'use strict'; exports.__esModule = true; var _Shader2 = require('../../core/Shader'); var _Shader3 = _interopRequireDefault(_Shader2); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; } /** * @class * @extends PIXI.Shader * @memberof PIXI */ var ParticleShader = function (_Shader) { _inherits(ParticleShader, _Shader); /** * @param {PIXI.Shader} gl - The webgl shader manager this shader works for. */ function ParticleShader(gl) { _classCallCheck(this, ParticleShader); return _possibleConstructorReturn(this, _Shader.call(this, gl, // vertex shader ['attribute vec2 aVertexPosition;', 'attribute vec2 aTextureCoord;', 'attribute float aColor;', 'attribute vec2 aPositionCoord;', 'attribute vec2 aScale;', 'attribute float aRotation;', 'uniform mat3 projectionMatrix;', 'varying vec2 vTextureCoord;', 'varying float vColor;', 'void main(void){', ' vec2 v = aVertexPosition;', ' v.x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);', ' v.y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);', ' v = v + aPositionCoord;', ' gl_Position = vec4((projectionMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);', ' vTextureCoord = aTextureCoord;', ' vColor = aColor;', '}'].join('\n'), // hello ['varying vec2 vTextureCoord;', 'varying float vColor;', 'uniform sampler2D uSampler;', 'uniform float uAlpha;', 'uniform vec3 tint;', 'void main(void){', ' vec4 color = texture2D(uSampler, vTextureCoord) * vColor * vec4(tint * uAlpha, uAlpha);', ' if (color.a == 0.0) discard;', ' gl_FragColor = color;', '}'].join('\n'))); } return ParticleShader; }(_Shader3.default); exports.default = ParticleShader; //# sourceMappingURL=ParticleShader.js.map