Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three /src /renderers /shaders /ShaderLib.js
| import { ShaderChunk } from './ShaderChunk.js'; | |
| import { mergeUniforms } from './UniformsUtils.js'; | |
| import { Vector2 } from '../../math/Vector2.js'; | |
| import { Vector3 } from '../../math/Vector3.js'; | |
| import { UniformsLib } from './UniformsLib.js'; | |
| import { Color } from '../../math/Color.js'; | |
| import { Matrix3 } from '../../math/Matrix3.js'; | |
| const ShaderLib = { | |
| basic: { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| UniformsLib.common, | |
| UniformsLib.specularmap, | |
| UniformsLib.envmap, | |
| UniformsLib.aomap, | |
| UniformsLib.lightmap, | |
| UniformsLib.fog | |
| ] ), | |
| vertexShader: ShaderChunk.meshbasic_vert, | |
| fragmentShader: ShaderChunk.meshbasic_frag | |
| }, | |
| lambert: { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| UniformsLib.common, | |
| UniformsLib.specularmap, | |
| UniformsLib.envmap, | |
| UniformsLib.aomap, | |
| UniformsLib.lightmap, | |
| UniformsLib.emissivemap, | |
| UniformsLib.bumpmap, | |
| UniformsLib.normalmap, | |
| UniformsLib.displacementmap, | |
| UniformsLib.fog, | |
| UniformsLib.lights, | |
| { | |
| emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } | |
| } | |
| ] ), | |
| vertexShader: ShaderChunk.meshlambert_vert, | |
| fragmentShader: ShaderChunk.meshlambert_frag | |
| }, | |
| phong: { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| UniformsLib.common, | |
| UniformsLib.specularmap, | |
| UniformsLib.envmap, | |
| UniformsLib.aomap, | |
| UniformsLib.lightmap, | |
| UniformsLib.emissivemap, | |
| UniformsLib.bumpmap, | |
| UniformsLib.normalmap, | |
| UniformsLib.displacementmap, | |
| UniformsLib.fog, | |
| UniformsLib.lights, | |
| { | |
| emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, | |
| specular: { value: /*@__PURE__*/ new Color( 0x111111 ) }, | |
| shininess: { value: 30 } | |
| } | |
| ] ), | |
| vertexShader: ShaderChunk.meshphong_vert, | |
| fragmentShader: ShaderChunk.meshphong_frag | |
| }, | |
| standard: { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| UniformsLib.common, | |
| UniformsLib.envmap, | |
| UniformsLib.aomap, | |
| UniformsLib.lightmap, | |
| UniformsLib.emissivemap, | |
| UniformsLib.bumpmap, | |
| UniformsLib.normalmap, | |
| UniformsLib.displacementmap, | |
| UniformsLib.roughnessmap, | |
| UniformsLib.metalnessmap, | |
| UniformsLib.fog, | |
| UniformsLib.lights, | |
| { | |
| emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, | |
| roughness: { value: 1.0 }, | |
| metalness: { value: 0.0 }, | |
| envMapIntensity: { value: 1 } // temporary | |
| } | |
| ] ), | |
| vertexShader: ShaderChunk.meshphysical_vert, | |
| fragmentShader: ShaderChunk.meshphysical_frag | |
| }, | |
| toon: { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| UniformsLib.common, | |
| UniformsLib.aomap, | |
| UniformsLib.lightmap, | |
| UniformsLib.emissivemap, | |
| UniformsLib.bumpmap, | |
| UniformsLib.normalmap, | |
| UniformsLib.displacementmap, | |
| UniformsLib.gradientmap, | |
| UniformsLib.fog, | |
| UniformsLib.lights, | |
| { | |
| emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } | |
| } | |
| ] ), | |
| vertexShader: ShaderChunk.meshtoon_vert, | |
| fragmentShader: ShaderChunk.meshtoon_frag | |
| }, | |
| matcap: { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| UniformsLib.common, | |
| UniformsLib.bumpmap, | |
| UniformsLib.normalmap, | |
| UniformsLib.displacementmap, | |
| UniformsLib.fog, | |
| { | |
| matcap: { value: null } | |
| } | |
| ] ), | |
| vertexShader: ShaderChunk.meshmatcap_vert, | |
| fragmentShader: ShaderChunk.meshmatcap_frag | |
| }, | |
| points: { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| UniformsLib.points, | |
| UniformsLib.fog | |
| ] ), | |
| vertexShader: ShaderChunk.points_vert, | |
| fragmentShader: ShaderChunk.points_frag | |
| }, | |
| dashed: { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| UniformsLib.common, | |
| UniformsLib.fog, | |
| { | |
| scale: { value: 1 }, | |
| dashSize: { value: 1 }, | |
| totalSize: { value: 2 } | |
| } | |
| ] ), | |
| vertexShader: ShaderChunk.linedashed_vert, | |
| fragmentShader: ShaderChunk.linedashed_frag | |
| }, | |
| depth: { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| UniformsLib.common, | |
| UniformsLib.displacementmap | |
| ] ), | |
| vertexShader: ShaderChunk.depth_vert, | |
| fragmentShader: ShaderChunk.depth_frag | |
| }, | |
| normal: { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| UniformsLib.common, | |
| UniformsLib.bumpmap, | |
| UniformsLib.normalmap, | |
| UniformsLib.displacementmap, | |
| { | |
| opacity: { value: 1.0 } | |
| } | |
| ] ), | |
| vertexShader: ShaderChunk.meshnormal_vert, | |
