Added scaling operation in Matrix4f
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10
shaders/frag.glsl
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10
shaders/frag.glsl
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#version 330 core
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out vec4 FragColor;
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in vec4 position;
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in vec4 Color;
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void main()
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{
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FragColor = Color;
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}
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12
shaders/vert.glsl
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12
shaders/vert.glsl
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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out vec4 position;
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out vec4 Color;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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Color = vec4(aColor, 1.0f);
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}
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