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173 lines
4.0 KiB
173 lines
4.0 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<p class="desc">Constructor for the GLSL program sent to vertex and fragment shaders, including default uniforms and attributes.</p>
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<h2>Built-in uniforms and attributes</h2>
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<h3>Vertex shader (unconditional):</h3>
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<div>
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<code>
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// = object.matrixWorld
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uniform mat4 modelMatrix;
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// = camera.matrixWorldInverse * object.matrixWorld
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uniform mat4 modelViewMatrix;
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// = camera.projectionMatrix
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uniform mat4 projectionMatrix;
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// = camera.matrixWorldInverse
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uniform mat4 viewMatrix;
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// = inverse transpose of modelViewMatrix
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uniform mat3 normalMatrix;
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// = camera position in world space
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uniform vec3 cameraPosition;
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</code>
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<code>
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// default vertex attributes provided by BufferGeometry
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attribute vec3 position;
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attribute vec3 normal;
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attribute vec2 uv;
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</code>
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<p>
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Note that you can therefore calculate the position of a vertex in the vertex shader by:
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<code>
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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</code>
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or alternatively
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<code>
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
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</code>
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</p>
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</div>
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<h3>Vertex shader (conditional):</h3>
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<div>
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<code>
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#ifdef USE_TANGENT
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attribute vec4 tangent;
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#endif
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#if defined( USE_COLOR_ALPHA )
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// vertex color attribute with alpha
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attribute vec4 color;
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#elif defined( USE_COLOR )
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// vertex color attribute
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attribute vec3 color;
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#endif
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</code>
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<code>
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#ifdef USE_MORPHTARGETS
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attribute vec3 morphTarget0;
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attribute vec3 morphTarget1;
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attribute vec3 morphTarget2;
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attribute vec3 morphTarget3;
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#ifdef USE_MORPHNORMALS
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attribute vec3 morphNormal0;
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attribute vec3 morphNormal1;
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attribute vec3 morphNormal2;
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attribute vec3 morphNormal3;
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#else
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attribute vec3 morphTarget4;
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attribute vec3 morphTarget5;
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attribute vec3 morphTarget6;
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attribute vec3 morphTarget7;
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#endif
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#endif
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</code>
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<code>
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#ifdef USE_SKINNING
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attribute vec4 skinIndex;
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attribute vec4 skinWeight;
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#endif
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</code>
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<code>
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#ifdef USE_INSTANCING
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// Note that modelViewMatrix is not set when rendering an instanced model,
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// but can be calculated from viewMatrix * modelMatrix.
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//
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// Basic Usage:
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// gl_Position = projectionMatrix * viewMatrix * modelMatrix * instanceMatrix * vec4(position, 1.0);
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attribute mat4 instanceMatrix;
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#endif
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</code>
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</div>
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<h3>Fragment shader:</h3>
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<div>
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<code>
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uniform mat4 viewMatrix;
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uniform vec3 cameraPosition;
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</code>
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</div>
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<h2>Constructor</h2>
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<h3>[name]( [param:WebGLRenderer renderer], [param:String cacheKey], [param:Object parameters] )</h3>
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<p>For parameters see [page:WebGLRenderer WebGLRenderer].</p>
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<h2>Properties</h2>
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<h3>[property:String name]</h3>
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<p>The name of the respective shader program.</p>
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<h3>[property:String id]</h3>
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<p>The identifier of this instance.</p>
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<h3>[property:String cacheKey]</h3>
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<p>This key enables the reusability of a single [name] for different materials.</p>
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<h3>[property:Integer usedTimes]</h3>
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<p>How many times this instance is used for rendering render items.</p>
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<h3>[property:Object program]</h3>
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<p>The actual shader program.</p>
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<h3>[property:WebGLShader vertexShader]</h3>
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<p>The vertex shader.</p>
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<h3>[property:WebGLShader fragmentShader]</h3>
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<p>The fragment shader.</p>
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<h2>Methods</h2>
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<h3>[method:Object getUniforms]()</h3>
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<p>
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Returns a name-value mapping of all active uniform locations.
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</p>
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<h3>[method:Object getAttributes]()</h3>
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<p>
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Returns a name-value mapping of all active vertex attribute locations.
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</p>
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<h3>[method:undefined destroy]()</h3>
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<p>
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Destroys an instance of [name].
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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