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parsegraph-shader

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parsegraph-shader - npm Package Compare versions

Comparing version 1.5.10 to 1.5.11-dev

parsegraph-shader/dist/src/demo.d.ts

211

parsegraph-shader/dist/src/index.js

@@ -1,2 +0,211 @@

!function(r,e){"object"==typeof exports&&"object"==typeof module?module.exports=e(require("parsegraph-checkglerror")):"function"==typeof define&&define.amd?define(["parsegraph-checkglerror"],e):"object"==typeof exports?exports.parsegraph_shader=e(require("parsegraph-checkglerror")):r.parsegraph_shader=e(r.parsegraph_checkglerror)}(this,(r=>(()=>{"use strict";var e={561:e=>{e.exports=r}},t={};function o(r){var a=t[r];if(void 0!==a)return a.exports;var n=t[r]={exports:{}};return e[r](n,n.exports,o),n.exports}o.n=r=>{var e=r&&r.__esModule?()=>r.default:()=>r;return o.d(e,{a:e}),e},o.d=(r,e)=>{for(var t in e)o.o(e,t)&&!o.o(r,t)&&Object.defineProperty(r,t,{enumerable:!0,get:e[t]})},o.o=(r,e)=>Object.prototype.hasOwnProperty.call(r,e),o.r=r=>{"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(r,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(r,"__esModule",{value:!0})};var a={};return(()=>{o.r(a),o.d(a,{compileShader:()=>e,createProgram:()=>t,createProgramFromScripts:()=>p,createShaderFromScriptTag:()=>n});var r=o(561);function e(e,t,o,a){var n=e.createShader(o);if(!(e.shaderSource(n,t),e.compileShader(n),(0,r.ignoreGLErrors)()||e.getShaderParameter(n,e.COMPILE_STATUS)))throw new Error("Could not compile "+(o===e.FRAGMENT_SHADER?"fragment":"vertex")+" shader "+a+": "+e.getShaderInfoLog(n));return n}function t(r,e,t){var o=r.createProgram();if(r.attachShader(o,e),r.attachShader(o,t),r.linkProgram(o),!r.getProgramParameter(o,r.LINK_STATUS))throw new Error("program filed to link:"+r.getProgramInfoLog(o));return o}function n(r,t,o){var a=document.getElementById(t);if(!a)throw new Error("*** Error: unknown script element: "+t);var n=a.text;if(!o)if("x-shader/x-vertex"==a.type)o=r.VERTEX_SHADER;else if("x-shader/x-fragment"==a.type)o=r.FRAGMENT_SHADER;else if(!o)throw new Error("*** Error: shader type not set");return e(r,n,o)}function p(r,e,o){return t(r,n(r,e),n(r,o))}})(),a})()));
(function webpackUniversalModuleDefinition(root, factory) {
if(typeof exports === 'object' && typeof module === 'object')
module.exports = factory(require("parsegraph-checkglerror"));
else if(typeof define === 'function' && define.amd)
define(["parsegraph-checkglerror"], factory);
else if(typeof exports === 'object')
exports["parsegraph_shader"] = factory(require("parsegraph-checkglerror"));
else
root["parsegraph_shader"] = factory(root["parsegraph_checkglerror"]);
})(this, (__WEBPACK_EXTERNAL_MODULE_parsegraph_checkglerror__) => {
return /******/ (() => { // webpackBootstrap
/******/ "use strict";
/******/ var __webpack_modules__ = ({
/***/ "parsegraph-checkglerror":
/*!**************************************************************************************************************************************************************!*\
!*** external {"commonjs":"parsegraph-checkglerror","commonjs2":"parsegraph-checkglerror","amd":"parsegraph-checkglerror","root":"parsegraph_checkglerror"} ***!
\**************************************************************************************************************************************************************/
/***/ ((module) => {
module.exports = __WEBPACK_EXTERNAL_MODULE_parsegraph_checkglerror__;
/***/ })
/******/ });
/************************************************************************/
/******/ // The module cache
/******/ var __webpack_module_cache__ = {};
/******/
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/ // Check if module is in cache
/******/ var cachedModule = __webpack_module_cache__[moduleId];
/******/ if (cachedModule !== undefined) {
/******/ return cachedModule.exports;
/******/ }
/******/ // Create a new module (and put it into the cache)
/******/ var module = __webpack_module_cache__[moduleId] = {
/******/ // no module.id needed
/******/ // no module.loaded needed
/******/ exports: {}
/******/ };
/******/
/******/ // Execute the module function
/******/ __webpack_modules__[moduleId](module, module.exports, __webpack_require__);
/******/
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/
/************************************************************************/
/******/ /* webpack/runtime/compat get default export */
/******/ (() => {
/******/ // getDefaultExport function for compatibility with non-harmony modules
/******/ __webpack_require__.n = (module) => {
/******/ var getter = module && module.__esModule ?
/******/ () => (module['default']) :
/******/ () => (module);
/******/ __webpack_require__.d(getter, { a: getter });
/******/ return getter;
/******/ };
/******/ })();
/******/
/******/ /* webpack/runtime/define property getters */
/******/ (() => {
/******/ // define getter functions for harmony exports
/******/ __webpack_require__.d = (exports, definition) => {
/******/ for(var key in definition) {
/******/ if(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {
/******/ Object.defineProperty(exports, key, { enumerable: true, get: definition[key] });
/******/ }
/******/ }
/******/ };
/******/ })();
/******/
/******/ /* webpack/runtime/hasOwnProperty shorthand */
/******/ (() => {
/******/ __webpack_require__.o = (obj, prop) => (Object.prototype.hasOwnProperty.call(obj, prop))
/******/ })();
/******/
