Fix tests

This commit is contained in:
luboslenco
2025-04-01 11:08:07 +02:00
parent 7b4766442a
commit 04e3c9d0bb
15 changed files with 152 additions and 132 deletions
+2 -2
View File
@@ -7,8 +7,8 @@ let project = new Project("test");
project.add_project("../../");
project.add_tsfiles("sources");
project.add_tsfiles("../../sources/ts/iron");
project.add_shaders("../../shaders/draw/*.glsl");
project.add_shaders("shaders/*.glsl");
project.add_shaders("../../shaders/draw/*.kong");
project.add_shaders("shaders/*.kong");
project.add_assets("assets/*", { destination: "data/{name}" });
return project;
-11
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@@ -1,11 +0,0 @@
#version 450
in vec2 tex_coord;
out vec4 frag_color;
uniform sampler2D my_texture;
void main() {
frag_color = texture(my_texture, tex_coord);
}
+38
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@@ -0,0 +1,38 @@
#[set(everything)]
const my_texture: tex2d;
#[set(everything)]
const my_texture_sampler: sampler;
#[set(everything)]
const constants: {
WVP: float4x4;
};
struct vert_in {
pos: float4;
tex: float2;
}
struct vert_out {
pos: float4;
tex: float2;
}
fun mesh_vert(input: vert_in): vert_out {
var output: vert_out;
output.tex = input.tex;
output.pos = constants.WVP * float4(input.pos.xyz, 1.0);
return output;
}
fun mesh_frag(input: vert_out): float4 {
return sample(my_texture, my_texture_sampler, input.tex);
}
#[pipe]
struct pipe {
vertex = mesh_vert;
fragment = mesh_frag;
}
-13
View File
@@ -1,13 +0,0 @@
#version 450
in vec4 pos;
in vec2 tex;
out vec2 tex_coord;
uniform mat4 WVP;
void main() {
tex_coord = tex;
gl_Position = WVP * vec4(pos.xyz, 1.0);
}
+5 -4
View File
@@ -1,4 +1,4 @@
// ../../../make --graphics vulkan --run
// ../../make --run
function main() {
let ops: iron_window_options_t = {
@@ -10,7 +10,8 @@ function main() {
features: window_features_t.RESIZABLE | window_features_t.MINIMIZABLE | window_features_t.MAXIMIZABLE,
mode: window_mode_t.WINDOWED,
frequency: 60,
vsync: true
vsync: true,
use_depth: false
};
sys_start(ops);
sys_init();
@@ -77,8 +78,8 @@ function ready() {
contexts: [
{
name: "mesh",
vertex_shader: "mesh.vert",
fragment_shader: "mesh.frag",
vertex_shader: "_mesh.vert",
fragment_shader: "_mesh.frag",
compare_mode: "less",
cull_mode: "clockwise",
depth_write: true,