linux fixes, bugfixes, comments
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24
external/imgui/imgui_impl_glfw_gl3.cpp
vendored
24
external/imgui/imgui_impl_glfw_gl3.cpp
vendored
@ -6,21 +6,23 @@
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#include "imgui.h"
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#include <imgui/imgui.h>
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#include "imgui_impl_glfw_gl3.h"
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// GL3W/GLFW
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#if defined(__APPLE_CC__)
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#include <OpenGL/gl3.h>
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#include <OpenGL/gl3.h>
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#else
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#include <glad/glad.h>
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// GLEW/GL3W/GLAD/...
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#include <glad/glad.h>
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#endif
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#include <glfw/glfw3.h>
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#ifdef _WIN32
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#undef APIENTRY
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#define GLFW_EXPOSE_NATIVE_WIN32
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#define GLFW_EXPOSE_NATIVE_WGL
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#include <glfw/glfw3native.h>
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#if defined ( _WIN32 )
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#undef APIENTRY
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#define GLFW_EXPOSE_NATIVE_WIN32
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#define GLFW_EXPOSE_NATIVE_WGL
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#include <glfw/glfw3native.h>
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#endif
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// Data
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@ -208,7 +210,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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const GLchar *vertex_shader =
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"#version 330\n"
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"#version 130\n"
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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@ -223,7 +225,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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"}\n";
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const GLchar* fragment_shader =
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"#version 330\n"
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"#version 130\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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