Mercurial > games > semicongine
diff tests/test_vulkan_wrapper.nim @ 832:388c4b35a6e3
fix: tests, test_materials and test_mesh still needs to be done
author | Sam <sam@basx.dev> |
---|---|
date | Wed, 22 Nov 2023 23:24:47 +0700 |
parents | 0a0402d1d729 |
children | fa38cd28f041 |
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--- a/tests/test_vulkan_wrapper.nim Wed Nov 22 23:23:40 2023 +0700 +++ b/tests/test_vulkan_wrapper.nim Wed Nov 22 23:24:47 2023 +0700 @@ -14,7 +14,7 @@ mat = SINGLE_TEXTURE_MATERIAL.initMaterialData( name="mat", attributes={ - "texture1": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[ + "baseTexture": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[ R, R, R, R, R, R, R, W, R, R, R, W, W, W, R, @@ -26,7 +26,7 @@ mat2 = SINGLE_TEXTURE_MATERIAL.initMaterialData( name="mat2", attributes={ - "texture1": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[ + "baseTexture": initDataList(@[Texture(image: Image(width: 5, height: 5, imagedata: @[ R, W, R, W, R, W, R, W, R, W, R, W, R, W, R, @@ -180,10 +180,10 @@ ], outputs=[attr[Vec4f]("color")], samplers=[ - attr[Texture]("texture1") + attr[Texture]("baseTexture") ], vertexCode="""gl_Position = vec4(position, 1.0) * transform; outcolor = color;""", - fragmentCode="color = texture(texture1, outcolor.xy) * 0.5 + outcolor * 0.5;", + fragmentCode="color = texture(baseTexture, outcolor.xy) * 0.5 + outcolor * 0.5;", ) shaderConfiguration2 = createShaderConfiguration( inputs=[