Texturing; OBJ loader
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9
shaders/color.fs
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9
shaders/color.fs
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#version 330 core
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in vec3 fragColor;
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out vec4 color;
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void main(void) {
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color = vec4(fragColor, 1.0);
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}
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14
shaders/color.vs
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14
shaders/color.vs
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#version 330 core
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uniform mat4 projection_matrix;
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uniform mat4 modelview_matrix;
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in vec3 vertex;
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in vec3 vertecColor;
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out vec3 fragColor;
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void main(void) {
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gl_Position = projection_matrix * modelview_matrix * vec4(vertex, 1.0);
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fragColor = vertexColor;
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}
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11
shaders/textured.fs
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11
shaders/textured.fs
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#version 330 core
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uniform sampler2D texBase;
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in vec2 fragTC;
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out vec4 color;
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void main(void) {
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color = texture(texBase, fragTC);
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}
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14
shaders/textured.vs
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14
shaders/textured.vs
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#version 330 core
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uniform mat4 projection_matrix;
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uniform mat4 modelview_matrix;
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in vec3 vertex;
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in vec2 vertexTC;
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out vec2 fragTC;
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void main(void) {
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gl_Position = projection_matrix * modelview_matrix * vec4(vertex, 1.0);
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fragTC = vertexTC;
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}
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