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Commit 7041bac8 authored by Alexander Rose's avatar Alexander Rose
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add ignore-light support to spheres shader

parent f8ab02fd
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......@@ -58,6 +58,7 @@ export namespace Spheres {
...BaseGeometry.Params,
sizeFactor: PD.Numeric(1, { min: 0, max: 10, step: 0.1 }),
doubleSided: PD.Boolean(false),
ignoreLight: PD.Boolean(false),
}
export type Params = typeof Params
......@@ -111,6 +112,7 @@ export namespace Spheres {
...BaseGeometry.createValues(props, counts),
uSizeFactor: ValueCell.create(props.sizeFactor),
dDoubleSided: ValueCell.create(props.doubleSided),
dIgnoreLight: ValueCell.create(props.ignoreLight),
}
}
......@@ -124,6 +126,7 @@ export namespace Spheres {
BaseGeometry.updateValues(values, props)
ValueCell.updateIfChanged(values.uSizeFactor, props.sizeFactor)
ValueCell.updateIfChanged(values.dDoubleSided, props.doubleSided)
ValueCell.updateIfChanged(values.dIgnoreLight, props.ignoreLight)
}
function updateBoundingSphere(values: SpheresValues, spheres: Spheres) {
......
......@@ -20,6 +20,7 @@ export const SpheresSchema = {
padding: ValueSpec('number'),
dDoubleSided: DefineSpec('boolean'),
dIgnoreLight: DefineSpec('boolean'),
}
export type SpheresSchema = typeof SpheresSchema
export type SpheresValues = Values<SpheresSchema>
......
......@@ -122,14 +122,14 @@ void main(void){
gl_FragColor = material;
#elif defined(dColorType_depth)
gl_FragColor = material;
#else
#ifdef dIgnoreLight
gl_FragColor = material;
#else
vec3 normal = -cameraNormal;
vec3 vViewPosition = cameraPos;
#include apply_light_color
if (interior) {
gl_FragColor.rgb = material.rgb * (1.0 - uInteriorDarkening);
}
#endif
#include apply_marker_color
#include apply_fog
......
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