generated from AfonsoCMSousa/CPP-Template
Fixed and added some minor color correction
This commit is contained in:
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0c861f6855
commit
9107273a0c
@ -68,10 +68,6 @@ else()
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target_link_options(${EXECUTABLE_NAME} PRIVATE -fsanitize=address,undefined)
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endif()
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# -----------------------
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# External Dependencies
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# -----------------------
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# GLFW (if vendored in libraries/)
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if(EXISTS ${CMAKE_SOURCE_DIR}/libraries/glfw/CMakeLists.txt)
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add_subdirectory(${CMAKE_SOURCE_DIR}/libraries/glfw EXCLUDE_FROM_ALL)
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@ -76,25 +76,6 @@ vec2 morphingSeed(float t, float interval) {
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return mix(seedA, seedB, blend);
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}
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vec2 morphingDirection(float t, float interval) {
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float phase = floor(t / interval);
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float blend = fract(t / interval);
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// Generate 2 pseudo-random direction vectors
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vec2 dirA = normalize(vec2(
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sin(phase * 12.9898),
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cos(phase * 78.233)
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));
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vec2 dirB = normalize(vec2(
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sin((phase+1.0) * 93.9898),
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cos((phase+1.0) * 47.233)
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));
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// Smooth interpolation between them
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blend = smoothstep(0.0, 1.0, blend);
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return normalize(mix(dirA, dirB, blend));
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}
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void main() {
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vec2 st = gl_FragCoord.xy / u_resolution.xy; // Normalize coordinates
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st.x *= u_resolution.x / u_resolution.y; // Correct aspect ratio
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@ -104,7 +85,8 @@ void main() {
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st *= 2.05 * u_scale; // Zoom out
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vec2 seed = morphingSeed(u_time, 10.0); // 10 second interval
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vec2 pos = st + morphingDirection(u_time * 0.2, 15.0); // 15 second interval
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vec2 pos = st; // 15 second interval
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pos += vec2(0.3, 0.1) * u_time * 0.1;
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float pre_noise = perlinNoise((pos) * 1.5); // N = [0..1]
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// noise += 0.6 * perlinNoise(pos * 4.0);
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@ -120,9 +102,9 @@ void main() {
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vec3 color;
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if (noise >= 0.9) {
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if (noise >= 0.85) {
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color = getPaletteColor(u_time * 0.1, noise);
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} else if (noise >= 0.76 ) {
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} else if (noise >= 0.75 ) {
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color = getPaletteColor((u_time * 0.1) + 1.0, noise);
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// Estimate gradient (2D normal)
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@ -145,7 +127,7 @@ void main() {
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float spec = pow(max(dot(normal, lightDir), 0.0), 32.0);
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// Combine Fresnel + spec
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float gloss = fresnel + 0.5 * spec;
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float gloss = fresnel + 0.6 * spec;
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// Stronger at edges (transition zone of blob)
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float edge = smoothstep(0.8, 0.9, noise) * (1.0 - smoothstep(0.9, 1.0, noise));
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@ -157,5 +139,7 @@ void main() {
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color = vec3(0.0);
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}
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// Denoise edges -> "Insane look-alike effect"
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color += mix(color, vec3(0.0), smoothstep(0.0, 0.02, abs(noise - 0.9)));
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FragColor = vec4(color, 1.0);
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}
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@ -1,3 +1,9 @@
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <stdio.h>
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#include <stdlib.h>
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// glad and GLFW
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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@ -7,11 +13,8 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <stdio.h>
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#include <stdlib.h>
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// HPP files
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#include "shader.h"
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#define VERTEX_FILE "./shaders/vertex.glsl"
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#define FRAGMENT_FILE "./shaders/fragment.glsl"
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@ -20,85 +23,7 @@
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const float SCR_WIDTH = 1200.0f;
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const float SCR_HEIGHT = 1200.0f;
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// Shader loader helper
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std::string loadShaderSource(const std::string& filepath) {
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std::ifstream file(filepath);
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if (!file.is_open()) {
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std::cerr << "Failed to open shader file: " << filepath << std::endl;
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return "";
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}
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std::stringstream buffer;
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std::cout << "Loaded " << filepath << " successfully!\n";
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buffer << file.rdbuf();
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return buffer.str();
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}
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GLuint compileShader(GLenum type, const std::string& source) {
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GLuint shader = glCreateShader(type);
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const char* src = source.c_str();
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glShaderSource(shader, 1, &src, nullptr);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetShaderInfoLog(shader, 512, nullptr, infoLog);
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std::cerr << "Shader compilation failed:\n" << infoLog << std::endl;
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exit(10);
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}
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return shader;
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}
