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internal/graphicsdriver/opengl, metal, directx: refactoring: clean up the built-in shaders
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@ -132,7 +132,7 @@ PSInput VSMain(float2 position : POSITION, float2 tex : TEXCOORD, float4 color :
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Texture2D tex : register(t0);
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SamplerState samp : register(s0);
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float euclideanMod(float x, float y) {
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float2 euclideanMod(float2 x, float2 y) {
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// Assume that y is always positive.
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return x - y * floor(x/y);
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}
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@ -145,7 +145,7 @@ float2 adjustTexelByAddress(float2 p, float4 source_region) {
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#if defined(ADDRESS_REPEAT)
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float2 o = float2(source_region[0], source_region[1]);
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float2 size = float2(source_region[2] - source_region[0], source_region[3] - source_region[1]);
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return float2(euclideanMod((p.x - o.x), size.x) + o.x, euclideanMod((p.y - o.y), size.y) + o.y);
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return euclideanMod((p - o), size) + o;
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#endif
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#if defined(ADDRESS_UNSAFE)
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@ -77,7 +77,7 @@ vertex VertexOut VertexShader(
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return out;
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}
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float EuclideanMod(float x, float y) {
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float2 EuclideanMod(float2 x, float2 y) {
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// Assume that y is always positive.
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return x - y * floor(x/y);
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}
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@ -94,7 +94,7 @@ template<>
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inline float2 AdjustTexelByAddress<ADDRESS_REPEAT>(float2 p, float4 source_region) {
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float2 o = float2(source_region[0], source_region[1]);
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float2 size = float2(source_region[2] - source_region[0], source_region[3] - source_region[1]);
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return float2(EuclideanMod((p.x - o.x), size.x) + o.x, EuclideanMod((p.y - o.y), size.y) + o.y);
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return EuclideanMod((p - o), size) + o;
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}
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template<uint8_t filter, uint8_t address>
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@ -160,7 +160,7 @@ highp vec2 adjustTexelByAddress(highp vec2 p, highp vec4 source_region) {
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#if defined(ADDRESS_REPEAT)
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highp vec2 o = vec2(source_region[0], source_region[1]);
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highp vec2 size = vec2(source_region[2] - source_region[0], source_region[3] - source_region[1]);
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return vec2(mod((p.x - o.x), size.x) + o.x, mod((p.y - o.y), size.y) + o.y);
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return mod((p - o), size) + o;
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#endif
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#if defined(ADDRESS_UNSAFE)
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