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ebiten: Rename shader builtin functions
* imageSrcTextureSourceRegion -> imageSrcTextureRegion * image[N]TextureAt -> imageSrc[N]At * image[N]TextureBoundsAt -> imageSrc[N]BoundsAt Updates #1325
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@ -24,8 +24,8 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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center := ScreenSize / 2
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amount := (center - Cursor) / 10 / imageSrcTextureSize()
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var clr vec3
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clr.r = image2TextureBoundsAt(texCoord + amount).r
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clr.g = image2TextureAt(texCoord).g
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clr.b = image2TextureBoundsAt(texCoord - amount).b
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clr.r = imageSrc2BoundsAt(texCoord + amount).r
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clr.g = imageSrc2At(texCoord).g
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clr.b = imageSrc2BoundsAt(texCoord - amount).b
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return vec4(clr, 1.0)
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}
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@ -2,4 +2,4 @@
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package main
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var chromaticaberration_go = []byte("// Copyright 2020 The Ebiten Authors\n//\n// Licensed under the Apache License, Version 2.0 (the \"License\");\n// you may not use this file except in compliance with the License.\n// You may obtain a copy of the License at\n//\n// http://www.apache.org/licenses/LICENSE-2.0\n//\n// Unless required by applicable law or agreed to in writing, software\n// distributed under the License is distributed on an \"AS IS\" BASIS,\n// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n// See the License for the specific language governing permissions and\n// limitations under the License.\n\n// +build ignore\n\npackage main\n\nvar Time float\nvar Cursor vec2\nvar ScreenSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tcenter := ScreenSize / 2\n\tamount := (center - Cursor) / 10 / imageSrcTextureSize()\n\tvar clr vec3\n\tclr.r = image2TextureBoundsAt(texCoord + amount).r\n\tclr.g = image2TextureAt(texCoord).g\n\tclr.b = image2TextureBoundsAt(texCoord - amount).b\n\treturn vec4(clr, 1.0)\n}\n")
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var chromaticaberration_go = []byte("// Copyright 2020 The Ebiten Authors\n//\n// Licensed under the Apache License, Version 2.0 (the \"License\");\n// you may not use this file except in compliance with the License.\n// You may obtain a copy of the License at\n//\n// http://www.apache.org/licenses/LICENSE-2.0\n//\n// Unless required by applicable law or agreed to in writing, software\n// distributed under the License is distributed on an \"AS IS\" BASIS,\n// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n// See the License for the specific language governing permissions and\n// limitations under the License.\n\n// +build ignore\n\npackage main\n\nvar Time float\nvar Cursor vec2\nvar ScreenSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tcenter := ScreenSize / 2\n\tamount := (center - Cursor) / 10 / imageSrcTextureSize()\n\tvar clr vec3\n\tclr.r = imageSrc2BoundsAt(texCoord + amount).r\n\tclr.g = imageSrc2At(texCoord).g\n\tclr.b = imageSrc2BoundsAt(texCoord - amount).b\n\treturn vec4(clr, 1.0)\n}\n")
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@ -23,13 +23,13 @@ var ScreenImage vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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// Triangle wave to go 0-->1-->0...
