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Revert "shader: Add a predefined uniform variable: Internal_ViewportSize"
This reverts commit 6f411842f0
.
Reason: Test failures on internal/restorable
This commit is contained in:
parent
6f411842f0
commit
fe308f1971
@ -29,20 +29,17 @@ const (
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const shaderSrc = `package main
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// Internal_ViewportSize is a predefined uniform variable.
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// TODO: Hide this and create a function for the projection matrix?
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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/Internal_ViewportSize.x, 0, 0, 0,
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0, 2.0/Internal_ViewportSize.y, 0, 0,
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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/Internal_ViewportSize.x, position.y/Internal_ViewportSize.y, 0, 1)
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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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4
image.go
4
image.go
@ -384,10 +384,6 @@ func (i *Image) DrawTrianglesWithShader(vertices []Vertex, indices []uint16, sha
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}
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}
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// The last uniform variable is Internal_ViewportSize.
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// The actual value is set at graphicscommand package.
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us = append(us, []float32{0, 0})
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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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@ -453,13 +453,6 @@ func (c *drawTrianglesCommand) Exec(indexOffset int) error {
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us[i] = v
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}
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}
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// The last uniform variables are added at /shader.go and represents a viewport size.
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w, h := c.dst.InternalSize()
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viewport := us[len(us)-1].([]float32)
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viewport[0] = float32(w)
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viewport[1] = float32(h)
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return theGraphicsDriver.DrawShader(c.dst.image.ID(), c.shader.shader.ID(), c.nindices, indexOffset, c.mode, us)
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}
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return theGraphicsDriver.Draw(c.dst.image.ID(), c.src.image.ID(), c.nindices, indexOffset, c.mode, c.color, c.filter, c.address)
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11
shader.go
11
shader.go
@ -15,25 +15,16 @@
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package ebiten
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import (
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"bytes"
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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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const shaderSuffix = `
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var Internal_ViewportSize vec2`
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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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var b bytes.Buffer
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b.Write(src)
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b.Write([]byte(shaderSuffix))
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s, err := shader.Compile(b.Bytes(), "Vertex", "Fragment")
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s, err := shader.Compile(src, "Vertex", "Fragment")
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if err != nil {
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return nil, err
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}
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