shader: Enable more Go syntax

This commit is contained in:
Hajime Hoshi
2020-06-11 00:29:01 +09:00
parent b64dc627e9
commit f39c591252
5 changed files with 125 additions and 6 deletions

View File

@@ -29,6 +29,8 @@ const (
const shaderSrc = `package main
var Time float
// viewportSize is a predefined function.
func Vertex(position vec2, texCoord vec2, color vec4) vec4 {
@@ -41,14 +43,22 @@ func Vertex(position vec2, texCoord vec2, color vec4) vec4 {
}
func Fragment(position vec4) vec4 {
return vec4(position.x/viewportSize().x, position.y/viewportSize().y, 0, 1)
pos := position.xy / viewportSize()
color := 0.0
color += sin(pos.x * cos(Time / 15.0) * 80.0) + cos(pos.y * cos(Time / 15.0) * 10.0)
color += sin(pos.y * sin(Time / 10.0) * 40.0) + cos(pos.x * sin(Time / 25.0) * 40.0)
color += sin(pos.x * sin(Time / 5.0) * 10.0) + sin(pos.y * sin(Time / 35.0) * 80.0)
color *= sin(Time / 10.0) * 0.5
return vec4(color, color * 0.5, sin(color + Time / 3.0 ) * 0.75, 1.0)
}`
type Game struct {
shader *ebiten.Shader
time int
}
func (g *Game) Update(screen *ebiten.Image) error {
g.time++
if g.shader == nil {
var err error
g.shader, err = ebiten.NewShader([]byte(shaderSrc))
@@ -80,7 +90,12 @@ func (g *Game) Draw(screen *ebiten.Image) {
},
}
is := []uint16{0, 1, 2, 1, 2, 3}
screen.DrawTrianglesWithShader(vs, is, g.shader, nil)
op := &ebiten.DrawTrianglesWithShaderOptions{}
op.Uniforms = []interface{}{
float32(g.time) / 60, // time
}
screen.DrawTrianglesWithShader(vs, is, g.shader, op)
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {