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@realsee/dnalogel

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var i = Object.defineProperty; var o = (n, a, e) => a in n ? i(n, a, { enumerable: !0, configurable: !0, writable: !0, value: e }) : n[a] = e; var r = (n, a, e) => (o(n, typeof a != "symbol" ? a + "" : a, e), e); import * as t from "three"; class s extends t.ShaderMaterial { constructor(e) { super(); r(this, "transparent", !1); r(this, "blending", t.CustomBlending); r(this, "blendSrc", t.SrcAlphaFactor); r(this, "blendDst", t.OneMinusSrcAlphaFactor); r(this, "blendSrcAlpha", t.OneFactor); r(this, "blendDstAlpha", t.OneMinusSrcAlphaFactor); r( this, "vertexShader", /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } ` ); r( this, "fragmentShader", /* glsl */ ` uniform sampler2D map; // 纹理坐标 varying vec2 vUv; void main() { gl_FragColor = texture2D(map, vUv); } ` ); this.uniforms = { map: { value: e } }; } } export { s as FragmentTransparencyMaterial };