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three

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JavaScript 3D library

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import { UVMapping } from '../../constants.js'; import { Matrix4 } from '../../math/Matrix4.js'; import { renderGroup } from '../core/UniformGroupNode.js'; import { uniform } from '../tsl/TSLBase.js'; const _m1 = /*@__PURE__*/ new Matrix4(); /** * TSL object that represents the scene's background blurriness. * * @tsl * @type {Node<float>} */ export const backgroundBlurriness = /*@__PURE__*/ uniform( 0 ).setGroup( renderGroup ).onRenderUpdate( ( { scene } ) => scene.backgroundBlurriness ); /** * TSL object that represents the scene's background intensity. * * @tsl * @type {Node<float>} */ export const backgroundIntensity = /*@__PURE__*/ uniform( 1 ).setGroup( renderGroup ).onRenderUpdate( ( { scene } ) => scene.backgroundIntensity ); /** * TSL object that represents the scene's background rotation. * * @tsl * @type {Node<mat4>} */ export const backgroundRotation = /*@__PURE__*/ uniform( new Matrix4() ).setGroup( renderGroup ).onRenderUpdate( ( { scene } ) => { const background = scene.background; if ( background !== null && background.isTexture && background.mapping !== UVMapping ) { // note: since the matrix is orthonormal, we can use the more-efficient transpose() in lieu of invert() _m1.makeRotationFromEuler( scene.backgroundRotation ).transpose(); } else { _m1.identity(); } return _m1; } );