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package main
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import (
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"image"
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"os"
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"time"
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_ "image/png"
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/pixelgl"
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"golang.org/x/image/colornames"
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)
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func loadPicture(path string) (pixel.Picture, error) {
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file, err := os.Open(path)
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if err != nil {
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return nil, err
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}
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defer file.Close()
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img, _, err := image.Decode(file)
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if err != nil {
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return nil, err
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}
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return pixel.PictureDataFromImage(img), nil
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}
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func run() {
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cfg := pixelgl.WindowConfig{
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Title: "Pixel Rocks!",
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Bounds: pixel.R(0, 0, 1024, 768),
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VSync: true,
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}
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win, err := pixelgl.NewWindow(cfg)
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if err != nil {
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panic(err)
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}
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pic, err := loadPicture("thegopherproject.png")
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if err != nil {
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panic(err)
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}
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start := time.Now()
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var utime float32
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sprite := pixel.NewSprite(pic, pic.Bounds())
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sc := pixelgl.NewCanvas(win.Bounds())
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sc.SetFragmentShader(customFragShader)
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sc.BindUniform("u_time", &utime)
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sc.RecompileShader()
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sprite.Draw(sc, pixel.IM.Moved(win.Bounds().Center()))
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win.Clear(colornames.Greenyellow)
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for !win.Closed() {
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utime = float32(time.Since(start).Seconds())
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sprite.Draw(sc, pixel.IM.Moved(win.Bounds().Center()))
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sc.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
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win.Update()
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}
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}
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func main() {
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pixelgl.Run(run)
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}
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var customFragShader = `
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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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uniform float u_time;
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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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color.rgb *= cos(u_time*5);
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}
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`
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// var umouse = mgl32.Vec2{}
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// umouse[0] = float32(win.MousePosition().X) / 1024
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// umouse[1] = float32(win.MousePosition().Y) / 768
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@ -1,134 +0,0 @@
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package main
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import (
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"image"
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"math"
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"os"
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"time"
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"golang.org/x/image/colornames"
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_ "image/png"
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/pixelgl"
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)
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func loadPicture(path string) (pixel.Picture, error) {
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file, err := os.Open(path)
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if err != nil {
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return nil, err
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}
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defer file.Close()
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img, _, err := image.Decode(file)
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if err != nil {
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return nil, err
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}
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return pixel.PictureDataFromImage(img), nil
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}
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func run() {
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cfg := pixelgl.WindowConfig{
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Title: "Pixel Rocks!",
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Bounds: pixel.R(0, 0, 1024, 768),
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VSync: true,
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}
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pic, err := loadPicture("thegopherproject.png")
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if err != nil {
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panic(err)
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}
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win, err := pixelgl.NewWindow(cfg)
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if err != nil {
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panic(err)
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}
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start := time.Now()
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var utime float32
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sprite := pixel.NewSprite(pic, pic.Bounds())
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sc := pixelgl.NewCanvas(pic.Bounds())
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wc := win.GetCanvas()
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wc.SetFragmentShader(reflectionShader)
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wc.BindUniform("u_time", &utime)
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wc.UpdateShader()
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curpos := pixel.V(sc.Bounds().Center().X, -25)
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tgtpos := pixel.V(sc.Bounds().Center().X, 316)
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last := start
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for !win.Closed() {
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dt := time.Since(last).Seconds()
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last = time.Now()
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curpos = pixel.Lerp(curpos, tgtpos, 1-math.Pow(1.0/16, dt*0.5))
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sc.Clear(colornames.Black)
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utime = float32(time.Since(start).Seconds())
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sprite.Draw(sc, pixel.IM.Moved(curpos))
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sc.Draw(wc, pixel.IM.Moved(wc.Bounds().Center()))
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win.Update()
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}
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}
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func main() {
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pixelgl.Run(run)
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}
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var reflectionShader = `
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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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uniform float u_time;
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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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vec2 uv = t;
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vec3 overlayColor = vec3(0.1,0.1,1);
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float sepoffset = 0.005*cos(u_time*3.0);
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if (t.y < 0.3 + sepoffset)
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{
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float xoffset = 0.005*cos(u_time*3.0+200.0*t.y);
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float yoffset = ((0.3 - t.y)/0.3) * 0.05*(1.0+cos(u_time*3.0+50.0*t.y));
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fragColor = texture(u_texture, vec2(t.x+xoffset,t.y+yoffset));
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}
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}
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}
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`
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// void main() {
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// fragColor = vec4(0, 0, 0, 0);
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// fragColor += (1 - Intensity) * incolor;
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// vec2 t = (TexCoords) / texBounds.zw;
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// fragColor += Intensity * incolor * texture(tex, t);
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// fragColor *= colorMask;
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// vec2 uv = t;
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// vec3 overlayColor = vec3(0.1,0.1,1);
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// float sepoffset = 0.005*cos(u_time*3.0);
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// if (t.y < 0.3 + sepoffset)
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// {
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// float xoffset = 0.005*cos(u_time*3.0+200.0*t.y);
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// float yoffset = ((0.3 - t.y)/0.3) * 0.05*(1.0+cos(u_time*3.0+50.0*t.y));
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// fragColor = texture(tex, vec2(t.x+xoffset,t.y+yoffset));
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// }
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// }
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// `
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