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@@ -100,8 +100,8 @@ bool link_program(GLuint vert_shader, GLuint frag_shader, GLuint *program)
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// Global variables (fragile people with CS degree look away)
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// Global variables (fragile people with CS degree look away)
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bool program_failed = false;
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bool program_failed = false;
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GLuint program = 0;
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GLuint program = 0;
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-GLint resolution_location = 0;
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-GLint time_location = 0;
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+GLint resolution_uniform = 0;
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+GLint time_uniform = 0;
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bool pause = false;
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bool pause = false;
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void reload_shaders(void)
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void reload_shaders(void)
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@@ -133,8 +133,8 @@ void reload_shaders(void)
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glUseProgram(program);
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glUseProgram(program);
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- resolution_location = glGetUniformLocation(program, "resolution");
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- time_location = glGetUniformLocation(program, "time");
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+ resolution_uniform = glGetUniformLocation(program, "resolution");
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+ time_uniform = glGetUniformLocation(program, "time");
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printf("Successfully Reload the Shaders\n");
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printf("Successfully Reload the Shaders\n");
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}
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}
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@@ -222,10 +222,10 @@ int main()
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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if (!program_failed) {
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if (!program_failed) {
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- glUniform2f(resolution_location,
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+ glUniform2f(resolution_uniform,
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SCREEN_WIDTH,
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SCREEN_WIDTH,
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SCREEN_HEIGHT);
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SCREEN_HEIGHT);
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- glUniform1f(time_location, time);
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+ glUniform1f(time_uniform, time);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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