rename shaders to .glsl
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@@ -193,11 +193,11 @@ int main()
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glEnable(GL_DEPTH_TEST);
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int vertex_shader = createShader("vertexshader.txt", GL_VERTEX_SHADER);
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int vertex_shader = createShader("vertexshader.glsl", GL_VERTEX_SHADER);
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if (vertex_shader < 0) {
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return -1;
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}
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int fragment_shader = createShader("fragmentshader.txt", GL_FRAGMENT_SHADER);
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int fragment_shader = createShader("fragmentshader.glsl", GL_FRAGMENT_SHADER);
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if (fragment_shader < 0) {
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return -1;
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}
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@@ -314,11 +314,11 @@ int main()
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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int trail_shader = createShader("trailshader.txt", GL_VERTEX_SHADER);
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int trail_shader = createShader("trailshader.glsl", GL_VERTEX_SHADER);
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if (trail_shader < 0) {
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return -1;
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}
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int trailfrag_shader = createShader("trailfragshader.txt", GL_FRAGMENT_SHADER);
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int trailfrag_shader = createShader("trailfragshader.glsl", GL_FRAGMENT_SHADER);
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if (trailfrag_shader < 0) {
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return -1;
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}
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