load shader based on api

This commit is contained in:
griffi-gh 2024-03-25 15:37:32 +01:00
parent e765eb2748
commit b87a0b2f04
5 changed files with 40 additions and 9 deletions

View file

@ -0,0 +1,13 @@
#version 150 core
precision highp float;
precision highp sampler2D;
out vec4 out_color;
in vec4 vtx_color;
in vec2 vtx_uv;
uniform sampler2D tex;
void main() {
out_color = texture(tex, vtx_uv) * vtx_color;
}

View file

@ -0,0 +1,17 @@
#version 150 core
precision highp float;
uniform vec2 resolution;
in vec2 uv;
in vec4 color;
in vec2 position;
out vec4 vtx_color;
out vec2 vtx_uv;
void main() {
vtx_color = color;
vtx_uv = uv;
vec2 pos2d = (vec2(2., -2.) * (position / resolution)) + vec2(-1, 1);
gl_Position = vec4(pos2d, 0., 1.);
}

View file

@ -1,19 +1,17 @@
use std::rc::Rc;
use glam::Vec2;
use glium::{
Blend, DrawParameters, IndexBuffer, Program, Surface, VertexBuffer,
implement_vertex, uniform,
backend::{Context, Facade},
index::PrimitiveType,
texture::{RawImage2d, Texture2d},
uniforms::{MagnifySamplerFilter, MinifySamplerFilter, Sampler, SamplerBehavior, SamplerWrapFunction},
backend::{Context, Facade}, implement_vertex, index::PrimitiveType, texture::{RawImage2d, Texture2d}, uniform, uniforms::{MagnifySamplerFilter, MinifySamplerFilter, Sampler, SamplerBehavior, SamplerWrapFunction}, Api, Blend, DrawParameters, IndexBuffer, Program, Surface, VertexBuffer
};
use hui::{
draw::{TextureAtlasMeta, UiDrawCall, UiVertex}, UiInstance
};
const VERTEX_SHADER: &str = include_str!("../shaders/vertex.vert");
const FRAGMENT_SHADER: &str = include_str!("../shaders/fragment.frag");
const VERTEX_SHADER_GLES3: &str = include_str!("../shaders/vertex.es.vert");
const FRAGMENT_SHADER_GLES3: &str = include_str!("../shaders/fragment.es.frag");
const VERTEX_SHADER_150: &str = include_str!("../shaders/vertex.150.vert");
const FRAGMENT_SHADER_150: &str = include_str!("../shaders/fragment.150.frag");
#[derive(Clone, Copy)]
#[repr(C)]
@ -122,7 +120,10 @@ impl GliumUiRenderer {
pub fn new<F: Facade>(facade: &F) -> Self {
log::info!("initializing hui-glium");
Self {
program: Program::from_source(facade, VERTEX_SHADER, FRAGMENT_SHADER, None).unwrap(),
program: match facade.get_context().get_supported_glsl_version().0 {
Api::Gl => Program::from_source(facade, VERTEX_SHADER_150, FRAGMENT_SHADER_150, None).unwrap(),
Api::GlEs => Program::from_source(facade, VERTEX_SHADER_GLES3, FRAGMENT_SHADER_GLES3, None).unwrap(),
},
context: Rc::clone(facade.get_context()),
ui_texture: None,
buffer_pair: None,