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@@ -142,9 +142,45 @@ main :: () {
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glDepthFunc(GL_LESS);
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// Shaders
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vert_src : [:0]u8 = "#version 330 core\nlayout (location = 0) in vec3 aPos;\nlayout (location = 1) in vec3 aNormal;\nuniform mat4 uMVP;\nout vec3 vNormal;\nout vec3 vPos;\nvoid main() {\n gl_Position = uMVP * vec4(aPos, 1.0);\n vNormal = aNormal;\n vPos = aPos;\n}\n";
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vert_src : [:0]u8 = #string 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 aNormal;
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uniform mat4 uMVP;
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out vec3 vNormal;
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out vec3 vPos;
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void main() {
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gl_Position = uMVP * vec4(aPos, 1.0);
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vNormal = aNormal;
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vPos = aPos;
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}
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GLSL;
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frag_src : [:0]u8 = "#version 330 core\nin vec3 vNormal;\nin vec3 vPos;\nout vec4 FragColor;\nuniform vec3 uLightDir;\nuniform float uWire;\nvoid main() {\n if (uWire > 0.5) {\n FragColor = vec4(0.05, 0.05, 0.05, 1.0);\n return;\n }\n vec3 n = normalize(vNormal);\n vec3 l = normalize(uLightDir);\n float diff = max(dot(n, l), 0.15);\n float cx = floor(vPos.x * 2.0 + 0.001);\n float cy = floor(vPos.y * 2.0 + 0.001);\n float cz = floor(vPos.z * 2.0 + 0.001);\n float check = mod(cx + cy + cz, 2.0);\n vec3 col1 = vec3(0.9, 0.5, 0.2);\n vec3 col2 = vec3(0.2, 0.6, 0.9);\n vec3 base = mix(col1, col2, check);\n FragColor = vec4(base * diff, 1.0);\n}\n";
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frag_src : [:0]u8 = #string GLSL
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#version 330 core
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in vec3 vNormal;
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in vec3 vPos;
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out vec4 FragColor;
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uniform vec3 uLightDir;
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uniform float uWire;
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void main() {
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if (uWire > 0.5) {
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FragColor = vec4(0.05, 0.05, 0.05, 1.0);
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return;
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}
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vec3 n = normalize(vNormal);
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vec3 l = normalize(uLightDir);
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float diff = max(dot(n, l), 0.15);
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float cx = floor(vPos.x * 2.0 + 0.001);
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float cy = floor(vPos.y * 2.0 + 0.001);
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float cz = floor(vPos.z * 2.0 + 0.001);
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float check = mod(cx + cy + cz, 2.0);
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vec3 col1 = vec3(0.9, 0.5, 0.2);
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vec3 col2 = vec3(0.2, 0.6, 0.9);
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vec3 base = mix(col1, col2, check);
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FragColor = vec4(base * diff, 1.0);
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}
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GLSL;
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program : u32 = create_program(vert_src, frag_src);
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glUseProgram(program);
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