import Common import Control.Monad import Control.Monad.IO.Class import Graphics.Luminance.Batch import Graphics.Luminance.Cmd import Graphics.Luminance.Framebuffer import Graphics.Luminance.Geometry import Graphics.Luminance.RenderCmd import Graphics.Luminance.Shader.Program import Graphics.Luminance.Shader.Stage import Graphics.Luminance.Vertex import Graphics.UI.GLFW main :: IO () main = startup $ \window -> do triangle <- createGeometry vertices Nothing Triangle program <- sequenceA [createVertexShader vsSource,createFragmentShader fsSource] >>= createProgram_ untilM (liftIO $ windowShouldClose window) $ do void . runCmd . draw $ framebufferBatch defaultFramebuffer [anySPBatch $ shaderProgramBatch_ program [stdRenderCmd_ triangle]] endFrame window 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;" , "vec4 color[3] = vec4[](" , " vec4(1., 0., 0., 1.)" , " , vec4(0., 1., 0., 1.)" , " , vec4(0., 0., 1., 1.)" , " );" , "void main() {" , " gl_Position = vec4(co, 0., 1.);" , " vertexColor = color[gl_VertexID];" , "}" ] fsSource :: String fsSource = unlines [ "in vec4 vertexColor;" , "out vec4 frag;" , "void main() {" , " frag = vertexColor;" , "}" ]