depth buffer compiles and switched to 3d vertices
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@@ -1,7 +1,7 @@
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#version 450
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// These come in from the vertex definition
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layout(location = 0) in vec2 v_position;
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layout(location = 0) in vec3 v_position;
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layout(location = 1) in vec4 color;
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layout(location = 2) in vec2 ti_position;
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@@ -10,7 +10,7 @@ layout(location = 0) out vec4 out_color;
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void main() {
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out_color = color;
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gl_Position = vec4(v_position, 0.0, 1.0);
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gl_Position = vec4(v_position, 1.0);
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}
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@@ -1,7 +0,0 @@
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#version 450
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@@ -1,7 +0,0 @@
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#version 450
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layout(location = 0) in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}
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@@ -2,7 +2,7 @@
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// SIMPLE IMAGE : VERTEX SHADER
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// These come in from the vertex definition
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layout(location = 0) in vec2 v_position;
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layout(location = 0) in vec3 v_position;
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layout(location = 1) in vec4 color;
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layout(location = 2) in vec2 ti_position;
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@@ -11,7 +11,7 @@ layout(location = 0) out vec2 img_coords;
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void main() {
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gl_Position = vec4(v_position, 0.0, 1.0);
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gl_Position = vec4(v_position, 1.0);
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img_coords = ti_position;
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}
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@@ -3,7 +3,7 @@
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// These come in from the vertex definition
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// TODO : Need to add texture coordinate attribute so I can single VBO all these sumbitches
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layout(location = 0) in vec2 v_position;
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layout(location = 0) in vec3 v_position;
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layout(location = 1) in vec4 color;
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layout(location = 2) in vec2 ti_position;
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@@ -12,7 +12,7 @@ layout(location = 0) out vec2 tex_coords;
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void main() {
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gl_Position = vec4(v_position, 0.0, 1.0);
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gl_Position = vec4(v_position, 1.0);
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tex_coords = ti_position;
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}
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