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cione-comp-lib

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`$ yarn add cione-comp-lib` 或者 `$ npm i cione-comp-lib -S`

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import calcAmbientSHLightEssl from "./calcAmbientSHLight.glsl.mjs"; var uniformVec3Prefix = "uniform vec3 "; var uniformFloatPrefix = "uniform float "; var exportHeaderPrefix = "@export clay.header."; var exportEnd = "@end"; var unconfigurable = ":unconfigurable;"; var lightShader = [ exportHeaderPrefix + "directional_light", uniformVec3Prefix + "directionalLightDirection[DIRECTIONAL_LIGHT_COUNT]" + unconfigurable, uniformVec3Prefix + "directionalLightColor[DIRECTIONAL_LIGHT_COUNT]" + unconfigurable, exportEnd, exportHeaderPrefix + "ambient_light", uniformVec3Prefix + "ambientLightColor[AMBIENT_LIGHT_COUNT]" + unconfigurable, exportEnd, exportHeaderPrefix + "ambient_sh_light", uniformVec3Prefix + "ambientSHLightColor[AMBIENT_SH_LIGHT_COUNT]" + unconfigurable, uniformVec3Prefix + "ambientSHLightCoefficients[AMBIENT_SH_LIGHT_COUNT * 9]" + unconfigurable, calcAmbientSHLightEssl, exportEnd, exportHeaderPrefix + "ambient_cubemap_light", uniformVec3Prefix + "ambientCubemapLightColor[AMBIENT_CUBEMAP_LIGHT_COUNT]" + unconfigurable, "uniform samplerCube ambientCubemapLightCubemap[AMBIENT_CUBEMAP_LIGHT_COUNT]" + unconfigurable, "uniform sampler2D ambientCubemapLightBRDFLookup[AMBIENT_CUBEMAP_LIGHT_COUNT]" + unconfigurable, exportEnd, exportHeaderPrefix + "point_light", uniformVec3Prefix + "pointLightPosition[POINT_LIGHT_COUNT]" + unconfigurable, uniformFloatPrefix + "pointLightRange[POINT_LIGHT_COUNT]" + unconfigurable, uniformVec3Prefix + "pointLightColor[POINT_LIGHT_COUNT]" + unconfigurable, exportEnd, exportHeaderPrefix + "spot_light", uniformVec3Prefix + "spotLightPosition[SPOT_LIGHT_COUNT]" + unconfigurable, uniformVec3Prefix + "spotLightDirection[SPOT_LIGHT_COUNT]" + unconfigurable, uniformFloatPrefix + "spotLightRange[SPOT_LIGHT_COUNT]" + unconfigurable, uniformFloatPrefix + "spotLightUmbraAngleCosine[SPOT_LIGHT_COUNT]" + unconfigurable, uniformFloatPrefix + "spotLightPenumbraAngleCosine[SPOT_LIGHT_COUNT]" + unconfigurable, uniformFloatPrefix + "spotLightFalloffFactor[SPOT_LIGHT_COUNT]" + unconfigurable, uniformVec3Prefix + "spotLightColor[SPOT_LIGHT_COUNT]" + unconfigurable, exportEnd ].join("\n"); export { lightShader as default };