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import NodeMaterial, { addNodeMaterial } from './NodeMaterial.js';
import { varying } from '../core/VaryingNode.js';
import { property } from '../core/PropertyNode.js';
import { attribute } from '../core/AttributeNode.js';
import { cameraProjectionMatrix } from '../accessors/CameraNode.js';
import { materialColor, materialPointWidth } from '../accessors/MaterialNode.js'; // or should this be a property, instead?
import { modelViewMatrix } from '../accessors/ModelNode.js';
import { positionGeometry } from '../accessors/PositionNode.js';
import { smoothstep } from '../math/MathNode.js';
import { tslFn, vec2, vec4 } from '../shadernode/ShaderNode.js';
import { uv } from '../accessors/UVNode.js';
import { viewport } from '../display/ViewportNode.js';
import { PointsMaterial } from 'three';
const defaultValues = new PointsMaterial();
class InstancedPointsNodeMaterial extends NodeMaterial {
constructor( params = {} ) {
super();
this.normals = false;
this.lights = false;
this.useAlphaToCoverage = true;
this.useColor = params.vertexColors;
this.pointWidth = 1;
this.pointColorNode = null;
this.setDefaultValues( defaultValues );
this.setupShaders();
this.setValues( params );
}
setupShaders() {
const useAlphaToCoverage = this.alphaToCoverage;
const useColor = this.useColor;
this.vertexNode = tslFn( () => {
//vUv = uv;
varying( vec2(), 'vUv' ).assign( uv() ); // @TODO: Analyze other way to do this
const instancePosition = attribute( 'instancePosition' );
// camera space
const mvPos = property( 'vec4', 'mvPos' );
mvPos.assign( modelViewMatrix.mul( vec4( instancePosition, 1.0 ) ) );
const aspect = viewport.z.div( viewport.w );
// clip space
const clipPos = cameraProjectionMatrix.mul( mvPos );
// offset in ndc space
const offset = property( 'vec2', 'offset' );
offset.assign( positionGeometry.xy );
offset.assign( offset.mul( materialPointWidth ) );
offset.assign( offset.div( viewport.z ) );
offset.y.assign( offset.y.mul( aspect ) );
// back to clip space
offset.assign( offset.mul( clipPos.w ) );
//clipPos.xy += offset;
clipPos.assign( clipPos.add( vec4( offset, 0, 0 ) ) );
return clipPos;
//vec4 mvPosition = mvPos; // this was used for somethihng...
} )();
this.fragmentNode = tslFn( () => {
const vUv = varying( vec2(), 'vUv' );
// force assignment into correct place in flow
const alpha = property( 'float', 'alpha' );
alpha.assign( 1 );
const a = vUv.x;
const b = vUv.y;
const len2 = a.mul( a ).add( b.mul( b ) );
if ( useAlphaToCoverage ) {
// force assignment out of following 'if' statement - to avoid uniform control flow errors
const dlen = property( 'float', 'dlen' );
dlen.assign( len2.fwidth() );
alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
} else {
len2.greaterThan( 1.0 ).discard();
}
let pointColorNode;
if ( this.pointColorNode ) {
pointColorNode = this.pointColorNode;
} else {
if ( useColor ) {
const instanceColor = attribute( 'instanceColor' );
pointColorNode = instanceColor.mul( materialColor );
} else {
pointColorNode = materialColor;
}
}
return vec4( pointColorNode, alpha );
} )();
this.needsUpdate = true;
}
get alphaToCoverage() {
return this.useAlphaToCoverage;
}
set alphaToCoverage( value ) {
if ( this.useAlphaToCoverage !== value ) {
this.useAlphaToCoverage = value;
this.setupShaders();
}
}
}
export default InstancedPointsNodeMaterial;
addNodeMaterial( 'InstancedPointsNodeMaterial', InstancedPointsNodeMaterial );