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code = "-- 2 matrices\nlovr.graphics.newBuffer('mat4', 2)\n\n-- 3 integers, with initial data\nlovr.graphics.newBuffer('int', { 1, 2, 3 })\n\n-- a simple mesh:\nlovr.graphics.newBuffer({\n { name = 'VertexPosition', type = 'vec3' },\n { name = 'VertexColor', type = 'color' }\n}, 4)\n\n-- a uniform buffer with vec3's, using the std140 packing\nlovr.graphics.newBuffer({ 'vec3', layout = 'std140' }, data)\n\n-- a uniform buffer with key-value fields\nlovr.graphics.newBuffer({\n { 'AmbientColor', 'vec3' },\n { 'LightPosition', 'vec3' },\n { 'LightType', 'u32' },\n { 'LightColor', 'vec4' },\n layout = 'std140'\n})\n\n-- a buffer with nested structure and array types\nlovr.graphics.newBuffer({\n { 'globals', {\n { 'ObjectCount', 'int' },\n { 'WorldSize', 'vec2' },\n { 'Scale', 'float' }\n }},\n { 'materials', {\n { 'Color', 'vec4' },\n { 'Glow', 'vec3' },\n { 'Roughness', 'float' }\n }, length = 32 },\n layout = 'std430'\n})\n\n-- a buffer using a variable from a shader:\nlovr.graphics.newBuffer(shader:getBufferFormat('transforms'))"
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code = "-- 2 matrices\nlovr.graphics.newBuffer('mat4', 2)\n\n-- 3 integers, with initial data\nlovr.graphics.newBuffer('int', { 1, 2, 3 })\n\n-- a simple mesh:\nlovr.graphics.newBuffer({\n { name = 'VertexPosition', type = 'vec3' },\n { name = 'VertexColor', type = 'color' }\n}, 4)\n\n-- a uniform buffer with vec3's, using the std140 packing\nlovr.graphics.newBuffer({ 'vec3', layout = 'std140' }, data)\n\n-- a uniform buffer with key-value fields\nlovr.graphics.newBuffer({\n { 'AmbientColor', 'vec3' },\n { 'LightPosition', 'vec3' },\n { 'LightType', 'u32' },\n { 'LightColor', 'vec4' },\n layout = 'std140'\n})\n\n-- a buffer with nested structure and array types\nlovr.graphics.newBuffer({\n { 'globals', {\n { 'ObjectCount', 'int' },\n { 'WorldSize', 'vec2' },\n { 'Scale', 'float' }\n }},\n { 'materials', {\n { 'Color', 'vec4' },\n { 'Glow', 'vec3' },\n { 'Roughness', 'float' }\n }, length = 32 },\n layout = 'std430'\n})\n\n-- a buffer using a variable from a shader:\nlovr.graphics.newBuffer(shader:getBufferFormat('transforms'))"
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