mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
parent
915ed48f7a
commit
b95228a8a6
10
image.go
10
image.go
@ -730,11 +730,11 @@ var _ [len(DrawRectShaderOptions{}.Images)]struct{} = [graphics.ShaderImageCount
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//
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// If a specified uniform variable's length or type doesn't match with an expected one, DrawRectShader panics.
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//
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// In a shader, texCoord in Fragment represents a position in a source image.
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// If no source images are specified, texCoord represents the position from (0, 0) to (width, height) in pixels.
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// If the unit is pixels by a compiler directive `//kage:unit pixelss`, texCoord values are valid.
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// If the unit is texels (default), texCoord values still take from (0, 0) to (width, height),
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// but these are invalid since texCoord is expected to be in texels in the texel-unit mode.
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// In a shader, srcPos in Fragment represents a position in a source image.
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// If no source images are specified, srcPos represents the position from (0, 0) to (width, height) in pixels.
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// If the unit is pixels by a compiler directive `//kage:unit pixelss`, srcPos values are valid.
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// If the unit is texels (default), srcPos values still take from (0, 0) to (width, height),
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// but these are invalid since srcPos is expected to be in texels in the texel-unit mode.
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// This behavior is preserved for backward compatibility. It is recommended to use the pixel-unit mode to avoid confusion.
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//
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// If no source images are specified, imageSrc0Size returns a valid size only when the unit is pixels,
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@ -2197,7 +2197,7 @@ func TestImageDrawTrianglesShaderInterpolatesValues(t *testing.T) {
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is := []uint16{0, 1, 2, 1, 2, 3}
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shader, err := ebiten.NewShader([]byte(`
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return color
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}
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`))
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@ -4152,7 +4152,7 @@ func TestImageDrawTrianglesShaderWithGreaterIndexThanVerticesCount(t *testing.T)
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is := []uint16{0, 1, 2, 1, 2, 4}
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shader, err := ebiten.NewShader([]byte(`
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return color
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}
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`))
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@ -4194,7 +4194,7 @@ func TestImageDrawTrianglesShaderWithTooBigIndex(t *testing.T) {
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is := []uint16{0, 1, 2, 1, 2, ebiten.MaxVerticesCount}
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shader, err := ebiten.NewShader([]byte(`
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return color
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}
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`))
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@ -4218,7 +4218,7 @@ func TestImageGeoMAfterDraw(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(1)
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}
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`))
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4
internal/processtest/testdata/issue1753.go
vendored
4
internal/processtest/testdata/issue1753.go
vendored
@ -37,7 +37,7 @@ func (g *Game) Update() error {
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var Color vec4
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return Color
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}`))
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if err != nil {
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@ -69,7 +69,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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var Dummy float
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var A, B, G, R float
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(R, G, B, A)
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}`))
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if err != nil {
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2
internal/processtest/testdata/issue2129.go
vendored
2
internal/processtest/testdata/issue2129.go
vendored
@ -26,7 +26,7 @@ func (g *Game) Update() error {
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const shaderData = `
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(1)
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}
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`
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2
internal/processtest/testdata/issue2162.go
vendored
2
internal/processtest/testdata/issue2162.go
vendored
@ -22,7 +22,7 @@ func init() {
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s, err := ebiten.NewShader([]byte(`
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(1)
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}`))
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if err != nil {
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File diff suppressed because it is too large
Load Diff
4
internal/shader/testdata/vertex.go
vendored
4
internal/shader/testdata/vertex.go
vendored
@ -1,13 +1,13 @@
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package main
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func Vertex(position vec2, texCoord vec2, color vec4) (position vec4, texCoord vec2, color vec4) {
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func Vertex(dstPos vec2, srcPos vec2, color vec4) (dstPos vec4, srcPos vec2, color vec4) {
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projectionMatrix := mat4(
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2/ScreenSize.x, 0, 0, 0,
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0, 2/ScreenSize.y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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)
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return projectionMatrix * vec4(position, 0, 1), texCoord, color
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return projectionMatrix * vec4(dstPos, 0, 1), srcPos, color
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}
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var ScreenSize vec2
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8
internal/shader/testdata/vertex_fragment.go
vendored
8
internal/shader/testdata/vertex_fragment.go
vendored
@ -1,17 +1,17 @@
