Finished shader chapter and fix #1
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2d230155a7
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82649e7648
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@ -142,8 +142,12 @@
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<ClCompile Include="Shaders\Shader.cpp" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Shaders\default\default.frag" />
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<None Include="Shaders\default\default.vert" />
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<CopyFileToFolders Include="Shaders\default\default.frag">
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<FileType>Document</FileType>
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</CopyFileToFolders>
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<CopyFileToFolders Include="Shaders\default\default.vert">
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<FileType>Document</FileType>
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</CopyFileToFolders>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Exceptions\IOException.h" />
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@ -43,9 +43,9 @@
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="Shaders\default\default.vert">
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<CopyFileToFolders Include="Shaders\default\default.frag" />
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<CopyFileToFolders Include="Shaders\default\default.vert">
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<Filter>Resource Files</Filter>
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</None>
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<None Include="Shaders\default\default.frag" />
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</CopyFileToFolders>
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</ItemGroup>
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</Project>
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@ -64,10 +64,10 @@ int main()
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glfwSetFramebufferSizeCallback(window, OnWindowResize);
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GLfloat 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, // top right
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0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // bottom right
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom left
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-0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f // top left
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};
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GLuint faces[]{
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0, 1, 3,
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@ -87,8 +87,12 @@ int main()
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBufferObject);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(faces), faces, 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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// colour (or more general, the second vertex 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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// I could unbind the VAO, but this is usually not needed because when creating a new VAO we need to bind that to change it anyway, so there shouldn't be a problem
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std::string vertexPath = "shaders/default/default.vert";
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@ -104,7 +108,7 @@ int main()
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std::cerr << e.what();
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return -1;
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}
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// main loop
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while(!glfwWindowShouldClose(window))
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@ -115,6 +119,10 @@ int main()
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ProcessInput(window);
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shader->Use();
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//float time = glfwGetTime();
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//float greenValue = (sin(time) / 2.0f) + 0.5f;
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//shader->setFloat("ourColour", 0.0f, greenValue, 0.0f, 0.0f);
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glBindVertexArray(vertexArrayObject);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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@ -8,18 +8,22 @@
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namespace Nebulix
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{
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const char* vertexShaderSourceCode = "#version 330 core\n"
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// debugging
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const char* vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec3 aColor;\n"
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"out vec3 ourColor;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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" gl_Position = vec4(aPos, 1.0);\n"
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" ourColor = aColor;\n"
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"}\0";
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const char* fragmentShaderSourceCode = "#version 330 core\n"
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const char* fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"in vec3 ourColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);\n"
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" FragColor = vec4(ourColor, 1.0f);\n"
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"}\n\0";
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Shader::Shader(std::string& vertexShaderfile, std::string& fragmentShaderfile): _vertexFile{vertexShaderfile}, _fragmentFile{fragmentShaderfile}
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@ -33,29 +37,29 @@ namespace Nebulix
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CreateProgram(vertexShader, fragmentShader);
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}
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void Shader::CompileShadercode(std::ifstream& shaderSource, GLuint& shaderObject, ShaderType type)
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void Shader::CompileShadercode(std::ifstream& shaderFile, GLuint& shaderObject, ShaderType type)
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{
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if (!shaderSource.is_open())
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if (!shaderFile.is_open())
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{
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throw IOException("ERROR::SHADER::CANNOT_OPEN_FILE");
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}
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const char* shader;
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std::string code;
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const char* shaderCode;
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shaderSource.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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shaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try
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{
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std::stringstream sourceCode;
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sourceCode << shaderSource.rdbuf();
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shaderSource.close();
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std::string code = sourceCode.str();
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shader = code.c_str();
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std::stringstream shaderStream;
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shaderStream << shaderFile.rdbuf();
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shaderFile.close();
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code = shaderStream.str();
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}
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catch (const std::exception&)
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{
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throw Nebulix::IOException("ERROR::SHADER::READ_FILE");
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}
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shaderCode = code.c_str();
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if (type == ShaderType::Vertex)
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shaderObject = glCreateShader(GL_VERTEX_SHADER);
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@ -64,7 +68,7 @@ namespace Nebulix
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else
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throw std::runtime_error("ERROR::SHADER::TYPE \nCannot create shader program with the given shader type '" + std::to_string((int)type) + "'");
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glShaderSource(shaderObject, 1, &shader, NULL);
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glShaderSource(shaderObject, 1, &shaderCode, NULL);
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glCompileShader(shaderObject);
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int success;
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@ -31,9 +31,21 @@ namespace Nebulix
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{
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glUniform1i(glGetUniformLocation(shaderId, name.c_str()), value);
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}
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void setFloat(const std::string& name, float value) const
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void setFloat(const std::string& name, float x) const
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{
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glUniform1f(glGetUniformLocation(shaderId, name.c_str()), value);
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glUniform1f(glGetUniformLocation(shaderId, name.c_str()), x);
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}
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void setFloat(const std::string& name, float x, float y) const
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{
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glUniform2f(glGetUniformLocation(shaderId, name.c_str()), x, y);
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}
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void setFloat(const std::string& name, float x, float y, float z) const
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{
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glUniform3f(glGetUniformLocation(shaderId, name.c_str()), x, y, z);
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}
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void setFloat(const std::string& name, float x, float y, float z, float w) const
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{
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glUniform4f(glGetUniformLocation(shaderId, name.c_str()), x, y, z, w);
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}
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private:
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@ -1,7 +1,9 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColour;
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void main()
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{
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FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
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FragColor = vec4(ourColour, 1.0);
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}
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@ -1,7 +1,11 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColour;
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out vec3 ourColour;
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void main()
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{
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gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
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gl_Position = vec4(aPos, 1.0);
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ourColour = aColour;
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}
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