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internal/graphicsdriver/directx, internal/graphicsdriver/metal: bug fix: uniform matrix-array variables were passed wrongly
Updates #2036
This commit is contained in:
parent
eaad959472
commit
6bd3c81e27
@ -1682,24 +1682,37 @@ func (s *Shader) uniformsToFloat32s(uniforms [][]float32) []float32 {
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fs = append(fs, u...)
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case shaderir.Mat2:
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for j := 0; j < t.Length; j++ {
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for k := 0; k < 2; k++ {
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fs = append(fs, u[2*(2*j+k):2*(2*j+k+1)]...)
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if j < t.Length-1 || k < 1 {
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fs = append(fs, 0, 0)
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}
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}
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u1 := u[4*j : 4*(j+1)]
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fs = append(fs,
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u1[0], u1[2], 0, 0,
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u1[1], u1[3], 0, 0,
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)
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}
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if t.Length > 0 {
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fs = fs[:len(fs)-2]
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}
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case shaderir.Mat3:
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for j := 0; j < t.Length; j++ {
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for k := 0; k < 3; k++ {
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fs = append(fs, u[3*(3*j+k):3*(3*j+k+1)]...)
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if j < t.Length-1 || k < 2 {
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fs = append(fs, 0)
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}
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}
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u1 := u[9*j : 9*(j+1)]
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fs = append(fs,
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u1[0], u1[3], u1[6], 0,
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u1[1], u1[4], u1[7], 0,
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u1[2], u1[5], u1[8], 0,
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)
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}
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if t.Length > 0 {
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fs = fs[:len(fs)-1]
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}
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case shaderir.Mat4:
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fs = append(fs, u...)
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for j := 0; j < t.Length; j++ {
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u1 := u[16*j : 16*(j+1)]
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fs = append(fs,
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u1[0], u1[4], u1[8], u1[12],
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u1[1], u1[5], u1[9], u1[13],
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u1[2], u1[6], u1[10], u1[14],
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u1[3], u1[7], u1[11], u1[15],
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)
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}
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default:
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panic(fmt.Sprintf("directx: not implemented type for uniform variables: %s", t.String()))
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}
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@ -998,14 +998,30 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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// Set the additional uniform variables.
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for i, v := range uniforms {
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const offset = graphics.PreservedUniformVariablesNum
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switch g.shaders[shaderID].ir.Uniforms[offset+i].Main {
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t := g.shaders[shaderID].ir.Uniforms[offset+i]
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switch t.Main {
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case shaderir.Mat3:
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// float3x3 requires 16-byte alignment (#2036).
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newV := make([]float32, 12)
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copy(newV[0:3], v[0:3])
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copy(newV[4:7], v[3:6])
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copy(newV[8:11], v[6:9])
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uniformVars[offset+i] = newV
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v1 := make([]float32, 12)
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copy(v1[0:3], v[0:3])
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copy(v1[4:7], v[3:6])
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copy(v1[8:11], v[6:9])
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uniformVars[offset+i] = v1
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case shaderir.Array:
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switch t.Sub[0].Main {
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case shaderir.Mat3:
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v1 := make([]float32, t.Length*12)
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for j := 0; j < t.Length; j++ {
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offset0 := j * 9
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offset1 := j * 12
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copy(v1[offset1:offset1+3], v[offset0:offset0+3])
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copy(v1[offset1+4:offset1+7], v[offset0+3:offset0+6])
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copy(v1[offset1+8:offset1+11], v[offset0+6:offset0+9])
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}
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uniformVars[offset+i] = v1
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default:
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uniformVars[offset+i] = v
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}
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default:
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uniformVars[offset+i] = v
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}
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120
shader_test.go
120
shader_test.go
@ -763,6 +763,44 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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}
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}
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func TestShaderUniformMatrix2Array(t *testing.T) {
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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s, err := ebiten.NewShader([]byte(`package main
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var Mat2 [2]mat2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return vec4(256 * Mat2[0] * Mat2[1] * vec2(1), 1, 1)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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op := &ebiten.DrawRectShaderOptions{}
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op.Uniforms = map[string]interface{}{
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"Mat2": []float32{
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1.0 / 256.0, 2.0 / 256.0,
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3.0 / 256.0, 4.0 / 256.0,
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5.0 / 256.0, 6.0 / 256.0,
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7.0 / 256.0, 8.0 / 256.0,
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},
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}
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dst.DrawRectShader(w, h, s, op)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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want := color.RGBA{54, 80, 0xff, 0xff}
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if !sameColors(got, want, 2) {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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func TestShaderUniformMatrix3(t *testing.T) {
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const w, h = 16, 16
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@ -800,6 +838,46 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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}
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}
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func TestShaderUniformMatrix3Array(t *testing.T) {
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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s, err := ebiten.NewShader([]byte(`package main
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var Mat3 [2]mat3
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return vec4(3 * Mat3[0] * Mat3[1] * vec3(1), 1)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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op := &ebiten.DrawRectShaderOptions{}
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op.Uniforms = map[string]interface{}{
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"Mat3": []float32{
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1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0,
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4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0,
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7.0 / 256.0, 8.0 / 256.0, 9.0 / 256.0,
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10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0,
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13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0,
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16.0 / 256.0, 17.0 / 256.0, 18.0 / 256.0,
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},
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}
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dst.DrawRectShader(w, h, s, op)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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want := color.RGBA{6, 8, 9, 0xff}
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if !sameColors(got, want, 2) {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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func TestShaderUniformMatrix4(t *testing.T) {
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const w, h = 16, 16
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@ -837,3 +915,45 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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}
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}
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}
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func TestShaderUniformMatrix4Array(t *testing.T) {
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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s, err := ebiten.NewShader([]byte(`package main
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var Mat4 [2]mat4
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return Mat4[0] * Mat4[1] * vec4(1)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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op := &ebiten.DrawRectShaderOptions{}
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op.Uniforms = map[string]interface{}{
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"Mat4": []float32{
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1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0, 4.0 / 256.0,
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5.0 / 256.0, 6.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0,
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9.0 / 256.0, 10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0,
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13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0, 16.0 / 256.0,
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17.0 / 256.0, 18.0 / 256.0, 19.0 / 256.0, 20.0 / 256.0,
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21.0 / 256.0, 22.0 / 256.0, 23.0 / 256.0, 24.0 / 256.0,
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25.0 / 256.0, 26.0 / 256.0, 27.0 / 256.0, 28.0 / 256.0,
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29.0 / 256.0, 30.0 / 256.0, 31.0 / 256.0, 32.0 / 256.0,
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},
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}
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dst.DrawRectShader(w, h, s, op)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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want := color.RGBA{11, 13, 14, 16}
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if !sameColors(got, want, 2) {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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