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limit := abs(2*fract(Time/3) - 1)
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level := image3TextureAt(texCoord).x
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level := imageSrc3At(texCoord).x
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// Add a white border
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if limit-0.1 < level && level < limit {
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alpha := image0TextureAt(texCoord).w
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alpha := imageSrc0At(texCoord).w
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return vec4(alpha)
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}
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return step(limit, level) * image0TextureAt(texCoord)
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return step(limit, level) * imageSrc0At(texCoord)
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}
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@ -2,4 +2,4 @@
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package main
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var dissolve_go = []byte("// Copyright 2020 The Ebiten Authors\n//\n// Licensed under the Apache License, Version 2.0 (the \"License\");\n// you may not use this file except in compliance with the License.\n// You may obtain a copy of the License at\n//\n// http://www.apache.org/licenses/LICENSE-2.0\n//\n// Unless required by applicable law or agreed to in writing, software\n// distributed under the License is distributed on an \"AS IS\" BASIS,\n// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n// See the License for the specific language governing permissions and\n// limitations under the License.\n\n// +build ignore\n\npackage main\n\nvar Time float\nvar Cursor vec2\nvar ScreenImage vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\t// Triangle wave to go 0-->1-->0...\n\tlimit := abs(2*fract(Time/3) - 1)\n\tlevel := image3TextureAt(texCoord).x\n\n\t// Add a white border\n\tif limit-0.1 < level && level < limit {\n\t\talpha := image0TextureAt(texCoord).w\n\t\treturn vec4(alpha)\n\t}\n\n\treturn step(limit, level) * image0TextureAt(texCoord)\n}\n")
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var dissolve_go = []byte("// Copyright 2020 The Ebiten Authors\n//\n// Licensed under the Apache License, Version 2.0 (the \"License\");\n// you may not use this file except in compliance with the License.\n// You may obtain a copy of the License at\n//\n// http://www.apache.org/licenses/LICENSE-2.0\n//\n// Unless required by applicable law or agreed to in writing, software\n// distributed under the License is distributed on an \"AS IS\" BASIS,\n// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n// See the License for the specific language governing permissions and\n// limitations under the License.\n\n// +build ignore\n\npackage main\n\nvar Time float\nvar Cursor vec2\nvar ScreenImage vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\t// Triangle wave to go 0-->1-->0...\n\tlimit := abs(2*fract(Time/3) - 1)\n\tlevel := imageSrc3At(texCoord).x\n\n\t// Add a white border\n\tif limit-0.1 < level && level < limit {\n\t\talpha := imageSrc0At(texCoord).w\n\t\treturn vec4(alpha)\n\t}\n\n\treturn step(limit, level) * imageSrc0At(texCoord)\n}\n")
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@ -23,8 +23,8 @@ var ScreenSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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lightpos := vec3(Cursor, 50)
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lightdir := normalize(lightpos - position.xyz)
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normal := normalize(image1TextureAt(texCoord) - 0.5)
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normal := normalize(imageSrc1At(texCoord) - 0.5)
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ambient := 0.25
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diffuse := 0.75 * max(0.0, dot(normal.xyz, lightdir))
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return image0TextureAt(texCoord) * (ambient + diffuse)
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return imageSrc0At(texCoord) * (ambient + diffuse)
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}
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@ -2,4 +2,4 @@
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package main
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var lighting_go = []byte("// Copyright 2020 The Ebiten Authors\n//\n// Licensed under the Apache License, Version 2.0 (the \"License\");\n// you may not use this file except in compliance with the License.\n// You may obtain a copy of the License at\n//\n// http://www.apache.org/licenses/LICENSE-2.0\n//\n// Unless required by applicable law or agreed to in writing, software\n// distributed under the License is distributed on an \"AS IS\" BASIS,\n// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n// See the License for the specific language governing permissions and\n// limitations under the License.\n\n// +build ignore\n\npackage main\n\nvar Time float\nvar Cursor vec2\nvar ScreenSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tlightpos := vec3(Cursor, 50)\n\tlightdir := normalize(lightpos - position.xyz)\n\tnormal := normalize(image1TextureAt(texCoord) - 0.5)\n\tambient := 0.25\n\tdiffuse := 0.75 * max(0.0, dot(normal.xyz, lightdir))\n\treturn image0TextureAt(texCoord) * (ambient + diffuse)\n}\n")
