import freezeObject from '../Core/freezeObject.js'; import WebGLConstants from '../Core/WebGLConstants.js'; /** * Determines the function used to compare two depths for the depth test. * * @exports DepthFunction */ var DepthFunction = { /** * The depth test never passes. * * @type {Number} * @constant */ NEVER : WebGLConstants.NEVER, /** * The depth test passes if the incoming depth is less than the stored depth. * * @type {Number} * @constant */ LESS : WebGLConstants.LESS, /** * The depth test passes if the incoming depth is equal to the stored depth. * * @type {Number} * @constant */ EQUAL : WebGLConstants.EQUAL, /** * The depth test passes if the incoming depth is less than or equal to the stored depth. * * @type {Number} * @constant */ LESS_OR_EQUAL : WebGLConstants.LEQUAL, /** * The depth test passes if the incoming depth is greater than the stored depth. * * @type {Number} * @constant */ GREATER : WebGLConstants.GREATER, /** * The depth test passes if the incoming depth is not equal to the stored depth. * * @type {Number} * @constant */ NOT_EQUAL : WebGLConstants.NOTEQUAL, /** * The depth test passes if the incoming depth is greater than or equal to the stored depth. * * @type {Number} * @constant */ GREATER_OR_EQUAL : WebGLConstants.GEQUAL, /** * The depth test always passes. * * @type {Number} * @constant */ ALWAYS : WebGLConstants.ALWAYS }; export default freezeObject(DepthFunction);