From f9ad6fa902c1167d7622ee7af2617d14b62bee21 Mon Sep 17 00:00:00 2001
From: pryazha <pryadeiniv@mail.ru>
Date: Wed, 19 Feb 2025 22:26:48 +0500
Subject: quite a lot of changes that I, of course, are not going to describe;)

---
 advanced_opengl/8.geometry_shader/geometry_shader  | Bin 1282768 -> 1288776 bytes
 .../8.geometry_shader/geometry_shader.c            | 611 ++++++++++-----------
 .../8.geometry_shader/shaders/base.frag            |  10 +
 advanced_opengl/8.geometry_shader/shaders/base.fs  |  11 -
 .../8.geometry_shader/shaders/base.geom            |  26 +
 advanced_opengl/8.geometry_shader/shaders/base.gs  |  27 -
 .../8.geometry_shader/shaders/base.vert            |  13 +
 advanced_opengl/8.geometry_shader/shaders/base.vs  |  14 -
 .../8.geometry_shader/shaders/basic.frag           |  12 +
 advanced_opengl/8.geometry_shader/shaders/basic.fs |  13 -
 .../8.geometry_shader/shaders/basic.vert           |  15 +
 advanced_opengl/8.geometry_shader/shaders/basic.vs |  16 -
 .../8.geometry_shader/shaders/explosion.frag       |  12 +
 .../8.geometry_shader/shaders/explosion.fs         |  13 -
 .../8.geometry_shader/shaders/explosion.geom       |  41 ++
 .../8.geometry_shader/shaders/explosion.gs         |  44 --
 .../8.geometry_shader/shaders/explosion.vert       |  17 +
 .../8.geometry_shader/shaders/explosion.vs         |  18 -
 .../8.geometry_shader/shaders/normals.frag         |   8 +
 .../8.geometry_shader/shaders/normals.fs           |   9 -
 .../8.geometry_shader/shaders/normals.geom         |  42 ++
 .../8.geometry_shader/shaders/normals.gs           |  44 --
 .../8.geometry_shader/shaders/normals.vert         |  17 +
 .../8.geometry_shader/shaders/normals.vs           |  18 -
 24 files changed, 499 insertions(+), 552 deletions(-)
 create mode 100644 advanced_opengl/8.geometry_shader/shaders/base.frag
 delete mode 100644 advanced_opengl/8.geometry_shader/shaders/base.fs
 create mode 100644 advanced_opengl/8.geometry_shader/shaders/base.geom
 delete mode 100644 advanced_opengl/8.geometry_shader/shaders/base.gs
 create mode 100644 advanced_opengl/8.geometry_shader/shaders/base.vert
 delete mode 100644 advanced_opengl/8.geometry_shader/shaders/base.vs
 create mode 100644 advanced_opengl/8.geometry_shader/shaders/basic.frag
 delete mode 100644 advanced_opengl/8.geometry_shader/shaders/basic.fs
 create mode 100644 advanced_opengl/8.geometry_shader/shaders/basic.vert
 delete mode 100644 advanced_opengl/8.geometry_shader/shaders/basic.vs
 create mode 100644 advanced_opengl/8.geometry_shader/shaders/explosion.frag
 delete mode 100644 advanced_opengl/8.geometry_shader/shaders/explosion.fs
 create mode 100644 advanced_opengl/8.geometry_shader/shaders/explosion.geom
 delete mode 100644 advanced_opengl/8.geometry_shader/shaders/explosion.gs
 create mode 100644 advanced_opengl/8.geometry_shader/shaders/explosion.vert
 delete mode 100644 advanced_opengl/8.geometry_shader/shaders/explosion.vs
 create mode 100644 advanced_opengl/8.geometry_shader/shaders/normals.frag
 delete mode 100644 advanced_opengl/8.geometry_shader/shaders/normals.fs
 create mode 100644 advanced_opengl/8.geometry_shader/shaders/normals.geom
 delete mode 100644 advanced_opengl/8.geometry_shader/shaders/normals.gs
 create mode 100644 advanced_opengl/8.geometry_shader/shaders/normals.vert
 delete mode 100644 advanced_opengl/8.geometry_shader/shaders/normals.vs

(limited to 'advanced_opengl/8.geometry_shader')

diff --git a/advanced_opengl/8.geometry_shader/geometry_shader b/advanced_opengl/8.geometry_shader/geometry_shader
index 77fcab4..0bea785 100755
Binary files a/advanced_opengl/8.geometry_shader/geometry_shader and b/advanced_opengl/8.geometry_shader/geometry_shader differ
diff --git a/advanced_opengl/8.geometry_shader/geometry_shader.c b/advanced_opengl/8.geometry_shader/geometry_shader.c
index 678708c..f242709 100644
--- a/advanced_opengl/8.geometry_shader/geometry_shader.c
+++ b/advanced_opengl/8.geometry_shader/geometry_shader.c
@@ -2,338 +2,299 @@
 #include "GLFW/glfw3.h"
 
 #include "pwyazh.h"
-
 #include "pwyazh_GL.h"
 
 #include "common.h"
 
-#include <unistd.h>
-
-#define WIDTH 1024
-#define HEIGHT 768
-
-static F32 dt;
-static Input input;
-
-void
-key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
+void draw_cube(U32 cube_vao, U32 texture)
 {
-    switch (action)
-    {
-        case GLFW_PRESS: {
-            switch (key)
-            {
-                case GLFW_KEY_SPACE: {
-                    input.jump.state = KeyState_PRESS;
-                } break;
-            }
-        } break;
-        
-        case GLFW_RELEASE: {
-            switch (key)
-            {
-                case GLFW_KEY_SPACE: {
-                    input.jump.state = KeyState_RELEASE;
-                } break;
-            }
-        } break;
-    }
+	glBindVertexArray(cube_vao);
+	glBindTexture(GL_TEXTURE_2D, texture);
+	glDrawArrays(GL_TRIANGLES, 0, 36);
+	glBindTexture(GL_TEXTURE_2D, 0);
+	glBindVertexArray(0);
 }
 
-void
-draw_cube(U32 cube_vao, U32 texture)
+int main(void)
 {
-    glBindVertexArray(cube_vao);
-    glBindTexture(GL_TEXTURE_2D, texture);
