'use strict';
exports.__esModule = true;
var _pixiGlCore = require('pixi-gl-core');
var _settings = require('./settings');
var _settings2 = _interopRequireDefault(_settings);
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }
var PRECISION = _settings2.default.PRECISION;
function checkPrecision(src) {
if (src instanceof Array) {
if (src[0].substring(0, 9) !== 'precision') {
var copy = src.slice(0);
copy.unshift('precision ' + PRECISION + ' float;');
return copy;
}
} else if (src.substring(0, 9) !== 'precision') {
return 'precision ' + PRECISION + ' float;\n' + src;
}
return src;
}
/**
* Wrapper class, webGL Shader for Pixi.
* Adds precision string if vertexSrc or fragmentSrc have no mention of it.
*
* @class
* @extends GLShader
* @memberof PIXI
*/
var Shader = function (_GLShader) {
_inherits(Shader, _GLShader);
/**
*
* @param {WebGLRenderingContext} gl - The current WebGL rendering context
* @param {string|string[]} vertexSrc - The vertex shader source as an array of strings.
* @param {string|string[]} fragmentSrc - The fragment shader source as an array of strings.
*/
function Shader(gl, vertexSrc, fragmentSrc) {
_classCallCheck(this, Shader);
return _possibleConstructorReturn(this, _GLShader.call(this, gl, checkPrecision(vertexSrc), checkPrecision(fragmentSrc)));
}
return Shader;
}(_pixiGlCore.GLShader);
exports.default = Shader;
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