| fragmentShader: ShaderChunk.meshnormal_frag | |
| }, | |
| sprite: { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| UniformsLib.sprite, | |
| UniformsLib.fog | |
| ] ), | |
| vertexShader: ShaderChunk.sprite_vert, | |
| fragmentShader: ShaderChunk.sprite_frag | |
| }, | |
| background: { | |
| uniforms: { | |
| uvTransform: { value: /*@__PURE__*/ new Matrix3() }, | |
| t2D: { value: null }, | |
| backgroundIntensity: { value: 1 } | |
| }, | |
| vertexShader: ShaderChunk.background_vert, | |
| fragmentShader: ShaderChunk.background_frag | |
| }, | |
| backgroundCube: { | |
| uniforms: { | |
| envMap: { value: null }, | |
| flipEnvMap: { value: - 1 }, | |
| backgroundBlurriness: { value: 0 }, | |
| backgroundIntensity: { value: 1 } | |
| }, | |
| vertexShader: ShaderChunk.backgroundCube_vert, | |
| fragmentShader: ShaderChunk.backgroundCube_frag | |
| }, | |
| cube: { | |
| uniforms: { | |
| tCube: { value: null }, | |
| tFlip: { value: - 1 }, | |
| opacity: { value: 1.0 } | |
| }, | |
| vertexShader: ShaderChunk.cube_vert, | |
| fragmentShader: ShaderChunk.cube_frag | |
| }, | |
| equirect: { | |
| uniforms: { | |
| tEquirect: { value: null }, | |
| }, | |
| vertexShader: ShaderChunk.equirect_vert, | |
| fragmentShader: ShaderChunk.equirect_frag | |
| }, | |
| distanceRGBA: { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| UniformsLib.common, | |
| UniformsLib.displacementmap, | |
| { | |
| referencePosition: { value: /*@__PURE__*/ new Vector3() }, | |
| nearDistance: { value: 1 }, | |
| farDistance: { value: 1000 } | |
| } | |
| ] ), | |
| vertexShader: ShaderChunk.distanceRGBA_vert, | |
| fragmentShader: ShaderChunk.distanceRGBA_frag | |
| }, | |
| shadow: { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| UniformsLib.lights, | |
| UniformsLib.fog, | |
| { | |
| color: { value: /*@__PURE__*/ new Color( 0x00000 ) }, | |
| opacity: { value: 1.0 } | |
| }, | |
| ] ), | |
| vertexShader: ShaderChunk.shadow_vert, | |
| fragmentShader: ShaderChunk.shadow_frag | |
| } | |
| }; | |
| ShaderLib.physical = { | |
| uniforms: /*@__PURE__*/ mergeUniforms( [ | |
| ShaderLib.standard.uniforms, | |
| { | |
| clearcoat: { value: 0 }, | |
| clearcoatMap: { value: null }, | |
| clearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() }, | |
| clearcoatNormalMap: { value: null }, | |
| clearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, | |
| clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }, | |
| clearcoatRoughness: { value: 0 }, | |
| clearcoatRoughnessMap: { value: null }, | |
| clearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, | |
| iridescence: { value: 0 }, | |
| iridescenceMap: { value: null }, | |
| iridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() }, | |
| iridescenceIOR: { value: 1.3 }, | |
| iridescenceThicknessMinimum: { value: 100 }, | |
| iridescenceThicknessMaximum: { value: 400 }, | |
| iridescenceThicknessMap: { value: null }, | |
| iridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, | |
| sheen: { value: 0 }, | |
| sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, | |
| sheenColorMap: { value: null }, | |
| sheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, | |
| sheenRoughness: { value: 1 }, | |
| sheenRoughnessMap: { value: null }, | |
| sheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, | |
| transmission: { value: 0 }, | |
| transmissionMap: { value: null }, | |
| transmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() }, | |
| transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() }, | |
| transmissionSamplerMap: { value: null }, | |
| thickness: { value: 0 }, | |
| thicknessMap: { value: null }, | |
| thicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, | |
| attenuationDistance: { value: 0 }, | |
| attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, | |
| specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) }, | |
| specularColorMap: { value: null }, | |
| specularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, | |
| specularIntensity: { value: 1 }, | |
| specularIntensityMap: { value: null }, | |
| specularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() }, | |
| anisotropyVector: { value: /*@__PURE__*/ new Vector2() }, | |
| anisotropyMap: { value: null }, | |
| anisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() }, | |
| } | |
| ] ), | |
| vertexShader: ShaderChunk.meshphysical_vert, | |
| fragmentShader: ShaderChunk.meshphysical_frag | |
| }; | |
| export { ShaderLib }; | |
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- 8.33 kB
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- f43de0b3587527e54f6405088d5f05828c1e10290180ff5352f048c37f35463b
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