1. Write a shader program that animates the morphing of Figure 'A' to Figure 'B' and back.

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1 Karl Zachary Maier CSE 520 Homework 1 1. Write a shader program that animates the morphing of Figure 'A' to Figure 'B' and back. /* morph.cpp */ #include <stdlib.h> #include <stdio.h> #include <string.h> #include <fcntl.h> #include <sys/types.h> #include <unistd.h> #define GLEW_STATIC 1 #include <GL/glew.h> #include <GL/glu.h> #include <GL/glut.h> #include <math.h> using namespace std; /* Global handles for the currently active program object, with its two shader objects */ GLuint programobject = 0; GLuint vertexshaderobject = 0; GLuint fragmentshaderobject = 0; static GLint win = 0; GLuint tparam; float tvalue; GLuint Vertex2Param; //parameters for sending to vertex shader int readshadersource(char *filename, GLchar **shader ) // Allocate memory to hold the source of our shaders. FILE *fp; int count, pos, shadersize; fp = fopen( filename, "r"); if (!fp ) pos = (int) ftell ( fp ); fseek ( fp, 0, SEEK_END ); shadersize = ( int ) ftell ( fp ) - pos; //move to end //calculates file size

2 fseek ( fp, 0, SEEK_SET ); //rewind to beginning if ( shadersize <= 0 ) printf("shader %s empty\n", filename); *shader = (GLchar *) malloc( shadersize + 1); // Read the source code count = (int) fread(*shader, 1, shadersize, fp); (*shader)[count] = '\0'; if (ferror(fp)) count = 0; fclose(fp); return 1; // public int installshaders(const GLchar *vertex, const GLchar *fragment) GLint vertcompiled, fragcompiled; // status values GLint linked; // Create a vertex shader object and a fragment shader object vertexshaderobject = glcreateshader(gl_vertex_shader); fragmentshaderobject = glcreateshader(gl_fragment_shader); // Load source code strings into shaders, compile and link glshadersource(vertexshaderobject, 1, &vertex, NULL); glshadersource(fragmentshaderobject, 1, &fragment, NULL); glcompileshader(vertexshaderobject); glgetshaderiv(vertexshaderobject, GL_COMPILE_STATUS, &vertcompiled); glcompileshader( fragmentshaderobject ); glgetshaderiv( fragmentshaderobject, GL_COMPILE_STATUS, &fragcompiled); if (!vertcompiled!fragcompiled) // Create a program object and attach the two compiled shaders

3 programobject = glcreateprogram(); glattachshader( programobject, vertexshaderobject); glattachshader( programobject, fragmentshaderobject); // Link the program object gllinkprogram(programobject); glgetprogramiv(programobject, GL_LINK_STATUS, &linked); if (!linked) // Install program object as part of current state gluseprogram(programobject); //check log GLchar log[1000]; GLsizei len; glgetshaderinfolog(vertexshaderobject, 1000, &len, log); printf("vert Shader Info Log: %s\n", log); glgetprograminfolog(programobject, 1000, &len, log); printf("program Info Log: %s\n", log); return 1; int init(void) glclearcolor(1, 1, 1, 1); const char *version; GLchar *VertexShaderSource, *FragmentShaderSource; int loadstatus = 0; version = (const char *) glgetstring(gl_version); if (version[0] < '2' version[1]!= '.') printf("this program requires OpenGL >= 2.x, found %s\n", version); exit(1); readshadersource( (char *) "morph.vert", &VertexShaderSource ); readshadersource((char *) "tests.frag", &FragmentShaderSource ); loadstatus = installshaders(vertexshadersource, FragmentShaderSource); printf("loadstatus=%d\n", loadstatus ); tparam = glgetuniformlocation ( programobject, "t" ); Vertex2Param = glgetattriblocation ( programobject, "Vertex2" );

