--- /home/docs/checkouts/readthedocs.org/user_builds/arcade-library/checkouts/2.6.8/doc/tutorials/gpu_particle_burst/gpu_particle_burst_05.py
+++ /home/docs/checkouts/readthedocs.org/user_builds/arcade-library/checkouts/2.6.8/doc/tutorials/gpu_particle_burst/gpu_particle_burst_06.py
@@ -32,7 +32,7 @@
# Program to visualize the points
self.program = self.ctx.load_program(
- vertex_shader="vertex_shader_v2.glsl",
+ vertex_shader="vertex_shader_v3.glsl",
fragment_shader="fragment_shader.glsl",
)
@@ -68,10 +68,16 @@
speed = abs(random.gauss(0, 1)) * .5
dx = math.sin(angle) * speed
dy = math.cos(angle) * speed
+ red = random.uniform(0.5, 1.0)
+ green = random.uniform(0, red)
+ blue = 0
yield initial_x
yield initial_y
yield dx
yield dy
+ yield red
+ yield green
+ yield blue
# Recalculate the coordinates from pixels to the OpenGL system with
# 0, 0 at the center.
@@ -86,8 +92,8 @@
# Create a buffer description that says how the buffer data is formatted.
buffer_description = arcade.gl.BufferDescription(buffer,
- '2f 2f',
- ['in_pos', 'in_vel'])
+ '2f 2f 3f',
+ ['in_pos', 'in_vel', 'in_color'])
# Create our Vertex Attribute Object
vao = self.ctx.geometry([buffer_description])