WebGLPrograms.js 19 KB

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  1. import { BackSide, DoubleSide, CubeUVReflectionMapping, ObjectSpaceNormalMap, TangentSpaceNormalMap, NoToneMapping, LinearEncoding, sRGBEncoding, NormalBlending } from '../../constants.js';
  2. import { Layers } from '../../core/Layers.js';
  3. import { WebGLProgram } from './WebGLProgram.js';
  4. import { WebGLShaderCache } from './WebGLShaderCache.js';
  5. import { ShaderLib } from '../shaders/ShaderLib.js';
  6. import { UniformsUtils } from '../shaders/UniformsUtils.js';
  7. function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {
  8. const _programLayers = new Layers();
  9. const _customShaders = new WebGLShaderCache();
  10. const programs = [];
  11. const IS_WEBGL2 = capabilities.isWebGL2;
  12. const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  13. const SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures;
  14. let precision = capabilities.precision;
  15. const shaderIDs = {
  16. MeshDepthMaterial: 'depth',
  17. MeshDistanceMaterial: 'distanceRGBA',
  18. MeshNormalMaterial: 'normal',
  19. MeshBasicMaterial: 'basic',
  20. MeshLambertMaterial: 'lambert',
  21. MeshPhongMaterial: 'phong',
  22. MeshToonMaterial: 'toon',
  23. MeshStandardMaterial: 'physical',
  24. MeshPhysicalMaterial: 'physical',
  25. MeshMatcapMaterial: 'matcap',
  26. LineBasicMaterial: 'basic',
  27. LineDashedMaterial: 'dashed',
  28. PointsMaterial: 'points',
  29. ShadowMaterial: 'shadow',
  30. SpriteMaterial: 'sprite'
  31. };
  32. function getChannel( value ) {
  33. if ( value === 1 ) return 'uv2';
  34. return 'uv';
  35. }
  36. function getParameters( material, lights, shadows, scene, object ) {
  37. const fog = scene.fog;
  38. const geometry = object.geometry;
  39. const environment = material.isMeshStandardMaterial ? scene.environment : null;
  40. const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
  41. const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;
  42. const shaderID = shaderIDs[ material.type ];
  43. // heuristics to create shader parameters according to lights in the scene
  44. // (not to blow over maxLights budget)
  45. if ( material.precision !== null ) {
  46. precision = capabilities.getMaxPrecision( material.precision );
  47. if ( precision !== material.precision ) {
  48. console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
  49. }
  50. }
  51. //
  52. const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  53. const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
  54. let morphTextureStride = 0;
  55. if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;
  56. if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;
  57. if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;
  58. //
  59. let vertexShader, fragmentShader;
  60. let customVertexShaderID, customFragmentShaderID;
  61. if ( shaderID ) {
  62. const shader = ShaderLib[ shaderID ];
  63. vertexShader = shader.vertexShader;
  64. fragmentShader = shader.fragmentShader;
  65. } else {
  66. vertexShader = material.vertexShader;
  67. fragmentShader = material.fragmentShader;
  68. _customShaders.update( material );
  69. customVertexShaderID = _customShaders.getVertexShaderID( material );
  70. customFragmentShaderID = _customShaders.getFragmentShaderID( material );
  71. }
  72. const currentRenderTarget = renderer.getRenderTarget();
  73. const IS_INSTANCEDMESH = object.isInstancedMesh === true;
  74. const HAS_MAP = !! material.map;
  75. const HAS_MATCAP = !! material.matcap;
  76. const HAS_ENVMAP = !! envMap;
  77. const HAS_AOMAP = !! material.aoMap;
  78. const HAS_LIGHTMAP = !! material.lightMap;
  79. const HAS_BUMPMAP = !! material.bumpMap;
  80. const HAS_NORMALMAP = !! material.normalMap;
  81. const HAS_DISPLACEMENTMAP = !! material.displacementMap;
  82. const HAS_EMISSIVEMAP = !! material.emissiveMap;
  83. const HAS_METALNESSMAP = !! material.metalnessMap;
  84. const HAS_ROUGHNESSMAP = !! material.roughnessMap;
