Shader exercises complete!
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										93
									
								
								src/main.cpp
									
									
									
									
									
								
							
							
						
						
									
										93
									
								
								src/main.cpp
									
									
									
									
									
								
							@ -1,8 +1,11 @@
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#include <stdio.h>
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#include <cmath>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "shader.h"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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   glViewport(0,0, width, height);
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@ -41,82 +44,20 @@ int main() {
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   glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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   // TODO: Load from disk 
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   const char* vertextShaderSource = 
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      "#version 460 core\n"
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      "layout (location=0) in vec3 aPos;\n"
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      "void main(){\n"
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      "gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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      "}\n";
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   unsigned int vertexShader;
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   vertexShader = glCreateShader(GL_VERTEX_SHADER);
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   glShaderSource(vertexShader, 1, &vertextShaderSource, NULL);
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   glCompileShader(vertexShader);
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   int success;
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   char infolog[512];
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   glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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   if(!success){
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      glGetShaderInfoLog(vertexShader, 512, NULL, infolog);
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      printf ( "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n %s", infolog);
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   }
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   //TODO: load from disk
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   const char* fragmentShaderSource = 
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      "#version 330 core\n"
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      "out vec4 FragColor;\n"
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      "void main(){\n"
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      "FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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      "}\n";
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   unsigned int fragmentShader;
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   fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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   glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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   glCompileShader(fragmentShader);
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   glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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   if(!success){
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      glGetShaderInfoLog(fragmentShader, 512 ,NULL,infolog);
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      printf("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n %s", infolog);
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   }
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   unsigned int shaderProgram;
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   shaderProgram = glCreateProgram();
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   glAttachShader(shaderProgram, vertexShader);
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   glAttachShader(shaderProgram, fragmentShader);
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   glLinkProgram(shaderProgram);
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   glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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   if(!success) {
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      glGetProgramInfoLog(shaderProgram, 512, NULL, infolog);
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      printf("ERROR::SHADER_PROGRAM::LINKING_FAILED\n %s", infolog);
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   }
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   glDeleteShader(vertexShader);
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   glDeleteShader(fragmentShader);
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   Shader shader("shader.vs", "shader.fs");
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   float vertices[] = {
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      0.5f, 0.5f, 0.0f, // top, right
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      0.5f, -0.5f, 0.0f, // bottom right
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      -0.5f, -0.5f, 0.0f, // bottom left
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      -0.5f, 0.5f, 0.0f // top left
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      0.5f, -0.5f, 0.0f,   1.0f, 0.0f, 0.0f, // bottom right
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      -0.5f, -0.5f, 0.0f,  0.0f, 1.0f, 0.0f, // bottom left
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      0.0f, 0.5f, 0.0f,    0.0f, 0.0f, 1.0f  // top
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   };
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   unsigned int indices[] = {
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         0, 1,3, // first triangle
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         1,2,3 // second triangle
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         0, 1,2 // first triangle
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   };
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   // Vertex buffer objects!!
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@ -133,9 +74,12 @@ int main() {
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   glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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   glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, 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, 6 * sizeof(float), (void*)0);
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   glEnableVertexAttribArray(0);
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   // Color attribute
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   glVertexAttribPointer(1,3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3* sizeof(float)));
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   glEnableVertexAttribArray(1);
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   glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -150,11 +94,15 @@ int main() {
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      glClear(GL_COLOR_BUFFER_BIT);
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      glUseProgram(shaderProgram);
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      shader.use();
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      shader.setFloat("HorizontalOffset", .3);
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      glBindVertexArray(VAO);
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      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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      glDrawElements(GL_TRIANGLES, 6,GL_UNSIGNED_INT,  0);
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      glBindVertexArray(0);
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      glfwSwapBuffers(window);
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      glfwPollEvents();
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@ -162,7 +110,6 @@ int main() {
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   glDeleteVertexArrays(1, &VAO);
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   glDeleteBuffers(1, &VBO);
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   glDeleteProgram(shaderProgram);
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   glfwTerminate();
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										133
									
