/gui/down_button.png
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assets/data/gfx/gui/down_button.png
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assets/data/gfx/gui/left_button.png
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assets/data/gfx/gui/left_button.png
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assets/data/gfx/gui/right_button.png
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assets/data/gfx/gui/right_button.png
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assets/data/gfx/gui/up_button.png
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assets/shaders/movingBckg/movingBckg_frag.glsl
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assets/shaders/movingBckg/movingBckg_frag.glsl
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/*
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* Copyright (C) 2014 Miguel Angel Astor Romero
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D u_texture;
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uniform vec2 u_scaling;
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varying vec2 v_texCoords;
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void main(){
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gl_FragColor = texture2D(u_texture, v_texCoords * u_scaling);
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}
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assets/shaders/movingBckg/movingBckg_vert.glsl
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assets/shaders/movingBckg/movingBckg_vert.glsl
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/*
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* Copyright (C) 2014 Miguel Angel Astor Romero
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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uniform mat4 u_projTrans;
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uniform float u_displacement;
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attribute vec4 a_position;
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attribute vec2 a_texCoord0;
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varying vec2 v_texCoords;
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void main(){
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v_texCoords = a_texCoord0 + u_displacement;
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gl_Position = u_projTrans * a_position;
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}
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