<?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?>


<geexlab>
	
  <window name="win3d01" title="Mesh OpenGL 3.2" 
          width="800" height="600" 
          gl_version_major="3" gl_version_minor="2" />
 
  

  <gpu_program name="color_prog" 
               filename_vs="shaders/color_vs.txt" livecoding_vs="1" 
               filename_ps="shaders/color_ps.txt" livecoding_ps="1" />


 
  
	<script name="init_scene" run_mode="INIT" filename="init.lua" />
 
	<script name="update_scene" run_mode="FRAME" filename="frame.lua" />

  
	

	<script name="resize_scene" run_mode="SIZE" >
		<raw_data><![CDATA[	

winW, winH = gh_window.getsize(0)

local aspect = 1.333
if (winH > 0) then
  aspect = winW / winH
end  
gh_camera.update_persp(camera, 60, aspect, 0.1, 1000.0)
gh_camera.set_viewport(camera, 0, 0, winW, winH)

gh_camera.update_ortho(camera_ortho, -winW/2, winW/2, -winH/2, winH/2, 1.0, 10.0)
gh_camera.set_viewport(camera_ortho, 0, 0, winW, winH)
gh_mesh.update_quad_size(mesh_quad, winW, winH)

		]]></raw_data>
	</script> 
  
<!--  
  <gpu_program name="color_prog0" >
    <raw_data_vs><![CDATA[	 
#version 140
in vec4 gxl3d_Position;
in vec4 gxl3d_Color;
uniform mat4 gxl3d_ModelViewProjectionMatrix;
out vec4 Vertex_Color;
void main()
{
  gl_Position = gxl3d_ModelViewProjectionMatrix * gxl3d_Position;		
  Vertex_Color = gxl3d_Color;
}
  ]]></raw_data_vs>
    <raw_data_ps><![CDATA[	 
#version 140
in vec4 Vertex_Color;
out vec4 FragColor;
void main (void)
{
  FragColor = Vertex_Color;
}
    ]]></raw_data_ps>
  </gpu_program>
-->
  
</geexlab>
