Mercurial > games > semicongine
diff tests/test_materials.nim @ 982:a40bb0a48e07
do: try to increase compatability with older hardware...
author | sam <sam@basx.dev> |
---|---|
date | Sat, 06 Apr 2024 17:29:48 +0700 |
parents | 6406766a222d |
children | 73b572f82a1f |
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--- a/tests/test_materials.nim Sat Apr 06 16:41:26 2024 +0700 +++ b/tests/test_materials.nim Sat Apr 06 17:29:48 2024 +0700 @@ -35,7 +35,7 @@ var flag = rect() flag.material = material var scene = Scene(name: "main", meshes: @[flag]) - scene.addShaderGlobalArray("test2", @[0'f32, 0'f32]) + scene.addShaderGlobalArray("test2", @[newVec4f(), newVec4f()]) var engine = initEngine("Test materials") @@ -48,17 +48,17 @@ intermediates = [ attr[Vec2f]("uvout"), ], - uniforms = [attr[float32]("test2", arrayCount = 2)], + uniforms = [attr[Vec4f]("test2", arrayCount = 2)], samplers = @[ attr[Texture]("tex1"), attr[Texture]("tex2"), ], outputs = [attr[Vec4f]("color")], vertexCode = """ - gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1]) / Uniforms.test2[1] * 0.5, position.z, 1.0); + gl_Position = vec4(position.x, position.y + sin(Uniforms.test2[1].x) / Uniforms.test2[1].x * 0.5, position.z, 1.0); uvout = uv;""", fragmentCode = """ - float d = sin(Uniforms.test2[0]) * 0.5 + 0.5; + float d = sin(Uniforms.test2[0].x) * 0.5 + 0.5; color = texture(tex1, uvout) * (1 - d) + texture(tex2, uvout) * d; """, ) @@ -69,7 +69,7 @@ var t = cpuTime() while engine.updateInputs() == Running and not engine.keyIsDown(Escape): var d = float32(cpuTime() - t) - setShaderGlobalArray(scene, "test2", @[d, d * 2]) + setShaderGlobalArray(scene, "test2", @[newVec4f(d), newVec4f(d * 2)]) engine.renderScene(scene) engine.destroy()