mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 06:57:27 +01:00
284 lines
8.0 KiB
Go
284 lines
8.0 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 opengl
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import (
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"fmt"
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"regexp"
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"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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// glslReservedKeywords is a set of reserved keywords that cannot be used as an indentifier on some environments.
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// See https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf.
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var glslReservedKeywords = map[string]struct{}{
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"common": {}, "partition": {}, "active": {},
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"asm": {},
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"class": {}, "union": {}, "enum": {}, "typedef": {}, "template": {}, "this": {},
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"resource": {},
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"goto": {},
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"inline": {}, "noinline": {}, "public": {}, "static": {}, "extern": {}, "external": {}, "interface": {},
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"long": {}, "short": {}, "half": {}, "fixed": {}, "unsigned": {}, "superp": {},
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"input": {}, "output": {},
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"hvec2": {}, "hvec3": {}, "hvec4": {}, "fvec2": {}, "fvec3": {}, "fvec4": {},
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"filter": {},
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"sizeof": {}, "cast": {},
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"namespace": {}, "using": {},
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"sampler3DRect": {},
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}
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var glslIdentifier = regexp.MustCompile(`[_a-zA-Z][_a-zA-Z0-9]*`)
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func checkGLSL(src string) {
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for _, l := range strings.Split(src, "\n") {
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if strings.Contains(l, "//") {
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l = l[:strings.Index(l, "//")]
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}
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for _, token := range glslIdentifier.FindAllString(l, -1) {
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if _, ok := glslReservedKeywords[token]; ok {
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panic(fmt.Sprintf("opengl: %q is a reserved keyword", token))
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}
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}
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}
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}
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func vertexShaderStr() string {
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src := shaderStrVertex
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checkGLSL(src)
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return src
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}
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func fragmentShaderStr(useColorM bool, filter graphicsdriver.Filter, address graphicsdriver.Address) string {
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replaces := map[string]string{
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"{{.AddressClampToZero}}": fmt.Sprintf("%d", graphicsdriver.AddressClampToZero),
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"{{.AddressRepeat}}": fmt.Sprintf("%d", graphicsdriver.AddressRepeat),
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"{{.AddressUnsafe}}": fmt.Sprintf("%d", graphicsdriver.AddressUnsafe),
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}
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src := shaderStrFragment
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for k, v := range replaces {
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src = strings.Replace(src, k, v, -1)
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}
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var defs []string
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if useColorM {
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defs = append(defs, "#define USE_COLOR_MATRIX")
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}
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switch filter {
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case graphicsdriver.FilterNearest:
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defs = append(defs, "#define FILTER_NEAREST")
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case graphicsdriver.FilterLinear:
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defs = append(defs, "#define FILTER_LINEAR")
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case graphicsdriver.FilterScreen:
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defs = append(defs, "#define FILTER_SCREEN")
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default:
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panic(fmt.Sprintf("opengl: invalid filter: %d", filter))
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}
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switch address {
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case graphicsdriver.AddressClampToZero:
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defs = append(defs, "#define ADDRESS_CLAMP_TO_ZERO")
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case graphicsdriver.AddressRepeat:
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defs = append(defs, "#define ADDRESS_REPEAT")
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case graphicsdriver.AddressUnsafe:
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defs = append(defs, "#define ADDRESS_UNSAFE")
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default:
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panic(fmt.Sprintf("opengl: invalid address: %d", address))
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}
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src = strings.Replace(src, "{{.Definitions}}", strings.Join(defs, "\n"), -1)
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checkGLSL(src)
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return src
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}
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const (
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shaderStrVertex = `
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uniform vec2 viewport_size;
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attribute vec2 A0;
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attribute vec2 A1;
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attribute vec4 A2;
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varying vec2 varying_tex;
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varying vec4 varying_color_scale;
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void main(void) {
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varying_tex = A1;
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// Fragment shader wants premultiplied alpha.
