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@lightningtv/renderer

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/* * 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. */ //#endregion Types export function createShader(glw, type, source) { const shader = glw.createShader(type); if (!shader) { const glError = glw.getError(); throw new Error(`Unable to create the shader: ${type === glw.VERTEX_SHADER ? 'VERTEX_SHADER' : 'FRAGMENT_SHADER'}.${glError ? ` WebGlContext Error: ${glError}` : ''}`); } glw.shaderSource(shader, source); glw.compileShader(shader); const success = !!glw.getShaderParameter(shader, glw.COMPILE_STATUS); if (success) { return shader; } console.error(glw.getShaderInfoLog(shader)); glw.deleteShader(shader); } export function createProgram(glw, vertexShader, fragmentShader) { const program = glw.createProgram(); if (!program) { throw new Error('Unable to create program'); } glw.attachShader(program, vertexShader); glw.attachShader(program, fragmentShader); glw.linkProgram(program); const success = !!glw.getProgramParameter(program, glw.LINK_STATUS); if (success) { return program; } console.warn(glw.getProgramInfoLog(program)); glw.deleteProgram(program); return undefined; } export const DefaultVertexSource = ` # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif attribute vec2 a_position; attribute vec2 a_textureCoords; attribute vec4 a_color; attribute vec2 a_nodeCoords; uniform vec2 u_resolution; uniform float u_pixelRatio; uniform vec2 u_dimensions; uniform vec4 u_shadow; varying vec4 v_color; varying vec2 v_textureCoords; void main() { vec2 normalized = a_position * u_pixelRatio; vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y); vec2 outerEdge = clamp(a_textureCoords * 2.0 - vec2(1.0), -1.0, 1.0); vec2 shadowEdge = outerEdge; vec2 vertexPos = normalized + outerEdge + shadowEdge; v_color = a_color; v_textureCoords = a_textureCoords; gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0); } `; /** * generate fragment source for * @param stops * @returns */ export function genGradientColors(stops) { let result = ` float stopCalc = (dist - u_stops[0]) / (u_stops[1] - u_stops[0]); vec4 colorOut = mix(u_colors[0], u_colors[1], stopCalc); `; if (stops > 2) { for (let i = 2; i < stops; i++) { result += `colorOut = mix(colorOut, u_colors[${i}], clamp((dist - u_stops[${i - 1}]) / (u_stops[${i}] - u_stops[${i - 1}]), 0.0, 1.0));`; } } return result; } //# sourceMappingURL=ShaderUtils.js.map