updated makefile for supporting different target architectures
use "ARCH=arch_name make" restructured project folder, implementations and headers together under sources/
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18
sources/GL_STUFF/EFFECTS/SCREEN/fragmentShader_2.glsl
Executable file
18
sources/GL_STUFF/EFFECTS/SCREEN/fragmentShader_2.glsl
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#version 300 es
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/*this will affect all the float guys (float, vecN, matN )*/
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precision mediump float;
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in vec3 fragPos;
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in vec2 frag_uv; //coordinate 2d di texure
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uniform sampler2D inTex; //campionatore 2d
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out vec4 FragColor;
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void main()
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{
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//FragColor = vec4(1.0f, 1.0f, 0, 1);
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FragColor = texture(inTex, frag_uv);
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}
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21
sources/GL_STUFF/EFFECTS/SCREEN/vertexShader_2.glsl
Executable file
21
sources/GL_STUFF/EFFECTS/SCREEN/vertexShader_2.glsl
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#version 300 es
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/*this will affect all the float guys (float, vecN, matN )*/
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precision mediump float;
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layout (location = 0) in vec3 vertPos; // Attributo Posizione
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out vec3 fragPos;
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out vec2 frag_uv;
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void main()
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{
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float adjustedU = (vertPos.x + 1) / 2;
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float adjustedV = (vertPos.y + 1) / 2;
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frag_uv = vec2(adjustedU, adjustedV);
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fragPos = vertPos;
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gl_Position = vec4(fragPos, 1);
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}
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