three
Version:
JavaScript 3D library
60 lines (42 loc) • 1.76 kB
JavaScript
import { Euler } from '../../math/Euler.js';
import { Matrix4 } from '../../math/Matrix4.js';
import { uniform } from '../core/UniformNode.js';
const _e1 = /*@__PURE__*/ new Euler();
const _m1 = /*@__PURE__*/ new Matrix4();
/**
* TSL object that represents the refraction ratio of the material used for rendering the current object.
*
* @tsl
* @type {UniformNode<float>}
*/
export const materialRefractionRatio = /*@__PURE__*/ uniform( 0 ).onReference( ( { material } ) => material ).onObjectUpdate( ( { material } ) => material.refractionRatio );
/**
* TSL object that represents the intensity of environment maps of PBR materials.
* When `material.envMap` is set, the value is `material.envMapIntensity` otherwise `scene.environmentIntensity`.
*
* @tsl
* @type {Node<float>}
*/
export const materialEnvIntensity = /*@__PURE__*/ uniform( 1 ).onReference( ( { material } ) => material ).onObjectUpdate( function ( { material, scene } ) {
return material.envMap ? material.envMapIntensity : scene.environmentIntensity;
} );
/**
* TSL object that represents the rotation of environment maps.
* When `material.envMap` is set, the value is `material.envMapRotation`. `scene.environmentRotation` controls the
* rotation of `scene.environment` instead.
*
* @tsl
* @type {Node<mat4>}
*/
export const materialEnvRotation = /*@__PURE__*/ uniform( new Matrix4() ).onReference( function ( frame ) {
return frame.material;
} ).onObjectUpdate( function ( { material, scene } ) {
const rotation = ( scene.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;
if ( rotation ) {
_e1.copy( rotation );
_m1.makeRotationFromEuler( _e1 );
} else {
_m1.identity();
}
return _m1;
} );