Shaders modif
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@ -4,7 +4,7 @@ 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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out vec4 position;
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out vec2 fragCoord;
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out vec2 texCoord;
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out vec4 color;
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@ -17,5 +17,5 @@ void main()
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gl_Position = projection * view * transform * vec4(aPos, 1.0);
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color = vec4(aColor, 1.0f);
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texCoord = aTexCoord;
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position = vec4(aPos, 1.0);
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fragCoord = aPos.xy;
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}
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@ -3,7 +3,7 @@
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out vec4 FragColor;
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in vec4 color;
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in vec4 position;
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in vec2 fragCoord;
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in vec2 texCoord;
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uniform sampler2D texture1;
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@ -11,7 +11,7 @@ uniform float time;
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void main()
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{ // Pas fini c'est moche
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vec4 colorPoweredUp = vec4(color.xyz * sin(position.y + time*40) * cos(position.x + time*40), 1.0);
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vec4 colorPoweredUp = abs(vec4(color.xyz * sin(fragCoord.y + time*20), 1.0));
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vec4 tex = texture(texture1, texCoord);
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if (tex.a == 0.0){
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FragColor = tex;
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@ -170,8 +170,9 @@ public class Engine {
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zangief.setTextureWrap(58,0,62,84, ObjectGl.STICK_TOP);
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engine.add_objectGl(zangief);
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zangief.translate(new Vector3f(-5000.0f,500.0f,10.0f));
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zangief.setColor(new Vector3f(0.5f, 0.0f, 0.0f));
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// zangief.setShader("shaders/PowerUpShader/VertEnergyWave.glsl","shaders/PowerUpShader/FragEnergyWave.glsl");
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zangief.setColor(new Vector3f(0.0f, 0.0f, 1.0f));
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zangief.useTime = true;
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zangief.setShader("shaders/StylishShaders/BasicVert.glsl","shaders/StylishShaders/EnergyWave.glsl");
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// ObjectGl smiley2 = new ObjectGl(0.0f,500.0f,500.0f, 1f, path2, null);
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// engine.add_objectGl(smiley2);
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@ -29,7 +29,6 @@ public class VertexArray {
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EBO = glGenBuffers();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, BufferUtils.createByteBuffer(indices), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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