gles running
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9cbcd7acca
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75dc9659dd
2 changed files with 146 additions and 103 deletions
140
fragment.glsl
140
fragment.glsl
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@ -1,76 +1,80 @@
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#version 320 es
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precision mediump float;
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void main() {
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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uniform vec2 WindowSize;
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uniform float time;
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layout(location = 0) out vec4 color;
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float rand(ivec2 co) {
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return fract(sin(dot(vec2(co), vec2(12.9898, 78.233))) * 43758.5453);
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}
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float cell_size = 0.01;
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//#version 330 core
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//out vec4 FragColor;
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//uniform vec2 WindowSize;
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//uniform float time;
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//
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//float rand(ivec2 co) {
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// return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
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//}
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//
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//float cell_size = 0.01;
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//
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//#define PI 3.1415926538
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//
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//// whatever that corner contributes
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//float c_dot(vec2 point, vec2 corner) {
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// ivec2 c = ivec2(round(corner * 100));
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// float angle = rand(c) * 2*PI;
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// vec2 random_corner_vec = vec2(cos(angle), sin(angle));
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// vec2 offset = (point - corner) / cell_size;
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// float dot_product = dot(random_corner_vec, offset);
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// // for now just return something
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// return dot_product;
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//}
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//
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//float lerp(float a, float b, float x) {
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// return a + x*(b-a);
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//}
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//
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//// better than built in smoothstep.
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//float fade(float t) {
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// return ((6*t - 15)*t + 10)*t*t*t;
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//}
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#define PI 3.1415926538
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// whatever that corner contributes
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float c_dot(vec2 point, vec2 corner) {
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ivec2 c = ivec2(round(corner * 100.0));
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float angle = rand(c) * 2.0*PI;
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vec2 random_corner_vec = vec2(cos(angle), sin(angle));
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vec2 offset = (point - corner) / cell_size;
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float dot_product = dot(random_corner_vec, offset);
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// for now just return something
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return dot_product;
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}
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float lerp(float a, float b, float x) {
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return a + x*(b-a);
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}
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// better than built in smoothstep.
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float fade(float t) {
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return ((6.0*t - 15.0)*t + 10.0)*t*t*t;
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}
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void main() {
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// We'll make origin in the top-left.
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vec2 uv = gl_FragCoord.xy / WindowSize;
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uv.y = 1.0 - uv.y;
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vec2 grid_edge_offset = mod(uv, cell_size);
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// c: corner
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vec2 c_tl = uv - grid_edge_offset;
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vec2 c_tr = uv - grid_edge_offset + vec2(cell_size, 0);
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vec2 c_bl = uv - grid_edge_offset + vec2(0, cell_size);
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vec2 c_br = uv - grid_edge_offset + vec2(cell_size, cell_size);
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float c_tl_dot = c_dot(uv, c_tl);
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float c_tr_dot = c_dot(uv, c_tr);
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float c_bl_dot = c_dot(uv, c_bl);
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float c_br_dot = c_dot(uv, c_br);
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// the uv within the tile (0 to 1)
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vec2 tile_uv = (uv - c_tl) / cell_size;
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// lerp index
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float u = fade(tile_uv.x);
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float v = fade(tile_uv.y);
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//float u = tile_uv.x;
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//float v = tile_uv.y;
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//float u = smoothstep(0, 1, tile_uv.x);
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//float v = smoothstep(0, 1, tile_uv.y);
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//float val = smoothstep(tile_uv.x, smoothstep(tile_uv.y, c_bl_dot, c_tl_dot), smoothstep(tile_uv.y, c_br_dot, c_tr_dot));
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float val = lerp(lerp(c_tl_dot, c_bl_dot, v), lerp(c_tr_dot, c_br_dot, v), u);
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//float val = tile_uv.y;
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//float val = c_bl_dot*2 + 0.5;
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//val = val * 20;
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float out_val = val /2.0 + 0.5;
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color = vec4(out_val, out_val, out_val, 1.0);
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//float yes = 0.5 + (c_dot(uv, c_tl) + c_dot(uv, c_tr) + c_dot(uv, c_bl) + c_dot(uv, c_br)) / 2;
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//FragColor = vec4(yes, yes, yes, 1);
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}
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//#version 320 es
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//precision mediump float;
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//layout(location = 0) out vec4 outColor;
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//
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//void main() {
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// // We'll make origin in the top-left.
