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pixi.js / lib / core / graphics / webgl / shaders / PrimitiveShader.js
@Matt Karl Matt Karl on 16 Nov 2016 2 KB 4.2.1
'use strict';

exports.__esModule = true;

var _Shader2 = require('../../../Shader');

var _Shader3 = _interopRequireDefault(_Shader2);

function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }

function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }

function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }

function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }

/**
 * This shader is used to draw simple primitive shapes for {@link PIXI.Graphics}.
 *
 * @class
 * @memberof PIXI
 * @extends PIXI.Shader
 */
var PrimitiveShader = function (_Shader) {
    _inherits(PrimitiveShader, _Shader);

    /**
     * @param {WebGLRenderingContext} gl - The webgl shader manager this shader works for.
     */
    function PrimitiveShader(gl) {
        _classCallCheck(this, PrimitiveShader);

        return _possibleConstructorReturn(this, _Shader.call(this, gl,
        // vertex shader
        ['attribute vec2 aVertexPosition;', 'attribute vec4 aColor;', 'uniform mat3 translationMatrix;', 'uniform mat3 projectionMatrix;', 'uniform float alpha;', 'uniform vec3 tint;', 'varying vec4 vColor;', 'void main(void){', '   gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', '   vColor = aColor * vec4(tint * alpha, alpha);', '}'].join('\n'),
        // fragment shader
        ['varying vec4 vColor;', 'void main(void){', '   gl_FragColor = vColor;', '}'].join('\n')));
    }

    return PrimitiveShader;
}(_Shader3.default);

exports.default = PrimitiveShader;
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