/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ PIXI.PixiShader = function() { // the webGL program.. this.program; this.fragmentSrc = [ "precision lowp float;", "varying vec2 vTextureCoord;", "varying float vColor;", "uniform sampler2D uSampler;", "void main(void) {", "gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor;", "}" ]; } 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, "uSampler"); this.projectionVector = gl.getUniformLocation(program, "projectionVector"); this.offsetVector = gl.getUniformLocation(program, "offsetVector"); this.colorAttribute = gl.getAttribLocation(program, "aColor"); //this.dimensions = gl.getUniformLocation(this.program, "dimensions"); // get and store the attributes this.aVertexPosition = gl.getAttribLocation(program, "aVertexPosition"); this.aTextureCoord = gl.getAttribLocation(program, "aTextureCoord"); // 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 == "f") { gl.uniform1f(this.program[key], this.uniforms[key].value); } if(type == "f2") { // console.log(this.program[key]) gl.uniform2f(this.program[key], this.uniforms[key].value.x, this.uniforms[key].value.y); } else if(type == "f4") { // console.log(this.uniforms[key].value) gl.uniform4fv(this.program[key], this.uniforms[key].value); } else if(type == "mat4") { gl.uniformMatrix4fv(this.program[key], false, this.uniforms[key].value); } else if(type == "sampler2D") { // 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 = [ "attribute vec2 aVertexPosition;", "attribute vec2 aTextureCoord;", "attribute float aColor;", "uniform vec2 projectionVector;", "uniform vec2 offsetVector;", "varying vec2 vTextureCoord;", "varying float vColor;", "const vec2 center = vec2(-1.0, 1.0);", "void main(void) {", "gl_Position = vec4( ((aVertexPosition + offsetVector) / projectionVector) + center , 0.0, 1.0);", "vTextureCoord = aTextureCoord;", "vColor = aColor;", "}" ];