1 /****************************************************************************
  2  Copyright (c) 2010-2012 cocos2d-x.org
  3  Copyright (c) 2008-2010 Ricardo Quesada
  4  Copyright (c) 2011      Zynga 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     "                                           \n"
 34         + "precision lowp float;                    \n"
 35         + "                                         \n"
 36         + "varying vec4 v_fragmentColor;            \n"
 37         + "                                         \n"
 38         + "void main()                              \n"
 39         + "{                                        \n"
 40         + "    gl_FragColor = v_fragmentColor;      \n"
 41         + "}                                        \n";
 42 
 43 /**
 44  * @constant
 45  * @type {String}
 46  */
 47 cc.SHADER_POSITION_UCOLOR_VERT =
 48     "                                               \n"
 49         + "attribute vec4 a_position;               \n"
 50         + "uniform    vec4 u_color;                 \n"
 51         + "uniform float u_pointSize;               \n"
 52         + "                                         \n"
 53         + "varying lowp vec4 v_fragmentColor;       \n"
 54         + "                                         \n"
 55         + "void main(void)                          \n"
 56         + "{                                        \n"
 57         //+ "    gl_Position = CC_MVPMatrix * a_position;  \n"
 58         + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  \n"
 59         + "    gl_PointSize = u_pointSize;          \n"
 60         + "    v_fragmentColor = u_color;           \n"
 61         + "}";
 62 
 63 
 64 //---------------------Shader_PositionColor Shader Source-----------------------
 65 /**
 66  * @constant
 67  * @type {String}
 68  */
 69 cc.SHADER_POSITION_COLOR_FRAG =
 70     "                                        \n"
 71         + "precision lowp float;                 \n"
 72         + "varying vec4 v_fragmentColor;         \n"
 73         + "                                      \n"
 74         + "void main()                           \n"
 75         + "{                                     \n"
 76         + "     gl_FragColor = v_fragmentColor;       \n"
 77         + "} ";
 78 
 79 
 80 /**
 81  * @constant
 82  * @type {String}
 83  */
 84 cc.SHADER_POSITION_COLOR_VERT =
 85     "                                                \n"
 86         + "attribute vec4 a_position;                \n"
 87         + "attribute vec4 a_color;                   \n"
 88         + "                                          \n"
 89         + "varying lowp vec4 v_fragmentColor;        \n"
 90         + "                                          \n"
 91         + "void main()                               \n"
 92         + "{                                         \n"
 93         //+ "    gl_Position = CC_MVPMatrix * a_position;  \n"
 94         + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  \n"
 95         + "    v_fragmentColor = a_color;             \n"
 96         + "}";
 97 
 98 // --------------------- Shader_PositionColorLengthTexture Shader source------------------------
 99 /**
100  * @constant
101  * @type {String}
102  */
103 cc.SHADER_POSITION_COLOR_LENGTH_TEXTURE_FRAG =
104     "                                               \n"
105         + "// #extension GL_OES_standard_derivatives : enable																			\n"
106         + "\n"
107         + "varying mediump vec4 v_color;																								\n"
108         + "varying mediump vec2 v_texcoord;																							    \n"
109         + "\n"
110         + "void main()																													\n"
111         + "{																															\n"
112         + "// #if defined GL_OES_standard_derivatives																					\n"
113         + "// gl_FragColor = v_color*smoothstep(0.0, length(fwidth(v_texcoord)), 1.0 - length(v_texcoord));							    \n"
114         + "// #else																														\n"
115         + "gl_FragColor = v_color * step(0.0, 1.0 - length(v_texcoord));														        \n"
116         + "// #endif																													\n"
117         + "}";
118 
119 /**
120  * @constant
121  * @type {String}
122  */
123 cc.SHADER_POSITION_COLOR_LENGTH_TEXTURE_VERT =
124     "																	        \n"
125         + "attribute mediump vec4 a_position;									\n"
126         + "attribute mediump vec2 a_texcoord;									\n"
127         + "attribute mediump vec4 a_color;										\n"
128         + "\n"
129         + "varying mediump vec4 v_color;										\n"
130         + "varying mediump vec2 v_texcoord;									    \n"
131         + "\n"
132         + "void main()															\n"
133         + "{																	\n"
134         + "     v_color = a_color;//vec4(a_color.rgb * a_color.a, a_color.a);				\n"
135         + "     v_texcoord = a_texcoord;										\n"
136         + "																        \n"
137         //+ "    gl_Position = CC_MVPMatrix * a_position;  \n"
138         + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  \n"
139         + "}";
140 
