@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.
38 lines • 1.38 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../../Engines/shaderStore.js";
const name = "lightVxFragmentDeclaration";
const shader = `
uniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f;
uniform vLightSpecular{X}: vec4f;
var vLightSpecular{X}: vec4f= vec4f(0.);
uniform lightMatrix{X}: mat4x4f[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromLight{X}: vec4f[SHADOWCSMNUM_CASCADES{X}];varying var vDepthMetric{X}: f32[SHADOWCSMNUM_CASCADES{X}];varying var vPositionFromCamera{X}: vec4f;
varying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f;
uniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f;
uniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f;
uniform vLightFalloff{X}: vec4f;
uniform vLightGround{X}: vec3f;
uniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f;
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
ShaderStore.IncludesShadersStoreWGSL[name] = shader;
}
/** @internal */
export const lightVxFragmentDeclarationWGSL = { name, shader };
//# sourceMappingURL=lightVxFragmentDeclaration.js.map