Add basic transformation matrix
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@ -4,11 +4,13 @@ layout(location=0) in vec3 position;
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layout(location=1) in vec3 color;
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layout(location=1) in vec3 color;
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layout(location=2) in vec2 uv;
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layout(location=2) in vec2 uv;
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uniform mat4 matrix;
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out vec3 vert_color;
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out vec3 vert_color;
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out vec2 tex_coords;
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out vec2 tex_coords;
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void main() {
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void main() {
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tex_coords = uv;
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tex_coords = uv;
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vert_color = color;
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vert_color = color;
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gl_Position = vec4(position, 1.0);
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gl_Position = matrix * vec4(position, 1.0);
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};
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};
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@ -175,6 +175,12 @@ int main() {
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float texture_mix_factor = 0.2f;
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float texture_mix_factor = 0.2f;
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glm::mat4 mat = glm::mat4(1.0f);
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mat = glm::rotate(mat, glm::radians(90.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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mat = glm::scale(mat, glm::vec3(0.5f, 0.5f, 0.5f));
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glUniformMatrix4fv(glGetUniformLocation(main_shader.program, "matrix"), 1, GL_FALSE, glm::value_ptr(mat));
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bool running = true;
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bool running = true;
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SDL_Event event = {};
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SDL_Event event = {};
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while (running) {
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while (running) {
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