modifyShader function
dynamic
modifyShader(
- dynamic material,
- dynamic uniforms, {
- dynamic numberOfCurves = 1,
Implementation
modifyShader(material, uniforms, {numberOfCurves = 1}) {
if (material.extra["__ok"] != null) return;
material.extra["__ok"] = true;
material.onBeforeCompile = (shader) {
if (shader.__modified == null) {
return;
}
shader.__modified = true;
// Object.assign( shader.uniforms, uniforms );
shader.uniforms.addAll(uniforms);
var mainReplace = """
void main() {
#include <beginnormal_vertex>
vec4 worldPos = modelMatrix * vec4(position, 1.);
bool bend = flow > 0;
float xWeight = bend ? 0. : 1.;
#ifdef USE_INSTANCING
float pathOffsetFromInstanceMatrix = instanceMatrix[3][2];
float spineLengthFromInstanceMatrix = instanceMatrix[3][0];
float spinePortion = bend ? (worldPos.x + spineOffset) / spineLengthFromInstanceMatrix : 0.;
float mt = (spinePortion * pathSegment + pathOffset + pathOffsetFromInstanceMatrix)*textureStacks;
#else
float spinePortion = bend ? (worldPos.x + spineOffset) / spineLength : 0.;
float mt = (spinePortion * pathSegment + pathOffset)*textureStacks;
#endif
mt = mod(mt, textureStacks);
float rowOffset = floor(mt);
#ifdef USE_INSTANCING
rowOffset += instanceMatrix[3][1] * ${TEXTURE_HEIGHT}.;
#endif
vec3 spinePos = texture2D(spineTexture, vec2(mt, (0. + rowOffset + 0.5) / textureLayers)).xyz;
vec3 a = texture2D(spineTexture, vec2(mt, (1. + rowOffset + 0.5) / textureLayers)).xyz;
vec3 b = texture2D(spineTexture, vec2(mt, (2. + rowOffset + 0.5) / textureLayers)).xyz;
vec3 c = texture2D(spineTexture, vec2(mt, (3. + rowOffset + 0.5) / textureLayers)).xyz;
mat3 basis = mat3(a, b, c);
vec3 transformed = basis
* vec3(worldPos.x * xWeight, worldPos.y * 1., worldPos.z * 1.)
+ spinePos;
vec3 transformedNormal = normalMatrix * (basis * objectNormal);
""";
var vertexShader = """
uniform sampler2D spineTexture;
uniform float pathOffset;
uniform float pathSegment;
uniform float spineOffset;
uniform float spineLength;
uniform int flow;
float textureLayers = ${TEXTURE_HEIGHT * numberOfCurves}.;
float textureStacks = ${TEXTURE_HEIGHT / 4}.;
${shader.vertexShader}
"""
// chunk import moved in front of modified shader below
.replaceAll('#include <beginnormal_vertex>', '')
// vec3 transformedNormal declaration overriden below
.replaceAll('#include <defaultnormal_vertex>', '')
// vec3 transformed declaration overriden below
.replaceAll('#include <begin_vertex>', '')
// shader override
.replaceFirst(RegExp("void\s*main\s*\(\)\s*\{"), mainReplace)
.replaceFirst('#include <project_vertex>', """
vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );
gl_Position = projectionMatrix * mvPosition;
""");
shader.vertexShader = vertexShader;
};
}