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Add sample shaders and test case for ruleset-specific shaders

This commit is contained in:
Salman Ahmed 2021-06-21 00:09:47 +03:00
parent eabcbd1d42
commit c933cbe89d
3 changed files with 51 additions and 0 deletions

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@ -0,0 +1,11 @@
#include "sh_Utils.h"
varying mediump vec2 v_TexCoord;
varying mediump vec4 v_TexRect;
void main(void)
{
float hueValue = v_TexCoord.x / (v_TexRect[2] - v_TexRect[0]);
gl_FragColor = hsv2rgb(vec4(hueValue, 1, 1, 1));
}

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@ -0,0 +1,31 @@
#include "sh_Utils.h"
attribute highp vec2 m_Position;
attribute lowp vec4 m_Colour;
attribute mediump vec2 m_TexCoord;
attribute mediump vec4 m_TexRect;
attribute mediump vec2 m_BlendRange;
varying highp vec2 v_MaskingPosition;
varying lowp vec4 v_Colour;
varying mediump vec2 v_TexCoord;
varying mediump vec4 v_TexRect;
varying mediump vec2 v_BlendRange;
uniform highp mat4 g_ProjMatrix;
uniform highp mat3 g_ToMaskingSpace;
void main(void)
{
// Transform from screen space to masking space.
highp vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0);
v_MaskingPosition = maskingPos.xy / maskingPos.z;
v_Colour = m_Colour;
v_TexCoord = m_TexCoord;
v_TexRect = m_TexRect;
v_BlendRange = m_BlendRange;
gl_Position = gProjMatrix * vec4(m_Position, 1.0, 1.0);
}

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@ -7,6 +7,7 @@ using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio.Sample;
using osu.Framework.Configuration.Tracking;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Textures;
using osu.Framework.IO.Stores;
using osu.Framework.Testing;
@ -45,6 +46,14 @@ namespace osu.Game.Tests.Testing
Dependencies.Get<ISampleStore>().Get(@"test-sample") != null);
}
[Test]
public void TestRetrieveShader()
{
AddAssert("ruleset shaders retrieved", () =>
Dependencies.Get<ShaderManager>().LoadRaw(@"sh_TestVertex.vs") != null &&
Dependencies.Get<ShaderManager>().LoadRaw(@"sh_TestFragment.fs") != null);
}
[Test]
public void TestResolveConfigManager()
{