Loading files from shader files
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20fa19ad53
commit
3157af8064
4 changed files with 158 additions and 8 deletions
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@ -1,5 +1,5 @@
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project(cpplab)
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project(cpplab)
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cmake_minimum_required(VERSION 2.8)
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cmake_minimum_required(VERSION 3.17)
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
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@ -1,5 +1,17 @@
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# Search for glfw
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find_package(glfw3 3.3 REQUIRED)
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find_package(glfw3 3.3 REQUIRED)
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# Search for glew
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find_package(GLEW REQUIRED)
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# Search for OpenGL
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find_package(OpenGL REQUIRED)
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find_package(OpenGL REQUIRED)
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# Add gl1 executable build from gl1.cpp
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add_executable(gl1 gl1.cpp)
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add_executable(gl1 gl1.cpp)
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# Link gl1 with glfw lib
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target_link_libraries(gl1 glfw)
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target_link_libraries(gl1 glfw)
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# Link gl1 with OpenGL
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target_link_libraries(gl1 OpenGL::GL)
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target_link_libraries(gl1 OpenGL::GL)
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# Link gl1 with glew
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#target_link_libraries(gl1 glew)
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@ -1,4 +1,100 @@
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include <fstream>
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#include <string>
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#include <sstream>
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typedef unsigned int uint;
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struct ShaderProgramSource{
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std::string VertexSource;
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std::string FragmentSource;
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};
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const std::string SHADERS_PATH="src/opengl/res/shaders/Basic.shader";
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static ShaderProgramSource ParseShader(const std::string path)
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{
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std::ifstream stream(path);
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std::string line;
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enum class ShaderType {
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NONE=-1,VERTEX=0,FRAGMENT=1
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};
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std::stringstream ss[2];
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ShaderType type = ShaderType::NONE;
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while (getline(stream, line))
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{
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if (line.find("#shader") != std::string::npos)
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{
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if (line.find("vertex") != std::string::npos)
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{
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//vertex
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type=ShaderType::VERTEX;
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}
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else if (line.find("fragment") != std::string::npos)
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{
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//Fragment
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type=ShaderType::FRAGMENT;
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}
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}else
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{
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ss[(int)type] << line << '\n';
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}
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}
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return {ss[0].str(),ss[1].str()};
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}
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static uint CompileShader(uint type, const std::string &source)
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{
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uint id = glCreateShader(type);
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std::cout << "Shader ID: " << id << std::endl;
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const char *const src = source.c_str();
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//std::cout << "Source: " << std::endl << src << std::endl << std::endl;
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glShaderSource(id, 1, &src, nullptr);
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int result;
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glGetShaderiv(id, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE)
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{
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int length;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
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std::cout << "Length: " << length << std::endl;
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char *message = (char *)malloc(length * sizeof(char));
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glGetShaderInfoLog(id, length, &length, message);
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std::cout << "Failed to compile "
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<< (type == GL_VERTEX_SHADER ? "vertex" : "fragment") << " shader: " << std::endl;
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std::cout << message << std::endl;
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free(message);
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glDeleteProgram(id);
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return 0;
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}
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return id;
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};
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/**
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* Creates both shaders, links them and returns an identifier
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*/
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static uint CreateShader(const std::string &vertexShader, const std::string &fragmentShader)
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{
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uint program = glCreateProgram();
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uint vs = CompileShader(GL_VERTEX_SHADER, vertexShader);
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uint fs = CompileShader(GL_FRAGMENT_SHADER, fragmentShader);
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glAttachShader(program, vs);
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glAttachShader(program, fs);
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glLinkProgram(program);
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glValidateProgram(program);
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glDeleteShader(vs);
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glDeleteShader(fs);
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return program;
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};
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int main(void)
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int main(void)
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{
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{
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@ -9,7 +105,7 @@ int main(void)
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return -1;
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return -1;
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/* Create a windowed mode window and its OpenGL context */
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/* Create a windowed mode window and its OpenGL context */
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window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
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window = glfwCreateWindow(640, 480, "OpenGL Window", NULL, NULL);
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if (!window)
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if (!window)
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{
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{
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glfwTerminate();
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glfwTerminate();
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@ -19,17 +115,44 @@ int main(void)
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/* Make the window's context current */
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/* Make the window's context current */
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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//Print opengl version
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std::cout << glGetString(GL_VERSION) << std::endl;
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float positions[6] = {-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f};
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//Create buffer
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//Buffer id
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unsigned int buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(float), positions, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
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ShaderProgramSource source = ParseShader(SHADERS_PATH);
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std::cout << "Shaders: " << source.VertexSource << std::endl;
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std::cout << std::endl;
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std::cout << source.FragmentSource << std::endl;
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uint shader = CreateShader(source.VertexSource, source.FragmentSource);
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glUseProgram(shader);
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/* Loop until the user closes the window */
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/* Loop until the user closes the window */
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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{
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{
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/* Render here */
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/* Render here */
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glBegin(GL_TRIANGLES);
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// Legacy OpenGL
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glVertex2f(-1.0f,-1.0f);
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//glBegin(GL_TRIANGLES);
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glVertex2f(0.0f,1.0f);
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//glVertex2f(-1.0f, -1.0f);
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glVertex2f(1.0f,-1.0f);
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//glVertex2f(0.0f, 1.0f);
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glEnd();
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//glVertex2f(1.0f, -1.0f);
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//glEnd();
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//Modern OpenGL
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glDrawArrays(GL_TRIANGLES, 0, 3);
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/* Swap front and back buffers */
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/* Swap front and back buffers */
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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15
src/opengl/res/shaders/Basic.shader
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15
src/opengl/res/shaders/Basic.shader
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#shader vertex
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#version 330 core
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layout(location = 0) in vec4 position;
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void main(){
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gl_Position=position;
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}
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#shader fragment
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#version 330 core
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layout(location = 0) out vec4 color;
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void main(){
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color=vec4(1.0,0.0,0.0,1.0);
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}
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