cub3d/mlx/docs/Shaders.md
2023-10-25 13:56:45 +02:00

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# Shaders
In computer graphics, a shader is a type of computer program used for shading in 3D/2D scenes (the production of appropriate levels of light, darkness, and color in a rendered image). MLX42 exposes the shaders and compiles them into the library for portability.
```glsl
// Example of shader code, GLSL is similar to C but not quite.
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 ProjMatrix;
void main()
{
gl_Position = ProjMatrix * vec4(aPos, 1.0);
TexCoord = aTexCoord;
}
```
## Beware
Shaders aren't really meant to be used by students but are more there for the convenience of developers. (though some advanced students might make some use of them)
# Compilation
Shaders are converted into a `.c` appropriate format and then compiled into the library and referenced via a `extern` global variable appropriately named `vert_shader` & `frag_shader`. The reason this is done is to keep the final game/executable portable, that is being able to use it at any given location within a filesystem, while still being easy to work on the shaders instead of having to mess with it in the `.c` files directly.