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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>
 * }
 */

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.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.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 };