Mercurial > games > semicongine
diff tests/test_mesh.nim @ 420:91e018270832
fix: all tests (once more)
author | Sam <sam@basx.dev> |
---|---|
date | Mon, 29 Jan 2024 00:19:35 +0700 |
parents | f4f1474dc70a |
children | 6406766a222d |
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--- a/tests/test_mesh.nim Sun Jan 28 22:18:25 2024 +0700 +++ b/tests/test_mesh.nim Mon Jan 29 00:19:35 2024 +0700 @@ -8,31 +8,31 @@ var engine = initEngine("Test meshes") const shaderConfiguration = createShaderConfiguration( - inputs=[ - attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), - attr[uint16]("materialIndex", memoryPerformanceHint=PreferFastRead, perInstance=true), - attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead), - attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), + inputs = [ + attr[Vec3f]("position", memoryPerformanceHint = PreferFastRead), + attr[uint16](MATERIALINDEX_ATTRIBUTE, memoryPerformanceHint = PreferFastRead, perInstance = true), + attr[Vec2f]("texcoord_0", memoryPerformanceHint = PreferFastRead), + attr[Mat4]("transform", memoryPerformanceHint = PreferFastWrite, perInstance = true), ], - intermediates=[ + intermediates = [ attr[Vec4f]("vertexColor"), attr[Vec2f]("colorTexCoord"), - attr[uint16]("materialIndexOut", noInterpolation=true) + attr[uint16]("materialIndexOut", noInterpolation = true) ], - outputs=[attr[Vec4f]("color")], - uniforms=[ + outputs = [attr[Vec4f]("color")], + uniforms = [ attr[Mat4]("projection"), attr[Mat4]("view"), - attr[Vec4f]("color", arrayCount=4), + attr[Vec4f]("color", arrayCount = 4), ], - samplers=[attr[Texture]("baseTexture", arrayCount=4)], - vertexCode=""" + samplers = [attr[Texture]("baseTexture", arrayCount = 4)], + vertexCode = &""" gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); - vertexColor = Uniforms.color[materialIndex]; + vertexColor = Uniforms.color[{MATERIALINDEX_ATTRIBUTE}]; colorTexCoord = texcoord_0; - materialIndexOut = materialIndex; + materialIndexOut = {MATERIALINDEX_ATTRIBUTE}; """, - fragmentCode="color = texture(baseTexture[materialIndexOut], colorTexCoord) * vertexColor;" + fragmentCode = "color = texture(baseTexture[materialIndexOut], colorTexCoord) * vertexColor;" ) engine.initRenderer({COLORED_SINGLE_TEXTURE_MATERIAL: shaderConfiguration})