[ts] Updated build to include new tint black shader.

This commit is contained in:
badlogic 2017-09-28 11:24:00 +02:00
parent 8506e16f2d
commit 936a7b048f
9 changed files with 10379 additions and 10336 deletions

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@ -1517,7 +1517,9 @@ declare module spine.webgl {
static SAMPLER: string;
private context;
private vs;
private vsSource;
private fs;
private fsSource;
private program;
private tmp2x2;
private tmp3x3;
@ -1525,6 +1527,8 @@ declare module spine.webgl {
getProgram(): WebGLProgram;
getVertexShader(): string;
getFragmentShader(): string;
getVertexShaderSource(): string;
getFragmentSource(): string;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string);
private compile();
private compileShader(type, source);

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@ -8136,6 +8136,8 @@ var spine;
this.tmp2x2 = new Float32Array(2 * 2);
this.tmp3x3 = new Float32Array(3 * 3);
this.tmp4x4 = new Float32Array(4 * 4);
this.vsSource = vertexShader;
this.fsSource = fragmentShader;
this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
this.context.addRestorable(this);
this.compile();
@ -8143,6 +8145,8 @@ var spine;
Shader.prototype.getProgram = function () { return this.program; };
Shader.prototype.getVertexShader = function () { return this.vertexShader; };
Shader.prototype.getFragmentShader = function () { return this.fragmentShader; };
Shader.prototype.getVertexShaderSource = function () { return this.vsSource; };
Shader.prototype.getFragmentSource = function () { return this.fsSource; };
Shader.prototype.compile = function () {
var gl = this.context.gl;
try {
@ -8258,7 +8262,7 @@ var spine;
};
Shader.newTwoColoredTextured = function (context) {
var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR2 + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " + Shader.COLOR + ";\n\t\t\t\t\tv_dark = " + Shader.COLOR2 + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tfloat alpha = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.a = alpha;\n\t\t\t\t\tgl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t";
var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tgl_FragColor.a = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t";
return new Shader(context, vs, fs);
};
Shader.newColored = function (context) {
@ -8893,9 +8897,18 @@ var spine;
}
var darkColor = this.tempColor2;
if (slot.darkColor == null)
darkColor.set(0, 0, 0, 1);
else
darkColor.setFromColor(slot.darkColor);
darkColor.set(0, 0, 0, 1.0);
else {
if (premultipliedAlpha) {
darkColor.r = slot.darkColor.r * finalColor.a;
darkColor.g = slot.darkColor.g * finalColor.a;
darkColor.b = slot.darkColor.b * finalColor.a;
}
else {
darkColor.setFromColor(slot.darkColor);
}
darkColor.a = premultipliedAlpha ? 1.0 : 0.0;
}
var slotBlendMode = slot.data.blendMode;
if (slotBlendMode != blendMode) {
blendMode = slotBlendMode;

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@ -1486,7 +1486,9 @@ declare module spine.webgl {
static SAMPLER: string;
private context;
private vs;
private vsSource;
private fs;
private fsSource;
private program;
private tmp2x2;
private tmp3x3;
@ -1494,6 +1496,8 @@ declare module spine.webgl {
getProgram(): WebGLProgram;
getVertexShader(): string;
getFragmentShader(): string;
getVertexShaderSource(): string;
getFragmentSource(): string;
constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string);
private compile();
private compileShader(type, source);

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@ -7881,6 +7881,8 @@ var spine;
this.tmp2x2 = new Float32Array(2 * 2);
this.tmp3x3 = new Float32Array(3 * 3);
this.tmp4x4 = new Float32Array(4 * 4);
this.vsSource = vertexShader;
this.fsSource = fragmentShader;
this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context);
this.context.addRestorable(this);
this.compile();
@ -7888,6 +7890,8 @@ var spine;
Shader.prototype.getProgram = function () { return this.program; };
Shader.prototype.getVertexShader = function () { return this.vertexShader; };
Shader.prototype.getFragmentShader = function () { return this.fragmentShader; };
Shader.prototype.getVertexShaderSource = function () { return this.vsSource; };
Shader.prototype.getFragmentSource = function () { return this.fsSource; };
Shader.prototype.compile = function () {
var gl = this.context.gl;
try {
@ -8003,7 +8007,7 @@ var spine;
};
Shader.newTwoColoredTextured = function (context) {
var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR2 + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " + Shader.COLOR + ";\n\t\t\t\t\tv_dark = " + Shader.COLOR2 + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t";
var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tfloat alpha = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.a = alpha;\n\t\t\t\t\tgl_FragColor.rgb = (1.0 - texColor.rgb) * v_dark.rgb * alpha + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t";
var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tgl_FragColor.a = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t";
return new Shader(context, vs, fs);
};
Shader.newColored = function (context) {
@ -8638,9 +8642,18 @@ var spine;
}
var darkColor = this.tempColor2;
if (slot.darkColor == null)
darkColor.set(0, 0, 0, 1);
else
darkColor.setFromColor(slot.darkColor);
darkColor.set(0, 0, 0, 1.0);
else {
if (premultipliedAlpha) {
darkColor.r = slot.darkColor.r * finalColor.a;
darkColor.g = slot.darkColor.g * finalColor.a;
darkColor.b = slot.darkColor.b * finalColor.a;
}
else {
darkColor.setFromColor(slot.darkColor);
}
darkColor.a = premultipliedAlpha ? 1.0 : 0.0;
}
var slotBlendMode = slot.data.blendMode;
if (slotBlendMode != blendMode) {
blendMode = slotBlendMode;

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