text example updated

This commit is contained in:
Mat Groves 2013-04-26 02:13:43 +01:00
parent 422b60662c
commit 7fff2f52ba
18 changed files with 153 additions and 131 deletions

View file

@ -126,71 +126,57 @@
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.shaderFragmentSrc = [ "precision mediump float;",
"varying vec2 vTextureCoord;",
"varying float vColor;",
"uniform sampler2D uSampler;",
"void main(void) {",
"gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));",
"gl_FragColor = gl_FragColor * vColor;",
"}"];
PIXI.shaderVertexSrc = [ "attribute vec2 aVertexPosition;",
"attribute vec2 aTextureCoord;",
"attribute float aColor;",
"uniform mat4 uMVMatrix;",
"varying vec2 vTextureCoord;",
"varying float vColor;",
"void main(void) {",
"gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0, 1.0);",
"vTextureCoord = aTextureCoord;",
"vColor = aColor;",
"}"]
PIXI.shaderFragmentSrc = [
"precision mediump float;",
"varying vec2 vTextureCoord;",
"varying float vColor;",
"uniform sampler2D uSampler;",
"void main(void) {",
"gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));",
"gl_FragColor = gl_FragColor * vColor;",
"}"
];
PIXI.shaderVertexSrc = [
"attribute vec2 aVertexPosition;",
"attribute vec2 aTextureCoord;",
"attribute float aColor;",
"uniform mat4 uMVMatrix;",
"varying vec2 vTextureCoord;",
"varying float vColor;",
"void main(void) {",
"gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0, 1.0);",
"vTextureCoord = aTextureCoord;",
"vColor = aColor;",
"}"
];
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
var src = "";
for (var i=0; i < shaderSrc.length; i++) {
src += shaderSrc[i];
};
var shader;
shader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
}
PIXI.CompileFragmentShader = function(gl, shaderSrc)
{
var src = "";
for (var i=0; i < shaderSrc.length; i++) {
src += shaderSrc[i];
};
var shader;
shader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
}
PIXI._CompileShader = function(gl, shaderSrc, shaderType)
{
var src = shaderSrc.join("\n");
var shader = gl.createShader(shaderType);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
</pre>
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