Ajout version Release/x64 avec les libraries x64 et tuning de la version Debug
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								SQCSim2021/external/sfml251/examples/island/resources/sansation.ttf
									
									
									
									
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								SQCSim2021/external/sfml251/examples/island/resources/sansation.ttf
									
									
									
									
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								SQCSim2021/external/sfml251/examples/island/resources/terrain.frag
									
									
									
									
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								SQCSim2021/external/sfml251/examples/island/resources/terrain.frag
									
									
									
									
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| varying vec3 normal; | ||||
| uniform float lightFactor; | ||||
|  | ||||
| void main() | ||||
| { | ||||
|     vec3 lightPosition = vec3(-1.0, 1.0, 1.0); | ||||
|     vec3 eyePosition = vec3(0.0, 0.0, 1.0); | ||||
|     vec3 halfVector = normalize(lightPosition + eyePosition); | ||||
|     float intensity = lightFactor + (1.0 - lightFactor) * dot(normalize(normal), normalize(halfVector)); | ||||
|     gl_FragColor = gl_Color * vec4(intensity, intensity, intensity, 1.0); | ||||
| } | ||||
							
								
								
									
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								SQCSim2021/external/sfml251/examples/island/resources/terrain.vert
									
									
									
									
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								SQCSim2021/external/sfml251/examples/island/resources/terrain.vert
									
									
									
									
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| varying vec3 normal; | ||||
|  | ||||
| void main() | ||||
| { | ||||
|     gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | ||||
|     gl_FrontColor = gl_Color; | ||||
|     normal = vec3(gl_MultiTexCoord0.xy, 1.0); | ||||
| } | ||||
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