src/shaders/shaders.vr.secondpass.uniform.js

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import { Matrix4 } from 'three/src/math/Matrix4';
/**
 * @module shaders/data
 */
export default class ShadersUniform {
  static uniforms() {
    return {
      uTextureSize: {
        type: 'i',
        value: 0,
        typeGLSL: 'int',
      },
      uTextureContainer: {
        type: 'tv',
        value: [],
        typeGLSL: 'sampler2D',
        length: 7,
      },
      uDataDimensions: {
        type: 'iv',
        value: [0, 0, 0],
        typeGLSL: 'ivec3',
      },
      uWorldToData: {
        type: 'm4',
        value: new Matrix4(),
        typeGLSL: 'mat4',
      },
      uWindowCenterWidth: {
        type: 'fv1',
        value: [0.0, 0.0],
        typeGLSL: 'float',
        length: 2,
      },
      uRescaleSlopeIntercept: {
        type: 'fv1',
        value: [0.0, 0.0],
        typeGLSL: 'float',
        length: 2,
      },
      uNumberOfChannels: {
        type: 'i',
        value: 1,
        typeGLSL: 'int',
      },
      uBitsAllocated: {
        type: 'i',
        value: 8,
        typeGLSL: 'int',
      },
      uInvert: {
        type: 'i',
        value: 0,
        typeGLSL: 'int',
      },
      uLut: {
        type: 'i',
        value: 0,
        typeGLSL: 'int',
      },
      uTextureLUT: {
        type: 't',
        value: [],
        typeGLSL: 'sampler2D',
      },
      uPixelType: {
        type: 'i',
        value: 0,
        typeGLSL: 'int',
      },
      uPackedPerPixel: {
        type: 'i',
        value: 1,
        typeGLSL: 'int',
      },
      uInterpolation: {
        type: 'i',
        value: 1,
        typeGLSL: 'int',
      },
      uWorldBBox: {
        type: 'fv1',
        value: [0.0, 0.0, 0.0, 0.0, 0.0, 0.0],
        typeGLSL: 'float',
        length: 6,
      },
      uSteps: {
        type: 'i',
        value: 256,
        typeGLSL: 'int',
      },
      uAlphaCorrection: {
        type: 'f',
        value: 0.5,
        typeGLSL: 'float',
      },
      uFrequence: {
        type: 'f',
        value: 0.0,
        typeGLSL: 'float',
      },
      uAmplitude: {
        type: 'f',
        value: 0.0,
        typeGLSL: 'float',
      },
      uTextureBack: {
        type: 't',
        value: [],
        typeGLSL: 'sampler2D',
      },
    };
  }
}