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author | kbr@chromium.org <kbr@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2010-04-08 19:55:34 +0000 |
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committer | kbr@chromium.org <kbr@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98> | 2010-04-08 19:55:34 +0000 |
commit | e9cf2cac00113e12b14584533594b82dfe5701a6 (patch) | |
tree | 6eca083e1bcfbb1c1b9f92cfa4986a6f8a289531 /o3d/samples | |
parent | 9eaa021d46dc016c20e43ed2bcae536922fd979d (diff) | |
download | chromium_src-e9cf2cac00113e12b14584533594b82dfe5701a6.zip chromium_src-e9cf2cac00113e12b14584533594b82dfe5701a6.tar.gz chromium_src-e9cf2cac00113e12b14584533594b82dfe5701a6.tar.bz2 |
Build fixes for case when fullscreen message is disabled, for IMC code
path, and for effect.js docs.
BUG=none
TEST=none (built O3D on Mac)
Review URL: http://codereview.chromium.org/1512029
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@43995 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples')
-rw-r--r-- | o3d/samples/o3djs/effect.js | 26 |
1 files changed, 15 insertions, 11 deletions
diff --git a/o3d/samples/o3djs/effect.js b/o3d/samples/o3djs/effect.js index 7b458474..1fc6e01 100644 --- a/o3d/samples/o3djs/effect.js +++ b/o3d/samples/o3djs/effect.js @@ -62,7 +62,7 @@ o3djs.effect.TWO_COLOR_CHECKER_EFFECT_NAME = * the o3d shading language. When setLanguage gets called the properties of * this object get coppied into the o3djs.effect namespace and then get used * in shader generation code. - * @type {namespace} + * @namespace */ o3djs.effect.o3d = { FLOAT2: 'float2', @@ -88,7 +88,7 @@ o3djs.effect.o3d = { * the o3d shading language. When setLanguage gets called the properties of * this object get coppied into the o3djs.effect namespace and then get used * in shader generation code. - * @type {namespace} + * @namespace */ o3djs.effect.glsl = { FLOAT2: 'vec2', @@ -112,6 +112,7 @@ o3djs.effect.glsl = { /** * The string that goes between the stream name and the semicolon too indicate * the semantic. + * @param {string} name Name of the semantic. * @return {string} */ o3djs.effect.glsl.semanticSuffix = function(name) { @@ -122,6 +123,7 @@ o3djs.effect.glsl.semanticSuffix = function(name) { /** * The string that goes between the stream name and the semicolon too indicate * the semantic. + * @param {string} name Name of the semantic. * @return {string} */ o3djs.effect.o3d.semanticSuffix = function(name) { @@ -217,7 +219,7 @@ o3djs.effect.o3d.endVertexShaderMain = function() { * @param {boolean} diffuse Whether to include stuff for diffuse calculations. * @param {boolean} specular Whether to include stuff for diffuse * calculations. - * @param {boolean} bumpSampler Whether there is a bumpSampler. + * @param {boolean} bumpSampler Whether there is a bump sampler. * @return {string} The header. */ o3djs.effect.glsl.pixelShaderHeader = @@ -232,7 +234,7 @@ o3djs.effect.glsl.pixelShaderHeader = * @param {boolean} diffuse Whether to include stuff for diffuse calculations. * @param {boolean} specular Whether to include stuff for diffuse * calculations. - * @param {boolean} bumpSampler Whether there is a bumpSampler. + * @param {boolean} bumpSampler Whether there is a bump sampler. * @return {string} The header. */ o3djs.effect.o3d.pixelShaderHeader = @@ -315,7 +317,7 @@ o3djs.effect.o3d.entryPoints = function() { /** * The vertex and fragment shader entry points. In glsl, this is unnecessary. - * @type {string} + * @return {string} */ o3djs.effect.glsl.entryPoints = function() { return ''; @@ -326,6 +328,7 @@ o3djs.effect.glsl.entryPoints = function() { * Sets the shader language used. Passing 'glsl' will cause all generated * shader code to be in glsl. Passing anything else will result in the * default o3d hlsl/cg based shader language. + * @param {string} language Shader language to use. */ o3djs.effect.setLanguage = function(language) { var language_namespace = o3djs.effect.o3d; @@ -347,7 +350,7 @@ o3djs.effect.setLanguage = function(language) { * @param {boolean} diffuse Whether to include stuff for diffuse calculations. * @param {boolean} specular Whether to include stuff for diffuse * calculations. - * @param {boolean} bumpSampler Whether there is a bumpSampler. + * @param {boolean} bumpSampler Whether there is a bump sampler. * @return {string} The code for the declarations. */ o3djs.effect.buildAttributeDecls = @@ -380,7 +383,7 @@ o3djs.effect.varying_decls_ = ''; * @param {boolean} diffuse Whether to include stuff for diffuse calculations. * @param {boolean} specular Whether to include stuff for diffuse * calculations. - * @param {boolean} bumpSampler Whether there is a bumpSampler. + * @param {boolean} bumpSampler Whether there is a bump sampler. * @return {string} The code for the declarations. */ o3djs.effect.buildVaryingDecls = @@ -496,7 +499,7 @@ o3djs.effect.buildUVPassthroughs = function(material) { /** * Builds bump input coords if needed. - * @param {bumpSampler} Whether there is a bump sampler. + * @param {boolean} bumpSampler Whether there is a bump sampler. * @return {string} The code for bump input coords. */ o3djs.effect.buildBumpInputCoords = function(bumpSampler) { @@ -514,7 +517,7 @@ o3djs.effect.buildBumpInputCoords = function(bumpSampler) { /** * Builds bump output coords if needed. - * @param {boolean} bumpSampler Whether there is a bumpSampler. + * @param {boolean} bumpSampler Whether there is a bump sampler. * @return {string} The code for bump input coords. */ o3djs.effect.buildBumpOutputCoords = function(bumpSampler) { @@ -1090,10 +1093,11 @@ o3djs.effect.buildStandardShaderString = function(material, /** * Builds the normal map part of the vertex shader. - * @param {boolean} bumpSampler Whether there is a bump sampler. + * @param {boolean} opt_bumpSampler Whether there is a bump + * sampler. Default = false. * @return {string} The code for normal mapping in the vertex shader. */ - var bumpVertexShaderCode = function(bumpSampler) { + var bumpVertexShaderCode = function(opt_bumpSampler) { return bumpSampler ? (' ' + p.VERTEX_VARYING_PREFIX + 'binormal = ' + p.mul(p.FLOAT4 + '(' + |