// Copyright 2014 Hajime Hoshi // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package opengl import ( "strings" ) type shaderID int const ( shaderVertexModelview shaderID = iota shaderFragmentNearest shaderFragmentLinear shaderFragmentScreen ) func shaderStr(id shaderID) string { if id == shaderVertexModelview { return shaderStrVertex } defs := []string{} switch id { case shaderFragmentNearest: defs = append(defs, "#define FILTER_NEAREST") case shaderFragmentLinear: defs = append(defs, "#define FILTER_LINEAR") case shaderFragmentScreen: defs = append(defs, "#define FILTER_SCREEN") default: panic("not reached") } return strings.Replace(shaderStrFragment, "{{Definitions}}", strings.Join(defs, "\n"), -1) } const ( shaderStrVertex = ` uniform vec2 viewport_size; attribute vec2 vertex; attribute vec2 tex; attribute vec4 tex_region; attribute vec4 color_scale; varying vec2 varying_tex; varying vec4 varying_tex_region; varying vec4 varying_color_scale; void main(void) { varying_tex = tex; varying_tex_region = tex_region; varying_color_scale = color_scale; mat4 projection_matrix = mat4( vec4(2.0 / viewport_size.x, 0, 0, 0), vec4(0, 2.0 / viewport_size.y, 0, 0), vec4(0, 0, 1, 0), vec4(-1, -1, 0, 1) ); gl_Position = projection_matrix * vec4(vertex, 0, 1); } ` shaderStrFragment = ` #if defined(GL_ES) precision mediump float; #else #define lowp #define mediump #define highp #endif {{Definitions}} uniform sampler2D texture; uniform mat4 color_matrix_body; uniform vec4 color_matrix_translation; uniform highp vec2 source_size; #if defined(FILTER_SCREEN) uniform highp float scale; #endif varying highp vec2 varying_tex; varying highp vec4 varying_tex_region; varying highp vec4 varying_color_scale; // adjustTexel adjusts the two texels and returns the adjusted second texel. // When p1 - p0 is exactly equal to the texel size, jaggy can happen on macOS (#669). // In order to avoid this jaggy, subtract a little bit from the second texel. highp vec2 adjustTexel(highp vec2 p0, highp vec2 p1) { highp vec2 texel_size = 1.0 / source_size; if (fract((p1.x-p0.x)*source_size.x) == 0.0) { p1.x -= texel_size.x / 512.0; } if (fract((p1.y-p0.y)*source_size.y) == 0.0) { p1.y -= texel_size.y / 512.0; } return p1; } void main(void) { highp vec2 pos = varying_tex; highp vec2 texel_size = 1.0 / source_size; #if defined(FILTER_NEAREST) vec4 color = texture2D(texture, pos); if (pos.x < varying_tex_region[0] || pos.y < varying_tex_region[1] || (varying_tex_region[2] - texel_size.x / 512.0) <= pos.x || (varying_tex_region[3] - texel_size.y / 512.0) <= pos.y) { color = vec4(0, 0, 0, 0); } #endif #if defined(FILTER_LINEAR) highp vec2 p0 = pos - texel_size / 2.0; highp vec2 p1 = pos + texel_size / 2.0; p1 = adjustTexel(p0, p1); vec4 c0 = texture2D(texture, p0); vec4 c1 = texture2D(texture, vec2(p1.x, p0.y)); vec4 c2 = texture2D(texture, vec2(p0.x, p1.y)); vec4 c3 = texture2D(texture, p1); if (p0.x < varying_tex_region[0]) { c0 = vec4(0, 0, 0, 0); c2 = vec4(0, 0, 0, 0); } if (p0.y < varying_tex_region[1]) { c0 = vec4(0, 0, 0, 0); c1 = vec4(0, 0, 0, 0); } if ((varying_tex_region[2] - texel_size.x / 512.0) <= p1.x) { c1 = vec4(0, 0, 0, 0); c3 = vec4(0, 0, 0, 0); } if ((varying_tex_region[3] - texel_size.y / 512.0) <= p1.y) { c2 = vec4(0, 0, 0, 0); c3 = vec4(0, 0, 0, 0); } vec2 rate = fract(p0 * source_size); vec4 color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y); #endif #if defined(FILTER_SCREEN) highp vec2 p0 = pos - texel_size / 2.0 / scale; highp vec2 p1 = pos + texel_size / 2.0 / scale; p1 = adjustTexel(p0, p1); vec4 c0 = texture2D(texture, p0); vec4 c1 = texture2D(texture, vec2(p1.x, p0.y)); vec4 c2 = texture2D(texture, vec2(p0.x, p1.y)); vec4 c3 = texture2D(texture, p1); // Texels must be in the source rect, so it is not necessary to check that like linear filter. vec2 rateCenter = vec2(1.0, 1.0) - texel_size / 2.0 / scale; vec2 rate = clamp(((fract(p0 * source_size) - rateCenter) * scale) + rateCenter, 0.0, 1.0); vec4 color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y); #endif // Un-premultiply alpha if (0.0 < color.a) { color.rgb /= color.a; } // Apply the color matrix or scale. color = (color_matrix_body * color) + color_matrix_translation; color *= varying_color_scale; color = clamp(color, 0.0, 1.0); // Premultiply alpha color.rgb *= color.a; gl_FragColor = color; } ` )