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- while (!glfwWindowShouldClose(win)/*||glfwGetTime()<20.0f*/) {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- //code goes here
- if (shader.shaderModified("../Opengl/src/shaders/frag.glsl")) {
- shader.disable();
- char* code = FileUtils::readFile("../Opengl/src/shaders/frag.glsl");
- if (shader.reloadShader(code, strlen(code))) {
- shader.enable();
- std::cout << "updated ..." << std::endl;
- }
- else {
- std::cout << "Error ..." << std::endl;
- }
- }
- shader.setUniformFloat("time", (GLfloat)glfwGetTime());
- shader.setUniformFloat("e", 25.0f);
- shader.setUniformFloat("r", 1.0f);
- glDrawArrays(GL_TRIANGLES, 0, 6);
- update(win);
- }
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