Ajout version Release/x64 avec les libraries x64 et tuning de la version Debug
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								SQCSim2021/external/sfml251/examples/shader/resources/wave.vert
									
									
									
									
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								SQCSim2021/external/sfml251/examples/shader/resources/wave.vert
									
									
									
									
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							| @@ -0,0 +1,15 @@ | ||||
| uniform float wave_phase; | ||||
| uniform vec2 wave_amplitude; | ||||
|  | ||||
| void main() | ||||
| { | ||||
|     vec4 vertex = gl_Vertex; | ||||
|     vertex.x += cos(gl_Vertex.y * 0.02 + wave_phase * 3.8) * wave_amplitude.x | ||||
|               + sin(gl_Vertex.y * 0.02 + wave_phase * 6.3) * wave_amplitude.x * 0.3; | ||||
|     vertex.y += sin(gl_Vertex.x * 0.02 + wave_phase * 2.4) * wave_amplitude.y | ||||
|               + cos(gl_Vertex.x * 0.02 + wave_phase * 5.2) * wave_amplitude.y * 0.3; | ||||
|  | ||||
|     gl_Position = gl_ModelViewProjectionMatrix * vertex; | ||||
|     gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; | ||||
|     gl_FrontColor = gl_Color; | ||||
| } | ||||
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