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Add deep color arg to ApplicationRun
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@@ -302,12 +302,21 @@ struct TestApplicationCallback : IApplicationCallback
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float pos[3];
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float uv[2];
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};
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/*
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static const Vert quad[4] =
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{
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{{0.5,0.5},{1.0,1.0}},
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{{-0.5,0.5},{0.0,1.0}},
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{{0.5,-0.5},{1.0,0.0}},
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{{-0.5,-0.5},{0.0,0.0}}
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};
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*/
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static const Vert quad[4] =
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{
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{{1.0,1.0},{1.0,1.0}},
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{{-1.0,1.0},{0.0,1.0}},
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{{1.0,-1.0},{1.0,0.0}},
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{{-1.0,-1.0},{0.0,0.0}}
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};
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auto vbo = ctx.newStaticBuffer(BufferUse::Vertex, quad, sizeof(Vert), 4);
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@@ -361,7 +370,8 @@ struct TestApplicationCallback : IApplicationCallback
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"in vec2 out_uv;\n"
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"void main()\n"
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"{\n"
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" out_frag = texture(tex, out_uv);\n"
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" //out_frag = texture(tex, out_uv);\n"
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" out_frag = vec4(out_uv.xy, 0.0, 1.0);\n"
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"}\n";
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static const char* texName = "tex";
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@@ -541,7 +551,7 @@ struct TestApplicationCallback : IApplicationCallback
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gfxQ->setViewport(r);
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gfxQ->setScissor(r);
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float rgba[] = {std::max(0.f, sinf(frameIdx / 60.0)), std::max(0.f, cosf(frameIdx / 60.0)), 0.0, 1.0};
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gfxQ->setClearColor(rgba);
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//gfxQ->setClearColor(rgba);
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gfxQ->clearTarget();
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gfxQ->setShaderDataBinding(m_binding);
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@@ -596,7 +606,7 @@ int main(int argc, const boo::SystemChar** argv)
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logvisor::RegisterConsoleLogger();
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boo::TestApplicationCallback appCb;
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int ret = ApplicationRun(boo::IApplication::EPlatformType::Auto,
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appCb, _S("boo"), _S("boo"), argc, argv);
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appCb, _S("boo"), _S("boo"), argc, argv, {}, 1, 1, false);
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printf("IM DYING!!\n");
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return ret;
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}
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