gg/shader.go
2023-10-23 15:47:27 +03:00

69 lines
1.1 KiB
Go

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