Struct ShaderAsset

Source
pub struct ShaderAsset {
    pub vertex: Cow<'static, str>,
    pub fragment: Cow<'static, str>,
}

Fields§

§vertex: Cow<'static, str>§fragment: Cow<'static, str>

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impl ShaderAsset

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pub fn new(vertex: &'static str, fragment: &'static str) -> Self

Examples found in repository?
examples/path.rs (lines 68-71)
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    fn enter(&mut self, context: GameContext) {
        context.graphics.color = [0.2, 0.2, 0.2, 1.0];
        context.graphics.main_camera.screen_alignment = 0.5.into();
        context.graphics.main_camera.scaling = CameraScaling::FitVertical(300.0);

        let pointer_x = InputAxisRef::default();
        let pointer_y = InputAxisRef::default();
        self.mouse_xy = Some(ArrayInputCombinator::new([
            pointer_x.clone(),
            pointer_y.clone(),
        ]));
        context.input.push_mapping(
            InputMapping::default()
                .consume(InputConsume::Hit)
                .axis(VirtualAxis::MousePositionX, pointer_x)
                .axis(VirtualAxis::MousePositionY, pointer_y),
        );

        context
            .assets
            .spawn(
                "shader://color",
                (ShaderAsset::new(
                    Shader::COLORED_VERTEX_2D,
                    Shader::PASS_FRAGMENT,
                ),),
            )
            .unwrap();
    }
More examples
Hide additional examples
examples/pcg_island.rs (lines 162-165)
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    fn enter(&mut self, context: GameContext) {
        context.graphics.main_camera.scaling = CameraScaling::FitVertical(SIZE as f32 * 10.0);

        context
            .assets
            .spawn(
                "shader://color",
                (ShaderAsset::new(
                    Shader::COLORED_VERTEX_2D,
                    Shader::PASS_FRAGMENT,
                ),),
            )
            .unwrap();
        context
            .assets
            .spawn(
                "shader://text",
                (ShaderAsset::new(Shader::TEXT_VERTEX, Shader::TEXT_FRAGMENT),),
            )
            .unwrap();

        context.assets.ensure("font://roboto.ttf").unwrap();

        let mouse_x = InputAxisRef::default();
        let mouse_y = InputAxisRef::default();
        self.mouse_position = ArrayInputCombinator::new([mouse_x.clone(), mouse_y.clone()]);
        context.input.push_mapping(
            InputMapping::default()
                .axis(VirtualAxis::MousePositionX, mouse_x)
                .axis(VirtualAxis::MousePositionY, mouse_y),
        );
    }
examples/hello_world.rs (lines 46-49)
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    fn enter(&mut self, context: GameContext) {
        context.graphics.color = [0.2, 0.2, 0.2, 1.0];
        context.graphics.main_camera.screen_alignment = 0.5.into();
        context.graphics.main_camera.scaling = CameraScaling::FitVertical(500.0);
        context.gui.coords_map_scaling = CoordsMappingScaling::FitVertical(500.0);

        context
            .assets
            .spawn(
                "shader://color",
                (ShaderAsset::new(
                    Shader::COLORED_VERTEX_2D,
                    Shader::PASS_FRAGMENT,
                ),),
            )
            .unwrap();
        context
            .assets
            .spawn(
                "shader://image",
                (ShaderAsset::new(
                    Shader::TEXTURED_VERTEX_2D,
                    Shader::TEXTURED_FRAGMENT,
                ),),
            )
            .unwrap();
        context
            .assets
            .spawn(
                "shader://text",
                (ShaderAsset::new(Shader::TEXT_VERTEX, Shader::TEXT_FRAGMENT),),
            )
            .unwrap();

        context.assets.ensure("texture://ferris.png").unwrap();

        context.assets.ensure("font://roboto.ttf").unwrap();

        *context.state_change = GameStateChange::Swap(Box::new(State::default()));
    }

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