@lightningjs/renderer
Version:
Lightning 3 Renderer
89 lines (76 loc) • 2.65 kB
text/typescript
/*
* 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.
*
* SPDX-License-Identifier: Apache-2.0
*/
import type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js';
/*
* 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.
*/
export const Default: WebGlShaderType = {
vertex: `
precision highp float;
precision mediump float;
attribute vec2 a_position;
attribute vec2 a_textureCoords;
attribute vec4 a_color;
attribute vec2 a_nodeCoords;
uniform vec2 u_resolution;
uniform float u_pixelRatio;
varying vec4 v_color;
varying vec2 v_textureCoords;
varying vec2 v_nodeCoords;
void main() {
vec2 normalized = a_position * u_pixelRatio / u_resolution;
vec2 zero_two = normalized * 2.0;
vec2 clip_space = zero_two - 1.0;
v_color = a_color;
v_textureCoords = a_textureCoords;
v_nodeCoords = a_nodeCoords;
gl_Position = vec4(clip_space * vec2(1.0, -1.0), 0, 1);
}
`,
fragment: `
precision highp float;
precision mediump float;
uniform vec2 u_resolution;
uniform sampler2D u_texture;
varying vec4 v_color;
varying vec2 v_textureCoords;
void main() {
gl_FragColor = v_color * texture2D(u_texture, v_textureCoords);
}
`,
};