Static variables

@:value("\n\t\t#ifdef GL_ES\n\t\tprecision highp float;\n\t\t#endif\n\n\t\tvarying vec2 fTexCoord;\n\t\tvarying vec3 fColor;\n\n\t\tuniform sampler2D bitmap;\n\t\tuniform vec4 uModelColor;\n\t\tuniform vec4 uColor;\n\n\t\tfloat near = 07.;\n\t\tfloat far = 8.;\n\n\t\t/*float LinearizeDepth(float depth) \n\t\t{\n\t\t\tfloat z = depth * 2.0 - 1.0; // back to NDC \n\t\t\treturn (2.0 * near * far) / (far + near - z * (far - near));\t\n\t\t}*/\n\n\t\tuniform float iTime;\n\t\tuniform float light;\n\t\tvoid main()\n\t\t{\n\t\t\t//float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration\n\t\t\t//float depth = (gl_FragCoord.z + 5.0) * 0.01; //0.01;\n\t\t\t//FragColor = vec4(vec3(depth), 1.0);\n\t\t\t//fragColor = vec4(texture(bitmap, fTexCoord).rgb * depth, 1.0); //vec4(fColor * gl_FragCoord.z, 1.0); //0.5 * (1. + sin(iTime))\n\t\t\tgl_FragColor = texture2D(bitmap, fTexCoord) * uColor * vec4(fColor, 1.);\n\t\t}\n\n\t")staticfinalread onlyDEFAULT_FRAGMENT:String = "\n\t\t#ifdef GL_ES\n\t\tprecision highp float;\n\t\t#endif\n\n\t\tvarying vec2 fTexCoord;\n\t\tvarying vec3 fColor;\n\n\t\tuniform sampler2D bitmap;\n\t\tuniform vec4 uModelColor;\n\t\tuniform vec4 uColor;\n\n\t\tfloat near = 07.;\n\t\tfloat far = 8.;\n\n\t\t/*float LinearizeDepth(float depth) \n\t\t{\n\t\t\tfloat z = depth * 2.0 - 1.0; // back to NDC \n\t\t\treturn (2.0 * near * far) / (far + near - z * (far - near));\t\n\t\t}*/\n\n\t\tuniform float iTime;\n\t\tuniform float light;\n\t\tvoid main()\n\t\t{\n\t\t\t//float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far for demonstration\n\t\t\t//float depth = (gl_FragCoord.z + 5.0) * 0.01; //0.01;\n\t\t\t//FragColor = vec4(vec3(depth), 1.0);\n\t\t\t//fragColor = vec4(texture(bitmap, fTexCoord).rgb * depth, 1.0); //vec4(fColor * gl_FragCoord.z, 1.0); //0.5 * (1. + sin(iTime))\n\t\t\tgl_FragColor = texture2D(bitmap, fTexCoord) * uColor * vec4(fColor, 1.);\n\t\t}\n\n\t"

@:value("\n\t\t#ifdef GL_ES\n\t\tprecision highp float;\n\t\t#endif\n\n\t\t#define PI 3.14159265\n\n\t\tattribute vec3 vPosition;\n\t\tattribute vec3 vColor;\n\t\t//attribute vec3 vNormal;\n\t\tattribute vec2 vTexCoord;\n\n\t\tuniform vec3 uCameraPosition;\n\t\tuniform mat4 uViewTransform;\n\t\tuniform mat4 uModelTransform;\n\t\tuniform mat4 uPerspectiveTransform;\n\t\tuniform vec2 uViewSize;\n\n\t\tvarying vec3 fColor;\n\t\tvarying vec2 fTexCoord;\n\n\t\tuniform float uTime;\n\n\t\tfloat far = 100.;\n\t\tfloat near = 0.1;\n\t\tfloat fov = 70.;\n\n\t\tvoid main()\n\t\t{\n\t\t\tfloat aspect = uViewSize.x / uViewSize.y;\n\t\t\tmat4 projection; \n\t\t\tprojection[0] = vec4(1./(aspect*tan(fov/2.)), 0., 0., 0.);\n\t\t\tprojection[1] = vec4(0., 1./tan(fov/2.), 0., 0.);\n\t\t\tprojection[2] = vec4(0., 0., -((far+near)/(far-near)), -((2.*far*near)/(far-near)));\n\t\t\tprojection[3] = vec4(0., 0., -1., 0.);\n\t\t\t\n\t\t\t//mat4 projection = uPerspectiveTransform;\n\n\t\t\tmat4 model = uModelTransform; \n\n\t\t\tmat4 view = uViewTransform; \n\n\t\t\tfloat lightness = 0.5 + (vPosition.z) / 2.;\n\t\t\tfColor = vColor;// * lightness;\n\t\t\tfTexCoord = vTexCoord;\n\t\t\tvec4 pos = vec4(vPosition * vec3(1, -1, 1) + uCameraPosition, 1.) * model * view * projection;\n\t\t\t\n\t\t\tgl_Position = pos;\n\t\t}\n\t")staticfinalread onlyDEFAULT_VERTEX:String = "\n\t\t#ifdef GL_ES\n\t\tprecision highp float;\n\t\t#endif\n\n\t\t#define PI 3.14159265\n\n\t\tattribute vec3 vPosition;\n\t\tattribute vec3 vColor;\n\t\t//attribute vec3 vNormal;\n\t\tattribute vec2 vTexCoord;\n\n\t\tuniform vec3 uCameraPosition;\n\t\tuniform mat4 uViewTransform;\n\t\tuniform mat4 uModelTransform;\n\t\tuniform mat4 uPerspectiveTransform;\n\t\tuniform vec2 uViewSize;\n\n\t\tvarying vec3 fColor;\n\t\tvarying vec2 fTexCoord;\n\n\t\tuniform float uTime;\n\n\t\tfloat far = 100.;\n\t\tfloat near = 0.1;\n\t\tfloat fov = 70.;\n\n\t\tvoid main()\n\t\t{\n\t\t\tfloat aspect = uViewSize.x / uViewSize.y;\n\t\t\tmat4 projection; \n\t\t\tprojection[0] = vec4(1./(aspect*tan(fov/2.)), 0., 0., 0.);\n\t\t\tprojection[1] = vec4(0., 1./tan(fov/2.), 0., 0.);\n\t\t\tprojection[2] = vec4(0., 0., -((far+near)/(far-near)), -((2.*far*near)/(far-near)));\n\t\t\tprojection[3] = vec4(0., 0., -1., 0.);\n\t\t\t\n\t\t\t//mat4 projection = uPerspectiveTransform;\n\n\t\t\tmat4 model = uModelTransform; \n\n\t\t\tmat4 view = uViewTransform; \n\n\t\t\tfloat lightness = 0.5 + (vPosition.z) / 2.;\n\t\t\tfColor = vColor;// * lightness;\n\t\t\tfTexCoord = vTexCoord;\n\t\t\tvec4 pos = vec4(vPosition * vec3(1, -1, 1) + uCameraPosition, 1.) * model * view * projection;\n\t\t\t\n\t\t\tgl_Position = pos;\n\t\t}\n\t"

staticread onlydefaultShader:FlxShader3D

Constructor

new(fragmentSource:String, vertexSource:String)