141 // ----------------------Shader_PositionTexture Shader Source-------------------------------------
142 /**
143  * @constant
144  * @type {String}
145  */
146 cc.SHADER_POSITION_TEXTURE_FRAG =
147     "                                             \n"
148         + "precision lowp float;                      \n"
149         + "                                           \n"
150         + "varying vec2 v_texCoord;                   \n"
151         + "uniform sampler2D CC_Texture0;             \n"
152         + "                                           \n"
153         + "void main()                                \n"
154         + "{                                          \n"
155         + "    gl_FragColor =  texture2D(CC_Texture0, v_texCoord);   \n"
156         + "}";
157 
158 /**
159  * @constant
160  * @type {String}
161  */
162 cc.SHADER_POSITION_TEXTURE_VERT =
163     "                                                   \n"
164         + "attribute vec4 a_position;                   \n"
165         + "attribute vec2 a_texCoord;                  \n"
166         + "                                            \n"
167         + "varying mediump vec2 v_texCoord;           \n"
168         + "                                           \n"
169         + "void main()                                \n"
170         + "{                                          \n"
171         //+ "    gl_Position = CC_MVPMatrix * a_position;  \n"
172         + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  \n"
173         + "    v_texCoord = a_texCoord;               \n"
174         + "}";
175 
176 // ------------------------Shader_PositionTexture_uColor Shader Source-------------------------------
177 /**
178  * @constant
179  * @type {String}
180  */
181 cc.SHADER_POSITION_TEXTURE_UCOLOR_FRAG =
182     "                                                \n"
183         + "precision lowp float;                        \n"
184         + "                                             \n"
185         + "uniform vec4 u_color;                        \n"
186         + "varying vec2 v_texCoord;                     \n"
187         + "                                             \n"
188         + "uniform sampler2D CC_Texture0;               \n"
189         + "                                             \n"
190         + "void main()                                  \n"
191         + "{                                            \n"
192         + "    gl_FragColor =  texture2D(CC_Texture0, v_texCoord) * u_color;    \n"
193         + "}";
194 
195 /**
196  * @constant
197  * @type {String}
198  */
199 cc.SHADER_POSITION_TEXTURE_UCOLOR_VERT =
200     "                                               \n"
201         + "attribute vec4 a_position;                   \n"
202         + "attribute vec2 a_texCoord;                   \n"
203         + "                                             \n"
204         + "varying mediump vec2 v_texCoord;             \n"
205         + "                                             \n"
206         + "void main()                                  \n"
207         + "{                                            \n"
208         //+ "    gl_Position = CC_MVPMatrix * a_position;  \n"
209         + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  \n"
210         + "    v_texCoord = a_texCoord;                 \n"
211         + "}";
212 
213 //---------------------Shader_PositionTextureA8Color Shader source-------------------------------
214 /**
215  * @constant
216  * @type {String}
217  */
218 cc.SHADER_POSITION_TEXTURE_A8COLOR_FRAG =
219     "                                               \n"
220         + "precision lowp float;                        \n"
221         + "                                             \n"
222         + "varying vec4 v_fragmentColor;                \n"
223         + "varying vec2 v_texCoord;                     \n"
224         + "uniform sampler2D CC_Texture0;                 \n"
225         + "                                             \n"
226         + "void main()                                  \n"
227         + "{                                            \n"
228         + "    gl_FragColor = vec4( v_fragmentColor.rgb,         \n"                            // RGB from uniform
229         + "        v_fragmentColor.a * texture2D(CC_Texture0, v_texCoord).a   \n"                  // A from texture and uniform
230         + "    );                                       \n"
231         + "}";
232 
233 /**
234  * @constant
235  * @type {String}
236  */
237 cc.SHADER_POSITION_TEXTURE_A8COLOR_VERT =
238     "                                               \n"
239         + "attribute vec4 a_position;                   \n"
240         + "attribute vec2 a_texCoord;                   \n"
241         + "attribute vec4 a_color;                      \n"
242         + "                                             \n"
243         + "varying lowp vec4 v_fragmentColor;           \n"
244         + "varying mediump vec2 v_texCoord;             \n"
245         + "                                             \n"
246         + "void main()                                  \n"
