]> git.leopard-lacewing.eu Git - cgue_weave.git/commitdiff
new SceneObjects (Sky, Marvin)
authorPeter Schaefer <schaeferpm@gmail.com>
Tue, 28 Apr 2015 11:20:11 +0000 (13:20 +0200)
committerPeter Schaefer <schaeferpm@gmail.com>
Tue, 28 Apr 2015 11:20:11 +0000 (13:20 +0200)
fixed BBox Texture Bug?
refactor SceneConcept

18 files changed:
.gitignore
Weave/Game.cpp
Weave/Graphix/Graphix.cpp
Weave/Graphix/Graphix.h
Weave/Graphix/Model.h
Weave/Graphix/Model/Model.cpp
Weave/Scene/Marvin.cpp [new file with mode: 0644]
Weave/Scene/Marvin.h [new file with mode: 0644]
Weave/Scene/Scene.cpp
Weave/Scene/Scene.h
Weave/Scene/SceneObject.cpp
Weave/Scene/SceneObject.h
Weave/Scene/Sky.cpp [new file with mode: 0644]
Weave/Scene/Sky.h [new file with mode: 0644]
Weave/Weave.vcxproj
Weave/Weave.vcxproj.filters
shader/basic_FS.hlsl
shader/basic_VS.hlsl

index 593d577bced494fd878ed7fe21faabbe684faa6a..644bf6d920adbb6f835393acdbdb71429a9bf9e6 100644 (file)
@@ -14,4 +14,6 @@ build-*
 Submission*
 
 RES
-*.[Cc]ache
\ No newline at end of file
+*.[Cc]ache
+
+CGUE*.rar
\ No newline at end of file
index 5a07f67d4d22e84abe3531ac9843c68242ad966b..8ee76204258090e33ccee9bfd8e35682f54afa2d 100644 (file)
@@ -12,6 +12,9 @@
 #include <GL\glew.h>
 #include "Scene\Scene.h"
 #include "Scene\SceneObject.h"
+
+#include "Scene\Marvin.h"
+
 #include "Graphix\Shader.h"
 #include "Graphix\Graphix.h"
 #include "Fps.h"
@@ -44,13 +47,6 @@ Game::Game() : playing(true)
        // Hauptfenster
        current_world = new Scene(0, 0, Graphix::getWindowWidth(), Graphix::getWindowHeight(), 45, 0.1f, 40, vec3(0.0f, 0.0f, 0.f));
 
-       //SKYBOX! ---------------------------
-                       shader_skybox = new Shader("skybox_VS.hlsl", "skybox_color_FS.hlsl");
-                       //texture_skybox = new Texture("skybox_CUBE.jpg");
-
-                       current_world->addObject(new SceneObject(shader_skybox, scale(3.f * vec3(1.f, .5f, 1.f)), new SkyBox(), ""));
-       //SKYBOX! ----------------------------
-
        //Allg Shader
        Shader* shader1 = new Shader("basicTexture_VS.hlsl", "lightingTexture_FS.hlsl");
 //     Shader* shaderSky = new Shader("skybox_VS.hlsl", "skybox_FS.hlsl");
@@ -61,7 +57,7 @@ Game::Game() : playing(true)
        current_world->addObject(new SceneObject(shader1, translate(vec3(-3.f,1.f,0.f)), new BBox() , ""));
 
        //Player
-       SceneObject* tmp_playerObject = new SceneObject(shader1, translate(vec3(1.f, 3.f, 1.f))*rotate((float)M_PI_4,vec3(0.f,1.f,0.f)), "Player.dae", "model_player_2D.png");
+       SceneObject* tmp_playerObject = new Marvin(shader1, translate(vec3(1.f, 3.f, 1.f))*rotate((float)M_PI_4,vec3(0.f,1.f,0.f)));
 
        tmp_playerObject->yStatic= false;
 
index df52a9d6ff4eb16b911efd5de2b89e53e8c2cf9c..d4a776b53fcfc8df54b742e8ed9a5f5e88e29d37 100644 (file)
@@ -1,6 +1,7 @@
 #include "Graphix.h"
 
 #include "../Message.h"
+#include "Shader.h"
 #include <string>
 
 using std::string;
@@ -71,6 +72,8 @@ void Graphix::init()
 