								
								src/shader.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										133
									
								
								src/shader.h
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,133 @@
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#pragma once
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#include <glad/glad.h>
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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class Shader
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{
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    public:
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        unsigned int ID;// Program ID
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        // Read and build the shader upon construction
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        Shader(const char* vertexPath, const char* fragmentPath);
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        // Activate the shader
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        void use();
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        void setBool(const std::string &name, bool value)const;
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        void setInt(const std::string &name, int value)const;
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        void setFloat(const std::string &name, float value)const;
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};
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Shader::Shader(const char* vertextPath, const char* fragmentPath)
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{
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    // retrieve the vertex / fragment source code from filepath
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    std::string vertexCode;
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    std::string fragmentCode;
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    std::ifstream vShaderFile;
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    std::ifstream fShaderFile;
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    vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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    fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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    try{
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        vShaderFile.open(vertextPath);
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        fShaderFile.open(fragmentPath);
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        std::stringstream vShaderStream,fShaderStream;
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        vShaderStream << vShaderFile.rdbuf();
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        fShaderStream << fShaderFile.rdbuf();
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        vShaderFile.close();
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        fShaderFile.close();
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        vertexCode = vShaderStream.str();
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        std::cout << "VertexShaderSource:\n\n" << vertexCode << std::endl;
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        fragmentCode = fShaderStream.str();
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        std::cout << "FragmentShaderSource:\n\n" << fragmentCode << std::endl;
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    }
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    catch(std::ifstream::failure e){
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        std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl << e.what() << std::endl ;
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    }
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    const char* vShaderCode = vertexCode.c_str();
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    const char* fShaderCode = fragmentCode.c_str();
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    // Compile Shaders
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    unsigned int vertex, fragment;
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    int success;
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    char infoLog[512];
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    // vertex shader
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    vertex = glCreateShader(GL_VERTEX_SHADER);
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    glShaderSource(vertex, 1, &vShaderCode, NULL);
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    glCompileShader(vertex);
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    // print any compile errors if there are any
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    glGetShaderiv(vertex,GL_COMPILE_STATUS, &success);
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    if(!success)
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    {
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        glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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        std::cout << "ERROR::SHADER:::VERTEX::COMPILATION_FAILED" << std::endl << infoLog << std::endl;
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    }
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    // fragment shader
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    fragment = glCreateShader(GL_FRAGMENT_SHADER);
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    glShaderSource(fragment, 1, &fShaderCode, NULL);
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    glCompileShader(fragment);
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    glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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    if(!success){
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        glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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        std::cout << "ERROR::SHADER:::VERTEX::COMPILATION_FAILED" << std::endl << infoLog << std::endl;
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    }
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    // Shader Program
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    ID = glCreateProgram();
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    glAttachShader(ID, vertex);
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    glAttachShader(ID, fragment);
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    glLinkProgram(ID);
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    glGetProgramiv(ID, GL_LINK_STATUS, &success);
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    if(!success){
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        glGetProgramInfoLog(ID, 512, NULL, infoLog);
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        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED" << std::endl << infoLog << std::endl;
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    }
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    // delete shaders as they're now linked into our program and no longer necessary
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    glDeleteShader(vertex);
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    glDeleteShader(fragment);
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}
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void Shader::use(){
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    glUseProgram(ID);
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}
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void Shader::setBool(const std::string &name, bool value) const{
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    glUniform1i(glGetUniformLocation(ID, name.c_str()), (int) value );
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}
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void Shader::setInt(const std::string &name, int value) const{
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    glUniform1i(glGetUniformLocation(ID, name.c_str()),  value );
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}
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void Shader::setFloat(const std::string &name, float value) const{
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    glUniform1f(glGetUniformLocation(ID, name.c_str()),  value );
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}
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@ -1,7 +0,0 @@
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#version 460 core
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layout (location=0) in vec3 aPos;
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void main(){
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    gl_Position = vec4(aPos.x, aPos.y, aPos.z 1.0);
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}
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