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immErfanrajabee/bd / node_modules /three /src /renderers /shaders /ShaderChunk /shadowmap_pars_vertex.glsl.js
| export default /* glsl */` | |
| #if NUM_SPOT_LIGHT_COORDS > 0 | |
| uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ]; | |
| varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ]; | |
| #endif | |
| #ifdef USE_SHADOWMAP | |
| #if NUM_DIR_LIGHT_SHADOWS > 0 | |
| uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ]; | |
| varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ]; | |
| struct DirectionalLightShadow { | |
| float shadowIntensity; | |
| float shadowBias; | |
| float shadowNormalBias; | |
| float shadowRadius; | |
| vec2 shadowMapSize; | |
| }; | |
| uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ]; | |
| #endif | |
| #if NUM_SPOT_LIGHT_SHADOWS > 0 | |
| struct SpotLightShadow { | |
| float shadowIntensity; | |
| float shadowBias; | |
| float shadowNormalBias; | |
| float shadowRadius; | |
| vec2 shadowMapSize; | |
| }; | |
| uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ]; | |
| #endif | |
| #if NUM_POINT_LIGHT_SHADOWS > 0 | |
| uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ]; | |
| varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ]; | |
| struct PointLightShadow { | |
| float shadowIntensity; | |
| float shadowBias; | |
| float shadowNormalBias; | |
| float shadowRadius; | |
| vec2 shadowMapSize; | |
| float shadowCameraNear; | |
| float shadowCameraFar; | |
| }; | |
| uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ]; | |
| #endif | |
| /* | |
| #if NUM_RECT_AREA_LIGHTS > 0 | |
| // TODO (abelnation): uniforms for area light shadows | |
| #endif | |
| */ | |
| #endif | |
| `; | |
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