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https://github.com/hajimehoshi/ebiten.git
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shader: Enable to put global variables anywhere
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parent
39c09a4f88
commit
382ba75139
@ -140,8 +140,16 @@ func (s *compileState) addError(pos token.Pos, str string) {
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}
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}
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func (cs *compileState) parse(f *ast.File) {
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func (cs *compileState) parse(f *ast.File) {
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// Parse GenDecl for global variables, and then parse functions.
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for _, d := range f.Decls {
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for _, d := range f.Decls {
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cs.parseDecl(&cs.global, d)
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if _, ok := d.(*ast.FuncDecl); !ok {
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cs.parseDecl(&cs.global, d)
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}
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}
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for _, d := range f.Decls {
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if _, ok := d.(*ast.FuncDecl); ok {
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cs.parseDecl(&cs.global, d)
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}
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}
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}
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if len(cs.errs) > 0 {
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if len(cs.errs) > 0 {
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@ -135,8 +135,6 @@ func Foo(foo vec2) vec4 {
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Name: "vertex",
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Name: "vertex",
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Src: `package main
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Src: `package main
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var ScreenSize vec2
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func Vertex(position vec2, texCoord vec2, color vec4) (position vec4, texCoord vec2, color vec4) {
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func Vertex(position vec2, texCoord vec2, color vec4) (position vec4, texCoord vec2, color vec4) {
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projectionMatrix := mat4(
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projectionMatrix := mat4(
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2 / ScreenSize.x, 0, 0, 0,
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2 / ScreenSize.x, 0, 0, 0,
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@ -145,7 +143,9 @@ func Vertex(position vec2, texCoord vec2, color vec4) (position vec4, texCoord v
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-1, -1, 0, 1,
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-1, -1, 0, 1,
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)
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)
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return projectionMatrix * vec4(position, 0, 1), texCoord, color
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return projectionMatrix * vec4(position, 0, 1), texCoord, color
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}`,
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}
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var ScreenSize vec2`,
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VS: `uniform vec2 U0;
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VS: `uniform vec2 U0;
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attribute vec2 A0;
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attribute vec2 A0;
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attribute vec2 A1;
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attribute vec2 A1;
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@ -161,6 +161,9 @@ void main(void) {
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V1 = A2;
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V1 = A2;
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return;
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return;
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}`,
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}`,
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FS: `uniform vec2 U0;
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varying vec2 V0;
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varying vec4 V1;`,
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},
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},
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}
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}
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for _, tc := range tests {
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for _, tc := range tests {
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