mirror of
https://github.com/hajimehoshi/ebiten.git
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shader: Separate uniform variables and texture variabls
Textures cannot be treated as a regular variable, then they should be treated differently from other uniform variables. Add a new function texture0At replacing texture2D. Updates #1239
This commit is contained in:
parent
98ae0826c7
commit
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@ -18,7 +18,6 @@ package main
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var Time float
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var Cursor vec2
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var Image texture2d
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func Vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2) {
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return mat4(
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@ -30,6 +29,5 @@ func Vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2) {
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}
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func Fragment(position vec4, texCoord vec2) vec4 {
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// TODO: Instead of using texture2D directly, define and use special functions for Ebiten images.
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return texture2D(Image, texCoord)
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return texture0At(texCoord)
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}
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@ -3,4 +3,4 @@
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package main
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var image_go = []byte("// Copyright 2020 The Ebiten Authors\n//\n// Licensed under the Apache License, Version 2.0 (the \"License\");\n// you may not use this file except in compliance with the License.\n// You may obtain a copy of the License at\n//\n// http://www.apache.org/licenses/LICENSE-2.0\n//\n// Unless required by applicable law or agreed to in writing, software\n// distributed under the License is distributed on an \"AS IS\" BASIS,\n// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n// See the License for the specific language governing permissions and\n// limitations under the License.\n\n// +build ignore\n\npackage main\n\nvar Time float\nvar Cursor vec2\nvar Image texture2d\n\nfunc Vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2) {\n\treturn mat4(\n\t\t2/viewportSize().x, 0, 0, 0,\n\t\t0, 2/viewportSize().y, 0, 0,\n\t\t0, 0, 1, 0,\n\t\t-1, -1, 0, 1,\n\t) * vec4(position, 0, 1), texCoord\n}\n\nfunc Fragment(position vec4, texCoord vec2) vec4 {\n\t// TODO: Instead of using texture2D directly, define and use special functions for Ebiten images.\n\treturn texture2D(Image, texCoord)\n}\n")
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var image_go = []byte("// Copyright 2020 The Ebiten Authors\n//\n// Licensed under the Apache License, Version 2.0 (the \"License\");\n// you may not use this file except in compliance with the License.\n// You may obtain a copy of the License at\n//\n// http://www.apache.org/licenses/LICENSE-2.0\n//\n// Unless required by applicable law or agreed to in writing, software\n// distributed under the License is distributed on an \"AS IS\" BASIS,\n// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n// See the License for the specific language governing permissions and\n// limitations under the License.\n\n// +build ignore\n\npackage main\n\nvar Time float\nvar Cursor vec2\n\nfunc Vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2) {\n\treturn mat4(\n\t\t2/viewportSize().x, 0, 0, 0,\n\t\t0, 2/viewportSize().y, 0, 0,\n\t\t0, 0, 1, 0,\n\t\t-1, -1, 0, 1,\n\t) * vec4(position, 0, 1), texCoord\n}\n\nfunc Fragment(position vec4, texCoord vec2) vec4 {\n\treturn texture0At(texCoord)\n}\n")
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@ -78,7 +78,7 @@ func (g *Game) Update(screen *ebiten.Image) error {
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g.shaders = map[int]*ebiten.Shader{}
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}
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if _, ok := g.shaders[g.idx]; !ok {
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s, err := ebiten.NewShader([]byte(shaderSrcs[g.idx]))
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s, err := ebiten.NewShader([]byte(shaderSrcs[g.idx]), 1)
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if err != nil {
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return err
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}
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@ -139,7 +139,7 @@ precision mediump float;
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{{.Definitions}}
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uniform sampler2D texture;
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uniform sampler2D T0;
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uniform vec4 source_region;
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#if defined(USE_COLOR_MATRIX)
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@ -185,14 +185,14 @@ void main(void) {
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#if defined(FILTER_NEAREST)
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vec4 color;
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# if defined(ADDRESS_UNSAFE)
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color = texture2D(texture, pos);
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color = texture2D(T0, pos);
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# else
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pos = adjustTexelByAddress(pos, source_region);
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if (source_region[0] <= pos.x &&
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source_region[1] <= pos.y &&
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pos.x < source_region[2] &&
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pos.y < source_region[3]) {
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color = texture2D(texture, pos);
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color = texture2D(T0, pos);
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} else {
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color = vec4(0, 0, 0, 0);
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}
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@ -213,10 +213,10 @@ void main(void) {
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p1 = adjustTexelByAddress(p1, source_region);
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# endif // defined(ADDRESS_UNSAFE)
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vec4 c0 = texture2D(texture, p0);
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vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
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vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));
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vec4 c3 = texture2D(texture, p1);
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vec4 c0 = texture2D(T0, p0);
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vec4 c1 = texture2D(T0, vec2(p1.x, p0.y));
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vec4 c2 = texture2D(T0, vec2(p0.x, p1.y));
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vec4 c3 = texture2D(T0, p1);
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# if !defined(ADDRESS_UNSAFE)
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if (p0.x < source_region[0]) {
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c0 = vec4(0, 0, 0, 0);
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@ -247,10 +247,10 @@ void main(void) {
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highp vec2 p0 = pos - half_scaled_texel_size + (texel_size / 512.0);
