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14
shader/fragment.glsl
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14
shader/fragment.glsl
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#version 450 core
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in vec2 vUv;
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out vec4 out_color;
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uniform vec3 uColorA;
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uniform vec3 uColorB;
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uniform vec3 uColorC;
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void main() {
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vec3 temp = mix(uColorA, uColorB, vUv.x);
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vec3 blendedColor = mix(temp, uColorC, vUv.y * 0.95);
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out_color = vec4(blendedColor, 1.0);
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}
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12
shader/fragment.mac.glsl
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12
shader/fragment.mac.glsl
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#version 410 core
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in vec2 vUv;
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out vec4 out_color;
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uniform vec3 uColorA;
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uniform vec3 uColorB;
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void main() {
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vec3 blendedColor = mix(uColorA, uColorB, vUv.x);
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out_color = vec4(blendedColor, 1.0);
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}
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10
shader/vertex.glsl
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10
shader/vertex.glsl
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#version 450 core
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layout(location = 0) in vec2 aPosition;
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layout(location = 1) in vec2 aUv;
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out vec2 vUv;
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void main() {
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vUv = aUv;
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gl_Position = vec4(aPosition, 0.0, 1.0);
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}
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10
shader/vertex.mac.glsl
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10
shader/vertex.mac.glsl
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#version 410 core
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layout(location = 0) in vec2 aPosition;
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layout(location = 1) in vec2 aUv;
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out vec2 vUv;
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void main() {
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vUv = aUv;
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gl_Position = vec4(aPosition, 0.0, 1.0);
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}
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