pixi.js/docs/files/src_pixi_renderers_webgl_PixiShader.js.html
2013-11-02 11:37:42 +00:00

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<h1 class="file-heading">File: src/pixi/renderers/webgl/PixiShader.js</h1>
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<pre class="code prettyprint linenums">
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.PixiShader = function()
{
// the webGL program..
this.program;
this.fragmentSrc = [
&quot;precision lowp 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, vTextureCoord) * vColor;&quot;,
&quot;}&quot;
];
}
PIXI.PixiShader.prototype.init = function()
{
var program = PIXI.compileProgram(this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc)
var gl = PIXI.gl;
gl.useProgram(program);
// get and store the uniforms for the shader
this.uSampler = gl.getUniformLocation(program, &quot;uSampler&quot;);
this.projectionVector = gl.getUniformLocation(program, &quot;projectionVector&quot;);
this.offsetVector = gl.getUniformLocation(program, &quot;offsetVector&quot;);
this.colorAttribute = gl.getAttribLocation(program, &quot;aColor&quot;);
//this.dimensions = gl.getUniformLocation(this.program, &quot;dimensions&quot;);
// get and store the attributes
this.aVertexPosition = gl.getAttribLocation(program, &quot;aVertexPosition&quot;);
this.aTextureCoord = gl.getAttribLocation(program, &quot;aTextureCoord&quot;);
// add those custom shaders!
for (var key in this.uniforms)
{
// get the uniform locations..
program[key] = gl.getUniformLocation(program, key);
}
this.program = program;
}
PIXI.PixiShader.prototype.syncUniforms = function()
{
var gl = PIXI.gl;
for (var key in this.uniforms)
{
//var
var type = this.uniforms[key].type;
// need to grow this!
if(type == &quot;f&quot;)
{
gl.uniform1f(this.program[key], this.uniforms[key].value);
}
if(type == &quot;f2&quot;)
{
// console.log(this.program[key])
gl.uniform2f(this.program[key], this.uniforms[key].value.x, this.uniforms[key].value.y);
}
else if(type == &quot;f4&quot;)
{
// console.log(this.uniforms[key].value)
gl.uniform4fv(this.program[key], this.uniforms[key].value);
}
else if(type == &quot;mat4&quot;)
{
gl.uniformMatrix4fv(this.program[key], false, this.uniforms[key].value);
}
else if(type == &quot;sampler2D&quot;)
{
// first texture...
var texture = this.uniforms[key].value;
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, texture.baseTexture._glTexture);
gl.uniform1i(this.program[key], 1);
// activate texture..
// gl.uniformMatrix4fv(this.program[key], false, this.uniforms[key].value);
// gl.uniformMatrix4fv(this.program[key], false, this.uniforms[key].value);
}
}
}
PIXI.PixiShader.defaultVertexSrc = [
&quot;attribute vec2 aVertexPosition;&quot;,
&quot;attribute vec2 aTextureCoord;&quot;,
&quot;attribute float aColor;&quot;,
&quot;uniform vec2 projectionVector;&quot;,
&quot;uniform vec2 offsetVector;&quot;,
&quot;varying vec2 vTextureCoord;&quot;,
&quot;varying float vColor;&quot;,
&quot;const vec2 center = vec2(-1.0, 1.0);&quot;,
&quot;void main(void) {&quot;,
&quot;gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);&quot;,
&quot;vTextureCoord = aTextureCoord;&quot;,
&quot;vColor = aColor;&quot;,
&quot;}&quot;
];
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