WIP: REAL 3D object parsing
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8
shaders/object.fs
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8
shaders/object.fs
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#version 330 core
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#extension GL_ARB_explicit_uniform_location : enable
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out vec4 color;
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void main(void) {
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color = vec4(1.0, 1.0, 1.0, 1.0);
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}
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16
shaders/object.vs
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16
shaders/object.vs
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#version 330 core
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_ARB_explicit_uniform_location : enable
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layout(location = 0) uniform mat4 mvp_matrix;
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layout(location = 0) in vec3 vertex;
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layout(location = 1) in vec2 vertexTC;
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out vec2 fragTC;
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void main(void) {
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gl_Position = mvp_matrix * vec4(vertex, 1.0);
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fragTC = vertexTC;
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}
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