Accueil / npm / three@0.171.0 / src / renderers / shaders / ShaderLib / points.glsl.js

points.glsl.js

export const vertex = /* glsl */`
uniform float size;
uniform float scale;

#include <common>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>

#ifdef USE_POINTS_UV

	varying vec2 vUv;
	uniform mat3 uvTransform;

#endif

void main() {

	#ifdef USE_POINTS_UV

		vUv = ( uvTransform * vec3( uv, 1 ) ).xy;

	#endif

	#include <color_vertex>
	#include <morphinstance_vertex>
	#include <morphcolor_vertex>
	#include <begin_vertex>
	#include <morphtarget_vertex>
	#include <project_vertex>

	gl_PointSize = size;

	#ifdef USE_SIZEATTENUATION

		bool isPerspective = isPerspectiveMatrix( projectionMatrix );

		if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );

	#endif

	#include <logdepthbuf_vertex>
	#include <clipping_planes_vertex>
	#include <worldpos_vertex>
	#include <fog_vertex>

}
`;

export const fragment = /* glsl */`
uniform vec3 diffuse;
uniform float opacity;

#include <common>
#include <color_pars_fragment>
#include <map_particle_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>

void main() {

	vec4 diffuseColor = vec4( diffuse, opacity );
	#include <clipping_planes_fragment>

	vec3 outgoingLight = vec3( 0.0 );

	#include <logdepthbuf_fragment>
	#include <map_particle_fragment>
	#include <color_fragment>
	#include <alphatest_fragment>
	#include <alphahash_fragment>

	outgoingLight = diffuseColor.rgb;

	#include <opaque_fragment>
	#include <tonemapping_fragment>
	#include <colorspace_fragment>
	#include <fog_fragment>
	#include <premultiplied_alpha_fragment>

}
`;