diff --git a/spine-ts/spine-webgl/src/Shader.ts b/spine-ts/spine-webgl/src/Shader.ts index db7d4e7cc..8dbc79e43 100644 --- a/spine-ts/spine-webgl/src/Shader.ts +++ b/spine-ts/spine-webgl/src/Shader.ts @@ -194,106 +194,106 @@ export class Shader implements Disposable, Restorable { public static newColoredTextured (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader { let vs = ` - attribute vec4 ${Shader.POSITION}; - attribute vec4 ${Shader.COLOR}; - attribute vec2 ${Shader.TEXCOORDS}; - uniform mat4 ${Shader.MVP_MATRIX}; - varying vec4 v_color; - varying vec2 v_texCoords; +attribute vec4 ${Shader.POSITION}; +attribute vec4 ${Shader.COLOR}; +attribute vec2 ${Shader.TEXCOORDS}; +uniform mat4 ${Shader.MVP_MATRIX}; +varying vec4 v_color; +varying vec2 v_texCoords; - void main () { - v_color = ${Shader.COLOR}; - v_texCoords = ${Shader.TEXCOORDS}; - gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION}; - } - `; +void main () { + v_color = ${Shader.COLOR}; + v_texCoords = ${Shader.TEXCOORDS}; + gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION}; +} +`; let fs = ` - #ifdef GL_ES - #define LOWP lowp - precision mediump float; - #else - #define LOWP - #endif - varying LOWP vec4 v_color; - varying vec2 v_texCoords; - uniform sampler2D u_texture; +#ifdef GL_ES + #define LOWP lowp + precision mediump float; +#else + #define LOWP +#endif +varying LOWP vec4 v_color; +varying vec2 v_texCoords; +uniform sampler2D u_texture; - void main () { - gl_FragColor = v_color * texture2D(u_texture, v_texCoords); - } - `; +void main () { + gl_FragColor = v_color * texture2D(u_texture, v_texCoords); +} +`; return new Shader(context, vs, fs); } public static newTwoColoredTextured (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader { let vs = ` - attribute vec4 ${Shader.POSITION}; - attribute vec4 ${Shader.COLOR}; - attribute vec4 ${Shader.COLOR2}; - attribute vec2 ${Shader.TEXCOORDS}; - uniform mat4 ${Shader.MVP_MATRIX}; - varying vec4 v_light; - varying vec4 v_dark; - varying vec2 v_texCoords; +attribute vec4 ${Shader.POSITION}; +attribute vec4 ${Shader.COLOR}; +attribute vec4 ${Shader.COLOR2}; +attribute vec2 ${Shader.TEXCOORDS}; +uniform mat4 ${Shader.MVP_MATRIX}; +varying vec4 v_light; +varying vec4 v_dark; +varying vec2 v_texCoords; - void main () { - v_light = ${Shader.COLOR}; - v_dark = ${Shader.COLOR2}; - v_texCoords = ${Shader.TEXCOORDS}; - gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION}; - } - `; +void main () { + v_light = ${Shader.COLOR}; + v_dark = ${Shader.COLOR2}; + v_texCoords = ${Shader.TEXCOORDS}; + gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION}; +} +`; let fs = ` - #ifdef GL_ES - #define LOWP lowp - precision mediump float; - #else - #define LOWP - #endif - varying LOWP vec4 v_light; - varying LOWP vec4 v_dark; - varying vec2 v_texCoords; - uniform sampler2D u_texture; +#ifdef GL_ES + #define LOWP lowp + precision mediump float; +#else + #define LOWP +#endif +varying LOWP vec4 v_light; +varying LOWP vec4 v_dark; +varying vec2 v_texCoords; +uniform sampler2D u_texture; - void main () { - vec4 texColor = texture2D(u_texture, v_texCoords); - gl_FragColor.a = texColor.a * v_light.a; - gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb; - } - `; +void main () { + vec4 texColor = texture2D(u_texture, v_texCoords); + gl_FragColor.a = texColor.a * v_light.a; + gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb; +} +`; return new Shader(context, vs, fs); } public static newColored (context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader { let vs = ` - attribute vec4 ${Shader.POSITION}; - attribute vec4 ${Shader.COLOR}; - uniform mat4 ${Shader.MVP_MATRIX}; - varying vec4 v_color; +attribute vec4 ${Shader.POSITION}; +attribute vec4 ${Shader.COLOR}; +uniform mat4 ${Shader.MVP_MATRIX}; +varying vec4 v_color; - void main () { - v_color = ${Shader.COLOR}; - gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION}; - } - `; +void main () { + v_color = ${Shader.COLOR}; + gl_Position = ${Shader.MVP_MATRIX} * ${Shader.POSITION}; +} +`; let fs = ` - #ifdef GL_ES - #define LOWP lowp - precision mediump float; - #else - #define LOWP - #endif - varying LOWP vec4 v_color; +#ifdef GL_ES + #define LOWP lowp + precision mediump float; +#else + #define LOWP +#endif +varying LOWP vec4 v_color; - void main () { - gl_FragColor = v_color; - } - `; +void main () { + gl_FragColor = v_color; +} +`; return new Shader(context, vs, fs); }