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package main
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func Vertex(position vec2, texCoord vec2, color vec4) (position vec4, texCoord vec2, color vec4) {
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func Vertex(dstPos vec2, srcPos vec2, color vec4) (dstPos vec4, srcPos vec2, color vec4) {
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projectionMatrix := mat4(
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2/ScreenSize.x, 0, 0, 0,
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0, 2/ScreenSize.y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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)
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return projectionMatrix * vec4(position, 0, 1), texCoord, color
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return projectionMatrix * vec4(dstPos, 0, 1), srcPos, color
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}
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return vec4(position.x, texCoord.y, color.z, 1)
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(dstPos.x, srcPos.y, color.z, 1)
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}
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var ScreenSize vec2
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@ -28,7 +28,7 @@ func ShaderProgramFill(r, g, b, a byte) *shaderir.Program {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(%0.9f, %0.9f, %0.9f, %0.9f)
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}
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`, float64(r)/0xff, float64(g)/0xff, float64(b)/0xff, float64(a)/0xff)))
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@ -46,14 +46,14 @@ func ShaderProgramImages(numImages int) *shaderir.Program {
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var exprs []string
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for i := 0; i < numImages; i++ {
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exprs = append(exprs, fmt.Sprintf("imageSrc%dUnsafeAt(texCoord)", i))
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exprs = append(exprs, fmt.Sprintf("imageSrc%dUnsafeAt(srcPos)", i))
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}
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ir, err := graphics.CompileShader([]byte(fmt.Sprintf(`//kage:unit pixels
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return %s
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}
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`, strings.Join(exprs, " + "))))
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132
shader_test.go
132
shader_test.go
@ -32,7 +32,7 @@ func TestShaderFill(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(1, 0, 0, 1)
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}
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`))
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@ -64,7 +64,7 @@ func TestShaderFillWithDrawImage(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(1, 0, 0, 1)
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}
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`))
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@ -101,8 +101,8 @@ func TestShaderWithDrawImageDoesNotWreckTextureUnits(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return imageSrc0At(texCoord)
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return imageSrc0At(srcPos)
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}
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`))
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if err != nil {
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@ -171,7 +171,7 @@ func TestShaderFillWithDrawTriangles(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(1, 0, 0, 1)
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}
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`))
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@ -252,7 +252,7 @@ func clr(red float) (float, float, float, float) {
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return red, 0, 0, 1
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}
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(clr(1))
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}
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`))
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@ -283,7 +283,7 @@ package main
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var U vec4
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return U
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}
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`))
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@ -312,7 +312,7 @@ func TestShaderMatrix(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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var a, b mat4
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a[0] = vec4(0.125, 0.0625, 0.0625, 0.0625)
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a[1] = vec4(0.25, 0.25, 0.0625, 0.1875)
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@ -352,9 +352,9 @@ func TestShaderSubImage(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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r := imageSrc0At(texCoord).r
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g := imageSrc1At(texCoord).g
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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r := imageSrc0At(srcPos).r
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g := imageSrc1At(srcPos).g
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return vec4(r, g, 0, 1)
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}
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`))
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@ -480,8 +480,8 @@ func TestShaderDerivatives(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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p := imageSrc0At(texCoord)
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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p := imageSrc0At(srcPos)
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return vec4(abs(dfdx(p.r)), abs(dfdy(p.g)), 0, 1)
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}
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`))
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@ -542,8 +542,8 @@ func Foo(p vec4) vec4 {
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return vec4(abs(dfdx(p.r)), abs(dfdy(p.g)), 0, 1)
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}
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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p := imageSrc0At(texCoord)
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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p := imageSrc0At(srcPos)
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return Foo(p)
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}
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`))
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@ -604,7 +604,7 @@ package main
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var C [2]float
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(C[0], 1, 1, 1)
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}`,
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Uniforms: map[string]any{
