added a shitty ecs that I'm confident is way worse than just looping … (#4)

* added a shitty ecs that I'm confident is way worse than just looping objects lol

* mader a rendering system based on ecs
This commit is contained in:
Heaust Azure
2025-05-06 18:53:21 +05:30
committed by GitHub
parent 5ecaf14b3d
commit 9d2bf4055d
17 changed files with 549 additions and 233 deletions
-13
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@@ -1,13 +0,0 @@
#version 300 es
// fragment shaders don't have a default precision so we need
// to pick one. highp is a good default. It means "high precision"
precision highp float;
// we need to declare an output for the fragment shader
out vec4 outColor;
void main() {
// Just set the output to a constant redish-purple
outColor = vec4(1, 0, 0.5, 1);
}
-18
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#version 300 es
// an attribute is an input (in) to a vertex shader.
// It will receive data from a buffer
in vec3 position;
// uniforms
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
// all shaders have a main function
void main() {
// gl_Position is a special variable a vertex shader
// is responsible for setting
gl_Position = projection * view * model * vec4(position, 1.0);
}