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@dresswithpockets
Last active May 7, 2018 16:41
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#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
typedef float vec3[3];
void loop() {
vec3 triangle_primitive[] = {
{ -0.5f, -0.5f, 0.0f },
{ 0.5f, -0.5f, 0.0f },
{ 0.0f, 0.5f, 0.0f }
};
GLuint VAO;
GLuint VBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangle_primitive), triangle_primitive, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vec3), (void*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while(!glfwWindowShouldClose(window))
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(CD_Program_Basic);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glfwSwapBuffers(window);
glfwPollEvents();
}
}
#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}
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