Replace precompile with onBeforeCompile injection for Three.js materials - #10
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AndrewRayCode wants to merge 1 commit into
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Replace precompile with onBeforeCompile injection for Three.js materials#10AndrewRayCode wants to merge 1 commit into
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…js engine nodes Switch from renderer.compile() + RawShaderMaterial to onBeforeCompile on real MeshPhysical/Phong/ToonMaterial. User GLSL functions are injected into Three.js shader templates via targeted chunk replacements. Adds ThreeNodeInfo/ThreeNodeFiller types, new threeExport.ts for self-contained JS export, and strips Three.js built-in attribute/varying declarations from user code to avoid redefinitions. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Summary
Replaces the old
renderer.compile()+RawShaderMaterialapproach withonBeforeCompileon real Three.js materials (MeshPhysicalMaterial,MeshPhongMaterial,MeshToonMaterial).createMaterial()usingonBeforeCompilewith anInjectionMapsystem that targets specific#include <chunk>replacements. Strips Three.js built-in attribute/varying declarations from user code to avoid redefinitions. ForcesUSE_UVwhen user code referencesvUvso Three.js's UV pipeline populates it correctly.ThreeNodeInfo/ThreeNodeFillertypes onCompileGraphResult. Engine nodes are skipped incompileNode(no void main generated). Output node sections are filtered fromcompileSourcefor Three engine graphs sofragmentResult/vertexResultcontain only user-authored functions.ShaderMaterialgraphs andMeshPhysical/Phong/ToonMaterialgraphs with baked chunk replacements.Test plan
/editor/create/three— checkerboard renders on sphere with no WebGL errorsbegin_vertexchunkthreeExport.tsgenerates valid JS for both shader types🤖 Generated with Claude Code