mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
93 lines
2.5 KiB
Go
93 lines
2.5 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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type shaderId int
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const (
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shaderVertexModelview shaderId = iota
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shaderFragmentTexture
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)
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func shader(id shaderId) string {
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return shaders[id]
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}
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var shaders = map[shaderId]string{
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shaderVertexModelview: `
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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 geo_matrix_body;
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attribute vec2 geo_matrix_translation;
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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 =
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vec2(min(tex_coord[0], tex_coord[2]), min(tex_coord[1], tex_coord[3]));
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varying_tex_coord_max =
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vec2(max(tex_coord[0], tex_coord[2]), max(tex_coord[1], tex_coord[3]));
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mat4 geo_matrix = mat4(
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vec4(geo_matrix_body[0], geo_matrix_body[2], 0, 0),
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vec4(geo_matrix_body[1], geo_matrix_body[3], 0, 0),
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vec4(0, 0, 1, 0),
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vec4(geo_matrix_translation, 0, 1)
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);
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gl_Position = projection_matrix * geo_matrix * vec4(vertex, 0, 1);
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}
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`,
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shaderFragmentTexture: `
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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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uniform sampler2D texture;
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uniform mat4 color_matrix;
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uniform vec4 color_matrix_translation;
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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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vec4 color = vec4(0, 0, 0, 0);
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if (varying_tex_coord_min.x <= varying_tex_coord.x &&
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varying_tex_coord_min.y <= varying_tex_coord.y &&
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varying_tex_coord.x < varying_tex_coord_max.x &&
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varying_tex_coord.y < varying_tex_coord_max.y) {
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color = texture2D(texture, varying_tex_coord);
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}
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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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