var Shader = require('./Shader');
/**
* @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 TextureShader(shaderManager, vertexSrc, fragmentSrc, customUniforms, customAttributes)
{
var uniforms = {
uSampler: { type: 'sampler2D', value: 0 },
projectionMatrix: { type: 'mat3', value: new Float32Array([1, 0, 0,
0, 1, 0,
0, 0, 1]) }
};
if (customUniforms)
{
for (var u in customUniforms)
{
uniforms[u] = customUniforms[u];
}
}
var attributes = {
aVertexPosition: 0,
aTextureCoord: 0,
aColor: 0
};
if (customAttributes)
{
for (var a in customAttributes)
{
attributes[a] = customAttributes[a];
}
}
/**
* The vertex shader.
*
* @member {string}
*/
vertexSrc = vertexSrc || TextureShader.defaultVertexSrc;
/**
* The fragment shader.
*
* @member {string}
*/
fragmentSrc = fragmentSrc || TextureShader.defaultFragmentSrc;
Shader.call(this, shaderManager, vertexSrc, fragmentSrc, uniforms, attributes);
}
// constructor
TextureShader.prototype = Object.create(Shader.prototype);
TextureShader.prototype.constructor = TextureShader;
module.exports = TextureShader;
/**
* The default vertex shader source
*
* @static
* @constant
*/
TextureShader.defaultVertexSrc = [
'precision lowp float;',
'attribute vec2 aVertexPosition;',
'attribute vec2 aTextureCoord;',
'attribute vec4 aColor;',
'uniform mat3 projectionMatrix;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'void main(void){',
' gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);',
' vTextureCoord = aTextureCoord;',
' vColor = vec4(aColor.rgb * aColor.a, aColor.a);',
'}'
].join('\n');
/**
* The default fragment shader source
*
* @static
* @constant
*/
TextureShader.defaultFragmentSrc = [
'precision lowp float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'uniform sampler2D uSampler;',
'void main(void){',
' gl_FragColor = texture2D(uSampler, vTextureCoord) * vColor ;',
'}'
].join('\n');