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	graphicsdriver/opengl: Refactoring by reduing unused variables
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		| @@ -191,11 +191,9 @@ highp vec2 adjustTexelByAddress(highp vec2 p, highp vec4 tex_region) { | |||||||
|  |  | ||||||
| void main(void) { | void main(void) { | ||||||
|   highp vec2 pos = varying_tex; |   highp vec2 pos = varying_tex; | ||||||
|   highp vec2 texel_size = 1.0 / source_size; |  | ||||||
|  |  | ||||||
|   vec4 color; |  | ||||||
|  |  | ||||||
| #if defined(FILTER_NEAREST) | #if defined(FILTER_NEAREST) | ||||||
|  |   vec4 color; | ||||||
|   pos = adjustTexelByAddress(pos, varying_tex_region); |   pos = adjustTexelByAddress(pos, varying_tex_region); | ||||||
|   if (varying_tex_region[0] <= pos.x && |   if (varying_tex_region[0] <= pos.x && | ||||||
|       varying_tex_region[1] <= pos.y && |       varying_tex_region[1] <= pos.y && | ||||||
| @@ -208,6 +206,8 @@ void main(void) { | |||||||
| #endif | #endif | ||||||
|  |  | ||||||
| #if defined(FILTER_LINEAR) | #if defined(FILTER_LINEAR) | ||||||
|  |   vec4 color; | ||||||
|  |   highp vec2 texel_size = 1.0 / source_size; | ||||||
|   highp vec2 p0 = pos - texel_size / 2.0; |   highp vec2 p0 = pos - texel_size / 2.0; | ||||||
|   highp vec2 p1 = pos + texel_size / 2.0; |   highp vec2 p1 = pos + texel_size / 2.0; | ||||||
|  |  | ||||||
| @@ -241,9 +241,10 @@ void main(void) { | |||||||
| #endif | #endif | ||||||
|  |  | ||||||
| #if defined(FILTER_SCREEN) | #if defined(FILTER_SCREEN) | ||||||
|  |   highp vec2 texel_size = 1.0 / source_size; | ||||||
|   highp vec2 p0 = pos - texel_size / 2.0 / scale; |   highp vec2 half_scaled_texel_size = texel_size / 2.0 / scale; | ||||||
|   highp vec2 p1 = pos + texel_size / 2.0 / scale; |   highp vec2 p0 = pos - half_scaled_texel_size; | ||||||
|  |   highp vec2 p1 = pos + half_scaled_texel_size; | ||||||
|  |  | ||||||
|   p1 = adjustTexel(p0, p1); |   p1 = adjustTexel(p0, p1); | ||||||
|  |  | ||||||
| @@ -253,8 +254,8 @@ void main(void) { | |||||||
|   vec4 c3 = texture2D(texture, p1); |   vec4 c3 = texture2D(texture, p1); | ||||||
|   // Texels must be in the source rect, so it is not necessary to check that like linear filter. |   // Texels must be in the source rect, so it is not necessary to check that like linear filter. | ||||||
|  |  | ||||||
|   vec2 rateCenter = vec2(1.0, 1.0) - texel_size / 2.0 / scale; |   vec2 rate_center = vec2(1.0, 1.0) - half_scaled_texel_size; | ||||||
|   vec2 rate = clamp(((fract(p0 * source_size) - rateCenter) * scale) + rateCenter, 0.0, 1.0); |   vec2 rate = clamp(((fract(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0); | ||||||
|   gl_FragColor = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y); |   gl_FragColor = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y); | ||||||
|   // Assume that a color matrix and color vector values are not used with FILTER_SCREEN. |   // Assume that a color matrix and color vector values are not used with FILTER_SCREEN. | ||||||
|  |  | ||||||
|   | |||||||
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