Works on AMD now
This commit is contained in:
@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<configuration>
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<startup>
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<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6.2"/>
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<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6.1"/>
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</startup>
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</configuration>
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@@ -11,10 +11,7 @@ namespace hexworld
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{
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public static void Main(string[] args)
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{
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using (var gw = new HexWindow(1280, 720))
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{
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gw.Run();
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}
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using (var gw = new HexRender(1280, 720)) gw.Run();
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}
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}
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}
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168
hexworld/Game.cs
168
hexworld/Game.cs
@@ -1,168 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using hexworld.Util;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL4;
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using PixelFormat = OpenTK.Graphics.OpenGL4.PixelFormat;
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namespace hexworld
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{
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public struct Vert
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{
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public static readonly int SizeInBytes = sizeof(float) * 5;
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public Vector3 Point;
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public Vector2 TexCoord;
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public Vert(Vector3 point, Vector2 texCoord)
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{
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Point = point;
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TexCoord = texCoord;
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}
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public Vert(float px, float py, float pz, float tx, float ty)
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: this(new Vector3(px, py, pz), new Vector2(tx, ty))
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{
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}
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}
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public class HexWindow : GameWindow
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{
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private readonly Vert[] _verts =
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{
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// +X
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new Vert(+.5f, +.5f, -.5f, 1.0f, 0.5f), new Vert(+.5f, +.5f, +.5f, 1.0f, 0.0f),
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new Vert(+.5f, -.5f, +.5f, 0.5f, 0.0f),
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new Vert(+.5f, -.5f, +.5f, 0.5f, 0.0f), new Vert(+.5f, -.5f, -.5f, 0.5f, 0.5f),
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new Vert(+.5f, +.5f, -.5f, 1.0f, 0.5f),
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// -X
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new Vert(-.5f, +.5f, +.5f, 0.5f, 0.0f), new Vert(-.5f, +.5f, -.5f, 0.5f, 0.5f),
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new Vert(-.5f, -.5f, -.5f, 1.0f, 0.5f),
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new Vert(-.5f, -.5f, -.5f, 1.0f, 0.5f), new Vert(-.5f, -.5f, +.5f, 1.0f, 0.0f),
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new Vert(-.5f, +.5f, +.5f, 0.5f, 0.0f),
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// +Y
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new Vert(+.5f, +.5f, -.5f, 0.5f, 0.5f), new Vert(-.5f, +.5f, -.5f, 1.0f, 0.5f),
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new Vert(-.5f, +.5f, +.5f, 1.0f, 0.0f),
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new Vert(-.5f, +.5f, +.5f, 1.0f, 0.0f), new Vert(+.5f, +.5f, +.5f, 0.5f, 0.0f),
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new Vert(+.5f, +.5f, -.5f, 0.5f, 0.5f),
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// -Y
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new Vert(+.5f, -.5f, +.5f, 1.0f, 0.0f), new Vert(-.5f, -.5f, +.5f, 0.5f, 0.0f),
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new Vert(-.5f, -.5f, -.5f, 0.5f, 0.5f),
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new Vert(-.5f, -.5f, -.5f, 0.5f, 0.5f), new Vert(+.5f, -.5f, -.5f, 1.0f, 0.5f),
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new Vert(+.5f, -.5f, +.5f, 1.0f, 0.0f),
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// +Z
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new Vert(+.5f, +.5f, +.5f, 0.5f, 0.0f), new Vert(-.5f, +.5f, +.5f, 0.0f, 0.0f),
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new Vert(-.5f, -.5f, +.5f, 0.0f, 0.5f),
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new Vert(-.5f, -.5f, +.5f, 0.0f, 0.5f), new Vert(+.5f, -.5f, +.5f, 0.5f, 0.5f),
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new Vert(+.5f, +.5f, +.5f, 0.5f, 0.0f),
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// -Z
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new Vert(+.5f, +.5f, -.5f, 0.5f, 0.5f), new Vert(-.5f, +.5f, -.5f, 0.0f, 0.5f),
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new Vert(-.5f, -.5f, -.5f, 0.0f, 1.0f),
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new Vert(-.5f, -.5f, -.5f, 0.0f, 1.0f), new Vert(+.5f, -.5f, -.5f, 0.5f, 1.0f),
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new Vert(+.5f, +.5f, -.5f, 0.5f, 0.5f),
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};
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private Matrix4 _view = Matrix4.Identity;
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private Matrix4 _proj = Matrix4.Identity;
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private Program _pgm;
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private Texture _tex1;
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private Texture _tex2;
