Still not working :(((
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@@ -1,7 +1,7 @@
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#version 150 core
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out vec4 outColour;
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out vec4 outColor;
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void main() {
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outColour = vec4(1.0, 1.0, 1.0, 1.0);
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outColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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@@ -3,6 +3,6 @@
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in vec2 position;
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void main() {
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gl_position = vec4(position, 0.0, 1.0);
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gl_Position = vec4(position, 0.0, 1.0);
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// Equivilent to vec4(position.x, position.y, 0.0, 1.0)
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}
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@@ -20,12 +20,13 @@ std::map<std::string, GLuint> ShaderPrograms;
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std::string readShader(std::string source) {
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std::ifstream t(source);
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std::string shaderCode((std::istreambuf_iterator<char>(t)),
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std::istreambuf_iterator<char>());
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std::istreambuf_iterator<char>());
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// std::cout << shaderCode << std::endl;
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return shaderCode;
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}
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bool loadShader(std::string shaderSource, GLenum type, std::string shader) {
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const char* source = shader.c_str();
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const char* source = shaderSource.c_str();
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if (type == GL_VERTEX_SHADER) {
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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@@ -34,7 +35,7 @@ bool loadShader(std::string shaderSource, GLenum type, std::string shader) {
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GLint status;
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
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if (status == GL_TRUE) {
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if (status == GL_FALSE) {
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char buf[512];
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glGetShaderInfoLog(vertexShader, 512, NULL, buf);
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std::cerr << buf << std::endl;
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@@ -50,7 +51,7 @@ bool loadShader(std::string shaderSource, GLenum type, std::string shader) {
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GLint status;
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
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if (status == GL_TRUE) {
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if (status == GL_FALSE) {
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char buf[512];
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glGetShaderInfoLog(fragmentShader, 512, NULL, buf);
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std::cerr << buf << std::endl;
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@@ -110,7 +111,7 @@ int main(int argc, char** argv) {
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glClearColor(0.1f, 0.45f, 0.9f, 1.0f);
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// GL Screen coordinates of a 2D triangle
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float verticies[] = {
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float vertices[] = {
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0.0f, 0.5f, // Vertex 1 (X, Y)
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0.5f, -0.5f, // Vertex 2 (X, Y)
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-0.5f, -0.5f // Vertex 3 (X, Y)
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@@ -128,7 +129,7 @@ int main(int argc, char** argv) {
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// Binding buffer to GPU
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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// Copy vertex data to the vertex buffer already on the GPU
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glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices[0]) * 3, vertices, GL_STATIC_DRAW);
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// Load, compile, apply and link shader programs
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if (!loadShader(readShader("shaders/simple.vert"), GL_VERTEX_SHADER , "simpleVert") ||
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