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import { Matrix4 } from 'three/src/math/Matrix4'; /** * @module shaders/data */ export default class ShadersUniform { static uniforms() { return { uTextureSize: { type: 'i', value: 0, typeGLSL: 'int', }, uTextureContainer: { type: 'tv', value: [], typeGLSL: 'sampler2D', length: 7, }, uDataDimensions: { type: 'iv', value: [0, 0, 0], typeGLSL: 'ivec3', }, uWorldToData: { type: 'm4', value: new Matrix4(), typeGLSL: 'mat4', }, uWindowCenterWidth: { type: 'fv1', value: [0.0, 0.0], typeGLSL: 'float', length: 2, }, uRescaleSlopeIntercept: { type: 'fv1', value: [0.0, 0.0], typeGLSL: 'float', length: 2, }, uNumberOfChannels: { type: 'i', value: 1, typeGLSL: 'int', }, uBitsAllocated: { type: 'i', value: 8, typeGLSL: 'int', }, uInvert: { type: 'i', value: 0, typeGLSL: 'int', }, uLut: { type: 'i', value: 0, typeGLSL: 'int', }, uTextureLUT: { type: 't', value: [], typeGLSL: 'sampler2D', }, uPixelType: { type: 'i', value: 0, typeGLSL: 'int', }, uPackedPerPixel: { type: 'i', value: 1, typeGLSL: 'int', }, uInterpolation: { type: 'i', value: 1, typeGLSL: 'int', }, uWorldBBox: { type: 'fv1', value: [0.0, 0.0, 0.0, 0.0, 0.0, 0.0], typeGLSL: 'float', length: 6, }, uSteps: { type: 'i', value: 256, typeGLSL: 'int', }, uAlphaCorrection: { type: 'f', value: 0.5, typeGLSL: 'float', }, uFrequence: { type: 'f', value: 0, typeGLSL: 'float', }, uAmplitude: { type: 'f', value: 0, typeGLSL: 'float', }, uShading: { type: 'i', value: 1, typeGLSL: 'int', }, uAmbient: { type: 'f', value: 0.1, typeGLSL: 'float', }, uAmbientColor: { type: 'v3', value: [1.0, 1.0, 0.0], typeGLSL: 'vec3', }, uSampleColorToAmbient: { type: 'i', value: 1, typeGLSL: 'int', }, uSpecular: { type: 'f', value: 1, typeGLSL: 'float', }, uSpecularColor: { type: 'v3', value: [1.0, 1.0, 1.0], typeGLSL: 'vec3', }, uDiffuse: { type: 'f', value: 0.3, typeGLSL: 'float', }, uDiffuseColor: { type: 'v3', value: [1.0, 1.0, 0.0], typeGLSL: 'vec3', }, uSampleColorToDiffuse: { type: 'i', value: 1, typeGLSL: 'int', }, uShininess: { type: 'f', value: 5, typeGLSL: 'float', }, uLightPosition: { type: 'v3', value: [0.0, 0.0, 0.0], typeGLSL: 'vec3', }, uLightPositionInCamera: { type: 'i', value: 1, typeGLSL: 'int', }, uIntensity: { type: 'v3', value: [0.8, 0.8, 0.8], typeGLSL: 'vec3', }, uAlgorithm: { type: 'i', value: 0, typeGLSL: 'int', }, }; } }