implemented SDL3 as an option for window manager
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42
TSE_OpenGlImpl/src/shader/basicShaderGLSL.hpp
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42
TSE_OpenGlImpl/src/shader/basicShaderGLSL.hpp
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#pragma once
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inline const char* vert = R"(
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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uniform mat4 prMatrix;
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uniform mat4 camMatrix;
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out DATA
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{
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vec4 color_out;
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} vs_out;
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void main()
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{
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gl_Position = prMatrix * camMatrix * vec4(position.x, position.y, position.z, 1.0);
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vs_out.color_out = color;
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}
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)";
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inline const char* frag = R"(
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#version 330 core
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layout (location = 0) out vec4 color;
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in DATA
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{
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vec4 color_out;
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} fs_in;
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void main()
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{
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if(fs_in.color_out.a < 0.1)
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{
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discard;
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}
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color = fs_in.color_out;
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}
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)";
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