60 lines
2.4 KiB
JavaScript
60 lines
2.4 KiB
JavaScript
'use strict';
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var Matrix = require('../../../maths/matrix/Matrix.js');
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var maxRecommendedTextures = require('../../../rendering/batcher/gl/utils/maxRecommendedTextures.js');
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var compileHighShaderToProgram = require('../../../rendering/high-shader/compileHighShaderToProgram.js');
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var colorBit = require('../../../rendering/high-shader/shader-bits/colorBit.js');
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var generateTextureBatchBit = require('../../../rendering/high-shader/shader-bits/generateTextureBatchBit.js');
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var roundPixelsBit = require('../../../rendering/high-shader/shader-bits/roundPixelsBit.js');
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var getBatchSamplersUniformGroup = require('../../../rendering/renderers/gl/shader/getBatchSamplersUniformGroup.js');
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var Shader = require('../../../rendering/renderers/shared/shader/Shader.js');
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var UniformGroup = require('../../../rendering/renderers/shared/shader/UniformGroup.js');
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var localUniformMSDFBit = require('./shader-bits/localUniformMSDFBit.js');
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var mSDFBit = require('./shader-bits/mSDFBit.js');
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"use strict";
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let gpuProgram;
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let glProgram;
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class SdfShader extends Shader.Shader {
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constructor() {
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const uniforms = new UniformGroup.UniformGroup({
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uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
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uTransformMatrix: { value: new Matrix.Matrix(), type: "mat3x3<f32>" },
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uDistance: { value: 4, type: "f32" },
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uRound: { value: 0, type: "f32" }
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});
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const maxTextures = maxRecommendedTextures.getMaxTexturesPerBatch();
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gpuProgram ?? (gpuProgram = compileHighShaderToProgram.compileHighShaderGpuProgram({
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name: "sdf-shader",
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bits: [
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colorBit.colorBit,
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generateTextureBatchBit.generateTextureBatchBit(maxTextures),
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localUniformMSDFBit.localUniformMSDFBit,
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mSDFBit.mSDFBit,
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roundPixelsBit.roundPixelsBit
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]
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}));
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glProgram ?? (glProgram = compileHighShaderToProgram.compileHighShaderGlProgram({
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name: "sdf-shader",
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bits: [
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colorBit.colorBitGl,
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generateTextureBatchBit.generateTextureBatchBitGl(maxTextures),
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localUniformMSDFBit.localUniformMSDFBitGl,
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mSDFBit.mSDFBitGl,
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roundPixelsBit.roundPixelsBitGl
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]
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}));
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super({
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glProgram,
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gpuProgram,
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resources: {
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localUniforms: uniforms,
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batchSamplers: getBatchSamplersUniformGroup.getBatchSamplersUniformGroup(maxTextures)
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}
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});
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}
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}
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exports.SdfShader = SdfShader;
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//# sourceMappingURL=SdfShader.js.map
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