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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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"use strict"; import { TypedGlNode } from "./_Base"; import { NodeParamsConfig, ParamConfig } from "../utils/params/ParamsConfig"; import { GlConnectionPointType, GlConnectionPoint } from "../utils/io/connections/Gl"; import { ShaderName } from "../utils/shaders/ShaderName"; import { ThreeToGl } from "../../../core/ThreeToGl"; const OUTPUT_NAME = "worldPosition"; class PositionToWorldGlParamsConfig extends NodeParamsConfig { constructor() { super(...arguments); this.position = ParamConfig.VECTOR3([0, 1, 0]); } } const ParamsConfig = new PositionToWorldGlParamsConfig(); export class PositionToWorldGlNode extends TypedGlNode { constructor() { super(...arguments); this.paramsConfig = ParamsConfig; } static type() { return "positionToWorld"; } initializeNode() { super.initializeNode(); this.io.outputs.setNamedOutputConnectionPoints([ new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC4) ]); } setLines(linesController) { if (linesController.currentShaderName() == ShaderName.VERTEX) { const input = ThreeToGl.vector3(this.variableForInputParam(this.p.position)); const outValue = this.glVarName(OUTPUT_NAME); const bodyLine = `vec4 ${outValue} = modelMatrix * vec4(${input}, 1.0)`; linesController.addBodyLines(this, [bodyLine], ShaderName.VERTEX); } } }