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@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.

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// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "lightVxFragmentDeclaration"; const shader = `#ifdef LIGHT{X} uniform vLightData{X}: vec4f;uniform vLightDiffuse{X}: vec4f; #ifdef SPECULARTERM uniform vLightSpecular{X}: vec4f; #else var vLightSpecular{X}: vec4f= vec4f(0.); #endif #ifdef SHADOW{X} #ifdef SHADOWCSM{X} 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; #elif defined(SHADOWCUBE{X}) #else varying var vPositionFromLight{X}: vec4f;varying var vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f; #endif uniform shadowsInfo{X}: vec4f;uniform depthValues{X}: vec2f; #endif #ifdef SPOTLIGHT{X} uniform vLightDirection{X}: vec4f;uniform vLightFalloff{X}: vec4f; #elif defined(POINTLIGHT{X}) uniform vLightFalloff{X}: vec4f; #elif defined(HEMILIGHT{X}) uniform vLightGround{X}: vec3f; #endif #if defined(AREALIGHT{X}) uniform vLightWidth{X}: vec4f;uniform vLightHeight{X}: vec4f; #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ export const lightVxFragmentDeclarationWGSL = { name, shader }; //# sourceMappingURL=lightVxFragmentDeclaration.js.map