daily update on 20240828 by nitload youmu, autotexture added
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@@ -56,3 +56,32 @@ Successfully load all OpenGL 4.5 APIs
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Successfully load all OpenGL 4.6 APIs
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Info @ 2024-03-22T08:07:58.7110859+08:00
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No supported OpenGL extensions are found.
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Info 2024-07-13T22:30:02.4941444+08:00
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Program StgSharpDebug, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null Started.
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Info 2024-07-13T22:30:02.6267133+08:00
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Find core OpenGL version.
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Successfully load all OpenGL 1.0 APIs
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Successfully load all OpenGL 1.1 APIs
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Successfully load all OpenGL 1.2 APIs
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Successfully load all OpenGL 1.3 APIs
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Successfully load all OpenGL 1.4 APIs
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Successfully load all OpenGL 1.5 APIs
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Successfully load all OpenGL 2.0 APIs
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Successfully load all OpenGL 2.1 APIs
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Successfully load all OpenGL 3.0 APIs
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Successfully load all OpenGL 3.1 APIs
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Successfully load all OpenGL 3.2 APIs
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Successfully load all OpenGL 3.3 APIs
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Successfully load all OpenGL 4.0 APIs
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Successfully load all OpenGL 4.1 APIs
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Successfully load all OpenGL 4.2 APIs
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Successfully load all OpenGL 4.3 APIs
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Successfully load all OpenGL 4.4 APIs
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Successfully load all OpenGL 4.5 APIs
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Successfully load all OpenGL 4.6 APIs
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Info 2024-07-13T22:30:02.6357541+08:00
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No supported OpenGL extensions are found.
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@@ -1,17 +0,0 @@
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#version 330 core
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in vec4 TexColor;
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D ourTexture;
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uniform sampler2D ourTexture2;
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void main()
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{
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vec4 tex1 = texture(ourTexture, TexCoord);
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vec4 tex2 = texture(ourTexture2,TexCoord);
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FragColor = mix(tex1 * vec4( TexColor.xyz, 1.0), tex2, 0.2) /* *vec4( TexColor,1.0) /**/;
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}
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@@ -1,32 +0,0 @@
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#version 330 core
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aColor;
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layout(location = 2) in vec2 aTextCoord;
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out vec4 TexColor;
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out vec2 TexCoord;
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uniform vec4 color;
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uniform mat4x4 camera;
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void main()
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{
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float as = sin( color.w );
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float ac = cos( color.w );
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mat4x4 rotation = mat4x4(
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ac,-as,0,0,
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as,ac,0,0,
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0,0,1,0,
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0,0,0,1
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);
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TexColor = color;
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TexCoord = aTextCoord;
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vec4 temp = vec4(aPos.xyz,1.0);
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gl_Position = /**/ camera * /**/ temp;
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}
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//struct
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