Code coverage report for src/pixi/renderers/webgl/shaders/StripShader.js

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All files » src/pixi/renderers/webgl/shaders\ » StripShader.js
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/**
 * @author Mat Groves http://matgroves.com/ @Doormat23
 */
 
 
PIXI.StripShader = function()
{
    // the webGL program..
    this.program = null;
 
    this.fragmentSrc = [
        'precision mediump float;',
        'varying vec2 vTextureCoord;',
        'varying float vColor;',
        'uniform float alpha;',
        'uniform sampler2D uSampler;',
 
        'void main(void) {',
        '   gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y));',
        '   gl_FragColor = gl_FragColor * alpha;',
        '}'
    ];
 
    this.vertexSrc = [
        'attribute vec2 aVertexPosition;',
        'attribute vec2 aTextureCoord;',
        'attribute float aColor;',
        'uniform mat3 translationMatrix;',
        'uniform vec2 projectionVector;',
        'varying vec2 vTextureCoord;',
        'uniform vec2 offsetVector;',
        'varying float vColor;',
 
        'void main(void) {',
        '   vec3 v = translationMatrix * vec3(aVertexPosition, 1.0);',
        '   v -= offsetVector.xyx;',
        '   gl_Position = vec4( v.x / projectionVector.x -1.0, v.y / projectionVector.y + 1.0 , 0.0, 1.0);',
        '   vTextureCoord = aTextureCoord;',
        '   vColor = aColor;',
        '}'
    ];
};
 
PIXI.StripShader.prototype.init = function()
{
 
    var gl = PIXI.gl;
 
    var program = PIXI.compileProgram(gl, this.vertexSrc, this.fragmentSrc);
    gl.useProgram(program);
 
    // get and store the uniforms for the shader
    this.uSampler = gl.getUniformLocation(program, 'uSampler');
    this.projectionVector = gl.getUniformLocation(program, 'projectionVector');
    this.offsetVector = gl.getUniformLocation(program, 'offsetVector');
    this.colorAttribute = gl.getAttribLocation(program, 'aColor');
    //this.dimensions = gl.getUniformLocation(this.program, 'dimensions');
 
    // get and store the attributes
    this.aVertexPosition = gl.getAttribLocation(program, 'aVertexPosition');
    this.aTextureCoord = gl.getAttribLocation(program, 'aTextureCoord');
 
    this.translationMatrix = gl.getUniformLocation(program, 'translationMatrix');
    this.alpha = gl.getUniformLocation(program, 'alpha');
 
    this.program = program;
};