proof-engine 0.2.3

Real-time graphics from math: glyphs and particles moved by ODEs, strange attractors and force fields, drawn with HDR bloom on OpenGL.
Documentation
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//! GLSL shader sources, embedded at compile time.

pub const FULLSCREEN_VERT: &str = include_str!("fullscreen.vert");
pub const GLYPH_VERT: &str     = include_str!("glyph.vert");
pub const GLYPH_FRAG: &str     = include_str!("glyph.frag");
pub const BLOOM_FRAG: &str     = include_str!("bloom.frag");
pub const COMPOSITE_FRAG: &str = include_str!("composite.frag");
/// Combines one level of the bloom pyramid with the next one up.
pub const UPSAMPLE_FRAG: &str  = include_str!("upsample.frag");
/// Anti-aliasing on the finished LDR frame, before the HUD.
pub const FXAA_FRAG: &str      = include_str!("fxaa.frag");
/// The screen-space light map with shadows marched through the occluder buffer.
pub const LIGHT_FRAG: &str     = include_str!("light.frag");
/// Motion trails: the brighter of this frame and the decayed last one.
pub const PERSIST_FRAG: &str   = include_str!("persist.frag");
pub const SDF_GLYPH_VERT: &str = include_str!("sdf_glyph.vert");
pub const SDF_GLYPH_FRAG: &str = include_str!("sdf_glyph.frag");
pub const PARTICLE_UPDATE_COMP: &str = include_str!("particle_update.comp");