/** * 3D Foundation Project * Copyright 2025 Smithsonian Institution * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ import {ShaderMaterial} from "three"; //////////////////////////////////////////////////////////////////////////////// /** * Renders the UV coordinates * Based on ff-three position shader : Copyright 2020 Ralph Wiedemeier, Frame Factory GmbH */ export default class UVShader extends ShaderMaterial { isUVShader = true; uniforms = { index: { value: 0 } }; vertexShader = [ "varying vec2 vUv;", "void main() {", " #include ", " #include ", " #include ", " vUv = uv;", "}", ].join("\n"); fragmentShader = [ "uniform float index;", "varying vec2 vUv;", "vec4 toVec4(float v) {", " float vn = v;", " float b0 = floor(vn * 255.0) / 255.0; vn = (vn - b0) * 256.0;", " float b1 = floor(vn * 255.0) / 255.0; vn = (vn - b1) * 256.0;", " float b2 = floor(vn * 255.0) / 255.0; vn = (vn - b2) * 256.0;", " float b3 = floor(vn * 255.0) / 255.0;", " return vec4(clamp(b0, 0.0, 1.0), clamp(b1, 0.0, 1.0), clamp(b2, 0.0, 1.0), clamp(b3, 0.0, 1.0));", "}", "void main() {", " gl_FragColor = index == 0.0 ? toVec4(vUv.x) : toVec4(vUv.y);", "}" ].join("\n"); }