/**
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* @license
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* Copyright 2018 Google Inc. All Rights Reserved.
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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* =============================================================================
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*/
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import {env} from '../../environment';
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export type GLSL = {
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version: string,
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attribute: string,
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varyingVs: string,
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varyingFs: string,
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texture2D: string,
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output: string,
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defineOutput: string,
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defineSpecialNaN: string,
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defineSpecialInf: string,
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defineRound: string
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};
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export function getGlslDifferences(): GLSL {
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let version: string;
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let attribute: string;
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let varyingVs: string;
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let varyingFs: string;
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let texture2D: string;
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let output: string;
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let defineOutput: string;
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let defineSpecialNaN: string;
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let defineSpecialInf: string;
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let defineRound: string;
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if (env().getNumber('WEBGL_VERSION') === 2) {
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version = '#version 300 es';
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attribute = 'in';
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varyingVs = 'out';
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varyingFs = 'in';
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texture2D = 'texture';
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output = 'outputColor';
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defineOutput = 'out vec4 outputColor;';
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// Use custom isnan definition to work across differences between
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// implementations on various platforms. While this should happen in ANGLE
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// we still see differences between android and windows (on chrome) when
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// using isnan directly.
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defineSpecialNaN = `
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bool isnan_custom(float val) {
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return (val > 0.0 || val < 0.0) ? false : val != 0.0;
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}
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bvec4 isnan_custom(vec4 val) {
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return bvec4(isnan_custom(val.x),
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isnan_custom(val.y), isnan_custom(val.z), isnan_custom(val.w));
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}
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#define isnan(value) isnan_custom(value)
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`;
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// In webgl 2 we do not need to specify a custom isinf so there is no
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// need for a special INFINITY constant.
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defineSpecialInf = ``;
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defineRound = `
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#define round(value) newRound(value)
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int newRound(float value) {
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return int(floor(value + 0.5));
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}
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ivec4 newRound(vec4 value) {
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return ivec4(floor(value + vec4(0.5)));
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}
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`;
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} else {
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version = '';
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attribute = 'attribute';
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varyingVs = 'varying';
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varyingFs = 'varying';
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texture2D = 'texture2D';
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output = 'gl_FragColor';
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defineOutput = '';
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// WebGL1 has no built in isnan so we define one here.
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defineSpecialNaN = `
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#define isnan(value) isnan_custom(value)
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bool isnan_custom(float val) {
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return (val > 0. || val < 1. || val == 0.) ? false : true;
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}
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bvec4 isnan_custom(vec4 val) {
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return bvec4(isnan(val.x), isnan(val.y), isnan(val.z), isnan(val.w));
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}
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`;
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defineSpecialInf = `
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uniform float INFINITY;
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bool isinf(float val) {
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return abs(val) == INFINITY;
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}
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bvec4 isinf(vec4 val) {
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return equal(abs(val), vec4(INFINITY));
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}
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`;
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defineRound = `
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int round(float value) {
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return int(floor(value + 0.5));
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}
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ivec4 round(vec4 value) {
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return ivec4(floor(value + vec4(0.5)));
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}
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`;
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}
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return {
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version,
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attribute,
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varyingVs,
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varyingFs,
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texture2D,
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output,
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defineOutput,
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defineSpecialNaN,
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defineSpecialInf,
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defineRound
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};
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}
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