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import { Color } from '../../math/Color.js'; | |
import { Vector2 } from '../../math/Vector2.js'; | |
import { Matrix3 } from '../../math/Matrix3.js'; | |
/** | |
* Uniforms library for shared webgl shaders | |
*/ | |
var UniformsLib = { | |
common: { | |
diffuse: { value: new Color( 0xeeeeee ) }, | |
opacity: { value: 1.0 }, | |
map: { value: null }, | |
uvTransform: { value: new Matrix3() }, | |
alphaMap: { value: null }, | |
}, | |
specularmap: { | |
specularMap: { value: null }, | |
}, | |
envmap: { | |
envMap: { value: null }, | |
flipEnvMap: { value: - 1 }, | |
reflectivity: { value: 1.0 }, | |
refractionRatio: { value: 0.98 }, | |
maxMipLevel: { value: 0 } | |
}, | |
aomap: { | |
aoMap: { value: null }, | |
aoMapIntensity: { value: 1 } | |
}, | |
lightmap: { | |
lightMap: { value: null }, | |
lightMapIntensity: { value: 1 } | |
}, | |
emissivemap: { | |
emissiveMap: { value: null } | |
}, | |
bumpmap: { | |
bumpMap: { value: null }, | |
bumpScale: { value: 1 } | |
}, | |
normalmap: { | |
normalMap: { value: null }, | |
normalScale: { value: new Vector2( 1, 1 ) } | |
}, | |
displacementmap: { | |
displacementMap: { value: null }, | |
displacementScale: { value: 1 }, | |
displacementBias: { value: 0 } | |
}, | |
roughnessmap: { | |
roughnessMap: { value: null } | |
}, | |
metalnessmap: { | |
metalnessMap: { value: null } | |
}, | |
gradientmap: { | |
gradientMap: { value: null } | |
}, | |
fog: { | |
fogDensity: { value: 0.00025 }, | |
fogNear: { value: 1 }, | |
fogFar: { value: 2000 }, | |
fogColor: { value: new Color( 0xffffff ) } | |
}, | |
lights: { | |
ambientLightColor: { value: [] }, | |
directionalLights: { value: [], properties: { | |
direction: {}, | |
color: {}, | |
shadow: {}, | |
shadowBias: {}, | |
shadowRadius: {}, | |
shadowMapSize: {} | |
} }, | |
directionalShadowMap: { value: [] }, | |
directionalShadowMatrix: { value: [] }, | |
spotLights: { value: [], properties: { | |
color: {}, | |
position: {}, | |
direction: {}, | |
distance: {}, | |
coneCos: {}, | |
penumbraCos: {}, | |
decay: {}, | |
shadow: {}, | |
shadowBias: {}, | |
shadowRadius: {}, | |
shadowMapSize: {} | |
} }, | |
spotShadowMap: { value: [] }, | |
spotShadowMatrix: { value: [] }, | |
pointLights: { value: [], properties: { | |
color: {}, | |
position: {}, | |
decay: {}, | |
distance: {}, | |
shadow: {}, | |
shadowBias: {}, | |
shadowRadius: {}, | |
shadowMapSize: {}, | |
shadowCameraNear: {}, | |
shadowCameraFar: {} | |
} }, | |
pointShadowMap: { value: [] }, | |
pointShadowMatrix: { value: [] }, | |
hemisphereLights: { value: [], properties: { | |
direction: {}, | |
skyColor: {}, | |
groundColor: {} | |
} }, | |
// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src | |
rectAreaLights: { value: [], properties: { | |
color: {}, | |
position: {}, | |
width: {}, | |
height: {} | |
} } | |
}, | |
points: { | |
diffuse: { value: new Color( 0xeeeeee ) }, | |
opacity: { value: 1.0 }, | |
size: { value: 1.0 }, | |
scale: { value: 1.0 }, | |
map: { value: null }, | |
uvTransform: { value: new Matrix3() } | |
}, | |
sprite: { | |
diffuse: { value: new Color( 0xeeeeee ) }, | |
opacity: { value: 1.0 }, | |
center: { value: new Vector2( 0.5, 0.5 ) }, | |
rotation: { value: 0.0 }, | |
map: { value: null }, | |
uvTransform: { value: new Matrix3() } | |
} | |
}; | |
export { UniformsLib }; | |