flickering triangle (rendering cube)
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@ -9,5 +9,5 @@ out vec4 fg_FragColor;
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void main(void)
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{
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//copy-shader
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fg_FragColor = fg_SmoothColor;
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fg_FragColor = vec4(0.5,0.5,0.5,1.0);//fg_SmoothColor;
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}
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@ -4,17 +4,17 @@
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uniform mat4 fg_ProjectionMatrix;
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//vertex-data
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in vec4 fg_Color;
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//in vec4 fg_Color;
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in vec3 fg_VertexIn;
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in vec3 fg_Normal;
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//in vec3 fg_Normal;
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//output-data for later stages
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smooth out vec4 fg_SmoothColor;
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//smooth out vec4 fg_SmoothColor;
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void main()
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{
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//transform vec3 into vec4, setting w to 1
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vec4 fg_Vertex = vec4(fg_VertexIn, 1.0);
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fg_SmoothColor = fg_Color + 0.001* fg_Normal.xyzx;
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//fg_SmoothColor = fg_Color + 0.001* fg_Normal.xyzx;
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gl_Position = fg_ProjectionMatrix * fg_Vertex;
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}
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