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- /**
- * parameters = {
- * color: <hex>,
- * linewidth: <float>,
- * dashed: <boolean>,
- * dashScale: <float>,
- * dashSize: <float>,
- * dashOffset: <float>,
- * gapSize: <float>,
- * resolution: <Vector2>, // to be set by renderer
- * }
- */
- THREE.UniformsLib.line = {
- linewidth: { value: 1 },
- resolution: { value: new THREE.Vector2( 1, 1 ) },
- dashScale: { value: 1 },
- dashSize: { value: 1 },
- dashOffset: { value: 0 },
- gapSize: { value: 1 }, // todo FIX - maybe change to totalSize
- opacity: { value: 1 }
- };
- THREE.ShaderLib[ 'line' ] = {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib.common,
- THREE.UniformsLib.fog,
- THREE.UniformsLib.line
- ] ),
- vertexShader:
- `
- #include <common>
- #include <color_pars_vertex>
- #include <fog_pars_vertex>
- #include <logdepthbuf_pars_vertex>
- #include <clipping_planes_pars_vertex>
- uniform float linewidth;
- uniform vec2 resolution;
- attribute vec3 instanceStart;
- attribute vec3 instanceEnd;
- attribute vec3 instanceColorStart;
- attribute vec3 instanceColorEnd;
- varying vec2 vUv;
- #ifdef USE_DASH
- uniform float dashScale;
- attribute float instanceDistanceStart;
- attribute float instanceDistanceEnd;
- varying float vLineDistance;
- #endif
- void trimSegment( const in vec4 start, inout vec4 end ) {
- // trim end segment so it terminates between the camera plane and the near plane
- // conservative estimate of the near plane
- float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
- float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
- float nearEstimate = - 0.5 * b / a;
- float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
- end.xyz = mix( start.xyz, end.xyz, alpha );
- }
- void main() {
- #ifdef USE_COLOR
- vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
- #endif
- #ifdef USE_DASH
- vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
- #endif
- float aspect = resolution.x / resolution.y;
- vUv = uv;
- // camera space
- vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
- vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
- // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
- // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
- // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
- // perhaps there is a more elegant solution -- WestLangley
- bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
- if ( perspective ) {
- if ( start.z < 0.0 && end.z >= 0.0 ) {
- trimSegment( start, end );
- } else if ( end.z < 0.0 && start.z >= 0.0 ) {
- trimSegment( end, start );
- }
- }
- // clip space
- vec4 clipStart = projectionMatrix * start;
- vec4 clipEnd = projectionMatrix * end;
- // ndc space
- vec2 ndcStart = clipStart.xy / clipStart.w;
- vec2 ndcEnd = clipEnd.xy / clipEnd.w;
- // direction
- vec2 dir = ndcEnd - ndcStart;
- // account for clip-space aspect ratio
- dir.x *= aspect;
- dir = normalize( dir );
- // perpendicular to dir
- vec2 offset = vec2( dir.y, - dir.x );
- // undo aspect ratio adjustment
- dir.x /= aspect;
- offset.x /= aspect;
- // sign flip
- if ( position.x < 0.0 ) offset *= - 1.0;
- // endcaps
- if ( position.y < 0.0 ) {
- offset += - dir;
- } else if ( position.y > 1.0 ) {
- offset += dir;
- }
- // adjust for linewidth
- offset *= linewidth;
- // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
- offset /= resolution.y;
- // select end
- vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
- // back to clip space
- offset *= clip.w;
- clip.xy += offset;
- gl_Position = clip;
- vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
- #include <logdepthbuf_vertex>
- #include <clipping_planes_vertex>
- #include <fog_vertex>
- }
- `,
- fragmentShader:
- `
- uniform vec3 diffuse;
- uniform float opacity;
- #ifdef USE_DASH
- uniform float dashSize;
- uniform float dashOffset;
- uniform float gapSize;
- #endif
- varying float vLineDistance;
- #include <common>
- #include <color_pars_fragment>
- #include <fog_pars_fragment>
- #include <logdepthbuf_pars_fragment>
- #include <clipping_planes_pars_fragment>
- varying vec2 vUv;
- void main() {
- #include <clipping_planes_fragment>
- #ifdef USE_DASH
- if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
- if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
- #endif
- if ( abs( vUv.y ) > 1.0 ) {
- float a = vUv.x;
- float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
- float len2 = a * a + b * b;
- if ( len2 > 1.0 ) discard;
- }
- vec4 diffuseColor = vec4( diffuse, opacity );
- #include <logdepthbuf_fragment>
- #include <color_fragment>
- gl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );
- #include <tonemapping_fragment>
- #include <encodings_fragment>
- #include <fog_fragment>
- #include <premultiplied_alpha_fragment>
- }
- `
- };
- THREE.LineMaterial = function ( parameters ) {
- THREE.ShaderMaterial.call( this, {
- type: 'LineMaterial',
- uniforms: THREE.UniformsUtils.clone( THREE.ShaderLib[ 'line' ].uniforms ),
- vertexShader: THREE.ShaderLib[ 'line' ].vertexShader,
- fragmentShader: THREE.ShaderLib[ 'line' ].fragmentShader,
- clipping: true // required for clipping support
- } );
- this.dashed = false;
- Object.defineProperties( this, {
- color: {
- enumerable: true,
- get: function () {
- return this.uniforms.diffuse.value;
- },
- set: function ( value ) {
- this.uniforms.diffuse.value = value;
- }
- },
- linewidth: {
- enumerable: true,
- get: function () {
- return this.uniforms.linewidth.value;
- },
- set: function ( value ) {
- this.uniforms.linewidth.value = value;
- }
- },
- dashScale: {
- enumerable: true,
- get: function () {
- return this.uniforms.dashScale.value;
- },
- set: function ( value ) {
- this.uniforms.dashScale.value = value;
- }
- },
- dashSize: {
- enumerable: true,
- get: function () {
- return this.uniforms.dashSize.value;
- },
- set: function ( value ) {
- this.uniforms.dashSize.value = value;
- }
- },
- dashOffset: {
- enumerable: true,
- get: function () {
- return this.uniforms.dashOffset.value;
- },
- set: function ( value ) {
- this.uniforms.dashOffset.value = value;
- }
- },
- gapSize: {
- enumerable: true,
- get: function () {
- return this.uniforms.gapSize.value;
- },
- set: function ( value ) {
- this.uniforms.gapSize.value = value;
- }
- },
- opacity: {
- enumerable: true,
- get: function () {
- return this.uniforms.opacity.value;
- },
- set: function ( value ) {
- this.uniforms.opacity.value = value;
- }
- },
- resolution: {
- enumerable: true,
- get: function () {
- return this.uniforms.resolution.value;
- },
- set: function ( value ) {
- this.uniforms.resolution.value.copy( value );
- }
- }
- } );
- this.setValues( parameters );
- };
- THREE.LineMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
- THREE.LineMaterial.prototype.constructor = THREE.LineMaterial;
- THREE.LineMaterial.prototype.isLineMaterial = true;
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