implemented custom fragment shader support
This commit is contained in:
parent
87980dd647
commit
55d3a6ab00
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@ -0,0 +1,102 @@
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package pixelgl
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import "github.com/go-gl/mathgl/mgl32"
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// AttrType is the attribute's identifier
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type AttrType int
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// List of all possible attribute types.
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const (
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Int AttrType = iota
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Float
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Vec2
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Vec3
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Vec4
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Mat2
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Mat23
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Mat24
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Mat3
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Mat32
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Mat34
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Mat4
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Mat42
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Mat43
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Intp // pointers
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Floatp
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Vec2p
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Vec3p
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Vec4p
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Mat2p
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Mat23p
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Mat24p
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Mat3p
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Mat32p
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Mat34p
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Mat4p
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Mat42p
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Mat43p
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)
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// Returns the type identifier for any (supported) variable type
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func getAttrType(v interface{}) AttrType {
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switch v.(type) {
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case int32:
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return Int
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case float32:
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return Float
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case mgl32.Vec2:
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return Vec2
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case mgl32.Vec3:
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return Vec3
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case mgl32.Vec4:
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return Vec4
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case mgl32.Mat2:
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return Mat2
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case mgl32.Mat2x3:
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return Mat23
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case mgl32.Mat2x4:
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return Mat24
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case mgl32.Mat3:
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return Mat3
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case mgl32.Mat3x2:
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return Mat32
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case mgl32.Mat3x4:
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return Mat34
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case mgl32.Mat4:
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return Mat4
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case mgl32.Mat4x2:
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return Mat42
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case mgl32.Mat4x3:
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return Mat43
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case *mgl32.Vec2:
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return Vec2p
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case *mgl32.Vec3:
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return Vec3p
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case *mgl32.Vec4:
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return Vec4p
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case *mgl32.Mat2:
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return Mat2p
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case *mgl32.Mat2x3:
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return Mat23p
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case *mgl32.Mat2x4:
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return Mat24p
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case *mgl32.Mat3:
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return Mat3p
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case *mgl32.Mat3x2:
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return Mat32p
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case *mgl32.Mat3x4:
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return Mat34p
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case *mgl32.Mat4:
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return Mat4p
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case *mgl32.Mat4x2:
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return Mat42p
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case *mgl32.Mat4x3:
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return Mat43p
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case *int32:
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return Intp
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case *float32:
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return Floatp
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default:
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panic("invalid AttrType")
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}
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}
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@ -17,7 +17,7 @@ import (
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// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
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type Canvas struct {
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gf *GLFrame
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shader *glhf.Shader
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shader *GLShader
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cmp pixel.ComposeMethod
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mat mgl32.Mat3
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@ -37,32 +37,37 @@ func NewCanvas(bounds pixel.Rect) *Canvas {
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col: mgl32.Vec4{1, 1, 1, 1},
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}
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baseShader(c)
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c.SetBounds(bounds)
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var shader *glhf.Shader
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mainthread.Call(func() {
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var err error
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shader, err = glhf.NewShader(
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canvasVertexFormat,
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canvasUniformFormat,
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canvasVertexShader,
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canvasFragmentShader,
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
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}
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})
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c.shader = shader
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c.shader.update()
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return c
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}
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// BindUniform will add a uniform with any supported underlying variable
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// if the uniform already exists, including defaults, they will be reassigned
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// to the new value
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func (c *Canvas) BindUniform(Name string, Value interface{}) {
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c.shader.AddUniform(Name, Value)
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}
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// UpdateShader needs to be called after any changes to the underlying GLShader
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// are made (ie, BindUniform(), SetFragmentShader()...)
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func (c *Canvas) UpdateShader() {
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c.shader.update()
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}
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// SetFragmentShader allows you to define a new fragment shader on the underlying
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// GLShader. fs is the GLSL source, not a filename
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func (c *Canvas) SetFragmentShader(fs string) {
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c.shader.fs = fs
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}
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// MakeTriangles creates a specialized copy of the supplied Triangles that draws onto this Canvas.
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//
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// TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
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func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
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return &canvasTriangles{
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GLTriangles: NewGLTriangles(c.shader, t),
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GLTriangles: NewGLTriangles(c.shader.s, t),
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dst: c,
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}
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}
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@ -184,6 +189,25 @@ func setBlendFunc(cmp pixel.ComposeMethod) {
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}
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}
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// updates all uniform values for gl to consume
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func (c *Canvas) setUniforms(texbounds pixel.Rect) {
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mat := c.mat
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col := c.col
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c.shader.uniformDefaults.transform = mat
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c.shader.uniformDefaults.colormask = col
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dstBounds := c.Bounds()
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c.shader.uniformDefaults.bounds = mgl32.Vec4{
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float32(dstBounds.Min.X),
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float32(dstBounds.Min.Y),
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float32(dstBounds.W()),
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float32(dstBounds.H()),
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}
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for loc, u := range c.shader.uniforms {
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c.shader.s.SetUniformAttr(loc, u.Value)
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}
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}
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// Clear fills the whole Canvas with a single color.
