/**
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* An enum describing how the {@link CustomShader} will be added to the
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* fragment shader. This determines how the shader interacts with the material.
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*
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* @enum {String}
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*
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* @experimental This feature is using part of the 3D Tiles spec that is not final and is subject to change without Cesium's standard deprecation policy.
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*/
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var CustomShaderMode = {
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/**
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* The custom shader will be used to modify the results of the material stage
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* before lighting is applied.
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*
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* @type {String}
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* @constant
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*/
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MODIFY_MATERIAL: "MODIFY_MATERIAL",
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/**
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* The custom shader will be used instead of the material stage. This is a hint
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* to optimize out the material processing code.
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*
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* @type {String}
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* @constant
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*/
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REPLACE_MATERIAL: "REPLACE_MATERIAL",
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};
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/**
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* Convert the shader mode to an uppercase identifier for use in GLSL define
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* directives. For example: <code>#define CUSTOM_SHADER_MODIFY_MATERIAL</code>
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* @param {CustomShaderMode} customShaderMode The shader mode
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* @return {String} The name of the GLSL macro to use
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*
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* @private
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*/
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CustomShaderMode.getDefineName = function (customShaderMode) {
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return "CUSTOM_SHADER_" + customShaderMode;
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};
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export default Object.freeze(CustomShaderMode);
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