pixi.js/docs/files/src_pixi_renderers_webgl_WebGLShaders.js.html
Mat Groves 7713731ab3 Fixed graphics bug + updated docs
Fixed issue with getBounds being incorrect for graphics
Updated docs
Linted code
2014-01-01 23:54:45 +00:00

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<h1 class="file-heading">File: src/pixi/renderers/webgl/WebGLShaders.js</h1>
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<pre class="code prettyprint linenums">
/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
PIXI.initDefaultShaders = function()
{
// PIXI.primitiveShader = new PIXI.PrimitiveShader();
// PIXI.primitiveShader.init();
PIXI.stripShader = new PIXI.StripShader();
PIXI.stripShader.init();
// PIXI.defaultShader = new PIXI.PixiShader();
// PIXI.defaultShader.init();
/* var gl = PIXI.gl;
var shaderProgram = PIXI.defaultShader.program;
gl.useProgram(shaderProgram);
gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);*/
};
/*
PIXI.activatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.useProgram(PIXI.primitiveShader.program);
gl.disableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.disableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
gl.enableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
};
PIXI.deactivatePrimitiveShader = function()
{
var gl = PIXI.gl;
gl.useProgram(PIXI.defaultShader.program);
gl.disableVertexAttribArray(PIXI.primitiveShader.aVertexPosition);
gl.disableVertexAttribArray(PIXI.primitiveShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aVertexPosition);
gl.enableVertexAttribArray(PIXI.defaultShader.colorAttribute);
gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
};
*/
/*
PIXI.activateStripShader = function()
{
var gl = PIXI.gl;
gl.useProgram(PIXI.stripShader.program);
// gl.disableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
};
PIXI.deactivateStripShader = function()
{
var gl = PIXI.gl;
gl.useProgram(PIXI.defaultShader.program);
//gl.enableVertexAttribArray(PIXI.defaultShader.aTextureCoord);
};
*/
/*
SHADER COMPILER HELPERS
*/
PIXI.CompileVertexShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER);
};
PIXI.CompileFragmentShader = function(gl, shaderSrc)
{
return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER);
};
PIXI._CompileShader = function(gl, shaderSrc, shaderType)
{
var src = shaderSrc.join(&quot;\n&quot;);
var shader = gl.createShader(shaderType);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
window.console.log(gl.getShaderInfoLog(shader));
return null;
}
return shader;
};
PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc)
{
//var gl = PIXI.gl;
var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc);
var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
window.console.log(&quot;Could not initialise shaders&quot;);
}
return shaderProgram;
};
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