"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); /** * @license * Copyright 2018 Google Inc. All Rights Reserved. * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * ============================================================================= */ var environment_1 = require("../../environment"); function getGlslDifferences() { var version; var attribute; var varyingVs; var varyingFs; var texture2D; var output; var defineOutput; var defineSpecialNaN; var defineSpecialInf; var defineRound; if (environment_1.env().getNumber('WEBGL_VERSION') === 2) { version = '#version 300 es'; attribute = 'in'; varyingVs = 'out'; varyingFs = 'in'; texture2D = 'texture'; output = 'outputColor'; defineOutput = 'out vec4 outputColor;'; // Use custom isnan definition to work across differences between // implementations on various platforms. While this should happen in ANGLE // we still see differences between android and windows (on chrome) when // using isnan directly. defineSpecialNaN = "\n bool isnan_custom(float val) {\n return (val > 0.0 || val < 0.0) ? false : val != 0.0;\n }\n\n bvec4 isnan_custom(vec4 val) {\n return bvec4(isnan_custom(val.x),\n isnan_custom(val.y), isnan_custom(val.z), isnan_custom(val.w));\n }\n\n #define isnan(value) isnan_custom(value)\n "; // In webgl 2 we do not need to specify a custom isinf so there is no // need for a special INFINITY constant. defineSpecialInf = ""; defineRound = "\n #define round(value) newRound(value)\n int newRound(float value) {\n return int(floor(value + 0.5));\n }\n\n ivec4 newRound(vec4 value) {\n return ivec4(floor(value + vec4(0.5)));\n }\n "; } else { version = ''; attribute = 'attribute'; varyingVs = 'varying'; varyingFs = 'varying'; texture2D = 'texture2D'; output = 'gl_FragColor'; defineOutput = ''; // WebGL1 has no built in isnan so we define one here. defineSpecialNaN = "\n #define isnan(value) isnan_custom(value)\n bool isnan_custom(float val) {\n return (val > 0. || val < 1. || val == 0.) ? false : true;\n }\n bvec4 isnan_custom(vec4 val) {\n return bvec4(isnan(val.x), isnan(val.y), isnan(val.z), isnan(val.w));\n }\n "; defineSpecialInf = "\n uniform float INFINITY;\n\n bool isinf(float val) {\n return abs(val) == INFINITY;\n }\n bvec4 isinf(vec4 val) {\n return equal(abs(val), vec4(INFINITY));\n }\n "; defineRound = "\n int round(float value) {\n return int(floor(value + 0.5));\n }\n\n ivec4 round(vec4 value) {\n return ivec4(floor(value + vec4(0.5)));\n }\n "; } return { version: version, attribute: attribute, varyingVs: varyingVs, varyingFs: varyingFs, texture2D: texture2D, output: output, defineOutput: defineOutput, defineSpecialNaN: defineSpecialNaN, defineSpecialInf: defineSpecialInf, defineRound: defineRound }; } exports.getGlslDifferences = getGlslDifferences; //# sourceMappingURL=glsl_version.js.map