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Use the glsl to spirv compiler in shader-parser
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@ -2,3 +2,6 @@
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name = "shader-parser"
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name = "shader-parser"
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version = "0.1.0"
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version = "0.1.0"
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authors = ["Pierre Krieger <pierre.krieger1708@gmail.com>"]
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authors = ["Pierre Krieger <pierre.krieger1708@gmail.com>"]
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[dev-dependencies]
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glsl-to-spirv = { path = "../glsl-to-spirv" }
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extern crate glsl_to_spirv;
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extern crate shader_parser;
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extern crate shader_parser;
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use std::io::Cursor;
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fn main() {
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fn main() {
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let content = include_bytes!("example.spv");
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let shader = r#"
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let output = shader_parser::reflect(Cursor::new(&content[..])).unwrap();
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#version 450
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uniform vec4 u_test;
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vec4 f_color;
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void main() {
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f_color = u_test;
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}
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"#;
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let content = glsl_to_spirv::compile(Some((shader, glsl_to_spirv::ShaderType::Fragment))).unwrap();
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let output = shader_parser::reflect(content).unwrap();
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println!("{}", output);
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println!("{}", output);
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}
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}
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