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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

64 lines (56 loc) 2.44 kB
const chunks = { random: [ "float rand(float v){", " return fract(sin(v) * 43758.5453);", "}" ].join("\n"), clouds_pars_vertex: [ "#ifdef SHADOWMAP_CLOUDS", " uniform float f_CloudsTime;", " uniform vec2 v_CloudsSpeed_0;", " uniform vec2 v_CloudsSpeed_1;", " uniform vec2 v_CloudsSpeed_2;", " uniform vec2 v_CloudsSize_0;", " uniform vec2 v_CloudsSize_1;", " uniform vec2 v_CloudsSize_2;", " varying vec2 v_Clouds_0_offset;", " varying vec2 v_Clouds_1_offset;", " varying vec2 v_Clouds_2_offset;", "#endif" ].join("\n"), clouds_vertex: [ "#ifdef SHADOWMAP_CLOUDS", " vec2 cloudsUV = worldPosition.xz;", " v_Clouds_0_offset = (v_CloudsSpeed_0 * f_CloudsTime + cloudsUV) / v_CloudsSize_0;", " v_Clouds_1_offset = (v_CloudsSpeed_1 * f_CloudsTime + cloudsUV) / v_CloudsSize_1;", " v_Clouds_2_offset = (v_CloudsSpeed_2 * f_CloudsTime + cloudsUV) / v_CloudsSize_2;", "#endif" ].join("\n"), clouds_pars_fragment: [ "#ifdef SHADOWMAP_CLOUDS", " varying vec2 v_Clouds_0_offset;", " varying vec2 v_Clouds_1_offset;", " varying vec2 v_Clouds_2_offset;", " uniform sampler2D t_Clouds_0;", " uniform sampler2D t_Clouds_1;", " uniform sampler2D t_Clouds_2;", " uniform float f_CloudsAmount;", " uniform float f_CloudsIntensity;", "#endif" ].join("\n"), clouds_fragment: [ "#ifdef SHADOWMAP_CLOUDS", " vec4 shadowmapCloudsColor = texture2D(t_Clouds_0, v_Clouds_0_offset) * texture2D(t_Clouds_1, v_Clouds_1_offset) * texture2D(t_Clouds_2, v_Clouds_2_offset);", " float shadowmapCloudsIntensity = min( max(shadowmapCloudsColor.r-(1.0-f_CloudsAmount),0.0)*(1.0/f_CloudsAmount), 0.05 ) * 20.0;", " reflectedLight.directDiffuse *= mix(1.0, 1.0-f_CloudsIntensity, shadowmapCloudsIntensity);", "#endif" ].join("\n"), map_fragment_alternative: [ "#ifdef USE_MAP", " vec4 texelColor = texture2D( map, vUv );", " texelColor = GammaToLinear( texelColor, float( GAMMA_FACTOR ) );", " diffuseColor *= texelColor;", "#endif" ].join("\n") }; export default chunks;