UNPKG

@luma.gl/shadertools

Version:

Shader module system for luma.gl

47 lines (39 loc) 2.8 kB
import { Matrix4 } from '@math.gl/core'; const IDENTITY_MATRIX = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; const DEFAULT_MODULE_OPTIONS = { modelMatrix: IDENTITY_MATRIX, viewMatrix: IDENTITY_MATRIX, projectionMatrix: IDENTITY_MATRIX, cameraPositionWorld: [0, 0, 0] }; function getUniforms() { let opts = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : DEFAULT_MODULE_OPTIONS; let prevUniforms = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; const uniforms = {}; if (opts.modelMatrix !== undefined) { uniforms.modelMatrix = opts.modelMatrix; } if (opts.viewMatrix !== undefined) { uniforms.viewMatrix = opts.viewMatrix; } if (opts.projectionMatrix !== undefined) { uniforms.projectionMatrix = opts.projectionMatrix; } if (opts.cameraPositionWorld !== undefined) { uniforms.cameraPositionWorld = opts.cameraPositionWorld; } if (opts.projectionMatrix !== undefined || opts.viewMatrix !== undefined) { uniforms.viewProjectionMatrix = new Matrix4(opts.projectionMatrix).multiplyRight(opts.viewMatrix); } return uniforms; } const common = "varying vec4 project_vPositionWorld;\nvarying vec3 project_vNormalWorld;\n\nvec4 project_getPosition_World() {\n return project_vPositionWorld;\n}\n\nvec3 project_getNormal_World() {\n return project_vNormalWorld;\n}\n"; const vs = "".concat(common, "\nuniform mat4 modelMatrix;\nuniform mat4 viewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewProjectionMatrix;\nuniform vec3 cameraPositionWorld;\n\nstruct World {\n vec3 position;\n vec3 normal;\n};\n\nWorld world;\n\nvoid project_setPosition(vec4 position) {\n project_vPositionWorld = position;\n}\n\nvoid project_setNormal(vec3 normal) {\n project_vNormalWorld = normal;\n}\n\nvoid project_setPositionAndNormal_World(vec3 position, vec3 normal) {\n world.position = position;\n world.normal = normal;\n}\n\nvoid project_setPositionAndNormal_Model(vec3 position, vec3 normal) {\n world.position = (modelMatrix * vec4(position, 1.)).xyz;\n world.normal = mat3(modelMatrix) * normal;\n}\n\nvec4 project_model_to_clipspace(vec4 position) {\n return viewProjectionMatrix * modelMatrix * position;\n}\n\nvec4 project_model_to_clipspace(vec3 position) {\n return viewProjectionMatrix * modelMatrix * vec4(position, 1.);\n}\n\nvec4 project_world_to_clipspace(vec3 position) {\n return viewProjectionMatrix * vec4(position, 1.);\n}\n\nvec4 project_view_to_clipspace(vec3 position) {\n return projectionMatrix * vec4(position, 1.);\n}\n\nvec4 project_to_clipspace(vec3 position) {\n return viewProjectionMatrix * vec4(position, 1.);\n}\n"); const fs = "\n".concat(common); export const project = { name: 'project', getUniforms, vs, fs }; //# sourceMappingURL=project.js.map