Buckets:
| export const vertex = /* glsl */` | |
| #define LAMBERT | |
| varying vec3 vViewPosition; | |
| #include <common> | |
| #include <batching_pars_vertex> | |
| #include <uv_pars_vertex> | |
| #include <displacementmap_pars_vertex> | |
| #include <envmap_pars_vertex> | |
| #include <color_pars_vertex> | |
| #include <fog_pars_vertex> | |
| #include <normal_pars_vertex> | |
| #include <morphtarget_pars_vertex> | |
| #include <skinning_pars_vertex> | |
| #include <shadowmap_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> | |
| #include <beginnormal_vertex> | |
| #include <morphnormal_vertex> | |
| #include <skinbase_vertex> | |
| #include <skinnormal_vertex> | |
| #include <defaultnormal_vertex> | |
| #include <normal_vertex> | |
| #include <begin_vertex> | |
| #include <morphtarget_vertex> | |
| #include <skinning_vertex> | |
| #include <displacementmap_vertex> | |
| #include <project_vertex> | |
| #include <logdepthbuf_vertex> | |
| #include <clipping_planes_vertex> | |
| vViewPosition = - mvPosition.xyz; | |
| #include <worldpos_vertex> | |
| #include <envmap_vertex> | |
| #include <shadowmap_vertex> | |
| #include <fog_vertex> | |
| } | |
| `; | |
| export const fragment = /* glsl */` | |
| #define LAMBERT | |
| uniform vec3 diffuse; | |
| uniform vec3 emissive; | |
| uniform float opacity; | |
| #include <common> | |
| #include <packing> | |
| #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 <emissivemap_pars_fragment> | |
| #include <envmap_common_pars_fragment> | |
| #include <envmap_pars_fragment> | |
| #include <fog_pars_fragment> | |
| #include <bsdfs> | |
| #include <lights_pars_begin> | |
| #include <normal_pars_fragment> | |
| #include <lights_lambert_pars_fragment> | |
| #include <shadowmap_pars_fragment> | |
| #include <bumpmap_pars_fragment> | |
| #include <normalmap_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> | |
| ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); | |
| vec3 totalEmissiveRadiance = emissive; | |
| #include <logdepthbuf_fragment> | |
| #include <map_fragment> | |
| #include <color_fragment> | |
| #include <alphamap_fragment> | |
| #include <alphatest_fragment> | |
| #include <alphahash_fragment> | |
| #include <specularmap_fragment> | |
| #include <normal_fragment_begin> | |
| #include <normal_fragment_maps> | |
| #include <emissivemap_fragment> | |
| // accumulation | |
| #include <lights_lambert_fragment> | |
| #include <lights_fragment_begin> | |
| #include <lights_fragment_maps> | |
| #include <lights_fragment_end> | |
| // modulation | |
| #include <aomap_fragment> | |
| vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance; | |
| #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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- Size:
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- Xet hash:
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