Here is a simple fragment shader with uniform buffers:
const std = @import("std");
const gpu = std.gpu;
const UBO = extern struct {
object_color: @Vector(4, f32),
light_color: @Vector(4, f32),
#include <stdio.h> | |
#include <string.h> | |
#include <arpa/inet.h> | |
#include <sys/socket.h> | |
#include <netdb.h> | |
#include <unistd.h> | |
static void server() { | |
// create socket |