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<h1 class="file-heading">File: src/pixi/renderers/webgl/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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*/
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PIXI.PixiShader = function()
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{
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// the webGL program..
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this.program;
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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 float 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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PIXI.PixiShader.prototype.init = function()
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{
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var program = PIXI.compileProgram(this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc)
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var gl = PIXI.gl;
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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.colorAttribute = gl.getAttribLocation(program, "aColor");
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//this.dimensions = gl.getUniformLocation(this.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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// 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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program[key] = gl.getUniformLocation(program, key);
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}
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this.program = program;
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}
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PIXI.PixiShader.prototype.syncUniforms = function()
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{
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var gl = PIXI.gl;
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for (var key in this.uniforms)
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{
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//var
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var type = this.uniforms[key].type;
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// need to grow this!
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if(type == "f")
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{
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gl.uniform1f(this.program[key], this.uniforms[key].value);
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}
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if(type == "f2")
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{
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// console.log(this.program[key])
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gl.uniform2f(this.program[key], this.uniforms[key].value.x, this.uniforms[key].value.y);
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}
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else if(type == "f4")
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{
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// console.log(this.uniforms[key].value)
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gl.uniform4fv(this.program[key], this.uniforms[key].value);
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}
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else if(type == "mat4")
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{
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gl.uniformMatrix4fv(this.program[key], false, this.uniforms[key].value);
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}
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else if(type == "sampler2D")
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{
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// first texture...
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var texture = this.uniforms[key].value;
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gl.activeTexture(gl.TEXTURE1);
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gl.bindTexture(gl.TEXTURE_2D, texture.baseTexture._glTexture);
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gl.uniform1i(this.program[key], 1);
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// activate texture..
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// gl.uniformMatrix4fv(this.program[key], false, this.uniforms[key].value);
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// gl.uniformMatrix4fv(this.program[key], false, this.uniforms[key].value);
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}
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}
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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 float 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 float 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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"vColor = aColor;",
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"}"
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];
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</pre>
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