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- // Do not edit.
- import { ShaderStore } from "../../Engines/shaderStore.js";
- const name = "lightVxFragmentDeclaration";
- const shader = `#ifdef LIGHT{X}
- uniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};
- #ifdef SPECULARTERM
- uniform vec4 vLightSpecular{X};
- #else
- vec4 vLightSpecular{X}=vec4(0.);
- #endif
- #ifdef SHADOW{X}
- #ifdef SHADOWCSM{X}
- uniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};
- #elif defined(SHADOWCUBE{X})
- #else
- varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};
- #endif
- uniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};
- #endif
- #ifdef SPOTLIGHT{X}
- uniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};
- #elif defined(POINTLIGHT{X})
- uniform vec4 vLightFalloff{X};
- #elif defined(HEMILIGHT{X})
- uniform vec3 vLightGround{X};
- #endif
- #endif
- `;
- // Sideeffect
- ShaderStore.IncludesShadersStore[name] = shader;
- /** @internal */
- export const lightVxFragmentDeclaration = { name, shader };
- //# sourceMappingURL=lightVxFragmentDeclaration.js.map
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