Prepared everything for the lighting section
This commit is contained in:
parent
42db40144e
commit
e874dae218
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@ -162,6 +162,7 @@
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<ClInclude Include="textures\Texture2D.h" />
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<ClInclude Include="util\property.h" />
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<ClInclude Include="util\stb_image.h" />
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<ClInclude Include="vertices.h" />
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</ItemGroup>
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<ItemGroup>
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<Image Include="images\awesomeface.png" />
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@ -62,6 +62,9 @@
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<ClInclude Include="object\game_object.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="vertices.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<CopyFileToFolders Include="Shaders\default\default.frag" />
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@ -13,6 +13,8 @@
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#include "util/camera/camera.h"
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#include "object/game_object.h"
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#include "vertices.h"
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// Continue: https://learnopengl.com/Lighting/Colors
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// Chapter: A lighting scene
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//
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@ -123,52 +125,6 @@ int main()
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Configure(window);
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float vertices[] = { // object coordinates, uv-coordinates
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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std::vector<Nebulix::VertexAttribute> vertexAttribs = { Nebulix::VertexAttribute(), Nebulix::VertexAttribute(GL_FLOAT, GL_FALSE, 2) };
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GLuint faces[]{
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0, 1, 3,
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1, 2, 3
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@ -196,7 +152,7 @@ int main()
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glBindVertexArray(vertexArrayObject);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices_container), vertices_container, GL_STATIC_DRAW);
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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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@ -225,10 +181,11 @@ int main()
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// TEXTURES
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Texture2D containerImage("images/container.jpg");
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Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA);
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//Texture2D containerImage("images/container.jpg");
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//Texture2D faceImage("images/awesomeface.png", 0, GL_RGBA);
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std::vector<float> verts(std::begin(vertices), std::end(vertices));
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std::vector<float> verts(std::begin(vertices_container), std::end(vertices_container));
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std::vector<Nebulix::VertexAttribute> vertexAttribs = { Nebulix::VertexAttribute(), Nebulix::VertexAttribute(GL_FLOAT, GL_FALSE, 2) };
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Nebulix::GameObject cube = Nebulix::GameObject(verts, vertexAttribs);
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// main loop
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while(!glfwWindowShouldClose(window))
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@ -245,26 +202,10 @@ int main()
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mat4 projectionMatrix = glm::perspective(glm::radians(cam.Fov), 800.0f / 600.0f, 0.1f, 100.0f);
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shader->Use();
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shader->SetInt("ourTexture1", 0);
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shader->SetInt("ourTexture2", 1);
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shader->SetMatrix("viewMatrix", cam.GetViewMatrix()); // more or less the camera
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shader->SetMatrix("projectionMatrix", projectionMatrix);
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containerImage.BindTexture();
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faceImage.BindTexture(GL_TEXTURE0 + 1); // GL_TEXTURE0 + 1 == GL_TEXTURE1, this means looping over multiple texture units is easily possible
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for (int i = 0; i < 10; i++)
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{
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cube.Position = cubePositions[i];
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mat4 model = cube.GetModelMatrix();
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float angle = (20.0f * i);
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if (i % 3 == 0)
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angle = currentFrameTime * 25;
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model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
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shader->SetMatrix("modelMatrix", model);
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shader->SetMatrix("modelMatrix", cube.GetModelMatrix());
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cube.Draw();
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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@ -1,13 +1,7 @@
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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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in vec2 texCoord;
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uniform sampler2D ourTexture1;
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uniform sampler2D ourTexture2;
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void main()
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{
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FragColor = mix(texture(ourTexture1, texCoord), texture(ourTexture2, texCoord), 0.2) * vec4(ourColour, 1.0);
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FragColor = vec4(1.0);
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}
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@ -1,21 +1,12 @@
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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 vec2 aTexCoord;
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out vec3 ourColour;
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out vec2 texCoord;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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//uniform mat4 transform;
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void main()
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{
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// note that we read the multiplication from right to left
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(aPos, 1.0);
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//gl_Position = transform * vec4(aPos, 1.0);
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ourColour = vec3(1.0);
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texCoord = aTexCoord;
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}
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90
src/Engine/vertices.h
Normal file
90
src/Engine/vertices.h
Normal file
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@ -0,0 +1,90 @@
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#pragma once
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float vertices_light[] = {
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-0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, -0.5f,
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0.5f, -0.5f, 0.5f,
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0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, 0.5f,
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-0.5f, -0.5f, -0.5f,
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-0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, -0.5f,
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0.5f, 0.5f, 0.5f,
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0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, 0.5f,
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-0.5f, 0.5f, -0.5f
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};
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float vertices_container[] = { // object coordinates, uv-coordinates
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
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-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
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};
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