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shader: Add testdata directory
This commit is contained in:
parent
acba49952c
commit
75706504bf
@ -17,338 +17,83 @@ package shader_test
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import (
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"go/parser"
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"go/token"
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"io/ioutil"
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"path/filepath"
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"strings"
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"testing"
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. "github.com/hajimehoshi/ebiten/internal/shader"
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)
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func TestDump(t *testing.T) {
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tests := []struct {
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func TestCompile(t *testing.T) {
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files, err := ioutil.ReadDir("testdata")
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if err != nil {
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t.Fatal(err)
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}
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type testcase struct {
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Name string
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Src string
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VS string
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FS string
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}{
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{
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Name: "uniforms",
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Src: `package main
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var (
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Foo vec2
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Boo vec4
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)`,
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VS: `uniform vec2 U0;
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uniform vec4 U1;`,
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},
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{
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Name: "func",
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Src: `package main
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func Foo(foo vec2) vec4 {
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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}`,
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},
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{
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Name: "func body",
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Src: `package main
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func Foo(foo vec2) vec4 {
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return vec4(foo, 0, 1)
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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l1 = vec4(l0, 0.0, 1.0);
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return;
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}`,
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},
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{
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Name: "var init",
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Src: `package main
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func Foo(foo vec2) vec4 {
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var ret vec4 = vec4(foo, 0, 1)
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return ret
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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vec4 l2 = vec4(0.0);
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l2 = vec4(l0, 0.0, 1.0);
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l1 = l2;
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return;
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}`,
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},
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{
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Name: "var init 2",
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Src: `package main
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func Foo(foo vec2) vec4 {
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var bar1 vec4 = vec4(foo, 0, 1)
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bar1.x = bar1.x
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var bar2 vec4 = bar1
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return bar2
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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vec4 l2 = vec4(0.0);
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vec4 l3 = vec4(0.0);
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l2 = vec4(l0, 0.0, 1.0);
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(l2).x = (l2).x;
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l3 = l2;
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l1 = l3;
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return;
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}`,
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},
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{
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Name: "var multiple init",
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Src: `package main
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func Foo(foo vec2) vec4 {
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var bar1, bar2 vec2 = foo, foo
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return vec4(bar1, bar2)
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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vec2 l2 = vec2(0.0);
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vec2 l3 = vec2(0.0);
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l2 = l0;
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l3 = l0;
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l1 = vec4(l2, l3);
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return;
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}`,
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},
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{
