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uniform sampler2D sampler; | |
void main() | |
{ | |
vec2 perturbatedTexCoords = vec2(gl_TexCoord[0].s * 4.0, gl_TexCoord[0].t * 4.0); | |
gl_FragColor = texture2D(sampler, perturbatedTexCoords); | |
} |
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void main() | |
{ | |
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | |
gl_TexCoord[0] = gl_MultiTexCoord0; | |
} |
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#ifdef WIN32 | |
#include <windows.h> | |
#endif | |
#include <stdlib.h> | |
#include <iostream> | |
#include <fstream> | |
#include "GLShader.hpp" | |