Fix shaders
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@@ -88,7 +88,6 @@ shader_result Shader::init()
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const GLchar* const vertex_source_array[] = {
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const GLchar* const vertex_source_array[] = {
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vertex_source.c_str()
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vertex_source.c_str()
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};
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};
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std::cout << vertex_source;
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// Set vertex source
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// Set vertex source
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glShaderSource(vertex_shader_id, 1, vertex_source_array, NULL);
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glShaderSource(vertex_shader_id, 1, vertex_source_array, NULL);
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@@ -114,7 +113,6 @@ shader_result Shader::init()
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const GLchar* const fragment_source_array[] = {
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const GLchar* const fragment_source_array[] = {
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fragment_source.c_str()
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fragment_source.c_str()
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};
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};
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std::cout << fragment_source;
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// Set fragment source
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// Set fragment source
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glShaderSource(fragment_shader_id, 1, fragment_source_array, NULL);
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glShaderSource(fragment_shader_id, 1, fragment_source_array, NULL);
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@@ -1,8 +1,10 @@
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#version 300 es
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#version 300 es
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precision mediump float;
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out vec4 fragment_color;
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out vec4 fragment_color;
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void main()
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void main()
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{
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{
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fragment_color = vec4(1.0, 0.5, 0.5, 1.0);
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fragment_color = vec4( 1.0, 0.5, 0.5, 1.0 );
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}
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}
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@@ -6,5 +6,5 @@ layout (location = 0) in vec2 vertex_pos_2d;
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void main()
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void main()
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{
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{
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gl_Position = vec4(vertex_pos_2d.x, vertex_pos_2d.y, 0.0, 1.0);
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gl_Position = vec4(vertex_pos_2d.x, vertex_pos_2d.y, 0.0, 1.0);
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} // foo bar
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}
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