-    glDrawArrays(GL_TRIANGLES, 0, 36);
-    glBindTexture(GL_TEXTURE_2D, 0);
-    glBindVertexArray(0);
-}
+	GLFWwindow *window;
+	State state;
+	S32 width, height;
+	Input input;
 
-int
-main(void)
-{
-    GLFWwindow *window;
-    
-    if (glfwInit() == GLFW_FALSE)
-    {
-        fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
-        return(1);
-    }
-    
-    glfwWindowHint(GLFW_RESIZABLE, 0);
-    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
-    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
-    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
-    window = glfwCreateWindow(WIDTH, HEIGHT, "depth testing", 0, 0);
-    if (!window)
-    {
-        fprintf(stderr, "[ERROR] Failed to create window.\n");
-        glfwTerminate();
-        return(1);
-    }
-    
-    glfwMakeContextCurrent(window);
-    
-    glfwSetKeyCallback(window, key_callback);
-    
-    if (glewInit() != GLEW_OK)
-    {
-        fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
-        glfwTerminate();
-        return(1);
-    }
-    
-    glEnable(GL_DEPTH_TEST);
-    
-    U32 shader = create_shader_program_geom("shaders/base.vs",
-                                            "shaders/base.fs",
-                                            "shaders/base.gs");
-    U32 explosion_shader = create_shader_program_geom("shaders/explosion.vs",
-                                                      "shaders/explosion.fs",
-                                                      "shaders/explosion.gs");
-    U32 normals_shader = create_shader_program_geom("shaders/normals.vs",
-                                                    "shaders/normals.fs",
-                                                    "shaders/normals.gs");
-    U32 basic_shader = create_shader_program("shaders/basic.vs", "shaders/basic.fs");
-    
-    U32 grid_texture = load_texture("../../data/textures/grid.png");
-    
-    F32 points[] = {
-        -0.5f,  0.5f, 1.0f, 0.0f, 0.0f,
-        0.5f,  0.5f, 0.0f, 1.0f, 0.0f,
-        0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
-        -0.5f, -0.5f, 1.0f, 1.0f, 0.0f
-    };
-    
-    GLuint points_vao, vbo;
-    glGenVertexArrays(1, &points_vao);
-    glBindVertexArray(points_vao);
-    glGenBuffers(1, &vbo);
-    glBindBuffer(GL_ARRAY_BUFFER, vbo);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
-    glEnableVertexAttribArray(0);
-    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
-    glEnableVertexAttribArray(1);
-    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32)));
-    glBindVertexArray(0);
-    
-    F32 a = 0.5f;
-    /* NOTE(pryazha): Counter-clockwise order */
-    F32 cube_vertices[] = {
-        /* NOTE(pryazha): Back face */
-        a, -a, -a,  0.0f, 0.0f, /* bottom-left */
-        -a,  a, -a,  1.0f, 1.0f, /* top-right */
-        a,  a, -a,  0.0f, 1.0f, /* top-left */
-        a, -a, -a,  0.0f, 0.0f, /* bottom-left */
-        -a, -a, -a,  1.0f, 0.0f, /* bottom-right */
-        -a,  a, -a,  1.0f, 1.0f, /* top-right */
-        
-        /* NOTE(pryazha): Front face */
-        -a, -a,  a,  0.0f, 0.0f, /* bottom-left */
-        a,  a,  a,  1.0f, 1.0f, /* top-right */
-        -a,  a,  a,  0.0f, 1.0f, /* top-left */
-        -a, -a,  a,  0.0f, 0.0f, /* bottom-left */
-        a, -a,  a,  1.0f, 0.0f, /* bottom-right */
-        a,  a,  a,  1.0f, 1.0f, /* top-right */
-        
-        /* NOTE(pryazha): Left face */
-        -a, -a, -a,  0.0f, 0.0f, /* bottom-left */
-        -a,  a,  a,  1.0f, 1.0f, /* top-right */
-        -a,  a, -a,  0.0f, 1.0f, /* top-left */
-        -a, -a, -a,  0.0f, 0.0f, /* bottom-left */
-        -a, -a,  a,  1.0f, 0.0f, /* bottom-right */
-        -a,  a,  a,  1.0f, 1.0f, /* top-right */
-        
-        /* NOTE(pryazha): Right face */
-        a, -a,  a,  0.0f, 0.0f, /* bottom-left */
-        a,  a, -a,  1.0f, 1.0f, /* top-right */
-        a,  a,  a,  0.0f, 1.0f, /* top-left */
-        a, -a,  a,  0.0f, 0.0f, /* bottom-left */
-        a, -a, -a,  1.0f, 0.0f, /* bottom-right */
-        a,  a, -a,  1.0f, 1.0f, /* top-right */
-        
-        /* NOTE(pryazha): Top face */
-        -a,  a,  a,  0.0f, 0.0f, /* bottom-left */
-        a,  a, -a,  1.0f, 1.0f, /* top-right */
-        -a,  a, -a,  0.0f, 1.0f, /* top-left */
-        -a,  a,  a,  0.0f, 0.0f, /* bottom-left */
-        a,  a,  a,  1.0f, 0.0f, /* bottom-right */
-        a,  a, -a,  1.0f, 1.0f, /* top-right */
-        
-        /* NOTE(pryazha): Bottom face */
-        -a, -a, -a,  0.0f, 0.0f, /* bottom-left */
-        a, -a,  a,  1.0f, 1.0f, /* top-right */
-        -a, -a,  a,  0.0f, 1.0f, /* top-left */
-        -a, -a, -a,  0.0f, 0.0f, /* bottom-left */
-        a, -a, -a,  1.0f, 0.0f, /* bottom-right */
-        a, -a,  a,  1.0f, 1.0f, /* top-right */
-    };
-    
-    U32 cube_vao;
-    glGenVertexArrays(1, &cube_vao);
-    glBindVertexArray(cube_vao);
-    glGenBuffers(1, &vbo);
-    glBindBuffer(GL_ARRAY_BUFFER, vbo);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
-    glEnableVertexAttribArray(0);
-    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
