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New code style refactor
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@@ -1,40 +1,36 @@
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#include "boo/graphicsdev/nx_compiler.hpp"
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int main(int argc, char** argv)
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{
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nx_compiler c;
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c.initialize();
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int main(int argc, char** argv) {
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nx_compiler c;
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c.initialize();
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nx_shader_stage_object objs[] =
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{
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c.compile(nx_shader_stage::VERTEX,
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"#version 330\n"
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"#extension GL_ARB_separate_shader_objects: enable\n"
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"#extension GL_ARB_shading_language_420pack: enable\n"
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"layout(location=0) in vec3 in_pos;\n"
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"layout(location=1) in vec3 in_norm;\n"
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"layout(location=2) in vec2 in_uv;\n"
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"layout(location=0) out vec2 out_uv;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(in_pos, 1.0).zyxx;\n"
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" out_uv = in_uv;\n"
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"}"),
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c.compile(nx_shader_stage::FRAGMENT,
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"#version 330\n"
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"#extension GL_ARB_separate_shader_objects: enable\n"
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"#extension GL_ARB_shading_language_420pack: enable\n"
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"layout(binding=8) uniform sampler2D texs[2];\n"
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"layout(location=0) out vec4 out_frag;\n"
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"layout(location=0) in vec2 out_uv;\n"
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"void main()\n"
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"{\n"
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" out_frag = texture(texs[0], out_uv) + texture(texs[1], out_uv);\n"
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"}")
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};
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nx_shader_stage_object objs[] = {c.compile(nx_shader_stage::VERTEX,
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"#version 330\n"
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"#extension GL_ARB_separate_shader_objects: enable\n"
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"#extension GL_ARB_shading_language_420pack: enable\n"
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"layout(location=0) in vec3 in_pos;\n"
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"layout(location=1) in vec3 in_norm;\n"
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"layout(location=2) in vec2 in_uv;\n"
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"layout(location=0) out vec2 out_uv;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(in_pos, 1.0).zyxx;\n"
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" out_uv = in_uv;\n"
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"}"),
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c.compile(nx_shader_stage::FRAGMENT,
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"#version 330\n"
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"#extension GL_ARB_separate_shader_objects: enable\n"
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"#extension GL_ARB_shading_language_420pack: enable\n"
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"layout(binding=8) uniform sampler2D texs[2];\n"
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"layout(location=0) out vec4 out_frag;\n"
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"layout(location=0) in vec2 out_uv;\n"
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"void main()\n"
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"{\n"
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" out_frag = texture(texs[0], out_uv) + texture(texs[1], out_uv);\n"
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"}")};
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std::string log;
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auto linkData = c.link(2, objs, &log);
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std::string log;
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auto linkData = c.link(2, objs, &log);
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return 0;
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return 0;
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}
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