MCP 3D Printer Server
by DMontgomery40
Verified
import { ShaderChunk } from './ShaderChunk.js';
import { mergeUniforms } from './UniformsUtils.js';
import { Vector2 } from '../../math/Vector2.js';
import { Vector3 } from '../../math/Vector3.js';
import { UniformsLib } from './UniformsLib.js';
import { Color } from '../../math/Color.js';
import { Matrix3 } from '../../math/Matrix3.js';
const ShaderLib = {
basic: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.specularmap,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.fog
] ),
vertexShader: ShaderChunk.meshbasic_vert,
fragmentShader: ShaderChunk.meshbasic_frag
},
lambert: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.specularmap,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.fog,
UniformsLib.lights,
{
emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }
}
] ),
vertexShader: ShaderChunk.meshlambert_vert,
fragmentShader: ShaderChunk.meshlambert_frag
},
phong: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.specularmap,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.fog,
UniformsLib.lights,
{
emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },
specular: { value: /*@__PURE__*/ new Color( 0x111111 ) },
shininess: { value: 30 }
}
] ),
vertexShader: ShaderChunk.meshphong_vert,
fragmentShader: ShaderChunk.meshphong_frag
},
standard: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.roughnessmap,
UniformsLib.metalnessmap,
UniformsLib.fog,
UniformsLib.lights,
{
emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },
roughness: { value: 1.0 },
metalness: { value: 0.0 },
envMapIntensity: { value: 1 }
}
] ),
vertexShader: ShaderChunk.meshphysical_vert,
fragmentShader: ShaderChunk.meshphysical_frag
},
toon: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.gradientmap,
UniformsLib.fog,
UniformsLib.lights,
{
emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }
}
] ),
vertexShader: ShaderChunk.meshtoon_vert,
fragmentShader: ShaderChunk.meshtoon_frag
},
matcap: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.fog,
{
matcap: { value: null }
}
] ),
vertexShader: ShaderChunk.meshmatcap_vert,
fragmentShader: ShaderChunk.meshmatcap_frag
},
points: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.points,
UniformsLib.fog
] ),
vertexShader: ShaderChunk.points_vert,
fragmentShader: ShaderChunk.points_frag
},
dashed: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.fog,
{
scale: { value: 1 },
dashSize: { value: 1 },
totalSize: { value: 2 }
}
] ),
vertexShader: ShaderChunk.linedashed_vert,
fragmentShader: ShaderChunk.linedashed_frag
},
depth: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.displacementmap
] ),
vertexShader: ShaderChunk.depth_vert,
fragmentShader: ShaderChunk.depth_frag
},
normal: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
{
opacity: { value: 1.0 }
}
] ),
vertexShader: ShaderChunk.meshnormal_vert,
fragmentShader: ShaderChunk.meshnormal_frag
},
sprite: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.sprite,
UniformsLib.fog
] ),
vertexShader: ShaderChunk.sprite_vert,
fragmentShader: ShaderChunk.sprite_frag
},
background: {
uniforms: {
uvTransform: { value: /*@__PURE__*/ new Matrix3() },
t2D: { value: null },
backgroundIntensity: { value: 1 }
},
vertexShader: ShaderChunk.background_vert,
fragmentShader: ShaderChunk.background_frag
},
backgroundCube: {
uniforms: {
envMap: { value: null },
flipEnvMap: { value: - 1 },
backgroundBlurriness: { value: 0 },
backgroundIntensity: { value: 1 },
backgroundRotation: { value: /*@__PURE__*/ new Matrix3() }
},
vertexShader: ShaderChunk.backgroundCube_vert,
fragmentShader: ShaderChunk.backgroundCube_frag
},
cube: {
uniforms: {
tCube: { value: null },
tFlip: { value: - 1 },
opacity: { value: 1.0 }
},
vertexShader: ShaderChunk.cube_vert,
fragmentShader: ShaderChunk.cube_frag
},
equirect: {
uniforms: {
tEquirect: { value: null },
},
vertexShader: ShaderChunk.equirect_vert,
fragmentShader: ShaderChunk.equirect_frag
},
distanceRGBA: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.displacementmap,
{
referencePosition: { value: /*@__PURE__*/ new Vector3() },
nearDistance: { value: 1 },
farDistance: { value: 1000 }
}
] ),
vertexShader: ShaderChunk.distanceRGBA_vert,
fragmentShader: ShaderChunk.distanceRGBA_frag
},
shadow: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.lights,
UniformsLib.fog,
{
color: { value: /*@__PURE__*/ new Color( 0x00000 ) },
opacity: { value: 1.0 }
},
] ),
vertexShader: ShaderChunk.shadow_vert,
fragmentShader: ShaderChunk.shadow_frag
}
};
ShaderLib.physical = {
uniforms: /*@__PURE__*/ mergeUniforms( [
ShaderLib.standard.uniforms,
{
clearcoat: { value: 0 },
clearcoatMap: { value: null },
clearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() },
clearcoatNormalMap: { value: null },
clearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },
clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) },
clearcoatRoughness: { value: 0 },
clearcoatRoughnessMap: { value: null },
clearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
dispersion: { value: 0 },
iridescence: { value: 0 },
iridescenceMap: { value: null },
iridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() },
iridescenceIOR: { value: 1.3 },
iridescenceThicknessMinimum: { value: 100 },
iridescenceThicknessMaximum: { value: 400 },
iridescenceThicknessMap: { value: null },
iridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
sheen: { value: 0 },
sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },
sheenColorMap: { value: null },
sheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },
sheenRoughness: { value: 1 },
sheenRoughnessMap: { value: null },
sheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
transmission: { value: 0 },
transmissionMap: { value: null },
transmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() },
transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() },
transmissionSamplerMap: { value: null },
thickness: { value: 0 },
thicknessMap: { value: null },
thicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
attenuationDistance: { value: 0 },
attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },
specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) },
specularColorMap: { value: null },
specularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },
specularIntensity: { value: 1 },
specularIntensityMap: { value: null },
specularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() },
anisotropyVector: { value: /*@__PURE__*/ new Vector2() },
anisotropyMap: { value: null },
anisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() },
}
] ),
vertexShader: ShaderChunk.meshphysical_vert,
fragmentShader: ShaderChunk.meshphysical_frag
};
export { ShaderLib };