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internal/shader: implement degrees and radians
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33616600e4
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@ -280,6 +280,8 @@ func ParseBuiltinFunc(str string) (BuiltinFunc, bool) {
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Mat2F,
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Mat2F,
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Mat3F,
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Mat3F,
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Mat4F,
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Mat4F,
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Radians,
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Degrees,
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Sin,
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Sin,
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Cos,
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Cos,
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Tan,
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Tan,
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@ -1236,3 +1236,36 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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}
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}
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}
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}
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}
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}
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func TestShaderRadiansDegrees(t *testing.T) {
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const (
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w = 16
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h = 16
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)
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dst := ebiten.NewImage(w, h)
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s, err := ebiten.NewShader([]byte(`package main
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const PI = 3.14159265358979323846264338327950288419716939937511
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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x := degrees(PI/2) / 180
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return vec4(x, 0, 0, 1)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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dst.DrawRectShader(w, h, s, nil)
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for j := 0; j < h; j++ {
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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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want := color.RGBA{0x80, 0, 0, 0xff}
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if 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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}
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}
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