initial commit
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8
shaders/simple.frag
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8
shaders/simple.frag
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#version 460 core
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layout(binding = 0) uniform sampler2D t;
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in vec3 vColor;
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in vec2 vUv;
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out vec4 color;
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void main() {
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color = vec4(vUv, 0, 1.0f);
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}
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16
shaders/simple.vert
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16
shaders/simple.vert
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#version 460 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 iColor;
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layout (location = 2) in vec2 uv;
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layout (location = 0) uniform float val;
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// layout (location = 0) uniform mat4 P;
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// layout (location = 1) uniform mat4 V;
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// layout (location = 2) uniform mat4 M;
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out vec3 vColor;
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out vec2 vUv;
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void main() {
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// gl_Position = P * V * M * vec4(pos.xyz, 1.0f);
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gl_Position = vec4(pos.x, pos.y + val, pos.z, 1.0f);
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vColor = iColor;
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vUv = uv;
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}
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