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examples/shader: bug fix: wrong usages of position
Closes #2638 Updates #1431
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@ -21,8 +21,12 @@ var Cursor vec2
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var ScreenSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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srcOrigin, srcSize := imageSrcRegionOnTexture()
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pos := (texCoord - srcOrigin) / srcSize
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pos *= ScreenSize
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lightpos := vec3(Cursor, 50)
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lightdir := normalize(lightpos - position.xyz)
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lightdir := normalize(lightpos - vec3(pos, 0))
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normal := normalize(imageSrc1UnsafeAt(texCoord) - 0.5)
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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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@ -21,7 +21,11 @@ var Cursor vec2
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var ScreenSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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dir := normalize(position.xy - Cursor)
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srcOrigin, srcSize := imageSrcRegionOnTexture()
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pos := (texCoord - srcOrigin) / srcSize
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pos *= ScreenSize
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dir := normalize(pos - Cursor)
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clr := imageSrc2UnsafeAt(texCoord)
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samples := [...]float{
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@ -34,7 +38,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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}
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sum /= 10 + 1
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dist := distance(position.xy, Cursor)
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dist := distance(pos, Cursor)
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t := clamp(dist/256, 0, 1)
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return mix(clr, sum, t)
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}
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@ -21,22 +21,23 @@ var Cursor vec2
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var ScreenSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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srcsize := imageSrcTextureSize()
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ypx := texCoord.y * srcsize.y
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srcOrigin, srcSize := imageSrcRegionOnTexture()
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pos := (texCoord - srcOrigin) / srcSize
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pos *= ScreenSize
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border := ScreenSize.y*0.6 + 4*cos(Time*3+ypx/10)
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if position.y < border {
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border := ScreenSize.y*0.6 + 4*cos(Time*3+pos.y/10)
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if pos.y < border {
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return imageSrc2UnsafeAt(texCoord)
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}
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rorigin, _ := imageSrcRegionOnTexture()
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xoffset := (4 / srcsize.x) * cos(Time*3+ypx/10)
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yoffset := (20 / srcsize.y) * (1.0 + cos(Time*3+ypx/40))
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bordertex := border / srcsize.y
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// TODO: As the texture size can vary, using srcTexSize here seems wrong (#1431).
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srcTexSize := imageSrcTextureSize()
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xoffset := (4 / srcTexSize.x) * cos(Time*3+pos.y/10)
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yoffset := (20 / srcTexSize.y) * (1.0 + cos(Time*3+pos.y/40))
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bordertex := border / srcTexSize.y
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clr := imageSrc2At(vec2(
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texCoord.x+xoffset,
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-(texCoord.y+yoffset-rorigin.y)+bordertex*2+rorigin.y,
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-(texCoord.y+yoffset-srcOrigin.y)+bordertex*2+srcOrigin.y,
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)).rgb
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overlay := vec3(0.5, 1, 1)
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