@bitowl/three-instanced-mesh
Version:
Scene graph level abstraction for three.js InstancedBufferGeometry
31 lines (27 loc) • 1.14 kB
JavaScript
/**************************
* Dusan Bosnjak @pailhead
**************************/
module.exports = function( THREE ){
//patches these methods and shader chunks with the required logic
THREE.ShaderChunk[ 'begin_vertex' ] = require('./begin_vertex.glsl.js');
THREE.ShaderChunk[ 'color_fragment' ] = require('./color_fragment.glsl.js');
THREE.ShaderChunk[ 'color_pars_fragment' ] = require('./color_pars_fragment.glsl.js');
THREE.ShaderChunk[ 'color_vertex' ] = require('./color_vertex.glsl.js');
THREE.ShaderChunk[ 'defaultnormal_vertex' ] = require('./defaultnormal_vertex.glsl.js');
THREE.ShaderChunk[ 'uv_pars_vertex' ] = require('./uv_pars_vertex.glsl.js');
// patches the matcap shaders
THREE.ShaderLib.matcap = {
uniforms: THREE.UniformsUtils.merge([
THREE.UniformsLib.common,
THREE.UniformsLib.bumpmap,
THREE.UniformsLib.normalmap,
THREE.UniformsLib.displacementmap,
THREE.UniformsLib.fog,
{
matcap: { value: null }
}
]),
vertexShader: require('./meshmatcap_vert.glsl.js'),
fragmentShader: require('./meshmatcap_frag.glsl.js')
};
}