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@Mat Groves Mat Groves on 2 Nov 2013 10 KB Docs updated
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                        <h1 class="file-heading">File: src/pixi/renderers/webgl/PixiShader.js</h1>

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    <pre class="code prettyprint linenums">
/**
 * @author Mat Groves http://matgroves.com/ @Doormat23
 */


PIXI.PixiShader = function()
{
	// the webGL program..
	this.program;
	
	this.fragmentSrc = [
	  &quot;precision lowp 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, vTextureCoord) * vColor;&quot;,
	  &quot;}&quot;
	];
	
}

PIXI.PixiShader.prototype.init = function()
{
	var program = PIXI.compileProgram(this.vertexSrc || PIXI.PixiShader.defaultVertexSrc, this.fragmentSrc)
	
	var gl = PIXI.gl;
	
    gl.useProgram(program);
	
	// get and store the uniforms for the shader
	this.uSampler = gl.getUniformLocation(program, &quot;uSampler&quot;);
	this.projectionVector = gl.getUniformLocation(program, &quot;projectionVector&quot;);
	this.offsetVector = gl.getUniformLocation(program, &quot;offsetVector&quot;);
	this.colorAttribute = gl.getAttribLocation(program, &quot;aColor&quot;);
	//this.dimensions = gl.getUniformLocation(this.program, &quot;dimensions&quot;);
	
	// get and store the attributes
	this.aVertexPosition = gl.getAttribLocation(program, &quot;aVertexPosition&quot;);
	this.aTextureCoord = gl.getAttribLocation(program, &quot;aTextureCoord&quot;);
	  
    // add those custom shaders!
    for (var key in this.uniforms)
    {
       
    	// get the uniform locations..
		program[key] = gl.getUniformLocation(program, key);


      
    }
  
	this.program = program;
}

PIXI.PixiShader.prototype.syncUniforms = function()
{
	var gl = PIXI.gl;
	
	for (var key in this.uniforms) 
    {
    	//var 
    	var type = this.uniforms[key].type;
    	
    	// need to grow this!
    	if(type == &quot;f&quot;)
    	{
			gl.uniform1f(this.program[key], this.uniforms[key].value);
    	}
    	if(type == &quot;f2&quot;)
    	{
    	//	console.log(this.program[key])
			gl.uniform2f(this.program[key], this.uniforms[key].value.x, this.uniforms[key].value.y);
    	}
        else if(type == &quot;f4&quot;)
        {
           // console.log(this.uniforms[key].value)
            gl.uniform4fv(this.program[key], this.uniforms[key].value);
        }
    	else if(type == &quot;mat4&quot;)
    	{
    		gl.uniformMatrix4fv(this.program[key], false, this.uniforms[key].value);
    	}
    	else if(type == &quot;sampler2D&quot;)
    	{
    		// first texture...
    		var texture = this.uniforms[key].value;
    		
    		gl.activeTexture(gl.TEXTURE1);
	    	gl.bindTexture(gl.TEXTURE_2D, texture.baseTexture._glTexture);
	    	
    		gl.uniform1i(this.program[key], 1);
    		
    		// activate texture..
    		// gl.uniformMatrix4fv(this.program[key], false, this.uniforms[key].value);
    		// gl.uniformMatrix4fv(this.program[key], false, this.uniforms[key].value);
    	}
    }
    
}

PIXI.PixiShader.defaultVertexSrc = [
  &quot;attribute vec2 aVertexPosition;&quot;,
  &quot;attribute vec2 aTextureCoord;&quot;,
  &quot;attribute float aColor;&quot;,
  
  &quot;uniform vec2 projectionVector;&quot;,
 &quot;uniform vec2 offsetVector;&quot;,
  &quot;varying vec2 vTextureCoord;&quot;,
  
  &quot;varying float vColor;&quot;,

  &quot;const vec2 center = vec2(-1.0, 1.0);&quot;,
  &quot;void main(void) {&quot;,
    &quot;gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);&quot;,
    &quot;vTextureCoord = aTextureCoord;&quot;,
    &quot;vColor = aColor;&quot;,
  &quot;}&quot;
];

    </pre>
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