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Name: "multiple out params",
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Src: `package main
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func Foo(foo vec4) (float, float, float, float) {
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return foo.x, foo.y, foo.z, foo.w
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}`,
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VS: `void F0(in vec4 l0, out float l1, out float l2, out float l3, out float l4) {
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l1 = (l0).x;
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l2 = (l0).y;
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l3 = (l0).z;
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l4 = (l0).w;
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return;
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}`,
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},
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{
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Name: "blocks",
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Src: `package main
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func Foo(foo vec2) vec4 {
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var r vec4
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{
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r.x = foo.x
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var foo vec3
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{
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r.y = foo.y
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var foo vec4
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r.z = foo.z
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}
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{
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r.y = foo.y
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var foo vec4
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r.z = foo.z
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}
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Src []byte
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VS []byte
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FS []byte
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}
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return r
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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vec4 l2 = vec4(0.0);
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{
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vec3 l3 = vec3(0.0);
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(l2).x = (l0).x;
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{
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vec4 l4 = vec4(0.0);
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(l2).y = (l3).y;
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(l2).z = (l4).z;
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fnames := map[string]struct{}{}
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for _, f := range files {
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if f.IsDir() {
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continue
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}
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{
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vec4 l4 = vec4(0.0);
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(l2).y = (l3).y;
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(l2).z = (l4).z;
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fnames[f.Name()] = struct{}{}
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}
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tests := []testcase{}
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for n := range fnames {
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if !strings.HasSuffix(n, ".go") {
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continue
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}
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src, err := ioutil.ReadFile(filepath.Join("testdata", n))
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if err != nil {
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t.Fatal(err)
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}
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name := n[:len(n)-len(".go")]
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tc := testcase{
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Name: name,
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Src: src,
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}
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vsn := name + ".expected.vs"
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if _, ok := fnames[vsn]; ok {
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vs, err := ioutil.ReadFile(filepath.Join("testdata", vsn))
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if err != nil {
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t.Fatal(err)
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}
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tc.VS = vs
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}
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fsn := name + ".expected.fs"
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if _, ok := fnames[fsn]; ok {
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fs, err := ioutil.ReadFile(filepath.Join("testdata", fsn))
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if err != nil {
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t.Fatal(err)
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}
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tc.FS = fs
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}
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if tc.VS == nil && tc.FS == nil {
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t.Fatalf("no expected file for %s", name)
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}
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tests = append(tests, tc)
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}
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l1 = l2;
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return;
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}`,
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},
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{
