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shader source with Japanese comment test
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// This code was written for the OpenTK library and has been released
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// to the Public Domain.
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// It is provided "as is" without express or implied warranty of any kind.
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using System;
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using System.Diagnostics;
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using System.IO;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL;
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namespace Examples.Tutorial
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{
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[Example("Shader Source With Japanese Comment Test", ExampleCategory.OpenGL, "4.x")]
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public class ShaderSourceWithJapaneseCommentTest : GameWindow
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{
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string vertexShaderSource = @"
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#version 130
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precision highp float;//日本語文字 Japanese Characters
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uniform mat4 projection_matrix;
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uniform mat4 modelview_matrix;
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in vec3 in_position;
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in vec3 in_normal;
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out vec3 normal;
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void main(void)
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{
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//works only for orthogonal modelview
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normal = (modelview_matrix * vec4(in_normal, 0)).xyz;
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gl_Position = projection_matrix * modelview_matrix * vec4(in_position, 1);
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}";
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string fragmentShaderSource = @"
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#version 130
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precision highp float;
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const vec3 ambient = vec3(0.1, 0.1, 0.1);
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const vec3 lightVecNormalized = normalize(vec3(0.5, 0.5, 2.0));
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const vec3 lightColor = vec3(0.9, 0.9, 0.7);
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in vec3 normal;
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out vec4 out_frag_color;
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void main(void)
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{
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float diffuse = clamp(dot(lightVecNormalized, normalize(normal)), 0.0, 1.0);
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out_frag_color = vec4(ambient + diffuse * lightColor, 1.0);
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}";
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int vertexShaderHandle,
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fragmentShaderHandle,
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shaderProgramHandle,
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modelviewMatrixLocation,
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projectionMatrixLocation,
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vaoHandle,
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positionVboHandle,
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normalVboHandle,
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eboHandle;
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Vector3[] positionVboData = new Vector3[]{
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new Vector3(-1.0f, -1.0f, 1.0f),
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new Vector3( 1.0f, -1.0f, 1.0f),
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new Vector3( 1.0f, 1.0f, 1.0f),
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new Vector3(-1.0f, 1.0f, 1.0f),
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new Vector3(-1.0f, -1.0f, -1.0f),
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new Vector3( 1.0f, -1.0f, -1.0f),
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new Vector3( 1.0f, 1.0f, -1.0f),
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new Vector3(-1.0f, 1.0f, -1.0f) };
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int[] indicesVboData = new int[]{
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// front face
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0, 1, 2, 2, 3, 0,
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// top face
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3, 2, 6, 6, 7, 3,
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// back face
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7, 6, 5, 5, 4, 7,
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// left face
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4, 0, 3, 3, 7, 4,
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// bottom face
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0, 1, 5, 5, 4, 0,
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// right face
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1, 5, 6, 6, 2, 1, };
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Matrix4 projectionMatrix, modelviewMatrix;
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public ShaderSourceWithJapaneseCommentTest()
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: base(640, 480,
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new GraphicsMode(), "OpenGL 3 Example", 0,
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DisplayDevice.Default, 4, 2,
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GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug)
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{ }
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protected override void OnLoad (System.EventArgs e)
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{
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VSync = VSyncMode.On;
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CreateShaders();
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CreateVBOs();
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CreateVAOs();
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// Other state
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GL.Enable(EnableCap.DepthTest);
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GL.ClearColor(System.Drawing.Color.MidnightBlue);
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}
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void CreateShaders()
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{
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vertexShaderHandle = GL.CreateShader(ShaderType.VertexShader);
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fragmentShaderHandle = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(vertexShaderHandle, vertexShaderSource);
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GL.ShaderSource(fragmentShaderHandle, fragmentShaderSource);
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GL.CompileShader(vertexShaderHandle);
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string log = GL.GetShaderInfoLog(vertexShaderHandle);
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if (log.Length != 0) {
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Debug.Print(log);
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}
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GL.CompileShader(fragmentShaderHandle);
