Bug fixes
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d1ec316066
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26 changed files with 198 additions and 300 deletions
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out/production/Global-Gam-Jam-2017/OpenAL.dll
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out/production/Global-Gam-Jam-2017/OpenAL.dll
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out/production/Global-Gam-Jam-2017/OpenAL32.dll
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out/production/Global-Gam-Jam-2017/OpenAL32.dll
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out/production/Global-Gam-Jam-2017/glfw.dll
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out/production/Global-Gam-Jam-2017/glfw.dll
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out/production/Global-Gam-Jam-2017/glfw32.dll
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out/production/Global-Gam-Jam-2017/glfw32.dll
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out/production/Global-Gam-Jam-2017/jemalloc.dll
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out/production/Global-Gam-Jam-2017/jemalloc.dll
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out/production/Global-Gam-Jam-2017/jemalloc32.dll
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out/production/Global-Gam-Jam-2017/jemalloc32.dll
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out/production/Global-Gam-Jam-2017/libglfw.dylib
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out/production/Global-Gam-Jam-2017/libglfw.dylib
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out/production/Global-Gam-Jam-2017/libglfw.so
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out/production/Global-Gam-Jam-2017/libglfw.so
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out/production/Global-Gam-Jam-2017/libjemalloc.dylib
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out/production/Global-Gam-Jam-2017/libjemalloc.dylib
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out/production/Global-Gam-Jam-2017/libjemalloc.so
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out/production/Global-Gam-Jam-2017/libjemalloc.so
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out/production/Global-Gam-Jam-2017/liblwjgl.dylib
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out/production/Global-Gam-Jam-2017/liblwjgl.dylib
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out/production/Global-Gam-Jam-2017/liblwjgl.so
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out/production/Global-Gam-Jam-2017/liblwjgl.so
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out/production/Global-Gam-Jam-2017/libopenal.dylib
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out/production/Global-Gam-Jam-2017/libopenal.dylib
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out/production/Global-Gam-Jam-2017/libopenal.so
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out/production/Global-Gam-Jam-2017/libopenal.so
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out/production/Global-Gam-Jam-2017/lwjgl.dll
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out/production/Global-Gam-Jam-2017/lwjgl.dll
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out/production/Global-Gam-Jam-2017/lwjgl.jar
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out/production/Global-Gam-Jam-2017/lwjgl.jar
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out/production/Global-Gam-Jam-2017/lwjgl32.dll
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out/production/Global-Gam-Jam-2017/lwjgl32.dll
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out/production/Global-Gam-Jam-2017/shaders/fbo.frag
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out/production/Global-Gam-Jam-2017/shaders/fbo.frag
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#version 150
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//Il n’y a pas de layout(location=i) dans OpenGL < 3.3, mais tu peux utiliser glFragData[i] = myvalue à la place.
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uniform sampler2D materialTex;
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in vec2 fragTexCoord;
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in vec3 fragVert;
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out vec4 finalColor;
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void main() {
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finalColor = texture(materialTex, fragTexCoord);
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}
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out/production/Global-Gam-Jam-2017/shaders/fbo.vert
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out/production/Global-Gam-Jam-2017/shaders/fbo.vert
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#version 150
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uniform mat4 projection;
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in vec3 vert;
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in vec2 vertTexCoord;
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out vec3 fragVert;
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out vec2 fragTexCoord;
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void main() {
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// Pass some variables to the fragment shader
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fragTexCoord = vertTexCoord;
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fragVert = vert;
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// Apply all matrix transformations to vert
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gl_Position = projection * vec4(vert, 1);
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}
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out/production/Global-Gam-Jam-2017/shaders/main.frag
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out/production/Global-Gam-Jam-2017/shaders/main.frag
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#version 150
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//Il n’y a pas de layout(location=i) dans OpenGL < 3.3, mais tu peux utiliser glFragData[i] = myvalue à la place.
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uniform sampler2D materialTex;
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uniform vec4 color;
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in vec2 fragTexCoord;
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in vec3 fragVert;
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//layout(location = 0) out vec4 finalColor;
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// https://learnopengl.com/#!Lighting/Multiple-lights pour le lighing en cas de besoin
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void main() {
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gl_FragData[0] = texture(materialTex, fragTexCoord) * color;
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}
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out/production/Global-Gam-Jam-2017/shaders/main.vert
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out/production/Global-Gam-Jam-2017/shaders/main.vert
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#version 150
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uniform mat4 projection;
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uniform mat4 camera;
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uniform mat4 transform;
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in vec3 vert;
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in vec2 vertTexCoord;
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out vec3 fragVert;
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out vec2 fragTexCoord;
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void main() {
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// Pass some variables to the fragment shader
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fragTexCoord = vertTexCoord;
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fragVert = vert;
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// Apply all matrix transformations to vert
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gl_Position = projection * camera * transform * vec4(vert, 1);
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}
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out/production/Global-Gam-Jam-2017/textures/default.png
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out/production/Global-Gam-Jam-2017/textures/default.png
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