import Common
import Control.Monad
import Data.Functor.Contravariant.Divisible
import Graphics.Luminance
main :: IO ()
main = startup $ \window loop -> do
triangle <- createGeometry vertices Nothing Triangle
vs <- createStage VertexShader vsSource
fs <- createStage FragmentShader fsSource
(program,colorOffsetU) <- createProgram [vs,fs] $ \uni -> do
colorU <- uni (UniformName "color")
offsetU <- uni (UniformName "offset")
pure $ divided colorU offsetU
loop $ do
void . runCmd . draw $ framebufferBatch defaultFramebuffer
[anySPBatch . shaderProgramBatch_ program $
[
renderCmd Nothing True colorOffsetU (color0,offset0) triangle
, renderCmd Nothing True colorOffsetU (color1,offset1) triangle
, renderCmd Nothing True colorOffsetU (color2,offset2) triangle
]
]
endFrame window
color0,color1,color2 :: (Float,Float,Float)
color0 = (1,0,0)
color1 = (0,1,0)
color2 = (0,0,1)
offset0,offset1,offset2 :: (Float,Float)
offset0 = (-0.25,0)
offset1 = (0.25,0)
offset2 = (0,0.25)
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;"
, "uniform vec2 offset;"
, "void main() {"
, " gl_Position = vec4(co + offset, 0., 1.);"
, "}"
]
fsSource :: String
fsSource = unlines
[
"out vec4 frag;"
, "uniform vec3 color;"
, "void main() {"
, " frag = vec4(color, 1.);"
, "}"
]