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ShaderFile

Struct ShaderFile 

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pub struct ShaderFile {
    pub v_src: String,
    pub f_src: String,
    pub is_compute: bool,
}
Expand description

A shader loaded from disk (or cache), ready to compile.

§Loading

use optic_render::asset::{ShaderFile, ShaderType};

let sf = ShaderFile::from_disk("shaders/example.glsl", ShaderType::Pipeline)?;
let shader = sf.compile()?; // returns a Shader handle

§Shader format

Pipeline shaders use comment markers to separate vertex and fragment stages within a single .glsl file:

// V
void main() {
    gl_Position = vec4(0.0);
}
// F
void main() {
    outColor = vec4(1.0);
}

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§v_src: String§f_src: String§is_compute: bool

Implementations§

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impl ShaderFile

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pub fn from_src(src: &str, typ: ShaderType) -> OpticResult<Self>

Creates a ShaderFile by parsing a combined GLSL source string.

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pub fn from_vert_frag(v_src: &str, f_src: &str) -> Self

Creates a pipeline shader from separate vertex and fragment source strings.

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pub fn compile(&self) -> OpticResult<Shader>

Compiles this shader and returns a Shader handle.

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impl ShaderFile

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pub fn from_disk(path: &str, typ: ShaderType) -> OpticResult<Self>

Loads a shader from disk, caching it for release builds.

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impl ShaderFile

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pub fn save_cached(&self, path: &str) -> OpticResult<()>

Saves this shader to a binary cache file.

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impl ShaderFile

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pub fn default_3d() -> OpticResult<Self>

Loads the default 3D pipeline shader from optic/assets/shdr/fallback3d.glsl.

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pub fn default_2d() -> OpticResult<Self>

Loads the default 2D pipeline shader from optic/assets/shdr/fallback2d.glsl.

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