gg/shader.go

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package gg
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import (
"github.com/hajimehoshi/ebiten/v2"
//"fmt"
)
type Shader = ebiten.Shader
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type ShaderOptions struct {
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Shader *Shader
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Uniforms map[string] any
Images [4]*Image
}
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var (
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// The shader is for example only.
SolidWhiteColorShader = MustNewShader([]byte(`
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package main
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var Random float
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
//ts := imageSrcTextureSize()
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//_, size := imageSrcRegionOnTexture()
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/*return vec4(
position.y/size.y,
position.y/size.y,
position.y/size.y,
position.y/size.y,
)*/
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/*py := int(position.y / size.y) % 5
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px := int(position.x / size.x) % 5
if py >= 1 && px >= 1 {
return vec4(
1,
0,
0,
1,
)
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}*/
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/*ret := vec4(
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0,
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sin(position.x),
sin(position.y),
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1,
)
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return imageSrc0UnsafeAt(texCoord) * (ret)*/
return imageSrc0UnsafeAt(texCoord) *
vec4(1, 1, Random, Random)
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}
`))
)
func MustNewShader(src []byte) (*Shader) {
shader, err := NewShader(src)
if err != nil {
panic(err)
}
return shader
}
func NewShader(src []byte) (*Shader, error) {
return ebiten.NewShader(src)
}