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var lighting_go = []byte("// Copyright 2020 The Ebiten Authors\n//\n// Licensed under the Apache License, Version 2.0 (the \"License\");\n// you may not use this file except in compliance with the License.\n// You may obtain a copy of the License at\n//\n// http://www.apache.org/licenses/LICENSE-2.0\n//\n// Unless required by applicable law or agreed to in writing, software\n// distributed under the License is distributed on an \"AS IS\" BASIS,\n// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n// See the License for the specific language governing permissions and\n// limitations under the License.\n\n// +build ignore\n\npackage main\n\nvar Time float\nvar Cursor vec2\nvar ScreenSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tlightpos := vec3(Cursor, 50)\n\tlightdir := normalize(lightpos - position.xyz)\n\tnormal := normalize(imageSrc1At(texCoord) - 0.5)\n\tambient := 0.25\n\tdiffuse := 0.75 * max(0.0, dot(normal.xyz, lightdir))\n\treturn imageSrc0At(texCoord) * (ambient + diffuse)\n}\n")
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@ -22,7 +22,7 @@ var ScreenSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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dir := normalize(position.xy - Cursor)
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clr := image2TextureAt(texCoord)
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clr := imageSrc2At(texCoord)
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samples := [...]float{
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-22, -14, -8, -4, -2, 2, 4, 8, 14, 22,
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@ -30,7 +30,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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sum := clr
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for i := 0; i < len(samples); i++ {
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pos := texCoord + dir*samples[i]/imageSrcTextureSize()
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sum += image2TextureBoundsAt(pos)
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sum += imageSrc2BoundsAt(pos)
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}
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sum /= 10 + 1
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@ -2,4 +2,4 @@
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package main
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var radialblur_go = []byte("// Copyright 2020 The Ebiten Authors\n//\n// Licensed under the Apache License, Version 2.0 (the \"License\");\n// you may not use this file except in compliance with the License.\n// You may obtain a copy of the License at\n//\n// http://www.apache.org/licenses/LICENSE-2.0\n//\n// Unless required by applicable law or agreed to in writing, software\n// distributed under the License is distributed on an \"AS IS\" BASIS,\n// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n// See the License for the specific language governing permissions and\n// limitations under the License.\n\n// +build ignore\n\npackage main\n\nvar Time float\nvar Cursor vec2\nvar ScreenSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tdir := normalize(position.xy - Cursor)\n\tclr := image2TextureAt(texCoord)\n\n\tsamples := [...]float{\n\t\t-22, -14, -8, -4, -2, 2, 4, 8, 14, 22,\n\t}\n\tsum := clr\n\tfor i := 0; i < len(samples); i++ {\n\t\tpos := texCoord + dir*samples[i]/imageSrcTextureSize()\n\t\tsum += image2TextureBoundsAt(pos)\n\t}\n\tsum /= 10 + 1\n\n\tdist := distance(position.xy, Cursor)\n\tt := clamp(dist/256, 0, 1)\n\treturn mix(clr, sum, t)\n}\n")
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var radialblur_go = []byte("// Copyright 2020 The Ebiten Authors\n//\n// Licensed under the Apache License, Version 2.0 (the \"License\");\n// you may not use this file except in compliance with the License.\n// You may obtain a copy of the License at\n//\n// http://www.apache.org/licenses/LICENSE-2.0\n//\n// Unless required by applicable law or agreed to in writing, software\n// distributed under the License is distributed on an \"AS IS\" BASIS,\n// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n// See the License for the specific language governing permissions and\n// limitations under the License.\n\n// +build ignore\n\npackage main\n\nvar Time float\nvar Cursor vec2\nvar ScreenSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tdir := normalize(position.xy - Cursor)\n\tclr := imageSrc2At(texCoord)\n\n\tsamples := [...]float{\n\t\t-22, -14, -8, -4, -2, 2, 4, 8, 14, 22,\n\t}\n\tsum := clr\n\tfor i := 0; i < len(samples); i++ {\n\t\tpos := texCoord + dir*samples[i]/imageSrcTextureSize()\n\t\tsum += imageSrc2BoundsAt(pos)\n\t}\n\tsum /= 10 + 1\n\n\tdist := distance(position.xy, Cursor)\n\tt := clamp(dist/256, 0, 1)\n\treturn mix(clr, sum, t)\n}\n")
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@ -23,16 +23,16 @@ var ScreenSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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border := ScreenSize.y*0.6 + 4*cos(Time*3+texCoord.y*200)
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if position.y < border {
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return image2TextureAt(texCoord)
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return imageSrc2At(texCoord)
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}
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srcsize := imageSrcTextureSize()
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rorigin, rsize := imageSrcTextureSourceRegion()
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rorigin, rsize := imageSrcTextureRegion()
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xoffset := (4 / srcsize.x) * cos(Time*3+texCoord.y*200)
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yoffset := (20 / srcsize.y) * (1.0 + cos(Time*3+texCoord.y*50))
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bordertex := border / srcsize.y
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clr := image2TextureBoundsAt(vec2(
