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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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@ -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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@ -226,7 +226,7 @@ li[::-1] # Return list in reverse order => [3, 4, 2, 1]
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# Use any combination of these to make advanced slices
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# li[start:end:step]
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# Make a one layer deep copy using slices
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# Make a shallow copy using slices
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li2 = li[:] # => li2 = [1, 2, 4, 3] but (li2 is li) will result in false.
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# Remove arbitrary elements from a list with "del"
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