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							- /**
 
-  * An enum describing how the {@link CustomShader} will be added to the
 
-  * fragment shader. This determines how the shader interacts with the material.
 
-  *
 
-  * @enum {String}
 
-  *
 
-  * @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.
 
-  */
 
- const CustomShaderMode = {
 
-   /**
 
-    * The custom shader will be used to modify the results of the material stage
 
-    * before lighting is applied.
 
-    *
 
-    * @type {String}
 
-    * @constant
 
-    */
 
-   MODIFY_MATERIAL: "MODIFY_MATERIAL",
 
-   /**
 
-    * The custom shader will be used instead of the material stage. This is a hint
 
-    * to optimize out the material processing code.
 
-    *
 
-    * @type {String}
 
-    * @constant
 
-    */
 
-   REPLACE_MATERIAL: "REPLACE_MATERIAL",
 
- };
 
- /**
 
-  * Convert the shader mode to an uppercase identifier for use in GLSL define
 
-  * directives. For example:  <code>#define CUSTOM_SHADER_MODIFY_MATERIAL</code>
 
-  * @param {CustomShaderMode} customShaderMode The shader mode
 
-  * @return {String} The name of the GLSL macro to use
 
-  *
 
-  * @private
 
-  */
 
- CustomShaderMode.getDefineName = function (customShaderMode) {
 
-   return `CUSTOM_SHADER_${customShaderMode}`;
 
- };
 
- export default Object.freeze(CustomShaderMode);
 
 
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