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@ -202,7 +202,7 @@ static VertexPositionColorBuffer triangles; // No texture support |
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static VertexPositionColorTextureIndexBuffer quads; |
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// Shader Programs |
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static Shader defaultShader, simpleShader; |
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static Shader defaultShader; |
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static Shader currentShader; // By default, defaultShader |
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// Vertex Array Objects (VAO) |
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@ -255,8 +255,7 @@ unsigned int whiteTexture; |
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//---------------------------------------------------------------------------------- |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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static Shader LoadDefaultShader(void); |
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static Shader LoadSimpleShader(void); |
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static void GetShaderDefaultLocations(Shader *shader); |
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static void LoadDefaultShaderLocations(Shader *shader); |
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static void InitializeBuffers(void); |
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static void InitializeBuffersGPU(void); |
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static void UpdateBuffers(void); |
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@ -1021,9 +1020,8 @@ void rlglInit(void) |
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if (whiteTexture != 0) TraceLog(INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture); |
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else TraceLog(WARNING, "Base white texture could not be loaded"); |
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// Init default Shader (Custom for GL 3.3 and ES2) |
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// Init default Shader (customized for GL 3.3 and ES2) |
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defaultShader = LoadDefaultShader(); |
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simpleShader = LoadSimpleShader(); |
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//customShader = LoadShader("custom.vs", "custom.fs"); // Works ok |
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currentShader = defaultShader; |
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@ -1083,12 +1081,11 @@ void rlglClose(void) |
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glDeleteVertexArrays(1, &vaoQuads); |
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} |
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//glDetachShader(defaultShaderProgram, v); |
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//glDetachShader(defaultShaderProgram, f); |
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//glDeleteShader(v); |
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//glDeleteShader(f); |
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//glDetachShader(defaultShaderProgram, vertexShader); |
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//glDetachShader(defaultShaderProgram, fragmentShader); |
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//glDeleteShader(vertexShader); // Already deleted on shader compilation |
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//glDeleteShader(fragmentShader); // Already deleted on sahder compilation |
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glDeleteProgram(defaultShader.id); |
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glDeleteProgram(simpleShader.id); |
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// Free vertex arrays memory |
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free(lines.vertices); |
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@ -1124,6 +1121,7 @@ void rlglDraw(void) |
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glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); |
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glUniform1i(currentShader.mapDiffuseLoc, 0); |
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glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f); |
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} |
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// NOTE: We draw in this order: lines, triangles, quads |
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@ -1866,6 +1864,8 @@ Model rlglLoadModel(Mesh mesh) |
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model.mesh.vboId[1] = 0; // Vertex texcoords VBO |
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model.mesh.vboId[2] = 0; // Vertex normals VBO |
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// TODO: Consider attributes: color, texcoords2, tangents (if available) |
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model.transform = MatrixIdentity(); |
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#if defined(GRAPHICS_API_OPENGL_11) |
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@ -1873,7 +1873,7 @@ Model rlglLoadModel(Mesh mesh) |
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model.material.shader.id = 0; // No shader used |
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#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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model.material.shader = simpleShader; // Default model shader |
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model.material.shader = defaultShader; // Default model shader |
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model.material.texDiffuse.id = whiteTexture; // Default whiteTexture |
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model.material.texDiffuse.width = 1; // Default whiteTexture width |
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@ -1896,7 +1896,7 @@ Model rlglLoadModel(Mesh mesh) |
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} |
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// Create buffers for our vertex data (positions, texcoords, normals) |
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glGenBuffers(3, vertexBuffer); |
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glGenBuffers(4, vertexBuffer); |
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// Enable vertex attributes: position |
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]); |
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@ -1915,7 +1915,10 @@ Model rlglLoadModel(Mesh mesh) |
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*mesh.vertexCount, mesh.normals, GL_STATIC_DRAW); |
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glVertexAttribPointer(model.material.shader.normalLoc, 3, GL_FLOAT, 0, 0, 0); |
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glEnableVertexAttribArray(model.material.shader.normalLoc); |
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glVertexAttrib4f(model.material.shader.colorLoc, 1.0f, 1.0f, 1.0f, 1.0f); // Color vertex attribute set to default: WHITE |
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glDisableVertexAttribArray(model.material.shader.colorLoc); |
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model.mesh.vboId[0] = vertexBuffer[0]; // Vertex position VBO |
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model.mesh.vboId[1] = vertexBuffer[1]; // Texcoords VBO |
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model.mesh.vboId[2] = vertexBuffer[2]; // Normals VBO |
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@ -2068,7 +2071,7 @@ void *rlglReadTexturePixels(Texture2D texture) |
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Model quad; |
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//quad.mesh = GenMeshQuad(width, height); |
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quad.transform = MatrixIdentity(); |
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quad.shader = simpleShader; |
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quad.shader = defaultShader; |
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DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE); |
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@ -2109,11 +2112,12 @@ Shader LoadShader(char *vsFileName, char *fsFileName) |
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{ |
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shader.id = LoadShaderProgram(vShaderStr, fShaderStr); |
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if (shader.id != 0) GetShaderDefaultLocations(&shader); |
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// After shader loading, we try to load default location names |
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if (shader.id != 0) LoadDefaultShaderLocations(&shader); |
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else |
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{ |
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TraceLog(WARNING, "Custom shader could not be loaded"); |
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shader = simpleShader; |
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shader = defaultShader; |
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} |
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// Shader strings must be freed |
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@ -2123,7 +2127,7 @@ Shader LoadShader(char *vsFileName, char *fsFileName) |
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else |
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{ |
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TraceLog(WARNING, "Custom shader could not be loaded"); |
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shader = simpleShader; |
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shader = defaultShader; |
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} |
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#endif |
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@ -2432,20 +2436,20 @@ static Shader LoadDefaultShader(void) |
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"in vec2 vertexTexCoord; \n" |
