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Copy file name to clipboardExpand all lines: src/core/p5.Renderer3D.js
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@@ -206,11 +206,9 @@ export class Renderer3D extends Renderer {
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this._defaultImmediateModeShader=undefined;
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this._defaultNormalShader=undefined;
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this._defaultColorShader=undefined;
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this._defaultPointShader=undefined;
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this.states.userFillShader=undefined;
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this.states.userStrokeShader=undefined;
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this.states.userPointShader=undefined;
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this.states.userImageShader=undefined;
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this.states.curveDetail=1/4;
@@ -1374,15 +1372,6 @@ export class Renderer3D extends Renderer {
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returnthis._getColorShader();
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}
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_getPointShader(){
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// select the point shader to use
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constpoint=this.states.userPointShader;
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if(!point||!point.isPointShader()){
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returnthis._getPointShader();
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}
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returnpoint;
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}
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baseMaterialShader(){
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returnthis._getLightShader();
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}
@@ -1395,34 +1384,6 @@ export class Renderer3D extends Renderer {
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returnthis._getColorShader();
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}
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/**
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* TODO(dave): un-private this when there is a way to actually override the
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* shader used for points
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*
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* Get the shader used when drawing points with <a href="#/p5/point">`point()`</a>.
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*
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* You can call <a href="#/p5.Shader/modify">`pointShader().modify()`</a>
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* and change any of the following hooks:
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* - `void beforeVertex`: Called at the start of the vertex shader.
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* - `vec3 getLocalPosition`: Update the position of vertices before transforms are applied. It takes in `vec3 position` and must return a modified version.
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* - `vec3 getWorldPosition`: Update the position of vertices after transforms are applied. It takes in `vec3 position` and pust return a modified version.
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* - `float getPointSize`: Update the size of the point. It takes in `float size` and must return a modified version.
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* - `void afterVertex`: Called at the end of the vertex shader.
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* - `void beforeFragment`: Called at the start of the fragment shader.
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* - `bool shouldDiscard`: Points are drawn inside a square, with the corners discarded in the fragment shader to create a circle. Use this to change this logic. It takes in a `bool willDiscard` and must return a modified version.
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* - `vec4 getFinalColor`: Update the final color after mixing. It takes in a `vec4 color` and must return a modified version.
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* - `void afterFragment`: Called at the end of the fragment shader.
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*
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* Call `pointShader().inspectHooks()` to see all the possible hooks and
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