        //glEnable(GL_BLEND);
        //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+       shader_BBox = new Shader("basic_VS.hlsl", "basic_FS.hlsl");
 }
 
 void Graphix::catchMouse()
@@ -142,4 +145,7 @@ Uint32 Graphix::sdlFlags = SDL_INIT_VIDEO | SDL_INIT_TIMER;
 
 SDL_Window* Graphix::sdl_window;
 
-SDL_GLContext Graphix::sdl_glcontext;
\ No newline at end of file
+SDL_GLContext Graphix::sdl_glcontext;
+
+
+Shader* Graphix::shader_BBox;
index 38f3e39ec4da67fcba05190ec10786c7480a5086..7a9f23b47baf0eb83be0eeca8049f7f67f088a16 100644 (file)
@@ -11,6 +11,8 @@
 using std::string;
 //using std::unordered_map;
 
+class Shader;
+
 class Graphix
 {
 public:
@@ -30,6 +32,8 @@ public:
 
        static unsigned int getGlError();
 
+       static Shader* shader_BBox;
+
 private:
        static unsigned int width;
        static unsigned int height;
index 0a8570198f2672779ddae100c1eaa196cd060a2d..601c46149029c4f4ae44cf6f601e8e66bec8979a 100644 (file)
@@ -3,4 +3,5 @@
 #include "Model\Model.h"
 #include "Model\IMetaMesh.h"
 #include "Model\SkyBox.h"
-#include "Model\BBox.h"
\ No newline at end of file
+#include "Model\BBox.h"
+
index d891b40d9cfa339a07a7c275e2195cafc59f6015..08f087ec7931b1de374cbdaa4c3fa4dccbefd1f8 100644 (file)
@@ -106,12 +106,15 @@ void Model::drawBBox(Shader* _shader,const mat4& _modelMat) const
        {
                BoundingBox = new BBox();
 //             BBoxShader = new Shader("basic_FS.hlsl", "basic_VS.hlsl");
-//             BoundingBox->bindShader(BBoxShader);
-               
+               BoundingBox->bindShader(Graphix::shader_BBox);
+
+               //auto tmp = Graphix::shader_BBox->getUniformLocation("uFragmentColor");
+               //if (tmp >= 0)
+               //      glUniform4fv((int)Graphix::shader_BBox, 1, value_ptr(vec4(.3f,.9f,.9f,1.f)));
                
        }
-       BoundingBox->bindShader(_shader);
-       BoundingBox->drawModel(_shader, (Texture*)nullptr, _modelMat*translate(BBposition)*scale(BBsize));
+//     BoundingBox->bindShader(_shader);
+       BoundingBox->drawModel(Graphix::shader_BBox, (Texture*)nullptr, _modelMat*translate(BBposition)*scale(BBsize));
 }
 
 void Model::updateBB(const vec3& _min, const vec3& _max)
diff --git a/Weave/Scene/Marvin.cpp b/Weave/Scene/Marvin.cpp
new file mode 100644 (file)
index 0000000..3759689
--- /dev/null
@@ -0,0 +1,14 @@
+#include "Marvin.h"
+
+#include "../Graphix/Shader.h"
+
+
+Marvin::Marvin(Shader* _shader, const mat4& _modelMat) : SceneObject(_shader,_modelMat,"Player.dae","model_player_2D.png")
+{
+       
+}
+
+
+Marvin::~Marvin()
+{
+}
diff --git a/Weave/Scene/Marvin.h b/Weave/Scene/Marvin.h
new file mode 100644 (file)
index 0000000..ed44973
--- /dev/null
@@ -0,0 +1,15 @@
+#pragma once
+#include "SceneObject.h"
+
+#include "../Graphix/GLM.h"
+
+class Shader;
+
+class Marvin :
+       public SceneObject
+{
+public:
+       Marvin(Shader* shader, const mat4& modelMat);
+       ~Marvin();
+};
+
index 19f8ce9feb9cef6ed02b4fe9594da9e82da15ef4..2f6f36240a4f6d0045f8d094a0638a103304049a 100644 (file)
@@ -1,14 +1,21 @@
 #include "Scene.h"
+#include "SceneObject.h"
+#include "Sky.h"
+#include <GL\glew.h>
 
 #include "../Graphix/GLM.h"
-#include <GL\glew.h>
+#include "../Graphix/Graphix.h"
 
