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shaderir: Rename Sampler2D -> Texture2D
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@ -190,5 +190,5 @@ const (
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Any BuiltinFunc = "any"
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Any BuiltinFunc = "any"
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All BuiltinFunc = "all"
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All BuiltinFunc = "all"
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Not BuiltinFunc = "not"
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Not BuiltinFunc = "not"
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Texture2D BuiltinFunc = "texture2D"
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Texture2DF BuiltinFunc = "texture2D"
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)
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)
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@ -47,7 +47,7 @@ func (t *Type) serialize() string {
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return "mat3"
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return "mat3"
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case Mat4:
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case Mat4:
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return "mat4"
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return "mat4"
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case Sampler2D:
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case Texture2D:
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return "sampler2D"
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return "sampler2D"
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case Array:
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case Array:
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return fmt.Sprintf("%s[%d]", t.Sub[0].serialize(), t.Length)
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return fmt.Sprintf("%s[%d]", t.Sub[0].serialize(), t.Length)
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@ -67,6 +67,10 @@ func (t *Type) serialize() string {
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type BasicType int
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type BasicType int
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// For a texture, a name Texture2D is used instead of Sampler2D. A sampler is a combination of a texture and how to
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// get its texel (a fitlter or an address), while a texture is just a 2D byte array. In Ebiten, a sampler in GLSL
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// always uses the same filter (nearest) and address (clamp-to-zero), then the name Texture2D is adopted.
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const (
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const (
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None BasicType = iota
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None BasicType = iota
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Bool
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Bool
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@ -78,7 +82,7 @@ const (
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Mat2
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Mat2
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Mat3
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Mat3
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Mat4
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Mat4
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Sampler2D
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Texture2D
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Array
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Array
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Struct
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Struct
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)
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)
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@ -105,7 +109,7 @@ func (t BasicType) Glsl() string {
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return "mat3"
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return "mat3"
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case Mat4:
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case Mat4:
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return "mat4"
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return "mat4"
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case Sampler2D:
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case Texture2D:
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return "sampler2D"
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return "sampler2D"
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case Array:
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case Array:
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// First-class array is not available on GLSL ES 2.
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// First-class array is not available on GLSL ES 2.
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@ -265,8 +265,8 @@ func ShaderProgramFill(r, g, b, a byte) shaderir.Program {
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// Uniform variables's indices and their values are:
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// Uniform variables's indices and their values are:
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//
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//
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// 0: the framebuffer size (Vec2)
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// 0: the framebuffer size (Vec2)
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// 1: the first images (Sampler2D)
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// 1: the first images (Texture2D)
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// 2n: the n-th image (Sampler2D)
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// 2n: the n-th image (Texture2D)
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// 2n+1: the n-th image's region (Vec4)
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// 2n+1: the n-th image's region (Vec4)
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//
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//
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// The first image's size and region are represented in attribute variables.
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// The first image's size and region are represented in attribute variables.
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@ -280,7 +280,7 @@ func ShaderProgramImages(imageNum int) shaderir.Program {
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p := defaultProgram()
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p := defaultProgram()
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for i := 0; i < imageNum; i++ {
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for i := 0; i < imageNum; i++ {
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p.Uniforms = append(p.Uniforms, shaderir.Type{Main: shaderir.Sampler2D})
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p.Uniforms = append(p.Uniforms, shaderir.Type{Main: shaderir.Texture2D})
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if i > 0 {
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if i > 0 {
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p.Uniforms = append(p.Uniforms, shaderir.Type{Main: shaderir.Vec4})
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p.Uniforms = append(p.Uniforms, shaderir.Type{Main: shaderir.Vec4})
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}
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}
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@ -315,7 +315,7 @@ func ShaderProgramImages(imageNum int) shaderir.Program {
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Exprs: []shaderir.Expr{
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Exprs: []shaderir.Expr{
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{
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{
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Type: shaderir.BuiltinFuncExpr,
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Type: shaderir.BuiltinFuncExpr,
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BuiltinFunc: shaderir.Texture2D,
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BuiltinFunc: shaderir.Texture2DF,
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},
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},
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{
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{
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Type: shaderir.UniformVariable,
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Type: shaderir.UniformVariable,
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@ -335,7 +335,7 @@ func ShaderProgramImages(imageNum int) shaderir.Program {
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Exprs: []shaderir.Expr{
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Exprs: []shaderir.Expr{
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{
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{
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Type: shaderir.BuiltinFuncExpr,
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Type: shaderir.BuiltinFuncExpr,
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BuiltinFunc: shaderir.Texture2D,
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BuiltinFunc: shaderir.Texture2DF,
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},
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},
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{
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{
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Type: shaderir.UniformVariable,
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Type: shaderir.UniformVariable,
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