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pixi.js / docs / files / pixi_renderers_WebGLShaders.js.html
@Mat Groves Mat Groves on 24 Feb 2013 6 KB Documentation first draft
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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; @Doormat23
 *&#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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