  85. const HAS_CLEARCOAT = material.clearcoat > 0;
  86. const HAS_IRIDESCENCE = material.iridescence > 0;
  87. const HAS_SHEEN = material.sheen > 0;
  88. const HAS_TRANSMISSION = material.transmission > 0;
  89. const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap;
  90. const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap;
  91. const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap;
  92. const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap;
  93. const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap;
  94. const HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap;
  95. const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap;
  96. const HAS_SPECULARMAP = !! material.specularMap;
  97. const HAS_SPECULAR_COLORMAP = !! material.specularColorMap;
  98. const HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap;
  99. const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap;
  100. const HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap;
  101. const HAS_GRADIENTMAP = !! material.gradientMap;
  102. const HAS_ALPHAMAP = !! material.alphaMap;
  103. const HAS_ALPHATEST = material.alphaTest > 0;
  104. const HAS_EXTENSIONS = !! material.extensions;
  105. const HAS_ATTRIBUTE_UV = !! geometry.attributes.uv;
  106. const HAS_ATTRIBUTE_UV2 = !! geometry.attributes.uv2;
  107. const parameters = {
  108. isWebGL2: IS_WEBGL2,
  109. shaderID: shaderID,
  110. shaderName: material.type,
  111. vertexShader: vertexShader,
  112. fragmentShader: fragmentShader,
  113. defines: material.defines,
  114. customVertexShaderID: customVertexShaderID,
  115. customFragmentShaderID: customFragmentShaderID,
  116. isRawShaderMaterial: material.isRawShaderMaterial === true,
  117. glslVersion: material.glslVersion,
  118. precision: precision,
  119. instancing: IS_INSTANCEDMESH,
  120. instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,
  121. supportsVertexTextures: SUPPORTS_VERTEX_TEXTURES,
  122. outputEncoding: ( currentRenderTarget === null ) ? renderer.outputEncoding : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding ),
  123. map: HAS_MAP,
  124. matcap: HAS_MATCAP,
  125. envMap: HAS_ENVMAP,
  126. envMapMode: HAS_ENVMAP && envMap.mapping,
  127. envMapCubeUVHeight: envMapCubeUVHeight,
  128. aoMap: HAS_AOMAP,
  129. lightMap: HAS_LIGHTMAP,
  130. bumpMap: HAS_BUMPMAP,
  131. normalMap: HAS_NORMALMAP,
  132. displacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP,
  133. emissiveMap: HAS_EMISSIVEMAP,
  134. normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,
  135. normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,
  136. decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( material.map.encoding === sRGBEncoding ),
  137. metalnessMap: HAS_METALNESSMAP,
  138. roughnessMap: HAS_ROUGHNESSMAP,
  139. clearcoat: HAS_CLEARCOAT,
  140. clearcoatMap: HAS_CLEARCOATMAP,
  141. clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP,
  142. clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,
  143. iridescence: HAS_IRIDESCENCE,
  144. iridescenceMap: HAS_IRIDESCENCEMAP,
  145. iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,
  146. sheen: HAS_SHEEN,
  147. sheenColorMap: HAS_SHEEN_COLORMAP,
  148. sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,
  149. specularMap: HAS_SPECULARMAP,
  150. specularColorMap: HAS_SPECULAR_COLORMAP,
  151. specularIntensityMap: HAS_SPECULAR_INTENSITYMAP,
  152. transmission: HAS_TRANSMISSION,
  153. transmissionMap: HAS_TRANSMISSIONMAP,
  154. thicknessMap: HAS_THICKNESSMAP,
  155. gradientMap: HAS_GRADIENTMAP,
  156. opaque: material.transparent === false && material.blending === NormalBlending,
  157. alphaMap: HAS_ALPHAMAP,
  158. alphaTest: HAS_ALPHATEST,
  159. combine: material.combine,
  160. //
  161. mapUv: HAS_MAP && getChannel( material.map.channel ),
  162. aoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ),
  163. lightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ),
