comparison tests/test_mesh.nim @ 244:f52fccedf5ab

did: adjust to new API
author Sam <sam@basx.dev>
date Mon, 22 May 2023 00:51:41 +0700
parents f05497ef8fd2
children a19c9d089f25
comparison
equal deleted inserted replaced
243:3b388986c7fd 244:f52fccedf5ab
16 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), 16 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead),
17 attr[uint8]("material", memoryPerformanceHint=PreferFastRead), 17 attr[uint8]("material", memoryPerformanceHint=PreferFastRead),
18 ] 18 ]
19 vertexOutput = @[attr[Vec4f]("vertexColor")] 19 vertexOutput = @[attr[Vec4f]("vertexColor")]
20 fragOutput = @[attr[Vec4f]("color")] 20 fragOutput = @[attr[Vec4f]("color")]
21 uniforms = @[attr[Mat4]("transform"), attr[Vec4f]("material_colors", arrayCount=16), ] 21 uniforms = @[attr[Mat4]("transform"), attr[Vec4f]("material_color", arrayCount=16), ]
22 vertexCode = compileGlslShader( 22 vertexCode = compileGlslShader(
23 stage=VK_SHADER_STAGE_VERTEX_BIT, 23 stage=VK_SHADER_STAGE_VERTEX_BIT,
24 inputs=vertexInput, 24 inputs=vertexInput,
25 outputs=vertexOutput, 25 outputs=vertexOutput,
26 uniforms=uniforms, 26 uniforms=uniforms,
27 main="""gl_Position = vec4(position, 1.0) * Uniforms.transform; vertexColor = Uniforms.material_colors[material];""" 27 main="""gl_Position = vec4(position, 1.0) * Uniforms.transform; vertexColor = Uniforms.material_color[material];"""
28 ) 28 )
29 fragmentCode = compileGlslShader( 29 fragmentCode = compileGlslShader(
30 stage=VK_SHADER_STAGE_FRAGMENT_BIT, 30 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
31 inputs=vertexOutput, 31 inputs=vertexOutput,
32 outputs=fragOutput, 32 outputs=fragOutput,