mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 15:07:26 +01:00
8a44ef4f6c
Updates #2162
59 lines
1.3 KiB
Go
59 lines
1.3 KiB
Go
// Copyright 2022 The Ebitengine Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build ignore
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package main
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import "github.com/hajimehoshi/ebiten/v2"
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func init() {
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s, err := ebiten.NewShader([]byte(`
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(1)
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}`))
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if err != nil {
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panic(err)
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}
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s.Deallocate()
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}
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type Game struct {
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counter int
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}
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func (g *Game) Update() error {
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g.counter++
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if g.counter > 1 {
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return ebiten.Termination
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return outsideWidth, outsideHeight
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}
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func main() {
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// Run a game loop at least for one frame to ensure the shader disposed.
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if err := ebiten.RunGame(&Game{}); err != nil {
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panic(err)
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}
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}
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