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@ -619,7 +619,7 @@ package main
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var C [1]float
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(C[0], 1, 1, 1)
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}`,
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Uniforms: map[string]any{
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@ -634,7 +634,7 @@ package main
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var C [2]mat2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(C[0][0][0], 1, 1, 1)
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}`,
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Uniforms: map[string]any{
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@ -676,7 +676,7 @@ func TestShaderFuncMod(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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r := mod(-0.25, 1.0)
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return vec4(r, 0, 0, 1)
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}
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@ -712,8 +712,8 @@ func TestShaderMatrixInitialize(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return mat4(2) * imageSrc0At(texCoord);
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return mat4(2) * imageSrc0At(srcPos);
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}
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`))
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if err != nil {
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@ -744,7 +744,7 @@ func TestShaderModVectorAndFloat(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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r := mod(vec3(0.25, 0.5, 0.75), 0.5)
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return vec4(r, 1)
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}
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@ -781,8 +781,8 @@ func textureAt(uv vec2) vec4 {
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return imageSrc0UnsafeAt(uv)
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}
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return textureAt(texCoord)
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return textureAt(srcPos)
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}
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`))
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if err != nil {
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@ -815,7 +815,7 @@ func TestShaderAtan2(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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y := vec4(1, 1, 1, 1)
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x := vec4(1, 1, 1, 1)
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return atan2(y, x)
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@ -852,7 +852,7 @@ package main
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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(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(F * Mat2 * vec2(1), 1, 1)
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}
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`))
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@ -892,7 +892,7 @@ package main
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var Mat2 [2]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(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(F * Mat2[0] * Mat2[1] * vec2(1), 1, 1)
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}
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`))
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@ -934,7 +934,7 @@ package main
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var Mat3 mat3
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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(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(F * Mat3 * vec3(1), 1)
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}
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`))
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@ -975,7 +975,7 @@ package main
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var Mat3 [2]mat3
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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(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(F * Mat3[0] * Mat3[1] * vec3(1), 1)
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}
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`))
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@ -1019,7 +1019,7 @@ package main
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var Mat4 mat4
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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(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return F * Mat4 * vec4(1)
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}
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`))
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@ -1061,7 +1061,7 @@ package main
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var Mat4 [2]mat4
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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(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return F * Mat4[0] * Mat4[1] * vec4(1)
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}
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`))
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@ -1103,9 +1103,9 @@ func TestShaderOptionsNegativeBounds(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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r := imageSrc0At(texCoord).r
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g := imageSrc1At(texCoord).g
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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r := imageSrc0At(srcPos).r
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g := imageSrc1At(srcPos).g
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return vec4(r, g, 0, 1)
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}
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`))
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@ -1233,7 +1233,7 @@ func TestShaderVectorEqual(t *testing.T) {
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package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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a := vec3(1)
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b := vec3(1)
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if a == b {
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@ -1283,8 +1283,8 @@ func TestShaderDiscard(t *testing.T) {
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package main
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||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
p := imageSrc0At(texCoord)
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
p := imageSrc0At(srcPos)
|
||||
if p.a == 0 {
|
||||
discard()
|
||||
} else {
|
||||
@ -1330,11 +1330,11 @@ func TestShaderDrawRect(t *testing.T) {
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
// Adjust texCoord into [0, 1].
|
||||
texCoord -= imageSrc0Origin()
|
||||
texCoord /= imageSrc0Size()
|
||||
if texCoord.x >= 0.5 && texCoord.y >= 0.5 {
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
// Adjust srcPos into [0, 1].