4 return loadstatus; static void Reshape(int width, int height) glviewport(0, 0, width, height); glmatrixmode(gl_projection); glloadidentity(); glfrustum(-5.0, 5.0, -5.0, 5.0, 5.0, 25.0); glmatrixmode(gl_modelview); glloadidentity(); gltranslatef(0.0f, 0.0f, -15.0f); void CleanUp(void) gldeleteshader(vertexshaderobject); gldeleteshader(fragmentshaderobject); gldeleteprogram(programobject); glutdestroywindow(win); static void Idle(void) //float t = glutget ( GLUT_ELAPSED_TIME ); // while ( t > 3000 ) t -= 3000; // gluniform1f( tparam, t ); //glutpostredisplay(); static void Key(unsigned char key, int x, int y) switch(key) case 27: CleanUp(); exit(0); break; case 't': if ( tvalue < 1 ) tvalue += 0.05; gluniform1f( tparam, tvalue ); printf("tvalue = %f\n", tvalue ); break; case 'T': if ( tvalue >= 0.05 ) tvalue -= 0.05; gluniform1f( tparam, tvalue ); break;

5 glutpostredisplay(); // void makefigures( float A[][3], float B[][3] ) A[0][0] = 0; A[0][1] = -6; A[1][0] = 1.5; A[1][1] = 0; A[2][0] = 4.5; A[2][1] = 0; A[3][0] = 6; A[3][1] = -6; A[4][0] = 4.25; A[4][1] = -6; A[5][0] = 4; A[5][1] = -4.5; A[6][0] = 2; A[6][1] = -4.5; A[7][0] = 1.75; A[7][1] = -6; A[8][0] = 0; A[8][1] = -6; B[0][0] = -1; B[0][1] = 2; B[1][0] = -1; B[1][1] = 5; B[2][0] = -1; B[2][1] = 8; B[3][0] = 2; B[3][1] = 8; B[4][0] = 2; B[4][1] = 5.25; B[5][0] = 0.5; B[5][1] = 5; B[6][0] = 2; B[6][1] = 4.75; B[7][0] = 2; B[7][1] = 2; B[8][0] = -1; B[8][1] = 2; void makecentertop( float C[][3], float D[][3]) C[0][0] = 2; C[0][1] = -3; C[1][0] = 2.5; C[1][1] = -1.75; C[2][0] = 3.5; C[2][1] = -1.75; C[3][0] = 4; C[3][1] = -3; C[4][0] = 2; C[4][1] = -3; D[0][0] = 0; D[0][1] = ; D[1][0] = 0; D[1][1] = 6.625; D[2][0] = 1; D[2][1] = 6.625; D[3][0] = 1; D[3][1] = ; D[4][0] = 0; D[4][1] = ; void makecenterbottom( float E[][3], float F[][3]) E[0][0] = 2; E[0][1] = -3; E[1][0] = 2.5; E[1][1] = -1.75; E[2][0] = 3.5; E[2][1] = -1.75; E[3][0] = 4; E[3][1] = -3; E[4][0] = 2; E[4][1] = -3; F[0][0] = 0; F[0][1] = 3.375; F[1][0] = 0; F[1][1] = ; F[2][0] = 1; F[2][1] = ; F[3][0] = 1; F[3][1] = 3.375; F[4][0] = 0; F[4][1] = 3.375; void display(void) GLfloat vec[4]; glclear(gl_color_buffer_bit GL_DEPTH_BUFFER_BIT); glclearcolor( 1.0, 1.0, 1.0, 0.0 ); //get white background color glcolor3f ( 1, 0, 0 ); //red, this will have no effect if shader is loaded

