Add a framebuffer to hold a texture
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parent
57cdfca13d
commit
60d94b06f2
4 changed files with 130 additions and 33 deletions
15
shaders/invert_screen.frag
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15
shaders/invert_screen.frag
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@ -0,0 +1,15 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform float u_time;
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uniform uint u_frame;
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform sampler2D u_texture;
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void main() {
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//FragColor = texture(u_texture, TexCoords);
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FragColor = vec4(1.0 - texelFetch(u_texture, ivec2(gl_FragCoord), 0));
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}
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125
src/main.c
125
src/main.c
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@ -11,10 +11,16 @@
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int main(int argc, char *argv[]) {
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if (argc < 2) {
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log_error("Usage: %s <fragment shader>", argv[0]);
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log_error("Usage: %s <screen shader> [<buffer shader>]", argv[0]);
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return EXIT_FAILURE;
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}
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const char *fragment_shader_file = argv[1];
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const char *screen_shader_file = argv[1];
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log_debug("Screen shader file: %s", screen_shader_file);
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const char *buffer_shader_file = NULL;
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if (argc >= 3) {
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buffer_shader_file = argv[2];
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log_debug("Buffer shader file: %s", buffer_shader_file);
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}
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GLFWwindow *window = initialize_window(WINDOW_WIDTH, WINDOW_HEIGHT);
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if (window == NULL) {
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@ -24,45 +30,110 @@ int main(int argc, char *argv[]) {
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unsigned int VAO = initialize_vertices();
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unsigned int shader_program = glCreateProgram();
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if (!shader_program) {
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log_error("Could not create shader program");
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unsigned int screen_shader = glCreateProgram();
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if (!screen_shader) {
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log_error("Could not create screen shader program");
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glfwDestroyWindow(window);
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glfwTerminate();
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return EXIT_FAILURE;
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}
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compile_shaders(&shader_program, fragment_shader_file);
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compile_shaders(&screen_shader, screen_shader_file);
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unsigned int buffer_shader = 0;
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unsigned int framebuffer = 0;
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if (buffer_shader_file) {
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buffer_shader = glCreateProgram();
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if (!buffer_shader) {
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log_error("Could not create buffer shader program");
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glfwDestroyWindow(window);
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glfwTerminate();
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return EXIT_FAILURE;
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}
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compile_shaders(&buffer_shader, buffer_shader_file);
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/* Framebuffer */
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framebuffer = 0;
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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/* color attachment texture */
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unsigned int texture_color_buffer = 0;
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glGenTextures(1, &texture_color_buffer);
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glBindTexture(GL_TEXTURE_2D, texture_color_buffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WINDOW_WIDTH, WINDOW_HEIGHT, 0,
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GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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texture_color_buffer, 0);
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/* check that the framebuffer is complete */
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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log_error("Framebuffer is not complete");
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} else {
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log_debug("Framebuffer initialized and complete");
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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/* Drawing loop */
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size_t frame = 0;
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while (!glfwWindowShouldClose(window)) {
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process_input(window, &shader_program, fragment_shader_file);
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process_input(window, &screen_shader, screen_shader_file, &buffer_shader,
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buffer_shader_file);
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/* Background */
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glClearColor(0, 0, 0, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shader_program);
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/* Setup uniforms */
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/* data required for uniforms */
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float time = glfwGetTime();
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int frag_time_location = glGetUniformLocation(shader_program, "u_time");
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glUniform1f(frag_time_location, time);
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int frag_frame_location = glGetUniformLocation(shader_program, "u_frame");
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glUniform1ui(frag_frame_location, frame);
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int viewport[4] = {0};
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glGetIntegerv(GL_VIEWPORT, viewport);
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int frag_resolution_location =
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glGetUniformLocation(shader_program, "u_resolution");
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glUniform2f(frag_resolution_location, viewport[2], viewport[3]);
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double mouse_x = 0, mouse_y = 0;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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int frag_mouse_resolution_location =
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glGetUniformLocation(shader_program, "u_mouse");
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glUniform2f(frag_mouse_resolution_location, mouse_x, mouse_y);
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if (frame % 100 == 0) {
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log_debug("frame = %zu, time = %f, viewport = (%d, %d)", frame, time,
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viewport[2], viewport[3]);
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}
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if (buffer_shader_file) {
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/* bind the framebuffer and draw to it */
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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/* Background */
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glClearColor(0, 0, 0, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(buffer_shader);
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/* Setup uniforms */
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glUniform1ui(glGetUniformLocation(buffer_shader, "u_frame"), frame);
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glUniform1f(glGetUniformLocation(buffer_shader, "u_time"), time);
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glUniform2f(glGetUniformLocation(buffer_shader, "u_resolution"),
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viewport[2], viewport[3]);
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glUniform2f(glGetUniformLocation(buffer_shader, "u_mouse"), mouse_x,
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mouse_y);
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glUniform1d(glGetUniformLocation(buffer_shader, "u_texture"), 0);
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/* Draw the vertices */
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); /* For wireframe mode */
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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/* bind back to default framebuffer */
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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glClearColor(1.0, 1.0, 1.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(screen_shader);
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/* Setup uniforms */
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glUniform1ui(glGetUniformLocation(screen_shader, "u_frame"), frame);
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glUniform1f(glGetUniformLocation(screen_shader, "u_time"), time);
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glUniform2f(glGetUniformLocation(screen_shader, "u_resolution"),
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viewport[2], viewport[3]);
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glUniform2f(glGetUniformLocation(screen_shader, "u_mouse"), mouse_x,
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mouse_y);
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glUniform1d(glGetUniformLocation(screen_shader, "u_texture"), 0);
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/* Draw the vertices */
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); /* For wireframe mode */
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@ -62,13 +62,14 @@ GLFWwindow *initialize_window(int width, int height) {
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unsigned int initialize_vertices() {
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/* Define vertices */
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float vertices[] = {
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-1.0, -1.0, 0.0, // bottom left
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-1.0, 1.0, 0.0, // top left
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1.0, -1.0, 0.0, // top right
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1.0, 1.0, 0.0 // bottom right
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// positions // texture coords
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1.0, 1.0, 0.0, 1.0, 1.0, // top right
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1.0, -1.0, 0.0, 1.0, 0.0, // bottom right
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-1.0, -1.0, 0.0, 0.0, 0.0, // bottom left
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-1.0, 1.0, 0.0, 0.0, 1.0, // top left
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};
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unsigned int indices[] = {
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0, 1, 2, // first triangle
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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@ -86,8 +87,14 @@ unsigned int initialize_vertices() {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
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GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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/* position attribute */
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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/* texture coord attribute */
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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log_debug("Vertex data initialized successfully");
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return VAO;
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@ -63,13 +63,17 @@ char *read_file(const char *const filename) {
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*/
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int compile_shaders(unsigned int *shader_program,
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const char *const fragment_shader_file) {
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log_debug("Compiling %s", fragment_shader_file);
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/* Compile vertex shader */
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const char *const vertex_shader_source =
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec2 aTexCoord;\n"
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"out vec2 TexCoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos, 1.0);\n"
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" TexCoord = aTexCoord;\n"
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"}\n";
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unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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