move shaders into separate files
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@@ -17,38 +17,15 @@ class CosetsWindow : public Window {
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public:
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void init() override {
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auto vs = build_shader(GL_VERTEX_SHADER, "vertex",
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"#version 400\n"
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""
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"uniform mat4 proj;"
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""
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"in vec4 pos;"
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"out vec4 v;"
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""
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"void main(){"
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" v = pos;"
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""
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" /* stereographic projection */"
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" vec4 vert = vec4(pos.xyz / (1 - pos.w), 1);"
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" gl_Position = proj * vert;"
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"}");
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auto vs = build_shader_file(
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GL_VERTEX_SHADER,
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"vertex",
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"shaders/main.vs.glsl");
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auto fs = build_shader(GL_FRAGMENT_SHADER, "fragment",
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"#version 400\n"
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""
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"in vec4 v;"
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""
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"vec3 hsv2rgb(vec3 c)\n"
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"{\n"
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" vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n"
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" vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"
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" return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"
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"}"
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""
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"void main(){"
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" gl_FragColor = vec4(hsv2rgb(vec3(v.w, 1, 1)), 0);"
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"}"
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);
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auto fs = build_shader_file(
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GL_FRAGMENT_SHADER,
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"fragment",
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"shaders/main.fs.glsl");
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program = build_program("main", vs, fs);
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@@ -123,4 +100,4 @@ int main(int argc, char *argv[]) {
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glfwTerminate();
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return EXIT_SUCCESS;
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}
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}
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