package xmobilebackend import ( "golang.org/x/mobile/gl" ) var unifiedVS = ` attribute vec2 vertex, texCoord; uniform vec2 canvasSize; uniform mat3 matrix; varying vec2 v_cp, v_tc; void main() { v_tc = texCoord; vec3 v = matrix * vec3(vertex.xy, 1.0); vec2 tf = v.xy / v.z; v_cp = tf; vec2 glp = tf * 2.0 / canvasSize - 1.0; gl_Position = vec4(glp.x, -glp.y, 0.0, 1.0); } ` var unifiedFS = ` #ifdef GL_ES precision mediump float; #endif varying vec2 v_cp, v_tc; uniform int func; uniform vec4 color; uniform float globalAlpha; uniform sampler2D gradient; uniform vec2 from, dir, to; uniform float len, radFrom, radTo; uniform vec2 imageSize; uniform sampler2D image; uniform mat3 imageTransform; uniform vec2 repeat; uniform bool useAlphaTex; uniform sampler2D alphaTex; uniform int boxSize; uniform bool boxVertical; uniform float boxScale; uniform float boxOffset; bool isNaN(float v) { return v < 0.0 || 0.0 < v || v == 0.0 ? false : true; } void main() { vec4 col = color; if (func == 5) { vec4 sum = vec4(0.0); if (boxVertical) { vec2 start = v_tc - vec2(0.0, (float(boxSize) * 0.5 + boxOffset) * boxScale); for (int i=0; i <= boxSize; i++) { sum += texture2D(image, start + vec2(0.0, float(i) * boxScale)); } } else { vec2 start = v_tc - vec2((float(boxSize) * 0.5 + boxOffset) * boxScale, 0.0); for (int i=0; i <= boxSize; i++) { sum += texture2D(image, start + vec2(float(i) * boxScale, 0.0)); } } gl_FragColor = sum / float(boxSize+1); return; } if (func == 1) { vec2 v = v_cp - from; float r = dot(v, dir) / len; r = clamp(r, 0.0, 1.0); col = texture2D(gradient, vec2(r, 0.0)); } else if (func == 2) { float o_a = 0.5 * sqrt( pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*v_cp.x-2.0*to.x*v_cp.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*v_cp.y-2.0*to.y*v_cp.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0) -4.0*(from.x*from.x-2.0*from.x*v_cp.x+v_cp.x*v_cp.x+from.y*from.y-2.0*from.y*v_cp.y+v_cp.y*v_cp.y-radFrom*radFrom) *(from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo) ); float o_b = (from.x*from.x-from.x*to.x-from.x*v_cp.x+to.x*v_cp.x+from.y*from.y-from.y*to.y-from.y*v_cp.y+to.y*v_cp.y-radFrom*radFrom+radFrom*radTo); float o_c = (from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo); float o1 = (-o_a + o_b) / o_c; float o2 = (o_a + o_b) / o_c; if (isNaN(o1) && isNaN(o2)) { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); return; } float o = max(o1, o2); o = clamp(o, 0.0, 1.0); col = texture2D(gradient, vec2(o, 0.0)); } else if (func == 3) { vec3 tfpt = vec3(v_cp, 1.0) * imageTransform; vec2 imgpt = tfpt.xy / imageSize; col = texture2D(image, mod(imgpt, 1.0)); if (imgpt.x < 0.0 || imgpt.x > 1.0) { col *= repeat.x; } if (imgpt.y < 0.0 || imgpt.y > 1.0) { col *= repeat.y; } } else if (func == 4) { col = texture2D(image, v_tc); } if (useAlphaTex) { col.a *= texture2D(alphaTex, v_tc).a * globalAlpha; } else { col.a *= globalAlpha; } gl_FragColor = col; } ` const ( shdFuncSolid int = iota shdFuncLinearGradient shdFuncRadialGradient shdFuncImagePattern shdFuncImage shdFuncBoxBlur ) type unifiedShader struct { shaderProgram Vertex gl.Attrib TexCoord gl.Attrib CanvasSize gl.Uniform Matrix gl.Uniform Color gl.Uniform GlobalAlpha gl.Uniform Func gl.Uniform UseAlphaTex gl.Uniform AlphaTex gl.Uniform Gradient gl.Uniform From, To, Dir gl.Uniform Len gl.Uniform RadFrom, RadTo gl.Uniform ImageSize gl.Uniform Image gl.Uniform ImageTransform gl.Uniform Repeat gl.Uniform BoxSize gl.Uniform BoxVertical gl.Uniform BoxScale gl.Uniform BoxOffset gl.Uniform }