|
1 |
| -function love.load() |
2 |
| - Number = 0 |
3 |
| -end |
| 1 | +-- Create triangle mesh |
| 2 | +local attributes = { |
| 3 | + { "VertexPosition", "float", 2 }, |
| 4 | + { "VertexColor", "byte", 4 }, |
| 5 | +} |
| 6 | +local vertices = { |
| 7 | + { -0.5, -0.5, 1, 0, 0 }, |
| 8 | + { 0.5, -0.5, 0, 1, 0 }, |
| 9 | + { 0, 0.5, 0, 0, 1 }, |
| 10 | +} |
| 11 | +local triangle = love.graphics.newMesh(attributes, vertices, "triangles", "static") |
4 | 12 |
|
5 |
| -function love.update() |
6 |
| - Number = Number + 1 |
7 |
| -end |
| 13 | +-- If you have install glsl parser with TreeSitter, the multi-line string will be |
| 14 | +-- highlighted like the rest of the code. |
| 15 | +-- See `:help love2d-glsl` |
| 16 | +local shader = love.graphics.newShader( |
| 17 | + [[ |
| 18 | + varying vec4 vColor; |
| 19 | + vec4 position( mat4 transform_projection, vec4 vertex_position ) { |
| 20 | + vColor = VertexColor; |
| 21 | + return transform_projection * vertex_position; |
| 22 | + } |
| 23 | + ]], |
| 24 | + [[ |
| 25 | + varying vec4 vColor; |
| 26 | + vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) { |
| 27 | + return vColor; |
| 28 | + } |
| 29 | + ]] |
| 30 | +) |
8 | 31 |
|
9 | 32 | function love.draw()
|
10 |
| - love.graphics.print(tostring(Number)) |
| 33 | + love.graphics.setShader(shader) |
| 34 | + love.graphics.draw(triangle, love.graphics.getWidth() / 2, love.graphics.getHeight() / 2, 0, 200, 200) |
| 35 | + love.graphics.setShader() |
11 | 36 | end
|
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