-#include "../Message.h"
-#include <iostream>
+#include "../Graphix/Shader.h"
+#include "../Graphix/ViewPort.h"
 
+#include "../Message.h"
 #include "../Events.h"
 
-#include "../Graphix/Shader.h"
+#include <iostream>
+
+using std::list;
+using std::set;
 
 #define TIME_TILL_MAX_MOVE 2
 #define TIME_TILL_DIRECTION_ROTATE 1
 #define SPEED_MOVE_NORMAL 1.5f
 #define MOVE_FASTER 2.f
 
-/*
-Scene::Scene() : 
-       SceneObjects(new list<SceneObject*>),
-       ShaderSet(new set<Shader*>),
-       newObjects(true)
-{
-}*/
 
 Scene::Scene(unsigned int x, unsigned int y, unsigned int width, unsigned int height, float fovy, float zNear, float zFar, vec3 pos, SceneObject* _lookat) :
 viewPort(new ViewPort(x, y, width, height, fovy, zNear, zFar)),
-       SceneObjects(new list<SceneObject*>), 
-       ShaderSet(new set<Shader*>),
-       newObjects(true),
-       lookat(_lookat),
-       move_delta(0)
+lookat(_lookat),
+move_delta(0),
+SkyBox(new Sky())
 {
 
 
 }
 
-Scene::Scene(Scene* _Scene, unsigned int x, unsigned int y, unsigned int width, unsigned int height, float fovy, float zNear, float zFar, vec3 pos, SceneObject* _lookat) :
-viewPort(new ViewPort(x, y, width, height, fovy, zNear, zFar)),
-       SceneObjects(_Scene->SceneObjects), 
-       ShaderSet((_Scene->ShaderSet)),
-       newObjects(false),
-       lookat(_lookat),
-       move_delta(0)
-{
-}
-
-Scene::Scene(Scene* _Scene) : 
-       SceneObjects(_Scene->SceneObjects),
-       ShaderSet((_Scene->ShaderSet)),
-       newObjects(false),
-       move_delta(0)
-{
-}
-
 
 Scene::~Scene()
 {
-       if (newObjects){
-               for (auto i = SceneObjects->begin(); i != SceneObjects->end(); ++i)
-               {
-                       delete (*i);
-               }
-               delete SceneObjects;
-               delete ShaderSet;
+
+       for (auto i = SceneObjects.begin(); i != SceneObjects.end(); ++i)
+       {
+               delete (*i);
        }
 
-       
+
+
+
        if (viewPort != nullptr)
                delete viewPort;
 }
@@ -93,7 +72,7 @@ void Scene::update(float deltaT)
 
        //Jump
        if (Events::getJump() && lookat->floorBound())
-               lookat->ySpeed += 5.5;
+               lookat->ySpeed += 5.5;
        //else if (!Events::isKHeld(SDLK_SPACE) && lookat->ySpeed>0)
        //      lookat->ySpeed  = 0;
 
@@ -120,8 +99,8 @@ void Scene::update(float deltaT)
        //Rotate Play in move direction
 
        if (move_x || move_y)
-               lookat->turnTo(viewPort->rotateDirection(vec3(0.f, 0.f, -1.f)),3*deltaT/TIME_TILL_DIRECTION_ROTATE);
-               
+               lookat->turnTo(viewPort->rotateDirection(vec3(0.f, 0.f, -1.f)), 3 * deltaT / TIME_TILL_DIRECTION_ROTATE);
+
 
        //// Zoom auf Player
        //if (Events::getViewZ())
@@ -135,35 +114,38 @@ void Scene::update(float deltaT)
        //}
 
        // Alle Objekte der Scene aktualisieren
-       if (newObjects)
+       for (auto i = SceneObjects.begin(); i != SceneObjects.end(); ++i)
        {
-               for (auto i = SceneObjects->begin(); i != SceneObjects->end(); ++i)
-               {
-                       (*i)->update(deltaT);
-               }
-       
+               (*i)->update(deltaT);
+       }
+
 
