Init Repository
This commit is contained in:
11
src/Input.c
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11
src/Input.c
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#include "Input.h"
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void key_pressed(GLFWwindow* window, int key, int scancode, int action, int mods){
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if ( key == GLFW_KEY_ESCAPE && action == GLFW_PRESS){
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glfwSetWindowShouldClose(window, true);
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}
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if ( key == GLFW_KEY_Q && action == GLFW_PRESS ){
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glfwSetWindowShouldClose(window, true);
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}
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}
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12
src/Input.h
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12
src/Input.h
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#ifndef INPUT
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#define INPUT
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#include <GLFW/glfw3.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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void key_pressed();
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#endif
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117
src/Renderer.c
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117
src/Renderer.c
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#include "Renderer.h"
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GLFWwindow* initOpenGL() {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(800, 600, "Hello World", NULL, NULL);
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if(window == NULL) {
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printf("Failed to create a window\n");
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glfwTerminate();
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exit(-1);
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, WindowGotResized);
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if(!gladLoadGLLoader( (GLADloadproc) glfwGetProcAddress )) {
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printf("Failed to initialize GLAD");
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exit(-1);
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}
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return window;
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}
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void WindowGotResized(GLFWwindow* window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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unsigned int compileShaderProgram(const char** vertexSrc, const char** fragmentSrc) {
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, vertexSrc, NULL);
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glCompileShader(vertexShader);
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int vertexSuccess;
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char infoLog[512];
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &vertexSuccess);
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if(!vertexSuccess) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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printf("SHADER::VERTEX::COMPILATION_FAILED\n %s \n", infoLog);
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}
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, fragmentSrc, NULL);
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glCompileShader(fragmentShader);
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int fragmentSuccess;
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentSuccess);
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if(!fragmentSuccess){
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glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
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printf("SHADER::FRAGMENT::COMPILATION_FAILED\n %s \n", infoLog);
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}
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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int programSuccess;
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &programSuccess);
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if(!programSuccess) {
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glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
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printf("SHADER::PROGRAM::LINKING_FAILED\n %s \n", infoLog);
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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unsigned int loadCompileShader(char* vertexPath, char* fragmentPath) {
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FILE* vertex_file = fopen(vertexPath, "r");
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FILE* fragment_file = fopen(fragmentPath, "r");
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if( vertex_file == NULL || fragment_file == NULL ) {
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printf("Failed to load shaders.\n");
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exit(1);
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}
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struct stat vertex_stat;
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struct stat fragment_stat;
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stat(vertexPath, &vertex_stat);
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stat(fragmentPath, &fragment_stat);
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int vertex_length = vertex_stat.st_size;
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int fragment_length = fragment_stat.st_size;
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char* vertex_src = (char*)malloc(vertex_length+1);
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char* fragment_src = (char*)malloc(fragment_length+1);
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memset(vertex_src, 0, vertex_length+1);
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memset(fragment_src, 0, fragment_length+1);
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fread(vertex_src, sizeof(char), vertex_length, vertex_file );
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fread(fragment_src, sizeof(char), fragment_length, fragment_file );
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vertex_src[vertex_length+1] = '\0';
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fragment_src[fragment_length+1] = '\0';
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// printf("%s", vertex_src);
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// printf("%s", fragment_src);
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const char* vertexSrc = vertex_src;
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const char* fragmentSrc = fragment_src;
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unsigned int shaderProgram;
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shaderProgram = compileShaderProgram(&vertexSrc, &fragmentSrc);
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free(fragment_src);
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free(vertex_src);
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return shaderProgram;
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}
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20
src/Renderer.h
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20
src/Renderer.h
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#ifndef OPENGLINITIALIZATION
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#define OPENGLINITIALIZATION
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <sys/stat.h>
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#include <string.h>
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GLFWwindow* initOpenGL();
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void WindowGotResized(GLFWwindow* window, int width, int height);
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unsigned int compileShaderProgram(const char** vertexSrc, const char** fragmentSrc);
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unsigned int loadCompileShader(char* vertexPath, char* fragmentPath);
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#endif
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6803
src/glad.c
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6803
src/glad.c
Normal file
File diff suppressed because it is too large
Load Diff
85
src/main.c
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85
src/main.c
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@@ -0,0 +1,85 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include <stdbool.h>
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#include "Renderer.h"
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#include "Input.h"
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int main() {
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GLFWwindow* window;
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window = initOpenGL();
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glfwSetKeyCallback(window, &key_pressed);
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float vertices[] = {
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-0.3f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.8f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
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0.3f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
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};
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float vertices2[] = {
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-0.8f, -0.5f, 0.0f,
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-0.3f, -0.5f, 0.0f,
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-0.5f, 0.5f, 0.0f
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};
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char* vertex1 = "../shaders/vertex1.glsl\0";
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char* fragment1 = "../shaders/fragment1.glsl\0";
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char* vertex2 = "../shaders/vertex2.glsl\0";
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char* fragment2 = "../shaders/fragment2.glsl\0";
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unsigned int shader1, shader2;
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printf("Compiling shader1\n");
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shader1 = loadCompileShader(vertex1, fragment1);
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printf("Compiling shader2\n");
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shader2 = loadCompileShader(vertex2, fragment2);
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unsigned int VAOs[2], VBOs[2];
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glGenVertexArrays(2, VAOs);
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glGenBuffers(2, VBOs);
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//unsigned int EBO;
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//glGenBuffers(1, &EBO);
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glBindVertexArray(VAOs[0]);
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glBindBuffer(GL_ARRAY_BUFFER, VBOs[0]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0 );
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3,GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glBindVertexArray(VAOs[1]);
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glBindBuffer(GL_ARRAY_BUFFER, VBOs[1]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0 );
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glEnableVertexAttribArray(0);
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while(!glfwWindowShouldClose(window)) {
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shader1);
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glBindVertexArray(VAOs[0]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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float time = glfwGetTime();
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float green = (sin(time) / 2.0f) + 0.5f;
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int vertexColorLocation = glGetUniformLocation(shader2, "Color");
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glUseProgram(shader2);
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glUniform4f(vertexColorLocation, 0.0f, green, 0.0f, 1.0f);
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glBindVertexArray(VAOs[1]);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glfwTerminate();
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return 0;
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}
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