* shader are now dynamically loaded
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parent
aff49c268b
commit
2568c13b15
12 changed files with 44 additions and 59 deletions
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@ -1,4 +1,3 @@
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R"raw_string(
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#version 120
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varying vec3 vertex;
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@ -41,5 +40,4 @@ void main()
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//gl_FragColor = vec4(ISpecular, 1.0);
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gl_FragColor = vec4((IAmbient + IDiffuse) + ISpecular, 1.0);
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//gl_FragColor = vec4(0.5+0.5*normal, 1.0);
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}
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)raw_string"
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}
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@ -1,4 +1,3 @@
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R"raw_string(
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#version 120
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attribute vec3 in_vertex;
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@ -21,5 +20,4 @@ void main()
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normal = normalize((model*vec4(in_normal.xyz, 0.0)).xyz);
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gl_Position = vec4(p, 1.0);
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}
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)raw_string"
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}
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@ -1,4 +1,3 @@
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R"raw_string(
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#version 120
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varying vec2 vertex;
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varying vec2 velocity;
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@ -14,5 +13,4 @@ void main()
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decay = 5.0*decay*decay;
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// (length(10.0*velocity));
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gl_FragColor = vec4(1.0/max(1.0, decay), 1.0/max(1.0, 6.0*decay), 0.0, 1.0);
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}
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)raw_string"
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}
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@ -1,4 +1,3 @@
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R"raw_string(
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#version 120
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attribute vec2 in_vertex;
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attribute vec2 in_position;
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@ -16,5 +15,4 @@ void main()
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vertex = in_vertex;
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velocity = in_velocity;
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}
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)raw_string"
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}
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@ -1,8 +1,6 @@
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R"raw_string(
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#version 120
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varying vec3 vertex;
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void main()
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{
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gl_FragColor = vec4(0.5+0.5*vertex.xyz, 1.0);
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}
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)raw_string"
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}
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@ -1,9 +1,7 @@
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R"raw_string(
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#version 120
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varying vec3 vertex;
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void main()
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{
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gl_Position = gl_Vertex;
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vertex = gl_Position.xyz;
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}
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)raw_string"
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}
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@ -1,4 +1,3 @@
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R"raw_string(
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#version 120
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varying vec3 vertex;
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uniform vec3 color;
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@ -7,5 +6,4 @@ void main()
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//gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
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//gl_FragColor = vec4(0.5+0.5*vertex.xyz, 1.0);
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gl_FragColor = vec4(color, 1.0);
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}
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)raw_string"
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}
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@ -1,4 +1,3 @@
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R"raw_string(
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#version 120
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varying vec3 vertex;
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uniform mat4 model;
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@ -10,5 +9,4 @@ void main()
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vec3 p = (model*gl_Vertex).xyz;
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gl_Position = vec4(p, 1.0);
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vertex = p.xyz;
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}
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)raw_string"
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}
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@ -2,6 +2,8 @@
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#include <iostream>
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#include <vector>
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#include <fstream>
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#include <sstream>
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namespace endofthejedi {
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VAO::VAO() { glGenVertexArrays(1, &m_name); }
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@ -80,7 +82,7 @@ namespace endofthejedi {
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void Shader::unbind() { glUseProgram(0); }
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void Shader::load(const std::string &path, GLenum shadertype) {
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void Shader::load(const std::string &data, GLenum shadertype) {
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if (m_program == 0) {
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std::cout<<"[shader] error: shader program is invalid (0)!" << std::endl;
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exit(-1);
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@ -89,7 +91,7 @@ namespace endofthejedi {
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GLuint shader = glCreateShader(shadertype);
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const char *shaderdata = path.c_str();
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const char *shaderdata = data.c_str();
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glShaderSource(shader, 1, &shaderdata, NULL);
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glCompileShader(shader);
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checkShader(shader);
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@ -101,6 +103,25 @@ namespace endofthejedi {
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glDeleteShader(shader);
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}
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void Shader::loadFile(const std::string &path, GLenum shadertype) {
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std::string content;
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std::ifstream fileStream(path, std::ios::in);
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if(!fileStream.is_open()) {
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std::cerr << "Could not read file " << path << ". File does not exist." << std::endl;
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return;
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}
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std::string line = "";
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while(!fileStream.eof()) {
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std::getline(fileStream, line);
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content.append(line + "\n");
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}
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fileStream.close();
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load(content, shadertype);
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}
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GLuint Shader::location(const std::string &name) {
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return glGetUniformLocation(m_program, name.c_str());
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}
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@ -57,6 +57,7 @@ class Shader {
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void bind();
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void unbind();
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void load(const std::string &data, GLenum shadertype);
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void loadFile(const std::string& data, GLenum shadertype);
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GLuint location(const std::string &name);
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GLuint program();
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};
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@ -30,17 +30,12 @@ namespace endofthejedi {
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m_data_kind.resize(m_numParticles);
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m_data_max_age.resize(m_numParticles);
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std::string vss_particles =
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#include "particle.vert"
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;
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std::string fss_particles =
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#include "particle.frag"
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;
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std::string vss_particles = "../data/shader/particle.vert";
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std::string fss_particles = "../data/shader/particle.frag";
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m_shader.init();
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m_shader.load(vss_particles.c_str(), GL_VERTEX_SHADER);
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m_shader.load(fss_particles.c_str(), GL_FRAGMENT_SHADER);
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m_shader.loadFile(vss_particles, GL_VERTEX_SHADER);
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m_shader.loadFile(fss_particles, GL_FRAGMENT_SHADER);
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}
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ParticleBatch::~ParticleBatch()
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@ -19,34 +19,18 @@ namespace endofthejedi {
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addModel("../data/mesh/planet_64.stl", &m_planetModel);
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addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
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std::string vss_simple =
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#include "simple.vert"
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;
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std::string fss_simple =
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#include "simple.frag"
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;
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std::string vss_game_objects =
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#include "gameobjects.vert"
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;
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std::string fss_game_objects =
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#include "gameobjects.frag"
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;
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m_shader.init();
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#if 0
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(void) vss_simple;
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(void) fss_simple;
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m_shader.load(vss_simple.c_str(), GL_VERTEX_SHADER);
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m_shader.load(fss_simple.c_str(), GL_FRAGMENT_SHADER);
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std::string vss_simple = "../data/shader/simple.vert";
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std::string fss_simple = "../data/shader/simple.frag";
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m_shader.loadFile(vss_simple, GL_VERTEX_SHADER);
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m_shader.loadFile(fss_simple, GL_FRAGMENT_SHADER);
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#else
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(void) vss_game_objects;
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(void) fss_game_objects;
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m_shader.load(vss_game_objects.c_str(), GL_VERTEX_SHADER);
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m_shader.load(fss_game_objects.c_str(), GL_FRAGMENT_SHADER);
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std::string vss_game_objects = "../data/shader/gameobjects.vert";
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std::string fss_game_objects = "../data/shader/gameobjects.frag";
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m_shader.loadFile(vss_game_objects, GL_VERTEX_SHADER);
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m_shader.loadFile(fss_game_objects, GL_FRAGMENT_SHADER);
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#endif
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}
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