22 releases
0.11.1 | Nov 27, 2023 |
---|---|
0.11.0 | Oct 18, 2022 |
0.10.0 | Mar 6, 2021 |
0.9.2 | Sep 13, 2020 |
0.1.4 | Dec 30, 2019 |
#468 in Graphics APIs
60 downloads per month
1MB
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Fragula lets you view your fragment shader changes in real time. Simply save your fragment shader while editing and watch your changes appear in the Fragula window in real-time.
Installation
To install Fragula run cargo install fragula
in a terminal prompt.
Usage
USAGE:
fragula [OPTIONS] <obj> <shader>
FLAGS:
-h, --help Prints help information
-V, --version Prints version information
OPTIONS:
-t, --texture <texture> The file path to the texture image to load
ARGS:
<obj> The file path to the Obj file to load
<shader> The file path to the fragment shader to load
To use Fragula you can run fragula
in a terminal with the path to the
OBJ file and fragment shader you would like to use:
$ fragula examples/suzanne.obj examples/fragment.glsl
If you have an image texture that you would like to use in your
fragment shader you can use the --texture
or -t
flag:
$ fragula examples/spot.obj examples/fragment.glsl -t examples/spot_texture.png
The left mouse button can be used to rotate the model about the x and y axes. However, for finer control of the model the following key bindings are available:
R: Reset the model back to its original state
W: Rotate the model counter clockwise about the x axis
S: Rotate the model clockwise about the x axis
D: Rotate the model counter clockwise about the y axis
A: Rotate the model clockwise about the y axis
Q: Rotate the model counter clockwise about the z axis
E: Rotate the model clockwise about the z axis
Z: Scale the model in negative increments
X: Scale the model in positive increments
Up: Transalte the model in the positive y direction
Down: Translate the model in the negative y direction
Left: Translate the model in the negative x direction
Right: Translate the model in the positive x direction
The vertex shader can be found in the src
directory and contains the following code:
in vec3 position;
in vec3 texture;
in vec3 normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 vertex_normal;
out vec3 texture_coordinate;
void main() {
vertex_normal = normalize(view * model * vec4(normal, 0.0)).xyz;
texture_coordinate = texture;
gl_Position = projection * view * model * vec4(position, 1.0);
}
Apart from the transformation matrices, uniform float time
and uniform vec2 resolution
are
available as uniform variables.
Demo
Dependencies
~11–19MB
~246K SLoC