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					@ -76,10 +76,6 @@ static void key_callback(GLFWwindow* window, int key, int scancode, int action, | 
				
			
			
		
	
		
		
			
				
					
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					int main(void) | 
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					int main(void) | 
				
			
			
		
	
		
		
			
				
					
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					    GLFWwindow* window; | 
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					    GLuint vertex_buffer, vertex_shader, fragment_shader, program; | 
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					    GLint mvp_location, vpos_location, vcol_location; | 
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					    glfwSetErrorCallback(error_callback); | 
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					    glfwSetErrorCallback(error_callback); | 
				
			
			
		
	
		
		
			
				
					
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					    if (!glfwInit()) | 
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					    if (!glfwInit()) | 
				
			
			
		
	
	
		
		
			
				
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					@ -88,7 +84,7 @@ int main(void) | 
				
			
			
		
	
		
		
			
				
					
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					    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); | 
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					    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); | 
				
			
			
		
	
		
		
			
				
					
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					    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); | 
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					    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); | 
				
			
			
		
	
		
		
			
				
					
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					    window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); | 
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					    GLFWwindow* window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					    if (!window) | 
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					    if (!window) | 
				
			
			
		
	
		
		
			
				
					
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					        glfwTerminate(); | 
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					        glfwTerminate(); | 
				
			
			
		
	
	
		
		
			
				
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					@ -103,26 +99,27 @@ int main(void) | 
				
			
			
		
	
		
		
			
				
					
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					    // NOTE: OpenGL error checks have been omitted for brevity
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					    // NOTE: OpenGL error checks have been omitted for brevity
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					    GLuint vertex_buffer; | 
				
			
			
		
	
		
		
			
				
					
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					    glGenBuffers(1, &vertex_buffer); | 
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					    glGenBuffers(1, &vertex_buffer); | 
				
			
			
		
	
		
		
			
				
					
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					    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | 
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					    glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); | 
				
			
			
		
	
		
		
			
				
					
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					    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | 
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					    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); | 
				
			
			
		
	
		
		
			
				
					
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					    vertex_shader = glCreateShader(GL_VERTEX_SHADER); | 
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					    const GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					    glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); | 
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					    glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); | 
				
			
			
		
	
		
		
			
				
					
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					    glCompileShader(vertex_shader); | 
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					    glCompileShader(vertex_shader); | 
				
			
			
		
	
		
		
			
				
					
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					    fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); | 
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					    const GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					    glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); | 
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					    glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL); | 
				
			
			
		
	
		
		
			
				
					
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					    glCompileShader(fragment_shader); | 
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					    glCompileShader(fragment_shader); | 
				
			
			
		
	
		
		
			
				
					
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					    program = glCreateProgram(); | 
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					    const GLuint program = glCreateProgram(); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					    glAttachShader(program, vertex_shader); | 
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					    glAttachShader(program, vertex_shader); | 
				
			
			
		
	
		
		
			
				
					
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					    glAttachShader(program, fragment_shader); | 
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					    glAttachShader(program, fragment_shader); | 
				
			
			
		
	
		
		
			
				
					
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					    glLinkProgram(program); | 
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					    glLinkProgram(program); | 
				
			
			
		
	
		
		
			
				
					
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					    mvp_location = glGetUniformLocation(program, "MVP"); | 
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					    const GLint mvp_location = glGetUniformLocation(program, "MVP"); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					    vpos_location = glGetAttribLocation(program, "vPos"); | 
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					    const GLint vpos_location = glGetAttribLocation(program, "vPos"); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					    vcol_location = glGetAttribLocation(program, "vCol"); | 
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					    const GLint vcol_location = glGetAttribLocation(program, "vCol"); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					    glEnableVertexAttribArray(vpos_location); | 
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					    glEnableVertexAttribArray(vpos_location); | 
				
			
			
		
	
		
		
			
				
					
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					    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, | 
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					    glVertexAttribPointer(vpos_location, 2, GL_FLOAT, GL_FALSE, | 
				
			
			
		
	
	
		
		
			
				
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					@ -133,16 +130,14 @@ int main(void) | 
				
			
			
		
	
		
		
			
				
					
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					    while (!glfwWindowShouldClose(window)) | 
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					    while (!glfwWindowShouldClose(window)) | 
				
			
			
		
	
		
		
			
				
					
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					        float ratio; | 
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					        int width, height; | 
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					        int width, height; | 
				
			
			
		
	
		
		
			
				
					
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					        mat4x4 m, p, mvp; | 
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					        glfwGetFramebufferSize(window, &width, &height); | 
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					        glfwGetFramebufferSize(window, &width, &height); | 
				
			
			
		
	
		
		
			
				
					
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					        ratio = width / (float) height; | 
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					        const float ratio = width / (float) height; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					        glViewport(0, 0, width, height); | 
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					        glViewport(0, 0, width, height); | 
				
			
			
		
	
		
		
			
				
					
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					        glClear(GL_COLOR_BUFFER_BIT); | 
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					        glClear(GL_COLOR_BUFFER_BIT); | 
				
			
			
		
	
		
		
			
				
					
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					        mat4x4 m, p, mvp; | 
				
			
			
		
	
		
		
			
				
					
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					        mat4x4_identity(m); | 
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					        mat4x4_identity(m); | 
				
			
			
		
	
		
		
			
				
					
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					        mat4x4_rotate_Z(m, m, (float) glfwGetTime()); | 
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					        mat4x4_rotate_Z(m, m, (float) glfwGetTime()); | 
				
			
			
		
	
		
		
			
				
					
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					        mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); | 
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					        mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f); | 
				
			
			
		
	
	
		
		
			
				
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