mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 11:18:54 +01:00
parent
d7a8f73a37
commit
20ef839e03
@ -31,11 +31,11 @@ func Warp(pos vec2) vec2 {
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return pos/2 + 0.5
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return pos/2 + 0.5
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}
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}
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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// Adjust the texture position to [0, 1].
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// Adjust the texture position to [0, 1].
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origin := imageSrc0Origin()
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origin := imageSrc0Origin()
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size := imageSrc0Size()
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size := imageSrc0Size()
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pos := texCoord
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pos := srcPos
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pos -= origin
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pos -= origin
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pos /= size
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pos /= size
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@ -21,12 +21,12 @@ package main
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var Time float
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var Time float
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var Cursor vec2
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var Cursor vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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center := imageDstSize() / 2
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center := imageDstSize() / 2
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amount := (center - Cursor) / 10
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amount := (center - Cursor) / 10
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var clr vec3
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var clr vec3
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clr.r = imageSrc2At(texCoord + amount).r
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clr.r = imageSrc2At(srcPos + amount).r
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clr.g = imageSrc2UnsafeAt(texCoord).g
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clr.g = imageSrc2UnsafeAt(srcPos).g
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clr.b = imageSrc2At(texCoord - amount).b
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clr.b = imageSrc2At(srcPos - amount).b
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return vec4(clr, 1)
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return vec4(clr, 1)
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}
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}
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@ -21,8 +21,8 @@ package main
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var Time float
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var Time float
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var Cursor vec2
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var Cursor vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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pos := (position.xy - imageDstOrigin()) / imageDstSize()
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pos := (dstPos.xy - imageDstOrigin()) / imageDstSize()
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pos += Cursor / imageDstSize() / 4
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pos += Cursor / imageDstSize() / 4
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clr := 0.0
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clr := 0.0
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clr += sin(pos.x*cos(Time/15)*80) + cos(pos.y*cos(Time/15)*10)
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clr += sin(pos.x*cos(Time/15)*80) + cos(pos.y*cos(Time/15)*10)
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@ -21,16 +21,16 @@ package main
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var Time float
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var Time float
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var Cursor vec2
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var Cursor vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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// Triangle wave to go 0-->1-->0...
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// Triangle wave to go 0-->1-->0...
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limit := abs(2*fract(Time/3) - 1)
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limit := abs(2*fract(Time/3) - 1)
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level := imageSrc3UnsafeAt(texCoord).x
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level := imageSrc3UnsafeAt(srcPos).x
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// Add a white border
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// Add a white border
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if limit-0.1 < level && level < limit {
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if limit-0.1 < level && level < limit {
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alpha := imageSrc0UnsafeAt(texCoord).w
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alpha := imageSrc0UnsafeAt(srcPos).w
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return vec4(alpha)
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return vec4(alpha)
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}
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}
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return step(limit, level) * imageSrc0UnsafeAt(texCoord)
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return step(limit, level) * imageSrc0UnsafeAt(srcPos)
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}
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}
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@ -21,13 +21,13 @@ package main
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var Time float
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var Time float
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var Cursor vec2
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var Cursor vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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pos := position.xy - imageDstOrigin()
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pos := dstPos.xy - imageDstOrigin()
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lightpos := vec3(Cursor, 50)
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lightpos := vec3(Cursor, 50)
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lightdir := normalize(lightpos - vec3(pos, 0))
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lightdir := normalize(lightpos - vec3(pos, 0))
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normal := normalize(imageSrc1UnsafeAt(texCoord) - 0.5)
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normal := normalize(imageSrc1UnsafeAt(srcPos) - 0.5)
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const ambient = 0.25
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const ambient = 0.25
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diffuse := 0.75 * max(0.0, dot(normal.xyz, lightdir))
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diffuse := 0.75 * max(0.0, dot(normal.xyz, lightdir))
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return imageSrc0UnsafeAt(texCoord) * (ambient + diffuse)
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return imageSrc0UnsafeAt(srcPos) * (ambient + diffuse)
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}
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}
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@ -21,18 +21,18 @@ package main
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var Time float
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var Time float
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var Cursor vec2
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var Cursor vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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pos := position.xy - imageDstOrigin()
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pos := dstPos.xy - imageDstOrigin()
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dir := normalize(pos - Cursor)
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dir := normalize(pos - Cursor)
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clr := imageSrc2UnsafeAt(texCoord)
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clr := imageSrc2UnsafeAt(srcPos)
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samples := [...]float{
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samples := [...]float{
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-22, -14, -8, -4, -2, 2, 4, 8, 14, 22,
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-22, -14, -8, -4, -2, 2, 4, 8, 14, 22,
