ebiten/internal/graphics/shader.go
2017-12-06 21:40:24 +09:00

126 lines
3.4 KiB
Go

// 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
type shaderId int
const (
shaderVertexModelview shaderId = iota
shaderFragmentTexture
)
func shader(id shaderId) string {
return shaders[id]
}
var shaders = map[shaderId]string{
shaderVertexModelview: `
uniform mat4 projection_matrix;
attribute vec2 vertex;
attribute vec4 tex_coord;
attribute vec4 geo_matrix_body;
attribute vec2 geo_matrix_translation;
varying vec2 varying_tex_coord;
varying vec2 varying_tex_coord_min;
varying vec2 varying_tex_coord_max;
void main(void) {
varying_tex_coord = vec2(tex_coord[0], tex_coord[1]);
varying_tex_coord_min =
vec2(min(tex_coord[0], tex_coord[2]), min(tex_coord[1], tex_coord[3]));
varying_tex_coord_max =
vec2(max(tex_coord[0], tex_coord[2]), max(tex_coord[1], tex_coord[3]));
mat4 geo_matrix = mat4(
vec4(geo_matrix_body[0], geo_matrix_body[2], 0, 0),
vec4(geo_matrix_body[1], geo_matrix_body[3], 0, 0),
vec4(0, 0, 1, 0),
vec4(geo_matrix_translation, 0, 1)
);
gl_Position = projection_matrix * geo_matrix * vec4(vertex, 0, 1);
}
`,
shaderFragmentTexture: `
#if defined(GL_ES)
precision mediump float;
#else
#define lowp
#define mediump
#define highp
#endif
uniform sampler2D texture;
uniform mat4 color_matrix;
uniform vec4 color_matrix_translation;
uniform int filter_type;
uniform int source_width;
uniform int source_height;
varying vec2 varying_tex_coord;
varying vec2 varying_tex_coord_min;
varying vec2 varying_tex_coord_max;
vec2 texel_size = vec2(1.0 / float(source_width), 1.0 / float(source_height));
vec2 roundTexel(vec2 p) {
float unit = 256.0;
float x = floor(p.x * float(source_width) * unit + 0.5) / float(source_width) / unit;
float y = floor(p.y * float(source_height) * unit + 0.5) / float(source_height) / unit;
return vec2(x, y);
}
vec4 getColorAt(vec2 pos) {
if (pos.x < varying_tex_coord_min.x ||
pos.y < varying_tex_coord_min.y ||
varying_tex_coord_max.x <= pos.x ||
varying_tex_coord_max.y <= pos.y) {
return vec4(0, 0, 0, 0);
}
return texture2D(texture, pos);
}
void main(void) {
vec4 color = vec4(0, 0, 0, 0);
vec2 pos = roundTexel(varying_tex_coord);
if (filter_type == 1) {
// Nearest neighbor
color = getColorAt(pos);
} else if (filter_type == 2) {
// Bi-linear
pos -= texel_size * 0.5;
vec4 c0 = getColorAt(pos);
vec4 c1 = getColorAt(pos + vec2(texel_size.x, 0));
vec4 c2 = getColorAt(pos + vec2(0, texel_size.y));
vec4 c3 = getColorAt(pos + texel_size);
float rateX = fract(pos.x * float(source_width));
float rateY = fract(pos.y * float(source_height));
color = mix(mix(c0, c1, rateX), mix(c2, c3, rateX), rateY);
}
// 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;
}
`,
}