-    glEnableVertexAttribArray(1);
-    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32)));
-    glBindVertexArray(0);
-    
-    F32 vertices[] = {
-        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,
-        0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  0.0f,
-        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
-        0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
-        -0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  1.0f,
-        -0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,
-        
-        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,
-        0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  0.0f,
-        0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
-        0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
-        -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  1.0f,
-        -0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,
-        
-        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
-        -0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
-        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
-        -0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
-        -0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
-        -0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
-        
-        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
-        0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
-        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
-        0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
-        0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
-        0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
-        
-        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,
-        0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  1.0f,
-        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
-        0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
-        -0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  0.0f,
-        -0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,
-        
-        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f,
-        0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  1.0f,
-        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
-        0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
-        -0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  0.0f,
-        -0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f
-    };
-    
-    U32 normals_cube_vao;
-    glGenVertexArrays(1, &normals_cube_vao);
-    glBindVertexArray(normals_cube_vao);
-    glGenBuffers(1, &vbo);
-    glBindBuffer(GL_ARRAY_BUFFER, vbo);
-    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-    glEnableVertexAttribArray(0);
-    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)0);
-    glEnableVertexAttribArray(1);
-    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(3*sizeof(F32)));
-    glEnableVertexAttribArray(2);
-    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(6*sizeof(F32)));
-    glBindVertexArray(0);
-    
-    F32 target_fps = 60.0f;
-    F32 target_spf = 1.0f/target_fps;
-    
-    F32 last_time = glfwGetTime();
-    F32 time = last_time;
-    
-    S32 scene = 0;
-    
-    while (!glfwWindowShouldClose(window))
-    {
-        glfwPollEvents();
-        
-        /* NOTE(pryazha): Update */
-        if (key_first_press(input.jump))
-        {
-            scene++;
-            scene %= 3;
-        }
-        
-        input_update_last_state(&input);
-        
-        /* NOTE(pryazha): Render */
-        glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
-        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-        
-        if (scene == 0)
-        {
-            glUseProgram(shader);
-            glBindVertexArray(points_vao);
-            glDrawArrays(GL_POINTS, 0, 4);
-            glBindVertexArray(0);
-        }
-        else if (scene == 1)
-        {
-            F32 radius = 2.0f;
-            F32 x = f32_sin(0.5*time)*radius;
-            F32 z = f32_cos(0.5*time)*radius;
-            MAT4 projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f);
-            MAT4 view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
-            MAT4 model = mat4_identity();
-            glUseProgram(explosion_shader);
-            shader_set_mat4fv(explosion_shader, "projection", projection);
-            shader_set_mat4fv(explosion_shader, "view", view);
-            shader_set_mat4fv(explosion_shader, "model", model);
-            shader_set_1f(explosion_shader, "time", time);
-            glBindVertexArray(cube_vao);
-            glBindTexture(GL_TEXTURE_2D, grid_texture);
-            glDrawArrays(GL_TRIANGLES, 0, 36);
-            glBindVertexArray(0);
-        }
-        else
-        {
-            MAT4 projection, view, model;
-            F32 radius, x, z;
-            
-            radius = 2.0f;
-            x = f32_sin(0.5*time)*radius;
-            z = f32_cos(0.5*time)*radius;
