a rotating cube (#3)
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#version 300 es
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// fragment shaders don't have a default precision so we need
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// to pick one. highp is a good default. It means "high precision"
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precision highp float;
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// we need to declare an output for the fragment shader
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out vec4 outColor;
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void main() {
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// Just set the output to a constant redish-purple
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outColor = vec4(1, 0, 0.5, 1);
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}
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#version 300 es
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// an attribute is an input (in) to a vertex shader.
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// It will receive data from a buffer
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in vec3 position;
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// uniforms
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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// all shaders have a main function
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void main() {
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// gl_Position is a special variable a vertex shader
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// is responsible for setting
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gl_Position = projection * view * model * vec4(position, 1.0);
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}
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