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-rwxr-xr-xscripts/build-shaders.js59
1 files changed, 37 insertions, 22 deletions
diff --git a/scripts/build-shaders.js b/scripts/build-shaders.js
index d00762acf0..00ced5f23b 100755
--- a/scripts/build-shaders.js
+++ b/scripts/build-shaders.js
@@ -14,28 +14,43 @@ if (!shaderName || !inputPath || !outputPath) {
process.exit(1);
}
-var pragmaMapboxRe = /(\s*)#pragma\s+mapbox\s*:\s+(define|initialize)\s+(low|medium|high)p\s+(float|vec(?:2|3|4))\s+(.*)/;
-
-
-function applyPragmas(source) {
- return '\n' + source.split('\n').map(function(line) {
- var params = line.match(pragmaMapboxRe);
- if (params) {
- if (params[2] === 'define') {
- return params[1] + 'uniform ' + params[3] + 'p ' + params[4] + ' u_' + params[5] + ';';
- } else {
- return params[1] + params[3] + 'p ' + params[4] + ' ' + params[5] + ' = u_' + params[5] + ';';
- }
- } else {
- return line;
- }
- }).join('\n');
+function applyPragmas(source, pragmas) {
+ return source.replace(/#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g, (match, operation, precision, type, name) => {
+ return pragmas[operation]
+ .join("\n")
+ .replace(/\{type\}/g, type)
+ .replace(/\{precision\}/g, precision)
+ .replace(/\{name\}/g, name);
+ });
}
-var vertexPrelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl'));
-var fragmentPrelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl'));
-var vertexSource = vertexPrelude + fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8');
-var fragmentSource = fragmentPrelude + fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8');
+function vertexSource() {
+ var prelude = fs.readFileSync(path.join(inputPath, '_prelude.vertex.glsl'));
+ var source = fs.readFileSync(path.join(inputPath, shaderName + '.vertex.glsl'), 'utf8');
+ return prelude + applyPragmas(source, {
+ define: [
+ "uniform lowp float a_{name}_t;",
+ "attribute {precision} {type} a_{name}_min;",
+ "attribute {precision} {type} a_{name}_max;",
+ "varying {precision} {type} {name};"
+ ],
+ initialize: [
+ "{name} = mix(a_{name}_min, a_{name}_max, a_{name}_t);"
+ ]
+ });
+}
+
+function fragmentSource() {
+ var prelude = fs.readFileSync(path.join(inputPath, '_prelude.fragment.glsl'));
+ var source = fs.readFileSync(path.join(inputPath, shaderName + '.fragment.glsl'), 'utf8');
+ return prelude + applyPragmas(source, {
+ define: [
+ "varying {precision} {type} {name};"
+ ],
+ initialize: [
+ ]
+ });
+}
var content = "#pragma once\n" +
"\n" +
@@ -49,8 +64,8 @@ var content = "#pragma once\n" +
"class " + shaderName + " {\n" +
"public:\n" +
" static constexpr const char* name = \"" + shaderName + "\";\n" +
-" static constexpr const char* vertexSource = R\"MBGL_SHADER(" + applyPragmas(vertexSource) + ")MBGL_SHADER\";\n" +
-" static constexpr const char* fragmentSource = R\"MBGL_SHADER(" + applyPragmas(fragmentSource) + ")MBGL_SHADER\";\n" +
+" static constexpr const char* vertexSource = R\"MBGL_SHADER(\n" + vertexSource() + ")MBGL_SHADER\";\n" +
+" static constexpr const char* fragmentSource = R\"MBGL_SHADER(\n" + fragmentSource() + ")MBGL_SHADER\";\n" +
"};\n" +
"\n" +
"} // namespace shaders\n" +