pub const VERTEX_SOURCE: &str = r#"#version 300 es
#define PI 3.14159265359
in vec3 a_position;
in vec3 a_normal;
in vec2 a_uv;
uniform mat4 u_matrix;
uniform mat4 u_model_matrix;
out vec2 v_uv;
out vec3 v_normal;
void main() {
v_uv = a_uv;
v_normal = a_normal;
mat4 projection_matrix = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, -1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 move_back = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
gl_Position = u_matrix * u_model_matrix * vec4(a_position, 1.0);
}
"#;
pub const FRAGMENT_SOURCE: &str = r#"#version 300 es
precision highp float;
in vec2 v_uv;
in vec3 v_normal;
out highp vec4 fragColor;
void main() {
// Visualize UVs as color for now (r = u, g = v)
fragColor = vec4(v_normal, 1.0);
}
"#;