6 glpolygonmode( GL_FRONT, GL_LINE ); glpolygonmode( GL_BACK, GL_LINE ); int N = 9; int Nu = 5; GLfloat A[N][3], B[N][3]; //GLfloat C[N][3], D[N][3]; //GLfloat E[N][3], F[N][3]; GLfloat C[Nu][3], D[Nu][3]; GLfloat E[Nu][3], F[Nu][3]; makefigures( A, B ); makecentertop(c, D); makecenterbottom(e, F); gluniform1f ( tparam, tvalue ); glbegin ( GL_POLYGON ); for ( int i = 0; i < N; ++i ) glvertexattrib3fv ( Vertex2Param, &B[i][0] ); //send second object vertex to vertex shader glvertex2fv ( A[i] ); //vertex of first object glbegin ( GL_POLYGON ); for ( int i = 0; i < Nu; ++i ) glvertexattrib3fv ( Vertex2Param, &D[i][0] ); //send second object vertex to vertex shader glvertex2fv ( C[i] ); //vertex of first object glbegin ( GL_POLYGON ); for ( int i = 0; i < Nu; ++i ) glvertexattrib3fv ( Vertex2Param, &F[i][0] ); //send second object vertex to vertex shader glvertex2fv ( E[i] ); //vertex of first object glutswapbuffers(); glflush(); int main(int argc, char *argv[]) int success = 0; glutinit(&argc, argv); glutinitwindowposition( 0, 0); glutinitwindowsize(500, 500); glutinitdisplaymode(glut_rgb GLUT_DOUBLE GLUT_DEPTH); win = glutcreatewindow(argv[0]); glutreshapefunc(reshape); glutkeyboardfunc(key);

7 glutdisplayfunc(display); glutidlefunc(idle); // Initialize the "OpenGL Extension Wrangler" library glewinit(); success = init(); if ( success ) glutmainloop(); //morph.vert: morphing vertex uniform float t; //value provided by application program attribute vec4 Vertex2; void main(void) vec4 f = vec4 ( mix(gl_vertex.xy, Vertex2.xy, t ), 0.0, 1.0 ); //f = Vertex*(1-t) + Vertex2*t gl_position = gl_modelviewprojectionmatrix * f; //tests.frag //a minimal fragment shader void main(void) gl_fragcolor = vec4(0, 0, 1, 0); //blue

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9 2. Write a shader program that animates the rotation of a square about the z-axis. (the square rotates when you are holding down the mouse and moving the mouse) / Karl Z Maier // HW1 Part 2 #include <stdlib.h> #include <stdio.h> #include <string.h> #include <fcntl.h> #include <sys/types.h> #include <unistd.h> #define GLEW_STATIC 1 #include <GL/glew.h> #include <GL/glu.h> #include <GL/glut.h> #include <iostream> using namespace std; static float xrot = 0.0, yrot = 0.0, zrot = 0.0; // Angles to rotate the tetrahedron. GLuint programobject = 0; GLuint vertexshaderobject = 0; GLuint fragmentshaderobject = 0; static GLint win = 0; int readshadersource(char *filename, GLchar **shader ) // Allocate memory to hold the source of our shaders. FILE *fp; int count, pos, shadersize; fp = fopen( filename, "r"); if (!fp ) pos = (int) ftell ( fp ); fseek ( fp, 0, SEEK_END ); //move to end shadersize = ( int ) ftell ( fp ) - pos; //calculates file size fseek ( fp, 0, SEEK_SET ); //rewind to beginning if ( shadersize <= 0 ) printf("shader %s empty\n", filename);

10 *shader = (GLchar *) malloc( shadersize + 1); // Read the source code count = (int) fread(*shader, 1, shadersize, fp); (*shader)[count] = '\0'; if (ferror(fp)) count = 0; fclose(fp); return 1; void checkerror() char *infolog; int infolen, len; unsigned int shaders[2] = vertexshaderobject, fragmentshaderobject; char names[][50] = "Vertex shader", "Fragment shader"; for ( int i = 0; i < 2; i++ ) glgetshaderiv( shaders[i], GL_INFO_LOG_LENGTH, &infolen); if ( infolen > 0 ) infolog = (char *) malloc ( infolen + 1 ); glgetshaderinfolog ( shaders[i], infolen, &len, infolog ); printf("\n***** %s: %s\n", names[i], infolog ); delete infolog; // public int installshaders(const GLchar *vertex, const GLchar *fragment) GLint vertcompiled, fragcompiled; // status values GLint linked; // Create a vertex shader object and a fragment shader object vertexshaderobject = glcreateshader(gl_vertex_shader); fragmentshaderobject = glcreateshader(gl_fragment_shader); // Load source code strings into shaders, compile and link

