@lightningtv/renderer
Version:
Lightning 3 Renderer
101 lines (95 loc) • 3.41 kB
JavaScript
/*
* 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;
}
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