working on some bugs

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0x01FE committed 2025-11-10 19:51:50 -06:00
1 parent 54a01e3a05
commit 9568583cdd
5 files changed
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@@ -1,11 +1,12 @@
#version 330 core
// The final color output for the pixel.
out vec4 FragColor;
// [NEW] This variable will be set from your C++ code
uniform vec3 u_Color;
void main()
{
// Hard-code the color to an obnoxious bright orange.
// The values are (Red, Green, Blue, Alpha).
FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
// Use the color from C++
FragColor = vec4(u_Color, 1.0);
}
+5
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@@ -3,14 +3,19 @@
// Input vertex attribute (e.g., from your VBO)
// 'layout (location = 0)' matches the first attribute you enable.
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
// A "uniform" is a global variable you set from your C++/Java/etc. code.
// This matrix combines your model, view, and projection matrices.
uniform mat4 u_mvp;
flat out vec3 v_Normal;
void main()
{
// gl_Position is a special built-in variable.
// It's the final clip-space position of the vertex.
gl_Position = u_mvp * vec4(aPos, 1.0);
v_Normal = aNormal;
}