mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
162 lines
4.5 KiB
Go
162 lines
4.5 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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)
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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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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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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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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 and varying_tex_coord_max mean endmost texel values
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// in the source rect. As varying_tex_coord is adjusted with minHighpValue
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// in vertices.go, re-adjust them so that exact endmost texel values.
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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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}
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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 mat4 color_matrix;
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uniform vec4 color_matrix_translation;
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#if defined(FILTER_LINEAR)
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uniform highp vec2 source_size;
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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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highp vec2 roundTexel(highp vec2 p) {
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// highp (relative) precision is 2^(-16) in the spec.
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// The minimum value for a denominator is half of 65536.
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highp float factor = 1.0 / 32768.0;
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p.x -= mod(p.x + factor * 0.5, factor) - factor * 0.5;
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p.y -= mod(p.y + factor * 0.5, factor) - factor * 0.5;
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return p;
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}
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void main(void) {
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highp vec2 pos = varying_tex_coord;
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// Adjust texels to be slightly inside the source rect. Without this
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// adjustment, texels can be exactly as same values as the (lower and left) edges'
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// positions and it could happen that outside of the source is rendered. (#491)
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// 1.0 / 4096.0 is an arbitrary number that doesn't cause problems on MacBook Pro.
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pos.x = min(varying_tex_coord_max.x - 1.0 / 4096.0, pos.x);
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pos.y = min(varying_tex_coord_max.y - 1.0 / 4096.0, pos.y);
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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 <= pos.x ||
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varying_tex_coord_max.y <= 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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pos = roundTexel(pos);
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highp vec2 texel_size = 1.0 / source_size;
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pos -= texel_size * 0.5;
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highp vec2 p0 = pos;
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highp vec2 p1 = pos + texel_size;
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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 <= 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 <= 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(pos * 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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// 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 = (color_matrix * color) + color_matrix_translation;
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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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