-               for (auto i = SceneObjects->begin(); i != SceneObjects->end(); ++i)
+       for (auto i = SceneObjects.begin(); i != SceneObjects.end(); ++i)
+       {
+               auto j = i;
+               for (j++; j != SceneObjects.end(); ++j)
                {
-                       auto j = i;
-                       for (j++; j != SceneObjects->end(); ++j)
-                       {
-                               (*i)->collisions(*j);
-                       }
+                       (*i)->collisions(*j);
                }
-
-               
        }
 
+
+
+
 }
 
 void Scene::draw() const
 {
        viewPort->useViewPort();
 
-       for (auto i = ShaderSet->cbegin(); i != ShaderSet->cend(); ++i)
+       //Skybox
+       viewPort->bindView(SkyBox->getShader(), lookat->getPosition() + vec3(0.0f, 1.0f, 0.0f));
+       //BBox
+       viewPort->bindView(Graphix::shader_BBox, lookat->getPosition() + vec3(0.0f, 1.0f, 0.0f));
+
+       for (auto i = ShaderSet.cbegin(); i != ShaderSet.cend(); ++i)
        {
-               viewPort->bindView(*i,lookat->getPosition()+vec3(0.0f,1.0f,0.0f));
+               viewPort->bindView(*i, lookat->getPosition() + vec3(0.0f, 1.0f, 0.0f));
 
                //don't know if this is really the right place to set the lighting
                //add ambient light
@@ -176,14 +158,10 @@ void Scene::draw() const
                //glLightfv(GL_LIGHT0, GL_DIFFUSE, lightcolor0);
                //glLightfv(GL_LIGHT0, GL_POSITION, lightposition0);
        }
-       
-
-       
-
-
 
+       SkyBox->draw();
 
-       for (auto i = SceneObjects->cbegin(); i != SceneObjects->cend(); ++i)
+       for (auto i = SceneObjects.cbegin(); i != SceneObjects.cend(); ++i)
        {
                (*i)->draw();
        }
@@ -191,20 +169,20 @@ void Scene::draw() const
 
 void Scene::addObject(SceneObject* _add)
 {
-       SceneObjects->push_back(_add);
-       ShaderSet->insert(_add->getShader());
-       _add->setMainScene(this);
+       SceneObjects.push_back(_add);
+       ShaderSet.insert(_add->getShader());
+//     _add->setMainScene(this);
 }
 
 void Scene::deleteObject(SceneObject* _del)
 {
-       SceneObjects->remove(_del);
+       SceneObjects.remove(_del);
 }
 
 
 list<SceneObject*>* Scene::getSceneObjects()
 {
-       return SceneObjects;
+       return &SceneObjects;
 }
 
 
index 4a2f7461d7e3a88f7c37c32df770ac01d34672e7..41c29e9978d4fa4e60c226ddbd612efc5bce0e63 100644 (file)
@@ -1,26 +1,20 @@
 #pragma once
 
-#include "../Graphix/ViewPort.h"
-#include "SceneObject.h"
 #include "../Graphix/GLM.h"
 
 #include <list>
 #include <set>
 
-using std::list;
-using std::set;
-
-typedef list<SceneObject*> SceneList;
+class SceneObject;
+class ViewPort;
+class Shader;
 
 class Scene
 {
 public:
        //Scene();
        Scene(unsigned int x, unsigned int y, unsigned int width, unsigned int height, float fovy, float zNear, float zFar, vec3 pos, SceneObject* lookat = NULL);
-       __declspec(deprecated)
-       Scene(Scene*);
-       __declspec(deprecated)
-       Scene(Scene* _Scene, unsigned int x, unsigned int y, unsigned int width, unsigned int height, float fovy, float zNear, float zFar, vec3 pos, SceneObject* lookat = NULL);
+
        virtual ~Scene();
 
        virtual void update(float);
@@ -29,19 +23,19 @@ public:
        void addObject(SceneObject*);
        void deleteObject(SceneObject*);
 
-       SceneList* getSceneObjects();
+       std::list<SceneObject*>* getSceneObjects();
 
        void setLookAt(SceneObject* _lookat);
 
 protected:
        ViewPort* viewPort;
-       
        SceneObject* lookat;
 
+       std::list<SceneObject*> SceneObjects;
+       std::set<Shader*> ShaderSet;
 
