@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
39 lines • 1.38 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../../Engines/shaderStore.js";
const name = "lightVxUboDeclaration";
const shader = `
struct Light{X}
{vLightData: vec4f,
vLightDiffuse: vec4f,
vLightSpecular: vec4f,
vLightDirection: vec4f,
vLightFalloff: vec4f,
vLightFalloff: vec4f,
vLightGround: vec3f,
vLightWidth: vec4f,
vLightHeight: vec4f,
shadowsInfo: vec4f,
depthValues: vec2f} ;var<uniform> light{X} : Light{X};
uniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;
varying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
ShaderStore.IncludesShadersStoreWGSL[name] = shader;
}
/** @internal */
export const lightVxUboDeclarationWGSL = { name, shader };
//# sourceMappingURL=lightVxUboDeclaration.js.map