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https://github.com/hajimehoshi/ebiten.git
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graphics: Limit source-rectangle range
Remove texture adjustment introduced due to #317
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parent
c2fab6cca3
commit
8e7e960b56
@ -529,10 +529,8 @@ func TestImageEdge(t *testing.T) {
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}
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}
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red := color.RGBA{0xff, 0, 0, 0xff}
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red := color.RGBA{0xff, 0, 0, 0xff}
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transparent := color.RGBA{0, 0, 0, 0}
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transparent := color.RGBA{0, 0, 0, 0}
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// Unfortunately, TravisCI couldn't pass this test for some angles.
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// https://travis-ci.org/hajimehoshi/ebiten/builds/200454658
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for a := 0; a < 360; a += 5 {
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// Let's use 'decent' angles here.
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for _, a := range []int{0, 45, 90, 135, 180, 225, 270, 315, 360} {
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if err := img1.Clear(); err != nil {
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if err := img1.Clear(); err != nil {
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t.Fatal(err)
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t.Fatal(err)
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}
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}
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@ -92,7 +92,7 @@ var (
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{
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{
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name: "tex_coord",
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name: "tex_coord",
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dataType: opengl.Float,
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dataType: opengl.Float,
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num: 2,
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num: 4,
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normalize: false,
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normalize: false,
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},
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},
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{
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{
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@ -29,13 +29,19 @@ var shaders = map[shaderId]string{
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shaderVertexModelview: `
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shaderVertexModelview: `
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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 vec2 tex_coord;
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attribute vec4 tex_coord;
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attribute vec4 geo_matrix_body;
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attribute vec4 geo_matrix_body;
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attribute vec2 geo_matrix_translation;
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attribute vec2 geo_matrix_translation;
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varying vec2 vertex_out_tex_coord;
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varying vec2 vertex_out_tex_coord;
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varying vec2 vertex_out_tex_coord_min;
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varying vec2 vertex_out_tex_coord_max;
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void main(void) {
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void main(void) {
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vertex_out_tex_coord = tex_coord;
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vertex_out_tex_coord = vec2(tex_coord[0], tex_coord[1]);
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vertex_out_tex_coord_min =
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vec2(min(tex_coord[0], tex_coord[2]), min(tex_coord[1], tex_coord[3]));
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vertex_out_tex_coord_max =
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vec2(max(tex_coord[0], tex_coord[2]), max(tex_coord[1], tex_coord[3]));
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mat4 geo_matrix = mat4(
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mat4 geo_matrix = mat4(
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vec4(geo_matrix_body[0], geo_matrix_body[2], 0, 0),
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vec4(geo_matrix_body[0], geo_matrix_body[2], 0, 0),
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vec4(geo_matrix_body[1], geo_matrix_body[3], 0, 0),
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vec4(geo_matrix_body[1], geo_matrix_body[3], 0, 0),
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@ -58,9 +64,17 @@ 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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varying vec2 vertex_out_tex_coord;
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varying vec2 vertex_out_tex_coord;
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varying vec2 vertex_out_tex_coord_min;
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varying vec2 vertex_out_tex_coord_max;
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void main(void) {
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void main(void) {
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vec4 color = texture2D(texture, vertex_out_tex_coord);
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vec4 color = vec4(0, 0, 0, 0);
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if (vertex_out_tex_coord_min.x <= vertex_out_tex_coord.x &&
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vertex_out_tex_coord_min.y <= vertex_out_tex_coord.y &&
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vertex_out_tex_coord.x < vertex_out_tex_coord_max.x &&
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vertex_out_tex_coord.y < vertex_out_tex_coord_max.y) {
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color = texture2D(texture, vertex_out_tex_coord);
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}
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// Un-premultiply alpha
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// Un-premultiply alpha
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if (0.0 < color.a) {
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if (0.0 < color.a) {
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@ -75,11 +75,13 @@ func vertices(sw, sh int, x, y int) []float32 {
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shf := float32(sh)
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shf := float32(sh)
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tx := float32(x)
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tx := float32(x)
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ty := float32(y)
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ty := float32(y)
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// For the rule of values, see vertices.go.
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return []float32{
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return []float32{
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0, 0, 0, 0, a, b, c, d, tx, ty,
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0, 0, 0, 0, 1, 1, a, b, c, d, tx, ty,
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0, shf, 0, 1, a, b, c, d, tx, ty,
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0, shf, 0, 1, 1, 0, a, b, c, d, tx, ty,
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swf, 0, 1, 0, a, b, c, d, tx, ty,
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swf, 0, 1, 0, 0, 1, a, b, c, d, tx, ty,
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swf, shf, 1, 1, a, b, c, d, tx, ty,
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swf, shf, 1, 1, 0, 0, a, b, c, d, tx, ty,
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}
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}
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}
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}
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99
vertices.go
99
vertices.go
@ -19,12 +19,6 @@ import (
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"github.com/hajimehoshi/ebiten/internal/restorable"
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"github.com/hajimehoshi/ebiten/internal/restorable"
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)
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)
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// texelAdjustment represents a number to be used to adjust texel.
