Refactor in C++
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445 changed files with 68766 additions and 36566 deletions
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#version 330 core
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in vec4 vertex_color;
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out vec4 final_color;
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uniform vec4 hex_color;
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void main()
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{
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final_color = vertex_color;
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final_color = hex_color;
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}
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10
shaders/hex.vert
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10
shaders/hex.vert
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#version 330 core
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layout (location = 0) in vec3 pos;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 proj;
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void main()
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{
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gl_Position = proj * view * model * vec4(pos, 1.0f);
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}
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shaders/text.frag
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shaders/text.frag
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#version 330 core
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in vec2 texuv;
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out vec4 color;
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uniform sampler2D text;
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uniform vec3 text_color;
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void main()
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{
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vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, texuv).r);
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color = vec4(text_color, 1.0) * sampled;
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}
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shaders/text.vert
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shaders/text.vert
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#version 330 core
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layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
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out vec2 texuv;
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uniform mat4 projection;
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void main()
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{
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gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);
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texuv = vertex.zw;
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}
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@ -1,20 +0,0 @@
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#version 330 core
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layout (location = 0) in vec3 pos;
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uniform vec4 uniform_color;
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uniform mat4 camera;
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uniform vec2 window_size;
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out vec4 vertex_color;
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const mat4 to_draw_coordinates_matrix = mat4(
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1., 0., 0., 0.,
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0., -1., 0., 0.,
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0., 0., 1., 0.,
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-1, 1, 0, 1);
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void main()
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{
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float aspect_ratio = window_size.x / window_size.y;
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mat4 scaling_matrix = mat4(1.0);
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scaling_matrix[1][1] = aspect_ratio;
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gl_Position = camera*scaling_matrix*to_draw_coordinates_matrix*vec4(pos, 1.0f);
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vertex_color = uniform_color;
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}
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