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#import<glad/glad.h> | |
#import<GLFW/glfw3.h> | |
#define d(a,p,x,y,w,h)glBindVertexArray(a);glUniform2f(glGetUniformLocation(p,"x"),w,h);glUniform2f(glGetUniformLocation(p,"y"),x,y);glDrawArrays(4,0,6); | |
a,b,c,d,e,g,s,x,y,z[]={1,1,1,1,1,-1,1,0,-1,1,0,1,1,-1,1,0,-1,-1,0,0,-1,1,0,1};main(){char*v="#version 330 core\nlayout(location=0)in vec2 p;layout(location=1)in vec2 a;uniform vec2 x;uniform vec2 y;out vec2 t;void main(){gl_Position=vec4(p*x+y,0,1);t=a;}\0",*f="#version 330 core\nout vec4 f;in vec2 t;uniform sampler2D i;void main(){f=texture(i,t);}\0";glfwInit();glfwWindowHint(139266,3);glfwWindowHint(139267,3);glfwWindowHint(139272,204801);int i,o=3553,q=34962,u=16,_=6407;GLFWwindow*w=glfwCreateWindow(800,800,"Flappy Bird",0,0);glfwMakeContextCurrent(w);gladLoadGLLoader(glfwGetProcAddress);c=glCreateShader(35633);glShaderSource(c,1,&v,0);glCompileShader(c);d=glCreateShader(35632);glShaderSource(d,1,&f,0);glCompileShader(d);s=glCreateProgram();glAttachShader(s,c);glAttachShader(s,d);glLinkProgram(s);glGenVertexArray |
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#include <stdio.h> | |
#include <stdint.h> | |
typedef struct { | |
uint8_t r, g, b; | |
} color_t; | |
uint16_t numbers[10] = {0xF6DE, 0xC92E, 0xE7CE, 0xE79E, 0xB792, 0xF39E, 0xF3DE, 0xE492, 0xF7DE, 0xF79E}; | |
void putp(color_t color) { |
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main(){char s[10];scanf("%[^\n]",s);printf("(%.*s) %.*s-%.*s",3,s,3,s+3,4,s+6);} |