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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.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 somthing 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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// 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 is 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.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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