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#version 330 core | |
out vec4 FragColor; | |
in vec2 TexCoords; | |
in vec3 WorldPos; | |
in vec3 Normal; | |
// material parameters | |
uniform vec3 albedo; | |
uniform float metallic; | |
uniform float roughness; |
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//multiplelights.vert | |
#version 330 core | |
layout (location = 0) in vec3 aPos; | |
layout (location = 1) in vec3 aNormal; | |
layout (location = 3) in vec4 aTexCoords; |
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// Sobel Edge Detection Filter | |
// GLSL Fragment Shader | |
// Implementation by Patrick Hebron | |
uniform sampler2D texture; | |
uniform float width; | |
uniform float height; | |
void make_kernel(inout vec4 n[9], sampler2D tex, vec2 coord) | |
{ |
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// Use OpenGL 3.0+, but don't use GLU | |
#define GLFW_INCLUDE_GL3 | |
#define GLFW_NO_GLU | |
#include <GL/glfw.h> | |
#include <glm/glm.hpp> | |
#include <glm/gtc/matrix_transform.hpp> | |
#include <glm/gtc/type_ptr.hpp> | |
extern "C" { |