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highp vec2 p1 = pos + half_scaled_texel_size + (texel_size / 512.0);
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vec4 c0 = texture2D(texture, p0);
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vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
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vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));
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vec4 c3 = texture2D(texture, p1);
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vec4 c0 = texture2D(T0, p0);
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vec4 c1 = texture2D(T0, vec2(p1.x, p0.y));
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vec4 c2 = texture2D(T0, vec2(p0.x, p1.y));
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vec4 c3 = texture2D(T0, p1);
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// Texels must be in the source rect, so it is not necessary to check that like linear filter.
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vec2 rate_center = vec2(1.0, 1.0) - half_scaled_texel_size;
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@ -215,13 +215,7 @@ func (g *Graphics) Draw(dst, src driver.ImageID, indexLen int, indexOffset int,
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})
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}
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uniforms = append(uniforms, uniformVariable{
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name: "texture",
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value: source.textureNative,
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textureIndex: 0,
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})
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if err := g.useProgram(program, uniforms); err != nil {
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if err := g.useProgram(program, uniforms, []textureNative{source.textureNative}); err != nil {
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return err
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}
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@ -292,20 +286,21 @@ func (g *Graphics) DrawShader(dst driver.ImageID, shader driver.ShaderID, indexL
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}
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g.context.blendFunc(mode)
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us := make([]uniformVariable, len(uniforms))
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tidx := 0
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// TODO: Accept texture variables at another slice than uniforms.
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us := make([]uniformVariable, 0, len(uniforms))
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ts := []textureNative{}
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for k, v := range uniforms {
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us[k].name = fmt.Sprintf("U%d", k)
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switch v := v.(type) {
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case driver.ImageID:
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us[k].value = g.images[v].textureNative
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us[k].textureIndex = tidx
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tidx++
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ts = append(ts, g.images[v].textureNative)
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default:
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us[k].value = v
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us = append(us, uniformVariable{
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name: fmt.Sprintf("U%d", k),
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value: v,
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})
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}
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}
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if err := g.useProgram(s.p, us); err != nil {
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if err := g.useProgram(s.p, us, ts); err != nil {
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return err
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}
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g.context.drawElements(indexLen, indexOffset*2) // 2 is uint16 size in bytes
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@ -235,13 +235,12 @@ func areSameFloat32Array(a, b []float32) bool {
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}
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type uniformVariable struct {
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name string
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value interface{}
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textureIndex int
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name string
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value interface{}
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}
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// useProgram uses the program (programTexture).
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func (g *Graphics) useProgram(program program, uniforms []uniformVariable) error {
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func (g *Graphics) useProgram(program program, uniforms []uniformVariable, textures []textureNative) error {
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if !g.state.lastProgram.equal(program) {
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g.context.useProgram(program)
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if g.state.lastProgram.equal(zeroProgram) {
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@ -273,17 +272,19 @@ func (g *Graphics) useProgram(program program, uniforms []uniformVariable) error
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}
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g.context.uniformFloats(program, u.name, v)
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g.state.lastUniforms[u.name] = v
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case textureNative:
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// Apparently, a texture must be bound every time. The cache is not used here.
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g.context.uniformInt(program, u.name, u.textureIndex)
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if g.state.lastActiveTexture != u.textureIndex {
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g.context.activeTexture(u.textureIndex)
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g.state.lastActiveTexture = u.textureIndex
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}
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g.context.bindTexture(v)
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default:
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return fmt.Errorf("opengl: unexpected uniform value: %v (type: %T)", u.value, u.value)
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}
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}
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for i, t := range textures {
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g.context.uniformInt(program, fmt.Sprintf("T%d", i), i)
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if g.state.lastActiveTexture != i {
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g.context.activeTexture(i)
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g.state.lastActiveTexture = i
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}
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// Apparently, a texture must be bound every time. The cache is not used here.
