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Use vulkano-shader-derive in the examples
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@ -2,16 +2,12 @@
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name = "examples"
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version = "0.1.0"
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authors = ["Pierre Krieger <pierre.krieger1708@gmail.com>"]
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build = "build.rs"
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[dependencies]
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vulkano = { path = "../vulkano" }
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vulkano-shader-derive = { path = "../vulkano-shader-derive" }
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vulkano-win = { path = "../vulkano-win" }
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cgmath = "0.12.0"
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image = "0.6.1"
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winit = "0.6.4"
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time = "0.1.35"
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[build-dependencies]
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vk-sys = { path = "../vk-sys" }
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vulkano-shaders = { path = "../vulkano-shaders" }
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@ -1,13 +0,0 @@
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extern crate vulkano_shaders;
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fn main() {
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// building the shaders used in the examples
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vulkano_shaders::build_glsl_shaders([
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("src/bin/triangle_vs.glsl", vulkano_shaders::ShaderType::Vertex),
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("src/bin/triangle_fs.glsl", vulkano_shaders::ShaderType::Fragment),
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("src/bin/teapot_vs.glsl", vulkano_shaders::ShaderType::Vertex),
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("src/bin/teapot_fs.glsl", vulkano_shaders::ShaderType::Fragment),
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("src/bin/image_vs.glsl", vulkano_shaders::ShaderType::Vertex),
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("src/bin/image_fs.glsl", vulkano_shaders::ShaderType::Fragment),
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].iter().cloned());
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}
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@ -13,6 +13,8 @@ extern crate winit;
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#[macro_use]
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extern crate vulkano;
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#[macro_use]
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extern crate vulkano_shader_derive;
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extern crate vulkano_win;
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use vulkano_win::VkSurfaceBuild;
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@ -77,9 +79,7 @@ fn main() {
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Vertex { position: [ 0.5, 0.5 ] },
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].iter().cloned()).expect("failed to create buffer");
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mod vs { include!{concat!(env!("OUT_DIR"), "/shaders/src/bin/image_vs.glsl")} }
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let vs = vs::Shader::load(&device).expect("failed to create shader module");
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mod fs { include!{concat!(env!("OUT_DIR"), "/shaders/src/bin/image_fs.glsl")} }
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let fs = fs::Shader::load(&device).expect("failed to create shader module");
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let renderpass = Arc::new(
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@ -197,3 +197,38 @@ fn main() {
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if done { return; }
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}
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}
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mod vs {
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#[derive(VulkanoShader)]
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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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layout(location = 0) out vec2 tex_coords;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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tex_coords = position + vec2(0.5);
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}
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"]
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struct Dummy;
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}
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mod fs {
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#[derive(VulkanoShader)]
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#[ty = "fragment"]
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#[src = "
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#version 450
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layout(location = 0) in vec2 tex_coords;
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layout(location = 0) out vec4 f_color;
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layout(set = 0, binding = 0) uniform sampler2D tex;
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void main() {
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f_color = texture(tex, tex_coords);
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}
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"]
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struct Dummy;
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}
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@ -1,22 +0,0 @@
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// Copyright (c) 2016 The vulkano developers
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// Licensed under the Apache License, Version 2.0
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// <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
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// at your option. All files in the project carrying such
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_450pack : enable
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layout(location = 0) in vec2 tex_coords;
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layout(location = 0) out vec4 f_color;
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layout(set = 0, binding = 0) uniform sampler2D tex;
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void main() {
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f_color = texture(tex, tex_coords);
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}
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@ -1,21 +0,0 @@
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// Copyright (c) 2016 The vulkano developers
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// Licensed under the Apache License, Version 2.0
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// <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
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// at your option. All files in the project carrying such
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_450pack : enable
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layout(location = 0) in vec2 position;
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layout(location = 0) out vec2 tex_coords;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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tex_coords = position + vec2(0.5);
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}
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@ -14,6 +14,8 @@ extern crate time;
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#[macro_use]
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extern crate vulkano;
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#[macro_use]
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extern crate vulkano_shader_derive;
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extern crate vulkano_win;
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use vulkano_win::VkSurfaceBuild;
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@ -23,9 +25,6 @@ use vulkano::image::ImageView;
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use std::sync::Arc;
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mod vs { include!{concat!(env!("OUT_DIR"), "/shaders/src/bin/teapot_vs.glsl")} }
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mod fs { include!{concat!(env!("OUT_DIR"), "/shaders/src/bin/teapot_fs.glsl")} }
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fn main() {
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// The start of this example is exactly the same as `triangle`. You should read the
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// `triangle` example if you haven't done so yet.
