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DepthFunction.js
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DepthFunction.js
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/*global define*/
define([
'../Core/freezeObject',
'../Core/WebGLConstants'
], function(
freezeObject,
WebGLConstants) {
'use strict';
/**
* 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
};
return freezeObject(DepthFunction);
});