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@ -44,7 +44,7 @@ GLint zoom_hdl; |
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/** shader and program handle **/ |
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GLuint shader_program_hdl; |
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#ifndef __EMSCRIPTEN__ |
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#ifndef VIZ2D_USE_ES3 |
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//vertex array
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GLuint VAO; |
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#endif |
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@ -71,7 +71,7 @@ unsigned int indices[] = |
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void load_buffer_data(){ |
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#ifndef __EMSCRIPTEN__ |
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#ifndef VIZ2D_USE_ES3 |
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glGenVertexArrays(1, &VAO); |
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glBindVertexArray(VAO); |
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#endif |
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@ -89,7 +89,7 @@ void load_buffer_data(){ |
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glEnableVertexAttribArray(0); |
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glBindBuffer(GL_ARRAY_BUFFER, 0); |
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#ifndef __EMSCRIPTEN__ |
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#ifndef VIZ2D_USE_ES3 |
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glBindVertexArray(0); |
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#endif |
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} |
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@ -170,7 +170,7 @@ GLuint init_shader(const char* vShader, const char* fShader, const char* outputA |
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//mandelbrot shader code adapted from my own project: https://github.com/kallaballa/FractalDive#after
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void load_shader(){ |
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#ifndef __EMSCRIPTEN__ |
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#ifndef VIZ2D_USE_ES3 |
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const string shaderVersion = "330"; |
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#else |
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const string shaderVersion = "300 es"; |
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@ -293,7 +293,7 @@ void render_scene(const cv::Size& sz) { |
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glUniform1f(zoom_hdl, zoom); |
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} |
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#ifndef __EMSCRIPTEN__ |
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#ifndef VIZ2D_USE_ES3 |
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glBindVertexArray(VAO); |
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#endif |
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); |
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