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graphics: Refactoring: Use 12 floats for each vertex
This is a preparation for #761.
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@ -25,7 +25,7 @@ type verticesBackend struct {
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const (
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IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles.
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VertexFloatNum = 10
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VertexFloatNum = 12
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)
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func (v *verticesBackend) slice(n int) []float32 {
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@ -81,8 +81,8 @@ func quadVerticesImpl(x, y, u0, v0, u1, v1, a, b, c, d, tx, ty, cr, cg, cb, ca f
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// Specifying a range explicitly here is redundant but this helps optimization
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// to eliminate boundary checks.
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//
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// 4*VertexFloatNum is better than 40, but in GopherJS, optimization might not work.
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vs := theVerticesBackend.slice(4)[0:40]
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// 4*VertexFloatNum is better than 48, but in GopherJS, optimization might not work.
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vs := theVerticesBackend.slice(4)[0:48]
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ax, by, cx, dy := a*x, b*y, c*x, d*y
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@ -95,46 +95,54 @@ func quadVerticesImpl(x, y, u0, v0, u1, v1, a, b, c, d, tx, ty, cr, cg, cb, ca f
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// The second is needed to calculate source rectangle size in shader programs.
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vs[2] = u0
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vs[3] = v0
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vs[4] = u1
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vs[5] = v1
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vs[6] = cr
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vs[7] = cg
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vs[8] = cb
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vs[9] = ca
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vs[4] = u0
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vs[5] = v0
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vs[6] = u1
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vs[7] = v1
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vs[8] = cr
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vs[9] = cg
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vs[10] = cb
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vs[11] = ca
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// and the same for the other three coordinates
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vs[10] = ax + tx
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vs[11] = cx + ty
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vs[12] = u1
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vs[13] = v0
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vs[14] = u0
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vs[15] = v1
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vs[16] = cr
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vs[17] = cg
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vs[18] = cb
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vs[19] = ca
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vs[12] = ax + tx
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vs[13] = cx + ty
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vs[14] = u1
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vs[15] = v0
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vs[16] = u0
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vs[17] = v0
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vs[18] = u1
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vs[19] = v1
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vs[20] = cr
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vs[21] = cg
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vs[22] = cb
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vs[23] = ca
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vs[20] = by + tx
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vs[21] = dy + ty
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vs[22] = u0
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vs[23] = v1
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vs[24] = u1
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vs[25] = v0
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vs[26] = cr
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vs[27] = cg
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vs[28] = cb
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vs[29] = ca
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vs[24] = by + tx
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vs[25] = dy + ty
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vs[26] = u0
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vs[27] = v1
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vs[28] = u0
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vs[29] = v0
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vs[30] = u1
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vs[31] = v1
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vs[32] = cr
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vs[33] = cg
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vs[34] = cb
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vs[35] = ca
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vs[30] = ax + by + tx
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vs[31] = cx + dy + ty
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vs[32] = u1
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vs[33] = v1
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vs[34] = u0
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vs[35] = v0
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vs[36] = cr
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vs[37] = cg
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vs[38] = cb
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vs[39] = ca
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vs[36] = ax + by + tx
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vs[37] = cx + dy + ty
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vs[38] = u1
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vs[39] = v1
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vs[40] = u0
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vs[41] = v0
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vs[42] = u1
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vs[43] = v1
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vs[44] = cr
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vs[45] = cg
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vs[46] = cb
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vs[47] = ca
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return vs
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}
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@ -166,10 +174,12 @@ func PutVertex(vs []float32, width, height int, dx, dy, sx, sy float32, cr, cg,
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vs[1] = dy
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vs[2] = sx / wf
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vs[3] = sy / hf
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vs[4] = -1
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vs[5] = -1
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vs[6] = cr
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vs[7] = cg
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vs[8] = cb
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vs[9] = ca
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vs[4] = 0
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vs[5] = 0
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vs[6] = 1
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vs[7] = 1
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vs[8] = cr
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vs[9] = cg
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vs[10] = cb
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vs[11] = ca
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}
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@ -40,15 +40,15 @@ using namespace metal;
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struct VertexIn {
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packed_float2 position;
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packed_float4 tex;
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packed_float2 tex;
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packed_float4 tex_region;
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packed_float4 color;
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};
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struct VertexOut {
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float4 position [[position]];
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float2 tex;
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float2 tex_min;
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float2 tex_max;
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float4 tex_region;
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float4 color;
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};
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@ -68,18 +68,11 @@ vertex VertexOut VertexShader(
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VertexOut out = {
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.position = projectionMatrix * float4(in.position, 0, 1),
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.tex = float2(in.tex[0], in.tex[1]),
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.tex = in.tex,
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.tex_region = in.tex_region,
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.color = in.color,
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};
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if (in.tex[2] >= 0 && in.tex[3] >= 0) {
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out.tex_min = float2(min(in.tex[0], in.tex[2]), min(in.tex[1], in.tex[3]));
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out.tex_max = float2(max(in.tex[0], in.tex[2]), max(in.tex[1], in.tex[3]));
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} else {
