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polygonjs-engine

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node-based webgl 3D engine https://polygonjs.com

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import {UniformsUtils as UniformsUtils2} from "three/src/renderers/shaders/UniformsUtils"; import {ShaderMaterial as ShaderMaterial2} from "three/src/materials/ShaderMaterial"; import {ShaderLib as ShaderLib2} from "three/src/renderers/shaders/ShaderLib"; import {RGBADepthPacking} from "three/src/constants"; import {BasicDepthPacking} from "three/src/constants"; import {ShaderAssemblerMaterial} from "./_BaseMaterial"; import TemplateVertex from "../../templates/CustomPointsDepth.vert.glsl"; import {ShaderName as ShaderName2} from "../../../../utils/shaders/ShaderName"; const INSERT_DEFINE_AFTER_MAP = new Map([[ShaderName2.VERTEX, "// INSERT DEFINES"]]); const INSERT_BODY_AFTER_MAP = new Map([[ShaderName2.VERTEX, "// INSERT BODY"]]); export class ShaderAssemblerCustomPointsDepth extends ShaderAssemblerMaterial { get _template_shader() { const template = ShaderLib2.depth; const uniforms = UniformsUtils2.clone(template.uniforms); uniforms["size"] = {value: 1}; uniforms["scale"] = {value: 1}; return { vertexShader: TemplateVertex, fragmentShader: template.fragmentShader, uniforms }; } insert_define_after(shader_name) { return INSERT_DEFINE_AFTER_MAP.get(shader_name); } insert_body_after(shader_name) { return INSERT_BODY_AFTER_MAP.get(shader_name); } create_material() { const template_shader = this._template_shader; return new ShaderMaterial2({ defines: { USE_SIZEATTENUATION: 1, DEPTH_PACKING: [RGBADepthPacking, BasicDepthPacking][0] }, uniforms: UniformsUtils2.clone(template_shader.uniforms), vertexShader: template_shader.vertexShader, fragmentShader: template_shader.fragmentShader }); } }