new engine
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14
shaders/ObjectGlTexColor/frag.glsl
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14
shaders/ObjectGlTexColor/frag.glsl
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#version 330 core
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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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}
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18
shaders/ObjectGlTexColor/vert.glsl
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18
shaders/ObjectGlTexColor/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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layout (location = 2) in vec2 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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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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}
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