Use get_uniform_location
for wider compatibility
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@ -34,4 +34,4 @@ features = ["font-source", "font-fallback", "font-icons", "opengl"]
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[dependencies.glow_glyph]
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git = "https://github.com/hecrj/glow_glyph"
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rev = "f027ffa49962d78ac85e282c635e848bef785ee9"
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rev = "8ec7982d9e0ce828769d4ba7abe73b0b0ec22db6"
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@ -11,6 +11,9 @@ pub struct Pipeline {
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program: <glow::Context as HasContext>::Program,
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vertex_array: <glow::Context as HasContext>::VertexArray,
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instances: <glow::Context as HasContext>::Buffer,
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transform_location: <glow::Context as HasContext>::UniformLocation,
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scale_location: <glow::Context as HasContext>::UniformLocation,
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screen_height_location: <glow::Context as HasContext>::UniformLocation,
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current_transform: Transformation,
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current_scale: f32,
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current_target_height: u32,
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@ -28,14 +31,30 @@ impl Pipeline {
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)
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};
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let transform_location =
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unsafe { gl.get_uniform_location(program, "u_Transform") }
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.expect("Get transform location");
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let scale_location =
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unsafe { gl.get_uniform_location(program, "u_Scale") }
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.expect("Get scale location");
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let screen_height_location =
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unsafe { gl.get_uniform_location(program, "u_ScreenHeight") }
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.expect("Get target height location");
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unsafe {
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gl.use_program(Some(program));
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let matrix: [f32; 16] = Transformation::identity().into();
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gl.uniform_matrix_4_f32_slice(Some(&0), false, &matrix);
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gl.uniform_matrix_4_f32_slice(
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Some(&transform_location),
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false,
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&matrix,
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);
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gl.uniform_1_f32(Some(&1), 1.0);
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gl.uniform_1_f32(Some(&2), 0.0);
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gl.uniform_1_f32(Some(&scale_location), 1.0);
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gl.uniform_1_f32(Some(&screen_height_location), 0.0);
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gl.use_program(None);
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}
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@ -47,6 +66,9 @@ impl Pipeline {
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program,
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vertex_array,
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instances,
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transform_location,
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scale_location,
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screen_height_location,
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current_transform: Transformation::identity(),
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current_scale: 1.0,
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current_target_height: 0,
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@ -79,7 +101,11 @@ impl Pipeline {
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if transformation != self.current_transform {
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unsafe {
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let matrix: [f32; 16] = transformation.into();
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gl.uniform_matrix_4_f32_slice(Some(&0), false, &matrix);
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gl.uniform_matrix_4_f32_slice(
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Some(&self.transform_location),
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false,
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&matrix,
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);
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self.current_transform = transformation;
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}
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@ -87,7 +113,7 @@ impl Pipeline {
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if scale != self.current_scale {
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unsafe {
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gl.uniform_1_f32(Some(&1), scale);
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gl.uniform_1_f32(Some(&self.scale_location), scale);
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}
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self.current_scale = scale;
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@ -95,7 +121,10 @@ impl Pipeline {
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if target_height != self.current_target_height {
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unsafe {
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gl.uniform_1_f32(Some(&2), target_height as f32);
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gl.uniform_1_f32(
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Some(&self.screen_height_location),
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target_height as f32,
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);
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}
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self.current_target_height = target_height;
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@ -1,15 +1,15 @@
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#version 450
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#version 330
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layout(location = 2) uniform float u_Screen_Height;
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uniform float u_ScreenHeight;
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layout(location = 0) in vec4 v_Color;
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layout(location = 1) in vec4 v_BorderColor;
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layout(location = 2) in vec2 v_Pos;
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layout(location = 3) in vec2 v_Scale;
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layout(location = 4) in float v_BorderRadius;
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layout(location = 5) in float v_BorderWidth;
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in vec4 v_Color;
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in vec4 v_BorderColor;
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in vec2 v_Pos;
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in vec2 v_Scale;
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in float v_BorderRadius;
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in float v_BorderWidth;
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layout(location = 0) out vec4 o_Color;
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out vec4 o_Color;
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float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
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{
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@ -22,8 +22,8 @@ float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
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vec2 bottom_right_distance = frag_coord - bottom_right;
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vec2 distance = vec2(
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max(max(top_left_distance.x, bottom_right_distance.x), 0),
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max(max(top_left_distance.y, bottom_right_distance.y), 0)
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max(max(top_left_distance.x, bottom_right_distance.x), 0.0),
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max(max(top_left_distance.y, bottom_right_distance.y), 0.0)
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);
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return sqrt(distance.x * distance.x + distance.y * distance.y);
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@ -32,11 +32,11 @@ float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
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void main() {
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vec4 mixed_color;
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vec2 fragCoord = vec2(gl_FragCoord.x, u_Screen_Height - gl_FragCoord.y);
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vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
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// TODO: Remove branching (?)
