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#include <GL/glew.h> | |
#include <GLFW/glfw3.h> | |
#include <iostream> | |
//-----------------------------SHADERS-------------------------------------------------------------------- | |
static unsigned int CompileShader(unsigned int type, const std::string& source) | |
{ | |
unsigned int id = glCreateShader(type); | |
const char* src = source.c_str(); | |
glShaderSource(id, 1, &src, nullptr); | |
glCompileShader(id); |
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// | |
// Copyright 2014-2015 Amazon.com, | |
// Inc. or its affiliates. All Rights Reserved. | |
// | |
// Licensed under the AWS Mobile SDK For Unity | |
// Sample Application License Agreement (the "License"). | |
// You may not use this file except in compliance with the | |
// License. A copy of the License is located | |
// in the "license" file accompanying this file. This file is | |
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR |
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#include <avr/io.h> | |
#include <stdlib.h> | |
#include <string.h> | |
#include <ctype.h> | |
#include <avr/pgmspace.h> | |
#include "ip_arp_udp_tcp.h" | |
#include "enc28j60.h" | |
#include "timeout.h" | |
#include "net.h" | |
#include "websrv_help_functions.h" |
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#define intense 0.5f | |
#define blend 7.0f/12.0f | |
GLfloat weights_vector[4] = {intense, intense, intense, 0.0f}; | |
GLfloat additions_vector[4] = {blend, blend, blend, 1.0f}; | |
glEnable(GL_BLEND); | |
glActiveTexture(GL_TEXTURE0); | |
glEnable(GL_TEXTURE_2D); |