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shader.go
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package ui
import (
"bytes"
"image"
_ "image/png"
"github.com/hajimehoshi/ebiten/v2"
)
var Shader *ebiten.Shader
var ShaderOpts *ebiten.DrawRectShaderOptions
func InitializeShader() {
var err error
Shader, err = ebiten.NewShader([]byte(`
// Copyright 2020 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package main
var Light vec2
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
const ambient = 0.40
const diffusion = 0.90
lightpos := vec3(Light, 50)
lightdir := normalize(lightpos - position.xyz)
normal := normalize(imageSrc0UnsafeAt(texCoord) - 0.5)
diffuse := diffusion * max(0.0, dot(normal.xyz, lightdir))
return imageSrc1UnsafeAt(texCoord) * (ambient + diffuse)
}
`))
if err != nil {
panic(err)
}
imgfile, err := GameData("images/normal.png")
if err != nil {
panic(err)
}
img, _, err := image.Decode(bytes.NewReader(imgfile))
if err != nil {
panic(err)
}
ShaderOpts = &ebiten.DrawRectShaderOptions{}
ShaderOpts.Uniforms = map[string]interface{}{
"Light": []float32{0, 0},
}
ShaderOpts.Images[0] = ebiten.NewImageFromImage(img)
}