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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 { pushOnArrayAtEntry } from "../../../../../../core/MapUtils"; import { GlConnectionPointType } from "../../../../utils/io/connections/Gl"; import { UniformGLDefinition } from "../../../utils/GLDefinition"; import { ShaderName } from "../../../../utils/shaders/ShaderName"; import { ShaderAssemblerMaterial } from "./_BaseMaterial"; const ASSEMBLER_MAP = /* @__PURE__ */ new Map([]); export class BaseShaderAssemblerRayMarchingAbstract extends ShaderAssemblerMaterial { customAssemblerClassByCustomName() { return ASSEMBLER_MAP; } set_node_lines_globals(globals_node, shaders_collection_controller) { const body_lines = []; const shader_name = shaders_collection_controller.currentShaderName(); const shader_config = this.shader_config(shader_name); if (!shader_config) { return; } const dependencies = shader_config.dependencies(); const definitions_by_shader_name = /* @__PURE__ */ new Map(); const body_lines_by_shader_name = /* @__PURE__ */ new Map(); let definition; let body_line; for (const output_name of globals_node.io.outputs.used_output_names()) { const var_name = globals_node.glVarName(output_name); const globals_shader_name = shaders_collection_controller.currentShaderName(); switch (output_name) { case "time": definition = new UniformGLDefinition(globals_node, GlConnectionPointType.FLOAT, output_name); if (globals_shader_name) { pushOnArrayAtEntry(definitions_by_shader_name, globals_shader_name, definition); } body_line = `float ${var_name} = ${output_name}`; for (const dependency of dependencies) { pushOnArrayAtEntry(definitions_by_shader_name, dependency, definition); pushOnArrayAtEntry(body_lines_by_shader_name, dependency, body_line); } body_lines.push(body_line); this.setUniformsTimeDependent(); break; case "position": if (shader_name == ShaderName.FRAGMENT) { body_lines.push(`vec3 ${var_name} = p`); } break; case "cameraPosition": if (shader_name == ShaderName.FRAGMENT) { body_lines.push(`vec3 ${var_name} = cameraPosition`); } break; } } definitions_by_shader_name.forEach((definitions, shader_name2) => { shaders_collection_controller.addDefinitions(globals_node, definitions, shader_name2); }); body_lines_by_shader_name.forEach((body_lines2, shader_name2) => { shaders_collection_controller.addBodyLines(globals_node, body_lines2, shader_name2); }); shaders_collection_controller.addBodyLines(globals_node, body_lines); } }