added ObjectGlTexColor, tweaked shaders
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@ -1,10 +1,10 @@
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#version 330 core
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in vec3 Color;
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in vec3 color;
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(Color, 1.0f);
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FragColor = vec4(color, 1.0f);
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}
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@ -3,10 +3,12 @@
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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 vec3 Color;
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out vec3 color;
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uniform mat4 transform;
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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 = aColor;
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gl_Position = transform * vec4(aPos, 1.0);
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color = aColor;
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}
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@ -1,10 +1,13 @@
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#version 330 core
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in vec3 Color;
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out vec4 FragColor;
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in vec2 TexCoord;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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void main()
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{
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FragColor = vec4(Color, 1.0f);
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, vec2(TexCoord)), 0.5);
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}
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@ -1,12 +1,14 @@
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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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layout (location = 2) in vec3 aTexCoord;
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out vec3 Color;
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out vec3 texCoord;
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uniform mat4 transform;
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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 = aColor;
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gl_Position = transform * vec4(aPos, 1.0);
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texCoord = aTexCoord;
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}
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@ -3,12 +3,11 @@ out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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in vec4 position;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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void main()
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{
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, vec2(TexCoord.x, -TexCoord.y)), position.x * position.y);
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FragColor = Color * mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.5);
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}
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@ -1,18 +1,16 @@
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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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layout (location = 2) in vec2 aTexCoord;
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layout (location = 2) in vec3 aTexCoord;
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out vec3 ourColor;
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out vec2 TexCoord;
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out vec4 position;
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out vec3 texCoord;
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uniform mat4 transform;
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void main()
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{
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gl_Position = transform * vec4(aPos, 1.0);
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ourColor = aColor;
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TexCoord = aTexCoord;
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position = gl_Position;
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Color = aColor;
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texCoord = aTexCoord;
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}
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