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Clean up shaders #4

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slimsag opened this issue Aug 29, 2014 · 3 comments
Closed

Clean up shaders #4

slimsag opened this issue Aug 29, 2014 · 3 comments
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@slimsag
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slimsag commented Aug 29, 2014

We declare shaders in the examples as []byte in the Go source code -- which is semi confusing for people reading over it (mixing between Go->GLSL->Go etc). We should instead declare these in seperate .vert and .frag files in the example's directory (and comment them well).

See azul3d-legacy/gfx-gl2#1

@Seb-C
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Seb-C commented Dec 15, 2014

Do you plan to use a tool to include the .glsl files in the compiled binary, or is it fine to just load an external file (from Assets ?) ?

@slimsag
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slimsag commented Dec 15, 2014

@Seb-C loading an external file is fine.

The asset folder has been done away with, so each GLSL shader source would just go into the program's source directory (e.g. azul3d_texcoords folder). You can see this in the gfxv2 development branch.

Seb-C pushed a commit to Seb-C/examples that referenced this issue Dec 16, 2014
Seb-C pushed a commit to Seb-C/examples that referenced this issue Dec 16, 2014
Seb-C pushed a commit to Seb-C/examples that referenced this issue Dec 16, 2014
Seb-C pushed a commit to Seb-C/examples that referenced this issue Dec 16, 2014
Seb-C pushed a commit to Seb-C/examples that referenced this issue Dec 16, 2014
@slimsag
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slimsag commented Aug 21, 2015

This was addressed by #6, so closing.

@slimsag slimsag closed this as completed Aug 21, 2015
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