Finish Textures
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4f871d12bc
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BIN
awesomeface.png
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BIN
awesomeface.png
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After Width: | Height: | Size: 58 KiB |
BIN
container.jpg
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container.jpg
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After Width: | Height: | Size: 181 KiB |
112
main.c
112
main.c
@ -6,6 +6,10 @@
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#include <GLFW/glfw3.h>
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#include "lib.h"
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#define STB_IMAGE_IMPLEMENTATION
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#define STBI_FAILURE_USERMSG
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#include "stb_image.h"
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int SCREEN_WIDTH = 1024;
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int SCREEN_HEIGHT = 768;
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@ -46,62 +50,84 @@ int main(void) {
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GLuint shaderProgram =
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compileShaderProgram("shaders/main.vert", "shaders/main.frag", NULL);
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// float vertices[] = {
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// 0.5f, 0.5f, 0.0f, // top right
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// 0.5f, -0.5f, 0.0f, // bottom right
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// -0.5f, -0.5f, 0.0f, // bottom left
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// -0.5f, 0.5f, 0.0f // top left
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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 // second triangle
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// };
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stbi_set_flip_vertically_on_load(true);
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GLuint texture1, texture2;
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glGenTextures(1, &texture1);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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int w1, h1, c1;
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unsigned char* container = stbi_load("container.jpg", &w1, &h1, &c1, 0);
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if (container == NULL) {
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fprintf(stderr, "Failed to load image\n");
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exit(-1);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w1, h1, 0, GL_RGB, GL_UNSIGNED_BYTE, container);
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glGenerateMipmap(GL_TEXTURE_2D);
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// float vertices[] = {
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// -0.5f, -0.5f, 0.0f,
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// 0.5f, -0.5f, 0.0f,
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// 0.0f, 0.5f, 0.0f
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// };
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glGenTextures(1, &texture2);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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int w2, h2, c2;
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unsigned char* smiley = stbi_load("awesomeface.png", &w2, &h2, &c2, 0);
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if (smiley == NULL) {
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fprintf(stderr, "Failed to load image\n");
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exit(-1);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w2, h2, 0, GL_RGBA, GL_UNSIGNED_BYTE, smiley);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(container);
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stbi_image_free(smiley);
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float v1[] = {
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-1.0f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f,
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// Position // Color // UV
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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, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f
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};
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float v2[] = {
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0.0f, -0.5f, 0.0f,
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1.0f, -0.5f, 0.0f,
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0.5f, 0.5f, 0.0f
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unsigned int indices[] = {
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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GLuint vaos[2];
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GLuint vbos[2];
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unsigned int VBO1, VBO2;
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// unsigned int EBO;
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unsigned int EBO;
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glGenVertexArrays(2, vaos);
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// glGenBuffers(1, &EBO);
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glGenBuffers(1, &EBO);
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glGenBuffers(2, vbos);
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glBindVertexArray(vaos[0]);
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glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(v1), v1, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindVertexArray(vaos[1]);
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glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(v2), v2, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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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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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6*sizeof(float)));
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glUseProgram(shaderProgram);
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int t1Loc = glGetUniformLocation(shaderProgram, "t1");
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glUniform1i(t1Loc, 0);
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int t2Loc = glGetUniformLocation(shaderProgram, "t2");
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glUniform1i(t2Loc, 1);
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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@ -116,11 +142,16 @@ int main(void) {
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int offsetLoc = glGetUniformLocation(shaderProgram, "offset");
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glUniform1f(offsetLoc, 0.5f);
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glBindVertexArray(vaos[0]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glBindVertexArray(vaos[1]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindVertexArray(vaos[0]);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// glBindVertexArray(vaos[1]);
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// glDrawArrays(GL_TRIANGLES, 0, 3);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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@ -130,8 +161,7 @@ int main(void) {
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}
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glDeleteVertexArrays(2, vaos);
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glDeleteBuffers(1, &VBO1);
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glDeleteBuffers(1, &VBO2);
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glDeleteBuffers(2, vbos);
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glDeleteProgram(shaderProgram);
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glfwTerminate();
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return 0;
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@ -1,11 +1,13 @@
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#version 330 core
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in vec3 vertexPos;
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in vec3 vertexColor;
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in vec3 vPos;
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in vec3 vCol;
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in vec2 tCoord;
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out vec4 FragColor;
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// uniform vec4 ourColor;
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uniform sampler2D t1;
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uniform sampler2D t2;
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void main() {
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FragColor = vec4(vertexPos, 1);
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FragColor = mix(texture(t1, tCoord), texture(t2, tCoord), 0.2);
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}
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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 aColor;
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layout (location = 2) in vec2 aTexCoord;
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out vec3 vertexPos;
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out vec3 vertexColor;
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out vec3 vPos;
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out vec3 vCol;
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out vec2 tCoord;
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uniform float offset;
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void main() {
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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vertexPos = vec3(abs(aPos.x), abs(aPos.y), abs(aPos.z));
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vPos = aPos;
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vCol = aColor;
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tCoord = aTexCoord;
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}
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