/** * @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.shaderVertexSrc, this.fragmentSrc) var gl = PIXI.gl; gl.useProgram(program); // get the default shader bits! program.vertexPositionAttribute = gl.getAttribLocation(program, "aVertexPosition"); program.colorAttribute = gl.getAttribLocation(program, "aColor"); program.textureCoordAttribute = gl.getAttribLocation(program, "aTextureCoord"); program.projectionVector = gl.getUniformLocation(program, "projectionVector"); program.samplerUniform = gl.getUniformLocation(program, "uSampler"); // 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); } else if(type == "mat4") { gl.uniformMatrix4fv(this.program[key], false, this.uniforms[key].value); } } }