package openfl.display; import openfl.utils.ByteArray; #if !openfl_debug @:fileXml('tags="haxe,release"') @:noDebug #end class GraphicsShader extends Shader { @:glVertexHeader("attribute float openfl_Alpha; attribute vec4 openfl_ColorMultiplier; attribute vec4 openfl_ColorOffset; attribute vec4 openfl_Position; attribute vec2 openfl_TextureCoord; varying float openfl_Alphav; varying vec4 openfl_ColorMultiplierv; varying vec4 openfl_ColorOffsetv; varying vec2 openfl_TextureCoordv; uniform mat4 openfl_Matrix; uniform bool openfl_HasColorTransform; uniform vec2 openfl_TextureSize;") @:glVertexBody("openfl_Alphav = openfl_Alpha; openfl_TextureCoordv = openfl_TextureCoord; if (openfl_HasColorTransform) { openfl_ColorMultiplierv = openfl_ColorMultiplier; openfl_ColorOffsetv = openfl_ColorOffset / 255.0; } gl_Position = openfl_Matrix * openfl_Position;") @:glVertexSource("#pragma header void main(void) { #pragma body }") @:glFragmentHeader("varying float openfl_Alphav; varying vec4 openfl_ColorMultiplierv; varying vec4 openfl_ColorOffsetv; varying vec2 openfl_TextureCoordv; uniform bool openfl_HasColorTransform; uniform vec2 openfl_TextureSize; uniform sampler2D bitmap;") @:glFragmentBody("vec4 color = texture2D (bitmap, openfl_TextureCoordv); if (color.a == 0.0) { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); } else if (openfl_HasColorTransform) { color = vec4(color.rgb / color.a, color.a); mat4 colorMultiplier = mat4(0); colorMultiplier[0][0] = openfl_ColorMultiplierv.x; colorMultiplier[1][1] = openfl_ColorMultiplierv.y; colorMultiplier[2][2] = openfl_ColorMultiplierv.z; colorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w; color = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0); if (color.a > 0.0) { gl_FragColor = vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav); } else { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); } } else { gl_FragColor = color * openfl_Alphav; }") #if emscripten @:glFragmentSource("#pragma header void main(void) { #pragma body gl_FragColor = gl_FragColor.bgra; }") #else @:glFragmentSource("#pragma header void main(void) { #pragma body }") #end public function new(code:ByteArray = null) { super(code); } }