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				https://github.com/glfw/glfw.git
				synced 2025-11-04 06:15:07 +00:00 
			
		
		
		
	Add OpenGL ES 2.0 triangle example
This commit is contained in:
		
							parent
							
								
									150744ecca
								
							
						
					
					
						commit
						8e23579842
					
				
							
								
								
									
										1805
									
								
								deps/glad/gles2.h
									
									
									
									
										vendored
									
									
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								deps/glad/gles2.h
									
									
									
									
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							@ -19,6 +19,7 @@ elseif (APPLE)
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endif()
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					endif()
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set(GLAD_GL "${GLFW_SOURCE_DIR}/deps/glad/gl.h")
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					set(GLAD_GL "${GLFW_SOURCE_DIR}/deps/glad/gl.h")
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					set(GLAD_GLES2 "${GLFW_SOURCE_DIR}/deps/glad/gles2.h")
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set(GETOPT "${GLFW_SOURCE_DIR}/deps/getopt.h"
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					set(GETOPT "${GLFW_SOURCE_DIR}/deps/getopt.h"
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           "${GLFW_SOURCE_DIR}/deps/getopt.c")
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					           "${GLFW_SOURCE_DIR}/deps/getopt.c")
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set(TINYCTHREAD "${GLFW_SOURCE_DIR}/deps/tinycthread.h"
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					set(TINYCTHREAD "${GLFW_SOURCE_DIR}/deps/tinycthread.h"
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@ -32,6 +33,7 @@ add_executable(particles WIN32 MACOSX_BUNDLE particles.c ${ICON} ${TINYCTHREAD}
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add_executable(sharing WIN32 MACOSX_BUNDLE sharing.c ${ICON} ${GLAD_GL})
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					add_executable(sharing WIN32 MACOSX_BUNDLE sharing.c ${ICON} ${GLAD_GL})
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add_executable(splitview WIN32 MACOSX_BUNDLE splitview.c ${ICON} ${GLAD_GL})
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					add_executable(splitview WIN32 MACOSX_BUNDLE splitview.c ${ICON} ${GLAD_GL})
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add_executable(triangle-opengl WIN32 MACOSX_BUNDLE triangle-opengl.c ${ICON} ${GLAD_GL})
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					add_executable(triangle-opengl WIN32 MACOSX_BUNDLE triangle-opengl.c ${ICON} ${GLAD_GL})
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					add_executable(triangle-opengles WIN32 MACOSX_BUNDLE triangle-opengles.c ${ICON} ${GLAD_GLES2})
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add_executable(wave WIN32 MACOSX_BUNDLE wave.c ${ICON} ${GLAD_GL})
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					add_executable(wave WIN32 MACOSX_BUNDLE wave.c ${ICON} ${GLAD_GL})
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add_executable(windows WIN32 MACOSX_BUNDLE windows.c ${ICON} ${GLAD_GL})
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					add_executable(windows WIN32 MACOSX_BUNDLE windows.c ${ICON} ${GLAD_GL})
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@ -41,7 +43,7 @@ if (RT_LIBRARY)
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endif()
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					endif()
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set(GUI_ONLY_BINARIES boing gears heightmap particles sharing splitview
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					set(GUI_ONLY_BINARIES boing gears heightmap particles sharing splitview
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    triangle-opengl wave windows)
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					    triangle-opengl triangle-opengles wave windows)
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set(CONSOLE_BINARIES offscreen)
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					set(CONSOLE_BINARIES offscreen)
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set_target_properties(${GUI_ONLY_BINARIES} ${CONSOLE_BINARIES} PROPERTIES
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					set_target_properties(${GUI_ONLY_BINARIES} ${CONSOLE_BINARIES} PROPERTIES
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@ -70,6 +72,7 @@ if (APPLE)
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    set_target_properties(particles PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Particles")
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					    set_target_properties(particles PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Particles")
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    set_target_properties(sharing PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Sharing")
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					    set_target_properties(sharing PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Sharing")
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    set_target_properties(triangle-opengl PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "OpenGL Triangle")
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					    set_target_properties(triangle-opengl PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "OpenGL Triangle")
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					    set_target_properties(triangle-opengles PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "OpenGL ES Triangle")
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    set_target_properties(splitview PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "SplitView")
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					    set_target_properties(splitview PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "SplitView")
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    set_target_properties(wave PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Wave")
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					    set_target_properties(wave PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Wave")
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    set_target_properties(windows PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Windows")
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					    set_target_properties(windows PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Windows")
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										170
									
								
								examples/triangle-opengles.c
									
									
									
									
									
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										170
									
								
								examples/triangle-opengles.c
									
									
									
									
									
