pixi.js/docs/files/pixi_renderers_WebGLShaders.js.html
2013-02-20 19:05:51 +00:00

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<h1 class="file-heading">File: pixi&#x2F;renderers&#x2F;WebGLShaders.js</h1>
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<pre class="code prettyprint linenums">
&#x2F;**
* @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F;
*&#x2F;
PIXI.shaderFragmentSrc = [ &quot;precision mediump float;&quot;,
&quot;varying vec2 vTextureCoord;&quot;,
&quot;varying float vColor;&quot;,
&quot;uniform sampler2D uSampler;&quot;,
&quot;void main(void) {&quot;,
&quot;gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));&quot;,
&quot;gl_FragColor = gl_FragColor * vColor;&quot;,
&quot;}&quot;];
PIXI.shaderVertexSrc = [ &quot;attribute vec2 aVertexPosition;&quot;,
&quot;attribute vec2 aTextureCoord;&quot;,
&quot;attribute float aColor;&quot;,
&quot;uniform mat4 uMVMatrix;&quot;,
&quot;varying vec2 vTextureCoord;&quot;,
&quot;varying float vColor;&quot;,
&quot;void main(void) {&quot;,
&quot;gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0, 1.0);&quot;,
&quot;vTextureCoord = aTextureCoord;&quot;,
&quot;vColor = aColor;&quot;,
&quot;}&quot;]
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
var src = &quot;&quot;;
for (var i=0; i &lt; 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;
}
PIXI.CompileFragmentShader = function(gl, shaderSrc)
{
var src = &quot;&quot;;
for (var i=0; i &lt; 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;
}
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