@lightningtv/renderer
Version:
Lightning 3 Renderer
130 lines (115 loc) • 4.08 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
*/
/*
* 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 ${renderer.system.parameters.MAX_VERTEX_TEXTURE_IMAGE_UNITS} textures`,
// );
// }
// texture.forEach((t, i) => {
// glw.activeTexture(i);
// glw.bindTexture(t.ctxTexture);
// });
// const samplers = Array.from(Array(texture.length).keys());
// this.glw.uniform1iv('u_textures[0]', samplers);
// }
vertex: `
precision highp float;
precision mediump float;
attribute vec2 a_textureCoords;
attribute vec2 a_position;
attribute vec4 a_color;
attribute float a_textureIndex;
attribute float a_depth;
uniform vec2 u_resolution;
uniform float u_pixelRatio;
varying vec4 v_color;
varying vec2 v_textureCoords;
varying float v_textureIndex;
void main(){
vec2 normalized = a_position * u_pixelRatio / u_resolution;
vec2 zero_two = normalized * 2.0;
vec2 clip_space = zero_two - 1.0;
// pass to fragment
v_color = a_color;
v_textureCoords = a_textureCoords;
v_textureIndex = a_textureIndex;
// flip y
gl_Position = vec4(clip_space * vec2(1.0, -1.0), 0, 1);
}
`,
fragment(renderer) {
const textureUnits =
renderer.system.parameters.MAX_VERTEX_TEXTURE_IMAGE_UNITS;
return `
precision highp float;
precision mediump float;
uniform vec2 u_resolution;
uniform sampler2D u_image;
uniform sampler2D u_textures[txUnits];
varying vec4 v_color;
varying vec2 v_textureCoords;
varying float v_textureIndex;
vec4 sampleFromTexture(sampler2D textures[${textureUnits}], int idx, vec2 uv) {
${Array.from(Array(textureUnits).keys())
.map(
(idx) => `
${idx !== 0 ? 'else ' : ''}if (idx == ${idx}) {
return texture2D(textures[${idx}], uv);
}
`,
)
.join('')}
return texture2D(textures[0], uv);
}
void main(){
gl_FragColor = vec4(v_color) * sampleFromTexture(u_textures, int(v_textureIndex), v_textureCoords);
}
`;
},
};