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#version 450 core | |
layout(location = 0) in vec3 aPos; | |
layout(location = 1) in vec3 aNormal; | |
layout(location = 2) in vec2 aTex; | |
out vec3 out_position; | |
out vec3 out_normal; | |
out vec2 out_tex; | |
out vec3 out_camera; |
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#version 450 core | |
layout(location = 0) out vec4 FragColor; | |
in vec3 out_position; | |
in vec3 out_normal; | |
in vec2 out_tex; | |
in vec3 out_camera; | |
uniform sampler2D Diffuse; |
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#include <cuda_runtime.h> | |
#include <vector> | |
#include <random> | |
#include <iostream> | |
__global__ void kernel(const int* a, const int* b, int* c) | |
{ | |
int index = threadIdx.x; | |
c[index] = a[index] * b[index]; | |
} |
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// This code generate a kernel for SSAO. | |
#include <cmath> | |
#include <iostream> | |
#include <vector> | |
#include <random> | |
#include <algorithm> | |
namespace glm { | |
class vec3 |
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#include <iostream> | |
#include <string> | |
#include <array> | |
using namespace std; | |
enum class State { | |
INTRO, | |
DEHORS, | |
POMMES, | |
FIN, |
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#include <iostream> | |
int main () | |
{ | |
std::cout << " Roll your dice between 1 and 8 to beat Boss\n"; | |
int pvFinaux = 100; | |
int value = 0 ; | |
std::cin >> value; | |
int attaque = 6; |
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#include <iostream> | |
#include <cstdlib> | |
#include <ctime> | |
bool playAgain = false; | |
void Jeu() { | |
//Initialisation des variables | |
srand((int)time(0)); | |
bool playing = false; |
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#include <string> | |
#include <iostream> | |
//je n'ai pas fais la fonctionalité exit car je viens de voir que j'ai déjà dépasser les 100 lignes. | |
enum class State | |
{ | |
START, | |
WAKE_UP, | |
DIE, | |
FOUND_LAMP, | |
ESCAPE, |
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#include <iostream> | |
#include <string> | |
std::string histoire() { | |
int pv = 2; | |
std::cout << "\n\n""un vaisseau ennemi entre dans votre champ de vision\n\n"; | |
std::cout << "combiens de d\x82\gats lui inflige vous ? (maximum 4)\n\n"; | |
std::cin >> pv, "\n\n"; | |
if (pv <= 2) |
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#version 410 core | |
layout(location = 0) out vec4 frag_color; | |
in vec3 out_normal; | |
in vec2 out_texcoord; | |
uniform sampler2D texture1; | |
void main() |
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