added a few missing lines
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@@ -184,8 +184,11 @@ GLuint WriteTexture(int textw, int texth){
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// Always check that our framebuffer is ok
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// Always check that our framebuffer is ok
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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return false;
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return false;
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// Render to our framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
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glViewport(0, 0, textw, texth);
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}
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}
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@@ -4,7 +4,8 @@
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in vec2 UV;
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in vec2 UV;
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// Ouput data
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// Ouput data
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out vec3 color;
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//out vec3 color;
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layout(location = 0) out vec3 color;
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// Values that stay constant for the whole mesh.
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// Values that stay constant for the whole mesh.
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uniform sampler2D myTextureSampler;
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uniform sampler2D myTextureSampler;
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