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planettech

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Toolkit for creating real 3D planets that can be transtioned from ground to sky.

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//import renderer from '../render.js'; import * as glslFunctions from './glslFunctions.js'; import * as wgslFunctions from './wgslFunctions.js'; let defualtLight; let snoise3D; let snoise3Dfbm let displacementFBM let snoise3DDisplacementNormalFBM let pattern let displacementNoiseFBMWarp let displacementNormalNoiseFBMWarp let blackToWhiteGradient let whiteToBlackGradient let RGBMod let uvTransforms let customNoiseNormal let lambertian const ENV = 'WebGL' //todo if (ENV==='WebGL') { console.log('WebGL'); defualtLight = glslFunctions.defualtLight; snoise3D = glslFunctions.snoise3D; snoise3Dfbm = glslFunctions.snoise3Dfbm; snoise3DDisplacementNormalFBM = glslFunctions.snoise3DDisplacementNormalFBM; displacementNoiseFBMWarp = glslFunctions.displacementNoiseFBMWarp displacementNormalNoiseFBMWarp = glslFunctions.displacementNormalNoiseFBMWarp pattern = glslFunctions.pattern displacementFBM = glslFunctions.displacementFBM blackToWhiteGradient = glslFunctions.blackToWhiteGradient whiteToBlackGradient = glslFunctions.whiteToBlackGradient RGBMod = glslFunctions.RGBMod uvTransforms = glslFunctions.uvTransforms customNoiseNormal = glslFunctions.customNoiseNormal lambertian = glslFunctions.Lambertian } else if (ENV === 'WebGPU') { //console.log('WebGPU'); //defualtLight = wgslFunctions.defualtLight; //snoise3D = wgslFunctions.snoise3D; //snoise3DDisplacementNormalFBM = wgslFunctions.snoise3DDisplacementNormalFBM; //displacementNoiseFBMWarp = wgslFunctions.displacementNoiseFBMWarp //displacementNormalNoiseFBMWarp = wgslFunctions.displacementNormalNoiseFBMWarp //pattern = wgslFunctions.pattern //displacementFBM = wgslFunctions.displacementFBM } export { defualtLight, snoise3D, snoise3Dfbm, displacementFBM, snoise3DDisplacementNormalFBM, pattern, displacementNoiseFBMWarp, displacementNormalNoiseFBMWarp, blackToWhiteGradient, whiteToBlackGradient, RGBMod, uvTransforms, customNoiseNormal, lambertian };