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603
node_modules/three/examples/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js
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603
node_modules/three/examples/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js
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import { MathNode, GLSLNodeParser, NodeBuilder, NodeMaterial, FunctionNode } from '../../../nodes/Nodes.js';
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import UniformBuffer from '../../common/UniformBuffer.js';
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import UniformsGroup from '../../common/UniformsGroup.js';
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import { NodeSampledTexture, NodeSampledCubeTexture } from '../../common/nodes/NodeSampledTexture.js';
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const glslMethods = {
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[ MathNode.ATAN2 ]: 'atan',
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textureDimensions: 'textureSize'
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};
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const precisionLib = {
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low: 'lowp',
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medium: 'mediump',
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high: 'highp'
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};
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const supports = {
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instance: true
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};
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class GLSLNodeBuilder extends NodeBuilder {
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constructor( object, renderer, scene = null ) {
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super( object, renderer, new GLSLNodeParser(), scene );
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this.uniformsGroup = {};
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}
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getMethod( method ) {
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return glslMethods[ method ] || method;
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}
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getPropertyName( node, shaderStage ) {
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if ( node.isOutputStructVar ) return '';
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return super.getPropertyName( node, shaderStage );
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}
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buildFunctionNode( shaderNode ) {
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const layout = shaderNode.layout;
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const flowData = this.flowShaderNode( shaderNode );
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const parameters = [];
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for ( const input of layout.inputs ) {
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parameters.push( this.getType( input.type ) + ' ' + input.name );
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}
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//
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const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) {
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${ flowData.vars }
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${ flowData.code }
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return ${ flowData.result };
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}`;
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//
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return new FunctionNode( code );
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}
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getTexture( texture, textureProperty, uvSnippet ) {
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if ( texture.isTextureCube ) {
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return `textureCube( ${textureProperty}, ${uvSnippet} )`;
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} else if ( texture.isDepthTexture ) {
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return `texture( ${textureProperty}, ${uvSnippet} ).x`;
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} else {
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return `texture( ${textureProperty}, ${uvSnippet} )`;
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}
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}
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getTextureLevel( texture, textureProperty, uvSnippet, biasSnippet ) {
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return `textureLod( ${textureProperty}, ${uvSnippet}, ${biasSnippet} )`;
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}
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getTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, shaderStage = this.shaderStage ) {
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if ( shaderStage === 'fragment' ) {
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return `texture( ${textureProperty}, vec3( ${uvSnippet}, ${compareSnippet} ) )`;
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} else {
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console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
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}
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}
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getVars( shaderStage ) {
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const snippets = [];
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const vars = this.vars[ shaderStage ];
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if ( vars !== undefined ) {
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for ( const variable of vars ) {
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if ( variable.isOutputStructVar ) continue;
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snippets.push( `${ this.getVar( variable.type, variable.name ) };` );
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}
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}
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return snippets.join( '\n\t' );
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}
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getUniforms( shaderStage ) {
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const uniforms = this.uniforms[ shaderStage ];
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const bindingSnippets = [];
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const groupSnippets = [];
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for ( const uniform of uniforms ) {
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let snippet = null;
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let group = false;
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if ( uniform.type === 'texture' ) {
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if ( uniform.node.value.compareFunction ) {
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snippet = `sampler2DShadow ${uniform.name};`;
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} else {
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snippet = `sampler2D ${uniform.name};`;
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}
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} else if ( uniform.type === 'cubeTexture' ) {
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snippet = `samplerCube ${uniform.name};`;
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} else if ( uniform.type === 'buffer' ) {
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const bufferNode = uniform.node;
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const bufferType = this.getType( bufferNode.bufferType );
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const bufferCount = bufferNode.bufferCount;
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const bufferCountSnippet = bufferCount > 0 ? bufferCount : '';
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snippet = `${bufferNode.name} {\n\t${bufferType} ${uniform.name}[${bufferCountSnippet}];\n};\n`;
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} else {
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const vectorType = this.getVectorType( uniform.type );
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snippet = `${vectorType} ${uniform.name};`;
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group = true;
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}
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const precision = uniform.node.precision;
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if ( precision !== null ) {
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snippet = precisionLib[ precision ] + ' ' + snippet;
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}