-       bool newObjects;
-       SceneList* SceneObjects;
-       set<Shader*>* ShaderSet;
+       SceneObject* SkyBox;
 
        float move_delta;
+
 };
index 839205a653f8c1d24f75e94a51f9079ab3a62ae6..2845187bd6851895438456ac7dacc4cd8bbf32be 100644 (file)
@@ -1,32 +1,26 @@
 #include "SceneObject.h"
+#include "Scene.h"
 
 #include <gl/glew.h>
-#include "../Graphix/GLM.h"
-
-#include "../Message.h"
-#include <string>
 
-#include <iostream>
+#include "../Graphix/GLM.h"
 
+#include "../Graphix/Graphix.h"
 #include "../Graphix/Shader.h"
-#include "Scene.h"
 #include "../Graphix/Texture.h"
-
 #include "../Graphix/Model.h"
 
-#include "../Graphix/Graphix.h"
-
+#include "../Message.h"
 #include "../Events.h"
 
-using std::string;
-
-using std::cout;
-using std::endl;
+#include <string>
+#include <iostream>
 
+using std::string;
 
 #define YFALL_SPEED 9.8f
 
-SceneObject::SceneObject(Shader* _shader, mat4& _modelMat, string _modelpath, string texturepath, unsigned int _model_index) :
+SceneObject::SceneObject(Shader* _shader, const mat4& _modelMat, string _modelpath, string texturepath, unsigned int _model_index) :
 model(new IMetaMesh(_modelpath)),
 modelMat(_modelMat),
 shader(_shader),
@@ -54,7 +48,7 @@ yStatic(true)
 
 }
 
-SceneObject::SceneObject(Shader* _shader, mat4& _modelMat, Model* _model, string texturepath) :
+SceneObject::SceneObject(Shader* _shader, const mat4& _modelMat, Model* _model, string texturepath) :
 model(_model),
 modelMat(_modelMat),
 shader(_shader),
@@ -121,7 +115,7 @@ void SceneObject::update(float deltaT)
                        else
                        {
                                modelMat = translate(vec3(0.f, getFloor() - pos.y, 0.f))*modelMat;
-                               ySpeed = 0;
+                               ySpeed = 0;     //set to FloorSpeed?
                        }
                        ySpeed -= deltaT*YFALL_SPEED;
                }
index acba06d949841f3648934865994d76bd548b2e1e..a2e7e744c511b8ea952adec83bf643de541ca23e 100644 (file)
@@ -18,11 +18,9 @@ class SceneObject
 public:
 
        //SceneObject(Shader* _shader, mat4& model);
-       SceneObject(Shader* _shader, mat4& model, string modelpath, string texturepath, unsigned int model_index=0);
+       SceneObject(Shader* _shader, const mat4& model, string modelpath, string texturepath, unsigned int model_index=0);
+       SceneObject(Shader* _shader, const mat4& modelMat, Model* model, string texturepath);
 
-       SceneObject(Shader* _shader, mat4& modelMat, Model* model, string texturepath);
-
-       //SceneObject(Shader* _shader, mat4& model, IMesh* model_obj, string texturepath);
        virtual ~SceneObject();
 
        virtual void update(float);
@@ -41,6 +39,7 @@ public:
 
        //virtual bool operator==(SceneObject);
 
+       __declspec(deprecated)
        void setMainScene(Scene *);
 
        void setCollision(bool);
@@ -52,32 +51,28 @@ public:
        __declspec(deprecated)
        bool isEnemy();
 
-
+       //Floor
        bool floorBound() const;
        float getFloor() const;
 
+       //Falling
        bool yStatic;
        float ySpeed;
 
 protected:
 
-       void setMatter(float);
-
        mat4 modelMat;
-
-
-       //__declspec(deprecated)
-       //unsigned int modelID;
-
        Shader* shader;
+       Texture* texture;
+       Model* model;
 
        Scene* mainScene;
 
        bool collision_ignore;
 
-       Texture* texture;
-
-       Model* model;
+       
+       Shader* shader_BBox;
+       
 
