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https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 03:08:54 +01:00
parent
85730b433e
commit
8738d182fb
@ -15,7 +15,6 @@
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package restorable_test
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import (
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"image"
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"image/color"
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"testing"
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@ -31,16 +30,15 @@ func TestShader(t *testing.T) {
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t.Skip("shader is not available on this environment")
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}
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img := newImageFromImage(image.NewRGBA(image.Rect(0, 0, 1, 1)))
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img := NewImage(1, 1, false)
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defer img.Dispose()
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ir := etesting.ShaderProgramFill(0xff, 0, 0, 0xff)
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s := NewShader(&ir)
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is := graphics.QuadIndices()
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us := map[int]interface{}{
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0: []float32{1, 1},
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}
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img.DrawTriangles(nil, quadVertices(1, 1, 0, 0), is, nil, driver.CompositeModeCopy, driver.FilterNearest, driver.AddressClampToZero, s, us)
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img.DrawTriangles(nil, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), nil, driver.CompositeModeCopy, driver.FilterNearest, driver.AddressClampToZero, s, us)
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if err := ResolveStaleImages(); err != nil {
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t.Fatal(err)
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@ -55,3 +53,44 @@ func TestShader(t *testing.T) {
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t.Errorf("got %v, want %v", got, want)
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}
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}
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func TestShaderChain(t *testing.T) {
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if !graphicscommand.IsShaderAvailable() {
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t.Skip("shader is not available on this environment")
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}
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const num = 10
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imgs := []*Image{}
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for i := 0; i < num; i++ {
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img := NewImage(1, 1, false)
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defer img.Dispose()
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imgs = append(imgs, img)
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}
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imgs[0].ReplacePixels([]byte{0xff, 0, 0, 0xff}, 0, 0, 1, 1)
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ir := etesting.ShaderProgramImages(1)
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s := NewShader(&ir)
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for i := 0; i < num-1; i++ {
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us := map[int]interface{}{
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0: []float32{1, 1},
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1: imgs[i],
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}
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imgs[i+1].DrawTriangles(nil, quadVertices(1, 1, 0, 0), graphics.QuadIndices(), nil, driver.CompositeModeCopy, driver.FilterNearest, driver.AddressClampToZero, s, us)
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}
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if err := ResolveStaleImages(); err != nil {
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t.Fatal(err)
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}
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if err := RestoreIfNeeded(); err != nil {
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t.Fatal(err)
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}
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for i, img := range imgs {
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want := color.RGBA{0xff, 0, 0, 0xff}
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got := pixelsToColor(img.BasePixelsForTesting(), 0, 0)
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if !sameColors(got, want, 1) {
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t.Errorf("%d: got %v, want %v", i, got, want)
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}
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}
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}
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@ -45,7 +45,7 @@ type VertexFunc struct {
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Block Block
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}
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// FragmentFunc takes pseudo in-params, and the number is len(varyings) + 2.
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// FragmentFunc takes pseudo params, and the number is len(varyings) + 2.
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// If index == len(varyings), the param represents the coordinate of the fragment (gl_FragCoord in GLSL).
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// If index == len(varyings)+1, the param is an out-param representing the color of the pixel (gl_FragColor in GLSL).
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type FragmentFunc struct {
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@ -159,7 +159,20 @@ var (
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Exprs: []shaderir.Expr{
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{
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Type: shaderir.LocalVariable,
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Index: 4,
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Index: 4, // the varying variable
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},
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{
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Type: shaderir.LocalVariable,
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Index: 1, // the 2nd attribute variable
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},
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},
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},
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{
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Type: shaderir.Assign,
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Exprs: []shaderir.Expr{
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{
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Type: shaderir.LocalVariable,
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Index: 5, // gl_Position in GLSL
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},
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{
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Type: shaderir.Binary,
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@ -174,25 +187,31 @@ var (
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},
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},
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}
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defaultProgram = shaderir.Program{
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)
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func defaultProgram() shaderir.Program {
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return shaderir.Program{
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Uniforms: []shaderir.Type{
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{Main: shaderir.Vec2},
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},
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Attributes: []shaderir.Type{
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{Main: shaderir.Vec2},
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{Main: shaderir.Vec2},
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{Main: shaderir.Vec4},
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{Main: shaderir.Vec4},
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{Main: shaderir.Vec2}, // Local var (0) in the vertex shader
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{Main: shaderir.Vec2}, // Local var (1) in the vertex shader
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{Main: shaderir.Vec4}, // Local var (2) in the vertex shader
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{Main: shaderir.Vec4}, // Local var (3) in the vertex shader
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},
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Varyings: []shaderir.Type{
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{Main: shaderir.Vec2}, // Local var (4) in the vertex shader, (0) in the fragment shader
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},
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VertexFunc: defaultVertexFunc,
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}
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)
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}
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// ShaderProgramFill returns a shader intermediate representation to fill the frambuffer.
