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ebiten: Rename builtin shader functions
* textureDstSize -> imageDstTextureSize * texture[N]Size -> image[N]TextureSize * texture[N]At -> image[N]TextureAt Updates #1287
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@ -22,10 +22,10 @@ var ImageSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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center := ImageSize / 2
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amount := (center - Cursor) / texture2Size() / 10
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amount := (center - Cursor) / image2TextureSize() / 10
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var clr vec3
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clr.r = texture2At(vec2(texCoord.x+amount.x, texCoord.y)).r
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clr.g = texture2At(texCoord).g
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clr.b = texture2At(vec2(texCoord.x-amount.x, texCoord.y)).b
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clr.r = image2TextureAt(vec2(texCoord.x+amount.x, texCoord.y)).r
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clr.g = image2TextureAt(texCoord).g
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clr.b = image2TextureAt(vec2(texCoord.x-amount.x, texCoord.y)).b
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return vec4(clr, 1.0)
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}
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@ -3,4 +3,4 @@
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package main
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var chromaticaberration_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 ImageSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tcenter := ImageSize / 2\n\tamount := (center - Cursor) / texture2Size() / 10\n\tvar clr vec3\n\tclr.r = texture2At(vec2(texCoord.x+amount.x, texCoord.y)).r\n\tclr.g = texture2At(texCoord).g\n\tclr.b = texture2At(vec2(texCoord.x-amount.x, texCoord.y)).b\n\treturn vec4(clr, 1.0)\n}\n")
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var chromaticaberration_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 ImageSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tcenter := ImageSize / 2\n\tamount := (center - Cursor) / image2TextureSize() / 10\n\tvar clr vec3\n\tclr.r = image2TextureAt(vec2(texCoord.x+amount.x, texCoord.y)).r\n\tclr.g = image2TextureAt(texCoord).g\n\tclr.b = image2TextureAt(vec2(texCoord.x-amount.x, texCoord.y)).b\n\treturn vec4(clr, 1.0)\n}\n")
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@ -21,7 +21,7 @@ var Cursor vec2
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var ImageSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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pos := position.xy/textureDstSize() + Cursor/textureDstSize()/4
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pos := position.xy/imageDstTextureSize() + Cursor/imageDstTextureSize()/4
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clr := 0.0
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clr += sin(pos.x*cos(Time/15)*80) + cos(pos.y*cos(Time/15)*10)
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clr += sin(pos.y*sin(Time/10)*40) + cos(pos.x*sin(Time/25)*40)
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@ -3,4 +3,4 @@
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package main
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var default_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 ImageSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tpos := position.xy/textureDstSize() + Cursor/textureDstSize()/4\n\tclr := 0.0\n\tclr += sin(pos.x*cos(Time/15)*80) + cos(pos.y*cos(Time/15)*10)\n\tclr += sin(pos.y*sin(Time/10)*40) + cos(pos.x*sin(Time/25)*40)\n\tclr += sin(pos.x*sin(Time/5)*10) + sin(pos.y*sin(Time/35)*80)\n\tclr *= sin(Time/10) * 0.5\n\treturn vec4(clr, clr*0.5, sin(clr+Time/3)*0.75, 1)\n}\n")
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var default_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 ImageSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tpos := position.xy/imageDstTextureSize() + Cursor/imageDstTextureSize()/4\n\tclr := 0.0\n\tclr += sin(pos.x*cos(Time/15)*80) + cos(pos.y*cos(Time/15)*10)\n\tclr += sin(pos.y*sin(Time/10)*40) + cos(pos.x*sin(Time/25)*40)\n\tclr += sin(pos.x*sin(Time/5)*10) + sin(pos.y*sin(Time/35)*80)\n\tclr *= sin(Time/10) * 0.5\n\treturn vec4(clr, clr*0.5, sin(clr+Time/3)*0.75, 1)\n}\n")
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@ -23,8 +23,8 @@ var ImageSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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lightpos := vec3(Cursor, 50)
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lightdir := normalize(lightpos - position.xyz)
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normal := normalize(texture1At(texCoord) - 0.5)
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normal := normalize(image1TextureAt(texCoord) - 0.5)
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ambient := 0.25
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diffuse := 0.75 * max(0.0, dot(normal.xyz, lightdir))
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return texture0At(texCoord) * (ambient + diffuse)
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return image0TextureAt(texCoord) * (ambient + diffuse)
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}
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@ -3,4 +3,4 @@
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package main
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var lighting_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 ImageSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tlightpos := vec3(Cursor, 50)\n\tlightdir := normalize(lightpos - position.xyz)\n\tnormal := normalize(texture1At(texCoord) - 0.5)\n\tambient := 0.25\n\tdiffuse := 0.75 * max(0.0, dot(normal.xyz, lightdir))\n\treturn texture0At(texCoord) * (ambient + diffuse)\n}\n")
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var lighting_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 ImageSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tlightpos := vec3(Cursor, 50)\n\tlightdir := normalize(lightpos - position.xyz)\n\tnormal := normalize(image1TextureAt(texCoord) - 0.5)\n\tambient := 0.25\n\tdiffuse := 0.75 * max(0.0, dot(normal.xyz, lightdir))\n\treturn image0TextureAt(texCoord) * (ambient + diffuse)\n}\n")
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@ -22,7 +22,7 @@ var ImageSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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dir := normalize(position.xy - Cursor)
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clr := texture2At(texCoord)
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clr := image2TextureAt(texCoord)
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samples := [10]float{
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-22, -14, -8, -4, -2, 2, 4, 8, 14, 22,
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@ -31,7 +31,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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sum := clr
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for i := 0; i < 10; i++ {
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// TODO: Consider the source region not to violate the region.
