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94
examples/shader/main.go
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94
examples/shader/main.go
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@ -0,0 +1,94 @@
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// Copyright 2020 The Ebiten Authors
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//
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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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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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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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// +build example jsgo
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package main
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import (
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"log"
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"github.com/hajimehoshi/ebiten"
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)
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const (
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screenWidth = 640
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screenHeight = 480
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)
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const shaderSrc = `package main
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func Vertex(position vec2, texCoord vec2, color vec4) vec4 {
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return mat4(
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2.0/640, 0, 0, 0,
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0, 2.0/480, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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) * vec4(position, 0, 1)
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}
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func Fragment(position vec4) vec4 {
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return vec4(position.x/640, position.y/480, 0, 1)
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}`
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type Game struct {
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shader *ebiten.Shader
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}
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func (g *Game) Update(screen *ebiten.Image) error {
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if g.shader == nil {
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var err error
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g.shader, err = ebiten.NewShader([]byte(shaderSrc))
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if err != nil {
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return err
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}
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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w, h := screen.Size()
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vs := []ebiten.Vertex{
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{
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DstX: 0,
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DstY: 0,
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},
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{
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DstX: float32(w),
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DstY: 0,
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},
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{
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DstX: 0,
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DstY: float32(h),
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},
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{
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DstX: float32(w),
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DstY: float32(h),
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},
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}
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is := []uint16{0, 1, 2, 1, 2, 3}
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screen.DrawTrianglesWithShader(vs, is, g.shader, nil)
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Shader (Ebiten Demo)")
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if err := ebiten.RunGame(&Game{}); err != nil {
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log.Fatal(err)
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}
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}
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82
image.go
82
image.go
@ -312,7 +312,6 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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bx1 := float32(b.Max.X)
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by1 := float32(b.Max.Y)
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// TODO: Should we use mipmap.verticesBackend?
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vs := make([]float32, len(vertices)*graphics.VertexFloatNum)
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for i, v := range vertices {
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vs[i*graphics.VertexFloatNum] = v.DstX
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@ -334,6 +333,87 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
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i.buffered.DrawTriangles(img.buffered, vs, is, options.ColorM.impl, mode, filter, driver.Address(options.Address), nil, nil)
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}
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type DrawTrianglesWithShaderOptions struct {
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Uniforms []interface{}
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CompositeMode CompositeMode
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}
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func (i *Image) DrawTrianglesWithShader(vertices []Vertex, indices []uint16, shader *Shader, options *DrawTrianglesWithShaderOptions) {
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i.copyCheck()
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if i.isDisposed() {
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return
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}
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if i.isSubImage() {
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panic("ebiten: render to a subimage is not implemented (DrawTriangles)")
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}
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if len(indices)%3 != 0 {
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panic("ebiten: len(indices) % 3 must be 0")
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}
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if len(indices) > MaxIndicesNum {
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panic("ebiten: len(indices) must be <= MaxIndicesNum")
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}
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if options == nil {
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options = &DrawTrianglesWithShaderOptions{}
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}
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mode := driver.CompositeMode(options.CompositeMode)
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us := []interface{}{}
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var firstImage *Image
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for _, v := range options.Uniforms {
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switch v := v.(type) {
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case *Image:
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us = append(us, v.buffered)
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if firstImage == nil {
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firstImage = v
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} else {
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b := v.Bounds()
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us = append(us, []float32{
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float32(b.Min.X),
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float32(b.Min.Y),
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float32(b.Max.X),
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float32(b.Max.Y),
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})
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}
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default:
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us = append(us, v)
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}
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}
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var bx0, by0, bx1, by1 float32
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if firstImage != nil {
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b := firstImage.Bounds()
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bx0 = float32(b.Min.X)
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by0 = float32(b.Min.Y)
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bx1 = float32(b.Max.X)
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by1 = float32(b.Max.Y)
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}
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vs := make([]float32, len(vertices)*graphics.VertexFloatNum)
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for i, v := range vertices {
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vs[i*graphics.VertexFloatNum] = v.DstX
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vs[i*graphics.VertexFloatNum+1] = v.DstY
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vs[i*graphics.VertexFloatNum+2] = v.SrcX
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vs[i*graphics.VertexFloatNum+3] = v.SrcY
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vs[i*graphics.VertexFloatNum+4] = bx0
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vs[i*graphics.VertexFloatNum+5] = by0
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vs[i*graphics.VertexFloatNum+6] = bx1
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vs[i*graphics.VertexFloatNum+7] = by1
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vs[i*graphics.VertexFloatNum+8] = v.ColorR
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vs[i*graphics.VertexFloatNum+9] = v.ColorG
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vs[i*graphics.VertexFloatNum+10] = v.ColorB
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vs[i*graphics.VertexFloatNum+11] = v.ColorA
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}
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is := make([]uint16, len(indices))
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copy(is, indices)
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i.buffered.DrawTriangles(nil, vs, is, nil, mode, driver.FilterNearest, driver.AddressClampToZero, shader.shader, us)
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}
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// SubImage returns an image representing the portion of the image p visible through r. The returned value shares pixels with the original image.
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//
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// The returned value is always *ebiten.Image.
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40
shader.go
Normal file
40
shader.go
Normal file
@ -0,0 +1,40 @@
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// Copyright 2020 The Ebiten Authors
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//
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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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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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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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package ebiten
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import (
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"github.com/hajimehoshi/ebiten/internal/buffered"
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"github.com/hajimehoshi/ebiten/internal/shader"
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)
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type Shader struct {
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shader *buffered.Shader
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}
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func NewShader(src []byte) (*Shader, error) {
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s, err := shader.Compile(src)
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if err != nil {
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return nil, err
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}
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return &Shader{
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shader: buffered.NewShader(s),
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}, nil
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}
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func (s *Shader) Dispose() {
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s.shader.MarkDisposed()
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s.shader = nil
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}
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