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playcanvas

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PlayCanvas WebGL game engine

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import { SHADERLANGUAGE_GLSL, SHADERLANGUAGE_WGSL } from '../../platform/graphics/constants.js'; import { ShaderProcessorOptions } from '../../platform/graphics/shader-processor-options.js'; import { SHADERDEF_MORPH_TEXTURE_BASED_INT, SHADERDEF_MORPH_NORMAL, SHADERDEF_MORPH_POSITION, SHADERDEF_INSTANCING, SHADERDEF_SKIN } from '../constants.js'; import { getProgramLibrary } from '../shader-lib/get-program-library.js'; import { shaderGeneratorShader } from '../shader-lib/programs/shader-generator-shader.js'; import { ShaderUtils } from '../shader-lib/shader-utils.js'; import { Material } from './material.js'; class ShaderMaterial extends Material { constructor(shaderDesc){ super(); this.shaderDesc = shaderDesc; } set shaderDesc(value) { this._shaderDesc = undefined; if (value) { this._shaderDesc = { uniqueName: value.uniqueName, attributes: value.attributes, fragmentOutputTypes: value.fragmentOutputTypes, vertexGLSL: value.vertexGLSL, fragmentGLSL: value.fragmentGLSL, vertexWGSL: value.vertexWGSL, fragmentWGSL: value.fragmentWGSL }; if (value.vertexCode || value.fragmentCode || value.shaderLanguage) { const language = value.shaderLanguage ?? SHADERLANGUAGE_GLSL; if (language === SHADERLANGUAGE_GLSL) { this._shaderDesc.vertexGLSL = value.vertexCode; this._shaderDesc.fragmentGLSL = value.fragmentCode; } else if (language === SHADERLANGUAGE_WGSL) { this._shaderDesc.vertexWGSL = value.vertexCode; this._shaderDesc.fragmentWGSL = value.fragmentCode; } } } this.clearVariants(); } get shaderDesc() { return this._shaderDesc; } copy(source) { super.copy(source); this.shaderDesc = source.shaderDesc; return this; } getShaderVariant(params) { const { objDefs } = params; const options = { defines: ShaderUtils.getCoreDefines(this, params), skin: (objDefs & SHADERDEF_SKIN) !== 0, useInstancing: (objDefs & SHADERDEF_INSTANCING) !== 0, useMorphPosition: (objDefs & SHADERDEF_MORPH_POSITION) !== 0, useMorphNormal: (objDefs & SHADERDEF_MORPH_NORMAL) !== 0, useMorphTextureBasedInt: (objDefs & SHADERDEF_MORPH_TEXTURE_BASED_INT) !== 0, pass: params.pass, gamma: params.cameraShaderParams.shaderOutputGamma, toneMapping: params.cameraShaderParams.toneMapping, fog: params.cameraShaderParams.fog, shaderDesc: this.shaderDesc, shaderChunks: this.shaderChunks }; const processingOptions = new ShaderProcessorOptions(params.viewUniformFormat, params.viewBindGroupFormat, params.vertexFormat); const library = getProgramLibrary(params.device); library.register('shader-material', shaderGeneratorShader); return library.getProgram('shader-material', options, processingOptions, this.userId); } } export { ShaderMaterial };