31 lines
766 B
C
31 lines
766 B
C
float tri_vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f};
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float sqr_vertices[] = {
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0.5f, 0.5f, 0.0f, /*top R*/
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0.5f, -0.5f, 0.0f, /*bottom R*/
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-0.5f, -0.5f, 0.0f, /*bottom L*/
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-0.5f, 0.5f, 0.0f/*top R*/
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};
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unsigned int sqr_indices[] = {
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0, 1, 3,/*tl triangle*/
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1, 2, 3 /*br triangle*/
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};
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const char *basicVertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"out vec3 color;\n"
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"void main()\n"
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"{\n"
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" color = aPos;"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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const char *basicFragmentShaderSource = "#version 330 core\n"
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"out vec3 FragColor;\n"
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"in vec3 color;"
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"void main()\n"
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"{\n"
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" FragColor = (color/2+.5)*1.5;\n"
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"}\n";
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