-            
-            projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f);
-            view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
-            model = mat4_identity();
-            
-            glUseProgram(basic_shader);
-            shader_set_mat4fv(basic_shader, "projection", projection);
-            shader_set_mat4fv(basic_shader, "view", view);
-            shader_set_mat4fv(basic_shader, "model", model);
-            draw_cube(normals_cube_vao, grid_texture);
-            
-            glUseProgram(normals_shader);
-            shader_set_mat4fv(normals_shader, "projection", projection);
-            shader_set_mat4fv(normals_shader, "view", view);
-            shader_set_mat4fv(normals_shader, "model", model);
-            draw_cube(normals_cube_vao, grid_texture);
-        }
-        
-        glfwSwapBuffers(window);
-        
-        F32 elapsed = glfwGetTime()-last_time;
-        if (elapsed < target_spf)
-        {
-            U32 sleep_time = (U32)(target_spf-elapsed);
-            if (sleep_time > 0)
-                sleep(sleep_time);
-        }
-        F32 current_time = glfwGetTime();
-        dt = current_time-last_time;
-        time += dt;
-        last_time = current_time;
-    }
-    
-    glDeleteBuffers(1, &vbo);
-    glDeleteVertexArrays(1, &points_vao);
-    
-    glfwTerminate();
-    return(0);
+	if (glfwInit() == GLFW_FALSE) {
+		fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
+		return(1);
+	}
+
+	width = 1024;
+	height = 768;
+
+	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+	window = glfwCreateWindow(width, height, "depth testing", 0, 0);
+	if (!window) {
+		fprintf(stderr, "[ERROR] Failed to create window.\n");
+		glfwTerminate();
+		return(1);
+	}
+
+	glfwMakeContextCurrent(window);
+
+	if (glewInit() != GLEW_OK) {
+		fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
+		glfwTerminate();
+		return(1);
+	}
+
+	glEnable(GL_DEPTH_TEST);
+
+	U32 shader = create_shader_program_geom("shaders/base.vert",
+						"shaders/base.frag",
+						"shaders/base.geom");
+	U32 explosion_shader = create_shader_program_geom("shaders/explosion.vert",
+							  "shaders/explosion.frag",
+							  "shaders/explosion.geom");
+	U32 normals_shader = create_shader_program_geom("shaders/normals.vert",
+							"shaders/normals.frag",
+							"shaders/normals.geom");
+	U32 basic_shader = create_shader_program("shaders/basic.vert",
+						 "shaders/basic.frag");
+
+	U32 grid_texture = load_texture("../../data/textures/grid.png");
+
+	F32 points[] = {
+		-0.5f,  0.5f, 1.0f, 0.0f, 0.0f,
+		 0.5f,  0.5f, 0.0f, 1.0f, 0.0f,
+		 0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
+		-0.5f, -0.5f, 1.0f, 1.0f, 0.0f
+	};
+
+	GLuint points_vao, vbo;
+	glGenVertexArrays(1, &points_vao);
+	glBindVertexArray(points_vao);
+	glGenBuffers(1, &vbo);
+	glBindBuffer(GL_ARRAY_BUFFER, vbo);
+	glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
+	glEnableVertexAttribArray(0);
+	glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
+	glEnableVertexAttribArray(1);
+	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32)));
+	glBindVertexArray(0);
+
+	F32 a = 0.5f;
+	/* NOTE(pryazha): Counter-clockwise order */
+	F32 cube_vertices[] = {
+		/* NOTE(pryazha): Back face */
+		 a, -a, -a,  0.0f, 0.0f, /* bottom-left */
+		-a,  a, -a,  1.0f, 1.0f, /* top-right */
+		 a,  a, -a,  0.0f, 1.0f, /* top-left */
+		 a, -a, -a,  0.0f, 0.0f, /* bottom-left */
+		-a, -a, -a,  1.0f, 0.0f, /* bottom-right */
+		-a,  a, -a,  1.0f, 1.0f, /* top-right */
+
+		/* NOTE(pryazha): Front face */
+		-a, -a,  a,  0.0f, 0.0f, /* bottom-left */
+		 a,  a,  a,  1.0f, 1.0f, /* top-right */
+		-a,  a,  a,  0.0f, 1.0f, /* top-left */
+		-a, -a,  a,  0.0f, 0.0f, /* bottom-left */
+		 a, -a,  a,  1.0f, 0.0f, /* bottom-right */
+		 a,  a,  a,  1.0f, 1.0f, /* top-right */
+
+		/* NOTE(pryazha): Left face */
+		-a, -a, -a,  0.0f, 0.0f, /* bottom-left */
+		-a,  a,  a,  1.0f, 1.0f, /* top-right */
+		-a,  a, -a,  0.0f, 1.0f, /* top-left */
+		-a, -a, -a,  0.0f, 0.0f, /* bottom-left */
+		-a, -a,  a,  1.0f, 0.0f, /* bottom-right */
+		-a,  a,  a,  1.0f, 1.0f, /* top-right */
+
+		/* NOTE(pryazha): Right face */
+		 a, -a,  a,  0.0f, 0.0f, /* bottom-left */
+		 a,  a, -a,  1.0f, 1.0f, /* top-right */
+		 a,  a,  a,  0.0f, 1.0f, /* top-left */
+		 a, -a,  a,  0.0f, 0.0f, /* bottom-left */
+		 a, -a, -a,  1.0f, 0.0f, /* bottom-right */
+		 a,  a, -a,  1.0f, 1.0f, /* top-right */
+
+		/* NOTE(pryazha): Top face */
+		-a,  a,  a,  0.0f, 0.0f, /* bottom-left */
+		 a,  a, -a,  1.0f, 1.0f, /* top-right */
+		-a,  a, -a,  0.0f, 1.0f, /* top-left */
+		-a,  a,  a,  0.0f, 0.0f, /* bottom-left */
+		 a,  a,  a,  1.0f, 0.0f, /* bottom-right */
+		 a,  a, -a,  1.0f, 1.0f, /* top-right */
+
+		/* NOTE(pryazha): Bottom face */
+		-a, -a, -a,  0.0f, 0.0f, /* bottom-left */
+		 a, -a,  a,  1.0f, 1.0f, /* top-right */
+		-a, -a,  a,  0.0f, 1.0f, /* top-left */
+		-a, -a, -a,  0.0f, 0.0f, /* bottom-left */
+		 a, -a, -a,  1.0f, 0.0f, /* bottom-right */
+		 a, -a,  a,  1.0f, 1.0f, /* top-right */
+	};
+
+	U32 cube_vao;
+	glGenVertexArrays(1, &cube_vao);
