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/**
 * ShaderLoader.js v1.0
 * An asynchronous shader loader for WebGL using AJAX with jQuery.
 *
 * Copyright (c) 2013 - 2014 Andre Cruz / http://andre-cruz.com
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

/*
 * Dependencies: jQuery
 * Documentation: https://github.com/codecruzer/webgl-shader-loader-js
 */

var SHADER_LOADER = SHADER_LOADER || {};

/**
 * Loads all shaders from an external file that are included in the
 * DOM as script elements. See comments in ShaderLoader.js for documentation.
 *
 * @param {Function} Callback invoked when all shaders have loaded with signature
 * function (data) {}
 */
SHADER_LOADER.load = function (options, onShadersLoaded)
{
    /**
     * Checks if there are any shaders still pending to load.
     * If there are none remaining, then invoke the onShadersLoaded
     * callback.
     *
     */
    var checkForRemaining = function ()
    {
        if (unloadedRemaining <= 0 &&
            onShadersLoaded)
        {
            onShadersLoaded(loadedShaders);
        }
    }

    /**
     * Loads an external shader file asynchronously using AJAX
     *
     * @param {Object} The shader script tag from the DOM
     * @param {String} The type of shader [vertex|fragment]
     */
    var loadShaderFile = function (shaderElement, type)
    {
        /**
         * Processes a shader that comes back from
         * the AJAX and stores it in the Shaders
         * Object for later on
         *
         * @param {Object} The jQuery XHR object
         * @param {String} The response text, e.g. success, error
         */
        var onComplete = function onComplete(jqXHR, textStatus)
        {
            --unloadedRemaining;

            if (!loadedShaders[name])
            {
                loadedShaders[name] = {
                    vertex: "",
                    fragment: ""
                };
            }

            loadedShaders[name][type] = jqXHR.responseText;

            checkForRemaining();
        }

        // var element = $(shaderElement);
        // var url = element.data("src");
        // var name = element.data("name");
        var url = shaderElement.src;
        var name = shaderElement.name;

        $.ajax(
            {
                url: url,
                dataType: "text",
                context: {
                    name: name,
                    type: type
                },
                complete: onComplete
            }
        );
    }

    /************************
     * Load the shaders here *
     ************************/


    var loadedShaders = {};

    // Get all of the shaders from the DOM
    // var vertexShaders = $('script[type="x-shader/x-vertex"]');
    // var fragmentShaders = $('script[type="x-shader/x-fragment"]');

    var unloadedRemaining = options.vertexShaders.length + options.fragmentShaders.length;

    // Load vertex shaders
    var shader;
    var i, shaderCount;
    for (i = 0, shaderCount = options.vertexShaders.length; i < shaderCount; ++i)
    {
        shader = options.vertexShaders[i];
        loadShaderFile(shader, "vertex");
    }

    // Load fragment shaders
    for (i = 0, shaderCount = options.fragmentShaders.length; i < shaderCount; ++i)
    {
        shader = options.fragmentShaders[i];
        loadShaderFile(shader, "fragment");
    }

    // Check if we're still waiting for any shaders to load, in case they already
    // finished or if there were none.
    checkForRemaining();
}

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