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.);" , "}" ]