Small bit of code file organisation for webGL renderer
also tidied up the grunt file to reflect changes to folder structure
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parent
5be8c785ec
commit
29eb95ee44
10 changed files with 66 additions and 199 deletions
10
Gruntfile.js
10
Gruntfile.js
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@ -31,17 +31,15 @@ module.exports = function(grunt) {
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'<%= dirs.src %>/utils/EventTarget.js',
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'<%= dirs.src %>/utils/Detector.js',
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'<%= dirs.src %>/utils/Polyk.js',
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'<%= dirs.src %>/renderers/webgl/WebGLShaders.js',
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'<%= dirs.src %>/renderers/webgl/PixiShader.js',
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'<%= dirs.src %>/renderers/webgl/StripShader.js',
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'<%= dirs.src %>/renderers/webgl/PrimitiveShader.js',
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'<%= dirs.src %>/renderers/webgl/utils/WebGLShaderUtils.js',
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'<%= dirs.src %>/renderers/webgl/shaders/PixiShader.js',
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'<%= dirs.src %>/renderers/webgl/shaders/StripShader.js',
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'<%= dirs.src %>/renderers/webgl/shaders/PrimitiveShader.js',
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'<%= dirs.src %>/renderers/webgl/utils/WebGLGraphics.js',
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'<%= dirs.src %>/renderers/webgl/WebGLRenderer.js',
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'<%= dirs.src %>/renderers/webgl/utils/WebGLMaskManager.js',
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'<%= dirs.src %>/renderers/webgl/utils/WebGLShaderManager.js',
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'<%= dirs.src %>/renderers/webgl/utils/WebGLSpriteBatch.js',
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'<%= dirs.src %>/renderers/webgl/WebGLBatch.js',
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'<%= dirs.src %>/renderers/webgl/WebGLRenderGroup.js',
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'<%= dirs.src %>/renderers/webgl/utils/WebGLFilterManager.js',
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'<%= dirs.src %>/renderers/canvas/utils/CanvasMaskManager.js',
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'<%= dirs.src %>/renderers/canvas/utils/CanvasTinter.js',
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@ -3869,75 +3869,11 @@ PIXI.PolyK._convex = function(ax, ay, bx, by, cx, cy, sign)
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PIXI.initDefaultShaders = function()
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{
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// PIXI.primitiveShader = new PIXI.PrimitiveShader();
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// PIXI.primitiveShader.init();
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// PIXI.stripShader = new PIXI.StripShader();
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// PIXI.stripShader.init();
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PIXI.stripShader = new PIXI.StripShader();
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PIXI.stripShader.init();
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// PIXI.defaultShader = new PIXI.PixiShader();
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// PIXI.defaultShader.init();
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/* var gl = PIXI.gl;
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var shaderProgram = PIXI.defaultShader.program;
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gl.useProgram(shaderProgram);
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gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
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gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
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gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);*/
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};
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/*
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PIXI.activatePrimitiveShader = function()
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{
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var gl = PIXI.gl;
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gl.useProgram(PIXI.primitiveShader.program);
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gl.disableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
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gl.disableVertexAttribArray(PIXI.defaultShader.colorAttribute);
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gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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gl.enableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
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gl.enableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
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};
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PIXI.deactivatePrimitiveShader = function()
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{
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var gl = PIXI.gl;
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gl.useProgram(PIXI.defaultShader.program);
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gl.disableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
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gl.disableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
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gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
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gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
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gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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};
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*/
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/*
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PIXI.activateStripShader = function()
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{
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var gl = PIXI.gl;
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gl.useProgram(PIXI.stripShader.program);
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// gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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};
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PIXI.deactivateStripShader = function()
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{
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var gl = PIXI.gl;
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gl.useProgram(PIXI.defaultShader.program);
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//gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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};
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*/
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/*
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SHADER COMPILER HELPERS
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*/
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PIXI.CompileVertexShader = function(gl, shaderSrc)
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{
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@ -6322,7 +6258,6 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
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PIXI.FilterTexture = function(gl, width, height)
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{
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// var gl = PIXI.gl;
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this.gl = gl;
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// next time to create a frame buffer and texture
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File diff suppressed because one or more lines are too long
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@ -87,7 +87,6 @@
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if(!container.filter)
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{
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container.mask = thing;
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PIXI.runList(stage);
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}
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else
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{
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@ -1,119 +0,0 @@
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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PIXI.initDefaultShaders = function()
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{
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// PIXI.primitiveShader = new PIXI.PrimitiveShader();
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// PIXI.primitiveShader.init();
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PIXI.stripShader = new PIXI.StripShader();
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PIXI.stripShader.init();
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// PIXI.defaultShader = new PIXI.PixiShader();
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// PIXI.defaultShader.init();
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/* var gl = PIXI.gl;
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var shaderProgram = PIXI.defaultShader.program;
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gl.useProgram(shaderProgram);
