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Remove unneeded shaders
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63
example/perspective2/main.go
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63
example/perspective2/main.go
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/*
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Copyright 2014 Hajime Hoshi
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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package main
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import (
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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_ "image/jpeg"
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"log"
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)
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const (
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screenWidth = 320
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screenHeight = 240
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)
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type Game struct {
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gophersTexture *ebiten.Texture
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textRenderTarget *ebiten.RenderTarget
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}
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func (g *Game) Update(gr ebiten.GraphicsContext) error {
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gr.PushRenderTarget(g.textRenderTarget)
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gr.Fill(0x80, 0x40, 0x40)
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ebitenutil.DebugPrint(gr, "Hello, World!")
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gr.PopRenderTarget()
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gr.Fill(0x40, 0x40, 0x80)
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geo := ebiten.GeometryMatrixI()
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clr := ebiten.ColorMatrixI()
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ebiten.DrawWholeTexture(gr, g.textRenderTarget.Texture(), geo, clr)
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return nil
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}
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func main() {
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g := new(Game)
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var err error
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g.gophersTexture, _, err = ebitenutil.NewTextureFromFile("images/gophers.jpg", ebiten.FilterNearest)
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if err != nil {
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log.Fatal(err)
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}
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g.textRenderTarget, err = ebiten.NewRenderTarget(screenWidth, screenHeight, ebiten.FilterNearest)
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if err != nil {
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log.Fatal(err)
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}
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if err := ebiten.Run(g.Update, screenWidth, screenHeight, 2, "Perspective (Ebiten Demo)"); err != nil {
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log.Fatal(err)
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}
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}
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@ -54,18 +54,6 @@ void main(void) {
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vertex_out_tex_coord1 = (modelview_matrix_n * vec4(tex_coord1, 0, 1)).xy;
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vertex_out_tex_coord1 = (modelview_matrix_n * vec4(tex_coord1, 0, 1)).xy;
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gl_Position = projection_matrix * modelview_matrix * vec4(vertex, 0, 1);
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gl_Position = projection_matrix * modelview_matrix * vec4(vertex, 0, 1);
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}
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}
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`,
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},
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// TODO: Now this shader is not used
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shaderFragment: {
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shaderType: gl.FRAGMENT_SHADER,
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source: `
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uniform sampler2D texture;
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varying vec2 vertex_out_tex_coord0;
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void main(void) {
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gl_FragColor = texture2D(texture, vertex_out_tex_coord0);
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}
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`,
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`,
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},
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},
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shaderColorMatrix: {
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shaderColorMatrix: {
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@ -86,17 +74,6 @@ void main(void) {
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gl_FragColor.a = color0.a + color1.a - color0.a * color1.a;
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gl_FragColor.a = color0.a + color1.a - color0.a * color1.a;
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gl_FragColor.rgb = (color0.a * color0.rgb + (1.0 - color0.a) * color1.a * color1.rgb) / gl_FragColor.a;
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gl_FragColor.rgb = (color0.a * color0.rgb + (1.0 - color0.a) * color1.a * color1.rgb) / gl_FragColor.a;
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}
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}
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`,
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},
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// TODO: Now this shader is not used
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shaderSolidColor: {
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shaderType: gl.FRAGMENT_SHADER,
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source: `
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uniform vec4 color;
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void main(void) {
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gl_FragColor = color;
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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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}
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