// 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" "github.com/hajimehoshi/ebiten/internal/graphics/opengl" ) type shaderId int const ( shaderVertexModelview shaderId = iota shaderFragmentTexture ) func shader(c *opengl.Context, id shaderId) string { str := shaders[id] if !c.GlslHighpSupported() { str = strings.Replace(str, "highp ", "", -1) str = strings.Replace(str, "lowp ", "", -1) } return str } var shaders = map[shaderId]string{ shaderVertexModelview: ` uniform highp mat4 projection_matrix; uniform highp mat4 modelview_matrix; // TODO: Remove this attribute highp vec2 vertex; attribute highp vec2 tex_coord; attribute highp vec4 geo_matrix; attribute highp vec2 geo_matrix_translation; varying highp vec2 vertex_out_tex_coord; void main(void) { vertex_out_tex_coord = tex_coord; mat4 x = modelview_matrix; // temporary hack not to omit modelview_matrix mat4 geom = mat4( vec4(geo_matrix[0], geo_matrix[2], 0, 0), vec4(geo_matrix[1], geo_matrix[3], 0, 0), vec4(0, 0, 1, 0), vec4(geo_matrix_translation, 0, 1) ); gl_Position = projection_matrix * geom * vec4(vertex, 0, 1); } `, shaderFragmentTexture: ` uniform lowp sampler2D texture; uniform lowp mat4 color_matrix; uniform lowp vec4 color_matrix_translation; varying highp vec2 vertex_out_tex_coord; void main(void) { lowp vec4 color = texture2D(texture, vertex_out_tex_coord); // 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; } `, }