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WebGL shader utilities
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/* | |
* Copyright (c) 2011 Michael Nischt | |
* All rights reserved. | |
* | |
* Redistribution and use in source and binary forms, with or without | |
* modification, are permitted provided that the following conditions | |
* are met: | |
* | |
* Redistributions of source code must retain the above copyright notice, | |
* this list of conditions and the following disclaimer. | |
* | |
* Redistributions in binary form must reproduce the above copyright | |
* notice, this list of conditions and the following disclaimer in the | |
* documentation and/or other materials provided with the distribution. | |
* | |
* Neither the name of the project's author nor the names of its | |
* contributors may be used to endorse or promote products derived from | |
* this software without specific prior written permission. | |
* | |
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | |
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT | |
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS | |
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT | |
* HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | |
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED | |
* TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF | |
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING | |
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | |
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
* | |
*/ | |
function getProgramAttributes(gl, program, attributes) { | |
attributes = attributes || {}; | |
var info, i, count = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES); | |
for (i = 0; i < count; i += 1) { | |
info = gl.getActiveAttrib(program, i); | |
attributes[info.name] = gl.getAttribLocation(program, info.name); | |
} | |
return attributes; | |
} | |
function getProgramUniforms(gl, program, uniforms) { | |
uniforms = uniforms || {}; | |
var info, i, count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS); | |
for (i = 0; i < count; i += 1) { | |
info = gl.getActiveUniform(program, i); | |
uniforms[info.name] = gl.getUniformLocation(program, info.name); | |
} | |
return uniforms; | |
} | |
function getProgramParameters(gl, program, parameters) { | |
parameters = parameters || {}; | |
parameters.uniforms = getProgramUniforms(gl, program); | |
parameters.attributes = getProgramAttributes(gl, program); | |
return parameters; | |
} | |
function createShader(gl, str, shaderType) { | |
var shader = gl.createShader(shaderType); | |
gl.shaderSource(shader, str); | |
gl.compileShader(shader); | |
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { | |
throw ("GLSL compile error:\n" + gl.getShaderInfoLog(shader)); | |
} | |
return shader; | |
} | |
function createVertexShader(gl, str) { | |
return createShader(gl, str, gl.VERTEX_SHADER); | |
} | |
function createFragmentShader(gl, str) { | |
return createShader(gl, str, gl.FRAGMENT_SHADER); | |
} | |
function createProgram(gl, vertexShader, fragmentShader) { | |
var program = gl.createProgram(); | |
gl.attachShader(program, vertexShader); | |
gl.attachShader(program, fragmentShader); | |
gl.linkProgram(program); | |
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { | |
throw ("GLSL link error:\n" + gl.getProgramInfoLog(program)); | |
} | |
return program; | |
} | |
function createProgramFromSource(gl, vs, fs) { | |
vs = GL.createVertexShader(gl, vs); | |
fs = GL.createFragmentShader(gl, fs); | |
return GL.createProgram(gl, vs, fs); | |
} |
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