use shade_runner as sr; use std::path::PathBuf; use shaderc::ShaderKind; fn main() { let project_root = std::env::current_dir().expect("failed to get root directory"); // Compile a vertex shader let mut vert_path = project_root.clone(); vert_path.push(PathBuf::from("examples/shaders/vert.glsl")); let vertex_shader = sr::load(vert_path, None, ShaderKind::Vertex, None) .expect("Failed to compile"); // Compile a fragment shader let mut frag_path = project_root.clone(); frag_path.push(PathBuf::from("examples/shaders/frag.glsl")); let fragment_shader = sr::load(frag_path, None, ShaderKind::Fragment, None) .expect("Failed to compile"); let vertex_entry = sr::parse(&vertex_shader).expect("failed to parse"); dbg!(vertex_entry); let fragment_entry = sr::parse(&fragment_shader).expect("failed to parse"); dbg!(fragment_entry); }