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@@ -86,7 +86,7 @@ class ShaderAdvanced extends hxd.App {
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try {
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var t = new h3d.mat.Texture(1,1,[Target],fmt);
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d.setRenderTarget(t);
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- d.clear(new h3d.Vector(1,0.5,0.25,0.125));
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+ d.clear(new h3d.Vector4(1,0.5,0.25,0.125));
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d.setRenderTarget(null);
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var pix = t.capturePixels();
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var hex = pix.bytes.toHex();
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@@ -95,7 +95,7 @@ class ShaderAdvanced extends hxd.App {
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throw hex+" should be "+values.get(fmt);
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d.setRenderTarget(t);
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- d.clear(new h3d.Vector(0,0,0,0));
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+ d.clear(new h3d.Vector4(0,0,0,0));
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d.setRenderTarget(null);
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t.uploadPixels(pix);
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@@ -111,7 +111,7 @@ class ShaderAdvanced extends hxd.App {
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// uniform buffer
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var bmp = new h2d.Bitmap(h2d.Tile.fromColor(0xFF0000,128,128),s2d);
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var ubuffer = bmp.addShader(new TestUniformBuffer());
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- ubuffer.colorMatrix = new h3d.Buffer(4,4,[UniformBuffer,Dynamic]);
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+ ubuffer.colorMatrix = new h3d.Buffer(4,hxd.BufferFormat.VEC4_DATA,[UniformBuffer,Dynamic]);
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var hue : Float = 0.;
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updates.push(function(dt) {
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hue += dt * 6;
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@@ -122,7 +122,7 @@ class ShaderAdvanced extends hxd.App {
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var buf = new hxd.FloatBuffer();
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for( v in m.getFloats() )
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buf.push(v);
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- ubuffer.colorMatrix.uploadVector(buf, 0, 4);
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+ ubuffer.colorMatrix.uploadFloats(buf, 0, 4);
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});
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// texture array
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@@ -155,8 +155,8 @@ class ShaderAdvanced extends hxd.App {
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buf.push(i * 0.4);
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buf.push(i * 0.2);
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}
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- var instanceBuffer = h3d.Buffer.ofFloats(buf,2);
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- prim.addBuffer("offset",instanceBuffer);
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+ var instanceBuffer = h3d.Buffer.ofFloats(buf,hxd.BufferFormat.make([{name : "offset",type:DVec2}]));
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+ cube.addBuffer(instanceBuffer);
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var m = new h3d.scene.Mesh(prim, s3d);
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m.material.mainPass.addShader(new InstancedOffsetShader());
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