var Shader = require('../../Shader');
var glslify = require('glslify');
var fragTemplate = [
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'varying float vTextureId;',
'uniform sampler2D uSamplers[%count%];',
'void main(void){',
'vec4 color;',
'%forloop%',
'gl_FragColor = color * vColor;',
'}'
].join('\n');
function generateMultiTextureShader(gl, maxTextures)
{
var vertexSrc = glslify('./texture.vert');
var fragmentSrc = fragTemplate;
fragmentSrc = fragmentSrc.replace(/%count%/gi, maxTextures);
fragmentSrc = fragmentSrc.replace(/%forloop%/gi, generateSampleSrc(maxTextures));
var shader = new Shader(gl, vertexSrc, fragmentSrc);
var sampleValues = [];
for (var i = 0; i < maxTextures; i++)
{
sampleValues[i] = i;
}
shader.bind();
shader.uniforms.uSamplers = sampleValues;
return shader;
}
function generateSampleSrc(maxTextures)
{
var src = '';
src += '\n';
src += '\n';
for (var i = 0; i < maxTextures; i++)
{
if(i > 0)
{
src += '\nelse ';
}
if(i < maxTextures-1)
{
src += 'if(vTextureId == ' + i + '.0)';
}
src += '\n{';
src += '\n\tcolor = texture2D(uSamplers['+i+'], vTextureCoord);';
src += '\n}';
}
src += '\n';
src += '\n';
return src;
}
module.exports = generateMultiTextureShader;