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internal/builtinshader: refactoring
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@ -173,9 +173,8 @@ package main
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func Fragment(dstPos vec4, srcPos vec2) vec4 {
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func Fragment(dstPos vec4, srcPos vec2) vec4 {
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// Blend source colors in a square region, which size is 1/scale.
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// Blend source colors in a square region, which size is 1/scale.
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scale := imageDstSize()/imageSrc0Size()
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scale := imageDstSize()/imageSrc0Size()
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pos := srcPos
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p0 := srcPos - 1/2.0/scale
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p0 := pos - 1/2.0/scale
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p1 := srcPos + 1/2.0/scale
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p1 := pos + 1/2.0/scale
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// Texels must be in the source rect, so it is not necessary to check.
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// Texels must be in the source rect, so it is not necessary to check.
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c0 := imageSrc0UnsafeAt(p0)
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c0 := imageSrc0UnsafeAt(p0)
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@ -183,7 +182,6 @@ func Fragment(dstPos vec4, srcPos vec2) vec4 {
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c2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))
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c2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))
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c3 := imageSrc0UnsafeAt(p1)
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c3 := imageSrc0UnsafeAt(p1)
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// p is the p1 value in one pixel assuming that the pixel's upper-left is (0, 0) and the lower-right is (1, 1).
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rate := clamp(fract(p1)*scale, 0, 1)
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rate := clamp(fract(p1)*scale, 0, 1)
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
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return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
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}
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}
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