Switched to rotating cube
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@@ -1,24 +1,9 @@
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#version 150 core
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uniform sampler2D tex;
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uniform float time;
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in vec3 color;
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in vec2 coord;
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out vec4 outColor;
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void main() {
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vec2 sampleCoord;
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if(coord.y < 0.75) {
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sampleCoord = coord;
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} else {
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sampleCoord = vec2(
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coord.x + 0.025 * sin(time * 1.5 + coord.y * 80.0),
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(1.0 - coord.y) * 3
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);
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}
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outColor = texture(tex, sampleCoord) * vec4(color, 1.0);
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outColor = vec4(color, 1.0);
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}
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@@ -1,18 +1,13 @@
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#version 150 core
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in vec3 inPos;
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in vec3 inPosition;
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in vec3 inColor;
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in vec2 inCoord;
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out vec3 color;
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out vec2 coord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 proj;
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uniform mat4 inTransformation;
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void main() {
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color = inColor;
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coord = inCoord;
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gl_Position = proj * view * model * vec4(inPos, 1.0);
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gl_Position = inTransformation * vec4(inPosition, 1.0);
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}
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