From 99b809b5eec90d443cfb3cb239ae06ceea5c7bad Mon Sep 17 00:00:00 2001 From: Otavio Gomes Date: Sat, 23 Sep 2023 12:06:24 -0300 Subject: [PATCH] Diet cargo --- Cargo.toml | 1 + tests/data/shaders/frag.glsl | 15 --------------- tests/data/shaders/vert.glsl | 18 ------------------ 3 files changed, 1 insertion(+), 33 deletions(-) delete mode 100644 tests/data/shaders/frag.glsl delete mode 100644 tests/data/shaders/vert.glsl diff --git a/Cargo.toml b/Cargo.toml index c3dc5a0..0ea81c0 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -4,6 +4,7 @@ version = "1.0.0" edition = "2021" authors = ["Otavio Gomes "] license = "MIT" +include = ["src/**/*", "LICENSE", "README.md", "!**/*_test.*", "!**/*_test/**/*"] description = "Alignment with Iterative Closest Point (ICP) for point clouds and images" # See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html diff --git a/tests/data/shaders/frag.glsl b/tests/data/shaders/frag.glsl deleted file mode 100644 index 7fd6018..0000000 --- a/tests/data/shaders/frag.glsl +++ /dev/null @@ -1,15 +0,0 @@ -#version 450 - -// layout(location = 0) in vec3 v_normal; -layout(location = 0) out vec4 f_color; - -const vec3 LIGHT = vec3(0.0, 0.0, 1.0); - -void main() { - //float brightness = dot(normalize(v_normal), normalize(LIGHT)); - //vec3 dark_color = vec3(0.6, 0.0, 0.0); - // vec3 regular_color = vec3(1.0, 0.0, 0.0); - - // f_color = vec4(mix(dark_color, regular_color, brightness), 1.0); - f_color = vec4(1.0, 0.0, 1.0, 1.0); -} diff --git a/tests/data/shaders/vert.glsl b/tests/data/shaders/vert.glsl deleted file mode 100644 index c248cea..0000000 --- a/tests/data/shaders/vert.glsl +++ /dev/null @@ -1,18 +0,0 @@ -#version 450 - -layout(location = 0) in vec3 position; -// layout(location = 1) in vec3 normal; - -// layout(location = 0) out vec3 v_normal; - -layout(set = 0, binding = 0) uniform Data { - mat4 world; - mat4 view; - mat4 proj; -} uniforms; - -void main() { - mat4 worldview = uniforms.view * uniforms.world; - // v_normal = transpose(inverse(mat3(worldview))) * normal; - gl_Position = uniforms.proj * worldview * vec4(position, 1.0); -}