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Name: "define",
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Src: `package main
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func Foo(foo vec2) vec4 {
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r := vec4(foo, 0, 1)
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return r
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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vec4 l2 = vec4(0.0);
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l2 = vec4(l0, 0.0, 1.0);
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l1 = l2;
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return;
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}`,
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},
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{
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Name: "call",
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Src: `package main
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func Foo(x vec2) vec2 {
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return Bar(x)
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}
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func Bar(x vec2) vec2 {
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return x
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}`,
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VS: `void F0(in vec2 l0, out vec2 l1) {
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vec2 l2 = vec2(0.0);
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F1(l0, l2);
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l1 = l2;
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return;
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}
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void F1(in vec2 l0, out vec2 l1) {
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l1 = l0;
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return;
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}`,
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},
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{
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Name: "call multiple out params",
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Src: `package main
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func Foo(x vec2) vec2 {
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var xx, yx float = Bar(x.x, x.y)
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return vec2(xx, yx)
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}
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func Bar(x float) (float, float) {
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return x, x
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}`,
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VS: `void F0(in vec2 l0, out vec2 l1) {
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float l2 = 0.0;
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float l3 = 0.0;
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float l4 = 0.0;
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float l5 = 0.0;
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F1((l0).x, (l0).y, l2, l3);
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l4 = l2;
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l5 = l3;
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l1 = vec2(l4, l5);
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return;
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}
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void F1(in float l0, out float l1, out float l2) {
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l1 = l0;
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l2 = l0;
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return;
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}`,
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},
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{
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Name: "call multiple out params nested",
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Src: `package main
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func Foo(x vec2) {
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Bar(Bar(x.x, x.y))
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}
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func Bar(x, y float) (float, float) {
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return x, y
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}`,
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VS: `void F0(in vec2 l0) {
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float l1 = 0.0;
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float l2 = 0.0;
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float l3 = 0.0;
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float l4 = 0.0;
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F1((l0).x, (l0).y, l1, l2);
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F1(l1, l2, l3, l4);
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}
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void F1(in float l0, in float l1, out float l2, out float l3) {
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l2 = l0;
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l3 = l1;
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return;
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}`,
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},
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{
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Name: "vertex",
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Src: `package main
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func Vertex(position vec2, texCoord vec2, color vec4) (position vec4, texCoord vec2, color vec4) {
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projectionMatrix := mat4(
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2 / ScreenSize.x, 0, 0, 0,
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0, 2 / ScreenSize.y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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)
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return projectionMatrix * vec4(position, 0, 1), texCoord, color
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}
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var ScreenSize vec2`,
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VS: `uniform vec2 U0;
