el Library Method
Signature: sc.el (pre, el)
Class: taccglShaderConfig Class
el must denote an HTML element, either by giving a DOM node
or by giving the id of an HTML element as string.
If this option is enabled the position of the element specified
is made available as #define constants in the shader. pre
is used as name prefix for the generated constants.
Constants are preT for t (y) or top coordinate,
preS for s (x) or left coordinate,
preW for width,
preH for height,
preMS for mid of s coordinate, and
preMT for mid of t coordinate.
All values are scaled to texture coordinates using TT and TS.
Examples
var s=taccgl.ssc('ShaderSample').el('TIM','testimg').dynTex(); var b=taccgl.actor(document.body).sc(s).dur(2).start(); | RUN |
<script id="ShaderSample" type="x-gsgl/x-shader"> :color if (t<TIMT+TIMH) col=vec3(1.0,0.0,0.0); </script> |
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var s=taccgl.ssc('ShaderSample2').el('TIM','pgMiddleColumnTable').dynTex(); var b=taccgl.actor(document.body).sc(s).dur(2).start(); | RUN |
<script id="ShaderSample2" type="x-gsgl/x-shader"> :color if (abs((s-TIMMS)*(s-TIMMS)*TIMH*TIMH/TIMW/TIMW+(t-TIMMT)*(t-TIMMT)-TIMH*TIMH/4.0) < 0.001) col=vec3(0.0,1.0,0.0); </script> |
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