+	glBindVertexArray(cube_vao);
+	glGenBuffers(1, &vbo);
+	glBindBuffer(GL_ARRAY_BUFFER, vbo);
+	glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
+	glEnableVertexAttribArray(0);
+	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
+	glEnableVertexAttribArray(1);
+	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32)));
+	glBindVertexArray(0);
+
+	F32 vertices[] = {
+		-0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,
+		 0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  0.0f,
+		 0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
+		 0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  1.0f,  1.0f,
+		-0.5f,  0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  1.0f,
+		-0.5f, -0.5f, -0.5f,  0.0f,  0.0f, -1.0f,  0.0f,  0.0f,
+
+		-0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,
+		 0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  0.0f,
+		 0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
+		 0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,
+		-0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  1.0f,
+		-0.5f, -0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  0.0f,  0.0f,
+
+		-0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
+		-0.5f,  0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
+		-0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
+		-0.5f, -0.5f, -0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
+		-0.5f, -0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
+		-0.5f,  0.5f,  0.5f, -1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
+
+		 0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
+		 0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  1.0f,
+		 0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
+		 0.5f, -0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  1.0f,
+		 0.5f, -0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  0.0f,  0.0f,
+		 0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f,  0.0f,
+
+		-0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,
+		 0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  1.0f,
+		 0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
+		 0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  1.0f,  0.0f,
+		-0.5f, -0.5f,  0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  0.0f,
+		-0.5f, -0.5f, -0.5f,  0.0f, -1.0f,  0.0f,  0.0f,  1.0f,
+
+		-0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f,
+		 0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  1.0f,
+		 0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
+		 0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f,  0.0f,
+		-0.5f,  0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  0.0f,
+		-0.5f,  0.5f, -0.5f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f
+	};
+
+	U32 normals_cube_vao;
+	glGenVertexArrays(1, &normals_cube_vao);
+	glBindVertexArray(normals_cube_vao);
+	glGenBuffers(1, &vbo);
+	glBindBuffer(GL_ARRAY_BUFFER, vbo);
+	glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+	glEnableVertexAttribArray(0);
+	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)0);
+	glEnableVertexAttribArray(1);
+	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(3*sizeof(F32)));
+	glEnableVertexAttribArray(2);
+	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(6*sizeof(F32)));
+	glBindVertexArray(0);
+
+	state.camera = (Camera) {
+		v3f(2.0f, 1.0f, 2.0f),
+		90.0f, 0.1f, 100.0f,
+		0.0f, 0.0f
+	};
+
+	F32 target_fps = 60.0f;
+	F32 target_spf = 1.0f/target_fps;
+	F32 last_time = glfwGetTime();
+	F32 time = last_time;
+
+	S32 scene = 0;
+
+	while (!glfwWindowShouldClose(window)) {
+		glfwPollEvents();
+
+		process_glfw_keyboard(window, &input);
+		glfwGetFramebufferSize(window, &width, &height);
+
+		/* NOTE(pryazha): Update */
+		V3F target = v3f_zero();
+
+		if (key_first_press(input.exit))
+			glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+		if (key_first_press(input.jump)) {
+			scene++;
+			scene %= 3;
+		}
+
+		input_update_last_state(&input);
+
+		/* NOTE(pryazha): Render */
+		MAT4 view, proj, model;
+		
+		view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f));
+		proj = perspective(state.camera.fovx, (F32)width/(F32)height,
+				   state.camera.near, state.camera.far);
+
+		model = mat4_identity();
+
+		glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
+		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+		if (scene == 0) {
+			glUseProgram(shader);
+			glBindVertexArray(points_vao);
+			glDrawArrays(GL_POINTS, 0, 4);
+			glBindVertexArray(0);
+		} else if (scene == 1) {
+			glUseProgram(explosion_shader);
+			shader_set_mat4fv(explosion_shader, "proj", proj);
+			shader_set_mat4fv(explosion_shader, "view", view);
+			shader_set_mat4fv(explosion_shader, "model", model);
+			shader_set_1f(explosion_shader, "time", time);
+			glBindVertexArray(cube_vao);
+			glBindTexture(GL_TEXTURE_2D, grid_texture);
+			glDrawArrays(GL_TRIANGLES, 0, 36);
+			glBindVertexArray(0);
+		} else {
+			glUseProgram(basic_shader);
+			shader_set_mat4fv(basic_shader, "proj", proj);
+			shader_set_mat4fv(basic_shader, "view", view);
