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- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * fragmentShader: <string>,
- * vertexShader: <string>,
- *
- * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
- *
- * defines: { "label" : "value" },
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * lights: <bool>,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- * morphNormals: <bool>,
- *
- * fog: <bool>
- * }
- */
- THREE.ShaderMaterial = function ( parameters ) {
- THREE.Material.call( this );
- this.fragmentShader = "void main() {}";
- this.vertexShader = "void main() {}";
- this.uniforms = {};
- this.defines = {};
- this.attributes = null;
- this.shading = THREE.SmoothShading;
- 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.vertexColors = THREE.NoColors; // set to use "color" attribute stream
- 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
- // 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.setValues( parameters );
- };
- THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
- THREE.ShaderMaterial.prototype.clone = function () {
- var material = new THREE.ShaderMaterial();
- THREE.Material.prototype.clone.call( this, material );
- material.fragmentShader = this.fragmentShader;
- material.vertexShader = this.vertexShader;
- material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
- material.attributes = this.attributes;
- material.defines = this.defines;
- material.shading = this.shading;
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- material.fog = this.fog;
- material.lights = this.lights;
- material.vertexColors = this.vertexColors;
- material.skinning = this.skinning;
- material.morphTargets = this.morphTargets;
- material.morphNormals = this.morphNormals;
- return material;
- };
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