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index.js
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var createGLContext = require('webgl-context');
var xtend = require('xtend');
var assign = require('xtend/mutable');
var Framebuffer = require('gl-fbo');
var Shader = require('gl-shader');
module.exports = function (shader, opt) {
if (!shader) {
throw new Error('no shader supplied to gl-shader-output');
}
opt = xtend({
width: 1,
height: 1,
preserveDrawingBuffer: true,
float: true
}, opt);
var gl = shader.gl || opt.gl || createGLContext(opt);
// set gl context dims
gl.canvas.width = opt.width;
gl.canvas.height = opt.height;
// shader can be a function or string
shader = typeof shader === 'function'
? shader(gl)
: shader;
// create gl-shader, if only fragment shader source
if (typeof shader === 'string') {
shader = Shader(gl, [
'attribute vec2 position;',
'void main() {',
' gl_Position = vec4(position, 1.0, 1.0);',
'}'
].join('\n'), shader);
}
// micro optimizations
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.BLEND);
gl.disable(gl.CULL_FACE);
gl.disable(gl.DITHER);
gl.disable(gl.POLYGON_OFFSET_FILL);
gl.disable(gl.SAMPLE_COVERAGE);
gl.disable(gl.SCISSOR_TEST);
gl.disable(gl.STENCIL_TEST);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, -1, 3, 3, -1]), gl.STATIC_DRAW);
shader.attributes.position.pointer();
// try to use floats
var float = opt.float && gl.getExtension('OES_texture_float');
// set framebuffer as a main target
var framebuffer = new Framebuffer(gl, [opt.width, opt.height], {
float: float,
depth: false,
color: 1
});
framebuffer.bind();
shader.bind();
function render (uniforms) {
var w = gl.drawingBufferWidth;
var h = gl.drawingBufferHeight;
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
// if user specifies some uniforms
if (uniforms) {
shader.bind();
assign(shader.uniforms, uniforms);
}
// full-screen quad
gl.drawArrays(gl.TRIANGLES, 0, 3);
var pixels;
if (float) {
pixels = new Float32Array(w * h * 4);
gl.readPixels(0, 0, w, h, gl.RGBA, gl.FLOAT, pixels);
} else {
pixels = new Uint8Array(w * h * 4);
gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
pixels = Array.prototype.map.call(pixels, function (p) {
return p / 255;
});
}
return pixels;
}
return render;
};