|
||||
srcPos -= imageSrc0Origin()
|
||||
srcPos /= imageSrc0Size()
|
||||
if srcPos.x >= 0.5 && srcPos.y >= 0.5 {
|
||||
return vec4(1, 0, 0, 1)
|
||||
}
|
||||
return vec4(0, 1, 0, 1)
|
||||
@ -1378,7 +1378,7 @@ func TestShaderDrawRectColorScale(t *testing.T) {
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
return color
|
||||
}
|
||||
`))
|
||||
@ -1415,7 +1415,7 @@ var U1 int
|
||||
var U2 int
|
||||
var U3 int
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
return vec4(float(U0)/255.0, float(U1)/255.0, float(U2)/255.0, float(U3)/255.0)
|
||||
}
|
||||
`
|
||||
@ -1426,7 +1426,7 @@ package main
|
||||
|
||||
var U [4]int
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
return vec4(float(U[0])/255.0, float(U[1])/255.0, float(U[2])/255.0, float(U[3])/255.0)
|
||||
}
|
||||
`
|
||||
@ -1438,7 +1438,7 @@ package main
|
||||
var U0 ivec4
|
||||
var U1 [2]ivec3
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
return vec4(float(U0.x)/255.0, float(U0.y)/255.0, float(U1[0].z)/255.0, float(U1[1].x)/255.0)
|
||||
}
|
||||
`
|
||||
@ -1614,7 +1614,7 @@ package main
|
||||
|
||||
var U [4]vec3
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
return vec4(U[0].x/255.0, U[1].y/255.0, U[2].z/255.0, U[3].x/255.0)
|
||||
}
|
||||
`
|
||||
@ -1685,7 +1685,7 @@ return vec4(b)/255`,
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
%s
|
||||
}
|
||||
`, tc.source)
|
||||
@ -1719,8 +1719,8 @@ func TestShaderTexelAndPixel(t *testing.T) {
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
pos := (texCoord - imageSrc0Origin()) / imageSrc0Size()
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
pos := (srcPos - imageSrc0Origin()) / imageSrc0Size()
|
||||
pos *= vec2(%d, %d)
|
||||
pos /= 255
|
||||
return vec4(pos.x, pos.y, 0, 1)
|
||||
@ -1733,8 +1733,8 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
pos := texCoord - imageSrc0Origin()
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
pos := srcPos - imageSrc0Origin()
|
||||
pos /= 255
|
||||
return vec4(pos.x, pos.y, 0, 1)
|
||||
}
|
||||
@ -1780,8 +1780,8 @@ func TestShaderDifferentTextureSizes(t *testing.T) {
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
return imageSrc0At(texCoord) + imageSrc1At(texCoord)
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
return imageSrc0At(srcPos) + imageSrc1At(srcPos)
|
||||
}
|
||||
`, unit)))
|
||||
if err != nil {
|
||||
@ -1831,7 +1831,7 @@ func TestShaderIVec(t *testing.T) {
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
pos := ivec2(3, 4)
|
||||
return imageSrc0At(vec2(pos) + imageSrc0Origin())
|
||||
}
|
||||
@ -1862,7 +1862,7 @@ package main
|
||||
var U vec4
|
||||
var V [3]float
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
return vec4(0)
|
||||
}
|
||||
`))
|
||||
@ -1968,7 +1968,7 @@ package main
|
||||
|
||||
var U vec4
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
return U
|
||||
}
|
||||
`))
|
||||
@ -2025,8 +2025,8 @@ func TestShaderDrawRectWithoutSource(t *testing.T) {
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
t := texCoord
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
t := srcPos
|
||||
|
||||
size := imageSrc0Size()
|
||||
|
||||
@ -2039,7 +2039,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
return vec4(0, 1, 1, 1)
|
||||
}
|
||||
|
||||
// Adjust texCoord into [0, 1].
|
||||
// Adjust srcPos into [0, 1].
|
||||
t -= imageSrc0Origin()
|
||||
if size != vec2(0) {
|
||||
t /= size
|
||||
@ -2109,9 +2109,9 @@ func TestShaderMatrixDivFloat(t *testing.T) {
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
var x = 2.0
|
||||
return mat4(3) / x * imageSrc0At(texCoord);
|
||||
return mat4(3) / x * imageSrc0At(srcPos);
|
||||
}
|
||||
`))
|
||||
if err != nil {
|
||||
@ -2161,8 +2161,8 @@ func TestShaderDifferentSourceSizes(t *testing.T) {
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
return imageSrc0At(texCoord) + imageSrc1At(texCoord)
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
return imageSrc0At(srcPos) + imageSrc1At(srcPos)
|
||||
}
|
||||
`, unit)))
|
||||
if err != nil {
|
||||
@ -2272,8 +2272,8 @@ func TestShaderBitwiseOperator(t *testing.T) {
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
||||
v := ivec4(imageSrc0At(texCoord) * 0xff)
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
v := ivec4(imageSrc0At(srcPos) * 0xff)
|
||||
%s
|
||||
return vec4(v) / 0xff;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user