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Debug.WriteLine(GL.GetShaderInfoLog(vertexShaderHandle));
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Debug.WriteLine(GL.GetShaderInfoLog(fragmentShaderHandle));
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// Create program
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shaderProgramHandle = GL.CreateProgram();
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GL.AttachShader(shaderProgramHandle, vertexShaderHandle);
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GL.AttachShader(shaderProgramHandle, fragmentShaderHandle);
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GL.LinkProgram(shaderProgramHandle);
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Debug.WriteLine(GL.GetProgramInfoLog(shaderProgramHandle));
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GL.UseProgram(shaderProgramHandle);
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// Set uniforms
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projectionMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "projection_matrix");
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modelviewMatrixLocation = GL.GetUniformLocation(shaderProgramHandle, "modelview_matrix");
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float aspectRatio = ClientSize.Width / (float)(ClientSize.Height);
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Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, aspectRatio, 1, 100, out projectionMatrix);
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modelviewMatrix = Matrix4.LookAt(new Vector3(0, 3, 5), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
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GL.UniformMatrix4(projectionMatrixLocation, false, ref projectionMatrix);
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GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix);
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}
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void CreateVBOs()
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{
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GL.GenBuffers(1, out positionVboHandle);
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GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle);
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GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
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new IntPtr(positionVboData.Length * Vector3.SizeInBytes),
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positionVboData, BufferUsageHint.StaticDraw);
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GL.GenBuffers(1, out normalVboHandle);
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GL.BindBuffer(BufferTarget.ArrayBuffer, normalVboHandle);
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GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
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new IntPtr(positionVboData.Length * Vector3.SizeInBytes),
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positionVboData, BufferUsageHint.StaticDraw);
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GL.GenBuffers(1, out eboHandle);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboHandle);
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GL.BufferData(BufferTarget.ElementArrayBuffer,
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new IntPtr(sizeof(uint) * indicesVboData.Length),
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indicesVboData, BufferUsageHint.StaticDraw);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
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}
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void CreateVAOs()
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{
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// GL3 allows us to store the vertex layout in a "vertex array object" (VAO).
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// This means we do not have to re-issue VertexAttribPointer calls
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// every time we try to use a different vertex layout - these calls are
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// stored in the VAO so we simply need to bind the correct VAO.
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GL.GenVertexArrays(1, out vaoHandle);
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GL.BindVertexArray(vaoHandle);
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GL.EnableVertexAttribArray(0);
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GL.BindBuffer(BufferTarget.ArrayBuffer, positionVboHandle);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, true, Vector3.SizeInBytes, 0);
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GL.BindAttribLocation(shaderProgramHandle, 0, "in_position");
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GL.EnableVertexAttribArray(1);
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GL.BindBuffer(BufferTarget.ArrayBuffer, normalVboHandle);
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GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, true, Vector3.SizeInBytes, 0);
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GL.BindAttribLocation(shaderProgramHandle, 1, "in_normal");
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, eboHandle);
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GL.BindVertexArray(0);
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}
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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Matrix4 rotation = Matrix4.CreateRotationY((float)e.Time);
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Matrix4.Mult(ref rotation, ref modelviewMatrix, out modelviewMatrix);
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GL.UniformMatrix4(modelviewMatrixLocation, false, ref modelviewMatrix);
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if (Keyboard[OpenTK.Input.Key.Escape])
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Exit();
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}
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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GL.Viewport(0, 0, Width, Height);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.BindVertexArray(vaoHandle);
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GL.DrawElements(BeginMode.Triangles, indicesVboData.Length,
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DrawElementsType.UnsignedInt, IntPtr.Zero);
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SwapBuffers();
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}
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[STAThread]
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public static void Main()
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{
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using (ShaderSourceWithJapaneseCommentTest example = new ShaderSourceWithJapaneseCommentTest())
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{
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Utilities.SetWindowTitle(example);
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example.Run(30);
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}
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}
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}
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}
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@ -146,6 +146,7 @@
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<SubType>Code</SubType>
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</Compile>
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<Compile Include="OpenGL\1.x\TextRendering.cs" />
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<Compile Include="OpenGL\4.x\ShaderSourceWithJapaneseCommentTest.cs" />
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<Compile Include="SamplesTreeViewSorter.cs">
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<SubType>Code</SubType>
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</Compile>
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