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internal/shaderir/msl: bug fix: mod for a vector and a scalar didn't work
Updates #2029
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52376170a4
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@ -54,8 +54,8 @@ using namespace metal;
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constexpr sampler texture_sampler{filter::nearest};
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constexpr sampler texture_sampler{filter::nearest};
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template<typename T>
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template<typename T, typename U>
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T mod(T x, T y) {
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T mod(T x, U y) {
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return x - y * floor(x/y);
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return x - y * floor(x/y);
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}`
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}`
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@ -625,3 +625,32 @@ 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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// Issue #2029
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func TestShaderModVectorAndFloat(t *testing.T) {
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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s, err := ebiten.NewShader([]byte(`package main
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func Fragment(position vec4, texCoord 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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`))
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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{0x40, 0, 0x40, 0xff}
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if !sameColors(got, want, 2) {
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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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