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https://github.com/hajimehoshi/ebiten.git
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1c14ba8eeb
Updates #1431
47 lines
1.4 KiB
Go
47 lines
1.4 KiB
Go
// Copyright 2020 The Ebiten Authors
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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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//go:build ignore
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package main
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var Time float
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var Cursor vec2
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var ScreenSize vec2
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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srcOrigin, srcSize := imageSrcRegionOnTexture()
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pos := (texCoord - srcOrigin) / srcSize
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pos *= ScreenSize
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border := ScreenSize.y*0.6 + 4*cos(Time*3+pos.y/10)
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if pos.y < border {
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return imageSrc2UnsafeAt(texCoord)
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}
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// Convert a pixel to a texel by dividing by the texture size.
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// TODO: This is confusing. Add a function to treat pixels (#1431).
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srcTexSize := imageSrcTextureSize()
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xoffset := (4 / srcTexSize.x) * cos(Time*3+pos.y/10)
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yoffset := (20 / srcTexSize.y) * (1.0 + cos(Time*3+pos.y/40))
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bordertex := border / srcTexSize.y
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clr := imageSrc2At(vec2(
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texCoord.x+xoffset,
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-(texCoord.y+yoffset-srcOrigin.y)+bordertex*2+srcOrigin.y,
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)).rgb
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overlay := vec3(0.5, 1, 1)
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return vec4(mix(clr, overlay, 0.25), 1)
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}
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