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attribute vec2 A0;
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attribute vec2 A1;
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attribute vec4 A2;
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varying vec2 V0;
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varying vec4 V1;
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void main(void) {
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mat4 l0 = mat4(0.0);
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l0 = mat4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -(1.0), -(1.0), 0.0, 1.0);
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gl_Position = (l0) * (vec4(A0, 0.0, 1.0));
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V0 = A1;
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V1 = A2;
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return;
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}`,
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FS: `uniform vec2 U0;
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varying vec2 V0;
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varying vec4 V1;`,
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},
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{
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Name: "vertex and fragment",
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Src: `package main
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func Vertex(position vec2, texCoord vec2, color vec4) (position vec4, texCoord vec2, color vec4) {
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projectionMatrix := mat4(
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2 / ScreenSize.x, 0, 0, 0,
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0, 2 / ScreenSize.y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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)
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return projectionMatrix * vec4(position, 0, 1), texCoord, color
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}
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return vec4(1, 0, 0, 1)
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}
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var ScreenSize vec2`,
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VS: `uniform vec2 U0;
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attribute vec2 A0;
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attribute vec2 A1;
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attribute vec4 A2;
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varying vec2 V0;
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varying vec4 V1;
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void main(void) {
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mat4 l0 = mat4(0.0);
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l0 = mat4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -(1.0), -(1.0), 0.0, 1.0);
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gl_Position = (l0) * (vec4(A0, 0.0, 1.0));
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V0 = A1;
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V1 = A2;
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return;
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}`,
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FS: `uniform vec2 U0;
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varying vec2 V0;
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varying vec4 V1;
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void main(void) {
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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return;
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}`,
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},
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}
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for _, tc := range tests {
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t.Run(tc.Name, func(t *testing.T) {
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fset := token.NewFileSet()
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f, err := parser.ParseFile(fset, "", []byte(tc.Src), parser.AllErrors)
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f, err := parser.ParseFile(fset, "", tc.Src, parser.AllErrors)
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if err != nil {
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t.Fatal(err)
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return
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}
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s, err := Compile(fset, f, "Vertex", "Fragment")
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@ -357,11 +102,11 @@ void main(void) {
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return
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}
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vs, fs := s.Glsl()
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if got, want := vs, tc.VS+"\n"; got != want {
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if got, want := vs, string(tc.VS); got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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if tc.FS != "" {
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if got, want := fs, tc.FS+"\n"; got != want {
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if tc.FS != nil {
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if got, want := fs, string(tc.FS); got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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}
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19
internal/shader/testdata/blocks.expected.vs
vendored
Normal file
19
internal/shader/testdata/blocks.expected.vs
vendored
Normal file
@ -0,0 +1,19 @@
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void F0(in vec2 l0, out vec4 l1) {
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vec4 l2 = vec4(0.0);
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{
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vec3 l3 = vec3(0.0);
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(l2).x = (l0).x;
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{
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vec4 l4 = vec4(0.0);
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(l2).y = (l3).y;
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(l2).z = (l4).z;