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sum += texture2At(texCoord + dir*samples[i]/texture2Size())
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sum += image2TextureAt(texCoord + dir*samples[i]/image2TextureSize())
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}
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sum /= 10 + 1
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@ -3,4 +3,4 @@
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package main
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var radialblur_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 ImageSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tdir := normalize(position.xy - Cursor)\n\tclr := texture2At(texCoord)\n\n\tsamples := [10]float{\n\t\t-22, -14, -8, -4, -2, 2, 4, 8, 14, 22,\n\t}\n\t// TODO: Add len(samples)\n\tsum := clr\n\tfor i := 0; i < 10; i++ {\n\t\t// TODO: Consider the source region not to violate the region.\n\t\tsum += texture2At(texCoord + dir*samples[i]/texture2Size())\n\t}\n\tsum /= 10 + 1\n\n\tdist := distance(position.xy, Cursor)\n\tt := clamp(dist/256, 0, 1)\n\treturn mix(clr, sum, t)\n}\n")
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var radialblur_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 ImageSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tdir := normalize(position.xy - Cursor)\n\tclr := image2TextureAt(texCoord)\n\n\tsamples := [10]float{\n\t\t-22, -14, -8, -4, -2, 2, 4, 8, 14, 22,\n\t}\n\t// TODO: Add len(samples)\n\tsum := clr\n\tfor i := 0; i < 10; i++ {\n\t\t// TODO: Consider the source region not to violate the region.\n\t\tsum += image2TextureAt(texCoord + dir*samples[i]/image2TextureSize())\n\t}\n\tsum /= 10 + 1\n\n\tdist := distance(position.xy, Cursor)\n\tt := clamp(dist/256, 0, 1)\n\treturn mix(clr, sum, t)\n}\n")
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14
shader.go
14
shader.go
@ -29,10 +29,10 @@ var shaderSuffix string
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func init() {
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shaderSuffix = `
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var __textureDstSize vec2
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var __imageDstTextureSize vec2
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func textureDstSize() vec2 {
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return __textureDstSize
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func imageDstTextureSize() vec2 {
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return __imageDstTextureSize
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}
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`
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@ -42,7 +42,7 @@ var __textureSizes [%d]vec2
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for i := 0; i < graphics.ShaderImageNum; i++ {
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shaderSuffix += fmt.Sprintf(`
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func texture%[1]dSize() vec2 {
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func image%[1]dTextureSize() vec2 {
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return __textureSizes[%[1]d]
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}
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`, i)
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@ -59,7 +59,7 @@ var __textureOffsets [%d]vec2
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}
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// __t%d is a special variable for a texture variable.
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shaderSuffix += fmt.Sprintf(`
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func texture%[1]dAt(pos vec2) vec4 {
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func image%[1]dTextureAt(pos vec2) vec4 {
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return texture2D(__t%[1]d, pos%[2]s)
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}
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`, i, offset)
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@ -68,8 +68,8 @@ func texture%[1]dAt(pos vec2) vec4 {
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shaderSuffix += `
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func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
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return mat4(
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2/textureDstSize().x, 0, 0, 0,
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0, 2/textureDstSize().y, 0, 0,
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2/imageDstTextureSize().x, 0, 0, 0,
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0, 2/imageDstTextureSize().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, color
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