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* Reworking collision callbacks - Moving to manual module system * Fixed camera bounds with zoom * Smooth camera * Shader work * Updated shaders and examples
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nimcache | ||
testresults | ||
*.exe | ||
.modules |
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#version 400 | ||
attribute vec3 gpu_Vertex; | ||
attribute vec2 gpu_TexCoord; | ||
attribute vec4 gpu_Color; | ||
uniform mat4 gpu_ModelViewProjectionMatrix; | ||
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varying vec4 color; | ||
varying vec2 texCoord; | ||
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void main(void) | ||
{ | ||
color = gpu_Color; | ||
texCoord = vec2(gpu_TexCoord); | ||
gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 1.0); | ||
void main(void) { | ||
texCoord = gpu_TexCoord; | ||
gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 1.0); | ||
} | ||
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#version 330 | ||
#version 400 | ||
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varying vec2 vertex; | ||
varying vec2 texCoord; | ||
varying vec4 color; | ||
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uniform sampler2D tex; | ||
uniform float time; | ||
uniform vec2 resolution; | ||
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// See the "gl_FragCoord" section of https://thebookofshaders.com/03/ | ||
void main(void) { | ||
vec2 st = gl_FragCoord.xy / resolution; | ||
gl_FragColor = vec4(st.x, st.y, 0.0, 1.0); | ||
gl_FragColor = vec4(texCoord, 0.5, 1.0); | ||
} | ||
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