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out.tex_min = float2(0);
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out.tex_max = float2(1);
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}
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return out;
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}
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@ -117,10 +110,10 @@ fragment float4 FragmentShader(VertexOut v [[stage_in]],
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switch (filter) {
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case FILTER_NEAREST: {
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c = texture.sample(texture_sampler, v.tex);
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if (v.tex.x < v.tex_min.x ||
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v.tex.y < v.tex_min.y ||
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(v.tex_max.x - texel_size.x / 512.0) <= v.tex.x ||
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(v.tex_max.y - texel_size.y / 512.0) <= v.tex.y) {
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if (v.tex.x < v.tex_region[0] ||
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v.tex.y < v.tex_region[1] ||
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(v.tex_region[2] - texel_size.x / 512.0) <= v.tex.x ||
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(v.tex_region[3] - texel_size.y / 512.0) <= v.tex.y) {
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c = 0;
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}
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break;
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@ -136,19 +129,19 @@ fragment float4 FragmentShader(VertexOut v [[stage_in]],
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float4 c2 = texture.sample(texture_sampler, float2(p0.x, p1.y));
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float4 c3 = texture.sample(texture_sampler, p1);
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if (p0.x < v.tex_min.x) {
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if (p0.x < v.tex_region[0]) {
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c0 = 0;
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c2 = 0;
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}
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if (p0.y < v.tex_min.y) {
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if (p0.y < v.tex_region[1]) {
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c0 = 0;
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c1 = 0;
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}
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if ((v.tex_max.x - texel_size.x / 512.0) <= p1.x) {
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if ((v.tex_region[2] - texel_size.x / 512.0) <= p1.x) {
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c1 = 0;
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c3 = 0;
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}
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if ((v.tex_max.y - texel_size.y / 512.0) <= p1.y) {
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if ((v.tex_region[3] - texel_size.y / 512.0) <= p1.y) {
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c2 = 0;
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c3 = 0;
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}
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@ -89,7 +89,11 @@ func initializeArrayBuferLayout() {
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num: 2,
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},
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{
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name: "tex_coord",
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name: "tex",
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num: 2,
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},
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{
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name: "tex_region",
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num: 4,
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},
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{
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@ -49,22 +49,16 @@ const (
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shaderStrVertex = `
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uniform vec2 viewport_size;
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attribute vec2 vertex;
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attribute vec4 tex_coord;
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attribute vec2 tex;
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attribute vec4 tex_region;
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attribute vec4 color_scale;
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varying vec2 varying_tex_coord;
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varying vec2 varying_tex_coord_min;
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varying vec2 varying_tex_coord_max;
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varying vec2 varying_tex;
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varying vec4 varying_tex_region;
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varying vec4 varying_color_scale;
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void main(void) {
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varying_tex_coord = vec2(tex_coord[0], tex_coord[1]);
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if (tex_coord[2] >= 0.0 && tex_coord[3] >= 0.0) {
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varying_tex_coord_min = vec2(min(tex_coord[0], tex_coord[2]), min(tex_coord[1], tex_coord[3]));
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varying_tex_coord_max = vec2(max(tex_coord[0], tex_coord[2]), max(tex_coord[1], tex_coord[3]));
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} else {
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varying_tex_coord_min = vec2(0, 0);
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varying_tex_coord_max = vec2(1, 1);
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}
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varying_tex = tex;
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varying_tex_region = tex_region;
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varying_color_scale = color_scale;
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mat4 projection_matrix = mat4(
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@ -97,9 +91,8 @@ uniform highp vec2 source_size;
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uniform highp float scale;
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#endif
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varying highp vec2 varying_tex_coord;
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varying highp vec2 varying_tex_coord_min;
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varying highp vec2 varying_tex_coord_max;
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varying highp vec2 varying_tex;
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varying highp vec4 varying_tex_region;
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varying highp vec4 varying_color_scale;
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// adjustTexel adjusts the two texels and returns the adjusted second texel.
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@ -117,15 +110,15 @@ highp vec2 adjustTexel(highp vec2 p0, highp vec2 p1) {
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}
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void main(void) {
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highp vec2 pos = varying_tex_coord;
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highp vec2 pos = varying_tex;
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highp vec2 texel_size = 1.0 / source_size;
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#if defined(FILTER_NEAREST)
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vec4 color = texture2D(texture, pos);
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if (pos.x < varying_tex_coord_min.x ||
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pos.y < varying_tex_coord_min.y ||
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(varying_tex_coord_max.x - texel_size.x / 512.0) <= pos.x ||
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(varying_tex_coord_max.y - texel_size.y / 512.0) <= pos.y) {
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if (pos.x < varying_tex_region[0] ||
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pos.y < varying_tex_region[1] ||
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(varying_tex_region[2] - texel_size.x / 512.0) <= pos.x ||
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(varying_tex_region[3] - texel_size.y / 512.0) <= pos.y) {
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color = vec4(0, 0, 0, 0);
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}
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#endif
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@ -140,19 +133,19 @@ void main(void) {
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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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if (p0.x < varying_tex_coord_min.x) {
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if (p0.x < varying_tex_region[0]) {
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c0 = vec4(0, 0, 0, 0);
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c2 = vec4(0, 0, 0, 0);
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}
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if (p0.y < varying_tex_coord_min.y) {
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if (p0.y < varying_tex_region[1]) {
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c0 = vec4(0, 0, 0, 0);
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c1 = vec4(0, 0, 0, 0);
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}
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if ((varying_tex_coord_max.x - texel_size.x / 512.0) <= p1.x) {
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if ((varying_tex_region[2] - texel_size.x / 512.0) <= p1.x) {
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c1 = vec4(0, 0, 0, 0);
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c3 = vec4(0, 0, 0, 0);
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}
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if ((varying_tex_coord_max.y - texel_size.y / 512.0) <= p1.y) {
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if ((varying_tex_region[3] - texel_size.y / 512.0) <= p1.y) {
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c2 = vec4(0, 0, 0, 0);
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c3 = vec4(0, 0, 0, 0);
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}
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