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15
glsl-project/CMakeLists.txt
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15
glsl-project/CMakeLists.txt
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cmake_minimum_required(VERSION 3.5)
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project(glsl-project)
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add_executable(
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${PROJECT_NAME}
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main.cc
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glad.c
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)
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target_link_libraries(
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${PROJECT_NAME}
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PRIVATE
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libglfw3.a
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)
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1140
glsl-project/glad.c
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1140
glsl-project/glad.c
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File diff suppressed because it is too large
Load Diff
76
glsl-project/main.cc
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76
glsl-project/main.cc
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#include <GLFW/glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <cmath>
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#include <cstddef>
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#include <iostream>
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#include "myshader.hh"
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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void process_input(GLFWwindow* window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
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glfwSetWindowShouldClose(window, true);
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}
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}
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int main() {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#if __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
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if (window == NULL) {
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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Shader ourShader("shader.vs", "shader.fs");
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float vertices[] = {
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// 位置 // 颜色
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0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // 右下
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-0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // 左下
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0.0f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f // 顶部
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};
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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while (!glfwWindowShouldClose(window)) {
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process_input(window);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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ourShader.use();
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// ourShader.setFloat("offset", 0.5);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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glDeleteVertexArrays(1, &VAO);
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glDeleteBuffers(1, &VBO);
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glfwTerminate();
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return 0;
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}
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112
glsl-project/myshader.hh
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112
glsl-project/myshader.hh
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#pragma once
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#include <glad/glad.h>
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#include <iterator>
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#include <string.h>
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#include <fstream>
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#include <sstream>
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#include <iostream>
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class Shader {
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public:
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// 程序ID
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unsigned int ID;
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// 构造器读取并构建着色器
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Shader(const char* vertexPath, const char* fragmentPath) {
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const char *vertexShaderSource ="#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec3 aColor;\n"
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"out vec3 ourColor;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos, 1.0);\n"
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" ourColor = aColor;\n"
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"}\0";
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"in vec3 ourColor;\n"
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"void main()\n"
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"{\n"
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" FragColor = vec4(ourColor, 1.0f);\n"
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"}\n\0";
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std::string vertexCode;
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std::string fragmentCode;
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std::ifstream vShaderFile;
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std::ifstream fShaderFile;
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vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
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try {
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vShaderFile.open(vertexPath);
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fShaderFile.open(fragmentPath);
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std::stringstream vShaderStream, fShaderStream;
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vShaderStream << vShaderFile.rdbuf();
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fShaderStream << fShaderFile.rdbuf();
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vShaderFile.close();
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fShaderFile.close();
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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}
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catch(std::ifstream::failure e) {
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std::cout << "Error::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
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}
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const char* vShaderCode = vertexCode.c_str();
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const char* fShaderCode = fragmentCode.c_str();
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// 编译着色器
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unsigned int vertex, fragment;
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int success;
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char infoLog[512];
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// 顶点着色器
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vertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex, 1, &vShaderCode, NULL);
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glCompileShader(vertex);
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glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(vertex, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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// 片段着色器
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fragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment, 1, &fShaderCode, NULL);
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glCompileShader(fragment);
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glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(fragment, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
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}
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ID = glCreateProgram();
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glAttachShader(ID, vertex);
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glAttachShader(ID, fragment);
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glLinkProgram(ID);
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glGetProgramiv(ID, GL_LINK_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(ID, 512, NULL, infoLog);
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std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
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}
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glDeleteShader(vertex);
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glDeleteShader(fragment);
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}
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// 使用/激活程序
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void use() {
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glUseProgram(ID);
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}
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// uniform工具函数
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void setBool(const std::string& name, bool value) const {
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glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
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}
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void setInt(const std::string& name, int value) const {
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glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
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}
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void setFloat(const std::string& name, float value) const {
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glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
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}
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};
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