progress on getting ios version working well.

This commit is contained in:
Bryce Covert
2017-02-19 18:31:11 -08:00
parent 00a90e2313
commit 9c7946384e
7 changed files with 103 additions and 41 deletions

View File

@@ -1,6 +1,8 @@
(ns advent.screens.shader)
(ns advent.screens.shader
(:require [advent.utils :as utils]))
(def v-shader "attribute vec4 a_position;
(def v-shader (constantly "attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
@@ -13,10 +15,56 @@ void main() {
v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}")
}"))
(def pix-shader "
(def mobile-pix-shader
"
#ifdef GL_ES
#define LOWP lowp
#define HIGHP highp
precision mediump float;
#else
#define LOWP
#define HIGHP
#endif
varying vec4 v_color;
varying HIGHP vec2 v_texCoords;
uniform HIGHP float multiply_amount;
uniform HIGHP float hue_amount;
uniform sampler2D u_texture;
vec4 toGrayscale(in vec4 color)
{
float average = (color.r + color.g + color.b) / 3.0;
return vec4(average, average, average, color.a);
}
vec4 colorize(in vec4 grayscale, in vec4 color)
{
return (grayscale * color);
}
void main ()
{
vec4 scaledColor = texture2D(u_texture, v_texCoords);
vec4 grayscale = toGrayscale(scaledColor);
vec4 colorizedOutput = mix(scaledColor, colorize(grayscale, v_color.rgba), hue_amount);
vec4 multiplied = mix(colorizedOutput.rgba, v_color.rgba * scaledColor.rgba, multiply_amount);
gl_FragColor = vec4(multiplied.rgb, scaledColor.a * v_color.a);
}
"
)
(def desktop-pix-shader
"
#ifdef GL_ES
#define LOWP lowp
#define HIGHP highp
@@ -64,6 +112,7 @@ void main ()
c3 *= frac.x * (1.0 - frac.y);
c4 *= (1.0 - frac.x) * (1.0 - frac.y);
vec4 scaledColor = (c1 + c2 + c3 + c4);
vec4 scaledColor = texture2D(u_texture, v_texCoords);
vec4 grayscale = toGrayscale(scaledColor);
vec4 colorizedOutput = mix(scaledColor, colorize(grayscale, v_color.rgba), hue_amount);
@@ -74,3 +123,11 @@ void main ()
}
")
(defn pix-shader []
(if utils/mobile?
mobile-pix-shader
desktop-pix-shader
))