  164. bumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ),
  165. normalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ),
  166. displacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ),
  167. emissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ),
  168. metalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ),
  169. roughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ),
  170. clearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ),
  171. clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ),
  172. clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ),
  173. iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ),
  174. iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ),
  175. sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ),
  176. sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ),
  177. specularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ),
  178. specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ),
  179. specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ),
  180. transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ),
  181. thicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ),
  182. alphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ),
  183. //
  184. vertexTangents: HAS_NORMALMAP && !! geometry.attributes.tangent,
  185. vertexColors: material.vertexColors,
  186. vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,
  187. vertexUvs: HAS_ATTRIBUTE_UV,
  188. vertexUvs2: HAS_ATTRIBUTE_UV2,
  189. pointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ),
  190. fog: !! fog,
  191. useFog: material.fog === true,
  192. fogExp2: ( fog && fog.isFogExp2 ),
  193. flatShading: material.flatShading === true,
  194. sizeAttenuation: material.sizeAttenuation === true,
  195. logarithmicDepthBuffer: logarithmicDepthBuffer,
  196. skinning: object.isSkinnedMesh === true,
  197. morphTargets: geometry.morphAttributes.position !== undefined,
  198. morphNormals: geometry.morphAttributes.normal !== undefined,
  199. morphColors: geometry.morphAttributes.color !== undefined,
  200. morphTargetsCount: morphTargetsCount,
  201. morphTextureStride: morphTextureStride,
  202. numDirLights: lights.directional.length,
  203. numPointLights: lights.point.length,
  204. numSpotLights: lights.spot.length,
  205. numSpotLightMaps: lights.spotLightMap.length,
  206. numRectAreaLights: lights.rectArea.length,
  207. numHemiLights: lights.hemi.length,
  208. numDirLightShadows: lights.directionalShadowMap.length,
  209. numPointLightShadows: lights.pointShadowMap.length,
  210. numSpotLightShadows: lights.spotShadowMap.length,
  211. numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,
  212. numClippingPlanes: clipping.numPlanes,
  213. numClipIntersection: clipping.numIntersection,
  214. dithering: material.dithering,
  215. shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  216. shadowMapType: renderer.shadowMap.type,
  217. toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,
  218. useLegacyLights: renderer.useLegacyLights,
  219. premultipliedAlpha: material.premultipliedAlpha,
  220. doubleSided: material.side === DoubleSide,
  221. flipSided: material.side === BackSide,
  222. useDepthPacking: material.depthPacking >= 0,
  223. depthPacking: material.depthPacking || 0,
  224. index0AttributeName: material.index0AttributeName,
  225. extensionDerivatives: HAS_EXTENSIONS && material.extensions.derivatives === true,
  226. extensionFragDepth: HAS_EXTENSIONS && material.extensions.fragDepth === true,
  227. extensionDrawBuffers: HAS_EXTENSIONS && material.extensions.drawBuffers === true,
  228. extensionShaderTextureLOD: HAS_EXTENSIONS && material.extensions.shaderTextureLOD === true,
  229. rendererExtensionFragDepth: IS_WEBGL2 || extensions.has( 'EXT_frag_depth' ),
  230. rendererExtensionDrawBuffers: IS_WEBGL2 || extensions.has( 'WEBGL_draw_buffers' ),
  231. rendererExtensionShaderTextureLod: IS_WEBGL2 || extensions.has( 'EXT_shader_texture_lod' ),
