// settings pub const SCR_WIDTH: u32 = 1280; pub const SCR_HEIGHT: u32 = 720; pub const VERTEX_SHADER_SRC: &str = r#" #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord; out vec2 TexCoord; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0f); TexCoord = vec2(aTexCoord.x, aTexCoord.y); } "#; pub const FRAGMENT_SHADER_SRC: &str = r#" #version 330 core out vec4 FragColor; in vec3 ourColor; in vec2 TexCoord; // texture sampler uniform sampler2D texture1; void main() { FragColor = texture(texture1, TexCoord); } "#; pub const SH_FRAG_LAMP: &str = r#" #version 330 core out vec4 FragColor; void main() { FragColor = vec4(1.0); // set alle 4 vector values to 1.0 } "#; pub const SH_VERT_LAMP: &str = r#" #version 330 core layout (location = 0) in vec3 aPos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); } "#;