Move shaders to separate files

This commit is contained in:
reo 2025-07-05 20:42:55 +03:00
parent 5df8738711
commit a17a6016b8
3 changed files with 25 additions and 28 deletions

View file

@ -0,0 +1,11 @@
#version 330 core
in vec3 v_normal;
out vec4 color;
uniform vec3 light_dir;
void main() {
float brightness = dot(normalize(v_normal), normalize(light_dir));
vec3 dark_color = vec3(0.6, 0.0, 0.0);
vec3 regular_color = vec3(1.0, 0.0, 0.0);
color = vec4(mix(dark_color, regular_color, brightness), 1.0);
}

View file

@ -0,0 +1,12 @@
#version 330 core
in vec3 position;
in vec3 normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 v_normal;
void main() {
mat4 modelview = view * model;
v_normal = transpose(inverse(mat3(modelview))) * normal;
gl_Position = projection * modelview * vec4(position, 1.0);
}

View file

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