Point2D flipped_center(center.x, 1.0f - center.y);
set_uniform_vec2(glsl_program_num, prefix, "flipped_center", (float *)&flipped_center);
}
Point2D flipped_center(center.x, 1.0f - center.y);
set_uniform_vec2(glsl_program_num, prefix, "flipped_center", (float *)&flipped_center);
}