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g.context.bindTexture(t)
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}
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return nil
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}
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@ -19,10 +19,14 @@ import (
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"go/ast"
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gconstant "go/constant"
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"go/token"
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"regexp"
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"strconv"
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"github.com/hajimehoshi/ebiten/internal/shaderir"
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)
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var textureAtRe = regexp.MustCompile(`\Atexture(\d+)At\z`)
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func (cs *compileState) parseExpr(block *block, expr ast.Expr) ([]shaderir.Expr, []shaderir.Type, []shaderir.Stmt, bool) {
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switch e := expr.(type) {
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case *ast.BasicLit:
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@ -216,6 +220,12 @@ func (cs *compileState) parseExpr(block *block, expr ast.Expr) ([]shaderir.Expr,
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t = shaderir.Type{Main: shaderir.Vec3}
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case shaderir.Texture2DF:
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t = shaderir.Type{Main: shaderir.Vec4}
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args = append([]shaderir.Expr{
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{
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Type: shaderir.TextureVariable,
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Index: callee.Index,
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},
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}, args...)
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default:
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t = argts[0]
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}
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@ -349,6 +359,16 @@ func (cs *compileState) parseExpr(block *block, expr ast.Expr) ([]shaderir.Expr,
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},
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}, nil, nil, true
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}
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if m := textureAtRe.FindStringSubmatch(e.Name); m != nil {
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i, _ := strconv.Atoi(m[1])
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return []shaderir.Expr{
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{
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Type: shaderir.BuiltinFuncExpr,
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BuiltinFunc: shaderir.Texture2DF,
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Index: i, // Index is used as a texture ID later.
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},
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}, nil, nil, true
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}
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cs.addError(e.Pos(), fmt.Sprintf("unexpected identifier: %s", e.Name))
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case *ast.ParenExpr:
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@ -118,7 +118,7 @@ func (p *ParseError) Error() string {
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return strings.Join(p.errs, "\n")
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}
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func Compile(fs *token.FileSet, f *ast.File, vertexEntry, fragmentEntry string) (*shaderir.Program, error) {
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func Compile(fs *token.FileSet, f *ast.File, vertexEntry, fragmentEntry string, textureNum int) (*shaderir.Program, error) {
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s := &compileState{
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fs: fs,
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vertexEntry: vertexEntry,
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@ -135,6 +135,7 @@ func Compile(fs *token.FileSet, f *ast.File, vertexEntry, fragmentEntry string)
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// TODO: Make a call graph and reorder the elements.
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s.ir.TextureNum = textureNum
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return &s.ir, nil
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}
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@ -45,8 +45,6 @@ func (cs *compileState) parseType(expr ast.Expr) shaderir.Type {
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return shaderir.Type{Main: shaderir.Mat3}
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case "mat4":
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return shaderir.Type{Main: shaderir.Mat4}
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case "texture2d":
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return shaderir.Type{Main: shaderir.Texture2D}
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default:
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cs.addError(t.Pos(), fmt.Sprintf("unexpected type: %s", t.Name))
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return shaderir.Type{}
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@ -81,6 +81,9 @@ func (p *Program) Glsl() (vertexShader, fragmentShader string) {
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for i, t := range p.Uniforms {
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vslines = append(vslines, fmt.Sprintf("uniform %s;", p.glslVarDecl(&t, fmt.Sprintf("U%d", i))))
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}
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for i := 0; i < p.TextureNum; i++ {
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vslines = append(vslines, fmt.Sprintf("uniform sampler2D T%d;", i))
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}
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for i, t := range p.Attributes {
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vslines = append(vslines, fmt.Sprintf("attribute %s;", p.glslVarDecl(&t, fmt.Sprintf("A%d", i))))
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}
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@ -110,6 +113,9 @@ func (p *Program) Glsl() (vertexShader, fragmentShader string) {
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for i, t := range p.Uniforms {
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fslines = append(fslines, fmt.Sprintf("uniform %s;", p.glslVarDecl(&t, fmt.Sprintf("U%d", i))))
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}
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for i := 0; i < p.TextureNum; i++ {
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fslines = append(fslines, fmt.Sprintf("uniform sampler2D T%d;", i))
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}
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for i, t := range p.Varyings {
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fslines = append(fslines, fmt.Sprintf("varying %s;", p.glslVarDecl(&t, fmt.Sprintf("V%d", i))))
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}
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@ -265,6 +271,8 @@ func (p *Program) glslBlock(topBlock, block *Block, level int, localVarIndex int
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return fmt.Sprintf("?(unexpected literal: %s)", e.Const)
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case UniformVariable:
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return fmt.Sprintf("U%d", e.Index)
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case TextureVariable:
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return fmt.Sprintf("T%d", e.Index)
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case LocalVariable:
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idx := e.Index