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func (c *Canvas) Clear(color color.Color) {
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c.gf.Dirty()
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@ -279,29 +303,41 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
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// save the current state vars to avoid race condition
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cmp := ct.dst.cmp
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smt := ct.dst.smooth
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mat := ct.dst.mat
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col := ct.dst.col
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smt := ct.dst.smooth
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mainthread.CallNonBlock(func() {
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ct.dst.setGlhfBounds()
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setBlendFunc(cmp)
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frame := ct.dst.gf.Frame()
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shader := ct.dst.shader
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shader := ct.dst.shader.s
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frame.Begin()
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shader.Begin()
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ct.dst.shader.uniformDefaults.transform = mat
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ct.dst.shader.uniformDefaults.colormask = col
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dstBounds := ct.dst.Bounds()
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shader.SetUniformAttr(canvasBounds, mgl32.Vec4{
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ct.dst.shader.uniformDefaults.bounds = mgl32.Vec4{
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float32(dstBounds.Min.X),
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float32(dstBounds.Min.Y),
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float32(dstBounds.W()),
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float32(dstBounds.H()),
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})
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shader.SetUniformAttr(canvasTransform, mat)
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shader.SetUniformAttr(canvasColorMask, col)
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}
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bx, by, bw, bh := intBounds(bounds)
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ct.dst.shader.uniformDefaults.texbounds = mgl32.Vec4{
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float32(bx),
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float32(by),
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float32(bw),
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float32(bh),
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}
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for loc, u := range ct.dst.shader.uniforms {
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ct.dst.shader.s.SetUniformAttr(loc, u.Value)
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}
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if tex == nil {
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ct.vs.Begin()
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@ -310,14 +346,6 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
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} else {
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tex.Begin()
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bx, by, bw, bh := intBounds(bounds)
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shader.SetUniformAttr(canvasTexBounds, mgl32.Vec4{
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float32(bx),
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float32(by),
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float32(bw),
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float32(bh),
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})
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if tex.Smooth() != smt {
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tex.SetSmooth(smt)
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}
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canvasIntensity
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)
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var canvasVertexFormat = glhf.AttrFormat{
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var defaultCanvasVertexFormat = glhf.AttrFormat{
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canvasPosition: {Name: "position", Type: glhf.Vec2},
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canvasColor: {Name: "color", Type: glhf.Vec4},
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canvasTexCoords: {Name: "texCoords", Type: glhf.Vec2},
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canvasIntensity: {Name: "intensity", Type: glhf.Float},
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}
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const (
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canvasTransform int = iota
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canvasColorMask
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canvasBounds
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canvasTexBounds
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)
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var canvasUniformFormat = glhf.AttrFormat{
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canvasTransform: {Name: "transform", Type: glhf.Mat3},
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canvasColorMask: {Name: "colorMask", Type: glhf.Vec4},
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canvasBounds: {Name: "bounds", Type: glhf.Vec4},
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canvasTexBounds: {Name: "texBounds", Type: glhf.Vec4},
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}
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var canvasVertexShader = `
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#version 330 core
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in vec2 position;
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in vec4 color;
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in vec2 texCoords;
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in float intensity;
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out vec4 Color;
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out vec2 TexCoords;
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out float Intensity;
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uniform mat3 transform;
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uniform vec4 bounds;
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void main() {
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vec2 transPos = (transform * vec3(position, 1.0)).xy;
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vec2 normPos = (transPos - bounds.xy) / bounds.zw * 2 - vec2(1, 1);
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gl_Position = vec4(normPos, 0.0, 1.0);
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Color = color;
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TexCoords = texCoords;
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Intensity = intensity;
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}
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`
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var canvasFragmentShader = `
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#version 330 core
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in vec4 Color;
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in vec2 TexCoords;
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in float Intensity;
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out vec4 color;
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uniform vec4 colorMask;
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uniform vec4 texBounds;
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uniform sampler2D tex;
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void main() {
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if (Intensity == 0) {
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color = colorMask * Color;
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} else {
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color = vec4(0, 0, 0, 0);
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color += (1 - Intensity) * Color;
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vec2 t = (TexCoords - texBounds.xy) / texBounds.zw;
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color += Intensity * Color * texture(tex, t);
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color *= colorMask;
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}
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}
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`
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@ -0,0 +1,162 @@
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package pixelgl
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import (
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"github.com/faiface/glhf"
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"github.com/faiface/mainthread"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/pkg/errors"
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)
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// GLShader is a type to assist with managing a canvas's underlying
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// shader configuration. This allows for customization of shaders on
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// a per canvas basis.
