// 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 graphics type shaderId int const ( shaderVertexModelview shaderId = iota shaderFragmentTexture ) func shader(id shaderId) string { return shaders[id] } var shaders = map[shaderId]string{ shaderVertexModelview: ` uniform mat4 projection_matrix; attribute vec2 vertex; attribute vec4 tex_coord; attribute vec4 geo_matrix_body; attribute vec2 geo_matrix_translation; varying vec2 varying_tex_coord; varying vec2 varying_tex_coord_min; varying vec2 varying_tex_coord_max; void main(void) { varying_tex_coord = vec2(tex_coord[0], tex_coord[1]); varying_tex_coord_min = vec2(min(tex_coord[0], tex_coord[2]), min(tex_coord[1], tex_coord[3])); varying_tex_coord_max = vec2(max(tex_coord[0], tex_coord[2]), max(tex_coord[1], tex_coord[3])); mat4 geo_matrix = mat4( vec4(geo_matrix_body[0], geo_matrix_body[2], 0, 0), vec4(geo_matrix_body[1], geo_matrix_body[3], 0, 0), vec4(0, 0, 1, 0), vec4(geo_matrix_translation, 0, 1) ); gl_Position = projection_matrix * geo_matrix * vec4(vertex, 0, 1); } `, shaderFragmentTexture: ` #if defined(GL_ES) precision mediump float; #else #define lowp #define mediump #define highp #endif uniform sampler2D texture; uniform mat4 color_matrix; uniform vec4 color_matrix_translation; uniform int filter_type; uniform vec2 source_size; varying vec2 varying_tex_coord; varying vec2 varying_tex_coord_min; varying vec2 varying_tex_coord_max; vec2 roundTexel(vec2 p) { vec2 factor = 1.0 / (source_size * 256.0); if (factor.x > 0.0) { p.x -= mod(p.x + factor.x * 0.5, factor.x) - factor.x * 0.5; } if (factor.y > 0.0) { p.y -= mod(p.y + factor.y * 0.5, factor.y) - factor.y * 0.5; } return p; } vec4 getColorAt(vec2 pos) { if (pos.x < varying_tex_coord_min.x || pos.y < varying_tex_coord_min.y || varying_tex_coord_max.x <= pos.x || varying_tex_coord_max.y <= pos.y) { return vec4(0, 0, 0, 0); } return texture2D(texture, pos); } void main(void) { vec4 color = vec4(0, 0, 0, 0); vec2 pos = roundTexel(varying_tex_coord); if (filter_type == 1) { // Nearest neighbor color = getColorAt(pos); } else if (filter_type == 2) { // Bi-linear vec2 texel_size = 1.0 / source_size; pos -= texel_size * 0.5; vec4 c0 = getColorAt(pos); vec4 c1 = getColorAt(pos + vec2(texel_size.x, 0)); vec4 c2 = getColorAt(pos + vec2(0, texel_size.y)); vec4 c3 = getColorAt(pos + texel_size); float rateX = fract(pos.x * source_size.x); float rateY = fract(pos.y * source_size.y); color = mix(mix(c0, c1, rateX), mix(c2, c3, rateX), rateY); } // Un-premultiply alpha if (0.0 < color.a) { color.rgb /= color.a; } // Apply the color matrix color = (color_matrix * color) + color_matrix_translation; color = clamp(color, 0.0, 1.0); // Premultiply alpha color.rgb *= color.a; gl_FragColor = color; } `, }