+			shader_set_mat4fv(basic_shader, "model", model);
+			draw_cube(normals_cube_vao, grid_texture);
+
+			glUseProgram(normals_shader);
+			shader_set_mat4fv(normals_shader, "proj", proj);
+			shader_set_mat4fv(normals_shader, "view", view);
+			shader_set_mat4fv(normals_shader, "model", model);
+			draw_cube(normals_cube_vao, grid_texture);
+		}
+
+		glfwSwapBuffers(window);
+
+		F32 elapsed = glfwGetTime()-last_time;
+		if (elapsed < target_spf) {
+			U32 sleep_time = (U32)(target_spf-elapsed);
+			if (sleep_time > 0)
+				sleep(sleep_time);
+		}
+		F32 current_time = glfwGetTime();
+		state.dt = current_time-last_time;
+		time += state.dt;
+		last_time = current_time;
+	}
+
+	glDeleteBuffers(1, &vbo);
+	glDeleteVertexArrays(1, &points_vao);
+
+	glfwTerminate();
+	return(0);
 }
diff --git a/advanced_opengl/8.geometry_shader/shaders/base.frag b/advanced_opengl/8.geometry_shader/shaders/base.frag
new file mode 100644
index 0000000..70d5585
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/base.frag
@@ -0,0 +1,10 @@
+#version 330 core
+
+in vec3 fcolor;
+
+out vec4 frag_color;
+
+void main(void)
+{
+    frag_color = vec4(fcolor, 1.0);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/base.fs b/advanced_opengl/8.geometry_shader/shaders/base.fs
deleted file mode 100644
index 73897db..0000000
--- a/advanced_opengl/8.geometry_shader/shaders/base.fs
+++ /dev/null
@@ -1,11 +0,0 @@
-#version 330 core
-
-in vec3 fcolor;
-
-out vec4 frag_color;
-
-void
-main(void)
-{
-    frag_color = vec4(fcolor, 1.0);
-}
diff --git a/advanced_opengl/8.geometry_shader/shaders/base.geom b/advanced_opengl/8.geometry_shader/shaders/base.geom
new file mode 100644
index 0000000..10d5c45
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/base.geom
@@ -0,0 +1,26 @@
+#version 330 core
+layout(points) in;
+layout(triangle_strip, max_vertices = 5) out;
+
+in VS_OUT {
+    vec3 color;
+} gs_in[];
+
+out vec3 fcolor;
+
+void main(void)
+{
+    fcolor = gs_in[0].color;
+    gl_Position = gl_in[0].gl_Position+vec4(-0.2, -0.2, 0.0, 0.0);
+    EmitVertex();
+    gl_Position = gl_in[0].gl_Position+vec4(0.2, -0.2, 0.0, 0.0);
+    EmitVertex();
+    gl_Position = gl_in[0].gl_Position+vec4(-0.2, 0.2, 0.0, 0.0);
+    EmitVertex();
+    gl_Position = gl_in[0].gl_Position+vec4(0.2, 0.2, 0.0, 0.0);
+    EmitVertex();
+    fcolor = vec3(1.0, 1.0, 1.0);
+    gl_Position = gl_in[0].gl_Position+vec4(0.0, 0.4, 0.0, 0.0);
+    EmitVertex();
+    EndPrimitive();
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/base.gs b/advanced_opengl/8.geometry_shader/shaders/base.gs
deleted file mode 100644
index 6b140c5..0000000
--- a/advanced_opengl/8.geometry_shader/shaders/base.gs
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 330 core
-layout(points) in;
-layout(triangle_strip, max_vertices = 5) out;
-
-in VS_OUT {
-    vec3 color;
-} gs_in[];
-
-out vec3 fcolor;
-
-void
-main(void)
-{
-    fcolor = gs_in[0].color;
-    gl_Position = gl_in[0].gl_Position+vec4(-0.2, -0.2, 0.0, 0.0);
-    EmitVertex();
-    gl_Position = gl_in[0].gl_Position+vec4(0.2, -0.2, 0.0, 0.0);
-    EmitVertex();
-    gl_Position = gl_in[0].gl_Position+vec4(-0.2, 0.2, 0.0, 0.0);
-    EmitVertex();
-    gl_Position = gl_in[0].gl_Position+vec4(0.2, 0.2, 0.0, 0.0);
-    EmitVertex();
-    fcolor = vec3(1.0, 1.0, 1.0);
-    gl_Position = gl_in[0].gl_Position+vec4(0.0, 0.4, 0.0, 0.0);
-    EmitVertex();
-    EndPrimitive();
-}
diff --git a/advanced_opengl/8.geometry_shader/shaders/base.vert b/advanced_opengl/8.geometry_shader/shaders/base.vert
new file mode 100644
index 0000000..5178f92
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/base.vert
@@ -0,0 +1,13 @@
+#version 330 core
+layout(location = 0) in vec2 apos;
+layout(location = 1) in vec3 acolor;
+
+out VS_OUT {
+    vec3 color;
+} vs_out;
+
+void main(void)
+{
+    vs_out.color = acolor;
+    gl_Position = vec4(apos, 0.0, 1.0);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/base.vs b/advanced_opengl/8.geometry_shader/shaders/base.vs
deleted file mode 100644
index 9ad9e7a..0000000
--- a/advanced_opengl/8.geometry_shader/shaders/base.vs
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 330 core
-layout(location = 0) in vec2 apos;
-layout(location = 1) in vec3 acolor;
-
-out VS_OUT {
-    vec3 color;
-} vs_out;
-
-void
-main(void)
-{
-    vs_out.color = acolor;
-    gl_Position = vec4(apos, 0.0, 1.0);
-}
diff --git a/advanced_opengl/8.geometry_shader/shaders/basic.frag b/advanced_opengl/8.geometry_shader/shaders/basic.frag
new file mode 100644
index 0000000..09244b5
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/basic.frag
@@ -0,0 +1,12 @@
+#version 330 core
+
+in vec2 tex_coords;
+
+out vec4 frag_color;
+
+uniform sampler2D texture1;
+
+void main(void)
+{
+    frag_color = texture(texture1, tex_coords);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/basic.fs b/advanced_opengl/8.geometry_shader/shaders/basic.fs
deleted file mode 100644
index bdd4b9a..0000000
--- a/advanced_opengl/8.geometry_shader/shaders/basic.fs
+++ /dev/null
@@ -1,13 +0,0 @@
-#version 330 core
-
-in vec2 tex_coords;
-
-out vec4 frag_color;
-
-uniform sampler2D texture1;
