let Shaders = require('./Shaders'); const { charCodeAt } = require('./HSL_Frag'); var ShaderMgr = { shaderPrograms: {}, setShader: function (sprite, shaderName) { cc.log("?"); // var glProgram = this.shaderPrograms[shaderName]; // if (!glProgram) { // glProgram = new cc.GLProgram(); // let sharder = Shaders[shaderName]; // glProgram.initWithString(sharder.vert, sharder.frag); // if (!cc.sys.isNative) { // glProgram.initWithVertexShaderByteArray(sharder.vert, sharder.frag); // glProgram.addAttribute(cc.macro.ATTRIBUTE_NAME_POSITION, cc.macro.VERTEX_ATTRIB_POSITION); // glProgram.addAttribute(cc.macro.ATTRIBUTE_NAME_COLOR, cc.macro.VERTEX_ATTRIB_COLOR); // glProgram.addAttribute(cc.macro.ATTRIBUTE_NAME_TEX_COORD, cc.macro.VERTEX_ATTRIB_TEX_COORDS); // glProgram.link(); // glProgram.updateUniforms(); // } else { // glProgram.initWithString(sharder.vert_nomvp, sharder.frag); // glProgram.addAttribute(cc.macro.ATTRIBUTE_NAME_POSITION, cc.macro.VERTEX_ATTRIB_POSITION); // glProgram.addAttribute(cc.macro.ATTRIBUTE_NAME_COLOR, cc.macro.VERTEX_ATTRIB_COLOR); // glProgram.addAttribute(cc.macro.ATTRIBUTE_NAME_TEX_COORD, cc.macro.VERTEX_ATTRIB_TEX_COORDS); // glProgram.link(); // glProgram.updateUniforms(); // this.updateGLParameters(); // } // this.shaderPrograms[shaderName] = glProgram; // } // sprite._sgNode.setShaderProgram(glProgram); // return glProgram; }, }; module.exports = ShaderMgr;