Buckets:
| export const vertex = /* glsl */` | |
| #include <common> | |
| #include <batching_pars_vertex> | |
| #include <uv_pars_vertex> | |
| #include <envmap_pars_vertex> | |
| #include <color_pars_vertex> | |
| #include <fog_pars_vertex> | |
| #include <morphtarget_pars_vertex> | |
| #include <skinning_pars_vertex> | |
| #include <logdepthbuf_pars_vertex> | |
| #include <clipping_planes_pars_vertex> | |
| void main() { | |
| #include <uv_vertex> | |
| #include <color_vertex> | |
| #include <morphinstance_vertex> | |
| #include <morphcolor_vertex> | |
| #include <batching_vertex> | |
| #if defined ( USE_ENVMAP ) || defined ( USE_SKINNING ) | |
| #include <beginnormal_vertex> | |
| #include <morphnormal_vertex> | |
| #include <skinbase_vertex> | |
| #include <skinnormal_vertex> | |
| #include <defaultnormal_vertex> | |
| #endif | |
| #include <begin_vertex> | |
| #include <morphtarget_vertex> | |
| #include <skinning_vertex> | |
| #include <project_vertex> | |
| #include <logdepthbuf_vertex> | |
| #include <clipping_planes_vertex> | |
| #include <worldpos_vertex> | |
| #include <envmap_vertex> | |
| #include <fog_vertex> | |
| } | |
| `; | |
| export const fragment = /* glsl */` | |
| uniform vec3 diffuse; | |
| uniform float opacity; | |
| #ifndef FLAT_SHADED | |
| varying vec3 vNormal; | |
| #endif | |
| #include <common> | |
| #include <dithering_pars_fragment> | |
| #include <color_pars_fragment> | |
| #include <uv_pars_fragment> | |
| #include <map_pars_fragment> | |
| #include <alphamap_pars_fragment> | |
| #include <alphatest_pars_fragment> | |
| #include <alphahash_pars_fragment> | |
| #include <aomap_pars_fragment> | |
| #include <lightmap_pars_fragment> | |
| #include <envmap_common_pars_fragment> | |
| #include <envmap_pars_fragment> | |
| #include <fog_pars_fragment> | |
| #include <specularmap_pars_fragment> | |
| #include <logdepthbuf_pars_fragment> | |
| #include <clipping_planes_pars_fragment> | |
| void main() { | |
| vec4 diffuseColor = vec4( diffuse, opacity ); | |
| #include <clipping_planes_fragment> | |
| #include <logdepthbuf_fragment> | |
| #include <map_fragment> | |
| #include <color_fragment> | |
| #include <alphamap_fragment> | |
| #include <alphatest_fragment> | |
| #include <alphahash_fragment> | |
| #include <specularmap_fragment> | |
| ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); | |
| // accumulation (baked indirect lighting only) | |
| #ifdef USE_LIGHTMAP | |
| vec4 lightMapTexel = texture2D( lightMap, vLightMapUv ); | |
| reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI; | |
| #else | |
| reflectedLight.indirectDiffuse += vec3( 1.0 ); | |
| #endif | |
| // modulation | |
| #include <aomap_fragment> | |
| reflectedLight.indirectDiffuse *= diffuseColor.rgb; | |
| vec3 outgoingLight = reflectedLight.indirectDiffuse; | |
| #include <envmap_fragment> | |
| #include <opaque_fragment> | |
| #include <tonemapping_fragment> | |
| #include <colorspace_fragment> | |
| #include <fog_fragment> | |
| #include <premultiplied_alpha_fragment> | |
| #include <dithering_fragment> | |
| } | |
| `; | |
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