openquell/assets/loader-shaders.go

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package assets
import (
"bytes"
"log"
"log/slog"
"path"
"strings"
"github.com/hajimehoshi/ebiten/v2"
)
type ShaderRegistry map[string]*ebiten.Shader
var Shaders = LoadShaders("shaders")
func LoadShaders(dir string) ShaderRegistry {
shaders := ShaderRegistry{}
entries, err := assetfs.ReadDir(dir)
if err != nil {
log.Fatalf("failed to read shaders dir %s: %s", dir, err)
}
for _, file := range entries {
path := path.Join(dir, file.Name())
fd, err := assetfs.Open(path)
if err != nil {
log.Fatalf("failed to open shader file %s: %s", file.Name(), err)
}
defer fd.Close()
name := strings.TrimSuffix(file.Name(), ".kg")
buf := new(bytes.Buffer)
buf.ReadFrom(fd)
shader, err := ebiten.NewShader([]byte(buf.Bytes()))
if err != nil {
log.Fatal(err)
}
shaders[name] = shader
slog.Debug("loaded shader asset", "path", path)
}
return shaders
}