managed old tutorial implementation with classes.
Bugs: nothing is displayed
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12
MshViewer/Shader/FragmentColorShader.mv2shdr
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12
MshViewer/Shader/FragmentColorShader.mv2shdr
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#version 450 core
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// Input
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in vec3 fragmentColor;
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// Ouput data
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out vec3 color;
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void main()
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{
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color = fragmentColor;
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}
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14
MshViewer/Shader/FragmentTextureShader.mv2shdr
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14
MshViewer/Shader/FragmentTextureShader.mv2shdr
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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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20
MshViewer/Shader/VertexColorShader.mv2shdr
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MshViewer/Shader/VertexColorShader.mv2shdr
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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 vec3 vertexColor;
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// Output
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out vec3 fragmentColor;
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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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fragmentColor = vertexColor;
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}
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20
MshViewer/Shader/VertexTextureShader.mv2shdr
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20
MshViewer/Shader/VertexTextureShader.mv2shdr
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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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