@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
65 lines (64 loc) • 2.23 kB
JavaScript
;
import { UniformsUtils } from "three";
import { ShaderMaterial } from "three";
import { ShaderLib } from "three";
import { RGBADepthPacking } from "three";
import { BasicDepthPacking } from "three";
import { ShaderAssemblerMaterial } from "../../_BaseMaterial";
import TemplateVertex from "../../../../templates/custom/points/CustomPointsDepth.vert.glsl";
import TemplateFragment from "../../../../templates/custom/mesh/CustomMeshDepth.frag.glsl";
import { ShaderName } from "../../../../../../utils/shaders/ShaderName";
const INSERT_DEFINE_AFTER_MAP = /* @__PURE__ */ new Map([
[ShaderName.VERTEX, "// INSERT DEFINES"],
[ShaderName.FRAGMENT, "// INSERT DEFINES"]
]);
const INSERT_BODY_AFTER_MAP = /* @__PURE__ */ new Map([
[ShaderName.VERTEX, "// INSERT BODY"],
[ShaderName.FRAGMENT, "// INSERT BODY"]
]);
export class ShaderAssemblerCustomPointsDepth extends ShaderAssemblerMaterial {
// _color_declaration() { return 'vec4 diffuseColor' }
// _template_shader(){ return ShaderLib.standard }
templateShader() {
const template = ShaderLib.depth;
const uniforms = UniformsUtils.clone(template.uniforms);
uniforms["size"] = { value: 1 };
uniforms["scale"] = { value: 1 };
return {
vertexShader: TemplateVertex,
fragmentShader: TemplateFragment,
uniforms
};
}
insertDefineAfter(shader_name) {
return INSERT_DEFINE_AFTER_MAP.get(shader_name);
}
insertBodyAfter(shader_name) {
return INSERT_BODY_AFTER_MAP.get(shader_name);
}
depthPacking() {
return RGBADepthPacking;
}
createMaterial() {
const template_shader = this.templateShader();
return new ShaderMaterial({
// vertexColors: VertexColors,
// side: FrontSide,
// transparent: true,
// fog: true,
// lights: true,
defines: {
USE_SIZEATTENUATION: 1,
DEPTH_PACKING: this.depthPacking()
},
uniforms: UniformsUtils.clone(template_shader.uniforms),
vertexShader: template_shader.vertexShader,
fragmentShader: template_shader.fragmentShader
});
}
}
export class ShaderAssemblerCustomPointsDepthForRender extends ShaderAssemblerCustomPointsDepth {
depthPacking() {
return BasicDepthPacking;
}
}