11 glshadersource(vertexshaderobject, 1, &vertex, NULL); glshadersource(fragmentshaderobject, 1, &fragment, NULL); glcompileshader(vertexshaderobject); glgetshaderiv(vertexshaderobject, GL_COMPILE_STATUS, &vertcompiled); glcompileshader( fragmentshaderobject ); glgetshaderiv( fragmentshaderobject, GL_COMPILE_STATUS, &fragcompiled); checkerror(); printf("vertcompiled, fragcompiled: %d, %d\n", vertcompiled, fragcompiled); if (!vertcompiled!fragcompiled) // Create a program object and attach the two compiled shaders programobject = glcreateprogram(); glattachshader( programobject, vertexshaderobject); glattachshader( programobject, fragmentshaderobject); // Link the program object gllinkprogram(programobject); glgetprogramiv(programobject, GL_LINK_STATUS, &linked); printf("linked=%d\n"); if (!linked) // Install program object as part of current state gluseprogram(programobject); return 1; int init(void) glclear(gl_color_buffer_bit GL_DEPTH_BUFFER_BIT); glclearcolor( 1.0, 1.0, 1.0, 1.0 ); const char *version; GLchar *VertexShaderSource, *FragmentShaderSource; int loadstatus = 0; version = (const char *) glgetstring(gl_version); if (version[0] < '2' version[1]!= '.') printf("this program requires OpenGL > 2.x, found %s\n", version); exit(1); printf("version=%s\n", version );

12 readshadersource((char *) "vertex.vert", &VertexShaderSource ); readshadersource( (char *) "fragment.frag", &FragmentShaderSource ); loadstatus = installshaders(vertexshadersource, FragmentShaderSource); char names[][20] = "color0", "color1"; int loc[2]; for ( int i = 0; i < 3; i++ ) loc[i] = glgetuniformlocation (programobject, names[i] ); if ( loc[i] < 0 ) cout << "No such name: " << names[i] << endl; gluniform4f ( loc[0], 0.0, 1, 0, 1 ); gluniform4f ( loc[1], 0.0, 0.0, 1.0, 1 ); //Green //Blue return loadstatus; //drawing the Square void drawsquare() GLfloat vec[4]; int vertexvalueloc; vertexvalueloc = glgetattriblocation ( programobject, "vertexvalue" ); glbegin(gl_triangles); glvertexattrib1f(vertexvalueloc, 0.3); glvertex3f(1, 1, 1); glvertex3f(1, -1, 1); glvertex3f(-1, -1, 1); glvertexattrib1f(vertexvalueloc, 0.3); glvertex3f(-1, -1, 1); glvertex3f(-1, 1, 1); glvertex3f(1, 1, 1); static void Reshape(int width, int height) glviewport(0, 0, width, height); glmatrixmode(gl_projection); glloadidentity(); glfrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 25.0); glmatrixmode(gl_modelview); glloadidentity(); gltranslatef(0.0f, 0.0f, -15.0f);

13 void display(void) GLfloat vec[4]; glclear(gl_color_buffer_bit GL_DEPTH_BUFFER_BIT); glclearcolor( 1.0, 1.0, 1.0, 1.0 ); //white background color // Used to rotate glrotatef(zrot, 0.0f, 0.0f, 1.0f); drawsquare(); // Draws Square glutswapbuffers(); glflush(); void CleanUp(void) gldeleteshader(vertexshaderobject); gldeleteshader(fragmentshaderobject); gldeleteprogram(programobject); glutdestroywindow(win); // Making the square move void MouseMotion( int mousex, int mousey) GLint x = mousex; GLint y = mousey; if (x) zrot += 5.0; if (zrot > 360.0) zrot -= 360.0; glutpostredisplay(); glflush(); int main(int argc, char *argv[]) int success = 0; glutinit(&argc, argv); glutinitwindowposition( 0, 0); glutinitwindowsize(500, 500); glutinitdisplaymode(glut_rgb GLUT_DOUBLE GLUT_DEPTH); win = glutcreatewindow("hw1 Part 2"); glutreshapefunc(reshape); glutmotionfunc(mousemotion); glutdisplayfunc(display);

