// 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 import ( "strings" ) type shaderID int const ( shaderVertexModelview shaderID = iota shaderFragmentNearest shaderFragmentLinear shaderFragmentScreen ) func shader(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 mat4 projection_matrix; attribute vec2 vertex; attribute vec4 tex_coord; attribute vec4 color_body0; attribute vec4 color_body1; attribute vec4 color_body2; attribute vec4 color_body3; attribute vec4 color_translate; varying vec2 varying_tex_coord; varying vec2 varying_tex_coord_min; varying vec2 varying_tex_coord_max; varying mat4 varying_color_body; varying vec4 varying_color_translate; 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])); gl_Position = projection_matrix * vec4(vertex, 0, 1); varying_color_body = mat4(color_body0, color_body1, color_body2, color_body3); varying_color_translate = color_translate; } ` shaderStrFragment = ` #if defined(GL_ES) precision mediump float; #else #define lowp #define mediump #define highp #endif {{Definitions}} uniform sampler2D texture; uniform highp vec2 source_size; #if defined(FILTER_SCREEN) uniform highp float scale; #endif varying highp vec2 varying_tex_coord; varying highp vec2 varying_tex_coord_min; varying highp vec2 varying_tex_coord_max; varying highp mat4 varying_color_body; varying highp vec4 varying_color_translate; void main(void) { highp vec2 pos = varying_tex_coord; highp vec2 texel_size = 1.0 / source_size; #if defined(FILTER_NEAREST) vec4 color = texture2D(texture, pos); if (pos.x < varying_tex_coord_min.x || pos.y < varying_tex_coord_min.y || (varying_tex_coord_max.x - texel_size.x / 512.0) <= pos.x || (varying_tex_coord_max.y - 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; 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_coord_min.x) { c0 = vec4(0, 0, 0, 0); c2 = vec4(0, 0, 0, 0); } if (p0.y < varying_tex_coord_min.y) { c0 = vec4(0, 0, 0, 0); c1 = vec4(0, 0, 0, 0); } if ((varying_tex_coord_max.x - texel_size.x / 512.0) <= p1.x) { c1 = vec4(0, 0, 0, 0); c3 = vec4(0, 0, 0, 0); } if ((varying_tex_coord_max.y - 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; 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 color = (varying_color_body * color) + varying_color_translate; color = clamp(color, 0.0, 1.0); // Premultiply alpha color.rgb *= color.a; gl_FragColor = color; } ` )