From 20ef839e030b92d079d0c5f1fc09a14dd2dce5ff Mon Sep 17 00:00:00 2001 From: Hajime Hoshi Date: Thu, 21 Sep 2023 01:33:27 +0900 Subject: [PATCH] all: rename arguments in Fragment Updates #2767 --- examples/flappy/crt.go | 4 ++-- examples/shader/chromaticaberration.go | 8 ++++---- examples/shader/default.go | 4 ++-- examples/shader/dissolve.go | 8 ++++---- examples/shader/lighting.go | 8 ++++---- examples/shader/radialblur.go | 8 ++++---- examples/shader/texel.go | 4 ++-- examples/shader/water.go | 10 +++++----- gameforui.go | 4 ++-- internal/builtinshader/shader.go | 12 ++++++------ internal/graphics/shader.go | 4 ++-- internal/restorable/shader.go | 2 +- 12 files changed, 38 insertions(+), 38 deletions(-) diff --git a/examples/flappy/crt.go b/examples/flappy/crt.go index 1d21ed67e..5f2d8d831 100644 --- a/examples/flappy/crt.go +++ b/examples/flappy/crt.go @@ -31,11 +31,11 @@ func Warp(pos vec2) vec2 { return pos/2 + 0.5 } -func Fragment(position vec4, texCoord vec2, color vec4) vec4 { +func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { // Adjust the texture position to [0, 1]. origin := imageSrc0Origin() size := imageSrc0Size() - pos := texCoord + pos := srcPos pos -= origin pos /= size diff --git a/examples/shader/chromaticaberration.go b/examples/shader/chromaticaberration.go index c1469478e..f5689a99a 100644 --- a/examples/shader/chromaticaberration.go +++ b/examples/shader/chromaticaberration.go @@ -21,12 +21,12 @@ package main var Time float var Cursor vec2 -func Fragment(position vec4, texCoord vec2, color vec4) vec4 { +func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { center := imageDstSize() / 2 amount := (center - Cursor) / 10 var clr vec3 - clr.r = imageSrc2At(texCoord + amount).r - clr.g = imageSrc2UnsafeAt(texCoord).g - clr.b = imageSrc2At(texCoord - amount).b + clr.r = imageSrc2At(srcPos + amount).r + clr.g = imageSrc2UnsafeAt(srcPos).g + clr.b = imageSrc2At(srcPos - amount).b return vec4(clr, 1) } diff --git a/examples/shader/default.go b/examples/shader/default.go index 37b8677f8..1c7f70197 100644 --- a/examples/shader/default.go +++ b/examples/shader/default.go @@ -21,8 +21,8 @@ package main var Time float var Cursor vec2 -func Fragment(position vec4, texCoord vec2, color vec4) vec4 { - pos := (position.xy - imageDstOrigin()) / imageDstSize() +func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { + pos := (dstPos.xy - imageDstOrigin()) / imageDstSize() pos += Cursor / imageDstSize() / 4 clr := 0.0 clr += sin(pos.x*cos(Time/15)*80) + cos(pos.y*cos(Time/15)*10) diff --git a/examples/shader/dissolve.go b/examples/shader/dissolve.go index dda65badb..006061a26 100644 --- a/examples/shader/dissolve.go +++ b/examples/shader/dissolve.go @@ -21,16 +21,16 @@ package main var Time float var Cursor vec2 -func Fragment(position vec4, texCoord vec2, color vec4) vec4 { +func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { // Triangle wave to go 0-->1-->0... limit := abs(2*fract(Time/3) - 1) - level := imageSrc3UnsafeAt(texCoord).x + level := imageSrc3UnsafeAt(srcPos).x // Add a white border if limit-0.1 < level && level < limit { - alpha := imageSrc0UnsafeAt(texCoord).w + alpha := imageSrc0UnsafeAt(srcPos).w return vec4(alpha) } - return step(limit, level) * imageSrc0UnsafeAt(texCoord) + return step(limit, level) * imageSrc0UnsafeAt(srcPos) } diff --git a/examples/shader/lighting.go b/examples/shader/lighting.go index b80b00e74..8acd541bd 100644 --- a/examples/shader/lighting.go +++ b/examples/shader/lighting.go @@ -21,13 +21,13 @@ package main var Time float var Cursor vec2 -func Fragment(position vec4, texCoord vec2, color vec4) vec4 { - pos := position.xy - imageDstOrigin() +func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { + pos := dstPos.xy - imageDstOrigin() lightpos := vec3(Cursor, 50) lightdir := normalize(lightpos - vec3(pos, 0)) - normal := normalize(imageSrc1UnsafeAt(texCoord) - 0.5) + normal := normalize(imageSrc1UnsafeAt(srcPos) - 0.5) const ambient = 0.25 diffuse := 0.75 * max(0.0, dot(normal.xyz, lightdir)) - return imageSrc0UnsafeAt(texCoord) * (ambient + diffuse) + return imageSrc0UnsafeAt(srcPos) * (ambient + diffuse) } diff --git a/examples/shader/radialblur.go b/examples/shader/radialblur.go index 19c45f50b..f6e648e31 100644 --- a/examples/shader/radialblur.go +++ b/examples/shader/radialblur.go @@ -21,18 +21,18 @@ package main var Time float var Cursor vec2 -func Fragment(position vec4, texCoord vec2, color vec4) vec4 { - pos := position.xy - imageDstOrigin() +func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { + pos := dstPos.xy - imageDstOrigin() dir := normalize(pos - Cursor) - clr := imageSrc2UnsafeAt(texCoord) + clr := imageSrc2UnsafeAt(srcPos) samples := [...]float{ -22, -14, -8, -4, -2, 2, 4, 8, 14, 22, } sum := clr for i := 0; i < len(samples); i++ { - sum += imageSrc2At(texCoord + dir*samples[i]) + sum += imageSrc2At(srcPos + dir*samples[i]) } sum /= 10 + 1 diff --git a/examples/shader/texel.go b/examples/shader/texel.go index 1f6c18cfa..7e06e0488 100644 --- a/examples/shader/texel.go +++ b/examples/shader/texel.go @@ -18,8 +18,8 @@ package main -func Fragment(position vec4, texCoord vec2, color vec4) vec4 { - pos := position.xy +func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { + pos := dstPos.xy pos -= imageDstOrigin() pos /= imageDstSize() return vec4(pos.x, pos.y, 0, 1) diff --git a/examples/shader/water.go b/examples/shader/water.go index 56250b0f6..59685bdd7 100644 --- a/examples/shader/water.go +++ b/examples/shader/water.go @@ -21,20 +21,20 @@ package main var Time float var Cursor vec2 -func Fragment(position vec4, texCoord vec2, color vec4) vec4 { - pos := position.xy - imageDstOrigin() +func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { + pos := dstPos.xy - imageDstOrigin() border := imageDstSize().y*0.6 + 4*cos(Time*3+pos.y/10) if pos.y < border { - return imageSrc2UnsafeAt(texCoord) + return imageSrc2UnsafeAt(srcPos) } xoffset := 4 * cos(Time*3+pos.y/10) yoffset := 20 * (1 + cos(Time*3+pos.y/40)) srcOrigin := imageSrc0Origin() clr := imageSrc2At(vec2( - texCoord.x+xoffset, - -(texCoord.y+yoffset-srcOrigin.y)+border*2+srcOrigin.y, + srcPos.x+xoffset, + -(srcPos.y+yoffset-srcOrigin.y)+border*2+srcOrigin.y, )).rgb overlay := vec3(0.5, 1, 1) diff --git a/gameforui.go b/gameforui.go index caf0ac6d9..c99f5e8cd 100644 --- a/gameforui.go +++ b/gameforui.go @@ -28,10 +28,10 @@ const screenShaderSrc = `//kage:unit pixels package main -func Fragment(position vec4, texCoord vec2, color vec4) vec4 { +func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { // Blend source colors in a square region, which size is 1/scale. scale := imageDstSize()/imageSrc0Size() - pos := texCoord + pos := srcPos p0 := pos - 1/2.0/scale p1 := pos + 1/2.0/scale diff --git a/internal/builtinshader/shader.go b/internal/builtinshader/shader.go index ed34e50c9..ab48f6c29 100644 --- a/internal/builtinshader/shader.go +++ b/internal/builtinshader/shader.go @@ -67,18 +67,18 @@ func adjustTexelForAddressRepeat(p vec2) vec2 { } {{end}} -func Fragment(position vec4, texCoord vec2, color vec4) vec4 { +func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { {{if eq .Filter .FilterNearest}} {{if eq .Address .AddressUnsafe}} - clr := imageSrc0UnsafeAt(texCoord) + clr := imageSrc0UnsafeAt(srcPos) {{else if eq .Address .AddressClampToZero}} - clr := imageSrc0At(texCoord) + clr := imageSrc0At(srcPos) {{else if eq .Address .AddressRepeat}} - clr := imageSrc0At(adjustTexelForAddressRepeat(texCoord)) + clr := imageSrc0At(adjustTexelForAddressRepeat(srcPos)) {{end}} {{else if eq .Filter .FilterLinear}} - p0 := texCoord - 1/2.0 - p1 := texCoord + 1/2.0 + p0 := srcPos - 1/2.0 + p1 := srcPos + 1/2.0 {{if eq .Address .AddressRepeat}} p0 = adjustTexelForAddressRepeat(p0) diff --git a/internal/graphics/shader.go b/internal/graphics/shader.go index bd2094b90..2046f8dee 100644 --- a/internal/graphics/shader.go +++ b/internal/graphics/shader.go @@ -154,8 +154,8 @@ func imageSrc%[1]dAt(pos vec2) vec4 { shaderSuffix += ` var __projectionMatrix mat4 -func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) { - return __projectionMatrix * vec4(position, 0, 1), texCoord, color +func __vertex(dstPos vec2, srcPos vec2, color vec4) (vec4, vec2, vec4) { + return __projectionMatrix * vec4(dstPos, 0, 1), srcPos, color } ` return shaderSuffix, nil diff --git a/internal/restorable/shader.go b/internal/restorable/shader.go index cc4d1a9f4..f356fe629 100644 --- a/internal/restorable/shader.go +++ b/internal/restorable/shader.go @@ -84,7 +84,7 @@ func init() { package main -func Fragment(position vec4, texCoord vec2, color vec4) vec4 { +func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(0) }`)) if err != nil {