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| export const vertex = /* glsl */ ` | |
| #include <common> | |
| #include <fog_pars_vertex> | |
| #include <morphtarget_pars_vertex> | |
| #include <skinning_pars_vertex> | |
| #include <shadowmap_pars_vertex> | |
| void main() { | |
| #include <beginnormal_vertex> | |
| #include <morphnormal_vertex> | |
| #include <skinbase_vertex> | |
| #include <skinnormal_vertex> | |
| #include <defaultnormal_vertex> | |
| #include <begin_vertex> | |
| #include <morphtarget_vertex> | |
| #include <skinning_vertex> | |
| #include <project_vertex> | |
| #include <worldpos_vertex> | |
| #include <shadowmap_vertex> | |
| #include <fog_vertex> | |
| } | |
| `; | |
| export const fragment = /* glsl */ ` | |
| uniform vec3 color; | |
| uniform float opacity; | |
| #include <common> | |
| #include <packing> | |
| #include <fog_pars_fragment> | |
| #include <bsdfs> | |
| #include <lights_pars_begin> | |
| #include <shadowmap_pars_fragment> | |
| #include <shadowmask_pars_fragment> | |
| void main() { | |
| gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) ); | |
| #include <tonemapping_fragment> | |
| #include <encodings_fragment> | |
| #include <fog_fragment> | |
| } | |
| `; | |