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if ( group ) {
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snippet = '\t' + snippet;
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groupSnippets.push( snippet );
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} else {
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snippet = 'uniform ' + snippet;
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bindingSnippets.push( snippet );
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}
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}
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let output = '';
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if ( groupSnippets.length > 0 ) {
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output += this._getGLSLUniformStruct( shaderStage + 'NodeUniforms', groupSnippets.join( '\n' ) ) + '\n';
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}
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output += bindingSnippets.join( '\n' );
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return output;
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}
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getAttributes( shaderStage ) {
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let snippet = '';
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if ( shaderStage === 'vertex' ) {
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const attributes = this.getAttributesArray();
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let location = 0;
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for ( const attribute of attributes ) {
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snippet += `layout( location = ${ location ++ } ) in ${ attribute.type } ${ attribute.name };\n`;
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}
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}
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return snippet;
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}
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getStructMembers( struct ) {
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const snippets = [];
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const members = struct.getMemberTypes();
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for ( let i = 0; i < members.length; i ++ ) {
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const member = members[ i ];
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snippets.push( `layout( location = ${i} ) out ${ member} m${i};` );
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}
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return snippets.join( '\n' );
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}
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getStructs( shaderStage ) {
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const snippets = [];
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const structs = this.structs[ shaderStage ];
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if ( structs.length === 0 ) {
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return 'layout( location = 0 ) out vec4 fragColor;\n';
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}
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for ( let index = 0, length = structs.length; index < length; index ++ ) {
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const struct = structs[ index ];
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let snippet = '\n';
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snippet += this.getStructMembers( struct );
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snippet += '\n';
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snippets.push( snippet );
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}
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return snippets.join( '\n\n' );
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}
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getVaryings( shaderStage ) {
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let snippet = '';
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const varyings = this.varyings;
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if ( shaderStage === 'vertex' ) {
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for ( const varying of varyings ) {
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const type = varying.type;
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const flat = type === 'int' || type === 'uint' ? 'flat ' : '';
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snippet += `${flat}${varying.needsInterpolation ? 'out' : '/*out*/'} ${type} ${varying.name};\n`;
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}
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} else if ( shaderStage === 'fragment' ) {
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for ( const varying of varyings ) {
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if ( varying.needsInterpolation ) {
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const type = varying.type;
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const flat = type === 'int' || type === 'uint' ? 'flat ' : '';
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snippet += `${flat}in ${type} ${varying.name};\n`;
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}
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}
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}
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return snippet;
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}
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getVertexIndex() {
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return 'gl_VertexID';
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}
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getInstanceIndex() {
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return 'uint( gl_InstanceID )';
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}
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getFrontFacing() {
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return 'gl_FrontFacing';
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}
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getFragCoord() {
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return 'gl_FragCoord';
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}
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isAvailable( name ) {
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return supports[ name ] === true;
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}
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isFlipY() {
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return true;
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}
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_getGLSLUniformStruct( name, vars ) {
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return `
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layout( std140 ) uniform ${name} {
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${vars}
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};`;
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}
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_getGLSLVertexCode( shaderData ) {
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return `#version 300 es
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${ this.getSignature() }
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// precision
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precision highp float;
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precision highp int;
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// uniforms
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${shaderData.uniforms}
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// varyings
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${shaderData.varyings}
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// attributes
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${shaderData.attributes}
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// codes
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${shaderData.codes}
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void main() {
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// vars
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${shaderData.vars}
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// flow
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${shaderData.flow}
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gl_PointSize = 1.0;
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}
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`;
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}
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_getGLSLFragmentCode( shaderData ) {
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return `#version 300 es
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${ this.getSignature() }
