mirror of https://github.com/axmolengine/axmol.git
[ci skip], delete ShaderFail sample in ShaderTest.cpp.
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@ -6,7 +6,7 @@
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static int sceneIdx = -1;
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#define MAX_LAYER 9
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#define MAX_LAYER 8
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static Layer* createShaderLayer(int nIndex)
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{
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@ -20,7 +20,6 @@ static Layer* createShaderLayer(int nIndex)
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case 5: return new ShaderPlasma();
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case 6: return new ShaderBlur();
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case 7: return new ShaderRetroEffect();
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case 8: return new ShaderFail();
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}
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return NULL;
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@ -745,58 +744,6 @@ std::string ShaderRetroEffect::subtitle() const
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return "sin() effect with moving colors";
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}
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// ShaderFail
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const GLchar *shader_frag_fail = "\n\
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#ifdef GL_ES \n\
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precision lowp float; \n\
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#endif \n\
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\n\
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varying vec2 v_texCoord; \n\
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uniform sampler2D CC_Texture0; \n\
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\n\
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vec4 colors[10]; \n\
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\n\
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void main(void) \n\
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{ \n\
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colors[0] = vec4(1,0,0,1); \n\
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colors[1] = vec4(0,1,0,1); \n\
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colors[2] = vec4(0,0,1,1); \n\
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colors[3] = vec4(0,1,1,1); \n\
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colors[4] = vec4(1,0,1,1); \n\
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colors[5] = vec4(1,1,0,1); \n\
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colors[6] = vec4(1,1,1,1); \n\
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colors[7] = vec4(1,0.5,0,1); \n\
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colors[8] = vec4(1,0.5,0.5,1); \n\
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colors[9] = vec4(0.5,0.5,1,1); \n\
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\n\
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int y = int( mod(gl_FragCoord.y / 3.0, 10.0 ) ); \n\
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gl_FragColor = colors[y] * texture2D(CC_Texture0, v_texCoord); \n\
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} \n\
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\n";
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ShaderFail::ShaderFail()
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{
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auto p = new GLProgram();
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p->initWithByteArrays(ccPositionTexture_vert, shader_frag_fail);
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p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
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p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
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p->link();
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p->updateUniforms();
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p->release();
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}
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std::string ShaderFail::title() const
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{
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return "Shader: Invalid shader";
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}
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std::string ShaderFail::subtitle() const
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{
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return "See console for output with useful error log";
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}
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///---------------------------------------
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//
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// ShaderTestScene
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@ -137,14 +137,6 @@ protected:
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CustomCommand _customCommand;
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};
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class ShaderFail : public ShaderTestDemo
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{
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public:
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ShaderFail();
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virtual std::string title() const override;
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virtual std::string subtitle() const override;
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};
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class ShaderTestScene : public TestScene
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{
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public:
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