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  • Returns ShaderCode

Properties

Static cubeFS

cubeFS: string = ["precision highp float;","uniform sampler2D textureMap;","uniform float uCubeAlpha;","varying vec4 vValueTypeColor;","varying vec2 vTexCoord;","//varying float vCubeAlpha;","void main() {","// gl_FragColor = vValueTypeColor;","vec4 v4Color = vec4(vValueTypeColor.xyzw);","if(uCubeAlpha > 0.0){"," v4Color = vec4(vValueTypeColor.xyz, uCubeAlpha );","}","gl_FragColor = texture2D(textureMap, vTexCoord) * v4Color;","}"].join("\n")

Static cubeVS

cubeVS: string = ["precision highp float;","uniform mat4 projectionMatrix;","uniform mat4 viewMatrix;","uniform mat4 modelMatrix;","uniform float cubeAlpha; //외부에서 알파를 조절하기위해서","attribute vec4 userValueTypeColor;","attribute vec3 position;","attribute vec3 offset;","attribute vec3 size;","attribute vec2 texCoord;","varying vec4 vValueTypeColor;","varying vec2 vTexCoord;","varying float vCubeAlpha;","void main(){","vec3 v3Pos;","v3Pos = vec3(position.x * size.x, position.y * size.y, position.z * size.z);","vec4 vec4Offset = vec4(offset, 1.0);","vec4 modelCol1 = modelMatrix[0];","vec4 modelCol2 = modelMatrix[1];","vec4 modelCol3 = modelMatrix[2];","vec4 modelCol4 = modelMatrix[3] + vec4Offset;","modelCol4.w = 1.0;","mat4 modelMat = mat4(modelCol1, modelCol2, modelCol3, modelCol4);","mat4 modelViewMat = viewMatrix * modelMat;","gl_Position = projectionMatrix * modelViewMat * vec4(v3Pos, 1.0);","vTexCoord = texCoord;","vValueTypeColor = userValueTypeColor;","vCubeAlpha = cubeAlpha;","}"].join("\n")

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