import Shader from '../../core/Shader'; /** * @class * @extends PIXI.Shader * @memberof PIXI */ export default class ParticleShader extends Shader { /** * @param {PIXI.Shader} gl - The webgl shader manager this shader works for. */ constructor(gl) { super( 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') ); } }