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internal/builtinshader: refactoring
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parent
d021209d84
commit
de1ef0bec8
@ -65,15 +65,20 @@ func xmain() error {
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return err
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return err
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}
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}
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for _, s := range builtinshader.AppendShaderSources(nil) {
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for filter := builtinshader.Filter(0); filter < builtinshader.FilterCount; filter++ {
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if _, err := w.WriteString("\n"); err != nil {
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for address := builtinshader.Address(0); address < builtinshader.AddressCount; address++ {
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return err
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for _, useColorM := range []bool{false, true} {
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}
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s := builtinshader.ShaderSource(filter, address, useColorM)
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if _, err := w.WriteString("//ebitengine:shader\n"); err != nil {
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if _, err := w.WriteString("\n"); err != nil {
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return err
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return err
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}
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}
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if _, err := fmt.Fprintf(w, "const _ = %q\n", s); err != nil {
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if _, err := w.WriteString("//ebitengine:shader\n"); err != nil {
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return err
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return err
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}
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if _, err := fmt.Fprintf(w, "const _ = %q\n", s); err != nil {
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return err
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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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@ -200,12 +200,3 @@ func Fragment() vec4 {
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return vec4(0)
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return vec4(0)
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}
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}
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`
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`
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func AppendShaderSources(sources [][]byte) [][]byte {
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for filter := Filter(0); filter < FilterCount; filter++ {
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for address := Address(0); address < AddressCount; address++ {
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sources = append(sources, ShaderSource(filter, address, false), ShaderSource(filter, address, true))
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}
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}
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return sources
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}
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