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_MVPMatrix * a_position;  \n"
 80         + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  \n"
 81         + "    v_fragmentColor = a_color;             \n"
 82         + "}";
 83 
 84 // --------------------- Shader_PositionColorLengthTexture Shader source------------------------
 85 /**
 86  * @constant
 87  * @type {String}
 88  */
 89 cc.SHADER_POSITION_COLOR_LENGTH_TEXTURE_FRAG =
 90         "// #extension GL_OES_standard_derivatives : enable\n"
 91         + "varying mediump vec4 v_color;\n"
 92         + "varying mediump vec2 v_texcoord;\n"
 93         + "void main()	\n"
 94         + "{ \n"
 95         + "// #if defined GL_OES_standard_derivatives	\n"
 96         + "// gl_FragColor = v_color*smoothstep(0.0, length(fwidth(v_texcoord)), 1.0 - length(v_texcoord)); \n"
 97         + "// #else	\n"
 98         + "gl_FragColor = v_color * step(0.0, 1.0 - length(v_texcoord)); \n"
 99         + "// #endif \n"
100         + "}";
101 
102 /**
103  * @constant
104  * @type {String}
105  */
106 cc.SHADER_POSITION_COLOR_LENGTH_TEXTURE_VERT =
107         "attribute mediump vec4 a_position; \n"
108         + "attribute mediump vec2 a_texcoord; \n"
109         + "attribute mediump vec4 a_color;	\n"
110         + "varying mediump vec4 v_color; \n"
111         + "varying mediump vec2 v_texcoord;	\n"
112         + "void main() \n"
113         + "{ \n"
114         + "     v_color = a_color;//vec4(a_color.rgb * a_color.a, a_color.a); \n"
115         + "     v_texcoord = a_texcoord; \n"
116         //+ "    gl_Position = CC_MVPMatrix * a_position;  \n"
117         + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  \n"
118         + "}";
119 
120 // ----------------------Shader_PositionTexture Shader Source-------------------------------------
121 /**
122  * @constant
123  * @type {String}
124  */
125 cc.SHADER_POSITION_TEXTURE_FRAG =
126         "precision lowp float;   \n"
127         + "varying vec2 v_texCoord;  \n"
128         + "void main() \n"
129         + "{  \n"
130         + "    gl_FragColor =  texture2D(CC_Texture0, v_texCoord);   \n"
131         + "}";
132 
133 /**
134  * @constant
135  * @type {String}
136  */
137 cc.SHADER_POSITION_TEXTURE_VERT =
138         "attribute vec4 a_position; \n"
139         + "attribute vec2 a_texCoord; \n"
140         + "varying mediump vec2 v_texCoord; \n"
141         + "void main() \n"
142         + "{ \n"
143         //+ "    gl_Position = CC_MVPMatrix * a_position;  \n"
144         + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  \n"
145         + "    v_texCoord = a_texCoord;               \n"
146         + "}";
147 
148 // ------------------------Shader_PositionTexture_uColor Shader Source-------------------------------
149 /**
150  * @constant
151  * @type {String}
152  */
153 cc.SHADER_POSITION_TEXTURE_UCOLOR_FRAG =
154         "precision lowp float;  \n"
155         + "uniform vec4 u_color; \n"
156         + "varying vec2 v_texCoord; \n"
157         + "void main() \n"
158         + "{  \n"
159         + "    gl_FragColor =  texture2D(CC_Texture0, v_texCoord) * u_color;    \n"
160         + "}";
161 
162 /**
163  * @constant
164  * @type {String}
165  */
166 cc.SHADER_POSITION_TEXTURE_UCOLOR_VERT =
167         "attribute vec4 a_position;\n"
168         + "attribute vec2 a_texCoord; \n"
169         + "varying mediump vec2 v_texCoord; \n"
170         + "void main() \n"
171         + "{ \n"
172         //+ "    gl_Position = CC_MVPMatrix * a_position;  \n"
173         + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  \n"
174         + "    v_texCoord = a_texCoord;                 \n"
175         + "}";
176 
177 //---------------------Shader_PositionTextureA8Color Shader source-------------------------------
178 /**
179  * @constant
180  * @type {String}
181  */
182 cc.SHADER_POSITION_TEXTURE_A8COLOR_FRAG =
183         "precision lowp float;  \n"
