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#version 450 core //lower your version if GLSL 4.5 is not supported by your GPU | |
layout (location = 0) in vec3 VertexPosition; | |
uniform mat4x4 a; | |
void main() | |
{ | |
gl_Position = a * vec4(VertexPosition, 1.0); | |
} |
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varying vec4 v_color; | |
void main() { | |
gl_FragColor = v_color; | |
} |
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int main() { | |
glViewport(0,0,800,600); | |
glEnable(GL_DEPTH_TEST); | |
auto projection = glm::ortho( 0.f, 800.f, 0.f, 600.f, 1.f, -1.f ); | |
glm::mat4 view = glm::lookAt( | |
glm::vec3(0.f,0.f,0.f), | |
glm::vec3(0.f,0.f,0.f), | |
glm::vec3(0.f,0.f,0.f) | |
); | |
glm::mat4 model = glm::mat4(1.0f); | |
glm::mat4 MVP = projection*view * model; | |
auto program = glCreateProgram(); | |
auto asdf = shaders["basic.glsl"].c_str(); | |
auto fdsa = shaders["fragment.glsl"].c_str(); | |
GLuint vs = glCreateShader (GL_VERTEX_SHADER); | |
glShaderSource(vs, 1, &asdf, NULL); | |
glCompileShader(vs); | |
int result; | |
glGetShaderiv(vs, GL_COMPILE_STATUS, &result); | |
if (result != GL_TRUE) { | |
printf("shader fail\n"); | |
exit(1); | |
} | |
glAttachShader(program, vs); | |
glLinkProgram(program); | |
unsigned int vao; | |
unsigned int vbo; | |
glGenVertexArrays(1, &vao); | |
glBindVertexArray(vao); | |
float vertices[][3] ={ | |
{0.0f, 0.0f, 0.0f}, {100.0f, 0.0f, 0.0f}, {0.0f, 100.0f, 0.0f} | |
}; | |
glGenBuffers(1, &vbo); | |
glBindBuffer(GL_ARRAY_BUFFER, vbo); | |
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * sizeof(vertices), &vertices[0], GL_STATIC_DRAW); | |
glEnableVertexAttribArray(0); | |
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 3, (void*)0); | |
while (1) { | |
poll(); | |
if (done) { | |
glXMakeCurrent(display, None, NULL); | |
glXDestroyContext(display, ctx); | |
XDestroyWindow(display, win); | |
XFreeColormap(display, cmap); | |
XCloseDisplay(display); | |
return 0; | |
} | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
glClearColor(1.0, 0.3, 0.3, 1.0); | |
glUseProgram(program); | |
auto projection_Location = glGetUniformLocation(program, "a"); | |
printf("\nLocation: %d\n", projection_Location); | |
glUniformMatrix4fv(projection_Location, 1, GL_FALSE, glm::value_ptr(MVP)); | |
glBindVertexArray(vao); | |
glDrawArrays(GL_TRIANGLES, 0, 3); | |
glXSwapBuffers(display, win); | |
} | |
} |
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