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playcanvas

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PlayCanvas WebGL game engine

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import { ChunkBuilder } from '../chunk-builder.js'; import { LitShader } from './lit-shader.js'; import { LitOptionsUtils } from './lit-options-utils.js'; import { ShaderGenerator } from './shader-generator.js'; var dummyUvs = [ 0, 1, 2, 3, 4, 5, 6, 7 ]; class ShaderGeneratorLit extends ShaderGenerator { generateKey(options) { var definesHash = ShaderGenerator.definesHash(options.defines); var key = "lit_" + definesHash + "_" + dummyUvs.map((dummy, index)=>{ return options.usedUvs[index] ? '1' : '0'; }).join('') + options.shaderChunk + LitOptionsUtils.generateKey(options.litOptions); return key; } createShaderDefinition(device, options) { var litShader = new LitShader(device, options.litOptions); var decl = new ChunkBuilder(); var code = new ChunkBuilder(); var func = new ChunkBuilder(); decl.append('uniform float textureBias;'); decl.append(litShader.chunks.litShaderArgsPS); code.append(options.shaderChunk); func.code = 'evaluateFrontend();'; func.code = "\n" + func.code.split('\n').map((l)=>" " + l).join('\n') + "\n\n"; var usedUvSets = options.usedUvs || [ true ]; var mapTransforms = []; litShader.generateVertexShader(usedUvSets, usedUvSets, mapTransforms); litShader.generateFragmentShader(decl.code, code.code, func.code, 'vUv0'); return litShader.getDefinition(options); } } var lit = new ShaderGeneratorLit(); export { lit };