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}
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}
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sum := clr
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sum := clr
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for i := 0; i < len(samples); i++ {
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for i := 0; i < len(samples); i++ {
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sum += imageSrc2At(texCoord + dir*samples[i])
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sum += imageSrc2At(srcPos + dir*samples[i])
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}
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}
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sum /= 10 + 1
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sum /= 10 + 1
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@ -18,8 +18,8 @@
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package main
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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pos := position.xy
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pos := dstPos.xy
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pos -= imageDstOrigin()
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pos -= imageDstOrigin()
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pos /= imageDstSize()
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pos /= imageDstSize()
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return vec4(pos.x, pos.y, 0, 1)
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return vec4(pos.x, pos.y, 0, 1)
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@ -21,20 +21,20 @@ package main
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var Time float
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var Time float
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var Cursor vec2
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var Cursor vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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pos := position.xy - imageDstOrigin()
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pos := dstPos.xy - imageDstOrigin()
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border := imageDstSize().y*0.6 + 4*cos(Time*3+pos.y/10)
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border := imageDstSize().y*0.6 + 4*cos(Time*3+pos.y/10)
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if pos.y < border {
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if pos.y < border {
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return imageSrc2UnsafeAt(texCoord)
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return imageSrc2UnsafeAt(srcPos)
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}
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}
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xoffset := 4 * cos(Time*3+pos.y/10)
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xoffset := 4 * cos(Time*3+pos.y/10)
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yoffset := 20 * (1 + cos(Time*3+pos.y/40))
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yoffset := 20 * (1 + cos(Time*3+pos.y/40))
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srcOrigin := imageSrc0Origin()
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srcOrigin := imageSrc0Origin()
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clr := imageSrc2At(vec2(
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clr := imageSrc2At(vec2(
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texCoord.x+xoffset,
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srcPos.x+xoffset,
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-(texCoord.y+yoffset-srcOrigin.y)+border*2+srcOrigin.y,
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-(srcPos.y+yoffset-srcOrigin.y)+border*2+srcOrigin.y,
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)).rgb
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)).rgb
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overlay := vec3(0.5, 1, 1)
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overlay := vec3(0.5, 1, 1)
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@ -28,10 +28,10 @@ const screenShaderSrc = `//kage:unit pixels
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package main
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) 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 := texCoord
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pos := srcPos
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p0 := pos - 1/2.0/scale
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p0 := pos - 1/2.0/scale
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p1 := pos + 1/2.0/scale
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p1 := pos + 1/2.0/scale
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@ -67,18 +67,18 @@ func adjustTexelForAddressRepeat(p vec2) vec2 {
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}
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}
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{{end}}
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{{end}}
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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{{if eq .Filter .FilterNearest}}
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{{if eq .Filter .FilterNearest}}
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{{if eq .Address .AddressUnsafe}}
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{{if eq .Address .AddressUnsafe}}
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clr := imageSrc0UnsafeAt(texCoord)
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clr := imageSrc0UnsafeAt(srcPos)
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{{else if eq .Address .AddressClampToZero}}
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{{else if eq .Address .AddressClampToZero}}
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clr := imageSrc0At(texCoord)
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clr := imageSrc0At(srcPos)
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{{else if eq .Address .AddressRepeat}}
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{{else if eq .Address .AddressRepeat}}
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clr := imageSrc0At(adjustTexelForAddressRepeat(texCoord))
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clr := imageSrc0At(adjustTexelForAddressRepeat(srcPos))
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{{end}}
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{{end}}
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{{else if eq .Filter .FilterLinear}}
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{{else if eq .Filter .FilterLinear}}
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p0 := texCoord - 1/2.0
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p0 := srcPos - 1/2.0
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p1 := texCoord + 1/2.0
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p1 := srcPos + 1/2.0
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{{if eq .Address .AddressRepeat}}
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{{if eq .Address .AddressRepeat}}
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p0 = adjustTexelForAddressRepeat(p0)
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p0 = adjustTexelForAddressRepeat(p0)
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@ -154,8 +154,8 @@ func imageSrc%[1]dAt(pos vec2) vec4 {
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shaderSuffix += `
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shaderSuffix += `
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var __projectionMatrix mat4
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var __projectionMatrix mat4
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func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
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func __vertex(dstPos vec2, srcPos vec2, color vec4) (vec4, vec2, vec4) {
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return __projectionMatrix * vec4(position, 0, 1), texCoord, color
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return __projectionMatrix * vec4(dstPos, 0, 1), srcPos, color
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}
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}
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`
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`
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return shaderSuffix, nil
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return shaderSuffix, nil
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@ -84,7 +84,7 @@ func init() {
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package main
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(0)
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return vec4(0)
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}`))
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}`))
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if err != nil {
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if err != nil {
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