This commit is contained in:
Zack Buhman 2026-02-21 22:59:17 +00:00
commit 0a423f850d

70
main.lua Normal file
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local mesh
local pixelcode = [[
#pragma language glsl3
varying vec4 vpos;
out vec4 outData;
void pixelmain()
{
outData = vpos;
}
]]
local vertexcode = [[
#pragma language glsl3
layout(location = 0) in vec4 VertexPosition;
varying vec4 vpos;
void vertexmain()
{
vpos = VertexPosition;
love_Position = TransformProjectionMatrix * VertexPosition;
}
]]
shader = love.graphics.newShader(pixelcode, vertexcode)
local vertexformat = {
{ name = 'VertexPosition', format = 'floatvec3', location = 0 },
}
local vertexdata = {
{-0.5, -0.5, -0.5}, -- tl \|
{ 0.5, -0.5, -0.5}, -- tr
{ 0.5, 0.5, -0.5}, -- br
{ -0.5, 0.5, -0.5}, -- bl |\
}
function love.load(args)
local vertexbuffer = love.graphics.newBuffer(vertexformat, vertexdata, { vertex = true, usage = "static" })
attributelist = {
{
buffer = vertexbuffer,
location = 0,
name = "VertexPosition", -- the name this vertex attribute will use in a shader
nameinbuffer = nil, -- the name of the attribute in the vertex buffer. Defaults to the name field.
step = "pervertex", -- vertex attribute step ("pervertex" or "perinstance"), defaults to "pervertex".
startindex = 1, -- 1-based array index within the given vertex buffer where the attribute data will start being pulled from during rendering. Defaults to 1.
},
}
drawmode = "triangles"
mesh = love.graphics.newMesh(attributelist, drawmode)
mesh:setVertexMap(1, 2, 3,
1, 4, 3)
end
function love.draw()
local radius = 100
local mx, my = love.mouse.getPosition()
love.graphics.setShader(shader)
love.graphics.draw(mesh, mx, my, 0, radius, radius)
end