tetra 0.2.5

A simple 2D game framework written in Rust
Documentation
use tetra::graphics::{self, Color, DrawParams, Font, Shader, Text, Texture, Vec2};
use tetra::{Context, ContextBuilder, State};

struct GameState {
    texture: Texture,
    shader: Shader,
    text: Text,

    timer: f32,
    red: f32,
    green: f32,
    blue: f32,
}

impl GameState {
    fn new(ctx: &mut Context) -> tetra::Result<GameState> {
        Ok(GameState {
            texture: Texture::new(ctx, "./examples/resources/player.png")?,
            shader: Shader::fragment(ctx, "./examples/resources/disco.frag")?,
            text: Text::new("", Font::default(), 32.0),

            timer: 0.0,
            red: 0.0,
            green: 0.0,
            blue: 0.0,
        })
    }
}

impl State for GameState {
    fn update(&mut self, _ctx: &mut Context) -> tetra::Result {
        self.timer += 1.0;

        self.red = ((self.timer / 10.0).sin() + 1.0) / 2.0;
        self.green = ((self.timer / 100.0).sin() + 1.0) / 2.0;
        self.blue = ((self.timer / 1000.0).sin() + 1.0) / 2.0;

        self.text.set_content(format!(
            "Red: {:.2}\nGreen: {:.2}\nBlue: {:.2}",
            self.red, self.green, self.blue
        ));

        Ok(())
    }

    fn draw(&mut self, ctx: &mut Context, _dt: f64) -> tetra::Result {
        graphics::clear(ctx, Color::rgb(0.392, 0.584, 0.929));

        graphics::set_shader(ctx, &self.shader);

        self.shader.set_uniform(ctx, "u_red", self.red);

        self.shader.set_uniform(ctx, "u_green", self.green);

        self.shader.set_uniform(ctx, "u_blue", self.blue);

        graphics::draw(
            ctx,
            &self.texture,
            DrawParams::new()
                .position(Vec2::new(640.0, 360.0))
                .origin(Vec2::new(8.0, 8.0))
                .scale(Vec2::new(24.0, 24.0)),
        );

        graphics::reset_shader(ctx);

        graphics::draw(ctx, &self.text, Vec2::new(16.0, 16.0));

        Ok(())
    }
}

fn main() -> tetra::Result {
    ContextBuilder::new("Custom Shaders", 1280, 720)
        .maximized(true)
        .resizable(true)
        .quit_on_escape(true)
        .build()?
        .run_with(GameState::new)
}