Rotating 3D Cube
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b42011190e
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@ -24,11 +24,11 @@
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ProcessorClockFrequency="3193"
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>
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<Testing>
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<StartDateTime>Jan 20 00:42 Central Standard Time</StartDateTime>
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<StartTestTime>1705732938</StartTestTime>
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<StartDateTime>Jan 20 01:04 Central Standard Time</StartDateTime>
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<StartTestTime>1705734272</StartTestTime>
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<TestList/>
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<EndDateTime>Jan 20 00:42 Central Standard Time</EndDateTime>
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<EndTestTime>1705732938</EndTestTime>
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<EndDateTime>Jan 20 01:04 Central Standard Time</EndDateTime>
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<EndTestTime>1705734272</EndTestTime>
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<ElapsedMinutes>0</ElapsedMinutes>
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</Testing>
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</Site>
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@ -1,3 +1,3 @@
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Start testing: Jan 20 00:42 Central Standard Time
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Start testing: Jan 20 01:04 Central Standard Time
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----------------------------------------------------------
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End testing: Jan 20 00:42 Central Standard Time
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End testing: Jan 20 01:04 Central Standard Time
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50
data.cpp
50
data.cpp
@ -1,12 +1,52 @@
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float vertices[] = {
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// Positions // Colors // Texture Coords
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f
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// Positions // Texture Coords
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 1.0f
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};
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/*
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unsigned int indices[] = { // note that we start from 0!
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0, 1, 3, // first triangle
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1, 2, 3
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};
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*/
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48
main.cpp
48
main.cpp
@ -45,18 +45,16 @@ int main() {
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void*)0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void*)(3*sizeof(float)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(float), (void*)(6*sizeof(float)));
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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// Element Buffers
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unsigned int EBO;
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glGenBuffers(1, &EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// unsigned int EBO;
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// glGenBuffers(1, &EBO);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// Use and set shader
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Shader myShader("../shad/vert.vs", "../shad/frag.fs");
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@ -76,7 +74,7 @@ int main() {
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width1, height1, 0, GL_RGB, GL_UNSIGNED_BYTE, data1);
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glGenerateMipmap(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE1);
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glGenTextures(1, &texture2);
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glBindTexture(GL_TEXTURE_2D, texture2);
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@ -89,27 +87,43 @@ int main() {
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} else {
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std::cout << "COULD NOT LOAD TEXTUREs!\n";
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}
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stbi_image_free(data1);
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stbi_image_free(data2);
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// Camera Work
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glm::mat4 trans = glm::rotate(glm::mat4(1.0f), (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
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unsigned int transLoc = glGetUniformLocation(myShader.id, "transform");
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glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(trans));
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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glm::mat4 view = glm::mat4(1.0f);
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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glm::mat4 projection;
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projection = glm::perspective(glm::radians(45.0f), 800.0f/600.0f, 0.1f, 100.0f);
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int modelLoc, viewLoc, projLoc;
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modelLoc = glGetUniformLocation(myShader.id, "model");
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viewLoc = glGetUniformLocation(myShader.id, "view");
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projLoc = glGetUniformLocation(myShader.id, "projection");
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
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glEnable(GL_DEPTH_TEST);
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// Window loop
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while(!glfwWindowShouldClose(window)) {
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// Input checking
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processInput(window);
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// Rotate Model
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model = glm::rotate(glm::mat4(1.0f), (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
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glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
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// Rendering Loop
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trans = glm::rotate(glm::mat4(1.0f), (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));
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glUniformMatrix4fv(transLoc, 1, GL_FALSE, glm::value_ptr(trans));
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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// Events and buffer swap
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glfwPollEvents();
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@ -1,6 +1,5 @@
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#version 330 core
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in vec4 vertexColor;
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in vec2 textureCoord;
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out vec4 FragColor;
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@ -10,6 +9,5 @@ uniform sampler2D texture2;
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void main() {
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FragColor = mix(texture(texture1, textureCoord),
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texture(texture2, textureCoord), 0.2);
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texture(texture2, textureCoord), 0.3);
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}
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11
shad/vert.vs
11
shad/vert.vs
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#version 330 core
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layout(location=0) in vec3 aPos;
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layout(location=1) in vec3 vColor;
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layout(location=2) in vec2 tCoord;
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layout(location=1) in vec2 tCoord;
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out vec4 vertexColor;
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out vec2 textureCoord;
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uniform mat4 transform;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main() {
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gl_Position = transform * vec4(aPos, 1.0);
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vertexColor = vec4(vColor, 1.0);
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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textureCoord = tCoord;
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}
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