/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ /* * the default suoer fast shader! */ PIXI.shaderFragmentSrc = [ "precision mediump float;", "varying vec2 vTextureCoord;", "varying float vColor;", "uniform sampler2D uSampler;", "void main(void) {", "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));", "gl_FragColor = gl_FragColor * vColor;", "}" ]; PIXI.shaderVertexSrc = [ "attribute vec2 aVertexPosition;", "attribute vec2 aTextureCoord;", "attribute float aColor;", "uniform vec2 projectionVector;", "varying vec2 vTextureCoord;", "varying float vColor;", "void main(void) {", "gl_Position = vec4( aVertexPosition.x / projectionVector.x -1.0, aVertexPosition.y / -projectionVector.y + 1.0 , 0.0, 1.0);", "vTextureCoord = aTextureCoord;", "vColor = aColor;", "}" ]; /* * the triangle strip shader.. */ PIXI.stripShaderFragmentSrc = [ "precision mediump float;", "varying vec2 vTextureCoord;", "varying float vColor;", "uniform float alpha;", "uniform sampler2D uSampler;", "void main(void) {", "gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));", "gl_FragColor = gl_FragColor * alpha;", "}" ]; PIXI.stripShaderVertexSrc = [ "attribute vec2 aVertexPosition;", "attribute vec2 aTextureCoord;", "attribute float aColor;", "uniform mat3 translationMatrix;", "uniform vec2 projectionVector;", "varying vec2 vTextureCoord;", "varying float vColor;", "void main(void) {", "vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);", "gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);", "vTextureCoord = aTextureCoord;", "vColor = aColor;", "}" ]; /* * primitive shader.. */ PIXI.primitiveShaderFragmentSrc = [ "precision mediump float;", "varying vec4 vColor;", "void main(void) {", "gl_FragColor = vColor;", "}" ]; PIXI.primitiveShaderVertexSrc = [ "attribute vec2 aVertexPosition;", "attribute vec4 aColor;", "uniform mat3 translationMatrix;", "uniform vec2 projectionVector;", "uniform float alpha;", "varying vec4 vColor;", "void main(void) {", "vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);", "gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / -projectionVector.y + 1.0 , 0.0, 1.0);", "vColor = aColor * alpha;", "}" ]; PIXI.shaderStack = []; PIXI.initPrimitiveShader = function() { var gl = PIXI.gl; var shaderProgram = PIXI.compileProgram(PIXI.primitiveShaderVertexSrc, PIXI.primitiveShaderFragmentSrc) gl.useProgram(shaderProgram); shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); shaderProgram.translationMatrix = gl.getUniformLocation(shaderProgram, "translationMatrix"); //gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); //gl.enableVertexAttribArray(shaderProgram.colorAttribute); //gl.enableVertexAttribArray(program.textureCoordAttribute); shaderProgram.alpha = gl.getUniformLocation(shaderProgram, "alpha"); PIXI.primitiveProgram = shaderProgram; } PIXI.initDefaultShader = function() { PIXI.defaultShader = new PIXI.PixiShader(); PIXI.defaultShader.init(); PIXI.activateShader(PIXI.defaultShader); /* PIXI.shaderStack.push(PIXI.defaultShader); PIXI.current*/ } PIXI.initDefaultStripShader = function() { var gl = this.gl; var shaderProgram = PIXI.compileProgram(PIXI.stripShaderVertexSrc, PIXI.stripShaderFragmentSrc) gl.useProgram(shaderProgram); shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition"); shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord"); shaderProgram.translationMatrix = gl.getUniformLocation(shaderProgram, "translationMatrix"); shaderProgram.alpha = gl.getUniformLocation(shaderProgram, "alpha"); shaderProgram.colorAttribute = gl.getAttribLocation(shaderProgram, "aColor"); shaderProgram.projectionVector = gl.getUniformLocation(shaderProgram, "projectionVector"); shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"); PIXI.stripShaderProgram = shaderProgram; } 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)) { alert(gl.getShaderInfoLog(shader)); return null; } return shader; } PIXI.compileProgram = function(vertexSrc, fragmentSrc) { var gl = PIXI.gl; 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)) { alert("Could not initialise shaders"); } return shaderProgram; } PIXI.activateShader = function(shader) { PIXI.shaderStack.push(shader); //console.log(">>>") var gl = PIXI.gl; var shaderProgram = shader.program; // map uniforms.. gl.useProgram(shaderProgram); gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute); gl.enableVertexAttribArray(shaderProgram.colorAttribute); gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute); shader.syncUniforms(); PIXI.currentShader = shaderProgram; } PIXI.popShader = function() { var gl = PIXI.gl; // activate last program.. var lastProgram = PIXI.shaderStack.pop(); var shaderProgram = PIXI.shaderStack[ PIXI.shaderStack.length-1 ].program; gl.useProgram(shaderProgram); PIXI.currentShader = shaderProgram; } PIXI.activatePrimitiveShader = function() { var gl = PIXI.gl; gl.useProgram(PIXI.primitiveProgram); //gl.disableVertexAttribArray(PIXI.currentShader.vertexPositionAttribute); //gl.disableVertexAttribArray(PIXI.currentShader.colorAttribute); gl.disableVertexAttribArray(PIXI.currentShader.textureCoordAttribute); //gl.enableVertexAttribArray(PIXI.primitiveProgram.vertexPositionAttribute); //gl.enableVertexAttribArray(PIXI.primitiveProgram.colorAttribute); } PIXI.deactivatePrimitiveShader = function() { var gl = PIXI.gl; gl.useProgram(PIXI.currentShader); gl.enableVertexAttribArray(PIXI.currentShader.textureCoordAttribute); //gl.enableVertexAttribArray(PIXI.currentShader.vertexPositionAttribute); //gl.enableVertexAttribArray(PIXI.currentShader.colorAttribute); }