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// vec2 uv = gl_FragCoord.xy / WindowSize;
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// uv.y = 1.0 - uv.y;
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// vec2 grid_edge_offset = mod(uv, cell_size);
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// // c: corner
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// vec2 c_tl = uv - grid_edge_offset;
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// vec2 c_tr = uv - grid_edge_offset + vec2(cell_size, 0);
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// vec2 c_bl = uv - grid_edge_offset + vec2(0, cell_size);
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// vec2 c_br = uv - grid_edge_offset + vec2(cell_size, cell_size);
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// float c_tl_dot = c_dot(uv, c_tl);
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// float c_tr_dot = c_dot(uv, c_tr);
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// float c_bl_dot = c_dot(uv, c_bl);
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// float c_br_dot = c_dot(uv, c_br);
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//
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// // the uv within the tile (0 to 1)
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// vec2 tile_uv = (uv - c_tl) / cell_size;
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//
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// // lerp index
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// float u = fade(tile_uv.x);
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// float v = fade(tile_uv.y);
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// //float u = tile_uv.x;
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// //float v = tile_uv.y;
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// //float u = smoothstep(0, 1, tile_uv.x);
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// //float v = smoothstep(0, 1, tile_uv.y);
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// //float val = smoothstep(tile_uv.x, smoothstep(tile_uv.y, c_bl_dot, c_tl_dot), smoothstep(tile_uv.y, c_br_dot, c_tr_dot));
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// float val = lerp(lerp(c_tl_dot, c_bl_dot, v), lerp(c_tr_dot, c_br_dot, v), u);
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// //float val = tile_uv.y;
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// //float val = c_bl_dot*2 + 0.5;
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// //val = val * 20;
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// float out_val = val /2 + 0.5;
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// FragColor = vec4(out_val, out_val, out_val, 1);
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//
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// //float yes = 0.5 + (c_dot(uv, c_tl) + c_dot(uv, c_tr) + c_dot(uv, c_bl) + c_dot(uv, c_br)) / 2;
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// //FragColor = vec4(yes, yes, yes, 1);
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// outColor = vec4(1.0, 0.0, 0.0, 1.0);
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//}
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103
main.c
103
main.c
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@ -99,10 +99,17 @@ GLuint compile_shader(GLuint type, const char *src) {
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}
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const char *vertex_shader_src =
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"attribute vec4 vPosition; \n"
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"void main() \n"
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"{ \n"
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" gl_Position = vPosition; \n"
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//"attribute vec4 vPosition; \n"
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//"void main() \n"
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//"{ \n"
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//" gl_Position = vPosition; \n"
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//"} \n";
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"#version 320 es\n"
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"\n"
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"layout(location = 0) in vec2 aPos;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(aPos, 0.0, 1.0);\n"
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"}\n";
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/// returns 0 if failed.
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@ -137,20 +144,20 @@ GLuint load_shader(const char *path) {
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GLuint shader = create_shader(string);
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if (shader == 0) {
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// print file
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int line_count = 1;
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printf("%i\t", line_count);
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line_count++;
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for (int i = 0; i < length; i++) {
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printf("%c", string[i]);
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if (string[i] == '\n') {
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printf("%i\t", line_count);
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line_count++;
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}
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}
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printf("\n");
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}
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//if (shader == 0) {
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// // print file
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// int line_count = 1;
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// printf("%i\t", line_count);
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// line_count++;
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// for (int i = 0; i < length; i++) {
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// printf("%c", string[i]);
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// if (string[i] == '\n') {
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// printf("%i\t", line_count);
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// line_count++;
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// }
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// }
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// printf("\n");
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//}
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free(string);
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return shader;
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@ -208,6 +215,41 @@ SDL_Log("GL_RENDERER: %s", renderer);
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GLuint shader = load_shader("fragment.glsl"); //create_shader(fragment_shader_source);
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// buffers
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// Load the vertex data
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GLfloat vertices[] = {
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-1.0, 1.0,
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-1.0, -1.0,
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1.0, -1.0,
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1.0, -1.0,
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1.0, 1.0,
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-1.0, 1.0,
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};
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GLuint vao, vbo;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER,
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sizeof(vertices),
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vertices,
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GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(
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0, // location
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2, // vec2
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GL_FLOAT,
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GL_FALSE,
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0,
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(void *)0
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);
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int w, h;
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double time;
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while (running) {
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@ -228,22 +270,19 @@ SDL_Log("GL_RENDERER: %s", renderer);
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// Shader parameters.
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glUseProgram(shader);
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//int uniform_WindowSize = glGetUniformLocation(shader, "WindowSize");
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//glUniform2f(uniform_WindowSize, w, h);
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int uniform_WindowSize = glGetUniformLocation(shader, "WindowSize");
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glUniform2f(uniform_WindowSize, w, h);
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//time = time_since_start();
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//int uniform_time = glGetUniformLocation(shader, "time");
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//glUniform1f(uniform_time, (float)time);
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time = time_since_start();
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int uniform_time = glGetUniformLocation(shader, "time");
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glUniform1f(uniform_time, (float)time);
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// Load the vertex data
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GLfloat vVertices[] = {
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0.0f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f
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};
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
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glEnableVertexAttribArray(0);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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//glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices);
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//glEnableVertexAttribArray(0);
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//glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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SDL_GL_SwapWindow(window);
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checkGlError();
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