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ebiten: Rename imageSrcTextureRegion -> imageSrcRegionOnTexture
Updates #1325
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parent
1d51be7f68
commit
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@ -27,7 +27,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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}
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}
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srcsize := imageSrcTextureSize()
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srcsize := imageSrcTextureSize()
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rorigin, _ := imageSrcTextureRegion()
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rorigin, _ := imageSrcRegionOnTexture()
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xoffset := (4 / srcsize.x) * cos(Time*3+texCoord.y*200)
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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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yoffset := (20 / srcsize.y) * (1.0 + cos(Time*3+texCoord.y*50))
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@ -2,4 +2,4 @@
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package main
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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 imageSrc2UnsafeAt(texCoord)\n\t}\n\n\tsrcsize := imageSrcTextureSize()\n\trorigin, _ := 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 := imageSrc2At(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 imageSrc2UnsafeAt(texCoord)\n\t}\n\n\tsrcsize := imageSrcTextureSize()\n\trorigin, _ := imageSrcRegionOnTexture()\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 := imageSrc2At(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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@ -58,11 +58,11 @@ var __textureSourceRegionOrigin vec2
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// The unit is the source texture's texel.
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// The unit is the source texture's texel.
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var __textureSourceRegionSize vec2
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var __textureSourceRegionSize vec2
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// imageSrcTextureRegion returns the source image's region (the origin and the size) on its texture.
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// imageSrcRegionOnTexture 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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// The unit is the source texture's texel.
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//
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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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// 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 imageSrcTextureRegion() (vec2, vec2) {
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func imageSrcRegionOnTexture() (vec2, vec2) {
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return __textureSourceRegionOrigin, __textureSourceRegionSize
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return __textureSourceRegionOrigin, __textureSourceRegionSize
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}
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}
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`, graphics.ShaderImageNum, graphics.ShaderImageNum-1)
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`, graphics.ShaderImageNum, graphics.ShaderImageNum-1)
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