@babylonjs/materials
Version:
Babylon.js Materials Library =====================
60 lines • 2.58 kB
JavaScript
// Do not edit.
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
import "@babylonjs/core/Shaders/ShadersInclude/sceneFragmentDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/sceneUboDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/helperFunctions.js";
import "@babylonjs/core/Shaders/ShadersInclude/lightFragmentDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/lightsFragmentFunctions.js";
import "@babylonjs/core/Shaders/ShadersInclude/shadowsFragmentFunctions.js";
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/logDepthDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/fogFragmentDeclaration.js";
import "@babylonjs/core/Shaders/ShadersInclude/clipPlaneFragment.js";
import "@babylonjs/core/Shaders/ShadersInclude/lightFragment.js";
import "@babylonjs/core/Shaders/ShadersInclude/logDepthFragment.js";
import "@babylonjs/core/Shaders/ShadersInclude/fogFragment.js";
import "@babylonjs/core/Shaders/ShadersInclude/imageProcessingCompatibility.js";
const name = "shadowOnlyPixelShader";
const shader = `precision highp float;
uniform float alpha;uniform vec3 shadowColor;varying vec3 vPositionW;
varying vec3 vNormalW;
void main(void) {
vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
vec3 normalW=normalize(vNormalW);
vec3 normalW=vec3(1.0,1.0,1.0);
vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;
vec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);
gl_FragColor=color;
}`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
export const shadowOnlyPixelShader = { name, shader };
//# sourceMappingURL=shadowOnly.fragment.js.map