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public HexWindow(int width, int height)
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: base(
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width, height, GraphicsMode.Default, "Hexworld", GameWindowFlags.Default, DisplayDevice.Default, 4, 4,
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GraphicsContextFlags.Debug)
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{
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GL.GetInteger(GetPName.MajorVersion, out int major);
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GL.GetInteger(GetPName.MinorVersion, out int minor);
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Console.Out.WriteLine($"GL {major}.{minor}");
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Width = width;
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Height = height;
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X = (DisplayDevice.Default.Width - Width) / 2;
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Y = (DisplayDevice.Default.Height - Height) / 2;
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}
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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base.OnUpdateFrame(e);
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const float s = 200f;
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_view = Matrix4.LookAt(10 * Vector3.One, Vector3.Zero, Vector3.UnitZ);
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_proj = Matrix4.CreateOrthographic(Width / s, Height / s, 0, 100);
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}
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protected override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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var vbo = new VBO();
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vbo.Data(_verts);
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var vs = new Shader(ShaderType.VertexShader) {Source = File.ReadAllText("s.vs.glsl")};
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if (!vs.Compile())
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Console.Out.WriteLine($"vs: {vs.Log}");
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var fs = new Shader(ShaderType.FragmentShader) {Source = File.ReadAllText("s.fs.glsl")};
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if (!fs.Compile())
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Console.Out.WriteLine($"fs: {fs.Log}");
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_pgm = new Program();
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_pgm.Attach(vs);
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_pgm.Attach(fs);
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if (!_pgm.Link())
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Console.Out.WriteLine($"pgm: {_pgm.Log}");
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vbo.Bind();
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GL.EnableVertexAttribArray(0);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vert.SizeInBytes, 0);
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GL.EnableVertexAttribArray(1);
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GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vert.SizeInBytes, Vector3.SizeInBytes);
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VBO.Unbind();
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_tex1 = Texture.FromBitmap(new Bitmap("tex.png"));
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_tex2 = Texture.FromBitmap(new Bitmap("tex2.png"));
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}
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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base.OnRenderFrame(e);
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GL.Viewport(ClientRectangle);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.Enable(EnableCap.DepthTest);
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_pgm.Use();
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_tex1.Bind(0);
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_tex2.Bind(1);
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GL.Uniform1(_pgm.GetUniform("tex"), 0);
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GL.UniformMatrix4(_pgm.GetUniform("view"), false, ref _view);
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GL.UniformMatrix4(_pgm.GetUniform("proj"), false, ref _proj);
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GL.DrawArrays(PrimitiveType.Triangles, 0, _verts.Length);
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GL.Uniform1(_pgm.GetUniform("tex"), 1);
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_view = Matrix4.CreateTranslation(0, 2, 0) * _view;
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GL.UniformMatrix4(_pgm.GetUniform("view"), false, ref _view);
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GL.DrawArrays(PrimitiveType.Triangles, 0, _verts.Length);
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SwapBuffers();
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}
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}
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}
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148
hexworld/HexRender.cs
Normal file
148
hexworld/HexRender.cs
Normal file
@@ -0,0 +1,148 @@
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using System;
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using System.Drawing;
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using System.IO;
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using hexworld.Util;
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using OpenTK;
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using OpenTK.Graphics.OpenGL4;
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namespace hexworld
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{
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public class HexRender : GameWindow
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{
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private Program pgm;
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private Texture tex1;
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private Texture tex2;
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private Matrix4 view;
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private Matrix4 proj;
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private readonly float[] verts =
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{
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// +X
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+.5f, +.5f, -.5f, 1.0f, 0.5f,
