Let shaders be returned as arrays
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parent
562ba9ebb7
commit
56d3cb3851
1 changed files with 125 additions and 133 deletions
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@ -3,8 +3,7 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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make.shaders = {
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make.shaders = {
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fragment1: function () {
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fragment1: [
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return random.pick([
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[
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[
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'#ifdef GL_ES',
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'#ifdef GL_ES',
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'precision mediump float;',
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'precision mediump float;',
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@ -23,10 +22,8 @@ make.shaders = {
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'gl_FragColor = vec4(texelColor.rgb * vLighting, texelColor.a);',
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'gl_FragColor = vec4(texelColor.rgb * vLighting, texelColor.a);',
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'}'
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'}'
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]
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]
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])
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],
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},
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vertex1: [
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vertex1: function () {
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return random.pick([
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[
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[
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'attribute vec4 aVertex;',
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'attribute vec4 aVertex;',
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'attribute vec4 aColor;',
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'attribute vec4 aColor;',
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@ -56,10 +53,8 @@ make.shaders = {
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'vLighting = ambientLight + (directionalLightColor * directional);',
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'vLighting = ambientLight + (directionalLightColor * directional);',
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'}'
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'}'
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]
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]
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])
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],
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},
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fragment2: [
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fragment2: function () {
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return random.pick([
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[
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[
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'varying highp vec2 vTextureCoord;',
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'varying highp vec2 vTextureCoord;',
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'varying highp vec3 vLighting;',
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'varying highp vec3 vLighting;',
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@ -88,10 +83,8 @@ make.shaders = {
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'gl_FragData[2]=vec4(specularFactor,specularHardness*0.1,0.0,1.0);',
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'gl_FragData[2]=vec4(specularFactor,specularHardness*0.1,0.0,1.0);',
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'}'
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'}'
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]
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]
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])
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],
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},
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vertex2: [
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vertex2: function () {
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return random.pick([
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[
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[
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'attribute highp vec3 aVertexNormal;',
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'attribute highp vec3 aVertexNormal;',
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'attribute highp vec3 aVertexPosition;',
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'attribute highp vec3 aVertexPosition;',
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@ -134,8 +127,7 @@ make.shaders = {
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'varyingUV = vertexUV;',
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'varyingUV = vertexUV;',
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'}'
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'}'
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]
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]
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])
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],
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},
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shaderPair: function (v, f) {
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shaderPair: function (v, f) {
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let i = random.number(v.length)
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let i = random.number(v.length)
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return {
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return {
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