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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uniform float wave_phase;
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uniform vec2 wave_amplitude;
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void main()
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{
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    vec4 vertex = gl_Vertex;
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    vertex.x += cos(gl_Vertex.y * 0.02 + wave_phase * 3.8) * wave_amplitude.x
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              + sin(gl_Vertex.y * 0.02 + wave_phase * 6.3) * wave_amplitude.x * 0.3;
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    vertex.y += sin(gl_Vertex.x * 0.02 + wave_phase * 2.4) * wave_amplitude.y
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              + cos(gl_Vertex.x * 0.02 + wave_phase * 5.2) * wave_amplitude.y * 0.3;
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    gl_Position = gl_ModelViewProjectionMatrix * vertex;
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    gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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    gl_FrontColor = gl_Color;
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}
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