184         + "varying vec4 v_fragmentColor; \n"
185         + "varying vec2 v_texCoord; \n"
186         + "void main() \n"
187         + "{ \n"
188         + "    gl_FragColor = vec4( v_fragmentColor.rgb,         \n"                            // RGB from uniform
189         + "        v_fragmentColor.a * texture2D(CC_Texture0, v_texCoord).a   \n"                  // A from texture and uniform
190         + "    ); \n"
191         + "}";
192 
193 /**
194  * @constant
195  * @type {String}
196  */
197 cc.SHADER_POSITION_TEXTURE_A8COLOR_VERT =
198         "attribute vec4 a_position; \n"
199         + "attribute vec2 a_texCoord; \n"
200         + "attribute vec4 a_color;  \n"
201         + "varying lowp vec4 v_fragmentColor; \n"
202         + "varying mediump vec2 v_texCoord; \n"
203         + "void main() \n"
204         + "{ \n"
205         //+ "    gl_Position = CC_MVPMatrix * a_position;  \n"
206         + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  \n"
207         + "    v_fragmentColor = a_color; \n"
208         + "    v_texCoord = a_texCoord; \n"
209         + "}";
210 
211 // ------------------------Shader_PositionTextureColor Shader source------------------------------------
212 /**
213  * @constant
214  * @type {String}
215  */
216 cc.SHADER_POSITION_TEXTURE_COLOR_FRAG =
217         "precision lowp float;\n"
218         + "varying vec4 v_fragmentColor; \n"
219         + "varying vec2 v_texCoord; \n"
220         + "void main() \n"
221         + "{ \n"
222         + "    gl_FragColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord); \n"
223         + "}";
224 
225 /**
226  * @constant
227  * @type {String}
228  */
229 cc.SHADER_POSITION_TEXTURE_COLOR_VERT =
230         "attribute vec4 a_position; \n"
231         + "attribute vec2 a_texCoord; \n"
232         + "attribute vec4 a_color;  \n"
233         + "varying lowp vec4 v_fragmentColor; \n"
234         + "varying mediump vec2 v_texCoord; \n"
235         + "void main() \n"
236         + "{ \n"
237         //+ "    gl_Position = CC_MVPMatrix * a_position;  \n"
238         + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  \n"
239         + "    v_fragmentColor = a_color; \n"
240         + "    v_texCoord = a_texCoord; \n"
241         + "}";
242 
243 //-----------------------Shader_PositionTextureColorAlphaTest_frag Shader Source----------------------------
244 /**
245  * @constant
246  * @type {String}
247  */
248 cc.SHADER_POSITION_TEXTURE_COLOR_ALPHATEST_FRAG =
249         "precision lowp float;   \n"
250         + "varying vec4 v_fragmentColor; \n"
251         + "varying vec2 v_texCoord;   \n"
252         + "uniform float CC_alpha_value; \n"
253         + "void main() \n"
254         + "{  \n"
255         + "    vec4 texColor = texture2D(CC_Texture0, v_texCoord);  \n"
256         // mimic: glAlphaFunc(GL_GREATER)
257         //pass if ( incoming_pixel >= CC_alpha_value ) => fail if incoming_pixel < CC_alpha_value
258         + "    if ( texColor.a <= CC_alpha_value )          \n"
259         + "        discard; \n"
260         + "    gl_FragColor = texColor * v_fragmentColor;  \n"
261         + "}";
262 
263 //-----------------------ShaderEx_SwitchMask_frag Shader Source----------------------------
264 /**
265  * @constant
266  * @type {String}
267  */
268 cc.SHADEREX_SWITCHMASK_FRAG =
269         "precision lowp float; \n"
270         + "varying vec4 v_fragmentColor; \n"
271         + "varying vec2 v_texCoord; \n"
272         + "uniform sampler2D u_texture;  \n"
273         + "uniform sampler2D   u_mask;   \n"
274         + "void main()  \n"
275         + "{  \n"
276         + "    vec4 texColor   = texture2D(u_texture, v_texCoord);  \n"
277         + "    vec4 maskColor  = texture2D(u_mask, v_texCoord); \n"
278         + "    vec4 finalColor = vec4(texColor.r, texColor.g, texColor.b, maskColor.a * texColor.a);        \n"
279         + "    gl_FragColor    = v_fragmentColor * finalColor; \n"
280         + "}";