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varying_color_scale = vec4(A2.rgb, 1) * A2.a;
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mat4 projection_matrix = mat4(
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vec4(2.0 / viewport_size.x, 0, 0, 0),
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vec4(0, 2.0 / viewport_size.y, 0, 0),
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vec4(0, 0, 1, 0),
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vec4(-1, -1, 0, 1)
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);
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gl_Position = projection_matrix * vec4(A0, 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 T0;
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uniform vec4 source_region;
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#if defined(USE_COLOR_MATRIX)
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uniform mat4 color_matrix_body;
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uniform vec4 color_matrix_translation;
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#endif
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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;
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varying highp vec4 varying_color_scale;
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highp vec2 adjustTexelByAddress(highp vec2 p, highp vec4 source_region) {
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#if defined(ADDRESS_CLAMP_TO_ZERO)
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return p;
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#endif
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#if defined(ADDRESS_REPEAT)
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highp vec2 o = vec2(source_region[0], source_region[1]);
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highp vec2 size = vec2(source_region[2] - source_region[0], source_region[3] - source_region[1]);
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return vec2(mod((p.x - o.x), size.x) + o.x, mod((p.y - o.y), size.y) + o.y);
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#endif
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#if defined(ADDRESS_UNSAFE)
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return p;
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#endif
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}
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void main(void) {
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highp vec2 pos = varying_tex;
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#if defined(FILTER_NEAREST)
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vec4 color;
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# if defined(ADDRESS_UNSAFE)
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color = texture2D(T0, pos);
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# else
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pos = adjustTexelByAddress(pos, source_region);
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if (source_region[0] <= pos.x &&
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source_region[1] <= pos.y &&
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pos.x < source_region[2] &&
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pos.y < source_region[3]) {
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color = texture2D(T0, pos);
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} else {
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color = vec4(0, 0, 0, 0);
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}
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# endif // defined(ADDRESS_UNSAFE)
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#endif // defined(FILTER_NEAREST)
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#if defined(FILTER_LINEAR)
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vec4 color;
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highp vec2 texel_size = 1.0 / source_size;
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// Shift 1/512 [texel] to avoid the tie-breaking issue.
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// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
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highp vec2 p0 = pos - (texel_size) / 2.0 + (texel_size / 512.0);
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highp vec2 p1 = pos + (texel_size) / 2.0 + (texel_size / 512.0);
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# if !defined(ADDRESS_UNSAFE)
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p0 = adjustTexelByAddress(p0, source_region);
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p1 = adjustTexelByAddress(p1, source_region);
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# endif // defined(ADDRESS_UNSAFE)
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vec4 c0 = texture2D(T0, p0);
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vec4 c1 = texture2D(T0, vec2(p1.x, p0.y));
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vec4 c2 = texture2D(T0, vec2(p0.x, p1.y));
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vec4 c3 = texture2D(T0, p1);
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# if !defined(ADDRESS_UNSAFE)
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if (p0.x < source_region[0]) {
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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 < source_region[1]) {
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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 (source_region[2] <= 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 (source_region[3] <= 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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# endif // defined(ADDRESS_UNSAFE)
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vec2 rate = fract(p0 * source_size);
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color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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#endif // defined(FILTER_LINEAR)
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#if defined(FILTER_SCREEN)
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highp vec2 texel_size = 1.0 / source_size;
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highp vec2 half_scaled_texel_size = texel_size / 2.0 / scale;
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highp vec2 p0 = pos - half_scaled_texel_size + (texel_size / 512.0);
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highp vec2 p1 = pos + half_scaled_texel_size + (texel_size / 512.0);
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vec4 c0 = texture2D(T0, p0);
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vec4 c1 = texture2D(T0, vec2(p1.x, p0.y));
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vec4 c2 = texture2D(T0, vec2(p0.x, p1.y));
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vec4 c3 = texture2D(T0, 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 rate_center = vec2(1.0, 1.0) - half_scaled_texel_size;
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vec2 rate = clamp(((fract(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0);
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gl_FragColor = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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// Assume that a color matrix and color vector values are not used with FILTER_SCREEN.
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#else
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# if defined(USE_COLOR_MATRIX)
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// Un-premultiply alpha.
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// When the alpha is 0, 1.0 - sign(alpha) is 1.0, which means division does nothing.
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color.rgb /= color.a + (1.0 - sign(color.a));
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// Apply the color matrix or scale.
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color = (color_matrix_body * color) + color_matrix_translation;
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// Premultiply alpha
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color.rgb *= color.a;
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// Apply color scale.
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color *= varying_color_scale;
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// Clamp the output.
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color.rgb = min(color.rgb, color.a);
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# else
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// Apply color scale.
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color *= varying_color_scale;
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// No clamping needed as the color matrix shader is used then.
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# endif // defined(USE_COLOR_MATRIX)
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gl_FragColor = color;
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#endif // defined(FILTER_SCREEN)
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}
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`
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)
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