Texturing
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7
assets/shaders/fragment1.glsl
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7
assets/shaders/fragment1.glsl
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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void main() {
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FragColor = vec4(ourColor , 1.0);
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}
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7
assets/shaders/fragment2.glsl
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7
assets/shaders/fragment2.glsl
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#version 330 core
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out vec4 FragColor;
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uniform vec4 Color;
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void main() {
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FragColor = Color;
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}
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12
assets/shaders/fragment3.glsl
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12
assets/shaders/fragment3.glsl
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TextureCords;
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uniform sampler2D Texture;
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void main() {
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FragColor = texture(Texture, TextureCords) * vec4(ourColor, 1.0);
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}
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10
assets/shaders/vertex1.glsl
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10
assets/shaders/vertex1.glsl
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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out vec3 ourColor;
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void main() {
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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}
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6
assets/shaders/vertex2.glsl
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6
assets/shaders/vertex2.glsl
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#version 330
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layout (location = 0) in vec3 aPos;
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void main() {
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gl_Position = vec4(aPos, 1.0);
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}
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14
assets/shaders/vertex3.glsl
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14
assets/shaders/vertex3.glsl
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec2 aTextureCords;
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out vec3 ourColor;
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out vec2 TextureCords;
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void main() {
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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TextureCords = aTextureCords;
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}
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