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type (
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GLShader struct {
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s *glhf.Shader
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vf, uf glhf.AttrFormat
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vs, fs string
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uniforms []gsUniformAttr
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uniformDefaults struct {
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transform mgl32.Mat3
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colormask mgl32.Vec4
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bounds mgl32.Vec4
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texbounds mgl32.Vec4
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}
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}
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gsUniformAttr struct {
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Name string
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Type AttrType
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Value interface{}
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}
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)
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// reinitialize GLShader data and recompile the underlying gl shader object
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func (gs *GLShader) update() {
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gs.uf = nil
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for _, u := range gs.uniforms {
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gs.uf = append(gs.uf, glhf.Attr{
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Name: u.Name,
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Type: glhf.AttrType(u.Type),
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})
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}
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var shader *glhf.Shader
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mainthread.Call(func() {
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var err error
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shader, err = glhf.NewShader(
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gs.vf,
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gs.uf,
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gs.vs,
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gs.fs,
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)
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if err != nil {
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panic(errors.Wrap(err, "failed to create Canvas, there's a bug in the shader"))
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}
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})
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gs.s = shader
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}
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// gets the uniform index from GLShader
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func (gs *GLShader) getUniform(Name string) int {
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for i, u := range gs.uniforms {
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if u.Name == Name {
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return i
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}
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}
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return -1
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}
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// AddUniform appends a custom uniform name and value to the shader
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//
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// To add a time uniform for example:
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//
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// utime := float32(time.Since(starttime)).Seconds())
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// mycanvas.shader.AddUniform("u_time", &utime)
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//
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func (gs *GLShader) AddUniform(Name string, Value interface{}) {
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Type := getAttrType(Value)
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if loc := gs.getUniform(Name); loc > -1 {
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gs.uniforms[loc].Name = Name
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gs.uniforms[loc].Type = Type
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gs.uniforms[loc].Value = Value
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return
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}
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gs.uniforms = append(gs.uniforms, gsUniformAttr{
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Name: Name,
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Type: Type,
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Value: Value,
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})
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}
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// Sets up a base shader with everything needed for a pixel
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// canvas to render correctly. The defaults can be overridden
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// by simply using AddUniform()
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func baseShader(c *Canvas) {
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gs := &GLShader{
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vf: defaultCanvasVertexFormat,
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vs: defaultCanvasVertexShader,
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fs: baseCanvasFragmentShader,
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}
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gs.AddUniform("u_transform", &gs.uniformDefaults.transform)
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gs.AddUniform("u_colormask", &gs.uniformDefaults.colormask)
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gs.AddUniform("u_bounds", &gs.uniformDefaults.bounds)
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gs.AddUniform("u_texbounds", &gs.uniformDefaults.texbounds)
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c.shader = gs
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}
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var defaultCanvasVertexShader = `
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#version 330 core
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in vec2 position;
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in vec4 color;
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in vec2 texCoords;
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in float intensity;
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out vec4 Color;
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out vec2 texcoords;
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out vec2 glpos;
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out float Intensity;
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uniform mat3 u_transform;
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uniform vec4 u_bounds;
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void main() {
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vec2 transPos = (u_transform * vec3(position, 1.0)).xy;
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vec2 normPos = (transPos - u_bounds.xy) / u_bounds.zw * 2 - vec2(1, 1);
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gl_Position = vec4(normPos, 0.0, 1.0);
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Color = color;
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texcoords = texCoords;
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Intensity = intensity;
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glpos = transPos;
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}
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`
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var baseCanvasFragmentShader = `
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#version 330 core
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in vec4 Color;
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in vec2 texcoords;
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in float Intensity;
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out vec4 fragColor;
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uniform vec4 u_colormask;
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uniform vec4 u_texbounds;
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uniform sampler2D u_texture;
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void main() {
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if (Intensity == 0) {
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fragColor = u_colormask * Color;
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} else {
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fragColor = vec4(0, 0, 0, 0);
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fragColor += (1 - Intensity) * Color;
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vec2 t = (texcoords - u_texbounds.xy) / u_texbounds.zw;
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fragColor += Intensity * Color * texture(u_texture, t);
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fragColor *= u_colormask;
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}
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}
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`
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@ -424,3 +424,8 @@ func (w *Window) Clear(c color.Color) {
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func (w *Window) Color(at pixel.Vec) pixel.RGBA {
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return w.canvas.Color(at)
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}
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// GetCanvas returns the window's underlying Canvas
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func (w *Window) GetCanvas() *Canvas {
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return w.canvas
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}
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