Draws cubes instead of triangles now
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#version 330 core
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// The final color output for the pixel.
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out vec4 FragColor;
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void main()
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{
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// Hard-code the color to an obnoxious bright orange.
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// The values are (Red, Green, Blue, Alpha).
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FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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@@ -0,0 +1,16 @@
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#version 330 core
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// Input vertex attribute (e.g., from your VBO)
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// 'layout (location = 0)' matches the first attribute you enable.
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layout (location = 0) in vec3 aPos;
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// A "uniform" is a global variable you set from your C++/Java/etc. code.
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// This matrix combines your model, view, and projection matrices.
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uniform mat4 u_mvp;
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void main()
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{
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// gl_Position is a special built-in variable.
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// It's the final clip-space position of the vertex.
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gl_Position = u_mvp * vec4(aPos, 1.0);
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}
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