Exemple #1
0
  function createVertexShader() {
    var vertexShaderSource = [
          'attribute vec3 pos;',
          'attribute vec3 fillColor;',
          'attribute float fillOpacity;',
          'uniform mat4 modelViewMatrix;',
          'uniform mat4 projectionMatrix;',
          'uniform float pixelWidth;',
          'varying vec3 fillColorVar;',
          'varying float fillOpacityVar;',

          'void main(void)',
          '{',
          '  vec4 clipPos = projectionMatrix * modelViewMatrix * vec4(pos.xyz, 1);',
          '  if (clipPos.w != 0.0) {',
          '    clipPos = clipPos/clipPos.w;',
          '  }',
          '  fillColorVar = fillColor;',
          '  fillOpacityVar = fillOpacity;',
          '  gl_Position = clipPos;',
          '}'
        ].join('\n'),
        shader = new vgl.shader(vgl.GL.VERTEX_SHADER);
    shader.setShaderSource(vertexShaderSource);
    return shader;
  }
Exemple #2
0
  function createVertexShader() {
    var vertexShaderSource = [
          '#ifdef GL_ES',
          '  precision highp float;',
          '#endif',
          'attribute vec3 pos;',
          'attribute float value;',
          'attribute float opacity;',
          'uniform mat4 modelViewMatrix;',
          'uniform mat4 projectionMatrix;',
          'varying float valueVar;',
          'varying float opacityVar;',

          'void main(void)',
          '{',
      /* Don't use z values; something is rotten in one of our matrices */
          '  vec4 scrPos = projectionMatrix * modelViewMatrix * vec4(pos.xy, 0, 1);',
          '  if (scrPos.w != 0.0) {',
          '    scrPos = scrPos / scrPos.w;',
          '  }',
          '  valueVar = value;',
          '  opacityVar = opacity;',
          '  gl_Position = scrPos;',
          '}'
        ].join('\n'),
        shader = new vgl.shader(vgl.GL.VERTEX_SHADER);
    shader.setShaderSource(vertexShaderSource);
    return shader;
  }
Exemple #3
0
 function createFragmentShader() {
   var fragmentShaderSource = [
         '#ifdef GL_ES',
         '  precision highp float;',
         '#endif',
         'varying vec4 fillColorVar;',
         'void main () {',
         '  gl_FragColor = fillColorVar;',
         '}'
       ].join('\n'),
       shader = new vgl.shader(vgl.GL.FRAGMENT_SHADER);
   shader.setShaderSource(fragmentShaderSource);
   return shader;
 }
Exemple #4
0
 function createFragmentShader() {
   var fragmentShaderSource = [
         '#ifdef GL_ES',
         '  precision highp float;',
         '#endif',
         'uniform vec4 minColor;',
         'uniform vec4 maxColor;',
         'uniform float steps;',
         'uniform bool stepped;',
         'uniform sampler2D sampler2d;',
         'varying float valueVar;',
         'varying float opacityVar;',
         'void main () {',
         '  vec4 clr;',
         '  if (valueVar < 0.0) {',
         '    clr = minColor;',
         '  } else if (valueVar > steps) {',
         '    clr = maxColor;',
         '  } else {',
         '    float step;',
         '    if (stepped) {',
         '      step = floor(valueVar) + 0.5;',
         '      if (step > steps) {',
         '        step = steps - 0.5;',
         '      }',
         '    } else {',
         '      step = valueVar;',
         '    }',
         '    clr = texture2D(sampler2d, vec2(step / steps, 0.0));',
         '  }',
         '  gl_FragColor = vec4(clr.rgb, clr.a * opacityVar);',
         '}'
       ].join('\n'),
       shader = new vgl.shader(vgl.GL.FRAGMENT_SHADER);
   shader.setShaderSource(fragmentShaderSource);
   return shader;
 }
Exemple #5
0
 function createFragmentShader() {
   var shader = new vgl.shader(vgl.GL.FRAGMENT_SHADER);
   shader.setShaderSource(fragmentShaderSource);
   return shader;
 }
Exemple #6
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 function createVertexShader() {
   var shader = new vgl.shader(vgl.GL.VERTEX_SHADER);
   shader.setShaderSource(vertexShaderSource);
   return shader;
 }