mirror of
https://github.com/hajimehoshi/ebiten.git
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5a9235aaf9
Fixes #531
169 lines
4.7 KiB
Go
169 lines
4.7 KiB
Go
// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package graphics
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import (
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"strings"
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)
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type shaderID int
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const (
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shaderVertexModelview shaderID = iota
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shaderFragmentNearest
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shaderFragmentLinear
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shaderFragmentScreen
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)
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func shader(id shaderID) string {
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if id == shaderVertexModelview {
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return shaderStrVertex
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}
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defs := []string{}
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switch id {
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case shaderFragmentNearest:
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defs = append(defs, "#define FILTER_NEAREST")
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case shaderFragmentLinear:
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defs = append(defs, "#define FILTER_LINEAR")
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case shaderFragmentScreen:
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defs = append(defs, "#define FILTER_SCREEN")
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default:
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panic("not reached")
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}
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return strings.Replace(shaderStrFragment, "{{Definitions}}", strings.Join(defs, "\n"), -1)
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}
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const (
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shaderStrVertex = `
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uniform mat4 projection_matrix;
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attribute vec2 vertex;
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attribute vec4 tex_coord;
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attribute vec4 color_body0;
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attribute vec4 color_body1;
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attribute vec4 color_body2;
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attribute vec4 color_body3;
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attribute vec4 color_translate;
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varying vec2 varying_tex_coord;
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varying vec2 varying_tex_coord_min;
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varying vec2 varying_tex_coord_max;
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varying mat4 varying_color_body;
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varying vec4 varying_color_translate;
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void main(void) {
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varying_tex_coord = vec2(tex_coord[0], tex_coord[1]);
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varying_tex_coord_min = vec2(min(tex_coord[0], tex_coord[2]), min(tex_coord[1], tex_coord[3]));
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varying_tex_coord_max = vec2(max(tex_coord[0], tex_coord[2]), max(tex_coord[1], tex_coord[3]));
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gl_Position = projection_matrix * vec4(vertex, 0, 1);
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varying_color_body = mat4(color_body0, color_body1, color_body2, color_body3);
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varying_color_translate = color_translate;
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}
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`
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shaderStrFragment = `
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#if defined(GL_ES)
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precision mediump float;
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#else
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#define lowp
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#define mediump
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#define highp
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#endif
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{{Definitions}}
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uniform sampler2D texture;
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uniform highp vec2 source_size;
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#if defined(FILTER_SCREEN)
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uniform highp float scale;
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#endif
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varying highp vec2 varying_tex_coord;
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varying highp vec2 varying_tex_coord_min;
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varying highp vec2 varying_tex_coord_max;
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varying highp mat4 varying_color_body;
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varying highp vec4 varying_color_translate;
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void main(void) {
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highp vec2 pos = varying_tex_coord;
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highp vec2 texel_size = 1.0 / source_size;
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#if defined(FILTER_NEAREST)
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vec4 color = texture2D(texture, pos);
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if (pos.x < varying_tex_coord_min.x ||
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pos.y < varying_tex_coord_min.y ||
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(varying_tex_coord_max.x - texel_size.x / 512.0) <= pos.x ||
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(varying_tex_coord_max.y - texel_size.y / 512.0) <= pos.y) {
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color = vec4(0, 0, 0, 0);
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}
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#endif
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#if defined(FILTER_LINEAR)
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highp vec2 p0 = pos - texel_size / 2.0;
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highp vec2 p1 = pos + texel_size / 2.0;
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vec4 c0 = texture2D(texture, p0);
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vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
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vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));
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vec4 c3 = texture2D(texture, p1);
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if (p0.x < varying_tex_coord_min.x) {
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c0 = vec4(0, 0, 0, 0);
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c2 = vec4(0, 0, 0, 0);
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}
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if (p0.y < varying_tex_coord_min.y) {
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c0 = vec4(0, 0, 0, 0);
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c1 = vec4(0, 0, 0, 0);
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}
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if ((varying_tex_coord_max.x - texel_size.x / 512.0) <= p1.x) {
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c1 = vec4(0, 0, 0, 0);
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c3 = vec4(0, 0, 0, 0);
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}
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if ((varying_tex_coord_max.y - texel_size.y / 512.0) <= p1.y) {
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c2 = vec4(0, 0, 0, 0);
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c3 = vec4(0, 0, 0, 0);
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}
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vec2 rate = fract(p0 * source_size);
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vec4 color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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#endif
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#if defined(FILTER_SCREEN)
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highp vec2 p0 = pos - texel_size / 2.0 / scale;
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highp vec2 p1 = pos + texel_size / 2.0 / scale;
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vec4 c0 = texture2D(texture, p0);
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vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
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vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));
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vec4 c3 = texture2D(texture, p1);
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// Texels must be in the source rect, so it is not necessary to check that like linear filter.
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vec2 rateCenter = vec2(1.0, 1.0) - texel_size / 2.0 / scale;
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vec2 rate = clamp(((fract(p0 * source_size) - rateCenter) * scale) + rateCenter, 0.0, 1.0);
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vec4 color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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#endif
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// Un-premultiply alpha
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if (0.0 < color.a) {
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color.rgb /= color.a;
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}
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// Apply the color matrix
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color = (varying_color_body * color) + varying_color_translate;
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color = clamp(color, 0.0, 1.0);
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// Premultiply alpha
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color.rgb *= color.a;
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gl_FragColor = color;
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}
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`
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)
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