247         + "{                                            \n"
248         //+ "    gl_Position = CC_MVPMatrix * a_position;  \n"
249         + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  \n"
250         + "    v_fragmentColor = a_color;               \n"
251         + "    v_texCoord = a_texCoord;                 \n"
252         + "}";
253 
254 // ------------------------Shader_PositionTextureColor Shader source------------------------------------
255 /**
256  * @constant
257  * @type {String}
258  */
259 cc.SHADER_POSITION_TEXTURE_COLOR_FRAG =
260     "                                               \n"
261         + "precision lowp float;                        \n"
262         + "                                             \n"
263         + "varying vec4 v_fragmentColor;                \n"
264         + "varying vec2 v_texCoord;                     \n"
265         + "uniform sampler2D CC_Texture0;               \n"
266         + "                                             \n"
267         + "void main()                                  \n"
268         + "{                                            \n"
269         + "    gl_FragColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord);         \n"
270         + "}";
271 
272 /**
273  * @constant
274  * @type {String}
275  */
276 cc.SHADER_POSITION_TEXTURE_COLOR_VERT =
277     "                                               \n"
278         + "attribute vec4 a_position;                   \n"
279         + "attribute vec2 a_texCoord;                   \n"
280         + "attribute vec4 a_color;                      \n"
281         + "                                             \n"
282         + "varying lowp vec4 v_fragmentColor;           \n"
283         + "varying mediump vec2 v_texCoord;             \n"
284         + "                                             \n"
285         + "void main()                                  \n"
286         + "{                                            \n"
287         //+ "    gl_Position = CC_MVPMatrix * a_position;  \n"
288         + "    gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position;  \n"
289         + "    v_fragmentColor = a_color;               \n"
290         + "    v_texCoord = a_texCoord;                 \n"
291         + "}";
292 
293 //-----------------------Shader_PositionTextureColorAlphaTest_frag Shader Source----------------------------
294 /**
295  * @constant
296  * @type {String}
297  */
298 cc.SHADER_POSITION_TEXTURE_COLOR_ALPHATEST_FRAG =
299     "                                                  \n"
300         + "precision lowp float;                           \n"
301         + "                                                \n"
302         + "varying vec4 v_fragmentColor;                   \n"
303         + "varying vec2 v_texCoord;                        \n"
304         + "uniform sampler2D CC_Texture0;                  \n"
305         + "uniform float CC_alpha_value;                   \n"
306         + "                                                \n"
307         + "void main()                                     \n"
308         + "{                                               \n"
309         + "    vec4 texColor = texture2D(CC_Texture0, v_texCoord);          \n"
310         + "                                                \n"
311         + "    // mimic: glAlphaFunc(GL_GREATER)           \n"
312         + "    //pass if ( incoming_pixel >= CC_alpha_value ) => fail if incoming_pixel < CC_alpha_value         \n"
313         + "                                                \n"
314         + "    if ( texColor.a <= CC_alpha_value )          \n"
315         + "        discard;                                \n"
316         + "                                                \n"
317         + "    gl_FragColor = texColor * v_fragmentColor;  \n"
318         + "}";
319 
320 //-----------------------ShaderEx_SwitchMask_frag Shader Source----------------------------
321 /**
322  * @constant
323  * @type {String}
324  */
325 cc.SHADEREX_SWITCHMASK_FRAG =
326     "                                                   \n"
327         + "precision lowp float;                            \n"
328         + "                                                 \n"
329         + "varying vec4 v_fragmentColor;                    \n"
330         + "varying vec2 v_texCoord;                         \n"
331         + "uniform sampler2D u_texture;                     \n"
332         + "uniform sampler2D   u_mask;                      \n"
333         + "                                                 \n"
334         + "void main()                                      \n"
335         + "{                                                \n"
336         + "    vec4 texColor   = texture2D(u_texture, v_texCoord);          \n"
337         + "    vec4 maskColor  = texture2D(u_mask, v_texCoord);             \n"
338         + "    vec4 finalColor = vec4(texColor.r, texColor.g, texColor.b, maskColor.a * texColor.a);        \n"
339         + "    gl_FragColor    = v_fragmentColor * finalColor;              \n"
340         + "}";