🔧 Add doom tests
@@ -50,10 +50,15 @@ var Doom = class {
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// screen. This ensures that the melted window will not be cut off.
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let actorScale = 2.0 * Math.max(1.0, global.stage.height / actor.height);
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// If we are currently performing integration test, nothing will be visible in the
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// test images as the animation has passed the center of the window already. To
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// fix this, we set the scales to a pretty high value when performing tests.
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const testMode = settings.get_boolean('test-mode');
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// clang-format off
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shader.set_uniform_float(shader._uActorScale, 1, [actorScale]);
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shader.set_uniform_float(shader._uHorizontalScale, 1, [settings.get_double('doom-horizontal-scale')]);
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shader.set_uniform_float(shader._uVerticalScale, 1, [settings.get_double('doom-vertical-scale')]);
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shader.set_uniform_float(shader._uActorScale, 1, [testMode ? 1.0 : actorScale]);
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shader.set_uniform_float(shader._uHorizontalScale, 1, [testMode ? 50.0 : settings.get_double('doom-horizontal-scale')]);
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shader.set_uniform_float(shader._uVerticalScale, 1, [testMode ? 200.0 : settings.get_double('doom-vertical-scale')]);
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shader.set_uniform_float(shader._uPixelSize, 1, [settings.get_double('doom-pixel-size')]);
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// clang-format on
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});
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@@ -177,6 +177,7 @@ capture_effect "wisps"
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if [[ "${FEDORA_VERSION}" -gt 32 ]]; then
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capture_effect "apparition"
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capture_effect "doom"
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fi
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if [[ "${FEDORA_VERSION}" -gt 33 ]]; then
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@@ -206,6 +206,7 @@ test_effect "wisps"
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if [[ "${FEDORA_VERSION}" -gt 32 ]]; then
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test_effect "apparition"
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test_effect "doom"
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fi
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if [[ "${FEDORA_VERSION}" -gt 33 ]]; then
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