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clr := imageSrc2BoundsAt(vec2(
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texCoord.x+xoffset,
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-(texCoord.y+yoffset-rorigin.y)+bordertex*2+rorigin.y,
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)).rgb
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@ -2,4 +2,4 @@
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package main
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var water_go = []byte("// Copyright 2020 The Ebiten Authors\n//\n// Licensed under the Apache License, Version 2.0 (the \"License\");\n// you may not use this file except in compliance with the License.\n// You may obtain a copy of the License at\n//\n// http://www.apache.org/licenses/LICENSE-2.0\n//\n// Unless required by applicable law or agreed to in writing, software\n// distributed under the License is distributed on an \"AS IS\" BASIS,\n// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n// See the License for the specific language governing permissions and\n// limitations under the License.\n\n// +build ignore\n\npackage main\n\nvar Time float\nvar Cursor vec2\nvar ScreenSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tborder := ScreenSize.y*0.6 + 4*cos(Time*3+texCoord.y*200)\n\tif position.y < border {\n\t\treturn image2TextureAt(texCoord)\n\t}\n\n\tsrcsize := imageSrcTextureSize()\n\trorigin, rsize := imageSrcTextureSourceRegion()\n\n\txoffset := (4 / srcsize.x) * cos(Time*3+texCoord.y*200)\n\tyoffset := (20 / srcsize.y) * (1.0 + cos(Time*3+texCoord.y*50))\n\tbordertex := border / srcsize.y\n\tclr := image2TextureBoundsAt(vec2(\n\t\ttexCoord.x+xoffset,\n\t\t-(texCoord.y+yoffset-rorigin.y)+bordertex*2+rorigin.y,\n\t)).rgb\n\n\toverlay := vec3(0.5, 1, 1)\n\treturn vec4(mix(clr, overlay, 0.25), 1)\n}\n")
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var water_go = []byte("// Copyright 2020 The Ebiten Authors\n//\n// Licensed under the Apache License, Version 2.0 (the \"License\");\n// you may not use this file except in compliance with the License.\n// You may obtain a copy of the License at\n//\n// http://www.apache.org/licenses/LICENSE-2.0\n//\n// Unless required by applicable law or agreed to in writing, software\n// distributed under the License is distributed on an \"AS IS\" BASIS,\n// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n// See the License for the specific language governing permissions and\n// limitations under the License.\n\n// +build ignore\n\npackage main\n\nvar Time float\nvar Cursor vec2\nvar ScreenSize vec2\n\nfunc Fragment(position vec4, texCoord vec2, color vec4) vec4 {\n\tborder := ScreenSize.y*0.6 + 4*cos(Time*3+texCoord.y*200)\n\tif position.y < border {\n\t\treturn imageSrc2At(texCoord)\n\t}\n\n\tsrcsize := imageSrcTextureSize()\n\trorigin, rsize := imageSrcTextureRegion()\n\n\txoffset := (4 / srcsize.x) * cos(Time*3+texCoord.y*200)\n\tyoffset := (20 / srcsize.y) * (1.0 + cos(Time*3+texCoord.y*50))\n\tbordertex := border / srcsize.y\n\tclr := imageSrc2BoundsAt(vec2(\n\t\ttexCoord.x+xoffset,\n\t\t-(texCoord.y+yoffset-rorigin.y)+bordertex*2+rorigin.y,\n\t)).rgb\n\n\toverlay := vec3(0.5, 1, 1)\n\treturn vec4(mix(clr, overlay, 0.25), 1)\n}\n")
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@ -56,11 +56,11 @@ var __textureSourceRegionOrigin vec2
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// The unit is the source texture's texel.
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var __textureSourceRegionSize vec2
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// imageSrcTextureSourceRegion returns the source image's region (the origin and the size) on its texture.
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// imageSrcTextureRegion returns the source image's region (the origin and the size) on its texture.
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// The unit is the source texture's texel.
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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func imageSrcTextureSourceRegion() (vec2, vec2) {
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func imageSrcTextureRegion() (vec2, vec2) {
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return __textureSourceRegionOrigin, __textureSourceRegionSize
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}
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`, graphics.ShaderImageNum, graphics.ShaderImageNum-1)
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@ -73,12 +73,12 @@ func imageSrcTextureSourceRegion() (vec2, vec2) {
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}
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// __t%d is a special variable for a texture variable.
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shaderSuffix += fmt.Sprintf(`
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func image%[1]dTextureAt(pos vec2) vec4 {
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func imageSrc%[1]dAt(pos vec2) vec4 {
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// pos is the position in texels of the source texture (= 0th image's texture).
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return texture2D(__t%[1]d, %[2]s)
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}
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func image%[1]dTextureBoundsAt(pos vec2) vec4 {
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func imageSrc%[1]dBoundsAt(pos vec2) vec4 {
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// pos is the position in texels of the source texture (= 0th image's texture).
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return texture2D(__t%[1]d, %[2]s) *
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step(__textureSourceRegionOrigin.x, pos.x) *
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