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@ -208,3 +207,51 @@ fn main() {
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if done { return; }
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}
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}
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mod vs {
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#[derive(VulkanoShader)]
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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 vec3 position;
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layout(location = 1) in vec3 normal;
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layout(location = 0) out vec3 v_normal;
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layout(set = 0, binding = 0) uniform Data {
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mat4 world;
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mat4 view;
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mat4 proj;
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} uniforms;
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void main() {
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mat4 worldview = uniforms.view * uniforms.world;
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v_normal = transpose(inverse(mat3(worldview))) * normal;
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gl_Position = uniforms.proj * worldview * vec4(position, 1.0);
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}
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"]
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struct Dummy;
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}
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mod fs {
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#[derive(VulkanoShader)]
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#[ty = "fragment"]
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#[src = "
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#version 450
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layout(location = 0) in vec3 v_normal;
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layout(location = 0) out vec4 f_color;
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const vec3 LIGHT = vec3(0.0, 0.0, 1.0);
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void main() {
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float brightness = dot(normalize(v_normal), normalize(LIGHT));
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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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f_color = vec4(mix(dark_color, regular_color, brightness), 1.0);
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}
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"]
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struct Dummy;
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}
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// Copyright (c) 2016 The vulkano developers
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// Licensed under the Apache License, Version 2.0
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// <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
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// at your option. All files in the project carrying such
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_450pack : enable
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layout(location = 0) in vec3 v_normal;
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layout(location = 0) out vec4 f_color;
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const vec3 LIGHT = vec3(0.0, 0.0, 1.0);
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void main() {
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float brightness = dot(normalize(v_normal), normalize(LIGHT));
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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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f_color = vec4(mix(dark_color, regular_color, brightness), 1.0);
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}
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// Copyright (c) 2016 The vulkano developers
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// Licensed under the Apache License, Version 2.0
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// <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
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// at your option. All files in the project carrying such
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_450pack : enable
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 normal;
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layout(location = 0) out vec3 v_normal;
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layout(set = 0, binding = 0) uniform Data {
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mat4 world;
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mat4 view;
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mat4 proj;
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} uniforms;
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void main() {
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mat4 worldview = uniforms.view * uniforms.world;
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v_normal = transpose(inverse(mat3(worldview))) * normal;
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gl_Position = uniforms.proj * worldview * vec4(position, 1.0);
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}
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// The `vulkano` crate is the main crate that you must use to use Vulkan.
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#[macro_use]
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extern crate vulkano;
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// The `vulkano_shader_derive` crate allows us to use the `VulkanoShader` custom derive that we use
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// in this example.
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#[macro_use]
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extern crate vulkano_shader_derive;
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// However the Vulkan library doesn't provide any functionality to create and handle windows, as
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// this would be out of scope. In order to open a window, we are going to use the `winit` crate.
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extern crate winit;
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@ -205,23 +209,40 @@ fn main() {
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// The next step is to create the shaders.
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//
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// The shader creation API provided by the vulkano library is unsafe, for various reasons.
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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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// Instead, in our build script we used the `vulkano-shaders` crate to parse our shaders at
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// compile time and provide a safe wrapper over vulkano's API. See the `build.rs` file at the
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// root of the crate. You can find the shaders' source code in the `triangle_fs.glsl` and
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// `triangle_vs.glsl` files.
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//
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// The author knows that this system is crappy and that it would be far better to use a plugin.
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// Unfortunately plugins aren't available in stable Rust yet.
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//
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// The code generated by the build script created a struct named `TriangleShader`, which we
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// can now use to load the shader.
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//
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// Because of some restrictions with the `include!` macro, we need to use a module.
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mod vs { include!{concat!(env!("OUT_DIR"), "/shaders/src/bin/triangle_vs.glsl")} }
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// TODO: explain this in details
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mod vs {
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#[derive(VulkanoShader)]
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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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struct Dummy;
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}
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mod fs {
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#[derive(VulkanoShader)]
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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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struct Dummy;
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}
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let vs = vs::Shader::load(&device).expect("failed to create shader module");
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mod fs { include!{concat!(env!("OUT_DIR"), "/shaders/src/bin/triangle_fs.glsl")} }
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let fs = fs::Shader::load(&device).expect("failed to create shader module");
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// At this point, OpenGL initialization would be finished. However in Vulkan it is not. OpenGL
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@ -1,19 +0,0 @@
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// Copyright (c) 2016 The vulkano developers
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// Licensed under the Apache License, Version 2.0
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// <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
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// at your option. All files in the project carrying such
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_450pack : enable
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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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// Copyright (c) 2016 The vulkano developers
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// Licensed under the Apache License, Version 2.0
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// <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
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// at your option. All files in the project carrying such
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_450pack : enable
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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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