c-o
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@@ -1,17 +0,0 @@
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#version 330 core
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform vec4 color;
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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( color.xyz, 1.0), tex2, 0.2) /* *vec4( TexColor,1.0) /**/;
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}
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@@ -1,22 +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 vec2 TexCoord;
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uniform mat4x4 camera;
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void main()
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{
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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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