forked from mrdoob/three.js
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathShaderMaterial.js
127 lines (86 loc) · 3.07 KB
/
ShaderMaterial.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
import { Material } from './Material';
import { UniformsUtils } from '../renderers/shaders/UniformsUtils';
/**
* @author alteredq / http://alteredqualia.com/
*
* parameters = {
* defines: { "label" : "value" },
* uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
*
* fragmentShader: <string>,
* vertexShader: <string>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* lights: <bool>,
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
function ShaderMaterial( parameters ) {
Material.call( this );
this.type = 'ShaderMaterial';
this.defines = {};
this.uniforms = {};
this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
this.linewidth = 1;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.fog = false; // set to use scene fog
this.lights = false; // set to use scene lights
this.clipping = false; // set to use user-defined clipping planes
this.skinning = false; // set to use skinning attribute streams
this.morphTargets = false; // set to use morph targets
this.morphNormals = false; // set to use morph normals
this.extensions = {
derivatives: false, // set to use derivatives
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false // set to use shader texture LOD
};
// When rendered geometry doesn't include these attributes but the material does,
// use these default values in WebGL. This avoids errors when buffer data is missing.
this.defaultAttributeValues = {
'color': [ 1, 1, 1 ],
'uv': [ 0, 0 ],
'uv2': [ 0, 0 ]
};
this.index0AttributeName = undefined;
if ( parameters !== undefined ) {
if ( parameters.attributes !== undefined ) {
console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
}
this.setValues( parameters );
}
}
ShaderMaterial.prototype = Object.create( Material.prototype );
ShaderMaterial.prototype.constructor = ShaderMaterial;
ShaderMaterial.prototype.isShaderMaterial = true;
ShaderMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.fragmentShader = source.fragmentShader;
this.vertexShader = source.vertexShader;
this.uniforms = UniformsUtils.clone( source.uniforms );
this.defines = source.defines;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.lights = source.lights;
this.clipping = source.clipping;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
this.morphNormals = source.morphNormals;
this.extensions = source.extensions;
return this;
};
ShaderMaterial.prototype.toJSON = function ( meta ) {
var data = Material.prototype.toJSON.call( this, meta );
data.uniforms = this.uniforms;
data.vertexShader = this.vertexShader;
data.fragmentShader = this.fragmentShader;
return data;
};
export { ShaderMaterial };