doppler/src/consts.rs

62 lines
1.0 KiB
Rust

// 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);
}
"#;