/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ PIXI.shaderFragmentSrc = [ "precision mediump float;", "varying vec2 vTextureCoord;", "varying float vColor;", "uniform sampler2D uSampler;", "void main(void) {", "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));", "gl_FragColor = gl_FragColor * vColor;", "}" ]; PIXI.shaderVertexSrc = [ "attribute vec2 aVertexPosition;", "attribute vec2 aTextureCoord;", "attribute float aColor;", "uniform mat4 uMVMatrix;", "varying vec2 vTextureCoord;", "varying float vColor;", "void main(void) {", "gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0, 1.0);", "vTextureCoord = aTextureCoord;", "vColor = aColor;", "}" ]; 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("\n"); var shader = gl.createShader(shaderType); gl.shaderSource(shader, src); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { alert(gl.getShaderInfoLog(shader)); return null; } return shader; }