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// Texels are adjusted by amount propotional to inverse of texelAdjustment.
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// This is necessary not to use unexpected pixels outside of texels.
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// See #317.
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var texelAdjustment float32 = 256
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var (
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var (
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quadFloat32Num = restorable.QuadVertexSizeInBytes() / 4
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quadFloat32Num = restorable.QuadVertexSizeInBytes() / 4
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theVerticesBackend = &verticesBackend{}
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theVerticesBackend = &verticesBackend{}
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@ -74,54 +68,65 @@ func vertices(sx0, sy0, sx1, sy1 int, width, height int, geo *affine.GeoM) []flo
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hf := float32(h)
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hf := float32(h)
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x0, y0, x1, y1 := float32(0), float32(0), float32(sx1-sx0), float32(sy1-sy0)
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x0, y0, x1, y1 := float32(0), float32(0), float32(sx1-sx0), float32(sy1-sy0)
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u0, v0, u1, v1 := float32(sx0)/wf, float32(sy0)/hf, float32(sx1)/wf, float32(sy1)/hf
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u0, v0, u1, v1 := float32(sx0)/wf, float32(sy0)/hf, float32(sx1)/wf, float32(sy1)/hf
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// Adjust texels to fix a problem that outside texels are used (#317).
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if texelAdjustment > 0 {
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// Vertex coordinates
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u1 -= 1.0 / wf / texelAdjustment
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v1 -= 1.0 / hf / texelAdjustment
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}
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vs[0] = x0
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vs[0] = x0
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vs[1] = y0
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vs[1] = y0
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// Texture coordinates: first 2 values indicates the actual coodinate, and
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// the second indicates diagonally opposite coodinates.
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// The second is needed to calculate source rectangle size in shader programs.
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vs[2] = u0
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vs[2] = u0
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vs[3] = v0
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vs[3] = v0
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vs[4] = g0
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vs[4] = u1
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vs[5] = g1
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vs[5] = v1
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vs[6] = g2
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vs[7] = g3
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vs[8] = g4
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vs[9] = g5
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vs[10] = x1
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// Geometry matrix
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vs[11] = y0
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vs[6] = g0
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vs[12] = u1
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vs[7] = g1
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vs[13] = v0
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vs[8] = g2
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vs[14] = g0
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vs[9] = g3
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vs[15] = g1
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vs[10] = g4
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vs[16] = g2
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vs[11] = g5
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vs[17] = g3
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vs[18] = g4
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vs[19] = g5
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vs[20] = x0
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vs[12] = x1
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vs[21] = y1
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vs[13] = y0
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vs[22] = u0
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vs[14] = u1
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vs[23] = v1
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vs[15] = v0
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vs[24] = g0
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vs[16] = u0
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vs[25] = g1
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vs[17] = v1
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vs[26] = g2
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vs[18] = g0
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vs[27] = g3
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vs[19] = g1
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vs[28] = g4
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vs[20] = g2
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vs[29] = g5
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vs[21] = g3
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vs[22] = g4
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vs[23] = g5
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vs[30] = x1
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vs[24] = x0
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vs[31] = y1
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vs[25] = y1
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vs[32] = u1
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vs[26] = u0
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vs[33] = v1
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vs[27] = v1
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vs[34] = g0
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vs[28] = u1
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vs[35] = g1
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vs[29] = v0
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vs[36] = g2
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vs[30] = g0
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vs[37] = g3
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vs[31] = g1
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vs[38] = g4
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vs[32] = g2
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vs[39] = g5
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vs[33] = g3
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vs[34] = g4
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vs[35] = g5
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vs[36] = x1
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vs[37] = y1
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vs[38] = u1
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vs[39] = v1
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vs[40] = u0
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vs[41] = v0
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vs[42] = g0
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vs[43] = g1
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vs[44] = g2
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vs[45] = g3
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vs[46] = g4
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vs[47] = g5
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return vs
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return vs
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}
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}
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@ -1,22 +0,0 @@
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// Copyright 2017 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build ios
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package ebiten
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func init() {
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// Texel adjustment causes glitches on iOS.
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texelAdjustment = 0
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}
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@ -1,28 +0,0 @@
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// Copyright 2017 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build !ios
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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/internal/web"
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)
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func init() {
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if web.IsIOSSafari() {
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// Texel adjustment causes glitches on iOS.
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texelAdjustment = 0
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}
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}
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