@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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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/points/CustomPointsDistance.vert.glsl';
// import TemplateFragment from '../../../../templates/custom/mesh/CustomMeshDistance.frag.glsl';
// import {ShaderName} from '../../../../../../utils/shaders/ShaderName';
import {ShaderAssemblerCustomPointsDepthForRender} from './CustomPointsDepth';
// 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 ShaderAssemblerCustomPointsDistance = ShaderAssemblerCustomPointsDepthForRender;
// export class ShaderAssemblerCustomPointsDistance extends ShaderAssemblerMaterial {
// // _color_declaration() { return 'vec4 diffuseColor' }
// // _template_shader(){ return ShaderLib.standard }
// override templateShader() {
// const template = ShaderLib.distanceRGBA;
// const uniforms = UniformsUtils.clone(template.uniforms);
// uniforms['size'] = {value: 1};
// uniforms['scale'] = {value: 1};
// 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);
// }
// 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,
// });
// }
// }