93 lines
2.3 KiB
JavaScript
93 lines
2.3 KiB
JavaScript
"use strict";
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.getDefaultFragShaderMain = exports.getFragShaderPreamble = exports.getVertexShaderSource = exports.getGlsl = void 0;
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const GLSL_ES_2_0 = {
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version: '',
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attribute: 'attribute',
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varyingVertex: 'varying',
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varyingFrag: 'varying',
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texture2D: 'texture2D',
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output: 'gl_FragColor',
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outputDeclaration: '',
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};
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const GLSL_ES_3_0 = {
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version: '#version 300 es',
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attribute: 'in',
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varyingVertex: 'out',
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varyingFrag: 'in',
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texture2D: 'texture',
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output: 'outputColor',
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outputDeclaration: 'out vec4 outputColor;',
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};
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function getGlsl(version) {
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return version === 1 ? GLSL_ES_2_0 : GLSL_ES_3_0;
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}
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exports.getGlsl = getGlsl;
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function getVertexShaderSource(version) {
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const glsl = getGlsl(version);
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return `${glsl.version}
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precision highp float;
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${glsl.attribute} vec3 position;
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${glsl.attribute} vec2 textureCoord;
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${glsl.varyingVertex} vec2 TexCoords;
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void main()
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{
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gl_Position = vec4(position, 1.0);
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TexCoords = textureCoord;
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}`;
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}
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exports.getVertexShaderSource = getVertexShaderSource;
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function getFragShaderPreamble(version) {
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const glsl = getGlsl(version);
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return `${glsl.version}
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precision highp float;
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precision highp int;
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precision highp sampler2D;
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${glsl.varyingFrag} vec2 TexCoords;
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${glsl.outputDeclaration}
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const vec2 halfCR = vec2(0.5, 0.5);
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// Custom vector types to handle higher dimenalities.
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struct ivec5
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{
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int x;
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int y;
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int z;
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int w;
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int u;
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};
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struct ivec6
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{
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int x;
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int y;
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int z;
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int w;
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int u;
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int v;
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};
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int imod(int x, int y) {
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return x - y * (x / y);
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}
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`;
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}
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exports.getFragShaderPreamble = getFragShaderPreamble;
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function getDefaultFragShaderMain(version, outputShapeLength) {
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const glsl = getGlsl(version);
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return `
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void main() {
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int indices[${outputShapeLength}];
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toVec(TexCoords, indices);
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vec4 result = vec4(process(indices));
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${glsl.output} = result;
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}
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`;
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}
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exports.getDefaultFragShaderMain = getDefaultFragShaderMain;
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//# sourceMappingURL=glsl-source.js.map
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