ebiten/opengl/internal/shader/shader.go

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package shader
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import (
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"github.com/go-gl/gl"
"log"
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)
type shader struct {
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native gl.Shader
shaderType gl.GLenum
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source string
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}
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type shaderId int
const (
shaderVertex shaderId = iota
shaderFragment
shaderColorMatrix
shaderSolidColor
)
var shaders = map[shaderId]*shader{
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shaderVertex: {
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shaderType: gl.VERTEX_SHADER,
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source: `
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uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
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attribute vec2 vertex;
attribute vec2 tex_coord;
varying vec2 vertex_out_tex_coord;
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void main(void) {
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vertex_out_tex_coord = tex_coord;
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gl_Position = projection_matrix * modelview_matrix * vec4(vertex, 0, 1);
}
`,
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},
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shaderFragment: {
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shaderType: gl.FRAGMENT_SHADER,
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source: `
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uniform sampler2D texture;
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varying vec2 vertex_out_tex_coord;
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void main(void) {
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gl_FragColor = texture2D(texture, vertex_out_tex_coord);
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}
`,
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},
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shaderColorMatrix: {
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shaderType: gl.FRAGMENT_SHADER,
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source: `
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uniform sampler2D texture;
uniform mat4 color_matrix;
uniform vec4 color_matrix_translation;
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varying vec2 vertex_out_tex_coord;
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void main(void) {
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vec4 color = texture2D(texture, vertex_out_tex_coord);
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gl_FragColor = (color_matrix * color) + color_matrix_translation;
}
`,
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},
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shaderSolidColor: {
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shaderType: gl.FRAGMENT_SHADER,
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source: `
uniform vec4 color;
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void main(void) {
gl_FragColor = color;
}
`,
},
}
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func (s *shader) compile() {
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s.native = gl.CreateShader(s.shaderType)
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if s.native == 0 {
panic("glCreateShader failed")
}
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s.native.Source(s.source)
s.native.Compile()
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if s.native.Get(gl.COMPILE_STATUS) == gl.FALSE {
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s.showShaderLog()
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panic("shader compile failed")
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}
}
func (s *shader) showShaderLog() {
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if s.native.Get(gl.INFO_LOG_LENGTH) == 0 {
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return
}
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log.Fatalf("shader error: %s\n", s.native.GetInfoLog())
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}
func (s *shader) delete() {
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s.native.Delete()
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}