polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
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text/typescript
import {UniformsUtils} from 'three/src/renderers/shaders/UniformsUtils';
import {ShaderMaterial} from 'three/src/materials/ShaderMaterial';
import {ShaderLib} from 'three/src/renderers/shaders/ShaderLib';
import {RGBADepthPacking} from 'three/src/constants';
import {BasicDepthPacking} from 'three/src/constants';
import {ShaderAssemblerMaterial} from './_BaseMaterial';
import {ShaderName} from '../../../../utils/shaders/ShaderName';
const INSERT_BODY_AFTER_MAP: Map<ShaderName, string> = new Map([
[ShaderName.VERTEX, '#include <begin_vertex>'],
[ShaderName.FRAGMENT, 'vec4 diffuseColor = vec4( 1.0 );'],
]);
export class ShaderAssemblerDepth extends ShaderAssemblerMaterial {
// _color_declaration() { return 'vec4 diffuseColor' }
// _template_shader(){ return ShaderLib.standard }
get _template_shader() {
const template = ShaderLib.depth;
return {
vertexShader: template.vertexShader, //TemplateVertex,
fragmentShader: template.fragmentShader, //TemplateFragment,
uniforms: template.uniforms,
};
}
protected insert_body_after(shader_name: ShaderName) {
return INSERT_BODY_AFTER_MAP.get(shader_name);
}
create_material() {
const template_shader = this._template_shader;
return new ShaderMaterial({
// vertexColors: VertexColors,
// side: FrontSide,
// transparent: true,
// fog: true,
// lights: true,
defines: {
DEPTH_PACKING: [RGBADepthPacking, BasicDepthPacking][1],
},
uniforms: UniformsUtils.clone(template_shader.uniforms),
vertexShader: template_shader.vertexShader,
fragmentShader: template_shader.fragmentShader,
});
}
}