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- import { Material } from './Material.js';
- import { cloneUniforms } from '../renderers/shaders/UniformsUtils.js';
- import default_vertex from '../renderers/shaders/ShaderChunk/default_vertex.glsl.js';
- import default_fragment from '../renderers/shaders/ShaderChunk/default_fragment.glsl.js';
- /**
- * 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>
- * }
- */
- class ShaderMaterial extends Material {
- constructor( parameters ) {
- super();
- this.type = 'ShaderMaterial';
- this.defines = {};
- this.uniforms = {};
- this.vertexShader = default_vertex;
- this.fragmentShader = default_fragment;
- 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;
- this.uniformsNeedUpdate = false;
- this.glslVersion = null;
- if ( parameters !== undefined ) {
- if ( parameters.attributes !== undefined ) {
- console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
- }
- this.setValues( parameters );
- }
- }
- copy( source ) {
- super.copy( source );
- this.fragmentShader = source.fragmentShader;
- this.vertexShader = source.vertexShader;
- this.uniforms = cloneUniforms( source.uniforms );
- this.defines = Object.assign( {}, 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 = Object.assign( {}, source.extensions );
- this.glslVersion = source.glslVersion;
- return this;
- }
- toJSON( meta ) {
- const data = super.toJSON( meta );
- data.glslVersion = this.glslVersion;
- data.uniforms = {};
- for ( const name in this.uniforms ) {
- const uniform = this.uniforms[ name ];
- const value = uniform.value;
- if ( value && value.isTexture ) {
- data.uniforms[ name ] = {
- type: 't',
- value: value.toJSON( meta ).uuid
- };
- } else if ( value && value.isColor ) {
- data.uniforms[ name ] = {
- type: 'c',
- value: value.getHex()
- };
- } else if ( value && value.isVector2 ) {
- data.uniforms[ name ] = {
- type: 'v2',
- value: value.toArray()
- };
- } else if ( value && value.isVector3 ) {
- data.uniforms[ name ] = {
- type: 'v3',
- value: value.toArray()
- };
- } else if ( value && value.isVector4 ) {
- data.uniforms[ name ] = {
- type: 'v4',
- value: value.toArray()
- };
- } else if ( value && value.isMatrix3 ) {
- data.uniforms[ name ] = {
- type: 'm3',
- value: value.toArray()
- };
- } else if ( value && value.isMatrix4 ) {
- data.uniforms[ name ] = {
- type: 'm4',
- value: value.toArray()
- };
- } else {
- data.uniforms[ name ] = {
- value: value
- };
- // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
- }
- }
- if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
- data.vertexShader = this.vertexShader;
- data.fragmentShader = this.fragmentShader;
- const extensions = {};
- for ( const key in this.extensions ) {
- if ( this.extensions[ key ] === true ) extensions[ key ] = true;
- }
- if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
- return data;
- }
- }
- ShaderMaterial.prototype.isShaderMaterial = true;
- export { ShaderMaterial };
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