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shareable: Bug fix: Add the padding to the offsets when there are no sources
Fixes #1320
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0cf5216c29
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@ -345,6 +345,12 @@ func (i *Image) DrawTriangles(srcs [graphics.ShaderImageNum]*Image, vertices []f
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sourceRegion.X += oxf
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sourceRegion.Y += oyf
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}
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} else {
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n := len(vertices) / graphics.VertexFloatNum
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for i := 0; i < n; i++ {
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vertices[i*graphics.VertexFloatNum+0] += dx
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vertices[i*graphics.VertexFloatNum+1] += dy
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}
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}
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var offsets [graphics.ShaderImageNum - 1][2]float32
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@ -37,11 +37,49 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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dst.DrawRectShader(w/2, h/2, s, nil)
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if got, want := dst.At(0, 0).(color.RGBA), (color.RGBA{0xff, 0, 0, 0xff}); got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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if got, want := dst.At(w/2, h/2).(color.RGBA), (color.RGBA{}); got != want {
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t.Errorf("got: %v, want: %v", got, want)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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var want color.RGBA
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if i < w/2 && j < h/2 {
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want = color.RGBA{0xff, 0, 0, 0xff}
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}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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func TestShaderFillWithDrawImage(t *testing.T) {
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const w, h = 16, 16
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dst, _ := NewImage(w, h, FilterDefault)
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s, err := NewShader([]byte(`package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return vec4(1, 0, 0, 1)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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src, _ := NewImage(w/2, h/2, FilterDefault)
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op := &DrawImageOptions{}
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op.Shader = s
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dst.DrawImage(src, op)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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var want color.RGBA
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if i < w/2 && j < h/2 {
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want = color.RGBA{0xff, 0, 0, 0xff}
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}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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