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all: refactoring
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@ -71,32 +71,32 @@ func QuadVertices(dst []float32, sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty
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dst[6] = cb
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dst[7] = ca
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dst[8] = adjustDestinationPixel(ax + tx)
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dst[9] = adjustDestinationPixel(cx + ty)
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dst[10] = u1
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dst[11] = v0
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dst[12] = cr
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dst[13] = cg
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dst[14] = cb
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dst[15] = ca
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dst[VertexFloatCount] = adjustDestinationPixel(ax + tx)
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dst[VertexFloatCount+1] = adjustDestinationPixel(cx + ty)
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dst[VertexFloatCount+2] = u1
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dst[VertexFloatCount+3] = v0
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dst[VertexFloatCount+4] = cr
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dst[VertexFloatCount+5] = cg
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dst[VertexFloatCount+6] = cb
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dst[VertexFloatCount+7] = ca
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dst[16] = adjustDestinationPixel(by + tx)
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dst[17] = adjustDestinationPixel(dy + ty)
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dst[18] = u0
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dst[19] = v1
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dst[20] = cr
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dst[21] = cg
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dst[22] = cb
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dst[23] = ca
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dst[2*VertexFloatCount] = adjustDestinationPixel(by + tx)
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dst[2*VertexFloatCount+1] = adjustDestinationPixel(dy + ty)
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dst[2*VertexFloatCount+2] = u0
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dst[2*VertexFloatCount+3] = v1
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dst[2*VertexFloatCount+4] = cr
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dst[2*VertexFloatCount+5] = cg
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dst[2*VertexFloatCount+6] = cb
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dst[2*VertexFloatCount+7] = ca
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dst[24] = adjustDestinationPixel(ax + by + tx)
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dst[25] = adjustDestinationPixel(cx + dy + ty)
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dst[26] = u1
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dst[27] = v1
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dst[28] = cr
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dst[29] = cg
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dst[30] = cb
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dst[31] = ca
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dst[3*VertexFloatCount] = adjustDestinationPixel(ax + by + tx)
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dst[3*VertexFloatCount+1] = adjustDestinationPixel(cx + dy + ty)
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dst[3*VertexFloatCount+2] = u1
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dst[3*VertexFloatCount+3] = v1
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dst[3*VertexFloatCount+4] = cr
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dst[3*VertexFloatCount+5] = cg
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dst[3*VertexFloatCount+6] = cb
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dst[3*VertexFloatCount+7] = ca
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}
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func adjustDestinationPixel(x float32) float32 {
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@ -183,9 +183,9 @@ func dstRegionFromVertices(vertices []float32) (minX, minY, maxX, maxY float32)
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maxX = negInf32
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maxY = negInf32
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for i := 0; i < len(vertices)/graphics.VertexFloatCount; i++ {
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x := vertices[graphics.VertexFloatCount*i]
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y := vertices[graphics.VertexFloatCount*i+1]
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for i := 0; i < len(vertices); i += graphics.VertexFloatCount {
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x := vertices[i]
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y := vertices[i+1]
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if x < minX {
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minX = x
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}
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@ -73,20 +73,20 @@ func (m *Mipmap) DrawTriangles(srcs [graphics.ShaderSrcImageCount]*Mipmap, verti
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level := 0
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if !canSkipMipmap && srcs[0] != nil && canUseMipmap(srcs[0].imageType) {
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level = math.MaxInt32
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for i := 0; i < len(indices)/3; i++ {
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for i := 0; i < len(indices); i += 3 {
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const n = graphics.VertexFloatCount
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dx0 := vertices[n*indices[3*i]+0]
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dy0 := vertices[n*indices[3*i]+1]
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sx0 := vertices[n*indices[3*i]+2]
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sy0 := vertices[n*indices[3*i]+3]
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dx1 := vertices[n*indices[3*i+1]+0]
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dy1 := vertices[n*indices[3*i+1]+1]
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sx1 := vertices[n*indices[3*i+1]+2]
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sy1 := vertices[n*indices[3*i+1]+3]
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dx2 := vertices[n*indices[3*i+2]+0]
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dy2 := vertices[n*indices[3*i+2]+1]
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sx2 := vertices[n*indices[3*i+2]+2]
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sy2 := vertices[n*indices[3*i+2]+3]
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dx0 := vertices[n*indices[i]+0]
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dy0 := vertices[n*indices[i]+1]
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sx0 := vertices[n*indices[i]+2]
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sy0 := vertices[n*indices[i]+3]
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dx1 := vertices[n*indices[i+1]+0]
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dy1 := vertices[n*indices[i+1]+1]
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sx1 := vertices[n*indices[i+1]+2]
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sy1 := vertices[n*indices[i+1]+3]
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dx2 := vertices[n*indices[i+2]+0]
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dy2 := vertices[n*indices[i+2]+1]
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sx2 := vertices[n*indices[i+2]+2]
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sy2 := vertices[n*indices[i+2]+3]
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if l := mipmapLevelFromDistance(dx0, dy0, dx1, dy1, sx0, sy0, sx1, sy1); level > l {
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level = l
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}
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