RGB Pulse triangle
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8cb5f8c773
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@ -54,3 +54,12 @@ const char *rgbFragmentShaderSource = "#version 330 core\n"
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"{\n"
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"{\n"
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" FragColor = vec4(color, 1.0);\n"
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" FragColor = vec4(color, 1.0);\n"
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"}\0";
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"}\0";
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const char *rgbPulseFragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"in vec3 color;\n"
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"uniform float u_time;"
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"void main()\n"
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"{\n"
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" FragColor = vec4(color,0.0)*(sin(u_time)/2.0+0.5);\n"
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"}\0";
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@ -53,7 +53,7 @@ int main(void) {
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*/
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*/
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unsigned int shaderProgram =
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unsigned int shaderProgram =
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shaderProgramCMPL(rgbVertexShaderSource, rgbFragmentShaderSource);
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shaderProgramCMPL(rgbVertexShaderSource, rgbPulseFragmentShaderSource);
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glUseProgram(shaderProgram);
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glUseProgram(shaderProgram);
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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@ -63,6 +63,8 @@ int main(void) {
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shaderProgram);
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glUseProgram(shaderProgram);
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GLint utime = glGetUniformLocation(shaderProgram, "u_time");
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glUniform1f(utime, glfwGetTime());
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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