/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ // TODO Alvin and Mat // Should we eventually create a Utils class ? // Or just move this file to the pixi.js file ? PIXI.initDefaultShaders = function() { // PIXI.stripShader = new PIXI.StripShader(); // PIXI.stripShader.init(); }; PIXI.CompileVertexShader = function(gl, shaderSrc) { return PIXI._CompileShader(gl, shaderSrc, gl.VERTEX_SHADER); }; PIXI.CompileFragmentShader = function(gl, shaderSrc) { return PIXI._CompileShader(gl, shaderSrc, gl.FRAGMENT_SHADER); }; PIXI._CompileShader = function(gl, shaderSrc, shaderType) { var src = shaderSrc.join("\n"); var shader = gl.createShader(shaderType); gl.shaderSource(shader, src); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { window.console.log(gl.getShaderInfoLog(shader)); return null; } return shader; }; PIXI.compileProgram = function(gl, vertexSrc, fragmentSrc) { var fragmentShader = PIXI.CompileFragmentShader(gl, fragmentSrc); var vertexShader = PIXI.CompileVertexShader(gl, vertexSrc); var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vertexShader); gl.attachShader(shaderProgram, fragmentShader); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { window.console.log("Could not initialise shaders"); } return shaderProgram; };