/******/ /* webpack/runtime/make namespace object */
/******/ (() => {
/******/ // define __esModule on exports
/******/ __webpack_require__.r = (exports) => {
/******/ if(typeof Symbol !== 'undefined' && Symbol.toStringTag) {
/******/ Object.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });
/******/ }
/******/ Object.defineProperty(exports, '__esModule', { value: true });
/******/ };
/******/ })();
/******/
/************************************************************************/
var __webpack_exports__ = {};
// This entry need to be wrapped in an IIFE because it need to be isolated against other modules in the chunk.
(() => {
/*!**********************!*\
!*** ./src/index.ts ***!
\**********************/
__webpack_require__.r(__webpack_exports__);
/* harmony export */ __webpack_require__.d(__webpack_exports__, {
/* harmony export */ "compileShader": () => (/* binding */ compileShader),
/* harmony export */ "createProgram": () => (/* binding */ createProgram),
/* harmony export */ "createProgramFromScripts": () => (/* binding */ createProgramFromScripts),
/* harmony export */ "createShaderFromScriptTag": () => (/* binding */ createShaderFromScriptTag)
/* harmony export */ });
/* harmony import */ var parsegraph_checkglerror__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! parsegraph-checkglerror */ "parsegraph-checkglerror");
/* harmony import */ var parsegraph_checkglerror__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(parsegraph_checkglerror__WEBPACK_IMPORTED_MODULE_0__);
// The following methods were based on code from webglfundamentals.org:
/**
* Creates and compiles a shader.
*
* @param {!WebGLRenderingContext} gl The WebGL Context.
* @param {string} shaderSource The GLSL source code for the shader.
* @param {number} shaderType The type of shader, VERTEX_SHADER or
* FRAGMENT_SHADER.
* @param {string} shaderName The name used for debugging
* @return {!WebGLShader} The shader.
*/
function compileShader(gl, shaderSource, shaderType, shaderName) {
// Create the shader object
var shader = gl.createShader(shaderType);
// Set the shader source code.
gl.shaderSource(shader, shaderSource);
// Compile the shader
gl.compileShader(shader);
// Check if it compiled
if (!(0,parsegraph_checkglerror__WEBPACK_IMPORTED_MODULE_0__.ignoreGLErrors)()) {
var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
if (!success) {
// Something went wrong during compilation; get the error
throw new Error("Could not compile " + (shaderType === gl.FRAGMENT_SHADER ? "fragment" : "vertex") + " shader " + shaderName + ": " + gl.getShaderInfoLog(shader));
}
}
return shader;
}
/**
* Creates a program from 2 shaders.
*
* @param {WebGLRenderingContext} gl The WebGL context.
* @param {WebGLShader} vertexShader A vertex shader.
* @param {WebGLShader} fragmentShader A fragment shader.
* @return {WebGLProgram} A program.
*/
function createProgram(gl, vertexShader, fragmentShader) {
// create a program.
var program = gl.createProgram();
// attach the shaders.
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
// link the program.
gl.linkProgram(program);
// Check if it linked.
var success = gl.getProgramParameter(program, gl.LINK_STATUS);
if (!success) {
// something went wrong with the link
throw new Error("program filed to link:" + gl.getProgramInfoLog(program));
}
return program;
}
/**
* Creates a shader from the content of a script tag.
*
* @param {!WebGLRenderingContext} gl The WebGL Context.
* @param {string} scriptId The id of the script tag.
* @param {number} optShaderType The type of shader to create.
* If not passed in will use the type attribute from the
* script tag.
* @return {!WebGLShader} A shader.
*/
function createShaderFromScriptTag(gl, scriptId, optShaderType) {
// look up the script tag by id.
var shaderScript = document.getElementById(scriptId);
if (!shaderScript) {
throw new Error("*** Error: unknown script element: " + scriptId);
}
// extract the contents of the script tag.
var shaderSource = shaderScript.text;
// If we didn't pass in a type, use the 'type' from
// the script tag.
if (!optShaderType) {
if (shaderScript.type == "x-shader/x-vertex") {
optShaderType = gl.VERTEX_SHADER;
} else if (shaderScript.type == "x-shader/x-fragment") {
optShaderType = gl.FRAGMENT_SHADER;
} else if (!optShaderType) {
throw new Error("*** Error: shader type not set");
}
}
return compileShader(gl, shaderSource, optShaderType);
}
/**
* Creates a program from 2 script tags.
*
* @param {!WebGLRenderingContext} gl The WebGL Context.
* @param {string} vertexShaderId The id of the vertex shader script tag.
* @param {string} fragmentShaderId The id of the fragment shader script tag.
* @return {!WebGLProgram} A program
*/
function createProgramFromScripts(gl, vertexShaderId, fragmentShaderId) {
var vertexShader = createShaderFromScriptTag(gl, vertexShaderId);
var fragmentShader = createShaderFromScriptTag(gl, fragmentShaderId);
return createProgram(gl, vertexShader, fragmentShader);
}
})();
/******/ return __webpack_exports__;
/******/ })()
;
});
//# sourceMappingURL=index.js.map

4

parsegraph-shader/package.json
{
"name": "parsegraph-shader",
"version": "1.5.10",
"version": "1.5.11-dev",
"description": "shader",

@@ -40,3 +40,3 @@ "main": "dist/src/index.js",

"jsdom-global": "^3.0.2",
"parsegraph-checkglerror": "^1.5.7",
"parsegraph-checkglerror": "^1.5.8",
"prettier": "^2.8.3",

@@ -43,0 +43,0 @@ "raw-loader": "^4.0.2",

Sorry, the diff of this file is not supported yet

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