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if(v_BorderWidth > 0) {
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float internal_border = max(v_BorderRadius - v_BorderWidth, 0);
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float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0);
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float internal_distance = distance(
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fragCoord,
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@ -64,7 +64,7 @@ void main() {
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);
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float radius_alpha =
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1.0 - smoothstep(max(v_BorderRadius - 0.5, 0), v_BorderRadius + 0.5, d);
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1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
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o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
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}
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@ -1,7 +1,7 @@
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#version 450
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#version 330
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layout(location = 0) uniform mat4 u_Transform;
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layout(location = 1) uniform float u_Scale;
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uniform mat4 u_Transform;
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uniform float u_Scale;
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layout(location = 0) in vec2 i_Pos;
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layout(location = 1) in vec2 i_Scale;
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@ -10,12 +10,12 @@ layout(location = 3) in vec4 i_BorderColor;
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layout(location = 4) in float i_BorderRadius;
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layout(location = 5) in float i_BorderWidth;
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layout(location = 0) out vec4 o_Color;
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layout(location = 1) out vec4 o_BorderColor;
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layout(location = 2) out vec2 o_Pos;
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layout(location = 3) out vec2 o_Scale;
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layout(location = 4) out float o_BorderRadius;
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layout(location = 5) out float o_BorderWidth;
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out vec4 v_Color;
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out vec4 v_BorderColor;
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out vec2 v_Pos;
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out vec2 v_Scale;
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out float v_BorderRadius;
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out float v_BorderWidth;
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const vec2 positions[4] = vec2[](
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vec2(0.0, 0.0),
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@ -25,7 +25,7 @@ const vec2 positions[4] = vec2[](
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);
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void main() {
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vec2 v_Pos = positions[gl_VertexID];
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vec2 q_Pos = positions[gl_VertexID];
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vec2 p_Pos = i_Pos * u_Scale;
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vec2 p_Scale = i_Scale * u_Scale;
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@ -36,12 +36,12 @@ void main() {
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vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0)
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);
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o_Color = i_Color;
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o_BorderColor = i_BorderColor;
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o_Pos = p_Pos;
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o_Scale = p_Scale;
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o_BorderRadius = i_BorderRadius * u_Scale;
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o_BorderWidth = i_BorderWidth * u_Scale;
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v_Color = i_Color;
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v_BorderColor = i_BorderColor;
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v_Pos = p_Pos;
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v_Scale = p_Scale;
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v_BorderRadius = i_BorderRadius * u_Scale;
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v_BorderWidth = i_BorderWidth * u_Scale;
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gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
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gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0);
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}
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@ -1,8 +1,9 @@
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#version 450
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#version 330
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layout(location = 0) in vec4 i_Color;
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layout(location = 0) out vec4 o_Color;
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in vec4 v_Color;
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out vec4 o_Color;
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void main() {
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o_Color = i_Color;
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o_Color = v_Color;
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}
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@ -1,13 +1,13 @@
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#version 450
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#version 330
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layout(location = 0) uniform mat4 u_Transform;
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uniform mat4 u_Transform;
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layout(location = 0) in vec2 i_Position;
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layout(location = 1) in vec4 i_Color;
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layout(location = 0) out vec4 o_Color;
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out vec4 v_Color;
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void main() {
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gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
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o_Color = i_Color;
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v_Color = i_Color;
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}
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@ -18,6 +18,7 @@ pub(crate) struct Pipeline {
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vertex_array: <glow::Context as HasContext>::VertexArray,
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vertices: Buffer<Vertex2D>,
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indices: Buffer<u32>,
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transform_location: <glow::Context as HasContext>::UniformLocation,
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current_transform: Transformation,
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antialias: Antialias,
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}
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@ -40,11 +41,19 @@ impl Pipeline {
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)
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};
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let transform_location =
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unsafe { gl.get_uniform_location(program, "u_Transform") }
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.expect("Get transform location");
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unsafe {
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gl.use_program(Some(program));
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let transform: [f32; 16] = Transformation::identity().into();
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gl.uniform_matrix_4_f32_slice(Some(&0), false, &transform);
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gl.uniform_matrix_4_f32_slice(
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Some(&transform_location),
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false,
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&transform,
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);
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gl.use_program(None);
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}
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@ -98,6 +107,7 @@ impl Pipeline {
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vertex_array,
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vertices,
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indices,
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transform_location,
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current_transform: Transformation::identity(),
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antialias: Antialias::new(antialiasing),
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}
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@ -163,6 +173,7 @@ impl Pipeline {
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let Self {
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antialias,
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current_transform,
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transform_location,
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..
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} = self;
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@ -185,7 +196,11 @@ impl Pipeline {
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unsafe {
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if *current_transform != transform {
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let matrix: [f32; 16] = transform.into();
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gl.uniform_matrix_4_f32_slice(Some(&0), false, &matrix);
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gl.uniform_matrix_4_f32_slice(
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Some(transform_location),
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false,
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&matrix,
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);
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*current_transform = transform;
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}
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