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@polygonjs/polygonjs

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

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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/line/CustomLineDistance.vert.glsl'; import TemplateFragment from '../../../../templates/custom/mesh/CustomMeshDistance.frag.glsl'; import {ShaderName} from '../../../../../../utils/shaders/ShaderName'; const INSERT_DEFINE_AFTER_MAP: Map<ShaderName, string> = new Map([ [ShaderName.VERTEX, '// INSERT DEFINES'], [ShaderName.FRAGMENT, '// INSERT DEFINES'], ]); const INSERT_BODY_AFTER_MAP: Map<ShaderName, string> = new Map([ [ShaderName.VERTEX, '// INSERT BODY'], [ShaderName.FRAGMENT, '// INSERT BODY'], ]); const LINES_TO_REMOVE_MAP: Map<ShaderName, string[]> = new Map([ [ShaderName.VERTEX, ['#include <begin_vertex>', '#include <project_vertex>']], [ShaderName.FRAGMENT, []], ]); export class ShaderAssemblerCustomLineDistance extends ShaderAssemblerMaterial { override templateShader() { const template = ShaderLib.distanceRGBA; const uniforms = UniformsUtils.clone(template.uniforms); return { vertexShader: TemplateVertex, fragmentShader: TemplateFragment, uniforms: uniforms, }; } protected override insertDefineAfter(shader_name: ShaderName) { return INSERT_DEFINE_AFTER_MAP.get(shader_name); } protected override insertBodyAfter(shader_name: ShaderName) { return INSERT_BODY_AFTER_MAP.get(shader_name); } protected override linesToRemove(shader_name: ShaderName) { return LINES_TO_REMOVE_MAP.get(shader_name); } override 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: [RGBADepthPacking, BasicDepthPacking][0], }, uniforms: UniformsUtils.clone(template_shader.uniforms), vertexShader: template_shader.vertexShader, fragmentShader: template_shader.fragmentShader, }); } }