'use strict';
exports.__esModule = true;
exports.default = generateMultiTextureShader;
var _Shader = require('../../Shader');
var _Shader2 = _interopRequireDefault(_Shader);
var _path = require('path');
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
var fragTemplate = ['varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'varying float vTextureId;', 'uniform sampler2D uSamplers[%count%];', 'void main(void){', 'vec4 color;', 'float textureId = floor(vTextureId+0.5);', '%forloop%', 'gl_FragColor = color * vColor;', '}'].join('\n');
function generateMultiTextureShader(gl, maxTextures) {
var vertexSrc = 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\nattribute float aTextureId;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nvarying float vTextureId;\n\nvoid main(void){\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vTextureId = aTextureId;\n vColor = vec4(aColor.rgb * aColor.a, aColor.a);\n}\n';
var fragmentSrc = fragTemplate;
fragmentSrc = fragmentSrc.replace(/%count%/gi, maxTextures);
fragmentSrc = fragmentSrc.replace(/%forloop%/gi, generateSampleSrc(maxTextures));
var shader = new _Shader2.default(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(textureId == ' + i + '.0)';
}
src += '\n{';
src += '\n\tcolor = texture2D(uSamplers[' + i + '], vTextureCoord);';
src += '\n}';
}
src += '\n';
src += '\n';
return src;
}
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