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GLuint createShaderProgram(const std::string& vertexPath, const std::string& fragmentPath) {
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std::string vertexSrc = loadShaderSource(vertexPath);
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std::string fragmentSrc = loadShaderSource(fragmentPath);
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexSrc);
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentSrc);
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GLuint program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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int success;
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetProgramInfoLog(program, 512, nullptr, infoLog);
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std::cerr << "Shader linking failed:\n" << infoLog << std::endl;
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exit(11);
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return program;
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}
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GLuint createComputeProgram(const std::string& computePath) {
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std::string computeSrc = loadShaderSource(computePath);
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GLuint computeShader = compileShader(GL_COMPUTE_SHADER, computeSrc);
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GLuint program = glCreateProgram();
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glAttachShader(program, computeShader);
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glLinkProgram(program);
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int success;
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetProgramInfoLog(program, 512, nullptr, infoLog);
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std::cerr << "Compute shader linking failed:\n" << infoLog << std::endl;;
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}
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glDeleteShader(computeShader);
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return program;
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}
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int main() {
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int main(void) {
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// Initialize GLFW
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if (!glfwInit()) return -1;
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@ -205,7 +130,6 @@ int main() {
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int frameCount = 0;
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float mousePos[2] = {0.0f, 0.0f};
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// FPS tracking
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double lastTime = glfwGetTime(); // when we last printed FPS
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double fps = 0.0;
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@ -0,0 +1,80 @@
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#include "shader.h"
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// Shader loader helper
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std::string loadShaderSource(const std::string& filepath) {
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std::ifstream file(filepath);
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if (!file.is_open()) {
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std::cerr << "Failed to open shader file: " << filepath << std::endl;
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return "";
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}
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std::stringstream buffer;
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std::cout << "Loaded " << filepath << " successfully!\n";
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buffer << file.rdbuf();
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return buffer.str();
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}
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GLuint compileShader(GLenum type, const std::string& source) {
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GLuint shader = glCreateShader(type);
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const char* src = source.c_str();
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glShaderSource(shader, 1, &src, nullptr);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetShaderInfoLog(shader, 512, nullptr, infoLog);
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std::cerr << "Shader compilation failed:\n" << infoLog << std::endl;
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exit(10);
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}
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return shader;
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}
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GLuint createShaderProgram(const std::string& vertexPath, const std::string& fragmentPath) {
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std::string vertexSrc = loadShaderSource(vertexPath);
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std::string fragmentSrc = loadShaderSource(fragmentPath);
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexSrc);
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentSrc);
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GLuint program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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int success;
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetProgramInfoLog(program, 512, nullptr, infoLog);
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std::cerr << "Shader linking failed:\n" << infoLog << std::endl;
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exit(11);
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return program;
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}
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/* GLuint createComputeProgram(const std::string& computePath) {
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std::string computeSrc = loadShaderSource(computePath);
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GLuint computeShader = compileShader(GL_COMPUTE_SHADER, computeSrc);
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GLuint program = glCreateProgram();
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glAttachShader(program, computeShader);
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glLinkProgram(program);
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int success;
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetProgramInfoLog(program, 512, nullptr, infoLog);
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std::cerr << "Compute shader linking failed:\n" << infoLog << std::endl;;
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}
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glDeleteShader(computeShader);
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return program;
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} */
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@ -0,0 +1,31 @@
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#ifndef SHADER_HPP
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#define SHADER_HPP
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <GLFW/glfw3.h>
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// Shader loader helper
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std::string loadShaderSource(const std::string& filepath);
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// Compile a shader of given type from source code
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GLuint compileShader(GLenum type, const std::string& source);
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// Create a shader program from vertex and fragment shader file paths
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GLuint createShaderProgram(const std::string& vertexPath, const std::string& fragmentPath);
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// Create a compute shader program from compute shader file path
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GLuint createComputeProgram(const std::string& computePath);
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#endif // SHADER_HPP
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