  232. customProgramCacheKey: material.customProgramCacheKey()
  233. };
  234. return parameters;
  235. }
  236. function getProgramCacheKey( parameters ) {
  237. const array = [];
  238. if ( parameters.shaderID ) {
  239. array.push( parameters.shaderID );
  240. } else {
  241. array.push( parameters.customVertexShaderID );
  242. array.push( parameters.customFragmentShaderID );
  243. }
  244. if ( parameters.defines !== undefined ) {
  245. for ( const name in parameters.defines ) {
  246. array.push( name );
  247. array.push( parameters.defines[ name ] );
  248. }
  249. }
  250. if ( parameters.isRawShaderMaterial === false ) {
  251. getProgramCacheKeyParameters( array, parameters );
  252. getProgramCacheKeyBooleans( array, parameters );
  253. array.push( renderer.outputEncoding );
  254. }
  255. array.push( parameters.customProgramCacheKey );
  256. return array.join();
  257. }
  258. function getProgramCacheKeyParameters( array, parameters ) {
  259. array.push( parameters.precision );
  260. array.push( parameters.outputEncoding );
  261. array.push( parameters.envMapMode );
  262. array.push( parameters.envMapCubeUVHeight );
  263. array.push( parameters.mapUv );
  264. array.push( parameters.alphaMapUv );
  265. array.push( parameters.lightMapUv );
  266. array.push( parameters.aoMapUv );
  267. array.push( parameters.bumpMapUv );
  268. array.push( parameters.normalMapUv );
  269. array.push( parameters.displacementMapUv );
  270. array.push( parameters.emissiveMapUv );
  271. array.push( parameters.metalnessMapUv );
  272. array.push( parameters.roughnessMapUv );
  273. array.push( parameters.clearcoatMapUv );
  274. array.push( parameters.clearcoatNormalMapUv );
  275. array.push( parameters.clearcoatRoughnessMapUv );
  276. array.push( parameters.iridescenceMapUv );
  277. array.push( parameters.iridescenceThicknessMapUv );
  278. array.push( parameters.sheenColorMapUv );
  279. array.push( parameters.sheenRoughnessMapUv );
  280. array.push( parameters.specularMapUv );
  281. array.push( parameters.specularColorMapUv );
  282. array.push( parameters.specularIntensityMapUv );
  283. array.push( parameters.transmissionMapUv );
  284. array.push( parameters.thicknessMapUv );
  285. array.push( parameters.combine );
  286. array.push( parameters.fogExp2 );
  287. array.push( parameters.sizeAttenuation );
  288. array.push( parameters.morphTargetsCount );
  289. array.push( parameters.morphAttributeCount );
  290. array.push( parameters.numDirLights );
  291. array.push( parameters.numPointLights );
  292. array.push( parameters.numSpotLights );
  293. array.push( parameters.numSpotLightMaps );
  294. array.push( parameters.numHemiLights );
  295. array.push( parameters.numRectAreaLights );
  296. array.push( parameters.numDirLightShadows );
  297. array.push( parameters.numPointLightShadows );
  298. array.push( parameters.numSpotLightShadows );
  299. array.push( parameters.numSpotLightShadowsWithMaps );
  300. array.push( parameters.shadowMapType );
  301. array.push( parameters.toneMapping );
  302. array.push( parameters.numClippingPlanes );
  303. array.push( parameters.numClipIntersection );
  304. array.push( parameters.depthPacking );
  305. }
  306. function getProgramCacheKeyBooleans( array, parameters ) {
  307. _programLayers.disableAll();
  308. if ( parameters.isWebGL2 )
  309. _programLayers.enable( 0 );
  310. if ( parameters.supportsVertexTextures )
  311. _programLayers.enable( 1 );
  312. if ( parameters.instancing )
  313. _programLayers.enable( 2 );
  314. if ( parameters.instancingColor )
  315. _programLayers.enable( 3 );
  316. if ( parameters.matcap )
  317. _programLayers.enable( 4 );
  318. if ( parameters.envMap )
  319. _programLayers.enable( 5 );
  320. if ( parameters.normalMapObjectSpace )
  321. _programLayers.enable( 6 );
  322. if ( parameters.normalMapTangentSpace )
  323. _programLayers.enable( 7 );
  324. if ( parameters.clearcoat )