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+.5f, +.5f, +.5f, 1.0f, 0.0f,
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+.5f, -.5f, +.5f, 0.5f, 0.0f,
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+.5f, -.5f, +.5f, 0.5f, 0.0f,
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+.5f, -.5f, -.5f, 0.5f, 0.5f,
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+.5f, +.5f, -.5f, 1.0f, 0.5f,
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// -X
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-.5f, +.5f, +.5f, 0.5f, 0.0f,
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-.5f, +.5f, -.5f, 0.5f, 0.5f,
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-.5f, -.5f, -.5f, 1.0f, 0.5f,
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-.5f, -.5f, -.5f, 1.0f, 0.5f,
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-.5f, -.5f, +.5f, 1.0f, 0.0f,
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-.5f, +.5f, +.5f, 0.5f, 0.0f,
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// +Y
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+.5f, +.5f, -.5f, 0.5f, 0.5f,
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-.5f, +.5f, -.5f, 1.0f, 0.5f,
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-.5f, +.5f, +.5f, 1.0f, 0.0f,
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-.5f, +.5f, +.5f, 1.0f, 0.0f,
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+.5f, +.5f, +.5f, 0.5f, 0.0f,
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+.5f, +.5f, -.5f, 0.5f, 0.5f,
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// -Y
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+.5f, -.5f, +.5f, 1.0f, 0.0f,
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-.5f, -.5f, +.5f, 0.5f, 0.0f,
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-.5f, -.5f, -.5f, 0.5f, 0.5f,
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-.5f, -.5f, -.5f, 0.5f, 0.5f,
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+.5f, -.5f, -.5f, 1.0f, 0.5f,
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+.5f, -.5f, +.5f, 1.0f, 0.0f,
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// +Z
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+.5f, +.5f, +.5f, 0.5f, 0.0f,
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-.5f, +.5f, +.5f, 0.0f, 0.0f,
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-.5f, -.5f, +.5f, 0.0f, 0.5f,
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-.5f, -.5f, +.5f, 0.0f, 0.5f,
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+.5f, -.5f, +.5f, 0.5f, 0.5f,
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+.5f, +.5f, +.5f, 0.5f, 0.0f,
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// -Z
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+.5f, +.5f, -.5f, 0.5f, 0.5f,
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-.5f, +.5f, -.5f, 0.0f, 0.5f,
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-.5f, -.5f, -.5f, 0.0f, 1.0f,
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-.5f, -.5f, -.5f, 0.0f, 1.0f,
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+.5f, -.5f, -.5f, 0.5f, 1.0f,
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+.5f, +.5f, -.5f, 0.5f, 0.5f,
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};
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public HexRender(int width, int height) : base(width, height)
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{
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Width = width;
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Height = Height;
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X = (DisplayDevice.Default.Width - Width) / 2;
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Y = (DisplayDevice.Default.Height - Height) / 2;
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}
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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base.OnUpdateFrame(e);
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view = Matrix4.LookAt(10 * Vector3.One, Vector3.Zero, Vector3.UnitZ);
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proj = Matrix4.CreateOrthographic(Width / 100f, Height / 100f, 0, 20);
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}
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protected override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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var vbo = new VBO();
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vbo.Data(verts);
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var vs = new Shader(ShaderType.VertexShader)
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{
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Source = File.ReadAllText("s.vs.glsl")
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};
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vs.Compile();
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Console.Out.WriteLine(vs.Log);
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var fs = new Shader(ShaderType.FragmentShader)
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{
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Source = File.ReadAllText("s.fs.glsl")
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};
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fs.Compile();
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Console.Out.WriteLine(fs.Log);
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pgm = new Program();
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pgm.Attach(vs);
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pgm.Attach(fs);
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pgm.Link();
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Console.Out.WriteLine(pgm.Log);
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vbo.Bind();
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GL.EnableVertexAttribArray(pgm.GetAttribute("pos"));
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GL.VertexAttribPointer(pgm.GetAttribute("pos"), 3, VertexAttribPointerType.Float, false, 5 * sizeof(float),
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0);
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GL.EnableVertexAttribArray(pgm.GetAttribute("coord"));
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GL.VertexAttribPointer(pgm.GetAttribute("coord"), 2, VertexAttribPointerType.Float, false, 5 * sizeof(float),
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3 * sizeof(float));
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VBO.Unbind();
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tex1 = Texture.FromBitmap(new Bitmap("tex.png"));