14 // Initialize the "OpenGL Extension Wrangler" library glewinit(); success = init(); printf("success=%d\n", success ); if ( success ) glutmainloop(); // prt2.vert attribute float vertexvalue; attribute float xaxis; attribute float yaxis; attribute float zaxis; varying float weight; //pass from vertex shader to fragment shader void main(void) vec4 v4; v4 = gl_vertex; mat4 m0 = mat4 ( 1, 0, 0, 0, // first col 0, 1, 0, 0, // 2nd col 0, 0, 1, 0, // 3rd col 0, 0, 0, 1 ); // 4th col weight = vertexvalue; v4 = m0 * v4; gl_position = gl_projectionmatrix * gl_modelviewmatrix * v4; //prt2.frag uniform vec4 color0; uniform vec4 color1; varying float weight; // from vertex shader void main(void) vec4 color = mix ( color0, color1, weight ); gl_fragcolor = color; // color

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16 3. Write a vertex shader program that will bounce a sphere whose initial velocity and position are provided by the application program. Hint: You can use the reflect() function to compute the new direction of the ball after it hits the floor. Best if its vertical speed could be reduced by a constant value, the coefficient of restitutions, each time that it hits the floor. #include <stdlib.h> #include <stdio.h> #include <string.h> #include <fcntl.h> #include <sys/types.h> #include <unistd.h> #define GLEW_STATIC 1 #include <GL/glew.h> #include <GL/glu.h> #include <GL/glut.h> using namespace std; /* Global handles for the currently active program object, with its two shader objects */ GLuint programobject = 0; GLuint vertexshaderobject = 0; GLuint fragmentshaderobject = 0; static GLint win = 0; GLuint timeparam; GLuint velparam; //parameters for sending to vertex shader //parameters for sending to vertex shader int readshadersource(char *filename, GLchar **shader ) // Allocate memory to hold the source of our shaders. FILE *fp; int count, pos, shadersize; fp = fopen( filename, "r"); if (!fp ) pos = (int) ftell ( fp ); fseek ( fp, 0, SEEK_END ); shadersize = ( int ) ftell ( fp ) - pos; fseek ( fp, 0, SEEK_SET ); //move to end //calculates file size //rewind to beginning

17 if ( shadersize <= 0 ) printf("shader %s empty\n", filename); *shader = (GLchar *) malloc( shadersize + 1); // Read the source code count = (int) fread(*shader, 1, shadersize, fp); (*shader)[count] = '\0'; if (ferror(fp)) count = 0; fclose(fp); return 1; // public int installshaders(const GLchar *vertex, const GLchar *fragment) GLint vertcompiled, fragcompiled; // status values GLint linked; // Create a vertex shader object and a fragment shader object vertexshaderobject = glcreateshader(gl_vertex_shader); fragmentshaderobject = glcreateshader(gl_fragment_shader); // Load source code strings into shaders, compile and link glshadersource(vertexshaderobject, 1, &vertex, NULL); glshadersource(fragmentshaderobject, 1, &fragment, NULL); glcompileshader(vertexshaderobject); glgetshaderiv(vertexshaderobject, GL_COMPILE_STATUS, &vertcompiled); glcompileshader( fragmentshaderobject ); glgetshaderiv( fragmentshaderobject, GL_COMPILE_STATUS, &fragcompiled); if (!vertcompiled!fragcompiled) // Create a program object and attach the two compiled shaders programobject = glcreateprogram();

