add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it.
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71
examples/OpenGLWindow/Shaders/instancingVS.h
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71
examples/OpenGLWindow/Shaders/instancingVS.h
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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
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static const char* instancingVertexShader= \
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"#version 330\n"
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"precision highp float;\n"
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"layout (location = 0) in vec4 position;\n"
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"layout (location = 1) in vec4 instance_position;\n"
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"layout (location = 2) in vec4 instance_quaternion;\n"
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"layout (location = 3) in vec2 uvcoords;\n"
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"layout (location = 4) in vec3 vertexnormal;\n"
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"layout (location = 5) in vec4 instance_color;\n"
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"layout (location = 6) in vec3 instance_scale;\n"
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"uniform mat4 ModelViewMatrix;\n"
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"uniform mat4 ProjectionMatrix;\n"
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"out Fragment\n"
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"{\n"
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" vec4 color;\n"
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"} fragment;\n"
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"out Vert\n"
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"{\n"
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" vec2 texcoord;\n"
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"} vert;\n"
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"vec4 quatMul ( in vec4 q1, in vec4 q2 )\n"
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"{\n"
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" vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n"
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" vec4 dt = q1 * q2;\n"
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" float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n"
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" return vec4 ( im, re );\n"
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"}\n"
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"vec4 quatFromAxisAngle(vec4 axis, in float angle)\n"
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"{\n"
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" float cah = cos(angle*0.5);\n"
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" float sah = sin(angle*0.5);\n"
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" float d = inversesqrt(dot(axis,axis));\n"
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" vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n"
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" return q;\n"
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"}\n"
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"//\n"
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"// vector rotation via quaternion\n"
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"//\n"
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"vec4 quatRotate3 ( in vec3 p, in vec4 q )\n"
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"{\n"
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" vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n"
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" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
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"}\n"
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"vec4 quatRotate ( in vec4 p, in vec4 q )\n"
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"{\n"
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" vec4 temp = quatMul ( q, p );\n"
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" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
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"}\n"
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"out vec3 lightDir,normal,ambient;\n"
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"void main(void)\n"
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"{\n"
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" vec4 q = instance_quaternion;\n"
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" ambient = vec3(0.3,.3,0.3);\n"
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" \n"
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" \n"
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" vec4 local_normal = (quatRotate3( vertexnormal,q));\n"
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" vec3 light_pos = vec3(-0.3,0.1,0.1);\n"
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" normal = local_normal.xyz;//normalize(ModelViewMatrix * local_normal).xyz;\n"
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" lightDir = normalize(light_pos);//gl_LightSource[0].position.xyz));\n"
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"// lightDir = normalize(vec3(gl_LightSource[0].position));\n"
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" \n"
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" vec4 axis = vec4(1,1,1,0);\n"
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" vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);\n"
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" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position+localcoord);\n"
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" gl_Position = vertexPos;\n"
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" \n"
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" fragment.color = instance_color;\n"
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" vert.texcoord = uvcoords;\n"
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"}\n"
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;
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