fixed: 更改着色器名称
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@@ -33,7 +33,7 @@ fn main() {
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let mut render_timer = RenderTimer::new();
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let mut render_timer = RenderTimer::new();
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// 编译着色器
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// 编译着色器
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let vs_src = std::ffi::CString::new(include_str!(".\\shaders\\vs.glsl")).unwrap_or_default();
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let vs_src = std::ffi::CString::new(include_str!(".\\shaders\\vs.vert")).unwrap_or_default();
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println!("Vs Shader:\n{}", vs_src.to_str().unwrap_or_default());
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println!("Vs Shader:\n{}", vs_src.to_str().unwrap_or_default());
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let vs_ptr = vs_src.as_ptr() as *const i8;
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let vs_ptr = vs_src.as_ptr() as *const i8;
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let vs = unsafe { gl::CreateShader(gl::VERTEX_SHADER) };
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let vs = unsafe { gl::CreateShader(gl::VERTEX_SHADER) };
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@@ -48,7 +48,7 @@ fn main() {
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println!("{}", from_utf8(&log_u8).unwrap());
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println!("{}", from_utf8(&log_u8).unwrap());
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}
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}
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let fs_src = std::ffi::CString::new(include_str!(".\\shaders\\fs.glsl")).unwrap_or_default();
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let fs_src = std::ffi::CString::new(include_str!(".\\shaders\\fs.frag")).unwrap_or_default();
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println!("Fs Shader:\n{}", fs_src.to_str().unwrap_or_default());
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println!("Fs Shader:\n{}", fs_src.to_str().unwrap_or_default());
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let fs_ptr = fs_src.as_ptr() as *const i8;
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let fs_ptr = fs_src.as_ptr() as *const i8;
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let fs = unsafe { gl::CreateShader(gl::FRAGMENT_SHADER) };
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let fs = unsafe { gl::CreateShader(gl::FRAGMENT_SHADER) };
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@@ -3,5 +3,5 @@ out vec4 FragColor;
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void main()
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void main()
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{
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{
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FragColor = vec4(1.0, 0.2, 0.2, 1.0);
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FragColor = vec4(0.0, 0.8824, 1.0, 1.0);
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}
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}
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