build shaders for either desktop gl or gles2
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@@ -7,7 +7,7 @@ var path = require('path');
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var glsl;
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try { glsl = require('glsl-optimizer'); } catch(err) {}
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module.exports = function() {
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module.exports = function(param) {
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var name;
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var shaders = {};
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@@ -30,9 +30,21 @@ module.exports = function() {
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// Optimize shader
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if (glsl) {
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var compiler = new glsl.Compiler(glsl.TARGET_OPENGLES20);
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var preamble = '';
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var target = glsl.TARGET_OPENGL;
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if (param == 'gles2') {
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target = glsl.TARGET_OPENGLES20;
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preamble = 'precision highp float;';
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} else if (param == 'gles3') {
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target = glsl.TARGET_OPENGLES30;
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preamble = 'precision highp float;';
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} else {
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preamble = '#version 120';
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}
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var compiler = new glsl.Compiler(target);
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for (name in shaders) {
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var vertex_shader = new glsl.Shader(compiler, glsl.VERTEX_SHADER, shaders[name].vertex);
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var vertex_shader = new glsl.Shader(compiler, glsl.VERTEX_SHADER, preamble + '\n' + shaders[name].vertex);
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if (vertex_shader.compiled()) {
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shaders[name].vertex = vertex_shader.output();
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} else {
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@@ -41,7 +53,7 @@ module.exports = function() {
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}
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vertex_shader.dispose();
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var fragment_shader = new glsl.Shader(compiler, glsl.FRAGMENT_SHADER, shaders[name].fragment);
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var fragment_shader = new glsl.Shader(compiler, glsl.FRAGMENT_SHADER, preamble + '\n' + shaders[name].fragment);
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if (fragment_shader.compiled()) {
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shaders[name].fragment = fragment_shader.output();
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} else {
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@@ -107,4 +119,4 @@ module.exports = function() {
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};
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module.exports();
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module.exports(process.argv[2]);
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