
Fixed issue where alpha not being set correctly in canvas spriteBatch Fixed issue where previous stage events did not get removed correctly
534 lines
18 KiB
HTML
534 lines
18 KiB
HTML
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<h1 class="file-heading">File: src/pixi/renderers/webgl/shaders/PixiShader.js</h1>
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<div class="file">
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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* @author Richard Davey http://www.photonstorm.com @photonstorm
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*/
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/**
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* @class PIXI.PixiShader
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* @constructor
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*/
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PIXI.PixiShader = function(gl)
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{
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this.gl = gl;
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/**
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* @property {any} program - The WebGL program.
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*/
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this.program = null;
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/**
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* @property {array} fragmentSrc - The fragment shader.
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*/
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this.fragmentSrc = [
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'precision lowp float;',
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'varying vec2 vTextureCoord;',
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'varying vec4 vColor;',
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'uniform sampler2D uSampler;',
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'void main(void) {',
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' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
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'}'
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];
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/**
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* @property {number} textureCount - A local texture counter for multi-texture shaders.
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*/
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this.textureCount = 0;
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this.attributes = [];
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this.init();
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};
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/**
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* @method PIXI.PixiShader#init
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*/
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PIXI.PixiShader.prototype.init = function()
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{
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var gl = this.gl;
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var program = PIXI.compileProgram(gl, this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc);
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gl.useProgram(program);
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// get and store the uniforms for the shader
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this.uSampler = gl.getUniformLocation(program, 'uSampler');
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this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
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this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
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this.dimensions = gl.getUniformLocation(program, 'dimensions');
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// get and store the attributes
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this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
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this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
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this.colorAttribute = gl.getAttribLocation(program, 'aColor');
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// Begin worst hack eva //
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// WHY??? ONLY on my chrome pixel the line above returns -1 when using filters?
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// maybe its something to do with the current state of the gl context.
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// Im convinced this is a bug in the chrome browser as there is NO reason why this should be returning -1 especially as it only manifests on my chrome pixel
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// If theres any webGL people that know why could happen please help :)
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if(this.colorAttribute === -1)
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{
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this.colorAttribute = 2;
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}
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this.attributes = [this.aVertexPosition, this.aTextureCoord, this.colorAttribute];
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// End worst hack eva //
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// add those custom shaders!
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for (var key in this.uniforms)
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{
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// get the uniform locations..
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this.uniforms[key].uniformLocation = gl.getUniformLocation(program, key);
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}
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this.initUniforms();
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this.program = program;
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};
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/**
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* Initialises the shader uniform values.
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* Uniforms are specified in the GLSL_ES Specification: http://www.khronos.org/registry/webgl/specs/latest/1.0/
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* http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
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*
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* @method PIXI.PixiShader#initUniforms
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*/
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PIXI.PixiShader.prototype.initUniforms = function()
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{
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this.textureCount = 1;
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var gl = this.gl;
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var uniform;
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for (var key in this.uniforms)
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{
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uniform = this.uniforms[key];
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var type = uniform.type;
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if (type === 'sampler2D')
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{
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uniform._init = false;
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if (uniform.value !== null)
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{
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this.initSampler2D(uniform);
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}
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}
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else if (type === 'mat2' || type === 'mat3' || type === 'mat4')
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{
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// These require special handling
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uniform.glMatrix = true;
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uniform.glValueLength = 1;
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if (type === 'mat2')
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{
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uniform.glFunc = gl.uniformMatrix2fv;
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}
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else if (type === 'mat3')
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{
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uniform.glFunc = gl.uniformMatrix3fv;
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}
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else if (type === 'mat4')
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{
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uniform.glFunc = gl.uniformMatrix4fv;
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}
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}
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else
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{
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// GL function reference
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uniform.glFunc = gl['uniform' + type];
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if (type === '2f' || type === '2i')
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{
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uniform.glValueLength = 2;
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}
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else if (type === '3f' || type === '3i')
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{
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uniform.glValueLength = 3;
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}
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else if (type === '4f' || type === '4i')
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{
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uniform.glValueLength = 4;
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}
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else
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{
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uniform.glValueLength = 1;
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}
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}
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}
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};
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/**
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* Initialises a Sampler2D uniform (which may only be available later on after initUniforms once the texture has loaded)
