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https://github.com/hajimehoshi/ebiten.git
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Remove shader programColorFinal
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parent
2620414409
commit
1663ad2250
@ -47,12 +47,7 @@ func DrawTexture(native gl.Texture, target gl.Texture, projectionMatrix [4][4]fl
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return
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}
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// TODO: Check performance
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program := gl.Program(0)
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if 0 < target {
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program = useProgramColorMatrix(glMatrix(projectionMatrix), geo, color)
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} else {
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program = useProgramColorFinal(glMatrix(projectionMatrix), geo)
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}
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program := useProgramColorMatrix(glMatrix(projectionMatrix), geo, color)
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gl.ActiveTexture(gl.TEXTURE0)
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native.Bind(gl.TEXTURE_2D)
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@ -29,10 +29,6 @@ var programColorMatrix = program{
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shaderIds: []shaderId{shaderVertex, shaderColorMatrix},
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}
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var programColorFinal = program{
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shaderIds: []shaderId{shaderVertex, shaderColorFinal},
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}
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func (p *program) create() {
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p.native = gl.CreateProgram()
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if p.native == 0 {
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@ -59,7 +55,6 @@ func initialize() {
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}()
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programColorMatrix.create()
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programColorFinal.create()
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}
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func getAttributeLocation(program gl.Program, name string) gl.AttribLocation {
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@ -119,32 +114,3 @@ func useProgramColorMatrix(projectionMatrix [16]float32, geo Matrix, color Matri
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return program.native
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}
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func useProgramColorFinal(projectionMatrix [16]float32, geo Matrix) gl.Program {
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if lastProgram != programColorFinal.native {
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programColorFinal.native.Use()
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lastProgram = programColorFinal.native
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}
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program := programColorFinal
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getUniformLocation(program.native, "projection_matrix").UniformMatrix4fv(false, projectionMatrix)
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a := float32(geo.Element(0, 0))
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b := float32(geo.Element(0, 1))
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c := float32(geo.Element(1, 0))
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d := float32(geo.Element(1, 1))
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tx := float32(geo.Element(0, 2))
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ty := float32(geo.Element(1, 2))
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glModelviewMatrix := [...]float32{
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a, c, 0, 0,
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b, d, 0, 0,
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0, 0, 1, 0,
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tx, ty, 0, 1,
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}
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getUniformLocation(program.native, "modelview_matrix").UniformMatrix4fv(false, glModelviewMatrix)
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getUniformLocation(program.native, "texture").Uniform1i(0)
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return program.native
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}
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@ -31,9 +31,7 @@ type shaderId int
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const (
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shaderVertex shaderId = iota
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shaderVertexFinal
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shaderColorMatrix
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shaderColorFinal
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)
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var shaders = map[shaderId]*shader{
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@ -62,27 +60,19 @@ 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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if (color_matrix != mat4(1.0) || color_matrix_translation != vec4(0.0)) {
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// Un-premultiply alpha
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color.rgb /= color.a;
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// Apply the color matrix
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color = (color_matrix * color) + color_matrix_translation;
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// Premultiply alpha
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color = clamp(color, 0.0, 1.0);
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// Premultiply alpha
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color.rgb *= color.a;
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}
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gl_FragColor = color;
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}
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`,
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},
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shaderColorFinal: {
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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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},
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}
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