Mercurial > games > semicongine
diff examples/E02_squares.nim @ 529:eb92723db7b2
fix: API changes
author | Sam <sam@basx.dev> |
---|---|
date | Sun, 05 Feb 2023 00:28:18 +0700 |
parents | f2c97bdbb0b3 |
children | 21c276c0a968 |
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--- a/examples/E02_squares.nim Sun Feb 05 00:20:07 2023 +0700 +++ b/examples/E02_squares.nim Sun Feb 05 00:28:18 2023 +0700 @@ -61,7 +61,7 @@ 3), uint16(vertIndex + 0)] - type PIndexedMesh = IndexedMesh[VertexDataA, + type PIndexedMesh = Mesh[VertexDataA, uint16] # required so we can use ctor with ref/on heap var squaremesh = PIndexedMesh( vertexData: VertexDataA( @@ -69,6 +69,7 @@ color22: ColorAttribute[Vec3](data: @colors), index: GenericAttribute[uint32](data: @iValues), ), + indexed: true, indices: @indices ) var scene = newThing("scene", newThing("squares", squaremesh)) @@ -79,10 +80,12 @@ float t = sin(uniforms.t * 0.5) * 0.5 + 0.5; float v = min(1, max(0, pow(pos_weight - t, 2))); v = pow(1 - v, 3000); - out_color = vec3(in_color.r, in_color.g, v * 0.5); + out_color = vec4(in_color.r, in_color.g, v * 0.5, 1.0); """ ) const fragmentShader = generateFragmentShaderCode[VertexDataA]() + static: + echo vertexShader pipeline = setupPipeline[VertexDataA, Uniforms, uint16]( myengine, scene,