// Copyright 2022 The Ebitengine Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //go:build ignore package main import "github.com/hajimehoshi/ebiten/v2" func init() { s, err := ebiten.NewShader([]byte(` package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(1) }`)) if err != nil { panic(err) } s.Deallocate() } type Game struct { counter int } func (g *Game) Update() error { g.counter++ if g.counter > 1 { return ebiten.Termination } return nil } func (g *Game) Draw(screen *ebiten.Image) { } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return outsideWidth, outsideHeight } func main() { // Run a game loop at least for one frame to ensure the shader disposed. if err := ebiten.RunGame(&Game{}); err != nil { panic(err) } }