import WebGLConstants from "../Core/WebGLConstants.js";
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/**
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* Determines the function used to compare two depths for the depth test.
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*
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* @enum {Number}
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*/
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var DepthFunction = {
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/**
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* The depth test never passes.
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*
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* @type {Number}
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* @constant
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*/
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NEVER: WebGLConstants.NEVER,
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/**
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* The depth test passes if the incoming depth is less than the stored depth.
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*
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* @type {Number}
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* @constant
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*/
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LESS: WebGLConstants.LESS,
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/**
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* The depth test passes if the incoming depth is equal to the stored depth.
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*
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* @type {Number}
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* @constant
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*/
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EQUAL: WebGLConstants.EQUAL,
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/**
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* The depth test passes if the incoming depth is less than or equal to the stored depth.
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*
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* @type {Number}
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* @constant
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*/
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LESS_OR_EQUAL: WebGLConstants.LEQUAL,
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/**
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* The depth test passes if the incoming depth is greater than the stored depth.
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*
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* @type {Number}
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* @constant
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*/
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GREATER: WebGLConstants.GREATER,
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/**
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* The depth test passes if the incoming depth is not equal to the stored depth.
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*
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* @type {Number}
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* @constant
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*/
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NOT_EQUAL: WebGLConstants.NOTEQUAL,
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/**
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* The depth test passes if the incoming depth is greater than or equal to the stored depth.
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*
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* @type {Number}
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* @constant
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*/
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GREATER_OR_EQUAL: WebGLConstants.GEQUAL,
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/**
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* The depth test always passes.
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*
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* @type {Number}
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* @constant
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*/
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ALWAYS: WebGLConstants.ALWAYS,
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};
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export default Object.freeze(DepthFunction);
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