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tex2 = Texture.FromBitmap(new Bitmap("tex2.png"));
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}
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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base.OnRenderFrame(e);
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GL.Viewport(ClientRectangle);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.Enable(EnableCap.DepthTest);
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pgm.Use();
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tex1.Bind(0);
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tex2.Bind(1);
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GL.Uniform1(pgm.GetUniform("tex"), 0);
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view = Matrix4.CreateTranslation(1,-1,0) * view;
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GL.UniformMatrix4(pgm.GetUniform("view"), false, ref view);
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GL.UniformMatrix4(pgm.GetUniform("proj"), false, ref proj);
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GL.DrawArrays(PrimitiveType.Triangles, 0, 36);
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GL.Uniform1(pgm.GetUniform("tex"), 1);
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view = Matrix4.CreateTranslation(-2,2,0) * view;
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GL.UniformMatrix4(pgm.GetUniform("view"), false, ref view);
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GL.DrawArrays(PrimitiveType.Triangles, 0, 36);
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SwapBuffers();
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}
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}
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}
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@@ -1,8 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using OpenTK.Graphics.OpenGL4;
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namespace hexworld.Util
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@@ -53,7 +51,14 @@ namespace hexworld.Util
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{
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if (!uniforms.TryGetValue(name, out int id))
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throw new ShaderException($"Shader Program {Id} does not contain uniform '{name}'");
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else return id;
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return id;
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}
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public int GetAttribute(string name)
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{
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if (!attributes.TryGetValue(name, out int id))
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throw new ShaderException($"Shader Program {Id} does not contain attribute '{name}'");
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return id;
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}
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public void Use() => GL.UseProgram(Id);
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@@ -8,7 +8,7 @@
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<OutputType>Exe</OutputType>
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<RootNamespace>hexworld</RootNamespace>
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<AssemblyName>hexworld</AssemblyName>
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<TargetFrameworkVersion>v4.6.2</TargetFrameworkVersion>
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<TargetFrameworkVersion>v4.6.1</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
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<TargetFrameworkProfile />
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@@ -51,8 +51,8 @@
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Game.cs" />
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<Compile Include="Driver.cs" />
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<Compile Include="HexRender.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Util\Extensions.cs" />
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<Compile Include="Util\GLObject.cs" />
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|
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@@ -1,10 +1,10 @@
|
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#version 440
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in vec2 vTexCoord;
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in vec2 vcoord;
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|
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uniform sampler2D tex;
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|
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void main ()
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{
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gl_FragColor = texture(tex, vTexCoord);
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gl_FragColor = texture(tex, vcoord);
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}
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@@ -1,15 +1,15 @@
|
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#version 440
|
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|
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in vec3 pos;
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in vec2 texCoord;
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in vec2 coord;
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|
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out vec2 vTexCoord;
|
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out vec2 vcoord;
|
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|
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layout (location=1) uniform mat4 view;
|
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layout (location=2) uniform mat4 proj;
|
||||
uniform mat4 view;
|
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uniform mat4 proj;
|
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|
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void main ()
|
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{
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gl_Position = proj*view*vec4(pos, 1);
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vTexCoord = texCoord;
|
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vcoord = coord;
|
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}
|
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Binary file not shown.
|
Before Width: | Height: | Size: 490 B After Width: | Height: | Size: 718 B |
Reference in New Issue
Block a user