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							@ -0,0 +1,170 @@
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					//========================================================================
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					// OpenGL ES 2.0 triangle example
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					// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
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					//
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					// This software is provided 'as-is', without any express or implied
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					// warranty. In no event will the authors be held liable for any damages
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					// arising from the use of this software.
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					//
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					// Permission is granted to anyone to use this software for any purpose,
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					// including commercial applications, and to alter it and redistribute it
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					// freely, subject to the following restrictions:
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					//
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					// 1. The origin of this software must not be misrepresented; you must not
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					//    claim that you wrote the original software. If you use this software
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					//    in a product, an acknowledgment in the product documentation would
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					//    be appreciated but is not required.
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					//
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					// 2. Altered source versions must be plainly marked as such, and must not
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					//    be misrepresented as being the original software.
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					//
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					// 3. This notice may not be removed or altered from any source
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					//    distribution.
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					//
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					//========================================================================
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					#define GLAD_GLES2_IMPLEMENTATION
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					#include <glad/gles2.h>
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					#define GLFW_INCLUDE_NONE
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					#include <GLFW/glfw3.h>
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					#include "linmath.h"
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					#include <stdlib.h>
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					#include <stddef.h>
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					#include <stdio.h>
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					typedef struct Vertex
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					{
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					    vec2 pos;
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					    vec3 col;
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					} Vertex;
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					static const Vertex vertices[3] =
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					{
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					    { { -0.6f, -0.4f }, { 1.f, 0.f, 0.f } },
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					    { {  0.6f, -0.4f }, { 0.f, 1.f, 0.f } },
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					    { {   0.f,  0.6f }, { 0.f, 0.f, 1.f } }
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					};
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					static const char* vertex_shader_text =
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					"#version 100\n"
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					"precision mediump float;\n"
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					"uniform mat4 MVP;\n"
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					"attribute vec3 vCol;\n"
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					"attribute vec2 vPos;\n"
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					"varying vec3 color;\n"
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					"void main()\n"
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					"{\n"
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					"    gl_Position = MVP * vec4(vPos, 0.0, 1.0);\n"
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					"    color = vCol;\n"
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					"}\n";
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					static const char* fragment_shader_text =
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					"#version 100\n"
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					"precision mediump float;\n"
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					"varying vec3 color;\n"
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					"void main()\n"
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					"{\n"
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					"    gl_FragColor = vec4(color, 1.0);\n"
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					"}\n";
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					static void error_callback(int error, const char* description)
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					{
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					    fprintf(stderr, "GLFW Error: %s\n", description);
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					}
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					static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
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					{
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					    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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					        glfwSetWindowShouldClose(window, GLFW_TRUE);
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					}
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					int main(void)
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					{
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					    glfwSetErrorCallback(error_callback);
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					    if (!glfwInit())
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					        exit(EXIT_FAILURE);
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					    glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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					    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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					    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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					    glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
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					    GLFWwindow* window = glfwCreateWindow(640, 480, "OpenGL ES 2.0 Triangle (EGL)", NULL, NULL);
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					    if (!window)
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					    {
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					        glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
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					        window = glfwCreateWindow(640, 480, "OpenGL ES 2.0 Triangle", NULL, NULL);
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					        if (!window)
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					        {
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					            glfwTerminate();
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					            exit(EXIT_FAILURE);
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					        }
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					    }
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					    glfwSetKeyCallback(window, key_callback);
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					    glfwMakeContextCurrent(window);
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					    gladLoadGLES2(glfwGetProcAddress);
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					    glfwSwapInterval(1);
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					    GLuint vertex_buffer;
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					    glGenBuffers(1, &vertex_buffer);
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					    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
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					    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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					    const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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					    glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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					    glCompileShader(vertex_shader);
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					    const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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					    glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
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					    glCompileShader(fragment_shader);
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					    const GLuint program = glCreateProgram();
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					    glAttachShader(program, vertex_shader);
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					    glAttachShader(program, fragment_shader);
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					    glLinkProgram(program);
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					    const GLint mvp_location = glGetUniformLocation(program, "MVP");
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					    const GLint vpos_location = glGetAttribLocation(program, "vPos");
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					    const GLint vcol_location = glGetAttribLocation(program, "vCol");
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					    glEnableVertexAttribArray(vpos_location);
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					    glEnableVertexAttribArray(vcol_location);
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					    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE,
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					                          sizeof(Vertex), (void*) offsetof(Vertex, pos));
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					    glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
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					                          sizeof(Vertex), (void*) offsetof(Vertex, col));
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					    while (!glfwWindowShouldClose(window))
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					    {
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					        int width, height;
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					        glfwGetFramebufferSize(window, &width, &height);
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					        const float ratio = width / (float) height;
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					        glViewport(0, 0, width, height);
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					        glClear(GL_COLOR_BUFFER_BIT);
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					        mat4x4 m, p, mvp;
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					        mat4x4_identity(m);
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					        mat4x4_rotate_Z(m, m, (float) glfwGetTime());
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					        mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
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					        mat4x4_mul(mvp, p, m);
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					        glUseProgram(program);
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					        glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) &mvp);
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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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					    glfwDestroyWindow(window);
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					    glfwTerminate();
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					    exit(EXIT_SUCCESS);
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					}
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