// Copyright 2020 The Ebiten Authors // // 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. // +build example jsgo package main import ( "log" "github.com/hajimehoshi/ebiten" ) const ( screenWidth = 640 screenHeight = 480 ) const shaderSrc = `package main // Internal_ViewportSize is a predefined uniform variable. // TODO: Hide this and create a function for the projection matrix? func Vertex(position vec2, texCoord vec2, color vec4) vec4 { return mat4( 2.0/Internal_ViewportSize.x, 0, 0, 0, 0, 2.0/Internal_ViewportSize.y, 0, 0, 0, 0, 1, 0, -1, -1, 0, 1, ) * vec4(position, 0, 1) } func Fragment(position vec4) vec4 { return vec4(position.x/Internal_ViewportSize.x, position.y/Internal_ViewportSize.y, 0, 1) }` type Game struct { shader *ebiten.Shader } func (g *Game) Update(screen *ebiten.Image) error { if g.shader == nil { var err error g.shader, err = ebiten.NewShader([]byte(shaderSrc)) if err != nil { return err } } return nil } func (g *Game) Draw(screen *ebiten.Image) { w, h := screen.Size() vs := []ebiten.Vertex{ { DstX: 0, DstY: 0, }, { DstX: float32(w), DstY: 0, }, { DstX: 0, DstY: float32(h), }, { DstX: float32(w), DstY: float32(h), }, } is := []uint16{0, 1, 2, 1, 2, 3} screen.DrawTrianglesWithShader(vs, is, g.shader, nil) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { ebiten.SetWindowSize(screenWidth, screenHeight) ebiten.SetWindowTitle("Shader (Ebiten Demo)") if err := ebiten.RunGame(&Game{}); err != nil { log.Fatal(err) } }