internal/graphics: refactoring

This commit is contained in:
Hajime Hoshi 2022-04-04 14:30:51 +09:00
parent c56665b23c
commit b6cc164e96

View File

@ -99,6 +99,12 @@ func imageSrc%[1]dAt(pos vec2) vec4 {
step(__textureSourceRegionOrigin.y, pos.y) * step(__textureSourceRegionOrigin.y, pos.y) *
(1 - step(__textureSourceRegionOrigin.y + __textureSourceRegionSize.y, pos.y)) (1 - step(__textureSourceRegionOrigin.y + __textureSourceRegionSize.y, pos.y))
} }
var __projectionMatrix mat4
func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
return __projectionMatrix * vec4(position, 0, 1), texCoord, color
}
`, i, pos) `, i, pos)
} }
} }
@ -107,12 +113,6 @@ func CompileShader(src []byte) (*shaderir.Program, error) {
var buf bytes.Buffer var buf bytes.Buffer
buf.Write(src) buf.Write(src)
buf.WriteString(shaderSuffix) buf.WriteString(shaderSuffix)
buf.WriteString(`var __projectionMatrix mat4
func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
return __projectionMatrix * vec4(position, 0, 1), texCoord, color
}
`)
fs := token.NewFileSet() fs := token.NewFileSet()
f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors) f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors)