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+3 −0 | framework/include/framework/Buffer.h | |
+18 −0 | framework/src/Buffer.cpp | |
+1 −1 | framework/src/VertexArrayObject.cpp | |
+0 −42 | include/engine/AnimatedSprite.h | |
+11 −2 | include/engine/Buffer.h | |
+0 −38 | include/engine/Sprite.h | |
+3 −2 | include/engine/VertexArrayObject.h | |
+1 −1 | include/engine/shader/Shader.h | |
+1 −1 | include/engine/shader/ShaderProgram.h | |
+0 −44 | src/AnimatedSprite.cpp | |
+0 −42 | src/Sprite.cpp | |
+16 −8 | src/VertexArrayObject.cpp | |
+2 −0 | src/Window.cpp | |
+3 −3 | src/shader/ShaderProgram.cpp |
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Original file line number | Diff line number | Diff line change |
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#ifndef H_SHADERS | ||
#define H_SHADERS | ||
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#include <string> | ||
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namespace Shaders { | ||
std::string mainVert = R"( | ||
#version 410 core | ||
layout(location = 0) in vec3 position; | ||
uniform mat4 model; | ||
uniform mat4 view; | ||
uniform mat4 projection; | ||
void main() { | ||
gl_Position = projection * view * model * vec4(position, 1.0); | ||
//gl_Position = vec4(position, 1.0); | ||
} | ||
)"; | ||
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std::string mainFrag = R"( | ||
#version 410 core | ||
void main() { | ||
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); | ||
} | ||
)"; | ||
} | ||
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#endif |