Move shaders to separate files
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5df8738711
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a17a6016b8
3 changed files with 25 additions and 28 deletions
11
resources/shaders/gl_solid_color.frag
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11
resources/shaders/gl_solid_color.frag
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#version 330 core
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in vec3 v_normal;
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out vec4 color;
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uniform vec3 light_dir;
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void main() {
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float brightness = dot(normalize(v_normal), normalize(light_dir));
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vec3 dark_color = vec3(0.6, 0.0, 0.0);
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vec3 regular_color = vec3(1.0, 0.0, 0.0);
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color = vec4(mix(dark_color, regular_color, brightness), 1.0);
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}
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12
resources/shaders/gl_solid_color.vert
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resources/shaders/gl_solid_color.vert
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#version 330 core
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in vec3 position;
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in vec3 normal;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 v_normal;
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void main() {
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mat4 modelview = view * model;
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v_normal = transpose(inverse(mat3(modelview))) * normal;
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gl_Position = projection * modelview * vec4(position, 1.0);
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}
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@ -23,34 +23,8 @@ pub struct GliumRenderer {
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impl GliumRenderer {
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/// Create a new OpenGL renderer consuming the provided `display`.
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pub fn new(display: glium::Display<WindowSurface>) -> anyhow::Result<Self> {
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const VERT: &str = r#"
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#version 330 core
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in vec3 position;
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in vec3 normal;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec3 v_normal;
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void main() {
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mat4 modelview = view * model;
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v_normal = transpose(inverse(mat3(modelview))) * normal;
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gl_Position = projection * modelview * vec4(position, 1.0);
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}"#;
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const FRAG: &str = r#"
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#version 330 core
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in vec3 v_normal;
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out vec4 color;
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uniform vec3 light_dir;
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void main() {
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float brightness = dot(normalize(v_normal), normalize(light_dir));
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vec3 dark_color = vec3(0.6, 0.0, 0.0);
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vec3 regular_color = vec3(1.0, 0.0, 0.0);
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color = vec4(mix(dark_color, regular_color, brightness), 1.0);
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}"#;
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const VERT: &str = include_str!("../resources/shaders/gl_solid_color.vert");
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const FRAG: &str = include_str!("../resources/shaders/gl_solid_color.frag");
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let program = Program::from_source(&display, VERT, FRAG, None)?;
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