refactor: update vertex data and add transform matrix in vertex shader
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51
src/main.rs
51
src/main.rs
@@ -181,21 +181,42 @@ fn main() {
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// == // Set up your VAO around here
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let vertices = vec![
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// triangle 1 (red, z=0.5)
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-0.6, -0.3, 0.5, 0.6, -0.3, 0.5, 0.0, 0.6, 0.5, // triangle 2 (green, z=0.0)
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-0.3, -0.6, 0.0, 0.3, -0.6, 0.0, 0.0, 0.3, 0.0, // triangle 3 (blue, z=-0.5)
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-0.4, 0.4, -0.5, 0.4, 0.4, -0.5, 0.0, -0.4, -0.5,
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];
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let indices = vec![0, 1, 2, 3, 4, 5, 6, 8, 7];
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let colors = vec![
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// triangle 1 colors (red, α=0.5)
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1.0, 0.0, 0.0, 0.3, 1.0, 0.0, 0.0, 0.3, 1.0, 0.0, 0.0, 0.3,
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// triangle 2 colors (green, α=0.5)
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0.0, 1.0, 0.0, 0.3, 0.0, 1.0, 0.0, 0.3, 0.0, 1.0, 0.0, 0.3,
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// triangle 3 colors (blue, α=0.5)
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0.0, 0.0, 1.0, 0.3, 0.0, 0.0, 1.0, 0.3, 0.0, 0.0, 1.0, 0.3,
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];
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let vertices = vec![
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// triangle 1
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-0.8, -0.8, 0.0,
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-0.2, -0.8, 0.0,
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-0.5, -0.2, 0.0,
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// triangle 2
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0.2, -0.8, 0.0,
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0.8, -0.8, 0.0,
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0.5, -0.2, 0.0,
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// triangle 3
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-0.3, 0.2, 0.0,
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0.3, 0.2, 0.0,
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0.0, 0.8, 0.0,
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];
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let indices = vec![
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0, 1, 2,
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3, 4, 5,
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6, 7, 8,
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];
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let colors = vec![
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// triangle 1 colors
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1.0, 0.0, 0.0, 1.0,
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0.0, 1.0, 0.0, 1.0,
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0.0, 0.0, 1.0, 1.0,
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// triangle 2 colors
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1.0, 1.0, 0.0, 1.0,
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0.0, 1.0, 1.0, 1.0,
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1.0, 0.0, 1.0, 1.0,
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// triangle 3 colors
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0.5, 0.5, 0.5, 1.0,
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1.0, 0.5, 0.0, 1.0,
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0.0, 0.5, 1.0, 1.0,
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];
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let my_vao = unsafe { create_vao(&vertices, &colors, &indices) };
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