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gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
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gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
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gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);*/
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};
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/*
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PIXI.activatePrimitiveShader = function()
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{
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var gl = PIXI.gl;
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gl.useProgram(PIXI.primitiveShader.program);
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gl.disableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
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gl.disableVertexAttribArray(PIXI.defaultShader.colorAttribute);
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gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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gl.enableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
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gl.enableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
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};
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PIXI.deactivatePrimitiveShader = function()
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{
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var gl = PIXI.gl;
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gl.useProgram(PIXI.defaultShader.program);
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gl.disableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
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gl.disableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
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gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
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gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
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gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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};
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*/
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/*
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PIXI.activateStripShader = function()
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{
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var gl = PIXI.gl;
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gl.useProgram(PIXI.stripShader.program);
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// gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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};
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PIXI.deactivateStripShader = function()
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{
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var gl = PIXI.gl;
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gl.useProgram(PIXI.defaultShader.program);
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//gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
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};
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*/
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/*
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SHADER COMPILER HELPERS
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*/
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PIXI.CompileVertexShader = function(gl, shaderSrc)
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{
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return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
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};
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PIXI.CompileFragmentShader = function(gl, shaderSrc)
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{
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return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
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};
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PIXI._CompileShader = function(gl, shaderSrc, shaderType)
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{
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var src = shaderSrc.join("\n");
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var shader = gl.createShader(shaderType);
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gl.shaderSource(shader, src);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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window.console.log(gl.getShaderInfoLog(shader));
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return null;
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}
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return shader;
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};
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PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc)
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{
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//var gl = PIXI.gl;
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var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
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var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);
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var shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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window.console.log("Could not initialise shaders");
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}
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return shaderProgram;
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};
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@ -401,7 +401,6 @@ PIXI.WebGLFilterManager.prototype.initShaderBuffers = function()
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PIXI.FilterTexture = function(gl, width, height)
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{
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// var gl = PIXI.gl;
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this.gl = gl;
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// next time to create a frame buffer and texture
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55
src/pixi/renderers/webgl/utils/WebGLShaderUtils.js
Normal file
55
src/pixi/renderers/webgl/utils/WebGLShaderUtils.js
Normal file
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@ -0,0 +1,55 @@
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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PIXI.initDefaultShaders = function()
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{
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// PIXI.stripShader = new PIXI.StripShader();
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// PIXI.stripShader.init();
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};
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PIXI.CompileVertexShader = function(gl, shaderSrc)
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{
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return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
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};
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PIXI.CompileFragmentShader = function(gl, shaderSrc)
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{
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return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
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};
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PIXI._CompileShader = function(gl, shaderSrc, shaderType)
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{
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var src = shaderSrc.join("\n");
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var shader = gl.createShader(shaderType);
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gl.shaderSource(shader, src);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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window.console.log(gl.getShaderInfoLog(shader));
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return null;
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}
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return shader;
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};
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PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc)
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{
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//var gl = PIXI.gl;
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var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
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var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);
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var shaderProgram = gl.createProgram();
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gl.attachShader(shaderProgram, vertexShader);
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gl.attachShader(shaderProgram, fragmentShader);
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gl.linkProgram(shaderProgram);
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if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
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window.console.log("Could not initialise shaders");
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}
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return shaderProgram;
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};
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