Mercurial > games > semicongine
diff examples/E04_input.nim @ 671:d84b2e88776a
fix: always use rgba
author | Sam <sam@basx.dev> |
---|---|
date | Tue, 09 May 2023 18:19:17 +0700 |
parents | c33c8e156e3e |
children | 3bb199dd45ba |
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--- a/examples/E04_input.nim Tue May 09 01:37:46 2023 +0700 +++ b/examples/E04_input.nim Tue May 09 18:19:17 2023 +0700 @@ -24,9 +24,9 @@ ) keyDimension = 50'f32 keyGap = 10'f32 - backgroundColor = newVec3f(0.6705882352941176, 0.6078431372549019, 0.5882352941176471) - baseColor = newVec3f(0.9411764705882353, 0.9058823529411765, 0.8470588235294118'f32) - activeColor = newVec3f(0.6509803921568628'f32, 0.22745098039215686, 0.3137254901960784'f32) + backgroundColor = newVec4f(0.6705882352941176, 0.6078431372549019, 0.5882352941176471, 1) + baseColor = newVec4f(0.9411764705882353, 0.9058823529411765, 0.8470588235294118, 1) + activeColor = newVec4f(0.6509803921568628, 0.22745098039215686, 0.3137254901960784, 1) arrow_colors = @[ baseColor * 0.9'f32, baseColor * 0.9'f32, @@ -58,7 +58,7 @@ var scene: Scene keyvertexpos: seq[Vec3f] - keyvertexcolor: seq[Vec3f] + keyvertexcolor: seq[Vec4f] keymeshindices: seq[array[3, uint16]] rowpos = newVec2f(0, 0) i = 0'u16 @@ -149,10 +149,10 @@ const vertexInput = @[ attr[Vec3f]("position"), - attr[Vec3f]("color", memoryPerformanceHint=PreferFastWrite), + attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), ] - vertexOutput = @[attr[Vec3f]("outcolor")] + vertexOutput = @[attr[Vec4f]("outcolor")] uniforms = @[attr[Mat4]("projection")] fragOutput = @[attr[Vec4f]("color")] vertexCode = compileGlslShader( @@ -167,7 +167,7 @@ inputs=vertexOutput, uniforms=uniforms, outputs=fragOutput, - main="color = vec4(outcolor, 1);" + main="color = outcolor;" ) # set up rendering