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[opengl/en] Fix typos (#5131)
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@ -161,7 +161,7 @@ sf::Event event{ };
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// ...
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```
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Ofcourse we have to create the vertex and fragment shader before we can load them,
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Of course we have to create the vertex and fragment shader before we can load them,
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so lets create two basic shaders.
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**Vertex Shader**
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@ -342,7 +342,7 @@ void main() {
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We define a new input variable ```color``` which represents our color data, this data
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is passed on to ```fColor```, which is an output variable of our vertex shader and
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becomes an input variable for our fragment shader.
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It is imporatant that variables passed between shaders have the exact same name
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It is important that variables passed between shaders have the exact same name
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and type.
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## Handling VBO's
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@ -501,7 +501,7 @@ glBindTexture(GL_TEXTURE_2D, 0);
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glDeleteTextures(1, &texture);
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```
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Ofcourse there are more texture formats than only 2D textures,
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Of course there are more texture formats than only 2D textures,
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You can find further information on parameters here:
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[glBindTexture - OpenGL Refpage](https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBindTexture.xhtml)<br>
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[glTexImage2D - OpenGL Refpage](https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glTexImage2D.xhtml)<br>
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@ -574,7 +574,7 @@ in vec2 fTexCoords;
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out vec4 outColor;
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void main() {
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// texture() loads the current texure data at the specified texture coords,
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// texture() loads the current texture data at the specified texture coords,
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// then we can simply multiply them by our color.
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outColor = texture(tex, fTexCoords) * vec4(fColor, 1.0);
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}
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@ -685,7 +685,7 @@ Geometry shaders are inbetween the vertex and the fragment shader.
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 color;
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// Create an output interface block passed to the next shadaer stage.
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// Create an output interface block passed to the next shader stage.
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// Interface blocks can be used to structure data passed between shaders.
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out VS_OUT {
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vec3 color;
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