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}
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{
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vec4 l4 = vec4(0.0);
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(l2).y = (l3).y;
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(l2).z = (l4).z;
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}
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}
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l1 = l2;
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return;
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}
|
20
internal/shader/testdata/blocks.go
vendored
Normal file
20
internal/shader/testdata/blocks.go
vendored
Normal file
@ -0,0 +1,20 @@
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package main
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func Foo(foo vec2) vec4 {
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var r vec4
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{
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r.x = foo.x
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var foo vec3
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{
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r.y = foo.y
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var foo vec4
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r.z = foo.z
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}
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{
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r.y = foo.y
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var foo vec4
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r.z = foo.z
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}
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}
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return r
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}
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11
internal/shader/testdata/call.expected.vs
vendored
Normal file
11
internal/shader/testdata/call.expected.vs
vendored
Normal file
@ -0,0 +1,11 @@
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void F0(in vec2 l0, out vec2 l1) {
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vec2 l2 = vec2(0.0);
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F1(l0, l2);
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l1 = l2;
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return;
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}
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void F1(in vec2 l0, out vec2 l1) {
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l1 = l0;
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return;
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}
|
9
internal/shader/testdata/call.go
vendored
Normal file
9
internal/shader/testdata/call.go
vendored
Normal file
@ -0,0 +1,9 @@
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package main
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func Foo(x vec2) vec2 {
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return Bar(x)
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}
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func Bar(x vec2) vec2 {
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return x
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}
|
17
internal/shader/testdata/call_multiple.expected.vs
vendored
Normal file
17
internal/shader/testdata/call_multiple.expected.vs
vendored
Normal file
@ -0,0 +1,17 @@
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void F0(in vec2 l0, out vec2 l1) {
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float l2 = 0.0;
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float l3 = 0.0;
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float l4 = 0.0;
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float l5 = 0.0;
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F1((l0).x, (l0).y, l2, l3);
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l4 = l2;
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l5 = l3;
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l1 = vec2(l4, l5);
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return;
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}
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void F1(in float l0, out float l1, out float l2) {
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l1 = l0;
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l2 = l0;
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return;
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}
|
10
internal/shader/testdata/call_multiple.go
vendored
Normal file
10
internal/shader/testdata/call_multiple.go
vendored
Normal file
@ -0,0 +1,10 @@
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||||
package main
|
||||
|
||||
func Foo(x vec2) vec2 {
|
||||
var xx, yx float = Bar(x.x, x.y)
|
||||
return vec2(xx, yx)
|
||||
}
|
||||
|
||||
func Bar(x float) (float, float) {
|
||||
return x, x
|
||||
}
|
14
internal/shader/testdata/call_multiple_nested.expected.vs
vendored
Normal file
14
internal/shader/testdata/call_multiple_nested.expected.vs
vendored
Normal file
@ -0,0 +1,14 @@
|
||||
void F0(in vec2 l0) {
|
||||
float l1 = 0.0;
|
||||
float l2 = 0.0;
|
||||
float l3 = 0.0;
|
||||
float l4 = 0.0;
|
||||
F1((l0).x, (l0).y, l1, l2);
|
||||
F1(l1, l2, l3, l4);
|
||||
}
|
||||
|
||||
void F1(in float l0, in float l1, out float l2, out float l3) {
|
||||
l2 = l0;
|
||||
l3 = l1;
|
||||
return;
|
||||
}
|
9
internal/shader/testdata/call_multiple_nested.go
vendored
Normal file
9
internal/shader/testdata/call_multiple_nested.go
vendored
Normal file
@ -0,0 +1,9 @@
|
||||
package main
|
||||
|
||||
func Foo(x vec2) {
|
||||
Bar(Bar(x.x, x.y))
|
||||
}
|
||||
|
||||
func Bar(x, y float) (float, float) {
|
||||
return x, y
|
||||
}
|
6
internal/shader/testdata/define.expected.vs
vendored
Normal file
6
internal/shader/testdata/define.expected.vs
vendored
Normal file
@ -0,0 +1,6 @@
|
||||
void F0(in vec2 l0, out vec4 l1) {
|
||||
vec4 l2 = vec4(0.0);
|
||||
l2 = vec4(l0, 0.0, 1.0);
|
||||
l1 = l2;
|
||||
return;
|
||||
}
|
6
internal/shader/testdata/define.go
vendored
Normal file
6
internal/shader/testdata/define.go
vendored
Normal file
@ -0,0 +1,6 @@
|
||||
package main
|
||||
|
||||
func Foo(foo vec2) vec4 {
|
||||
r := vec4(foo, 0, 1)
|
||||
return r
|
||||
}
|
2
internal/shader/testdata/func.expected.vs
vendored
Normal file
2
internal/shader/testdata/func.expected.vs
vendored
Normal file
