test
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@@ -43,13 +43,20 @@ pub fn main() !void {
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// kbts_shape_context *Context = kbts_CreateShapeContext(0, 0);
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// if (gl.binding.isEnabled(@intFromEnum(gl.Capabilities.framebuffer_srgb)) != 0) {
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// std.log.info("SRGB: The driver reports GL_FRAMEBUFFER_SRGB is ENABLED", .{});
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// } else {
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// std.log.info("SRGB: The driver reports GL_FRAMEBUFFER_SRGB is DISABLED", .{});
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// }
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font.ft_lib = try ft.Library.init();
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var f = try font.Font.init("assets/fonts/Vollkorn/static/Vollkorn-Regular.ttf", 48, allocator);
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defer f.deinit(allocator);
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font.shader = try rl.loadShader(null, "assets/text.frag");
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const test_shader = try rl.loadShader(null, "assets/test.frag");
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const test_shader1 = try rl.loadShader(null, "assets/test_1.frag");
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const test_shader2 = try rl.loadShader(null, "assets/test_2.frag");
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// const img = rl.genImageColor(32, 32, .blank);
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// const tx = try rl.loadTextureFromImage(img);
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@@ -177,7 +184,7 @@ pub fn main() !void {
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// Draw
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//----------------------------------------------------------------------------------
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rl.clearBackground(.sky_blue);
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rl.clearBackground(.black);
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rl.beginDrawing();
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@@ -191,40 +198,56 @@ pub fn main() !void {
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// true
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// );
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rl.beginShaderMode(test_shader);
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rl.beginShaderMode(test_shader1);
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rl.gl.rlBegin(rl.gl.rl_quads);
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{
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const topLeft : rl.Vector2 = .{ .x = 0.0, .y = 0.0 };
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// const topRight : rl.Vector2 = .{ .x = @floatFromInt(rl.getScreenWidth()), .y = 0.0 };
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// const bottomLeft : rl.Vector2 = .{ .x = 0.0, .y = @floatFromInt(rl.getScreenHeight()) };
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const bottomRight : rl.Vector2 = .{ .x = @floatFromInt(rl.getScreenWidth()), .y = @floatFromInt(rl.getScreenHeight()) };
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const bottomRight : rl.Vector2 = .{ .x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0, .y = @as(f32, @floatFromInt(rl.getScreenHeight())) };
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rl.gl.rlVertex2f(topLeft.x, topLeft.y);
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rl.gl.rlVertex2f(topLeft.x, bottomRight.y);
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rl.gl.rlVertex2f(bottomRight.x, bottomRight.y);
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rl.gl.rlVertex2f(bottomRight.x, topLeft.y);
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//rl.gl.rlTexCoord2f(0.0, 0.0);
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// rl.gl.rlVertex2f(topLeft.x, topLeft.y);
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//rl.gl.rlTexCoord2f(0.0, 1.0);
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// rl.gl.rlVertex2f(bottomLeft.x, bottomLeft.y);
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//rl.gl.rlTexCoord2f(1.0, 0.0);
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// rl.gl.rlVertex2f(topRight.x, topRight.y);
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// rl.gl.rlTexCoord2f(1.0, 0.0);
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// rl.gl.rlVertex2f(topRight.x, topRight.y);
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// rl.gl.rlTexCoord2f(0.0, 1.0);
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// rl.gl.rlVertex2f(bottomLeft.x, bottomLeft.y);
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// rl.gl.rlTexCoord2f(1.0, 1.0);
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// rl.gl.rlVertex2f(bottomRight.x, bottomRight.y);
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}
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rl.gl.rlEnd();
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rl.endShaderMode();
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rl.drawRectangle(400, 0, 400, 450, rl.Color{ .r = 54, .g = 54, .b = 54, .a = 255 });
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rl.beginShaderMode(test_shader2);
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rl.gl.rlBegin(rl.gl.rl_quads);
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{
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const topLeft : rl.Vector2 = .{ .x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0, .y = 0 };
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const bottomRight : rl.Vector2 = .{ .x = @floatFromInt(rl.getScreenWidth()), .y = @floatFromInt(rl.getScreenHeight()) };
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rl.gl.rlVertex2f(topLeft.x, topLeft.y);
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rl.gl.rlVertex2f(topLeft.x, bottomRight.y);
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rl.gl.rlVertex2f(bottomRight.x, bottomRight.y);
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rl.gl.rlVertex2f(bottomRight.x, topLeft.y);
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}
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rl.gl.rlEnd();
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rl.endShaderMode();
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rl.beginShaderMode(test_shader2);
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rl.gl.rlBegin(rl.gl.rl_quads);
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{
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const topLeft : rl.Vector2 = .{ .x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2.0, .y = 0 };
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const bottomRight : rl.Vector2 = .{ .x = @floatFromInt(rl.getScreenWidth()), .y = @floatFromInt(rl.getScreenHeight()) };
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rl.gl.rlVertex2f(topLeft.x, topLeft.y);
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rl.gl.rlVertex2f(topLeft.x, bottomRight.y);
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rl.gl.rlVertex2f(bottomRight.x, bottomRight.y);
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rl.gl.rlVertex2f(bottomRight.x, topLeft.y);
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}
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rl.gl.rlEnd();
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rl.endShaderMode();
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// rl.drawRectangle(400, 0, 400, 450, rl.Color{ .r = 54, .g = 54, .b = 54, .a = 255 });
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// f.texture.drawPro(
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