mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-21 22:34:43 +00:00
Move shaders back that were supposed to be defined in the middle of main() { }
(#1097)
They were initially moved because rust currently doesnt support function-like proc macros in a function, but now they are wrapped in a mod anyway.
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@ -28,25 +28,6 @@ use vulkano::sync;
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use std::sync::Arc;
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mod cs {
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vulkano_shaders::shader!{
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ty: "compute",
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src: "
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#version 450
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(set = 0, binding = 0) buffer Data {
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uint data[];
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} data;
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void main() {
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uint idx = gl_GlobalInvocationID.x;
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data.data[idx] *= 12;
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}"
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}
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}
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fn main() {
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// As with other examples, the first step is to create an instance.
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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@ -90,6 +71,24 @@ fn main() {
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// If you are familiar with graphics pipeline, the principle is the same except that compute
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// pipelines are much simpler to create.
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let pipeline = Arc::new({
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mod cs {
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vulkano_shaders::shader!{
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ty: "compute",
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src: "
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#version 450
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(set = 0, binding = 0) buffer Data {
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uint data[];
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} data;
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void main() {
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uint idx = gl_GlobalInvocationID.x;
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data.data[idx] *= 12;
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}"
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}
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}
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let shader = cs::Shader::load(device.clone()).unwrap();
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ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap()
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});
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@ -84,34 +84,6 @@ use vulkano::pipeline::viewport::Viewport;
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use vulkano::sync::GpuFuture;
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use vulkano::format::ClearValue;
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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layout(location = 0) in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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#version 450
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}"
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}
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}
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fn main() {
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// The usual Vulkan initialization.
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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@ -180,6 +152,34 @@ fn main() {
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// At the end of the example, we copy the content of `image` (ie. the final image) to a buffer,
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// then read the content of that buffer and save it to a PNG file.
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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layout(location = 0) in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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#version 450
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}"
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}
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}
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let vs = vs::Shader::load(device.clone()).unwrap();
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let fs = fs::Shader::load(device.clone()).unwrap();
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@ -22,6 +22,14 @@ use vulkano::sync;
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use std::sync::Arc;
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fn main() {
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap();
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let (device, mut queues) = Device::new(physical, physical.supported_features(),
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&DeviceExtensions::none(), [(queue_family, 0.5)].iter().cloned()).unwrap();
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let queue = queues.next().unwrap();
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mod cs {
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vulkano_shaders::shader!{
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ty: "compute",
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@ -50,14 +58,8 @@ void main() {
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}
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}
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fn main() {
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap();
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let (device, mut queues) = Device::new(physical, physical.supported_features(),
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&DeviceExtensions::none(), [(queue_family, 0.5)].iter().cloned()).unwrap();
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let queue = queues.next().unwrap();
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let shader = cs::Shader::load(device.clone()).unwrap();
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let pipeline = Arc::new(ComputePipeline::new(device.clone(), &shader.main_entry_point(), &()).unwrap());
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let data_buffer = {
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@ -22,6 +22,14 @@ use vulkano::sync;
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use std::sync::Arc;
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fn main() {
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap();
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let (device, mut queues) = Device::new(physical, physical.supported_features(),
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&DeviceExtensions::none(), [(queue_family, 0.5)].iter().cloned()).unwrap();
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let queue = queues.next().unwrap();
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mod cs {
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vulkano_shaders::shader!{
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ty: "compute",
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@ -48,15 +56,8 @@ void main() {
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}
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}
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fn main() {
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let instance = Instance::new(None, &InstanceExtensions::none(), None).unwrap();
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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let queue_family = physical.queue_families().find(|&q| q.supports_compute()).unwrap();
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let (device, mut queues) = Device::new(physical, physical.supported_features(),
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&DeviceExtensions::none(), [(queue_family, 0.5)].iter().cloned()).unwrap();
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let queue = queues.next().unwrap();
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let shader = cs::Shader::load(device.clone()).unwrap();
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let spec_consts = cs::SpecializationConstants {
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enable: 1,
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multiple: 1,
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@ -49,42 +49,6 @@ use winit::{EventsLoop, Window, WindowBuilder, Event, WindowEvent};
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use std::sync::Arc;
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// TODO: Move this back to the middle of the example, it makes for a more coherent sequential explanation (check git history)
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// The raw shader creation API provided by the vulkano library is unsafe, for various reasons.
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//
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// An overview of what the `shader!` macro generates can be found in the
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// `vulkano-shaders` crate docs. You can view them at https://docs.rs/vulkano-shaders/
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//
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// TODO: explain this in details
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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layout(location = 0) in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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#version 450
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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"
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}
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}
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fn main() {
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// The first step of any Vulkan program is to create an instance.
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let instance = {
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@ -231,6 +195,43 @@ fn main() {
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].iter().cloned()).unwrap()
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};
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// The next step is to create the shaders.
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//
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// The raw shader creation API provided by the vulkano library is unsafe, for various reasons.
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//
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// An overview of what the `vulkano_shaders::shader!` macro generates can be found in the
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// `vulkano-shaders` crate docs. You can view them at https://docs.rs/vulkano-shaders/
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//
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// TODO: explain this in details
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mod vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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src: "
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#version 450
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layout(location = 0) in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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mod fs {
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vulkano_shaders::shader!{
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ty: "fragment",
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src: "
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#version 450
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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"
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}
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}
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let vs = vs::Shader::load(device.clone()).unwrap();
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let fs = fs::Shader::load(device.clone()).unwrap();
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