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switch topBlock {
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@ -22,6 +22,7 @@ import (
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type Program struct {
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Uniforms []Type
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TextureNum int
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Attributes []Type
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Varyings []Type
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Funcs []Func
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@ -111,6 +112,7 @@ type ExprType int
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const (
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NumberExpr ExprType = iota
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UniformVariable
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TextureVariable
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LocalVariable
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StructMember
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BuiltinFuncExpr
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@ -65,8 +65,6 @@ func (t *Type) String() string {
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return "mat3"
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case Mat4:
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return "mat4"
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case Texture2D:
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return "texture2D"
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case Array:
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return fmt.Sprintf("%s[%d]", t.Sub[0].String(), t.Length)
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case Struct:
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@ -89,10 +87,6 @@ func (t *Type) serialize() string {
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type BasicType int
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// For a texture, a name Texture2D is used instead of Sampler2D. A sampler is a combination of a texture and how to
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// get its texel (a fitlter or an address), while a texture is just a 2D byte array. In Ebiten, a sampler in GLSL
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// always uses the same filter (nearest) and address (clamp-to-zero), then the name Texture2D is adopted.
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const (
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None BasicType = iota
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Bool
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@ -104,7 +98,6 @@ const (
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Mat2
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Mat3
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Mat4
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Texture2D
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Array
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Struct
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)
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@ -131,8 +124,6 @@ func (t BasicType) Glsl() string {
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return "mat3"
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case Mat4:
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return "mat4"
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case Texture2D:
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return "sampler2D"
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case Array:
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// First-class array is not available on GLSL ES 2.
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return "?(array)"
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@ -289,7 +289,6 @@ func ShaderProgramFill(r, g, b, a byte) shaderir.Program {
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// Uniform variables's indices and their values are:
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//
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// 0: the framebuffer size (Vec2)
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// 1-: the images (Texture2D)
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//
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// The first image's size and region are represented in attribute variables.
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//
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@ -300,10 +299,7 @@ func ShaderProgramImages(imageNum int) shaderir.Program {
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}
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p := defaultProgram()
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for i := 0; i < imageNum; i++ {
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p.Uniforms = append(p.Uniforms, shaderir.Type{Main: shaderir.Texture2D})
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}
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p.TextureNum = imageNum
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// In the fragment shader, local variables are:
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//
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@ -337,8 +333,8 @@ func ShaderProgramImages(imageNum int) shaderir.Program {
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BuiltinFunc: shaderir.Texture2DF,
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},
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{
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Type: shaderir.UniformVariable,
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Index: 1,
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Type: shaderir.TextureVariable,
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Index: 0,
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},
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texPos,
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},
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@ -357,8 +353,8 @@ func ShaderProgramImages(imageNum int) shaderir.Program {
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BuiltinFunc: shaderir.Texture2DF,
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},
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{
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Type: shaderir.UniformVariable,
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Index: i + 1,
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Type: shaderir.TextureVariable,
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Index: i,
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},
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texPos,
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},
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@ -35,7 +35,7 @@ type Shader struct {
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shader *buffered.Shader
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}
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func NewShader(src []byte) (*Shader, error) {
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func NewShader(src []byte, textureNum int) (*Shader, error) {
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var buf bytes.Buffer
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buf.Write(src)
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buf.WriteString(shaderSuffix)
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@ -47,7 +47,7 @@ func NewShader(src []byte) (*Shader, error) {
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}
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// TODO: Create a pseudo vertex entrypoint to treat the attribute values correctly.
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s, err := shader.Compile(fs, f, "Vertex", "Fragment")
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s, err := shader.Compile(fs, f, "Vertex", "Fragment", textureNum)
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if err != nil {
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return nil, err
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}
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