@ -0,0 +1,2 @@
|
||||
void F0(in vec2 l0, out vec4 l1) {
|
||||
}
|
4
internal/shader/testdata/func.go
vendored
Normal file
4
internal/shader/testdata/func.go
vendored
Normal file
@ -0,0 +1,4 @@
|
||||
package main
|
||||
|
||||
func Foo(foo vec2) vec4 {
|
||||
}
|
4
internal/shader/testdata/func_body.expected.vs
vendored
Normal file
4
internal/shader/testdata/func_body.expected.vs
vendored
Normal file
@ -0,0 +1,4 @@
|
||||
void F0(in vec2 l0, out vec4 l1) {
|
||||
l1 = vec4(l0, 0.0, 1.0);
|
||||
return;
|
||||
}
|
5
internal/shader/testdata/func_body.go
vendored
Normal file
5
internal/shader/testdata/func_body.go
vendored
Normal file
@ -0,0 +1,5 @@
|
||||
package main
|
||||
|
||||
func Foo(foo vec2) vec4 {
|
||||
return vec4(foo, 0, 1)
|
||||
}
|
7
internal/shader/testdata/func_multiple.expected.vs
vendored
Normal file
7
internal/shader/testdata/func_multiple.expected.vs
vendored
Normal file
@ -0,0 +1,7 @@
|
||||
void F0(in vec4 l0, out float l1, out float l2, out float l3, out float l4) {
|
||||
l1 = (l0).x;
|
||||
l2 = (l0).y;
|
||||
l3 = (l0).z;
|
||||
l4 = (l0).w;
|
||||
return;
|
||||
}
|
5
internal/shader/testdata/func_multiple.go
vendored
Normal file
5
internal/shader/testdata/func_multiple.go
vendored
Normal file
@ -0,0 +1,5 @@
|
||||
package main
|
||||
|
||||
func Foo(foo vec4) (float, float, float, float) {
|
||||
return foo.x, foo.y, foo.z, foo.w
|
||||
}
|
2
internal/shader/testdata/uniforms.expected.vs
vendored
Normal file
2
internal/shader/testdata/uniforms.expected.vs
vendored
Normal file
@ -0,0 +1,2 @@
|
||||
uniform vec2 U0;
|
||||
uniform vec4 U1;
|
6
internal/shader/testdata/uniforms.go
vendored
Normal file
6
internal/shader/testdata/uniforms.go
vendored
Normal file
@ -0,0 +1,6 @@
|
||||
package main
|
||||
|
||||
var (
|
||||
Foo vec2
|
||||
Boo vec4
|
||||
)
|
6
internal/shader/testdata/var.expected.vs
vendored
Normal file
6
internal/shader/testdata/var.expected.vs
vendored
Normal file
@ -0,0 +1,6 @@
|
||||
void F0(in vec2 l0, out vec4 l1) {
|
||||
vec4 l2 = vec4(0.0);
|
||||
l2 = vec4(l0, 0.0, 1.0);
|
||||
l1 = l2;
|
||||
return;
|
||||
}
|
6
internal/shader/testdata/var.go
vendored
Normal file
6
internal/shader/testdata/var.go
vendored
Normal file
@ -0,0 +1,6 @@
|
||||
package main
|
||||
|
||||
func Foo(foo vec2) vec4 {
|
||||
var ret vec4 = vec4(foo, 0, 1)
|
||||
return ret
|
||||
}
|
9
internal/shader/testdata/var2.expected.vs
vendored
Normal file
9
internal/shader/testdata/var2.expected.vs
vendored
Normal file
@ -0,0 +1,9 @@
|
||||
void F0(in vec2 l0, out vec4 l1) {
|
||||
vec4 l2 = vec4(0.0);
|
||||
vec4 l3 = vec4(0.0);
|
||||
l2 = vec4(l0, 0.0, 1.0);
|
||||
(l2).x = (l2).x;
|
||||
l3 = l2;
|
||||
l1 = l3;
|
||||
return;
|
||||
}
|
8
internal/shader/testdata/var2.go
vendored
Normal file
8
internal/shader/testdata/var2.go
vendored
Normal file
@ -0,0 +1,8 @@
|
||||
package main
|
||||
|
||||
func Foo(foo vec2) vec4 {
|
||||
var bar1 vec4 = vec4(foo, 0, 1)
|
||||
bar1.x = bar1.x
|
||||
var bar2 vec4 = bar1
|
||||
return bar2
|
||||
}
|
8
internal/shader/testdata/var_multiple.expected.vs
vendored
Normal file
8
internal/shader/testdata/var_multiple.expected.vs
vendored
Normal file
@ -0,0 +1,8 @@
|
||||
void F0(in vec2 l0, out vec4 l1) {
|
||||
vec2 l2 = vec2(0.0);
|
||||
vec2 l3 = vec2(0.0);
|
||||
l2 = l0;
|
||||
l3 = l0;
|
||||
l1 = vec4(l2, l3);
|
||||
return;
|
||||
}
|
6
internal/shader/testdata/var_multiple.go
vendored
Normal file
6
internal/shader/testdata/var_multiple.go
vendored
Normal file
@ -0,0 +1,6 @@
|
||||
package main
|
||||
|
||||
func Foo(foo vec2) vec4 {
|
||||
var bar1, bar2 vec2 = foo, foo
|
||||
return vec4(bar1, bar2)
|
||||
}
|
3
internal/shader/testdata/vertex.expected.fs
vendored
Normal file
3
internal/shader/testdata/vertex.expected.fs
vendored
Normal file
@ -0,0 +1,3 @@
|
||||
uniform vec2 U0;
|
||||
varying vec2 V0;
|
||||
varying vec4 V1;
|
15
internal/shader/testdata/vertex.expected.vs
vendored
Normal file
15
internal/shader/testdata/vertex.expected.vs
vendored
Normal file
@ -0,0 +1,15 @@
|
||||
uniform vec2 U0;
|
||||
attribute vec2 A0;
|
||||
attribute vec2 A1;
|
||||
attribute vec4 A2;
|
||||
varying vec2 V0;
|
||||
varying vec4 V1;
|
||||
|
||||
void main(void) {
|
||||
mat4 l0 = mat4(0.0);
|
||||
l0 = mat4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -(1.0), -(1.0), 0.0, 1.0);
|
||||
gl_Position = (l0) * (vec4(A0, 0.0, 1.0));
|
||||
V0 = A1;
|
||||
V1 = A2;
|
||||
return;
|
||||
}
|
13
internal/shader/testdata/vertex.go
vendored
Normal file
13
internal/shader/testdata/vertex.go
vendored
Normal file
@ -0,0 +1,13 @@
|
||||
package main
|
||||
|
||||
func Vertex(position vec2, texCoord vec2, color vec4) (position vec4, texCoord vec2, color vec4) {
|
||||
projectionMatrix := mat4(
|
||||
2/ScreenSize.x, 0, 0, 0,
|
||||
0, 2/ScreenSize.y, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
-1, -1, 0, 1,
|
||||
)
|
||||
return projectionMatrix * vec4(position, 0, 1), texCoord, color
|
||||
}
|
||||
|
||||
var ScreenSize vec2
|
8
internal/shader/testdata/vertex_fragment.expected.fs
vendored
Normal file
8
internal/shader/testdata/vertex_fragment.expected.fs
vendored
Normal file
@ -0,0 +1,8 @@
|
||||
uniform vec2 U0;
|
||||
varying vec2 V0;
|
||||
varying vec4 V1;
|
||||
|
||||
void main(void) {
|
||||
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
return;
|
||||
}
|
15
internal/shader/testdata/vertex_fragment.expected.vs
vendored
Normal file
15
internal/shader/testdata/vertex_fragment.expected.vs
vendored
Normal file
@ -0,0 +1,15 @@
|
||||
uniform vec2 U0;
|
||||
attribute vec2 A0;
|
||||
attribute vec2 A1;
|
||||
attribute vec4 A2;
|
||||
varying vec2 V0;
|
||||
varying vec4 V1;
|
||||
|
||||
void main(void) {
|
||||
mat4 l0 = mat4(0.0);
|
||||
l0 = mat4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -(1.0), -(1.0), 0.0, 1.0);
|
||||
gl_Position = (l0) * (vec4(A0, 0.0, 1.0));
|
||||
V0 = A1;
|
||||
V1 = A2;
|
||||
return;
|
||||
}
|
17
internal/shader/testdata/vertex_fragment.go
vendored
Normal file
17
internal/shader/testdata/vertex_fragment.go
vendored
Normal file
@ -0,0 +1,17 @@
|
||||
package main
|
||||
|
||||
func Vertex(position vec2, texCoord vec2, color vec4) (position vec4, texCoord vec2, color vec4) {
|
||||
projectionMatrix := mat4(
|
||||
2/ScreenSize.x, 0, 0, 0,
|
||||
0, 2/ScreenSize.y, 0, 0,
|
||||
0, 0, 1, 0,
|
||||
-1, -1, 0, 1,
|
||||
)
|
||||
return projectionMatrix * vec4(position, 0, 1), texCoord, color
|
||||
}
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
return vec4(1, 0, 0, 1)
|
||||
}
|
||||
|
||||
var ScreenSize vec2
|
Loading…
Reference in New Issue
Block a user