added stable test release,
modified dummy uv
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8955fc91ea
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663bb62098
@ -7,42 +7,42 @@ std::vector<GLfloat> loadData()
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{
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return std::vector<GLfloat>(
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{
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-1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f
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-1.0f, -1.0f, -1.0f, //H5
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-1.0f, -1.0f, 1.0f, //H8
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-1.0f, 1.0f, 1.0f, //H7
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1.0f, 1.0f, -1.0f, //U2
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-1.0f, -1.0f, -1.0f, //U5
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-1.0f, 1.0f, -1.0f, //U6
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1.0f, -1.0f, 1.0f, //L4
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-1.0f, -1.0f, -1.0f, //L5
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1.0f, -1.0f, -1.0f, //L1
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1.0f, 1.0f, -1.0f, //U2
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1.0f, -1.0f, -1.0f, //U1
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-1.0f, -1.0f, -1.0f, //U5
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-1.0f, -1.0f, -1.0f, //H5
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-1.0f, 1.0f, 1.0f, //H7
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-1.0f, 1.0f, -1.0f, //H6
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1.0f, -1.0f, 1.0f, //L4
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-1.0f, -1.0f, 1.0f, //L8
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-1.0f, -1.0f, -1.0f, //L5
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-1.0f, 1.0f, 1.0f, //O7
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-1.0f, -1.0f, 1.0f, //O8
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1.0f, -1.0f, 1.0f, //O4
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1.0f, 1.0f, 1.0f, //V3
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1.0f, -1.0f, -1.0f, //V1
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1.0f, 1.0f, -1.0f, //V2
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1.0f, -1.0f, -1.0f, //V1
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1.0f, 1.0f, 1.0f, //V3
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1.0f, -1.0f, 1.0f, //V4
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1.0f, 1.0f, 1.0f, //R3
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1.0f, 1.0f, -1.0f, //R2
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-1.0f, 1.0f, -1.0f, //R6
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1.0f, 1.0f, 1.0f, //R3
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-1.0f, 1.0f, -1.0f, //R6
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-1.0f, 1.0f, 1.0f, //R7
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1.0f, 1.0f, 1.0f, //O3
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-1.0f, 1.0f, 1.0f, //O7
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1.0f, -1.0f, 1.0f //O4
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}
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);
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}
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@ -51,42 +51,42 @@ std::vector<GLfloat> loadUV()
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{
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return std::vector<float>(
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{
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0.000059f, 1.0f - 0.000004f,
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0.000103f, 1.0f - 0.336048f,
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0.335973f, 1.0f - 0.335903f,
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1.000023f, 1.0f - 0.000013f,
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0.667979f, 1.0f - 0.335851f,
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0.999958f, 1.0f - 0.336064f,
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0.667979f, 1.0f - 0.335851f,
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0.336024f, 1.0f - 0.671877f,
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0.667969f, 1.0f - 0.671889f,
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1.000023f, 1.0f - 0.000013f,
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0.668104f, 1.0f - 0.000013f,
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0.667979f, 1.0f - 0.335851f,
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0.000059f, 1.0f - 0.000004f,
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0.335973f, 1.0f - 0.335903f,
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0.336098f, 1.0f - 0.000071f,
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0.667979f, 1.0f - 0.335851f,
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0.335973f, 1.0f - 0.335903f,
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0.336024f, 1.0f - 0.671877f,
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1.000004f, 1.0f - 0.671847f,
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0.999958f, 1.0f - 0.336064f,
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0.667979f, 1.0f - 0.335851f,
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0.668104f, 1.0f - 0.000013f,
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0.335973f, 1.0f - 0.335903f,
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0.667979f, 1.0f - 0.335851f,
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0.335973f, 1.0f - 0.335903f,
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0.668104f, 1.0f - 0.000013f,
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0.336098f, 1.0f - 0.000071f,
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0.000103f, 1.0f - 0.336048f,
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0.000004f, 1.0f - 0.671870f,
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0.336024f, 1.0f - 0.671877f,
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0.000103f, 1.0f - 0.336048f,
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0.336024f, 1.0f - 0.671877f,
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0.335973f, 1.0f - 0.335903f,
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0.667969f, 1.0f - 0.671889f,
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1.000004f, 1.0f - 0.671847f,
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0.667979f, 1.0f - 0.335851f
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0.0f, 0.0f,//587 Links
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f,//256 Hinten
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1.0f, 0.0f,
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1.0f, 1.0f,
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1.0f, 1.0f,//451 Unten
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,//215 Hinten
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 0.0f,//576 Links
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1.0f, 1.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,//485 Unten
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0.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,//784 Front
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,//312 Rechts
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1.0f, 0.0f,
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1.0f, 1.0f,
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1.0f, 0.0f,//134 Rechts
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,//326 Oben
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1.0f, 1.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,//367 Oben
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 1.0f,//374 Front
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0.0f, 1.0f,
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1.0f, 0.0f
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}
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);
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}
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BIN
Release/MshViewer.exe
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BIN
Release/MshViewer.exe
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14
Release/Shader/FragmentTextureShader.mv2shdr
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14
Release/Shader/FragmentTextureShader.mv2shdr
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@ -0,0 +1,14 @@
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#version 450 core
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// Input
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in vec2 UV;
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// Ouput data
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out vec3 color;
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uniform sampler2D textureSampler;
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void main()
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{
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color = texture(textureSampler, UV).rgb;
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}
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Release/Shader/VertexTextureShader.mv2shdr
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Release/Shader/VertexTextureShader.mv2shdr
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@ -0,0 +1,20 @@
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#version 450 core
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// Input vertex data, different for all executions of this shader.
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layout(location = 0) in vec3 vertexPosition_modelspace;
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layout(location = 1) in vec2 vertexUV;
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// Output
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out vec2 UV;
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// Values that stay constant for the whole mesh.
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uniform mat4 MVP;
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void main(){
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// Output position of the vertex, in clip space : MVP * position
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gl_Position = MVP * vec4(vertexPosition_modelspace,1);
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UV = vertexUV;
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}
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BIN
Release/Textures/texture32R.tga
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BIN
Release/Textures/texture32R.tga
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Binary file not shown.
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Release/glew32.dll
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BIN
Release/glew32.dll
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Binary file not shown.
BIN
Release/glfw3.dll
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BIN
Release/glfw3.dll
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Binary file not shown.
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