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Clarify sharing test output
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@ -30,6 +30,7 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <time.h>
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#include <stdio.h>
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#include <stdlib.h>
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@ -79,6 +80,8 @@ int main(int argc, char** argv)
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GLuint texture, vertex_shader, fragment_shader, program, vertex_buffer;
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GLint mvp_location, vpos_location, color_location, texture_location;
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srand((unsigned int) time(NULL));
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glfwSetErrorCallback(error_callback);
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if (!glfwInit())
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@ -110,21 +113,21 @@ int main(int argc, char** argv)
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// All objects will be shared with the second context, created below
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{
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int x, y;
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char pixels[256 * 256];
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char pixels[16 * 16];
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GLuint vertex_shader, fragment_shader;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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for (y = 0; y < 256; y++)
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for (y = 0; y < 16; y++)
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{
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for (x = 0; x < 256; x++)
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pixels[y * 256 + x] = rand() % 256;
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for (x = 0; x < 16; x++)
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pixels[y * 16 + x] = rand() % 256;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 256, 256, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 16, 16, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
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@ -201,8 +204,8 @@ int main(int argc, char** argv)
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int i;
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const vec3 colors[2] =
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{
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{ 0.6f, 0.6f, 0.f },
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{ 0.6f, 0.f, 0.6f }
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{ 0.3f, 0.4f, 1.f },
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{ 0.8f, 0.4f, 1.f }
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};
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for (i = 0; i < 2; i++)
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