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use gfx;
use gfx::preset::blend::ALPHA as ALPHA_PRESET;
use gfx::state::ColorMask;
pub type ColorFormat = gfx::format::Srgba8;
pub type DepthFormat = gfx::format::DepthStencil;
gfx_defines! {
    vertex Vertex {
        position: [f32; 3] = "a_position",
        color:    [f32; 3] = "a_color",
    }

    constant Transform {
        combined: [[f32; 4]; 4] = "u_combined",
    }

    pipeline pipe {
        vbuf:      gfx::VertexBuffer<Vertex>      = (),
        transform: gfx::ConstantBuffer<Transform> = "Transform",
        out:       gfx::RenderTarget<ColorFormat> = "f_color",
    }
}