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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 { 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; } }