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//
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// Uniform variables:
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//
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// 0. the framebuffer size (vec2)
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// 0: the framebuffer size (Vec2)
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func ShaderProgramFill(r, g, b, a byte) shaderir.Program {
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clr := shaderir.Expr{
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Type: shaderir.Call,
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@ -220,7 +239,7 @@ func ShaderProgramFill(r, g, b, a byte) shaderir.Program {
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},
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}
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p := defaultProgram
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p := defaultProgram()
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p.FragmentFunc = shaderir.FragmentFunc{
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Block: shaderir.Block{
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Stmts: []shaderir.Stmt{
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@ -229,7 +248,7 @@ func ShaderProgramFill(r, g, b, a byte) shaderir.Program {
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Exprs: []shaderir.Expr{
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{
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Type: shaderir.LocalVariable,
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Index: 1,
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Index: 2,
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},
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clr,
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},
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@ -240,3 +259,121 @@ func ShaderProgramFill(r, g, b, a byte) shaderir.Program {
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return p
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}
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// ShaderProgramImages returns a shader intermediate representation to render the frambuffer with the given images.
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//
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// Uniform variables:
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//
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// 0: the framebuffer size (Vec2)
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// 1: the first images (Sampler2D)
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// 3n-1: the (n+1)th image (Sampler2D)
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// 3n: the (n+1)th image's size (Vec2)
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// 3n+1: the (n+1)th image's region (Vec4)
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//
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// The first image's size and region are represented in attribute variables.
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//
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// The size and region values are actually not used in this shader so far.
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func ShaderProgramImages(imageNum int) shaderir.Program {
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if imageNum <= 0 {
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panic("testing: imageNum must be >= 1")
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}
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p := defaultProgram()
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for i := 0; i < imageNum; i++ {
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p.Uniforms = append(p.Uniforms, shaderir.Type{Main: shaderir.Sampler2D})
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if i > 0 {
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p.Uniforms = append(p.Uniforms, shaderir.Type{Main: shaderir.Vec2})
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p.Uniforms = append(p.Uniforms, shaderir.Type{Main: shaderir.Vec4})
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}
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}
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// In the fragment shader, local variables are:
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//
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// 0: Varying variables (vec2)
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// 1: gl_FragCoord
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// 2: gl_FragColor
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// 3: Actual local variables in the main function
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local := shaderir.Expr{
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Type: shaderir.LocalVariable,
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Index: 3,
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}
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fragColor := shaderir.Expr{
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Type: shaderir.LocalVariable,
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Index: 2,
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}
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texPos := shaderir.Expr{
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Type: shaderir.LocalVariable,
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Index: 0,
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}
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var stmts []shaderir.Stmt
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for i := 0; i < imageNum; i++ {
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var rhs shaderir.Expr
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if i == 0 {
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rhs = shaderir.Expr{
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Type: shaderir.Call,
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Exprs: []shaderir.Expr{
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{
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Type: shaderir.BuiltinFuncExpr,
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BuiltinFunc: shaderir.Texture2D,
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},
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{
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Type: shaderir.UniformVariable,
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Index: 1,
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},
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texPos,
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},
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}
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} else {
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rhs = shaderir.Expr{
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Type: shaderir.Binary,
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Op: shaderir.Add,
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Exprs: []shaderir.Expr{
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local,
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{
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Type: shaderir.Call,
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Exprs: []shaderir.Expr{
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{
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Type: shaderir.BuiltinFuncExpr,
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BuiltinFunc: shaderir.Texture2D,
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},
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{
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Type: shaderir.UniformVariable,
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Index: 3*i - 1,
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},
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texPos,
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},
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},
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},
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}
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}
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stmts = append(stmts, shaderir.Stmt{
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Type: shaderir.Assign,
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Exprs: []shaderir.Expr{
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local,
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rhs,
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},
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})
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}
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stmts = append(stmts, shaderir.Stmt{
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Type: shaderir.Assign,
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Exprs: []shaderir.Expr{
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fragColor,
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local,
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},
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})
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p.FragmentFunc = shaderir.FragmentFunc{
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Block: shaderir.Block{
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LocalVars: []shaderir.Type{
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{Main: shaderir.Vec4},
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},
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Stmts: stmts,
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},
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}
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return p
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}
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