mirror of
https://github.com/slendidev/lunar.git
synced 2025-12-08 10:29:52 +02:00
@@ -15,11 +15,13 @@ endif
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shader_sources = files(
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'gradient.comp',
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'triangle.frag',
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'triangle.vert',
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)
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spirv_shaders = []
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foreach shader : shader_sources
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shader_name = fs.stem(shader)
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shader_name = fs.stem(shader.full_path().replace('.', '_'))
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spirv_shaders += custom_target(
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shader_name + '_spv',
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input : shader,
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10
shaders/triangle.frag
Normal file
10
shaders/triangle.frag
Normal file
@@ -0,0 +1,10 @@
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#version 450
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layout (location = 0) in vec3 in_color;
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layout (location = 0) out vec4 out_frag_color;
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void main() {
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out_frag_color = vec4(in_color, 1.0f);
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}
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21
shaders/triangle.vert
Normal file
21
shaders/triangle.vert
Normal file
@@ -0,0 +1,21 @@
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#version 450
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layout (location = 0) out vec3 out_color;
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void main() {
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const vec3 positions[3] = vec3[3](
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vec3( 1.0f, 1.0f, 0.0f),
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vec3(-1.0f, 1.0f, 0.0f),
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vec3( 0.0f, -1.0f, 0.0f)
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);
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const vec3 colors[3] = vec3[3](
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vec3(1.0f, 0.0f, 0.0f),
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vec3(0.0f, 1.0f, 0.0f),
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vec3(0.0f, 0.0f, 1.0f)
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);
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gl_Position = vec4(positions[gl_VertexIndex], 1.0f);
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out_color = colors[gl_VertexIndex];
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}
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