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// precision
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precision highp float;
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precision highp int;
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precision lowp sampler2DShadow;
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// uniforms
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${shaderData.uniforms}
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// varyings
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${shaderData.varyings}
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// codes
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${shaderData.codes}
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${shaderData.structs}
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void main() {
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// vars
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${shaderData.vars}
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// flow
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${shaderData.flow}
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}
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`;
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}
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buildCode() {
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const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
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for ( const shaderStage in shadersData ) {
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let flow = '// code\n\n';
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flow += this.flowCode[ shaderStage ];
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const flowNodes = this.flowNodes[ shaderStage ];
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const mainNode = flowNodes[ flowNodes.length - 1 ];
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for ( const node of flowNodes ) {
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const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
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const slotName = node.name;
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if ( slotName ) {
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if ( flow.length > 0 ) flow += '\n';
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flow += `\t// flow -> ${ slotName }\n\t`;
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}
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flow += `${ flowSlotData.code }\n\t`;
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if ( node === mainNode && shaderStage !== 'compute' ) {
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flow += '// result\n\t';
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if ( shaderStage === 'vertex' ) {
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flow += 'gl_Position = ';
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flow += `${ flowSlotData.result };`;
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} else if ( shaderStage === 'fragment' ) {
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if ( ! node.outputNode.isOutputStructNode ) {
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flow += 'fragColor = ';
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flow += `${ flowSlotData.result };`;
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}
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}
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}
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}
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const stageData = shadersData[ shaderStage ];
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stageData.uniforms = this.getUniforms( shaderStage );
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stageData.attributes = this.getAttributes( shaderStage );
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stageData.varyings = this.getVaryings( shaderStage );
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stageData.vars = this.getVars( shaderStage );
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stageData.structs = this.getStructs( shaderStage );
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stageData.codes = this.getCodes( shaderStage );
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stageData.flow = flow;
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}
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if ( this.material !== null ) {
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this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
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this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );
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} else {
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console.warn( 'GLSLNodeBuilder: compute shaders are not supported.' );
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//this.computeShader = this._getGLSLComputeCode( shadersData.compute );
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}
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}
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getUniformFromNode( node, type, shaderStage, name = null ) {
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const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
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const nodeData = this.getDataFromNode( node, shaderStage );
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let uniformGPU = nodeData.uniformGPU;
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if ( uniformGPU === undefined ) {
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if ( type === 'texture' ) {
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uniformGPU = new NodeSampledTexture( uniformNode.name, uniformNode.node );
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this.bindings[ shaderStage ].push( uniformGPU );
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} else if ( type === 'cubeTexture' ) {
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uniformGPU = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node );
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this.bindings[ shaderStage ].push( uniformGPU );
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} else if ( type === 'buffer' ) {
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node.name = `NodeBuffer_${node.id}`;
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const buffer = new UniformBuffer( node.name, node.value );
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uniformNode.name = `buffer${node.id}`;
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this.bindings[ shaderStage ].push( buffer );
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uniformGPU = buffer;
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} else {
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let uniformsGroup = this.uniformsGroup[ shaderStage ];
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if ( uniformsGroup === undefined ) {
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uniformsGroup = new UniformsGroup( shaderStage + 'NodeUniforms' );
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//uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
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this.uniformsGroup[ shaderStage ] = uniformsGroup;
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this.bindings[ shaderStage ].push( uniformsGroup );
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}
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uniformGPU = this.getNodeUniform( uniformNode, type );
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uniformsGroup.addUniform( uniformGPU );
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}
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nodeData.uniformGPU = uniformGPU;
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}
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return uniformNode;
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}
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build() {
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// @TODO: Move this code to super.build()
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const { object, material } = this;
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if ( material !== null ) {
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NodeMaterial.fromMaterial( material ).build( this );
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} else {
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this.addFlow( 'compute', object );
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}
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return super.build();
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}
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}
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export default GLSLNodeBuilder;
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