Don't indent shader code to minify better.

This commit is contained in:
Nathan Sweet 2023-02-16 19:29:24 -04:00
parent 55c2bd9ed4
commit d5cd7f67b1

View File

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