Update tutorial resource files
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resources/SmallDungeon_80x50.xp
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resources/SmallDungeon_80x50.xp
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@ -1,12 +1,12 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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void main()
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{
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vec3 col = texture(screenTexture, TexCoords).rgb;
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FragColor = vec4(col, 1.0);
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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void main()
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{
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vec3 col = texture(screenTexture, TexCoords).rgb;
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FragColor = vec4(col, 1.0);
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}
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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}
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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}
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@ -1,17 +1,17 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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in vec3 ourBackground;
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// texture sampler
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uniform sampler2D texture1;
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void main()
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{
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vec4 original = texture(texture1, TexCoord);
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if (original.r < 0.1f || original.g < 0.1f || original.b < 0.1f) discard;
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vec4 fg = original * vec4(ourColor, 1.f);
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FragColor = fg;
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}
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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in vec3 ourBackground;
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// texture sampler
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uniform sampler2D texture1;
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void main()
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{
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vec4 original = texture(texture1, TexCoord);
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if (original.r < 0.1f || original.g < 0.1f || original.b < 0.1f) discard;
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vec4 fg = original * vec4(ourColor, 1.f);
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FragColor = fg;
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}
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@ -1,17 +1,17 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec3 bColor;
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layout (location = 3) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec3 ourBackground;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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ourBackground = bColor;
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec3 bColor;
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layout (location = 3) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec3 ourBackground;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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ourBackground = bColor;
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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in vec3 ourBackground;
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// texture sampler
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uniform sampler2D texture1;
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void main()
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{
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vec4 original = texture(texture1, TexCoord);
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vec4 fg = original.r > 0.1f || original.g > 0.1f || original.b > 0.1f ? original * vec4(ourColor, 1.f) : vec4(ourBackground, 1.f);
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FragColor = fg;
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}
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#version 330 core
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out vec4 FragColor;
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in vec3 ourColor;
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in vec2 TexCoord;
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in vec3 ourBackground;
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// texture sampler
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uniform sampler2D texture1;
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void main()
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{
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vec4 original = texture(texture1, TexCoord);
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vec4 fg = original.r > 0.1f || original.g > 0.1f || original.b > 0.1f ? original * vec4(ourColor, 1.f) : vec4(ourBackground, 1.f);
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FragColor = fg;
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}
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec3 bColor;
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layout (location = 3) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec3 ourBackground;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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ourBackground = bColor;
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec3 bColor;
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layout (location = 3) in vec2 aTexCoord;
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out vec3 ourColor;
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out vec3 ourBackground;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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ourColor = aColor;
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ourBackground = bColor;
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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uniform vec3 screenSize;
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uniform bool screenBurn;
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void main()
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{
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vec3 col = texture(screenTexture, TexCoords).rgb;
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float scanLine = mod(gl_FragCoord.y, 2.0) * 0.25;
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vec3 scanColor = col.rgb - scanLine;
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if (col.r < 0.1f && col.g < 0.1f && col.b < 0.1f) {
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if (screenBurn) {
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float dist = (1.0 - distance(vec2(gl_FragCoord.x / screenSize.x, gl_FragCoord.y / screenSize.y), vec2(0.5,0.5))) * 0.2;
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FragColor = vec4(0.0, dist, dist, 1.0);
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} else {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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} else {
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FragColor = vec4(scanColor, 1.0);
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}
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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uniform vec3 screenSize;
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uniform bool screenBurn;
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void main()
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{
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vec3 col = texture(screenTexture, TexCoords).rgb;
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float scanLine = mod(gl_FragCoord.y, 2.0) * 0.25;
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vec3 scanColor = col.rgb - scanLine;
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if (col.r < 0.1f && col.g < 0.1f && col.b < 0.1f) {
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if (screenBurn) {
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float dist = (1.0 - distance(vec2(gl_FragCoord.x / screenSize.x, gl_FragCoord.y / screenSize.y), vec2(0.5,0.5))) * 0.2;
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FragColor = vec4(0.0, dist, dist, 1.0);
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} else {
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FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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} else {
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FragColor = vec4(scanColor, 1.0);
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}
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}
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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}
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#version 330 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 TexCoords;
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void main()
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{
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TexCoords = aTexCoords;
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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}
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BIN
resources/wfc-demo1.xp
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resources/wfc-demo1.xp
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resources/wfc-demo2.xp
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resources/wfc-demo2.xp
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resources/wfc-populated.xp
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resources/wfc-populated.xp
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