diff --git a/src/core/renderers/webgl/filters/FilterShader.js b/src/core/renderers/webgl/filters/FilterShader.js deleted file mode 100644 index c5a7b77..0000000 --- a/src/core/renderers/webgl/filters/FilterShader.js +++ /dev/null @@ -1,91 +0,0 @@ -var Shader = require('pixi-gl-core').GLShader; - -/** - * @class - * @memberof PIXI - * @extends PIXI.Shader - * @param shaderManager {PIXI.ShaderManager} The webgl shader manager this shader works for. - * @param [vertexSrc] {string} The source of the vertex shader. - * @param [fragmentSrc] {string} The source of the fragment shader. - * @param [customUniforms] {object} Custom uniforms to use to augment the built-in ones. - * @param [fragmentSrc] {string} The source of the fragment shader. - */ -function FilterShader(gl) -{ - - /** - * The vertex shader. - * - * @member {string} - */ - vertexSrc = FilterShader.defaultVertexSrc; - - /** - * The fragment shader. - * - * @member {string} - */ - fragmentSrc = FilterShader.defaultFragmentSrc; - - Shader.call(this, gl, vertexSrc, fragmentSrc); -} - -// constructor -FilterShader.prototype = Object.create(Shader.prototype); -FilterShader.prototype.constructor = FilterShader; -module.exports = FilterShader; - -/** - * The default vertex shader source - * - * @static - * @constant - */ -FilterShader.defaultVertexSrc = [ - 'precision lowp float;', - 'attribute vec2 aVertexPosition;', - 'attribute vec2 aTextureCoord;', - - 'uniform mat3 projectionMatrix;', - 'uniform mat3 otherMatrix;', - 'varying vec2 vTextureCoord;', - 'varying vec2 vFilterCoord;', - - 'void main(void){', - ' gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);', - ' vFilterCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;', - ' vTextureCoord = aTextureCoord ;', - '}' -].join('\n'); - -/** - * The default fragment shader source - * - * @static - * @constant - */ -FilterShader.defaultFragmentSrc = [ - 'precision lowp float;', - - 'varying vec2 vTextureCoord;', - 'varying vec2 vFilterCoord;', - 'uniform sampler2D uSampler;', - 'uniform sampler2D filterSampler;', - - 'void main(void){', - ' vec4 masky = texture2D(filterSampler, vFilterCoord);', - ' vec4 sample = texture2D(uSampler, vTextureCoord);', - ' vec4 color;', - ' if(mod(vFilterCoord.x, 1.0) > 0.5){', - ' ', - ' color = vec4(1.0, 0.0, 0.0, 1.0);', - ' }', - ' else', - ' {', - ' color = vec4(0.0, 1.0, 0.0, 1.0) ;', - ' }', - // ' gl_FragColor = vec4(mod(vFilterCoord.x, 1.5), vFilterCoord.y,0.0,1.0);', - ' gl_FragColor = mix(sample, masky, 0.5);', - ' gl_FragColor *= sample.a;', - '}' -].join('\n');