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https://github.com/italicsjenga/mini_gl_fb.git
synced 2024-11-26 01:11:31 +11:00
Allow switching out the default shaders
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18fac37072
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e6da32862e
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@ -1,6 +1,6 @@
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[package]
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name = "mini_gl_fb"
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version = "0.1.1"
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version = "0.2.0"
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authors = ["shivshank"]
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[dependencies]
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123
examples/custom_shaders.rs
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123
examples/custom_shaders.rs
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@ -0,0 +1,123 @@
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extern crate mini_gl_fb;
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/// Geometry shaders allow you to procedurally generate new geometry from the vertex data.
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///
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/// This shader takes the two triangles submitted by mini_gl_fb and turns them into a circle!
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const geometry_source: &str = r"
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#version 330 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 8) out;
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in vec2 v_uv[];
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out vec2 g_uv;
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vec2 midpoint(vec2 a, vec2 b) {
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return (a + b) / 2.0;
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}
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void main() {
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// n.b., the way we do this relies almost entirely on what we know about the internals of
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// mini_gl_fb, so you will need to refer to the source if you want to play with this stuff.
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vec4 center = vec4(0.0, 0.0, 0.0, 1.0);
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// for the first triangle, the second (index 1) vertex is the top left
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// for the second triangle, it is the bottom right. we will treat that like a direction!
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vec2 dir = gl_in[1].gl_Position.xy;
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// we are turning each triangle into 4 triangles, which we output in triangle strips
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// (remember this shader will get run twice, once for each input triangle)
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vec4 top_left = vec4(normalize(vec2(dir.x, -dir.y)), 0.0, 1.0);
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vec4 left = vec4(sign(dir.x), 0.0, 0.0, 1.0);
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vec4 bottom_left = vec4(normalize(dir), 0.0, 1.0);
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vec4 bottom = vec4(0.0, sign(dir.y), 0.0, 1.0);
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vec4 bottom_right = vec4(normalize(vec2(-dir.x, dir.y)), 0.0, 1.0);
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gl_Position = top_left;
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g_uv = v_uv[0];
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EmitVertex();
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gl_Position = left;
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g_uv = midpoint(v_uv[0], v_uv[1]);
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EmitVertex();
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gl_Position = center;
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g_uv = midpoint(v_uv[0], v_uv[2]);
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EmitVertex();
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gl_Position = bottom_left;
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g_uv = v_uv[1];
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EmitVertex();
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EndPrimitive();
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gl_Position = bottom_left;
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g_uv = v_uv[1];
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EmitVertex();
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gl_Position = bottom;
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g_uv = midpoint(v_uv[1], v_uv[2]);
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EmitVertex();
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gl_Position = center;
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g_uv = midpoint(v_uv[0], v_uv[2]);
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EmitVertex();
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gl_Position = bottom_right;
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g_uv = v_uv[2];
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EmitVertex();
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EndPrimitive();
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}
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";
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const fragment_source: &str = r"
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#version 330 core
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in vec2 g_uv;
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out vec4 frag_color;
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// this is the texture uploaded by calls to `update_buffer`
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uniform sampler2D u_tex0;
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void main() {
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vec4 sample = texture(u_tex0, g_uv);
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vec4 color;
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if (sample.r == 1.0) {
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color = sample;
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} else {
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// render the uv coords as color otherwise
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color = vec4(g_uv, 0.0, 1.0);
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}
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frag_color = color;
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}
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";
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extern crate gl;
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fn main() {
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let width = 800;
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let height = 600;
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let mut fb = mini_gl_fb::gotta_go_fast("Hello shaders!", width, height);
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let mut buffer = vec![[128u8, 0, 0, 255]; (width * height) as usize];
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// let's write a red line into the buffer roughly along the diagonal (misses many pixels)
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for i in 0..100 {
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let j = i as f32 / 100.0;
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let index = ((width as f32) * j * ((height as f32) + 1.0)).floor() as usize;
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buffer[index] = [255, 0, 0, 255];
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}
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// Let's keep using the default vertex shader
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// fb.use_vertex_shader(...);
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fb.use_geometry_shader(geometry_source);
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fb.use_fragment_shader(fragment_source);
