sine wave works now
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@@ -12,31 +12,81 @@
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#include <vector>
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//random shit for convenience
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// fragcolour = vec4(colour.xyz, colour.w*pow(10, -(position.x*position.y)));
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#define VERTEXSHADER R"(#version 330 core
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in vec2 position;
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in vec4 colour;
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out vec4 fragcolour;
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void main(){
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gl_Position = vec4(position, 1, 1);
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fragcolour = colour;
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}
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in vec2 position;
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in vec4 colour;
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out vec4 fragcolour;
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void main()
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{
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gl_Position = vec4(position, 1, 1);
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fragcolour = colour;
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if(position.x<0){
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fragcolour.a = position.x+1;
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}
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else{
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fragcolour.a = 1-position.x;
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}
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}
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)"
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#define FRAGSHADER R"(#version 330 core
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in vec4 fragcolour;
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void main(){
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gl_FragColour = fragcolour;
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}
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)";
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in vec4 fragcolour;
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void main()
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{
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gl_FragColor = fragcolour;
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}
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)"
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#define VERTEXSHADERBACKGROUND R"(#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 aTexCoord;
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out vec3 ourColor;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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TexCoord = aTexCoord;
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}
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)"
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#define FRAGSHADERBACKGROUND R"(#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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uniform sampler2D ourTexture;
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void main()
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{
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FragColor = texture(ourTexture, TexCoord);
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}
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)"
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struct Vertex{
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float position[2];
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float colour[4];
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};
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struct VertexTexture{
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float position[2];
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float colour[4];
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float texturePosition[2];
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};
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void svCol(Vertex &v, float newColour[4]);
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void setColour(std::vector<Vertex> &verticeList, float newColour[4]);
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void vTransform(std::vector<Vertex> &verticeList, int transform[2]);
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void vTransform(std::vector<Vertex> &verticeList, float x, float y);
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void vScale(std::vector<Vertex> & verticeList, float x, float y);
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std::vector<Vertex> generateSineWave(int numVertices, float angle, float startingColour[4]);
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