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#include <iostream> | |
#include <string> | |
#include <GL/glew.h> | |
#include <fstream> | |
class compile_shader { | |
public: | |
GLuint vertexShaderID; | |
GLuint fragmentShaderID; |
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#include <GL/glew.h> | |
#include <SFML/Graphics.hpp> | |
#include <iostream> | |
#include <math.h> | |
const char* vertexShaderSource = | |
"#version 330 core\n" | |
"layout (location = 0) in vec3 position;\n" | |
"void main() {\n" |
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#include <GL/glew.h> | |
#include <SFML/Graphics.hpp> | |
#include <iostream> | |
const char* vertexShaderSource = | |
"#version 330 core\n" | |
"layout (location = 0) in vec3 position;\n" | |
"void main() {\n" | |
" gl_Position = vec4(position.x, position.y, position.z, 1.0);\n" |
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#include <GL/glew.h> | |
#include <SFML/Graphics.hpp> | |
#include <iostream> | |
const char* vertexShaderSource = | |
"#version 330 core\n" | |
"layout (location = 0) in vec3 position;\n" | |
"void main() {\n" | |
" gl_Position = vec4(position.x, position.y, position.z, 1.0);\n" |
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#include <GL/glew.h> | |
#include <SFML/Graphics.hpp> | |
#include <iostream> | |
const char* vertexShaderSource = | |
"#version 330 core\n" | |
"layout (location = 0) in vec3 position;\n" | |
"void main() {\n" | |
" gl_Position = vec4(position.x, position.y, position.z, 1.0);\n" |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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#include <iostream> | |
#include <string> | |
#include <GL/glew.h> | |
#include <SFML/Graphics.hpp> | |
//////////Vertex And Fragment Shaders////////// | |
const GLchar* vertexShaderSource = | |
"#version 330 core\n" | |
"layout (location = 0) in vec3 position;\n" |
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