 };
 
diff --git a/Weave/Scene/Sky.cpp b/Weave/Scene/Sky.cpp
new file mode 100644 (file)
index 0000000..2d2b3ca
--- /dev/null
@@ -0,0 +1,15 @@
+#include "Sky.h"
+
+#include "../Graphix/Shader.h"
+#include "../Graphix/Model.h"
+
+
+Sky::Sky() : SceneObject(new Shader("skybox_VS.hlsl","skybox_color_FS.hlsl"), mat4(1.f), new SkyBox(), "")
+{
+       
+}
+
+
+Sky::~Sky()
+{
+}
diff --git a/Weave/Scene/Sky.h b/Weave/Scene/Sky.h
new file mode 100644 (file)
index 0000000..0156bb2
--- /dev/null
@@ -0,0 +1,15 @@
+#pragma once
+#include "SceneObject.h"
+
+#include "../Graphix/GLM.h"
+
+class Shader;
+
+class Sky :
+       public SceneObject
+{
+public:
+       Sky();
+       ~Sky();
+};
+
index 11170a8634dfd849bb4aa3fd90d1b6f1d61f42e4..1e07713cddbde15d9d1a724933c28a426d67ae11 100644 (file)
     <ClCompile Include="Graphix\GLM.cpp" />
     <ClCompile Include="Graphix\Graphix.cpp" />
     <ClCompile Include="Graphix\Model\IMesh.cpp" />
+    <ClCompile Include="Scene\Marvin.cpp" />
     <ClCompile Include="Scene\Scene.cpp" />
     <ClCompile Include="Scene\SceneObject.cpp" />
     <ClCompile Include="Graphix\Shader.cpp" />
     <ClCompile Include="main.cpp" />
     <ClCompile Include="Message.cpp" />
     <ClCompile Include="Graphix\Model\IMetaMesh.cpp" />
+    <ClCompile Include="Scene\Sky.cpp" />
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="Average.h" />
     <ClInclude Include="Graphix\GLM.h" />
     <ClInclude Include="Graphix\Graphix.h" />
     <ClInclude Include="Graphix\Model\IMesh.h" />
+    <ClInclude Include="Scene\Marvin.h" />
     <ClInclude Include="Scene\Scene.h" />
     <ClInclude Include="Scene\SceneObject.h" />
     <ClInclude Include="Graphix\Shader.h" />
     <ClInclude Include="Graphix\ViewPort.h" />
     <ClInclude Include="Message.h" />
     <ClInclude Include="Graphix\Model\IMetaMesh.h" />
+    <ClInclude Include="Scene\Sky.h" />
   </ItemGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
   <ImportGroup Label="ExtensionTargets">
index 5a064c7bef010407a2eb272d591a4a6a082230c2..606740adb864c9c36b8f7e25d7fe5d1860c2419e 100644 (file)
     <ClCompile Include="Graphix\Model\SkyBox.cpp">
       <Filter>Source Files</Filter>
     </ClCompile>
+    <ClCompile Include="Scene\SceneObject.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
     <ClCompile Include="Scene\Scene.cpp">
       <Filter>Source Files</Filter>
     </ClCompile>
-    <ClCompile Include="Scene\SceneObject.cpp">
+    <ClCompile Include="Scene\Marvin.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="Scene\Sky.cpp">
       <Filter>Source Files</Filter>
     </ClCompile>
   </ItemGroup>
     <ClInclude Include="Scene\Scene.h">
       <Filter>Header Files</Filter>
     </ClInclude>
+    <ClInclude Include="Scene\Marvin.h">
+      <Filter>Header Files</Filter>
+    </ClInclude>
+    <ClInclude Include="Scene\Sky.h">
+      <Filter>Header Files</Filter>
+    </ClInclude>
   </ItemGroup>
 </Project>
\ No newline at end of file
index d17d2137f3e49df3a7060e453181fe3788a33187..a041461493c0b546b11eefbe098c3a376cbb246d 100644 (file)
@@ -1,7 +1,9 @@
 //Fragment Shader
 #version 330
 out vec4 FragmentColor;
+
+uniform vec4 uFragmentColor = vec4(0.6, 0, 0, 0.6);
  
 void main(){
-       FragmentColor = vec4(0, 0.3, 0, 0.6);
-}
\ No newline at end of file
+       FragmentColor = uFragmentColor;
+}
index 2d4c11c8489b95b52fc17edd658f8bc3a35c53a5..6e7555317ad182ee859c4f5d7c8779cc052dbe34 100644 (file)
@@ -8,4 +8,4 @@ uniform mat4 uView;
 
 void main(){
        gl_Position = uProjection * uView * uModel * vec4(aPosition, 1);
-}
\ No newline at end of file
+}