src: add vertex_color
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parent
9e9fb83bb1
commit
be66a461c4
10
build.sh
10
build.sh
@ -1,9 +1,7 @@
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set -eux
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CFLAGS="-Wall -Werror -Wfatal-errors -g -Og -std=gnu23 -Iinclude $(pkg-config --libs --cflags glfw3) -lm"
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CFLAGS="-Wall -Werror -Wfatal-errors -g -Og -std=gnu23 -Iinclude $(pkg-config --libs --cflags glfw3) -lm -lGL"
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if [ -f src/glad.o ]; then
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gcc $CFLAGS src/main.c src/glad.o
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else
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gcc $CFLAGS src/main.c src/glad.c
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fi
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#gcc $CFLAGS src/main.c
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gcc $CFLAGS src/vertex_color.c
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1467
src/glad.c
1467
src/glad.c
File diff suppressed because it is too large
Load Diff
@ -7,8 +7,8 @@
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#include <time.h>
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#include <math.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <GLES2/gl2.h>
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static void * read_file(const char * filename)
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{
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@ -180,11 +180,6 @@ int main()
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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printf("Failed to initialize GLAD\n");
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return -1;
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}
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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207
src/vertex_color.c
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207
src/vertex_color.c
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@ -0,0 +1,207 @@
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#include <fcntl.h>
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#include <string.h>
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#include <errno.h>
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#include <unistd.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <math.h>
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#include <GLFW/glfw3.h>
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#include <GLES2/gl2.h>
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static void * read_file(const char * filename)
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{
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int fd = open(filename, O_RDONLY);
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if (fd == -1) {
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fprintf(stderr, "open(%s): %s\n", filename, strerror(errno));
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return NULL;
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}
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off_t size = lseek(fd, 0, SEEK_END);
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if (size == (off_t)-1) {
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fprintf(stderr, "lseek(%s, SEEK_END): %s\n", filename, strerror(errno));
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return NULL;
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}
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off_t start = lseek(fd, 0, SEEK_SET);
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if (start == (off_t)-1) {
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fprintf(stderr, "lseek(%s, SEEK_SET): %s\n", filename, strerror(errno));
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return NULL;
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}
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void * buf = malloc(size+1);
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ssize_t read_size = read(fd, buf, size);
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if (read_size == -1) {
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fprintf(stderr, "read(%s): %s\n", filename, strerror(errno));
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return NULL;
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}
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((char*)buf)[read_size] = 0;
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return buf;
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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unsigned int compile_shaders()
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{
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void * vertexShaderSource = read_file("src/vertex_color.vp.glsl");
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, (const char **)&vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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{
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int success;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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printf("vertex shader compile failed:\n%s\n", infoLog);
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}
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}
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free(vertexShaderSource);
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void * fragmentShaderSource = read_file("src/vertex_color.fp.glsl");
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, (const char **)&fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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{
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int success;
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char infoLog[512];
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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printf("fragment shader compile failed:\n%s\n", infoLog);
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}
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}
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free(fragmentShaderSource);
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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{
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int success;
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char infoLog[512];
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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printf("program link failed:\n%s\n", infoLog);
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}
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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static int make_buffer(unsigned int target,
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const void * data,
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size_t size)
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{
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unsigned int buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(target, buffer);
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glBufferData(target, size, data, GL_STATIC_DRAW);
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return buffer;
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}
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static const float vertex_buffer_data[] = {
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// position // color
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom left
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f // top
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};
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struct location {
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struct {
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unsigned int position;
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unsigned int color;
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} attrib;
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};
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int main()
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
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GLFWwindow* window = glfwCreateWindow(1600, 1200, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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const char* description;
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glfwGetError(&description);
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printf("Failed to create GLFW window: %s\n", description);
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glViewport(0, 0, 1600, 1200);
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//glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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unsigned int vertex_buffer = make_buffer(GL_ARRAY_BUFFER,
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vertex_buffer_data,
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(sizeof (vertex_buffer_data)));
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printf("compile start\n");
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unsigned int shaderProgram = compile_shaders();
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printf("compile end\n");
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struct location location;
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location.attrib.position = glGetAttribLocation(shaderProgram, "position");
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location.attrib.color = glGetAttribLocation(shaderProgram, "color");
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printf("attributes:\n position %u\n color %u\n",
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location.attrib.position,
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location.attrib.color);
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while(!glfwWindowShouldClose(window)) {
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if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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//glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
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//glClear(GL_COLOR_BUFFER_BIT);
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//
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// render
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//
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glUseProgram(shaderProgram);
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glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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glVertexAttribPointer(location.attrib.position,
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3,
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GL_FLOAT,
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GL_FALSE,
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(sizeof (float)) * 6,
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(void*)0
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);
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glVertexAttribPointer(location.attrib.color,
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3,
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GL_FLOAT,
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GL_FALSE,
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(sizeof (float)) * 6,
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(void*)(3 * 4)
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);
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glEnableVertexAttribArray(location.attrib.position);
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glEnableVertexAttribArray(location.attrib.color);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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8
src/vertex_color.fp.glsl
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8
src/vertex_color.fp.glsl
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@ -0,0 +1,8 @@
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#version 120
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varying vec3 color_out;
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void main()
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{
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gl_FragColor = vec4(color_out, 1);
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}
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14
src/vertex_color.vp.glsl
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14
src/vertex_color.vp.glsl
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#version 120
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uniform float time;
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attribute vec3 position;
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attribute vec3 color;
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varying vec3 color_out;
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void main()
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{
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gl_Position = vec4(position, 1);
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color_out = color;
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}
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