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internal/shader: bug fix: wrong type deduction at (scalar)*(matrix)
Updates #2037
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6bd3c81e27
commit
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@ -232,7 +232,7 @@ func (cs *compileState) parseExpr(block *block, expr ast.Expr, markLocalVariable
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cs.addError(e.Pos(), fmt.Sprintf("types don't match: %s %s %s", lhst.String(), e.Op, rhst.String()))
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cs.addError(e.Pos(), fmt.Sprintf("types don't match: %s %s %s", lhst.String(), e.Op, rhst.String()))
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return nil, nil, nil, false
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return nil, nil, nil, false
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}
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}
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t = lhst
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t = rhst
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default:
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default:
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cs.addError(e.Pos(), fmt.Sprintf("types don't match: %s %s %s", lhst.String(), e.Op, rhst.String()))
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cs.addError(e.Pos(), fmt.Sprintf("types don't match: %s %s %s", lhst.String(), e.Op, rhst.String()))
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return nil, nil, nil, false
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return nil, nil, nil, false
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@ -734,9 +734,10 @@ func TestShaderUniformMatrix2(t *testing.T) {
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s, err := ebiten.NewShader([]byte(`package main
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s, err := ebiten.NewShader([]byte(`package main
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var Mat2 mat2
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var Mat2 mat2
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var F float
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return vec4(Mat2 * vec2(1), 1, 1)
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return vec4(F * Mat2 * vec2(1), 1, 1)
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}
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}
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`))
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`))
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if err != nil {
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if err != nil {
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@ -749,13 +750,14 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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1.0 / 256.0, 2.0 / 256.0,
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1.0 / 256.0, 2.0 / 256.0,
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3.0 / 256.0, 4.0 / 256.0,
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3.0 / 256.0, 4.0 / 256.0,
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},
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},
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"F": float32(2),
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}
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}
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dst.DrawRectShader(w, h, s, op)
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dst.DrawRectShader(w, h, s, op)
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for j := 0; j < h; j++ {
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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got := dst.At(i, j).(color.RGBA)
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want := color.RGBA{4, 6, 0xff, 0xff}
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want := color.RGBA{8, 12, 0xff, 0xff}
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if !sameColors(got, want, 2) {
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if !sameColors(got, want, 2) {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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