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@lightningjs/renderer

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/* * 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 */ /* * 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 { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js'; export const DefaultBatched: WebGlShaderType = { supportsIndexedTextures: true, // override bindTextures(texture: WebGlCoreCtxTexture[]) { // const { renderer, glw } = this; // if ( // texture.length > renderer.system.parameters.MAX_VERTEX_TEXTURE_IMAGE_UNITS // ) { // throw new Error( // `DefaultShaderBatched: Cannot bind more than ${renderer.system.parameters.MAX_VERTEX_TEXTURE_IMAGE_UNITS} textures`, // ); // } // texture.forEach((t, i) => { // glw.activeTexture(i); // glw.bindTexture(t.ctxTexture); // }); // const samplers = Array.from(Array(texture.length).keys()); // this.glw.uniform1iv('u_textures[0]', samplers); // } vertex: ` # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif attribute vec2 a_textureCoords; attribute vec2 a_position; attribute vec4 a_color; attribute float a_textureIndex; attribute float a_depth; uniform vec2 u_resolution; uniform float u_pixelRatio; varying vec4 v_color; varying vec2 v_textureCoords; varying float v_textureIndex; void main(){ vec2 normalized = a_position * u_pixelRatio / u_resolution; vec2 zero_two = normalized * 2.0; vec2 clip_space = zero_two - 1.0; // pass to fragment v_color = a_color; v_textureCoords = a_textureCoords; v_textureIndex = a_textureIndex; // flip y gl_Position = vec4(clip_space * vec2(1.0, -1.0), 0, 1); } `, fragment(renderer) { const textureUnits = renderer.system.parameters.MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Declare each sampler as an individual uniform. // GLSL ES 1.0 does not permit indexing a sampler array with a non-constant // expression — doing so is undefined behavior and silently breaks on Mali 400 // drivers. Individual uniforms indexed via a compile-time-unrolled if/else // chain is the correct GLSL ES 1.0 pattern. // // NOTE: when the CPU-side multi-texture path is activated, bind each unit with: // gl.uniform1i(gl.getUniformLocation(program, `u_texture_${i}`), i) // rather than the array form uniform1iv('u_textures[0]', [...]). const samplerDeclarations = Array.from(Array(textureUnits).keys()) .map((i) => `uniform sampler2D u_texture_${i};`) .join('\n '); const ifElseChain = Array.from(Array(textureUnits).keys()) .map( (i) => ` ${i !== 0 ? 'else ' : ''}if (idx == ${i}) { return texture2D(u_texture_${i}, uv); }`, ) .join(''); return ` # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif uniform vec2 u_resolution; ${samplerDeclarations} varying vec4 v_color; varying vec2 v_textureCoords; varying float v_textureIndex; vec4 sampleFromTexture(int idx, vec2 uv) { ${ifElseChain} // Safe fallback — idx should always match one of the above branches. return vec4(0.0); } void main(){ gl_FragColor = vec4(v_color) * sampleFromTexture(int(v_textureIndex), v_textureCoords); } `; }, };