18 glattachshader( programobject, vertexshaderobject); glattachshader( programobject, fragmentshaderobject); // Link the program object gllinkprogram(programobject); glgetprogramiv(programobject, GL_LINK_STATUS, &linked); if (!linked) // Install program object as part of current state gluseprogram(programobject); //check log GLchar log[1000]; GLsizei len; glgetshaderinfolog(vertexshaderobject, 1000, &len, log); printf("vert Shader Info Log: %s\n", log); glgetprograminfolog(programobject, 1000, &len, log); printf("program Info Log: %s\n", log); return 1; int init(void) const char *version; GLchar *VertexShaderSource, *FragmentShaderSource; int loadstatus = 0; version = (const char *) glgetstring(gl_version); if (version[0]!= '2' version[1]!= '.') printf("this program requires OpenGL 2.x, found %s\n", version); // exit(1); readshadersource( (char *) "particle.vert", &VertexShaderSource ); readshadersource((char *) "tests.frag", &FragmentShaderSource ); loadstatus = installshaders(vertexshadersource, FragmentShaderSource); timeparam = glgetuniformlocation ( programobject, "time" ); velparam = glgetattriblocation ( programobject, "vel" ); return loadstatus; static void Reshape(int width, int height)

19 glviewport(0, 0, width, height); glmatrixmode(gl_projection); glloadidentity(); glfrustum(-5.0, 5.0, -5.0, 5.0, 5.0, 25.0); glmatrixmode(gl_modelview); glloadidentity(); gltranslatef(0.0f, 0.0f, -15.0f); void CleanUp(void) gldeleteshader(vertexshaderobject); gldeleteshader(fragmentshaderobject); gldeleteprogram(programobject); glutdestroywindow(win); static void Idle(void) float t = glutget ( GLUT_ELAPSED_TIME ); while ( t > 3000 ) t -= 3000; gluniform1f( timeparam, t ); glutpostredisplay(); static void Key(unsigned char key, int x, int y) switch(key) case 27: CleanUp(); exit(0); break; glutpostredisplay(); void display(void) GLfloat vec[4]; glclear(gl_color_buffer_bit GL_DEPTH_BUFFER_BIT); glclearcolor( 1.0, 1.0, 1.0, 0.0 ); //get white background color glcolor3f ( 0, 0, 1 ); // Ball glpointsize ( 20 ); //"shoot" a particle at 45 degrees glenable(gl_point_smooth); //Smooths Point to a sphere

20 glbegin ( GL_POINTS ); //need "GL_POINTS"; "GL_POINT" does not work glvertexattrib3f ( velparam, 10, 10, 0 ); //send vel to vertex shader glvertex2f ( -15, 0 ); //starting position of particle glutswapbuffers(); glflush(); int main(int argc, char *argv[]) int success = 0; glutinit(&argc, argv); glutinitwindowposition( 0, 0); glutinitwindowsize(500, 500); glutinitdisplaymode(glut_rgb GLUT_DOUBLE GLUT_DEPTH); win = glutcreatewindow("ball"); glutreshapefunc(reshape); glutkeyboardfunc(key); glutdisplayfunc(display); glutidlefunc(idle); // Initialize the "OpenGL Extension Wrangler" library glewinit(); success = init(); if ( success ) glutmainloop(); //vert uniform float time; attribute vec3 vel; //value provided by application program //value provided by application program void main(void) float s = ; //scale factor float g = -10.0; float t; t = time / s; //time in ms vec4 object_pos = gl_vertex; //starting position object_pos.x = object_pos.x + vel.x*t; object_pos.y = object_pos.y + vel.y*t + g/(2.0)*t*t;

21 object_pos.z = object_pos.z + vel.z*t; gl_position = gl_modelviewprojectionmatrix * object_pos;

