Mercurial > games > semicongine
diff examples/E10_pong.nim @ 671:d84b2e88776a
fix: always use rgba
author | Sam <sam@basx.dev> |
---|---|
date | Tue, 09 May 2023 18:19:17 +0700 |
parents | c33c8e156e3e |
children | 952428f04ffc |
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--- a/examples/E10_pong.nim Tue May 09 01:37:46 2023 +0700 +++ b/examples/E10_pong.nim Tue May 09 18:19:17 2023 +0700 @@ -3,10 +3,10 @@ import semicongine let - barcolor = hexToColor("5A3F00").gamma(2.2).colorToHex() + barcolor = hexToColorAlpha("5A3F00").gamma(2.2).colorToHex() barSize = 0.1'f barWidth = 0.01'f - ballcolor = hexToColor("B17F08").gamma(2.2).colorToHex() + ballcolor = hexToColorAlpha("B17F08").gamma(2.2).colorToHex() ballSize = 0.01'f backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2) ballSpeed = 60'f @@ -33,10 +33,10 @@ 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( @@ -51,7 +51,7 @@ inputs=vertexOutput, uniforms=uniforms, outputs=fragOutput, - main="color = vec4(outcolor, 1);" + main="color = outcolor;" ) # set up rendering