diff options
author | Alon Zakai <alonzakai@gmail.com> | 2012-04-17 13:38:48 -0700 |
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committer | Alon Zakai <alonzakai@gmail.com> | 2012-04-17 13:38:48 -0700 |
commit | 0243e2136d216270752cd8766d372cd62d421db8 (patch) | |
tree | 74f9a7af0252184cac77588d61dda9388bffa067 /src/library_gl.js | |
parent | 99da1340487738c286fbc38f55dbc23aa9c3233a (diff) |
fix glsl rewriting
Diffstat (limited to 'src/library_gl.js')
-rw-r--r-- | src/library_gl.js | 19 |
1 files changed, 11 insertions, 8 deletions
diff --git a/src/library_gl.js b/src/library_gl.js index 97d760d3..ce098aa9 100644 --- a/src/library_gl.js +++ b/src/library_gl.js @@ -919,12 +919,13 @@ var LibraryGL = { .replace(/gl_ModelViewMatrixTranspose\[2\]/g, 'vec3(u_modelView[0][0], u_modelView[1][0], u_modelView[2][0])'); // XXX extremely inefficient } for (var i = 0; i <= 3; i++) { - if (source.indexOf('gl_TexCoord[' + i + ']') >= 0) { - // XXX To handle both regular texture mapping and cube mapping, we use vec3 for tex coordinates. + // XXX To handle both regular texture mapping and cube mapping, we use vec3 for tex coordinates. + var old = source; + source = source.replace(new RegExp('gl_TexCoord\\[' + i + '\\]', 'g'), 'v_texCoord' + i) + .replace(new RegExp('gl_MultiTexCoord' + i, 'g'), 'a_texCoord' + i); + if (source != old) { source = 'attribute vec3 a_texCoord' + i + '; \n\ - varying vec3 v_texCoord' + i + '; \n' + - source.replace(new RegExp('gl_TexCoord\\[' + i + '\\]', 'g'), 'v_texCoord' + i) - .replace(new RegExp('gl_MultiTexCoord' + i, 'g'), 'a_texCoord' + i); + varying vec3 v_texCoord' + i + '; \n' + source; } } if (source.indexOf('gl_Color') >= 0) { @@ -938,14 +939,16 @@ var LibraryGL = { } } else { // Fragment shader for (var i = 0; i <= 3; i++) { - if (source.indexOf('gl_TexCoord[' + i + ']') >= 0) { - source = 'varying vec3 v_texCoord' + i + '; \n' + - source.replace(new RegExp('gl_TexCoord\\[' + i + '\\]', 'g'), 'v_texCoord' + i); + var old = 0; + source = source.replace(new RegExp('gl_TexCoord\\[' + i + '\\]', 'g'), 'v_texCoord' + i); + if (source != old) { + source = 'varying vec3 v_texCoord' + i + '; \n' + source; } } if (source.indexOf('gl_Color') >= 0) { source = 'varying vec4 v_color; \n' + source.replace(/gl_Color/g, 'v_color'); } + source = source.replace(/gl_Fog.color/g, 'vec4(0.0)'); // XXX TODO source = 'precision mediump float;\n' + source; } GL.shaderSources[shader] = source; |