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graphics: texel should be represented as highp for precision
Fixes #460
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@ -14,33 +14,19 @@
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package graphics
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package graphics
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import (
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type shaderID int
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"strings"
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"github.com/hajimehoshi/ebiten/internal/web"
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)
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type shaderId int
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const (
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const (
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shaderVertexModelview shaderId = iota
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shaderVertexModelview shaderID = iota
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shaderFragmentTexture
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shaderFragmentTexture
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)
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)
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func shader(id shaderId) string {
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func shader(id shaderID) string {
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s := shaders[id]
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return shaders[id]
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defs := []string{}
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if web.IsMobileBrowser() {
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defs = append(defs, "#define IS_MOBILE_BROWSER")
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}
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s = strings.Replace(s, "{{Definitions}}", strings.Join(defs, "\n"), -1)
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return s
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}
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}
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var shaders = map[shaderId]string{
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var shaders = map[shaderID]string{
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shaderVertexModelview: `
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shaderVertexModelview: `
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{{Definitions}}
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uniform mat4 projection_matrix;
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uniform mat4 projection_matrix;
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attribute vec2 vertex;
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attribute vec2 vertex;
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attribute vec4 tex_coord;
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attribute vec4 tex_coord;
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@ -74,40 +60,29 @@ precision mediump float;
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#define highp
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#define highp
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#endif
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#endif
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{{Definitions}}
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uniform sampler2D texture;
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uniform sampler2D texture;
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uniform mat4 color_matrix;
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uniform mat4 color_matrix;
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uniform vec4 color_matrix_translation;
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uniform vec4 color_matrix_translation;
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uniform vec2 source_size;
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uniform vec2 source_size;
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uniform int filter_type;
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uniform int filter_type;
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varying vec2 varying_tex_coord;
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varying highp vec2 varying_tex_coord;
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varying vec2 varying_tex_coord_min;
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varying highp vec2 varying_tex_coord_min;
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varying vec2 varying_tex_coord_max;
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varying highp vec2 varying_tex_coord_max;
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vec2 roundTexel(vec2 p) {
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highp vec2 roundTexel(highp vec2 p) {
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#if defined(IS_MOBILE_BROWSER)
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// highp (relative) precision is 2^(-16) in the spec.
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// This is a temporary hack: on mobile browsers like Android Chrome,
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// As the maximum source size is 4096, the minimum value for a denominator is
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// the code to round a float might cause unexpected behavior.
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// 65536 (= 4096 * 16).
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// This is confirmed with rendering a relatively large (e.g. 4096x512) image
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highp vec2 factor = 1.0 / (source_size * 16.0);
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// with specifying a source rectangle near its edges.
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if (factor.x * 0.5 > 0.0 && factor.y * 0.5 > 0.0) {
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// TODO: examples/moire doesn't work anyway.
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// TODO: Does this function work on an Android native app?
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return p;
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#else
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vec2 factor = 1.0 / (source_size * 256.0);
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if (factor.x > 0.0) {
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p.x -= mod(p.x + factor.x * 0.5, factor.x) - factor.x * 0.5;
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p.x -= mod(p.x + factor.x * 0.5, factor.x) - factor.x * 0.5;
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}
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if (factor.y > 0.0) {
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p.y -= mod(p.y + factor.y * 0.5, factor.y) - factor.y * 0.5;
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p.y -= mod(p.y + factor.y * 0.5, factor.y) - factor.y * 0.5;
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}
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}
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return p;
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return p;
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#endif
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}
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}
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vec4 getColorAt(vec2 pos) {
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vec4 getColorAt(highp vec2 pos) {
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if (pos.x < varying_tex_coord_min.x ||
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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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pos.y < varying_tex_coord_min.y ||
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varying_tex_coord_max.x <= pos.x ||
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varying_tex_coord_max.x <= pos.x ||
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@ -126,7 +101,7 @@ void main(void) {
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color = getColorAt(pos);
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color = getColorAt(pos);
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} else if (filter_type == 2) {
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} else if (filter_type == 2) {
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// Bi-linear
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// Bi-linear
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vec2 texel_size = 1.0 / source_size;
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highp vec2 texel_size = 1.0 / source_size;
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pos -= texel_size * 0.5;
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pos -= texel_size * 0.5;
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vec4 c0 = getColorAt(pos);
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vec4 c0 = getColorAt(pos);
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vec4 c1 = getColorAt(pos + vec2(texel_size.x, 0));
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vec4 c1 = getColorAt(pos + vec2(texel_size.x, 0));
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