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glfw_memory_overflow_shader.c.off
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glfw_memory_overflow_shader.c.off
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/*
Similar effect infinite loop shader :-)
*/
#include <stdio.h>
#include <stdlib.h>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "common.h"
static const GLuint WIDTH = 800;
static const GLuint HEIGHT = 600;
static const GLchar* vertex_shader_source =
"#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main() {\n"
" float is[10000000000L];\n"
" gl_Position = vec4(position, is[9999999999L]);\n"
"}\n";
static const GLchar* fragment_shader_source =
"#version 330 core\n"
"out vec4 color;\n"
"void main() {\n"
" color = vec4(1.0f, 0.0f, 0.0f, 1.0f);\n"
"}\n";
/* Passed as input to the vertex shader. */
static const GLfloat vertices[] = {
0.0f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
};
int main(void) {
GLint shader_program;
glfwInit();
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, __FILE__, NULL, NULL);
glfwMakeContextCurrent(window);
glewExperimental = GL_TRUE;
glewInit();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glViewport(0, 0, WIDTH, HEIGHT);
shader_program = common_get_shader_program(vertex_shader_source, fragment_shader_source);
GLuint vbo, vao;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
/* Render */
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader_program);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 3);
/*glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, 0);*/
glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
glfwTerminate();
return EXIT_SUCCESS;
}