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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 | 5471x 5471x 5471x 5471x 2735x 2735x 2x 2x 2x 2735x 2735x 2735x 2735x 581x 581x 2735x 2735x 2736x 2736x 5471x 5471x | /**
* Transpiles a [GLSL 3.00]{@link https://registry.khronos.org/OpenGL/specs/es/3.0/GLSL_ES_Specification_3.00.pdf}
* shader to a [GLSL 1.00]{@link https://registry.khronos.org/OpenGL/specs/es/2.0/GLSL_ES_Specification_1.00.pdf} shader.
*
* This function does not aim to provide a comprehensive transpilation from GLSL 3.00 to GLSL 1.00; only the functionality
* used within the CesiumJS shaders is supported.
*
* @private
*
* @param {string} input The GLSL 3.00 shader.
* @param {boolean} isFragmentShader True if the shader is a fragment shader.
*
* @return {string}
*/
function demodernizeShader(input, isFragmentShader) {
let output = input;
// Remove version string got GLSL 3.00.
output = output.replaceAll(`version 300 es`, ``);
// Replace all texture calls with texture2D
output = output.replaceAll(
/(texture\()/g,
`texture2D(`, // Trailing ')' is included in the match group.
);
if (isFragmentShader) {
// Replace the in with varying.
output = output.replaceAll(
/\n\s*(in)\s+(vec\d|mat\d|float)/g,
`\nvarying $2`,
);
if (/out_FragData_(\d+)/.test(output)) {
output = `#extension GL_EXT_draw_buffers : enable\n${output}`;
// Remove all layout declarations for out_FragData.
output = output.replaceAll(
/layout\s+\(location\s*=\s*\d+\)\s*out\s+vec4\s+out_FragData_\d+;/g,
``,
);
// Replace out_FragData with gl_FragData.
output = output.replaceAll(/out_FragData_(\d+)/g, `gl_FragData[$1]`);
}
// Remove all layout declarations for out_FragColor.
output = output.replaceAll(
/layout\s+\(location\s*=\s*0\)\s*out\s+vec4\s+out_FragColor;/g,
``,
);
// Replace out_FragColor with gl_FragColor.
output = output.replaceAll(/out_FragColor/g, `gl_FragColor`);
output = output.replaceAll(/out_FragColor\[(\d+)\]/g, `gl_FragColor[$1]`);
if (/gl_FragDepth/.test(output)) {
output = `#extension GL_EXT_frag_depth : enable\n${output}`;
// Replace gl_FragDepth with gl_FragDepthEXT.
output = output.replaceAll(/gl_FragDepth/g, `gl_FragDepthEXT`);
}
// Enable the EXT_shader_texture_lod extension
output = `#ifdef GL_EXT_shader_texture_lod\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n${output}`;
// Enable the OES_standard_derivatives extension
output = `#ifdef GL_OES_standard_derivatives\n#extension GL_OES_standard_derivatives : enable\n#endif\n${output}`;
} else {
// Replace the in with attribute.
output = output.replaceAll(/(in)\s+(vec\d|mat\d|float)/g, `attribute $2`);
// Replace the out with varying.
output = output.replaceAll(
/(out)\s+(vec\d|mat\d|float)\s+([\w]+);/g,
`varying $2 $3;`,
);
}
// Add version string for GLSL 1.00.
output = `#version 100\n${output}`;
return output;
}
export default demodernizeShader;
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