import Shader from '../../core/Shader';
/**
* @class
* @extends PIXI.Shader
* @memberof PIXI.mesh
*/
export default class MeshShader extends Shader
{
/**
* @param {WebGLRenderingContext} gl - The WebGLRenderingContext.
*/
constructor(gl)
{
super(
gl,
// vertex shader
[
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',
'uniform mat3 translationMatrix;',
'uniform mat3 projectionMatrix;',
'varying vec2 vTextureCoord;',
'void main(void){',
' gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', // eslint-disable-line max-len
' vTextureCoord = aTextureCoord;',
'}',
].join('\n'),
[
'varying vec2 vTextureCoord;',
'uniform float alpha;',
'uniform vec3 tint;',
'uniform sampler2D uSampler;',
'void main(void){',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vec4(tint * alpha, alpha);',
// ' gl_FragColor = vec4(1.0);',
'}',
].join('\n')
);
}
}