  325. _programLayers.enable( 8 );
  326. if ( parameters.iridescence )
  327. _programLayers.enable( 9 );
  328. if ( parameters.alphaTest )
  329. _programLayers.enable( 10 );
  330. if ( parameters.vertexColors )
  331. _programLayers.enable( 11 );
  332. if ( parameters.vertexAlphas )
  333. _programLayers.enable( 12 );
  334. if ( parameters.vertexUvs )
  335. _programLayers.enable( 13 );
  336. if ( parameters.vertexUvs2 )
  337. _programLayers.enable( 14 );
  338. if ( parameters.vertexTangents )
  339. _programLayers.enable( 15 );
  340. array.push( _programLayers.mask );
  341. _programLayers.disableAll();
  342. if ( parameters.fog )
  343. _programLayers.enable( 0 );
  344. if ( parameters.useFog )
  345. _programLayers.enable( 1 );
  346. if ( parameters.flatShading )
  347. _programLayers.enable( 2 );
  348. if ( parameters.logarithmicDepthBuffer )
  349. _programLayers.enable( 3 );
  350. if ( parameters.skinning )
  351. _programLayers.enable( 4 );
  352. if ( parameters.morphTargets )
  353. _programLayers.enable( 5 );
  354. if ( parameters.morphNormals )
  355. _programLayers.enable( 6 );
  356. if ( parameters.morphColors )
  357. _programLayers.enable( 7 );
  358. if ( parameters.premultipliedAlpha )
  359. _programLayers.enable( 8 );
  360. if ( parameters.shadowMapEnabled )
  361. _programLayers.enable( 9 );
  362. if ( parameters.useLegacyLights )
  363. _programLayers.enable( 10 );
  364. if ( parameters.doubleSided )
  365. _programLayers.enable( 11 );
  366. if ( parameters.flipSided )
  367. _programLayers.enable( 12 );
  368. if ( parameters.useDepthPacking )
  369. _programLayers.enable( 13 );
  370. if ( parameters.dithering )
  371. _programLayers.enable( 14 );
  372. if ( parameters.transmission )
  373. _programLayers.enable( 15 );
  374. if ( parameters.sheen )
  375. _programLayers.enable( 16 );
  376. if ( parameters.decodeVideoTexture )
  377. _programLayers.enable( 17 );
  378. if ( parameters.opaque )
  379. _programLayers.enable( 18 );
  380. if ( parameters.pointsUvs )
  381. _programLayers.enable( 19 );
  382. array.push( _programLayers.mask );
  383. }
  384. function getUniforms( material ) {
  385. const shaderID = shaderIDs[ material.type ];
  386. let uniforms;
  387. if ( shaderID ) {
  388. const shader = ShaderLib[ shaderID ];
  389. uniforms = UniformsUtils.clone( shader.uniforms );
  390. } else {
  391. uniforms = material.uniforms;
  392. }
  393. return uniforms;
  394. }
  395. function acquireProgram( parameters, cacheKey ) {
  396. let program;
  397. // Check if code has been already compiled
  398. for ( let p = 0, pl = programs.length; p < pl; p ++ ) {
  399. const preexistingProgram = programs[ p ];
  400. if ( preexistingProgram.cacheKey === cacheKey ) {
  401. program = preexistingProgram;
  402. ++ program.usedTimes;
  403. break;
  404. }
  405. }
  406. if ( program === undefined ) {
  407. program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  408. programs.push( program );
  409. }
  410. return program;
  411. }
  412. function releaseProgram( program ) {
  413. if ( -- program.usedTimes === 0 ) {
  414. // Remove from unordered set
  415. const i = programs.indexOf( program );
  416. programs[ i ] = programs[ programs.length - 1 ];
  417. programs.pop();
  418. // Free WebGL resources
  419. program.destroy();
  420. }
  421. }
  422. function releaseShaderCache( material ) {
  423. _customShaders.remove( material );
  424. }
  425. function dispose() {
  426. _customShaders.dispose();
  427. }
  428. return {
  429. getParameters: getParameters,
  430. getProgramCacheKey: getProgramCacheKey,
  431. getUniforms: getUniforms,
  432. acquireProgram: acquireProgram,
  433. releaseProgram: releaseProgram,
  434. releaseShaderCache: releaseShaderCache,
  435. // Exposed for resource monitoring & error feedback via renderer.info:
  436. programs: programs,
  437. dispose: dispose
  438. };
  439. }
  440. export { WebGLPrograms };
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