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-rwxr-xr-xjs/helper-classes/RDGE/src/core/script/jshader.js20
1 files changed, 10 insertions, 10 deletions
diff --git a/js/helper-classes/RDGE/src/core/script/jshader.js b/js/helper-classes/RDGE/src/core/script/jshader.js
index f8d79580..123a53e4 100755
--- a/js/helper-classes/RDGE/src/core/script/jshader.js
+++ b/js/helper-classes/RDGE/src/core/script/jshader.js
@@ -31,7 +31,7 @@ POSSIBILITY OF SUCH DAMAGE.
31// RDGE namespaces 31// RDGE namespaces
32var RDGE = RDGE || {}; 32var RDGE = RDGE || {};
33 33
34/* 34/*
35this API should be familiar to anyone who has worked with HLSL effect files. 35this API should be familiar to anyone who has worked with HLSL effect files.
36*/ 36*/
37 37
@@ -45,27 +45,27 @@ RDGE.bindMap['vec2'] = function(ctx, a,b) { ctx.uniform2fv(a,b); };
45RDGE.bindMap['vec3'] = function(ctx, a,b) { ctx.uniform3fv(a,b); }; 45RDGE.bindMap['vec3'] = function(ctx, a,b) { ctx.uniform3fv(a,b); };
46RDGE.bindMap['vec4'] = function(ctx, a,b) { ctx.uniform4fv(a,b); }; 46RDGE.bindMap['vec4'] = function(ctx, a,b) { ctx.uniform4fv(a,b); };
47RDGE.bindMap['mat3'] = function(ctx, a,b) { ctx.uniformMatrix3fv(a,false,b); }; 47RDGE.bindMap['mat3'] = function(ctx, a,b) { ctx.uniformMatrix3fv(a,false,b); };
48RDGE.bindMap['mat4'] = function(ctx, a,b) 48RDGE.bindMap['mat4'] = function(ctx, a,b)
49{ 49{
50 ctx.uniformMatrix4fv(a,false,b); 50 ctx.uniformMatrix4fv(a,false,b);
51 RDGE.globals.engine.getContext().debug.mat4CallCount++; 51 RDGE.globals.engine.getContext().debug.mat4CallCount++;
52}; 52};
53 53
54RDGE.bindMap['tex2d'] = function(ctx, a,b) 54RDGE.bindMap['tex2d'] = function(ctx, a,b)
55{ 55{
56 ctx.activeTexture(ctx.TEXTURE0+b[0]); 56 ctx.activeTexture(ctx.TEXTURE0+b[0]);
57 ctx.bindTexture(ctx.TEXTURE_2D, b[1]); 57 ctx.bindTexture(ctx.TEXTURE_2D, b[1]);
58 ctx.uniform1iv(a,[b[0]]); 58 ctx.uniform1iv(a,[b[0]]);
59}; 59};
60 60
61RDGE.bindMap['texCube']=function(ctx, a,b) 61RDGE.bindMap['texCube']=function(ctx, a,b)
62{ 62{
63 ctx.activeTexture(ctx.TEXTURE0+b[0]); 63 ctx.activeTexture(ctx.TEXTURE0+b[0]);
64 ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, b[1]); 64 ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, b[1]);
65 ctx.uniform1iv(a,[b[0]]); 65 ctx.uniform1iv(a,[b[0]]);
66}; 66};
67 67
68RDGE.lightDataMap = 68RDGE.lightDataMap =
69[ 69[
70 function(ctx, loc, lightNode) { ctx.uniform3fv(loc, lightNode.position); }, 70 function(ctx, loc, lightNode) { ctx.uniform3fv(loc, lightNode.position); },
71 function(ctx, loc, lightNode) { ctx.uniform4fv(loc, lightNode.lightDiffuse); }, 71 function(ctx, loc, lightNode) { ctx.uniform4fv(loc, lightNode.lightDiffuse); },
@@ -410,7 +410,7 @@ RDGE.jshader = function (addr) {
410 // link up aliases 410 // link up aliases
411 for (var p in curTechnique[i].params) { 411 for (var p in curTechnique[i].params) {
412 if (typeof curTechnique[i].params[p] == 'string') { 412 if (typeof curTechnique[i].params[p] == 'string') {
413 // this just redirects to an already existing parameter. 413 // this just redirects to an already existing parameter.
414 this[t][p] = this[t].passes[i].params[p]; 414 this[t][p] = this[t].passes[i].params[p];
415 } 415 }
416 } 416 }
@@ -446,7 +446,7 @@ RDGE.jshader = function (addr) {
446 446
447 /* 447 /*
448 * Init a local parameter at any time during the life of the jshader. 448 * Init a local parameter at any time during the life of the jshader.
449 * This will add the parameter to the list of parameters to be bound 449 * This will add the parameter to the list of parameters to be bound
450 * before rendering 450 * before rendering
451 */ 451 */
452 this.initLocalParameter = function (name, param) { 452 this.initLocalParameter = function (name, param) {
@@ -518,7 +518,7 @@ RDGE.jshader = function (addr) {
518 source = vShaderDef; 518 source = vShaderDef;
519 } else { 519 } else {
520 var vshaderRequest = new XMLHttpRequest(); 520 var vshaderRequest = new XMLHttpRequest();
521 var urlVertShader = vShaderDef; 521 var urlVertShader = vShaderDef;
522 vshaderRequest.open("GET", urlVertShader, false); 522 vshaderRequest.open("GET", urlVertShader, false);
523 vshaderRequest.send(null); 523 vshaderRequest.send(null);
524 source = vshaderRequest.responseText; 524 source = vshaderRequest.responseText;