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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);
}