1 /**************************************************************************** 2 Copyright (c) 2008-2010 Ricardo Quesada 3 Copyright (c) 2011-2012 cocos2d-x.org 4 Copyright (c) 2013-2014 Chukong Technologies Inc. 5 6 http://www.cocos2d-x.org 7 8 Permission is hereby granted, free of charge, to any person obtaining a copy 9 of this software and associated documentation files (the "Software"), to deal 10 in the Software without restriction, including without limitation the rights 11 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 12 copies of the Software, and to permit persons to whom the Software is 13 furnished to do so, subject to the following conditions: 14 15 The above copyright notice and this permission notice shall be included in 16 all copies or substantial portions of the Software. 17 18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 21 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 22 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 23 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 24 THE SOFTWARE. 25 ****************************************************************************/ 26 27 //-----------------------Shader_Position_uColor Shader Source-------------------------- 28 /** 29 * @constant 30 * @type {String} 31 */ 32 cc.SHADER_POSITION_UCOLOR_FRAG = 33 "precision lowp float;\n" 34 + "varying vec4 v_fragmentColor;\n" 35 + "void main() \n" 36 + "{ \n" 37 + " gl_FragColor = v_fragmentColor; \n" 38 + "}\n"; 39 /** 40 * @constant 41 * @type {String} 42 */ 43 cc.SHADER_POSITION_UCOLOR_VERT = 44 "attribute vec4 a_position;\n" 45 + "uniform vec4 u_color;\n" 46 + "uniform float u_pointSize;\n" 47 + "varying lowp vec4 v_fragmentColor; \n" 48 + "void main(void) \n" 49 + "{\n" 50 //+ " gl_Position = CC_MVPMatrix * a_position; \n" 51 + " gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position; \n" 52 + " gl_PointSize = u_pointSize; \n" 53 + " v_fragmentColor = u_color; \n" 54 + "}"; 55 56 //---------------------Shader_PositionColor Shader Source----------------------- 57 /** 58 * @constant 59 * @type {String} 60 */ 61 cc.SHADER_POSITION_COLOR_FRAG = 62 "precision lowp float; \n" 63 + "varying vec4 v_fragmentColor; \n" 64 + "void main() \n" 65 + "{ \n" 66 + " gl_FragColor = v_fragmentColor; \n" 67 + "} "; 68 69 /** 70 * @constant 71 * @type {String} 72 */ 73 cc.SHADER_POSITION_COLOR_VERT = 74 "attribute vec4 a_position;\n" 75 + "attribute vec4 a_color;\n" 76 + "varying lowp vec4 v_fragmentColor;\n" 77 + "void main()\n" 78 + "{\n" 79 + " gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position; \n" 80 + " v_fragmentColor = a_color; \n" 81 + "}"; 82 83 cc.SHADER_SPRITE_POSITION_COLOR_VERT = 84 "attribute vec4 a_position;\n" 85 + "attribute vec4 a_color;\n" 86 + "varying lowp vec4 v_fragmentColor;\n" 87 + "void main()\n" 88 + "{\n" 89 + " gl_Position = CC_PMatrix * a_position; \n" 90 + " v_fragmentColor = a_color; \n" 91 + "}"; 92 93 // --------------------- Shader_PositionColorLengthTexture Shader source------------------------ 94 /** 95 * @constant 96 * @type {String} 97 */ 98 cc.SHADER_POSITION_COLOR_LENGTH_TEXTURE_FRAG = 99 "// #extension GL_OES_standard_derivatives : enable\n" 100 + "varying mediump vec4 v_color;\n" 101 + "varying mediump vec2 v_texcoord;\n" 102 + "void main() \n" 103 + "{ \n" 104 + "// #if defined GL_OES_standard_derivatives \n" 105 + "// gl_FragColor = v_color*smoothstep(0.0, length(fwidth(v_texcoord)), 1.0 - length(v_texcoord)); \n" 106 + "// #else \n" 107 + "gl_FragColor = v_color * step(0.0, 1.0 - length(v_texcoord)); \n" 108 + "// #endif \n" 109 + "}"; 110 111 /** 112 * @constant 113 * @type {String} 114 */ 115 cc.SHADER_POSITION_COLOR_LENGTH_TEXTURE_VERT = 116 "attribute mediump vec4 a_position; \n" 117 + "attribute mediump vec2 a_texcoord; \n" 118 + "attribute mediump vec4 a_color; \n" 119 + "varying mediump vec4 v_color; \n" 120 + "varying mediump vec2 v_texcoord; \n" 121 + "void main() \n" 122 + "{ \n" 123 + " v_color = a_color;//vec4(a_color.rgb * a_color.a, a_color.a); \n" 124 + " v_texcoord = a_texcoord; \n" 125 //+ " gl_Position = CC_MVPMatrix * a_position; \n" 126 + " gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position; \n" 127 + "}"; 128 129 // ----------------------Shader_PositionTexture Shader Source------------------------------------- 130 /** 131 * @constant 132 * @type {String} 133 */ 134 cc.SHADER_POSITION_TEXTURE_FRAG = 135 "precision lowp float; \n" 136 + "varying vec2 v_texCoord; \n" 137 + "void main() \n" 138 + "{ \n" 139 + " gl_FragColor = texture2D(CC_Texture0, v_texCoord); \n" 140 + "}"; 141 142 /** 143 * @constant 144 * @type {String} 145 */ 146 cc.SHADER_POSITION_TEXTURE_VERT = 147 "attribute vec4 a_position; \n" 148 + "attribute vec2 a_texCoord; \n" 149 + "varying mediump vec2 v_texCoord; \n" 150 + "void main() \n" 151 + "{ \n" 152 //+ " gl_Position = CC_MVPMatrix * a_position; \n" 153 + " gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position; \n" 154 + " v_texCoord = a_texCoord; \n" 155 + "}"; 156 157 // ------------------------Shader_PositionTexture_uColor Shader Source------------------------------- 158 /** 159 * @constant 160 * @type {String} 161 */ 162 cc.SHADER_POSITION_TEXTURE_UCOLOR_FRAG = 163 "precision lowp float; \n" 164 + "uniform vec4 u_color; \n" 165 + "varying vec2 v_texCoord; \n" 166 + "void main() \n" 167 + "{ \n" 168 + " gl_FragColor = texture2D(CC_Texture0, v_texCoord) * u_color; \n" 169 + "}"; 170 171 /** 172 * @constant 173 * @type {String} 174 */ 175 cc.SHADER_POSITION_TEXTURE_UCOLOR_VERT = 176 "attribute vec4 a_position;\n" 177 + "attribute vec2 a_texCoord; \n" 178 + "varying mediump vec2 v_texCoord; \n" 179 + "void main() \n" 180 + "{ \n" 181 //+ " gl_Position = CC_MVPMatrix * a_position; \n" 182 + " gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position; \n" 183 + " v_texCoord = a_texCoord; \n" 184 + "}"; 185 186 //---------------------Shader_PositionTextureA8Color Shader source------------------------------- 187 /** 188 * @constant 189 * @type {String} 190 */ 191 cc.SHADER_POSITION_TEXTURE_A8COLOR_FRAG = 192 "precision lowp float; \n" 193 + "varying vec4 v_fragmentColor; \n" 194 + "varying vec2 v_texCoord; \n" 195 + "void main() \n" 196 + "{ \n" 197 + " gl_FragColor = vec4( v_fragmentColor.rgb, \n" // RGB from uniform 198 + " v_fragmentColor.a * texture2D(CC_Texture0, v_texCoord).a \n" // A from texture and uniform 199 + " ); \n" 200 + "}"; 201 202 /** 203 * @constant 204 * @type {String} 205 */ 206 cc.SHADER_POSITION_TEXTURE_A8COLOR_VERT = 207 "attribute vec4 a_position; \n" 208 + "attribute vec2 a_texCoord; \n" 209 + "attribute vec4 a_color; \n" 210 + "varying lowp vec4 v_fragmentColor; \n" 211 + "varying mediump vec2 v_texCoord; \n" 212 + "void main() \n" 213 + "{ \n" 214 + " gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position; \n" 215 + " v_fragmentColor = a_color; \n" 216 + " v_texCoord = a_texCoord; \n" 217 + "}"; 218 219 // ------------------------Shader_PositionTextureColor Shader source------------------------------------ 220 /** 221 * @constant 222 * @type {String} 223 */ 224 cc.SHADER_POSITION_TEXTURE_COLOR_FRAG = 225 "precision lowp float;\n" 226 + "varying vec4 v_fragmentColor; \n" 227 + "varying vec2 v_texCoord; \n" 228 + "void main() \n" 229 + "{ \n" 230 + " gl_FragColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord); \n" 231 + "}"; 232 233 /** 234 * @constant 235 * @type {String} 236 */ 237 cc.SHADER_POSITION_TEXTURE_COLOR_VERT = 238 "attribute vec4 a_position; \n" 239 + "attribute vec2 a_texCoord; \n" 240 + "attribute vec4 a_color; \n" 241 + "varying lowp vec4 v_fragmentColor; \n" 242 + "varying mediump vec2 v_texCoord; \n" 243 + "void main() \n" 244 + "{ \n" 245 + " gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position; \n" 246 + " v_fragmentColor = a_color; \n" 247 + " v_texCoord = a_texCoord; \n" 248 + "}"; 249 250 /** 251 * @constant 252 * @type {String} 253 */ 254 cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_VERT = 255 "attribute vec4 a_position; \n" 256 + "attribute vec2 a_texCoord; \n" 257 + "attribute vec4 a_color; \n" 258 + "varying lowp vec4 v_fragmentColor; \n" 259 + "varying mediump vec2 v_texCoord; \n" 260 + "void main() \n" 261 + "{ \n" 262 + " gl_Position = CC_PMatrix * a_position; \n" 263 + " v_fragmentColor = a_color; \n" 264 + " v_texCoord = a_texCoord; \n" 265 + "}"; 266 267 //-----------------------Shader_PositionTextureColorAlphaTest_frag Shader Source---------------------------- 268 /** 269 * @constant 270 * @type {String} 271 */ 272 cc.SHADER_POSITION_TEXTURE_COLOR_ALPHATEST_FRAG = 273 "precision lowp float; \n" 274 + "varying vec4 v_fragmentColor; \n" 275 + "varying vec2 v_texCoord; \n" 276 + "uniform float CC_alpha_value; \n" 277 + "void main() \n" 278 + "{ \n" 279 + " vec4 texColor = texture2D(CC_Texture0, v_texCoord); \n" 280 // mimic: glAlphaFunc(GL_GREATER) 281 //pass if ( incoming_pixel >= CC_alpha_value ) => fail if incoming_pixel < CC_alpha_value 282 + " if ( texColor.a <= CC_alpha_value ) \n" 283 + " discard; \n" 284 + " gl_FragColor = texColor * v_fragmentColor; \n" 285 + "}"; 286 287 //-----------------------Shader_PositionSpriteTextureColorVertTest_frag Shader Source---------------------------- 288 cc.SHADER_SPRITE_POSITION_TEXTURE_COLOR_VERT = 289 "attribute vec4 a_position; \n" 290 + "attribute vec2 a_texCoord; \n" 291 + "attribute vec4 a_color; \n" 292 + "varying lowp vec4 v_fragmentColor; \n" 293 + "varying mediump vec2 v_texCoord; \n" 294 + "void main() \n" 295 + "{ \n" 296 + " gl_Position = CC_PMatrix * a_position; \n" 297 + " v_fragmentColor = a_color; \n" 298 + " v_texCoord = a_texCoord; \n" 299 + "}"; 300 301 //-----------------------ShaderEx_SwitchMask_frag Shader Source---------------------------- 302 /** 303 * @constant 304 * @type {String} 305 */ 306 cc.SHADEREX_SWITCHMASK_FRAG = 307 "precision lowp float; \n" 308 + "varying vec4 v_fragmentColor; \n" 309 + "varying vec2 v_texCoord; \n" 310 + "uniform sampler2D u_texture; \n" 311 + "uniform sampler2D u_mask; \n" 312 + "void main() \n" 313 + "{ \n" 314 + " vec4 texColor = texture2D(u_texture, v_texCoord); \n" 315 + " vec4 maskColor = texture2D(u_mask, v_texCoord); \n" 316 + " vec4 finalColor = vec4(texColor.r, texColor.g, texColor.b, maskColor.a * texColor.a); \n" 317 + " gl_FragColor = v_fragmentColor * finalColor; \n" 318 + "}";