-
-void
-main(void)
-{
-    frag_color = texture(texture1, tex_coords);
-}
diff --git a/advanced_opengl/8.geometry_shader/shaders/basic.vert b/advanced_opengl/8.geometry_shader/shaders/basic.vert
new file mode 100644
index 0000000..10ce805
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/basic.vert
@@ -0,0 +1,15 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 2) in vec2 atex_coords;
+
+out vec2 tex_coords;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 proj;
+
+void main(void)
+{
+    gl_Position = proj*view*model*vec4(apos, 1.0);
+    tex_coords = atex_coords;
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/basic.vs b/advanced_opengl/8.geometry_shader/shaders/basic.vs
deleted file mode 100644
index 77e8b70..0000000
--- a/advanced_opengl/8.geometry_shader/shaders/basic.vs
+++ /dev/null
@@ -1,16 +0,0 @@
-#version 330 core
-layout(location = 0) in vec3 apos;
-layout(location = 2) in vec2 atex_coords;
-
-out vec2 tex_coords;
-
-uniform mat4 model;
-uniform mat4 view;
-uniform mat4 projection;
-
-void
-main(void)
-{
-    gl_Position = projection*view*model*vec4(apos, 1.0);
-    tex_coords = atex_coords;
-}
diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.frag b/advanced_opengl/8.geometry_shader/shaders/explosion.frag
new file mode 100644
index 0000000..b751460
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/explosion.frag
@@ -0,0 +1,12 @@
+#version 330 core
+
+in vec2 ftex_coords;
+
+out vec4 frag_color;
+
+uniform sampler2D texture0;
+
+void main(void)
+{
+    frag_color = texture(texture0, ftex_coords);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.fs b/advanced_opengl/8.geometry_shader/shaders/explosion.fs
deleted file mode 100644
index 70e7151..0000000
--- a/advanced_opengl/8.geometry_shader/shaders/explosion.fs
+++ /dev/null
@@ -1,13 +0,0 @@
-#version 330 core
-
-in vec2 ftex_coords;
-
-out vec4 frag_color;
-
-uniform sampler2D texture0;
-
-void
-main(void)
-{
-    frag_color = texture(texture0, ftex_coords);
-}
diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.geom b/advanced_opengl/8.geometry_shader/shaders/explosion.geom
new file mode 100644
index 0000000..e708591
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/explosion.geom
@@ -0,0 +1,41 @@
+#version 330 core
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 3) out;
+
+in VS_OUT {
+    vec2 gtex_coords;
+} gs_in[];
+
+out vec2 ftex_coords;
+
+uniform float time;
+
+vec3 get_normal(void)
+{
+    vec3 a = vec3(gl_in[0].gl_Position)-vec3(gl_in[1].gl_Position);
+    vec3 b = vec3(gl_in[2].gl_Position)-vec3(gl_in[1].gl_Position);
+    return(normalize(cross(a, b)));
+}
+
+vec4 explode(vec4 position, vec3 normal)
+{
+    float magnitude = 0.2;
+    vec3 direction = normal*magnitude*((sin(time)+1.0)/2.0);
+    vec4 result = position+vec4(direction, 0.0);
+    return(result);
+}
+
+void main(void)
+{
+    vec3 normal = get_normal();
+    gl_Position = explode(gl_in[0].gl_Position, normal);
+    ftex_coords = gs_in[0].gtex_coords;
+    EmitVertex();
+    gl_Position = explode(gl_in[1].gl_Position, normal);
+    ftex_coords = gs_in[1].gtex_coords;
+    EmitVertex();
+    gl_Position = explode(gl_in[2].gl_Position, normal);
+    ftex_coords = gs_in[2].gtex_coords;
+    EmitVertex();
+    EndPrimitive();
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.gs b/advanced_opengl/8.geometry_shader/shaders/explosion.gs
deleted file mode 100644
index 3498878..0000000
--- a/advanced_opengl/8.geometry_shader/shaders/explosion.gs
+++ /dev/null
@@ -1,44 +0,0 @@
-#version 330 core
-layout(triangles) in;
-layout(triangle_strip, max_vertices = 3) out;
-
-in VS_OUT {
-    vec2 gtex_coords;
-} gs_in[];
-
-out vec2 ftex_coords;
-
-uniform float time;
-
-vec3
-get_normal(void)
-{
-    vec3 a = vec3(gl_in[0].gl_Position)-vec3(gl_in[1].gl_Position);
-    vec3 b = vec3(gl_in[2].gl_Position)-vec3(gl_in[1].gl_Position);
-    return(normalize(cross(a, b)));
-}
-
-vec4
-explode(vec4 position, vec3 normal)
-{
-    float magnitude = 0.2;
-    vec3 direction = normal*magnitude*((sin(time)+1.0)/2.0);
-    vec4 result = position+vec4(direction, 0.0);
-    return(result);
-}
-
-void
-main(void)
-{
-    vec3 normal = get_normal();
-    gl_Position = explode(gl_in[0].gl_Position, normal);
-    ftex_coords = gs_in[0].gtex_coords;
-    EmitVertex();
-    gl_Position = explode(gl_in[1].gl_Position, normal);
-    ftex_coords = gs_in[1].gtex_coords;
-    EmitVertex();
-    gl_Position = explode(gl_in[2].gl_Position, normal);
-    ftex_coords = gs_in[2].gtex_coords;
-    EmitVertex();
-    EndPrimitive();
-}
diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.vert b/advanced_opengl/8.geometry_shader/shaders/explosion.vert
new file mode 100644
index 0000000..a79b432
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/explosion.vert
@@ -0,0 +1,17 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec2 atex_coords;
+
+out VS_OUT {
+    vec2 gtex_coords;
+} vs_out;
+
+uniform mat4 proj;
+uniform mat4 view;
+uniform mat4 model;
+
+void main(void)
+{
+    vs_out.gtex_coords = atex_coords;
+    gl_Position = proj*view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.vs b/advanced_opengl/8.geometry_shader/shaders/explosion.vs
