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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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import { BLEND_NONE, DITHER_NONE, FOG_NONE, GAMMA_NONE, REFLECTIONSRC_NONE } from "../../constants.js"; class LitShaderOptions { hasTangents = false; shaderChunks = null; // one of the SHADER_ constants pass = 0; alphaTest = false; blendType = BLEND_NONE; separateAmbient = false; screenSpace = false; skin = false; batch = false; useInstancing = false; useMorphPosition = false; useMorphNormal = false; useMorphTextureBasedInt = false; nineSlicedMode = 0; clusteredLightingEnabled = true; clusteredLightingCookiesEnabled = false; clusteredLightingShadowsEnabled = false; clusteredLightingShadowType = 0; clusteredLightingAreaLightsEnabled = false; vertexColors = false; useVertexColorGamma = false; lightMapEnabled = false; dirLightMapEnabled = false; useHeights = false; useNormals = false; useClearCoatNormals = false; useAo = false; diffuseMapEnabled = false; pixelSnap = false; ambientSH = false; ssao = false; twoSidedLighting = false; occludeDirect = false; occludeSpecular = 0; occludeSpecularFloat = false; useMsdf = false; msdfTextAttribute = false; alphaToCoverage = false; opacityFadesSpecular = false; opacityDither = DITHER_NONE; opacityShadowDither = DITHER_NONE; cubeMapProjection = 0; useSpecular = false; useSpecularityFactor = false; enableGGXSpecular = false; fresnelModel = 0; useRefraction = false; useClearCoat = false; useSheen = false; useIridescence = false; useMetalness = false; useDynamicRefraction = false; dispersion = false; fog = FOG_NONE; gamma = GAMMA_NONE; toneMap = -1; reflectionSource = REFLECTIONSRC_NONE; reflectionEncoding = null; reflectionCubemapEncoding = null; ambientSource = "constant"; ambientEncoding = null; // TODO: add a test for if non skybox cubemaps have rotation (when this is supported) - for now // assume no non-skybox cubemap rotation skyboxIntensity = 1; useCubeMapRotation = false; lightMapWithoutAmbient = false; lights = []; noShadow = false; lightMaskDynamic = 0; userAttributes = {}; linearDepth = false; shadowCatcher = false; } export { LitShaderOptions };