@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
58 lines (51 loc) • 2.13 kB
text/typescript
// 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/mesh/CustomMeshDepthDOF.vert.glsl';
// import TemplateFragment from '../../../../templates/custom/mesh/CustomMeshDepthDOF.frag.glsl';
// import {ShaderName} from '../../../../../../utils/shaders/ShaderName';
import {ShaderAssemblerCustomMeshDepthForRender} from './CustomMeshDepth';
// 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'],
// ]);
export const ShaderAssemblerCustomMeshDepthDOF = ShaderAssemblerCustomMeshDepthForRender;
// export class ShaderAssemblerCustomMeshDepthDOF extends ShaderAssemblerMaterial {
// // _color_declaration() { return 'vec4 diffuseColor' }
// // _template_shader(){ return ShaderLib.standard }
// override templateShader() {
// return {
// vertexShader: TemplateVertex,
// fragmentShader: TemplateFragment,
// uniforms: {
// mNear: {value: 0},
// mFar: {value: 10},
// },
// };
// }
// 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);
// }
// override createMaterial() {
// const template_shader = this.templateShader();
// return new ShaderMaterial({
// // defines: {
// // DEPTH_PACKING: [RGBADepthPacking, BasicDepthPacking][0]
// // },
// transparent: true,
// uniforms: UniformsUtils.clone(template_shader.uniforms),
// vertexShader: template_shader.vertexShader,
// fragmentShader: template_shader.fragmentShader,
// });
// }
// }