Upgrade to Gradle 8.10, Kotlin 2.0.20, reduce warnings
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@@ -10,8 +10,7 @@ fun main() = application {
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program {
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val shader = Shader.createFromCode(vsCode =
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"""
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#version 430
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"""${Driver.instance.shaderConfiguration()}
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in vec3 a_position;
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in vec2 a_texCoord0;
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in vec3 a_normal;
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@@ -22,16 +21,15 @@ void main() {
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gl_Position = projMatrix * vec4(a_position, 1.0);
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}
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""",
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fsCode = """
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#version 430
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fsCode = """${Driver.instance.shaderConfiguration()}
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out vec4 o_color;
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layout(rgba8) uniform image2D bla;
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layout(rgba8) uniform writeonly image2D bla;
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void main() {
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imageStore(bla, ivec2(30,30), vec4(1.0, 0.0, 0.0, 1.0));
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o_color = vec4(1.0);
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}
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""", name = "ils")
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val cb = colorBuffer(128, 128)
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val cb = colorBuffer(128, 128, type = ColorType.UINT8)
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val mesh = planeMesh(Vector3.ZERO, Vector3.UNIT_X, Vector3.UNIT_Y, -Vector3.UNIT_Z, 100.0, 100.0)
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extend {
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@@ -1,25 +1,25 @@
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.ImageAccess
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import org.openrndr.draw.colorBuffer
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import org.openrndr.draw.imageBinding
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import org.openrndr.draw.shadeStyle
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import org.openrndr.draw.*
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fun main() = application {
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program {
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val cb = colorBuffer(128, 128)
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extend {
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val ss = shadeStyle {
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fragmentTransform = """
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imageStore(p_image, ivec2(30.0, 30.0), vec4(1.0, 0.0, 0.0, 1.0));
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val cb = colorBuffer(128, 128, type = ColorType.UINT8)
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cb.fill(ColorRGBa.BLACK)
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val ss = shadeStyle {
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fragmentTransform = """
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imageStore(p_image, ivec2(30, 30), vec4(1.0, 0.0, 0.0, 1.0));
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""".trimIndent()
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parameter("image", cb.imageBinding(0, ImageAccess.READ_WRITE))
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}
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image("image", cb.imageBinding(0, ImageAccess.WRITE))
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}
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extend {
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drawer.shadeStyle = ss
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drawer.clear(ColorRGBa.PINK)
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drawer.rectangle(0.0, 0.0, 100.0, 100.0)
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drawer.shadeStyle = null
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drawer.image(cb, 0.0, 200.0)
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}
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}
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@@ -1,13 +1,10 @@
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.VolumeTexture
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import org.openrndr.draw.colorBuffer
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import org.openrndr.draw.isolatedWithTarget
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import org.openrndr.draw.renderTarget
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import org.openrndr.draw.*
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fun main() = application {
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program {
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val volumeTexture = VolumeTexture.create(128,128,32)
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val volumeTexture = VolumeTexture.create(128,128,32, type = ColorType.UINT8)
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val rt = renderTarget(128, 128) {
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volumeTexture(volumeTexture, 0)
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}
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