@lightningjs/renderer
Version:
Lightning 3 Renderer
91 lines (76 loc) • 2.78 kB
text/typescript
/*
* If not stated otherwise in this file or this component's LICENSE file the
* following copyright and licenses apply:
*
* Copyright 2023 Comcast Cable Communications Management, LLC.
*
* Licensed under the Apache License, Version 2.0 (the License);
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import type { WebGlCoreRenderer } from '../WebGlCoreRenderer.js';
import { WebGlCoreShader } from '../WebGlCoreShader.js';
import type { WebGlCoreCtxTexture } from '../WebGlCoreCtxTexture.js';
import type { ShaderProgramSources } from '../internal/ShaderUtils.js';
export class DefaultShader extends WebGlCoreShader {
constructor(renderer: WebGlCoreRenderer) {
super({
renderer,
});
}
override bindTextures(textures: WebGlCoreCtxTexture[]) {
const { glw } = this;
glw.activeTexture(0);
glw.bindTexture(textures[0]!.ctxTexture);
}
static override shaderSources: ShaderProgramSources = {
vertex: `
precision highp float;
precision mediump float;
attribute vec2 a_position;
attribute vec2 a_textureCoordinate;
attribute vec2 a_nodeCoordinate;
attribute vec4 a_color;
uniform vec2 u_resolution;
uniform float u_pixelRatio;
varying vec4 v_color;
varying vec2 v_textureCoordinate;
varying vec2 v_nodeCoordinate;
void main() {
vec2 normalized = a_position * u_pixelRatio;
vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);
v_color = a_color;
v_textureCoordinate = a_textureCoordinate;
v_nodeCoordinate = a_nodeCoordinate;
gl_Position = vec4(normalized.x * screenSpace.x - 1.0, normalized.y * -abs(screenSpace.y) + 1.0, 0.0, 1.0);
gl_Position.y = -sign(screenSpace.y) * gl_Position.y;
}
`,
fragment: `
precision highp float;
precision mediump float;
uniform vec2 u_resolution;
uniform sampler2D u_texture;
varying vec4 v_color;
varying vec2 v_textureCoordinate;
void main() {
vec4 color = texture2D(u_texture, v_textureCoordinate);
gl_FragColor = vec4(v_color) * texture2D(u_texture, v_textureCoordinate);
}
`,
};
}