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Diffstat (limited to 'seascape.go')
-rw-r--r--seascape.go15
1 files changed, 5 insertions, 10 deletions
diff --git a/seascape.go b/seascape.go
index 0c830b3..5e93a27 100644
--- a/seascape.go
+++ b/seascape.go
@@ -5,20 +5,17 @@ import (
"github.com/go-gl/mathgl/mgl32"
- "log"
-
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
- "github.com/gookit/config"
"golang.org/x/image/colornames"
)
func run() {
// Set up window configs
- log.Println("width = ", config.Int("width"), "height = ", config.String("height"))
cfg := pixelgl.WindowConfig{ // Default: 1024 x 768
- Title: "Golang GLSL",
- Bounds: pixel.R(0, 0, config.Float("width"), config.Float("height")),
+ Title: "Golang GLSL",
+ // Bounds: pixel.R(0, 0, float64(width), float64(height)),
+ Bounds: pixel.R(0, 0, argv.Width, argv.Height),
VSync: true,
}
@@ -35,8 +32,7 @@ func run() {
// I am putting all shader example initializing stuff here for
// easier reference to those learning to use this functionality
- log.Println("Load GSGL file = ", config.String("filename"))
- fragSource, err := LoadFileToString(config.String("filename"))
+ fragSource, err := LoadFileToString(argv.Filename)
if err != nil {
panic(err)
@@ -44,8 +40,7 @@ func run() {
var uMouse mgl32.Vec4
var uTime float32
- log.Println("glDrift = ", config.String("glDrift"))
- var glDrift float32 = float32(config.Float("glDrift"))
+ var glDrift float32 = argv.GLdrift
canvas := win.Canvas()
uResolution := mgl32.Vec2{float32(win.Bounds().W()), float32(win.Bounds().H())}