amélioration de la portabilité des nuanceurs
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@ -5,12 +5,10 @@
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const GLchar *vertex_shader_source = R"glsl(
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#version 150 core
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attribute vec3 pos;
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attribute vec3 col;
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in vec3 pos;
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in vec3 col;
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out vec3 frag_col;
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varying vec3 frag_col;
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uniform mat4 proj;
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uniform mat4 view;
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@ -23,10 +21,7 @@ void main() {
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)glsl";
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const GLchar *fragment_shader_source = R"glsl(
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#version 150 core
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in vec3 frag_col;
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out vec4 final_col;
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varying vec3 frag_col;
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uniform vec3 wf_col;
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uniform bool wireframe;
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@ -34,9 +29,9 @@ uniform float alpha;
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void main() {
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if (wireframe)
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final_col = vec4(wf_col, alpha);
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gl_FragColor = vec4(wf_col, alpha);
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else
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final_col = vec4(frag_col, alpha);
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gl_FragColor = vec4(frag_col, alpha);
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}
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)glsl";
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