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*
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* @method PIXI.PixiShader#initSampler2D
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*/
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PIXI.PixiShader.prototype.initSampler2D = function(uniform)
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{
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if (!uniform.value || !uniform.value.baseTexture || !uniform.value.baseTexture.hasLoaded)
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{
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return;
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}
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var gl = this.gl;
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gl.activeTexture(gl['TEXTURE' + this.textureCount]);
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gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTexture);
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// Extended texture data
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if (uniform.textureData)
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{
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var data = uniform.textureData;
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// GLTexture = mag linear, min linear_mipmap_linear, wrap repeat + gl.generateMipmap(gl.TEXTURE_2D);
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// GLTextureLinear = mag/min linear, wrap clamp
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// GLTextureNearestRepeat = mag/min NEAREST, wrap repeat
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// GLTextureNearest = mag/min nearest, wrap clamp
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// AudioTexture = whatever + luminance + width 512, height 2, border 0
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// KeyTexture = whatever + luminance + width 256, height 2, border 0
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// magFilter can be: gl.LINEAR, gl.LINEAR_MIPMAP_LINEAR or gl.NEAREST
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// wrapS/T can be: gl.CLAMP_TO_EDGE or gl.REPEAT
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var magFilter = (data.magFilter) ? data.magFilter : gl.LINEAR;
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var minFilter = (data.minFilter) ? data.minFilter : gl.LINEAR;
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var wrapS = (data.wrapS) ? data.wrapS : gl.CLAMP_TO_EDGE;
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var wrapT = (data.wrapT) ? data.wrapT : gl.CLAMP_TO_EDGE;
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var format = (data.luminance) ? gl.LUMINANCE : gl.RGBA;
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if (data.repeat)
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{
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wrapS = gl.REPEAT;
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wrapT = gl.REPEAT;
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}
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
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if (data.width)
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{
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var width = (data.width) ? data.width : 512;
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var height = (data.height) ? data.height : 2;
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var border = (data.border) ? data.border : 0;
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// void texImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, ArrayBufferView? pixels);
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gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, border, format, gl.UNSIGNED_BYTE, null);
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}
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else
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{
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// void texImage2D(GLenum target, GLint level, GLenum internalformat, GLenum format, GLenum type, ImageData? pixels);
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gl.texImage2D(gl.TEXTURE_2D, 0, format, gl.RGBA, gl.UNSIGNED_BYTE, uniform.value.baseTexture.source);
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}
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT);
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}
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gl.uniform1i(uniform.uniformLocation, this.textureCount);
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uniform._init = true;
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this.textureCount++;
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};
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/**
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* Updates the shader uniform values.
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*
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* @method PIXI.PixiShader#syncUniforms
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*/
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PIXI.PixiShader.prototype.syncUniforms = function()
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{
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this.textureCount = 1;
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var uniform;
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var gl = this.gl;
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// This would probably be faster in an array and it would guarantee key order
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for (var key in this.uniforms)
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{
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uniform = this.uniforms[key];
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if (uniform.glValueLength === 1)
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{
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if (uniform.glMatrix === true)
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{
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uniform.glFunc.call(gl, uniform.uniformLocation, uniform.transpose, uniform.value);
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}
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else
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{
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uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value);
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}
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}
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else if (uniform.glValueLength === 2)
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{
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uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y);
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}
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else if (uniform.glValueLength === 3)
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{
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uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z);
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}
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else if (uniform.glValueLength === 4)
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{
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uniform.glFunc.call(gl, uniform.uniformLocation, uniform.value.x, uniform.value.y, uniform.value.z, uniform.value.w);
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}
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else if (uniform.type === 'sampler2D')
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{
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if (uniform._init)
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{
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gl.activeTexture(gl['TEXTURE' + this.textureCount]);
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gl.bindTexture(gl.TEXTURE_2D, uniform.value.baseTexture._glTextures[gl.id] || PIXI.createWebGLTexture( uniform.value.baseTexture, gl));
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gl.uniform1i(uniform.uniformLocation, this.textureCount);
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this.textureCount++;
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}
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else
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{
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this.initSampler2D(uniform);
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}
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}
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}
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};
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PIXI.PixiShader.prototype.destroy = function()
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{
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this.gl.deleteProgram( this.program );
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this.uniforms = null;
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this.gl = null;
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this.attributes = null;
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};
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PIXI.PixiShader.defaultVertexSrc = [
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'attribute vec2 aVertexPosition;',
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'attribute vec2 aTextureCoord;',
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'attribute vec2 aColor;',
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'uniform vec2 projectionVector;',
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'uniform vec2 offsetVector;',
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'varying vec2 vTextureCoord;',
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'varying vec4 vColor;',
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'const vec2 center = vec2(-1.0, 1.0);',
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'void main(void) {',
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' gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);',
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' vTextureCoord = aTextureCoord;',
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' vec3 color = mod(vec3(aColor.y/65536.0, aColor.y/256.0, aColor.y), 256.0) / 256.0;',
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' vColor = vec4(color * aColor.x, aColor.x);',
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'}'
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];
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</pre>
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</div>
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