ebiten/internal/processtest/testdata/issue2162.go

59 lines
1.3 KiB
Go

// 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)
}
}