Godot initialization
This commit is contained in:
parent
ca64248ace
commit
ddd6c15292
4
.editorconfig
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4
.editorconfig
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root = true
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[*]
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charset = utf-8
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2
.gitattributes
vendored
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2
.gitattributes
vendored
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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10
.gitignore
vendored
10
.gitignore
vendored
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# Build artifacts
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# Godot 4+ specific ignores
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build/
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.godot/
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/android/
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# Direnv stuff for the flake
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.envrc
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.direnv
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33
Makefile
33
Makefile
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CC=g++
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CFLAGS= -c -g -Wall
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LDLIBS = -lglfw
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TARGET := untap
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BUILD_DIR := ./build
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SRC_DIRS := ./src
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SRCS := $(shell find $(SRC_DIRS) -name '*.cpp')
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SRCS += $(shell find $(SRC_DIRS) -name '*.c')
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OBJS := $(SRCS:%=$(BUILD_DIR)/%.o)
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$(BUILD_DIR)/$(TARGET): $(OBJS)
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$(CC) $(OBJS) -o $@ $(LDLIBS)
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cp -r $(SRC_DIRS)/shaders $(BUILD_DIR)/
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cp -r $(SRC_DIRS)/textures $(BUILD_DIR)/
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$(BUILD_DIR)/%.cpp.o: %.cpp
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mkdir -p $(dir $@)
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$(CC) $(CFLAGS) -c $< -o $@
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$(BUILD_DIR)/%.c.o: %.c
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mkdir -p $(dir $@)
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$(CC) $(CFLAGS) -c $< -o $@
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.PHONY: clean
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clean:
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rm -rf $(BUILD_DIR)
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61
flake.lock
generated
61
flake.lock
generated
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{
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"nodes": {
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"flake-utils": {
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"inputs": {
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"systems": "systems"
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},
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"locked": {
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"lastModified": 1731533236,
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"narHash": "sha256-l0KFg5HjrsfsO/JpG+r7fRrqm12kzFHyUHqHCVpMMbI=",
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"owner": "numtide",
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"repo": "flake-utils",
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"rev": "11707dc2f618dd54ca8739b309ec4fc024de578b",
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"type": "github"
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},
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"original": {
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"owner": "numtide",
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"repo": "flake-utils",
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"type": "github"
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}
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},
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"nixpkgs": {
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"locked": {
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"lastModified": 1744868846,
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"narHash": "sha256-5RJTdUHDmj12Qsv7XOhuospjAjATNiTMElplWnJE9Hs=",
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"owner": "NixOS",
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"repo": "nixpkgs",
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"rev": "ebe4301cbd8f81c4f8d3244b3632338bbeb6d49c",
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"type": "github"
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},
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"original": {
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"owner": "NixOS",
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"ref": "nixpkgs-unstable",
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"repo": "nixpkgs",
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"type": "github"
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}
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},
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"root": {
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"inputs": {
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"flake-utils": "flake-utils",
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"nixpkgs": "nixpkgs"
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}
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},
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"systems": {
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"locked": {
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"lastModified": 1681028828,
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"narHash": "sha256-Vy1rq5AaRuLzOxct8nz4T6wlgyUR7zLU309k9mBC768=",
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"owner": "nix-systems",
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"repo": "default",
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"rev": "da67096a3b9bf56a91d16901293e51ba5b49a27e",
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"type": "github"
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},
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"original": {
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"owner": "nix-systems",
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"repo": "default",
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"type": "github"
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}
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}
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},
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"root": "root",
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"version": 7
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}
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30
flake.nix
30
flake.nix
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{
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description = "Template node project";
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inputs = {
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nixpkgs.url = "github:NixOS/nixpkgs/nixpkgs-unstable";
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flake-utils.url = "github:numtide/flake-utils";
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};
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outputs = {
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self,
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nixpkgs,
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flake-utils,
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}:
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flake-utils.lib.eachDefaultSystem (
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system: let
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pkgs = import nixpkgs {
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inherit system;
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};
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in {
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devShell = pkgs.mkShell {
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buildInputs = with pkgs; [
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gnumake
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glfw
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pkg-config
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glib.dev
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];
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};
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}
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);
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}
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1
icon.svg
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1
icon.svg
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>
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After Width: | Height: | Size: 994 B |
37
icon.svg.import
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37
icon.svg.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://nrgr3sfkdosx"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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15
project.godot
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15
project.godot
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="mtg-tabletop"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="res://icon.svg"
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1140
src/glad.c
1140
src/glad.c
File diff suppressed because it is too large
Load Diff
3611
src/include/glad.h
3611
src/include/glad.h
File diff suppressed because it is too large
Load Diff
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#ifndef SHADER_H
