import Common
import Control.Monad
import Control.Monad.IO.Class
import Graphics.Luminance
import Graphics.UI.GLFW
import Linear
main :: IO ()
main = startup $ \window -> do
triangle <- createGeometry vertices Nothing Triangle
vs <- createVertexShader vsSource
fs <- createFragmentShader fsSource
colorBuffer :: Region RW (UB (V3 Float)) <- createBuffer (newRegion 3)
writeWhole colorBuffer (map UB colors)
(program,colorsU) <- createProgram [vs,fs] $ \_ uniBlock -> uniBlock "Colors"
untilM (liftIO $ windowShouldClose window) $ do
void . runCmd . draw $ framebufferBatch defaultFramebuffer [anySPBatch $ shaderProgramBatch program colorsU colorBuffer [stdRenderCmd_ triangle]]
endFrame window
colors :: [V3 Float]
colors = [V3 1 0 0,V3 0 1 0,V3 0 0 1]
vertices :: [V 2 Float]
vertices =
[
vec2 (-0.5) (-0.5)
, vec2 0 0.5
, vec2 0.5 (-0.5)
]
vsSource :: String
vsSource = unlines
[
"in vec2 co;"
, "out vec4 vertexColor;"
, "uniform Colors {"
, " vec3 colors[3];"
, "};"
, "void main() {"
, " gl_Position = vec4(co, 0., 1.);"
, " vertexColor = vec4(colors[gl_VertexID], 1.);"
, "}"
]
fsSource :: String
fsSource = unlines
[
"in vec4 vertexColor;"
, "out vec4 frag;"
, "void main() {"
, " frag = vertexColor;"
, "}"
]