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simple noise test
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2 changed files with 297 additions and 0 deletions
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@ -17,6 +17,7 @@ PROGS = \
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brick \
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bump \
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mandelbrot \
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noise \
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toyball
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296
progs/glsl/noise.c
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296
progs/glsl/noise.c
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@ -0,0 +1,296 @@
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/**
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* Test noise() functions.
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* 28 Jan 2007
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*/
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#include <assert.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <GL/gl.h>
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#include <GL/glut.h>
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#include <GL/glext.h>
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#include "extfuncs.h"
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static const char *VertShaderText =
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"void main() {\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n";
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static const char *FragShaderText =
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"uniform vec4 Scale, Bias;\n"
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"uniform float Slice;\n"
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"void main()\n"
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"{\n"
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" vec4 scale = vec4(5.0);\n"
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" vec4 p;\n"
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" p.xy = gl_TexCoord[0].xy;\n"
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" p.z = Slice;\n"
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" vec4 n = noise4(p * scale);\n"
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" gl_FragColor = n * Scale + Bias;\n"
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"}\n";
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struct uniform_info {
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const char *name;
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GLuint size;
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GLint location;
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GLfloat value[4];
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};
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static struct uniform_info Uniforms[] = {
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{ "Scale", 4, -1, { 0.5, 0.4, 0.0, 0} },
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{ "Bias", 4, -1, { 0.5, 0.3, 0.0, 0} },
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{ "Slice", 1, -1, { 0.5, 0, 0, 0} },
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{ NULL, 0, 0, { 0, 0, 0, 0 } }
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};
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/* program/shader objects */
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static GLuint fragShader;
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static GLuint vertShader;
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static GLuint program;
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static GLint win = 0;
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static GLfloat xRot = 0.0f, yRot = 0.0f, zRot = 0.0f;
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static GLfloat Slice = 0.0;
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static GLboolean Anim = GL_FALSE;
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static void
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Idle(void)
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{
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Slice += 0.01;
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glutPostRedisplay();
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}
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static void
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Redisplay(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUniform1fv_func(Uniforms[2].location, 1, &Slice);
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glPushMatrix();
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glRotatef(xRot, 1.0f, 0.0f, 0.0f);
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glRotatef(yRot, 0.0f, 1.0f, 0.0f);
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glRotatef(zRot, 0.0f, 0.0f, 1.0f);
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glBegin(GL_POLYGON);
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glTexCoord2f(0, 0); glVertex2f(-2, -2);
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glTexCoord2f(1, 0); glVertex2f( 2, -2);
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glTexCoord2f(1, 1); glVertex2f( 2, 2);
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glTexCoord2f(0, 1); glVertex2f(-2, 2);
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glEnd();
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glPopMatrix();
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glutSwapBuffers();
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}
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static void
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Reshape(int width, int height)
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{
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -15.0f);
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}
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static void
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CleanUp(void)
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{
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glDeleteShader_func(fragShader);
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glDeleteShader_func(vertShader);
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glDeleteProgram_func(program);
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glutDestroyWindow(win);
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}
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static void
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Key(unsigned char key, int x, int y)
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{
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const GLfloat step = 0.01;
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(void) x;
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(void) y;
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switch(key) {
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case 'a':
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Anim = !Anim;
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glutIdleFunc(Anim ? Idle : NULL);
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case 's':
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Slice -= step;
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break;
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case 'S':
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Slice += step;
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break;
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case 'z':
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zRot -= 1.0;
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break;
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case 'Z':
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zRot += 1.0;
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break;
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case 27:
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CleanUp();
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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static void
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SpecialKey(int key, int x, int y)
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{
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const GLfloat step = 3.0f;
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(void) x;
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(void) y;
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switch(key) {
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case GLUT_KEY_UP:
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xRot -= step;
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break;
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case GLUT_KEY_DOWN:
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xRot += step;
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break;
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case GLUT_KEY_LEFT:
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yRot -= step;
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break;
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case GLUT_KEY_RIGHT:
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yRot += step;
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break;
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}
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glutPostRedisplay();
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}
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static void
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LoadAndCompileShader(GLuint shader, const char *text)
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{
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GLint stat;
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glShaderSource_func(shader, 1, (const GLchar **) &text, NULL);
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glCompileShader_func(shader);
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glGetShaderiv_func(shader, GL_COMPILE_STATUS, &stat);
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if (!stat) {
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GLchar log[1000];
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GLsizei len;
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glGetShaderInfoLog_func(shader, 1000, &len, log);
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fprintf(stderr, "brick: problem compiling shader: %s\n", log);
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exit(1);
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}
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else {
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printf("Shader compiled OK\n");
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}
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}
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static void
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CheckLink(GLuint prog)
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{
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GLint stat;
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glGetProgramiv_func(prog, GL_LINK_STATUS, &stat);
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if (!stat) {
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GLchar log[1000];
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GLsizei len;
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glGetProgramInfoLog_func(prog, 1000, &len, log);
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fprintf(stderr, "Linker error:\n%s\n", log);
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}
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else {
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fprintf(stderr, "Link success!\n");
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}
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}
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static void
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Init(void)
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{
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const char *version;
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GLint i;
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version = (const char *) glGetString(GL_VERSION);
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if (version[0] != '2' || version[1] != '.') {
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printf("Warning: this program expects OpenGL 2.0\n");
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/*exit(1);*/
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}
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GetExtensionFuncs();
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vertShader = glCreateShader_func(GL_VERTEX_SHADER);
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LoadAndCompileShader(vertShader, VertShaderText);
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fragShader = glCreateShader_func(GL_FRAGMENT_SHADER);
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LoadAndCompileShader(fragShader, FragShaderText);
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program = glCreateProgram_func();
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glAttachShader_func(program, fragShader);
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glAttachShader_func(program, vertShader);
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glLinkProgram_func(program);
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CheckLink(program);
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glUseProgram_func(program);
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for (i = 0; Uniforms[i].name; i++) {
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Uniforms[i].location
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= glGetUniformLocation_func(program, Uniforms[i].name);
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printf("Uniform %s location: %d\n", Uniforms[i].name,
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Uniforms[i].location);
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switch (Uniforms[i].size) {
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case 1:
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glUniform1fv_func(Uniforms[i].location, 1, Uniforms[i].value);
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break;
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case 2:
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glUniform2fv_func(Uniforms[i].location, 1, Uniforms[i].value);
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break;
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case 3:
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glUniform3fv_func(Uniforms[i].location, 1, Uniforms[i].value);
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break;
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case 4:
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glUniform4fv_func(Uniforms[i].location, 1, Uniforms[i].value);
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break;
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default:
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abort();
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}
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}
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assert(glGetError() == 0);
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glClearColor(0.4f, 0.4f, 0.8f, 0.0f);
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printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER));
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assert(glIsProgram_func(program));
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assert(glIsShader_func(fragShader));
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assert(glIsShader_func(vertShader));
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glColor3f(1, 0, 0);
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}
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int
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main(int argc, char *argv[])
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{
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glutInit(&argc, argv);
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glutInitWindowPosition( 0, 0);
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glutInitWindowSize(400, 400);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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win = glutCreateWindow(argv[0]);
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glutReshapeFunc(Reshape);
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glutKeyboardFunc(Key);
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glutSpecialFunc(SpecialKey);
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glutDisplayFunc(Redisplay);
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Init();
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glutMainLoop();
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return 0;
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}
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