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#define SHADER_H
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#include "glad.h"
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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class Shader
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{
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public:
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// program ID
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unsigned int ID;
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// constructor reads and builds the shader
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Shader(const char* vertexPath, const char* fragmentPath)
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{
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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// setup exceptions for bad files
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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// open files
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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// read file buffers into streams
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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// close file handlers
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vShaderFile.close();
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fShaderFile.close();
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// convert stream into string
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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} catch (std::ifstream::failure& e) {
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std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ:" << e.what() << "\n";
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}
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const char* vShaderCode = vertexCode.c_str();
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const char* fShaderCode = fragmentCode.c_str();
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unsigned int vertex, fragment;
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int success;
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char infoLog[512];
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << "\n";
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}
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << "\n";
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}
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glLinkProgram(ID);
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glGetProgramiv(ID, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(ID, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << "\n";
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}
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// delete shaders, no longer needed
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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// use/activate the shader
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void use()
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{
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glUseProgram(ID);
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}
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// utility uniform functions
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void setBool(const std::string &name, bool value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int) value);
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}
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void setInt(const std::string &name, int value) const
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{
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setFloat(const std::string &name, float value) const
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{
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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};
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#endif
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File diff suppressed because it is too large
Load Diff
157
src/main.cpp
157
src/main.cpp
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#include "include/glad.h"
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#include "include/shader.h"
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#include "include/stb_image.h"
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <math.h>
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void processInput(GLFWwindow* window);
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void setupGLFW(GLFWwindow** window);
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typedef struct {
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int width, height, nrChannels;
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unsigned char* data;
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} texture_t;
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||||||
float vertices[] = {
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// positions colours texture coords
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // bottom left
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};
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unsigned int indices[] = {
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0, 1, 3, 1, 2, 3,
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};
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bool wireframe = false;
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int main()
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||||||
{
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GLFWwindow* window;
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setupGLFW(&window);
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||||||
Shader myShader("shaders/shader.vs", "shaders/shader.fs");
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||||||
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texture_t tex;
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||||||
stbi_set_flip_vertically_on_load(true);
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tex.data = stbi_load("textures/wg.jpg", &tex.width, &tex.height, &tex.nrChannels, 0);
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
|
|
||||||
if (tex.data) {
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex.width, tex.height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex.data);
|
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
|
||||||
} else {
|
|
||||||
std::cout << "Failed to load texture\n";
|
|
||||||
}
|
|
||||||
|
|
||||||
stbi_image_free(tex.data);
|
|
||||||
|
|
||||||
unsigned int VAO;
|
|
||||||
glGenVertexArrays(1, &VAO);
|
|
||||||
|
|
||||||
unsigned int VBO;
|
|
||||||
glGenBuffers(1, &VBO);
|
|
||||||
|
|
||||||
unsigned int EBO;
|
|
||||||
glGenBuffers(1, &EBO);
|
|
||||||
|
|
||||||
// bind Vertex Array Object
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
// copy our vertices into a buffer for opengl to use
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
||||||
// copy our indices
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
// set the vertex attributes pointers
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
|
|
||||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
|
|
||||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
|
|
||||||
myShader.use();
|
|
||||||
myShader.setInt("tex", 0);
|
|
||||||
|
|
||||||
while (!glfwWindowShouldClose(window)) {
|
|
||||||
// input
|
|
||||||
processInput(window);
|
|
||||||
|
|
||||||
// rendering
|
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
|
||||||
|
|
||||||
myShader.use();
|
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texture);
|
|
||||||
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
|
||||||
glBindVertexArray(0); // unbinds the VAO so its ready to be bound again for the next render
|
|
||||||
|
|
||||||
// check and call events and swap buffers
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
glfwPollEvents();
|
|
||||||
}
|
|
||||||
|
|
||||||
glfwTerminate();
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
void setupGLFW(GLFWwindow** window)
|
|
||||||
{
|
|
||||||
glfwInit();
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
||||||
|
|
||||||
*window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
|
||||||
if (window == NULL) {
|
|
||||||
std::cout << "Failed to create GLFW window\n";
|
|
||||||
glfwTerminate();
|
|
||||||
exit(-1);
|
|
||||||
}
|
|
||||||
glfwMakeContextCurrent(*window);
|
|
||||||
|
|
||||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
|
||||||
std::cout << "Failed to init GLAD\n";
|
|
||||||
exit(-1);
|
|
||||||
}
|
|
||||||
|
|
||||||
glViewport(0, 0, 800, 600);
|
|
||||||
glfwSetFramebufferSizeCallback(*window, framebuffer_size_callback);
|
|
||||||
}
|
|
||||||
|
|
||||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
|
||||||
{
|
|
||||||
glViewport(0, 0, width, height);
|
|
||||||
}
|
|
||||||
|
|
||||||
void processInput(GLFWwindow* window)
|
|
||||||
{
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
|
||||||
glfwSetWindowShouldClose(window, true);
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS) // triggers wireframe mode
|
|
||||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) // disables wireframe mode
|
|
||||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
||||||
}
|
|
@ -1,13 +0,0 @@
|
|||||||
#version 330 core
|
|
||||||
|
|
||||||
out vec4 FragColor;
|
|
||||||
|
|
||||||
in vec3 ourColor;
|
|
||||||
in vec2 TexCoord;
|
|
||||||
|
|
||||||
uniform sampler2D tex;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
FragColor = texture(tex, TexCoord);
|
|
||||||
}
|
|
@ -1,15 +0,0 @@
|
|||||||
#version 330 core
|
|
||||||
|
|
||||||
layout (location = 0) in vec3 aPos;
|
|
||||||
layout (location = 1) in vec3 aColor;
|
|
||||||
layout (location = 2) in vec2 aTexCoord;
|
|
||||||
|
|
||||||
out vec3 ourColor;
|
|
||||||
out vec2 TexCoord;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
gl_Position = vec4(aPos, 1.0);
|
|
||||||
ourColor = aColor;
|
|
||||||
TexCoord = aTexCoord;
|
|
||||||
}
|
|
@ -1,2 +0,0 @@
|
|||||||
#define STB_IMAGE_IMPLEMENTATION
|
|
||||||
#include "include/stb_image.h"
|
|
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Loading…
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Reference in New Issue
Block a user