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"in vec4 vertexColor; \n" |
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"out vec2 fragTexCoord; \n" |
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"out vec4 fragTintColor; \n" |
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"out vec4 fragColor; \n" |
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#elif defined(GRAPHICS_API_OPENGL_ES2) |
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char vShaderStr[] = "#version 100 \n" |
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"attribute vec3 vertexPosition; \n" |
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"attribute vec2 vertexTexCoord; \n" |
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"attribute vec4 vertexColor; \n" |
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"varying vec2 fragTexCoord; \n" |
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"varying vec4 fragTintColor; \n" |
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"varying vec4 fragColor; \n" |
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#endif |
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"uniform mat4 mvpMatrix; \n" |
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"void main() \n" |
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"{ \n" |
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" fragTexCoord = vertexTexCoord; \n" |
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" fragTintColor = vertexColor; \n" |
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" fragColor = vertexColor; \n" |
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" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" |
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"} \n"; |
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@ -2453,23 +2457,24 @@ static Shader LoadDefaultShader(void) |
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#if defined(GRAPHICS_API_OPENGL_33) |
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char fShaderStr[] = "#version 330 \n" |
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"in vec2 fragTexCoord; \n" |
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"in vec4 fragTintColor; \n" |
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"out vec4 fragColor; \n" |
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"in vec4 fragColor; \n" |
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"out vec4 finalColor; \n" |
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#elif defined(GRAPHICS_API_OPENGL_ES2) |
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char fShaderStr[] = "#version 100 \n" |
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"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) |
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"varying vec2 fragTexCoord; \n" |
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"varying vec4 fragTintColor; \n" |
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"varying vec4 fragColor; \n" |
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#endif |
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"uniform sampler2D texture0; \n" |
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"uniform vec4 fragTintColor; \n" |
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"void main() \n" |
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"{ \n" |
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#if defined(GRAPHICS_API_OPENGL_33) |
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" vec4 texelColor = texture(texture0, fragTexCoord); \n" |
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" fragColor = texelColor*fragTintColor; \n" |
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" vec4 texelColor = texture(texture0, fragTexCoord); \n" |
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" finalColor = texelColor*fragTintColor*fragColor; \n" |
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#elif defined(GRAPHICS_API_OPENGL_ES2) |
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0 |
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" gl_FragColor = texelColor*fragTintColor; \n" |
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" gl_FragColor = texelColor*fragTintColor*fragColor; \n" |
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#endif |
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"} \n"; |
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@ -2478,73 +2483,13 @@ static Shader LoadDefaultShader(void) |
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if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id); |
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else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); |
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GetShaderDefaultLocations(&shader); |
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return shader; |
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} |
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// Load Simple Shader (Vertex and Fragment) |
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// NOTE: This shader program is used to render models |
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static Shader LoadSimpleShader(void) |
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{ |
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Shader shader; |
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// Vertex shader directly defined, no external file required |
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#if defined(GRAPHICS_API_OPENGL_33) |
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char vShaderStr[] = "#version 330 \n" |
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"in vec3 vertexPosition; \n" |
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"in vec2 vertexTexCoord; \n" |
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"in vec3 vertexNormal; \n" |
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"out vec2 fragTexCoord; \n" |
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#elif defined(GRAPHICS_API_OPENGL_ES2) |
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char vShaderStr[] = "#version 100 \n" |
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"attribute vec3 vertexPosition; \n" |
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"attribute vec2 vertexTexCoord; \n" |
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"attribute vec3 vertexNormal; \n" |
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"varying vec2 fragTexCoord; \n" |
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#endif |
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"uniform mat4 mvpMatrix; \n" |
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"void main() \n" |
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"{ \n" |
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" fragTexCoord = vertexTexCoord; \n" |
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" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" |
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"} \n"; |
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// Fragment shader directly defined, no external file required |
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#if defined(GRAPHICS_API_OPENGL_33) |
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char fShaderStr[] = "#version 330 \n" |
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"in vec2 fragTexCoord; \n" |
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"out vec4 fragColor; \n" |
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#elif defined(GRAPHICS_API_OPENGL_ES2) |
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char fShaderStr[] = "#version 100 \n" |
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"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) |
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"varying vec2 fragTexCoord; \n" |
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#endif |
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"uniform sampler2D texture0; \n" |
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"uniform vec4 fragTintColor; \n" |
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"void main() \n" |
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"{ \n" |
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#if defined(GRAPHICS_API_OPENGL_33) |
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" vec4 texelColor = texture(texture0, fragTexCoord); \n" |
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" fragColor = texelColor*fragTintColor; \n" |
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#elif defined(GRAPHICS_API_OPENGL_ES2) |
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" |
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" gl_FragColor = texelColor*fragTintColor; \n" |
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#endif |
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"} \n"; |
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shader.id = LoadShaderProgram(vShaderStr, fShaderStr); |
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if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Simple shader loaded successfully", shader.id); |
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else TraceLog(WARNING, "[SHDR ID %i] Simple shader could not be loaded", shader.id); |
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GetShaderDefaultLocations(&shader); |
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LoadDefaultShaderLocations(&shader); |
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return shader; |
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} |
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// Get location handlers to for shader attributes and uniforms |
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static void GetShaderDefaultLocations(Shader *shader) |
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static void LoadDefaultShaderLocations(Shader *shader) |
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{ |
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// Get handles to GLSL input attibute locations |
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shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition"); |
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