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anirul / light.vert
Created May 27, 2021 10:06
Light fragment shader
#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;
@anirul
anirul / light.frag
Created May 27, 2021 10:04
Light fragment shader
#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;
@anirul
anirul / test.cu
Created April 7, 2021 09:28
CUDA test on the fly
#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];
}
// This code generate a kernel for SSAO.
#include <cmath>
#include <iostream>
#include <vector>
#include <random>
#include <algorithm>
namespace glm {
class vec3
#include <iostream>
#include <string>
#include <array>
using namespace std;
enum class State {
INTRO,
DEHORS,
POMMES,
FIN,
#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;
#include <iostream>
#include <cstdlib>
#include <ctime>
bool playAgain = false;
void Jeu() {
//Initialisation des variables
srand((int)time(0));
bool playing = false;
#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,
#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)
@anirul
anirul / simple_fragment.glsl
Created March 8, 2020 09:30
Simple fragment shader to show a model with texture.
#version 410 core
layout(location = 0) out vec4 frag_color;
in vec3 out_normal;
in vec2 out_texcoord;
uniform sampler2D texture1;
void main()