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~ | Switching to glm vectors
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@ -102,7 +102,7 @@ void Shader::checkCompileErrors(GLuint shader)
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}
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}
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void Shader::setupVertexBuffer(const RT::Vec2f* vertices, size_t size)
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void Shader::setupVertexBuffer(const glm::vec2* vertices, size_t size)
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{
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glGenVertexArrays(1, &_screen_VAO);
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glGenBuffers(1, &_screen_VBO);
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@ -110,7 +110,7 @@ void Shader::setupVertexBuffer(const RT::Vec2f* vertices, size_t size)
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glBindVertexArray(_screen_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, _screen_VBO);
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glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(RT::Vec2f), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, size * 3 * sizeof(glm::vec2), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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@ -126,7 +126,7 @@ void Shader::drawTriangles(size_t size)
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}
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void Shader::setVec2f(const std::string &name, const RT::Vec2f &value) const
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void Shader::setVec2f(const std::string &name, const glm::vec2 &value) const
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{
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glUniform2f(glGetUniformLocation(_program, name.c_str()), value[0], value[1]);
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}
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