- // Update camera
- float ratio = (float)vg_window_y / (float)vg_window_x;
- float const size = 7.5f;
- glm_ortho( -size, size, -size*ratio, size*ratio, 0.1f, 100.f, m_projection );
-
- glm_mat4_identity( m_view );
- glm_translate_z( m_view, -10.f );
- glm_rotate_x( m_view, -1.0f, m_view );
-
- glm_mat4_mul( m_projection, m_view, m_pv );
-}
-
-GLuint tile_vao;
-GLuint tile_vbo;
-
-void vg_render(void)
-{
- glEnable( GL_DEPTH_TEST );
- glClearColor( 0.94f, 0.94f, 0.94f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- SHADER_USE( colour_shader );
- glUniformMatrix4fv( SHADER_UNIFORM( colour_shader, "uPvm" ), 1, GL_FALSE, (float *)m_pv );
- glUniform4f( SHADER_UNIFORM( colour_shader, "uColour" ), 0.5f, 0.5f, 0.5f, 1.0f );
-
- glBindVertexArray( tile_vao );
- glDrawArrays( GL_TRIANGLES, 0, 6 );