22 4. Approximate the shape of America by a polygon. Find from the Internet or other sources the population density of America. Write a shader program to show briefly America's population distribution with red color indicating an area densely populated, green indicating moderately populated, and white indicating sparsely populated. glcolor3f(1, 0, 0); glbegin (GL_POLYGON); glvertex2f(25, 25); glvertex2f(20, 25); glvertex2f(15, 35); glvertex2f(10, 40); glvertex2f(5, 50); glvertex2f(5, 60); glvertex2f(7.5, 70); glvertex2f(7.5, 80); glvertex2f(5, 85); glvertex2f(10, 90); glvertex2f(25, 90); glvertex2f(25, 25); glcolor3f(0, 1, 0); glbegin(gl_polygon); glvertex2f(25, 60); glvertex2f(65, 60); glvertex2f(65, 15); glvertex2f(60, 10); glvertex2f(55, 15); glvertex2f(50, 25); glvertex2f(45, 25); glvertex2f(40, 20); glvertex2f(35, 20); glvertex2f(25, 25); glvertex2f(25, 60); glcolor3f(1, 1, 1); glbegin(gl_polygon); glvertex2f(25, 60); glvertex2f(25, 90); glvertex2f(80, 90); glvertex2f(90, 87.5); glvertex2f(85, 80); glvertex2f(85, 40);

23 glvertex2f(65, 40); glvertex2f(65, 60); glvertex2f(25, 60); glcolor3f(1, 0, 0); glbegin(gl_polygon); glvertex2f(65, 15); glvertex2f(65, 40); glvertex2f(110, 40); glvertex2f(110, 15); glvertex2f(105, 15); glvertex2f(105, 20); glvertex2f(95, 20); glvertex2f(90, 15); glvertex2f(85, 15); glvertex2f(80, 5); glvertex2f(70, 15); glvertex2f(65, 15); glcolor3f(0, 1, 0); glbegin(gl_polygon); glvertex2f(85, 40); glvertex2f(85, 80); glvertex2f(95, 85); glvertex2f(100, 80); glvertex2f(105, 85); glvertex2f(100, 80); glvertex2f(110, 70); glvertex2f(110, 40); glvertex2f(85, 40); glcolor3f(1, 0, 0); glbegin(gl_polygon); glvertex2f(110, 55); glvertex2f(110, 80); glvertex2f(115, 85); glvertex2f(115, 70); glvertex2f(125, 80); glvertex2f(130, 80); glvertex2f(135, 85); glvertex2f(145, 85); glvertex2f(150, 80); glvertex2f(155, 70); glvertex2f(155, 65); glvertex2f(145, 55); glvertex2f(110, 55);

24 glcolor3f(1, 1, 1); glbegin(gl_polygon); glvertex2f(135, 85); glvertex2f(140, 95); glvertex2f(140, 100); glvertex2f(145, 105); glvertex2f(150, 100); glvertex2f(150, 90); glvertex2f(145, 85); glvertex2f(135, 80); glcolor3f(0, 1, 0); glbegin(gl_polygon); glvertex2f(110, 55); glvertex2f(145, 55); glvertex2f(155, 45); glvertex2f(155, 40); glvertex2f(145, 30); glvertex2f(110, 30); glvertex2f(110, 55); glcolor3f(1, 0, 0); glbegin(gl_polygon); glvertex2f(110, 15); glvertex2f(110, 30); glvertex2f(145, 30); glvertex2f(140, 25); glvertex2f(155, 15); glvertex2f(155, 5); glvertex2f(150, 5); glvertex2f(140, 10); glvertex2f(130, 20); glvertex2f(125, 15); glvertex2f(120, 20); glvertex2f(110, 15); // prt4.vertex attribute float vertexvalue; varying float weight; //pass from vertex shader to fragment shader void main(void)

25 vec4 v4; v4 = gl_vertex; mat4 m0 = mat4 ( 1, 0, 0, 0, // first col 0, 1, 0, 0, // 2nd col 0, 0, 1, 0, // 3rd col 0, 0, 0, 1 ); // 4th col weight = vertexvalue; v4 = m0 * v4; gl_position = gl_projectionmatrix * gl_modelviewmatrix * v4; I have completed all parts of the homework. Because my work is not perfect, I am giving myself 57 points.

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