Implement double frame buffering
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18
shaders/pp_frag.glsl
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18
shaders/pp_frag.glsl
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#version 330 core
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struct Material {
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sampler2D diffuse1;
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sampler2D specular1;
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float shininess;
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};
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in vec2 uv_coords;
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uniform Material material;
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// uniform sampler2D image_texture;
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out vec4 color;
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void main() {
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color = vec4(vec3(texture(material.diffuse1, uv_coords)), 1.0);
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}
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