hefeihvac_java/node_modules/echarts-gl/lib/util/shader/common.glsl.js

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2024-04-07 18:15:00 +08:00
export default "\n@export ecgl.common.transformUniforms\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nuniform mat4 worldInverseTranspose : WORLDINVERSETRANSPOSE;\nuniform mat4 world : WORLD;\n@end\n\n@export ecgl.common.attributes\nattribute vec3 position : POSITION;\nattribute vec2 texcoord : TEXCOORD_0;\nattribute vec3 normal : NORMAL;\n@end\n\n@export ecgl.common.uv.header\nuniform vec2 uvRepeat : [1.0, 1.0];\nuniform vec2 uvOffset : [0.0, 0.0];\nuniform vec2 detailUvRepeat : [1.0, 1.0];\nuniform vec2 detailUvOffset : [0.0, 0.0];\n\nvarying vec2 v_Texcoord;\nvarying vec2 v_DetailTexcoord;\n@end\n\n@export ecgl.common.uv.main\nv_Texcoord = texcoord * uvRepeat + uvOffset;\nv_DetailTexcoord = texcoord * detailUvRepeat + detailUvOffset;\n@end\n\n@export ecgl.common.uv.fragmentHeader\nvarying vec2 v_Texcoord;\nvarying vec2 v_DetailTexcoord;\n@end\n\n\n@export ecgl.common.albedo.main\n\n vec4 albedoTexel = vec4(1.0);\n#ifdef DIFFUSEMAP_ENABLED\n albedoTexel = texture2D(diffuseMap, v_Texcoord);\n #ifdef SRGB_DECODE\n albedoTexel = sRGBToLinear(albedoTexel);\n #endif\n#endif\n\n#ifdef DETAILMAP_ENABLED\n vec4 detailTexel = texture2D(detailMap, v_DetailTexcoord);\n #ifdef SRGB_DECODE\n detailTexel = sRGBToLinear(detailTexel);\n #endif\n albedoTexel.rgb = mix(albedoTexel.rgb, detailTexel.rgb, detailTexel.a);\n albedoTexel.a = detailTexel.a + (1.0 - detailTexel.a) * albedoTexel.a;\n#endif\n\n@end\n\n@export ecgl.common.wireframe.vertexHeader\n\n#ifdef WIREFRAME_QUAD\nattribute vec4 barycentric;\nvarying vec4 v_Barycentric;\n#elif defined(WIREFRAME_TRIANGLE)\nattribute vec3 barycentric;\nvarying vec3 v_Barycentric;\n#endif\n\n@end\n\n@export ecgl.common.wireframe.vertexMain\n\n#if defined(WIREFRAME_QUAD) || defined(WIREFRAME_TRIANGLE)\n v_Barycentric = barycentric;\n#endif\n\n@end\n\n\n@export ecgl.common.wireframe.fragmentHeader\n\nuniform float wireframeLineWidth : 1;\nuniform vec4 wireframeLineColor: [0, 0, 0, 0.5];\n\n#ifdef WIREFRAME_QUAD\nvarying vec4 v_Barycentric;\nfloat edgeFactor () {\n vec4 d = fwidth(v_Barycentric);\n vec4 a4 = smoothstep(vec4(0.0), d * wireframeLineWidth, v_Barycentric);\n return min(min(min(a4.x, a4.y), a4.z), a4.w);\n}\n#elif defined(WIREFRAME_TRIANGLE)\nvarying vec3 v_Barycentric;\nfloat edgeFactor () {\n vec3 d = fwidth(v_Barycentric);\n vec3 a3 = smoothstep(vec3(0.0), d * wireframeLineWidth, v_Barycentric);\n return min(min(a3.x, a3.y), a3.z);\n}\n#endif\n\n@end\n\n\n@export ecgl.common.wireframe.fragmentMain\n\n#if defined(WIREFRAME_QUAD) || defined(WIREFRAME_TRIANGLE)\n if (wireframeLineWidth > 0.) {\n vec4 lineColor = wireframeLineColor;\n#ifdef SRGB_DECODE\n lineColor = sRGBToLinear(lineColor);\n#endif\n\n gl_FragColor.rgb = mix(gl_FragColor.rgb, lineColor.rgb, (1.0 - edgeFactor()) * lineColor.a);\n }\n#endif\n@end\n\n\n\n\n@export ecgl.common.bumpMap.header\n\n#ifdef BUMPMAP_ENABLED\nuniform sampler2D bumpMap;\nuniform float bumpScale : 1.0;\n\n\nvec3 bumpNormal(vec3 surfPos, vec3 surfNormal, vec3 baseNormal)\n{\n vec2 dSTdx = dFdx(v_Texcoord);\n vec2 dSTdy = dFdy(v_Texcoord);\n\n float Hll = bumpScale * texture2D(bumpMap, v_Texcoord).x;\n float dHx = bumpScale * texture2D(bumpMap, v_Texcoord + dSTdx).x - Hll;\n float dHy = bumpScale * texture2D(bumpMap, v_Texcoord + dSTdy).x - Hll;\n\n vec3 vSigmaX = dFdx(surfPos);\n vec3 vSigmaY = dFdy(surfPos);\n vec3 vN = surfNormal;\n\n vec3 R1 = cross(vSigmaY, vN);\n vec3 R2 = cross(vN, vSigmaX);\n\n float fDet = dot(vSigmaX, R1);\n\n vec3 vGrad = sign(fDet) * (dHx * R1 + dHy * R2);\n return normalize(abs(fDet) * baseNormal - vGrad);\n\n}\n#endif\n\n@end\n\n@export ecgl.common.normalMap.vertexHeader\n\n#ifdef NORMALMAP_ENABLED\nattribute vec4 tangent : TANGENT;\nvarying vec3 v_Tangent;\nvarying vec3 v_Bitangent;\n#endif\n\n@end\n\n@export ecgl.common.normalMap.vertexMain\n\n#ifdef NORMALMAP_ENABLED\n if (dot(tangent, tangent) > 0.0) {\n v_Tangent = normalize((worldInverseTranspose * vec4(tangent.xyz, 0.0)).xyz);\n v_Bitangent = normalize(cross(v_Normal, v_Tangent) * tangent.w);\n }\n#endif\n\n@end\n\n\n@export ecgl.common.normalMap.fragme