moooaaarrr work on triangles ... still nothing
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@ -3,11 +3,10 @@
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//color from earlier stages
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smooth in vec4 fg_SmoothColor;
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//color of pixel
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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(1,0,0,1) + 0.01* fg_SmoothColor;
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}
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@ -9,12 +9,12 @@ in vec3 fg_VertexIn;
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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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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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vec4 fg_Vertex = vec4(fg_VertexIn.x, fg_VertexIn.y+0.1, fg_VertexIn.z, 1.0);
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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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