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build.rs
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build.rs
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extern crate glsl_to_spirv;
use std::error::Error;
fn main() -> Result<(), Box<Error>> {
use glsl_to_spirv::ShaderType;
// Tell the build script to only run again if we change our source shaders
println!("cargo:rerun-if-changed=source_assets/shaders");
// Create destination path if necessary
std::fs::create_dir_all("assets/gen/shaders")?;
for entry in std::fs::read_dir("source_assets/shaders")? {
let entry = entry?;
if entry.file_type()?.is_file() {
let in_path = entry.path();
// Support only vertex and fragment shaders currently
let shader_type =
in_path
.extension()
.and_then(|ext| match ext.to_string_lossy().as_ref() {
"vert" => Some(ShaderType::Vertex),
"frag" => Some(ShaderType::Fragment),
_ => None,
});
if let Some(shader_type) = shader_type {
use std::io::Read;
let source = std::fs::read_to_string(&in_path)?;
let mut compiled_file = glsl_to_spirv::compile(&source, shader_type)?;
let mut compiled_bytes = Vec::new();
compiled_file.read_to_end(&mut compiled_bytes)?;
let out_path = format!(
"assets/gen/shaders/{}.spv",
in_path.file_name().unwrap().to_string_lossy()
);
std::fs::write(&out_path, &compiled_bytes)?;
}
}
}
Ok(())
}