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fb.update_buffer(&buffer);
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fb.persist_and_redraw(true);
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}
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@ -1,7 +1,7 @@
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#version 330 core
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layout(location = 0) in ivec2 pos;
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layout(location = 1) in ivec2 uv;
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 uv;
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out vec2 v_uv;
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70
src/lib.rs
70
src/lib.rs
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@ -13,7 +13,7 @@ use gl::types::*;
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use std::ptr::null;
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type VertexFormat = buffer_layout!([i8; 2], [u8; 2]);
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type VertexFormat = buffer_layout!([f32; 2], [f32; 2]);
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pub fn gotta_go_fast<S: ToString>(window_title: S, window_width: i32, window_height: i32) -> Framebuffer {
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let events_loop = glutin::EventsLoop::new();
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@ -61,15 +61,17 @@ pub fn gotta_go_fast<S: ToString>(window_title: S, window_width: i32, window_hei
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gl::BindVertexArray(vao);
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gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
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VertexFormat::declare(0);
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let verts = [
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[-1i8, 1], [0, 0],
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[-1, -1], [0, 1],
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[1, -1], [1, 1],
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[1, -1], [1, 1],
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[1, 1], [1, 0],
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[-1, 1], [0, 0],
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let verts: [[f32; 2]; 12] = [
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[-1., 1.], [0., 0.], // top left
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[-1., -1.], [0., 1.], // bottom left
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[1., -1.], [1., 1.], // bottom right
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[1., -1.], [1., 1.], // bottom right
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[1., 1.], [1., 0.], // top right
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[-1., 1.], [0., 0.], // top left
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];
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gl::BufferData(gl::ARRAY_BUFFER, (verts.len() * 2) as _, verts.as_ptr() as *const _, gl::STATIC_DRAW);
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use std::mem::size_of_val;
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gl::BufferData(gl::ARRAY_BUFFER, size_of_val(&verts) as _, verts.as_ptr() as *const _, gl::STATIC_DRAW);
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gl::BindBuffer(gl::ARRAY_BUFFER, 0);
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gl::BindVertexArray(0);
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}
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})
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}
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pub fn use_vertex_shader(&mut self, source: &str) {
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rebuild_shader(&mut self.vertex_shader, gl::VERTEX_SHADER, source);
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self.relink_program();
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}
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pub fn use_fragment_shader(&mut self, source: &str) {
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rebuild_shader(&mut self.fragment_shader, gl::FRAGMENT_SHADER, source);
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self.relink_program();
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}
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pub fn use_geometry_shader(&mut self, source: &str) {
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rebuild_shader(&mut self.geometry_shader, gl::GEOMETRY_SHADER, source);
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self.relink_program();
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}
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pub fn change_buffer_format<T: ToGlType>(&mut self, format: BufferFormat) {
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self.texture_format = (format, T::to_gl_enum());
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}
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self.gl_window.swap_buffers().unwrap();
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}
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}
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fn relink_program(&mut self) {
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unsafe {
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gl::DeleteProgram(self.program);
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self.program = build_program(&[
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self.vertex_shader,
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self.fragment_shader,
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self.geometry_shader,
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]);
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}
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}
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}
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#[derive(Copy, Clone, PartialEq, Eq)]
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}
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}
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fn rebuild_shader(shader: &mut Option<GLuint>, kind: GLenum, source: &str) {
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if let Some(shader) = *shader {
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unsafe {
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gl::DeleteShader(shader);
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}
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}
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let compilation_result = rustic_gl::raw::create_shader(kind, source);
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match compilation_result {
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Ok(gl_id) => {
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*shader = Some(gl_id);
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},
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Err(rustic_gl::error::GlError::ShaderCompilation(info)) => {
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if let Some(log) = info {
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panic!("Shader compilation failed with the following information: {}", log);
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} else {
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panic!("Shader compilation failed without any information.")
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}
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},
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Err(err) => {
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panic!("An error occured while compiling shader: {}", err);
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}
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}
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}
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unsafe fn build_program(shaders: &[Option<GLuint>]) -> GLuint {
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let program = rustic_gl::raw::create_program()
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.unwrap();
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