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| interface StandardAttributes { | |
| texture: ImageData; | |
| } | |
| interface StandardInputs { | |
| i_Points: Float32Array; | |
| i_Sample: Float32Array; | |
| } | |
| interface StandardUniforms { | |
| u_Texture: ImageBitmapSource; | |
| } | |
| class StandardMaterial extends Bifrost.GFX.Material<StandardAttributes, StandardInputs, StandardUniforms> { | |
| public shaders(): Bifrost.GFX.Material.Shaders { | |
| return { | |
| vertex: ` | |
| in vec2 i_Points; | |
| in vec2 i_Sample; | |
| uniform vec2 engine_Resolution; | |
| out vec2 o_Sample; | |
| void main () { | |
| vec2 one = i_Points / engine_Resolution; | |
| vec2 two = one * 2.0; | |
| vec2 clip = two - 1.0; | |
| vec2 flip = vec2(1.0, -1.0); | |
| gl_Position = vec4(clip * flip, 0.0, 1.0); | |
| o_Sample = i_Sample; | |
| } | |
| `, | |
| fragment: ` | |
| precision mediump float; | |
| in vec2 o_Sample; | |
| uniform sampler2D u_Texture; | |
| out vec4 o_Color; | |
| void main () { | |
| o_Color = texture(u_Texture, o_Sample); | |
| } | |
| ` | |
| }; | |
| } | |
| public paint(): Bifrost.GFX.Material.Outputs<Inputs, Uniforms> { | |
| return { | |
| inputs: { | |
| i_Points: new Float32Array([ | |
| 0, 0, | |
| this.attributes.texture.width, 0, | |
| 0, this.attributes.texture.height, | |
| 0, this.attributes.texture.height, | |
| this.attributes.texture.width, 0, | |
| this.attributes.texture.width, this.attributes.texture.height | |
| ]), | |
| i_Sample: new Float32Array([ | |
| 0, 0, | |
| 1, 0, | |
| 0, 1, | |
| 0, 1, | |
| 1, 0, | |
| 1, 1 | |
| ]) | |
| }, | |
| uniforms: { | |
| u_Texture: this.attributes.texture | |
| } | |
| }; | |
| } | |
| } |
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