Adding basic texture fragment shader kernel
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+16
-7
@@ -26,20 +26,29 @@ extern cl_command_queue commands;
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extern int err;
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#define DIM 2
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extern size_t mat_mul_global[DIM];
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extern size_t mat_mul_local[DIM];
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extern const char* matrix_mul_kernel_source;
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// End of: Matrix Multiplication Variables
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extern const char* vertex_shader_kernel_source;
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extern const char* fragment_shader_kernel_source;
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void init_kernels();
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void mat4_mul(float* A, float* B, float* C);
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void vertex_shader(float* z, float* vertices, int vertex_count, float* new_vertices);
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void fragment_shader(
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int* faces,
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int nfaces,
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float* uv,
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size_t uv_size,
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float* uniform_m,
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float* uniform_mit,
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float* light_dir,
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unsigned char* diffuse_map,
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float* norms,
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size_t norms_size,
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unsigned char* spec_map,
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int* map_size
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);
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void destroy_kernels();
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