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examples/shader: Show an image
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@ -15,3 +15,4 @@
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package main
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package main
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//go:generate file2byteslice -package=main -input=default.go -output=default_go.go -var=default_go
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//go:generate file2byteslice -package=main -input=default.go -output=default_go.go -var=default_go
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//go:generate file2byteslice -package=main -input=image.go -output=image_go.go -var=image_go
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33
examples/shader/image.go
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33
examples/shader/image.go
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@ -0,0 +1,33 @@
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// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build ignore
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package main
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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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2/viewportSize().x, 0, 0, 0,
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0, 2/viewportSize().y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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) * vec4(position, 0, 1), texCoord
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}
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func Fragment(position vec4, tex 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, tex)
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}
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6
examples/shader/image_go.go
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6
examples/shader/image_go.go
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@ -0,0 +1,6 @@
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// Code generated by file2byteslice. DO NOT EDIT.
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// (gofmt is fine after generating)
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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 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, tex vec2) vec4 {\n\t// TODO: Instead of using texture2D directly, define and use special functions for Ebiten images.\n\treturn texture2D(Image, tex)\n}\n")
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@ -17,9 +17,15 @@
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package main
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package main
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import (
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import (
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"bytes"
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"image"
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_ "image/jpeg"
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"log"
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"log"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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"github.com/hajimehoshi/ebiten/examples/resources/images"
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"github.com/hajimehoshi/ebiten/inpututil"
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)
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)
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const (
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const (
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@ -27,8 +33,28 @@ const (
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screenHeight = 480
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screenHeight = 480
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)
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)
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var gophersImage *ebiten.Image
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func init() {
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// Decode image from a byte slice instead of a file so that
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// this example works in any working directory.
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// If you want to use a file, there are some options:
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// 1) Use os.Open and pass the file to the image decoder.
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// This is a very regular way, but doesn't work on browsers.
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// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
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// This works even on browsers.
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// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
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// This also works on browsers.
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img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg))
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if err != nil {
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log.Fatal(err)
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}
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gophersImage, _ = ebiten.NewImageFromImage(img, ebiten.FilterDefault)
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}
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var shaderSrcs = [][]byte{
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var shaderSrcs = [][]byte{
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default_go,
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default_go,
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image_go,
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}
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}
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type Game struct {
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type Game struct {
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@ -39,6 +65,15 @@ type Game struct {
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func (g *Game) Update(screen *ebiten.Image) error {
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func (g *Game) Update(screen *ebiten.Image) error {
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g.time++
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g.time++
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if inpututil.IsKeyJustPressed(ebiten.KeyDown) {
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g.idx++
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g.idx %= len(shaderSrcs)
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyUp) {
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g.idx += len(shaderSrcs) - 1
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g.idx %= len(shaderSrcs)
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}
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if g.shaders == nil {
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if g.shaders == nil {
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g.shaders = map[int]*ebiten.Shader{}
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g.shaders = map[int]*ebiten.Shader{}
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}
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}
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@ -63,18 +98,26 @@ func (g *Game) Draw(screen *ebiten.Image) {
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{
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{
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DstX: 0,
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DstX: 0,
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DstY: 0,
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DstY: 0,
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SrcX: 0,
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SrcY: 0,
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},
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},
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{
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{
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DstX: float32(w),
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DstX: float32(w),
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DstY: 0,
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DstY: 0,
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SrcX: float32(w),
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SrcY: 0,
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},
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},
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{
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{
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DstX: 0,
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DstX: 0,
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DstY: float32(h),
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DstY: float32(h),
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SrcX: 0,
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SrcY: float32(h),
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},
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},
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{
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{
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DstX: float32(w),
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DstX: float32(w),
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DstY: float32(h),
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DstY: float32(h),
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SrcX: float32(w),
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SrcY: float32(h),
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},
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},
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}
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}
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is := []uint16{0, 1, 2, 1, 2, 3}
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is := []uint16{0, 1, 2, 1, 2, 3}
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@ -82,11 +125,21 @@ func (g *Game) Draw(screen *ebiten.Image) {
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cx, cy := ebiten.CursorPosition()
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cx, cy := ebiten.CursorPosition()
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op := &ebiten.DrawTrianglesWithShaderOptions{}
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op := &ebiten.DrawTrianglesWithShaderOptions{}
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switch g.idx {
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case 0:
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op.Uniforms = []interface{}{
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op.Uniforms = []interface{}{
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float32(g.time) / 60, // time
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float32(g.time) / 60, // Time
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[]float32{float32(cx), float32(cy)}, // cursor
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[]float32{float32(cx), float32(cy)}, // Cursor
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}
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default:
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op.Uniforms = []interface{}{
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gophersImage, // Image
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}
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}
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}
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screen.DrawTrianglesWithShader(vs, is, s, op)
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screen.DrawTrianglesWithShader(vs, is, s, op)
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msg := "Press Up/Down to switch the shader."
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ebitenutil.DebugPrint(screen, msg)
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}
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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@ -135,6 +135,7 @@ func Compile(fs *token.FileSet, f *ast.File, vertexEntry, fragmentEntry string)
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// TODO: Resolve constants
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// TODO: Resolve constants
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// TODO: Make a call graph and reorder the elements.
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// TODO: Make a call graph and reorder the elements.
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return &s.ir, nil
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return &s.ir, nil
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}
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}
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@ -28,7 +28,8 @@ var __viewportSize vec2
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func viewportSize() vec2 {
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func viewportSize() vec2 {
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return __viewportSize
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return __viewportSize
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}`
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}
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`
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type Shader struct {
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type Shader struct {
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shader *buffered.Shader
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shader *buffered.Shader
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@ -45,6 +46,7 @@ func NewShader(src []byte) (*Shader, error) {
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return nil, err
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return nil, err
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}
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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")
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if err != nil {
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if err != nil {
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return nil, err
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return nil, err
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