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20
assets/shaders/basic.frag
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assets/shaders/basic.frag
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#version 460 core
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in vec3 VertexColor;
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in vec2 TexCoord;
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out vec4 fragColor;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform float t;
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void main()
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{
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fragColor = mix(
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texture(texture1, TexCoord + vec2(t, 0)),
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texture(texture2, TexCoord + vec2(0, t)), 0.5) * vec4(VertexColor,
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1.0
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);
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}
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assets/shaders/basic.vert
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assets/shaders/basic.vert
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#version 460 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aCol;
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layout (location = 2) in vec2 aTex;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 VertexColor;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
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VertexColor = aCol;
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TexCoord = aTex;
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}
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assets/shaders/cube.frag
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assets/shaders/cube.frag
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#version 460 core
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out vec4 fragmentColor;
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in vec2 textureCoords;
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in vec3 vertexCoords;
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uniform sampler2D lauch;
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void main()
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{
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fragmentColor = texture(lauch, textureCoords);
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}
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assets/shaders/cube.vert
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assets/shaders/cube.vert
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#version 460 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTex;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 vertexCoords;
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out vec2 textureCoords;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0f);
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textureCoords = aTex;
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vertexCoords = aPos;
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}
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