deleted file mode 100644
index 46abd27..0000000
--- a/advanced_opengl/8.geometry_shader/shaders/explosion.vs
+++ /dev/null
@@ -1,18 +0,0 @@
-#version 330 core
-layout(location = 0) in vec3 apos;
-layout(location = 1) in vec2 atex_coords;
-
-out VS_OUT {
-    vec2 gtex_coords;
-} vs_out;
-
-uniform mat4 projection;
-uniform mat4 view;
-uniform mat4 model;
-
-void
-main(void)
-{
-    vs_out.gtex_coords = atex_coords;
-    gl_Position = projection*view*model*vec4(apos, 1.0);
-}
diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.frag b/advanced_opengl/8.geometry_shader/shaders/normals.frag
new file mode 100644
index 0000000..d40d866
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/normals.frag
@@ -0,0 +1,8 @@
+#version 330 core
+
+out vec4 frag_color;
+
+void main(void)
+{
+    frag_color = vec4(1.0, 0.0, 0.0, 1.0);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.fs b/advanced_opengl/8.geometry_shader/shaders/normals.fs
deleted file mode 100644
index fbbafbf..0000000
--- a/advanced_opengl/8.geometry_shader/shaders/normals.fs
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 330 core
-
-out vec4 frag_color;
-
-void
-main(void)
-{
-    frag_color = vec4(1.0, 0.0, 0.0, 1.0);
-}
diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.geom b/advanced_opengl/8.geometry_shader/shaders/normals.geom
new file mode 100644
index 0000000..f0e1a75
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/normals.geom
@@ -0,0 +1,42 @@
+#version 330 core
+layout(triangles) in;
+layout(line_strip, max_vertices = 6) out;
+
+in VS_OUT {
+    vec3 normal;
+} gs_in[];
+
+uniform mat4 proj;
+
+const float MAGNITUDE = 0.4;
+
+void generate_line(int index)
+{
+    gl_Position = proj*gl_in[index].gl_Position;
+    EmitVertex();
+    gl_Position = proj*(gl_in[index].gl_Position+
+                              vec4(gs_in[index].normal, 0.0)*MAGNITUDE);
+    EmitVertex();
+    EndPrimitive();
+}
+
+void main(void)
+{
+    /*
+    vec4 center = (gl_in[0].gl_Position+
+                   gl_in[1].gl_Position+
+                   gl_in[2].gl_Position)/3.0;
+    vec4 end = center+vec4(((gs_in[0].normal+
+                             gs_in[1].normal+
+                             gs_in[2].normal)/3.0),
+                           0.0)*MAGNITUDE;
+    gl_Position = proj*center;
+    EmitVertex();
+    gl_Position = proj*end;
+    EmitVertex();
+    EndPrimitive();
+    */
+    generate_line(0);
+    generate_line(1);
+    generate_line(2);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.gs b/advanced_opengl/8.geometry_shader/shaders/normals.gs
deleted file mode 100644
index 3720a5f..0000000
--- a/advanced_opengl/8.geometry_shader/shaders/normals.gs
+++ /dev/null
@@ -1,44 +0,0 @@
-#version 330 core
-layout(triangles) in;
-layout(line_strip, max_vertices = 6) out;
-
-in VS_OUT {
-    vec3 normal;
-} gs_in[];
-
-uniform mat4 projection;
-
-const float MAGNITUDE = 0.4;
-
-void
-generate_line(int index)
-{
-    gl_Position = projection*gl_in[index].gl_Position;
-    EmitVertex();
-    gl_Position = projection*(gl_in[index].gl_Position+
-                              vec4(gs_in[index].normal, 0.0)*MAGNITUDE);
-    EmitVertex();
-    EndPrimitive();
-}
-
-void
-main(void)
-{
-    /*
-    vec4 center = (gl_in[0].gl_Position+
-                   gl_in[1].gl_Position+
-                   gl_in[2].gl_Position)/3.0;
-    vec4 end = center+vec4(((gs_in[0].normal+
-                             gs_in[1].normal+
-                             gs_in[2].normal)/3.0),
-                           0.0)*MAGNITUDE;
-    gl_Position = projection*center;
-    EmitVertex();
-    gl_Position = projection*end;
-    EmitVertex();
-    EndPrimitive();
-    */
-    generate_line(0);
-    generate_line(1);
-    generate_line(2);
-}
diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.vert b/advanced_opengl/8.geometry_shader/shaders/normals.vert
new file mode 100644
index 0000000..14f7d8b
--- /dev/null
+++ b/advanced_opengl/8.geometry_shader/shaders/normals.vert
@@ -0,0 +1,17 @@
+#version 330 core
+layout(location = 0) in vec3 apos;
+layout(location = 1) in vec3 anormal;
+
+out VS_OUT {
+    vec3 normal;
+} vs_out;
+
+uniform mat4 view;
+uniform mat4 model;
+
+void main(void)
+{
+    mat3 normal_matrix = mat3(transpose(inverse(view*model)));
+    vs_out.normal = normalize(normal_matrix*anormal);
+    gl_Position = view*model*vec4(apos, 1.0);
+}
diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.vs b/advanced_opengl/8.geometry_shader/shaders/normals.vs
deleted file mode 100644
index 3b728e5..0000000
--- a/advanced_opengl/8.geometry_shader/shaders/normals.vs
+++ /dev/null
@@ -1,18 +0,0 @@
-#version 330 core
-layout(location = 0) in vec3 apos;
-layout(location = 1) in vec3 anormal;
-
-out VS_OUT {
-    vec3 normal;
-} vs_out;
-
-uniform mat4 view;
-uniform mat4 model;
-
-void
-main(void)
-{
-    mat3 normal_matrix = mat3(transpose(inverse(view*model)));
-    vs_out.normal = normalize(normal_matrix*anormal);
-    gl_Position = view*model*vec4(apos, 1.0);
-}
-- 
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