12345678910111213141516171819202122232425262728293031323334 |
- export const assign_color_varying = `
- #if defined(dRenderVariant_color)
- #if defined(dColorType_attribute)
- vColor.rgb = aColor;
- #elif defined(dColorType_instance)
- vColor.rgb = readFromTexture(tColor, aInstance, uColorTexDim).rgb;
- #elif defined(dColorType_group)
- vColor.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;
- #elif defined(dColorType_groupInstance)
- vColor.rgb = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim).rgb;
- #elif defined(dColorType_vertex)
- vColor.rgb = readFromTexture(tColor, VertexID, uColorTexDim).rgb;
- #elif defined(dColorType_vertexInstance)
- vColor.rgb = readFromTexture(tColor, int(aInstance) * uVertexCount + VertexID, uColorTexDim).rgb;
- #endif
- #ifdef dOverpaint
- vOverpaint = readFromTexture(tOverpaint, aInstance * float(uGroupCount) + group, uOverpaintTexDim);
- #endif
- #elif defined(dRenderVariant_pick)
- #if defined(dRenderVariant_pickObject)
- vColor = vec4(encodeFloatRGB(float(uObjectId)), 1.0);
- #elif defined(dRenderVariant_pickInstance)
- vColor = vec4(encodeFloatRGB(aInstance), 1.0);
- #elif defined(dRenderVariant_pickGroup)
- vColor = vec4(encodeFloatRGB(group), 1.0);
- #endif
- #endif
- #ifdef dTransparency
- vGroup = group;
- vTransparency = readFromTexture(tTransparency, aInstance * float(uGroupCount) + group, uTransparencyTexDim).a;
- #endif
- `;
|