pex-renderer
Version:
Physically Based Renderer for Pex
87 lines (70 loc) • 2.24 kB
JavaScript
const math = require('./math.glsl.js')
const encodeDecode = require('./encode-decode.glsl.js')
const rgbm = require('./rgbm.glsl.js')
const gamma = require('./gamma.glsl.js')
const lightAmbient = require('./light-ambient.glsl.js')
const lightDirectional = require('./light-directional.glsl.js')
const lightPoint = require('./light-point.glsl.js')
const lightSpot = require('./light-spot.glsl.js')
const lightArea = require('./light-area.glsl.js')
const shadowing = require('./shadowing.glsl.js')
const brdf = require('./brdf.glsl.js')
const clearCoat = require('./clear-coat.glsl.js')
const irradiance = require('./irradiance.glsl.js')
const direct = require('./direct.glsl.js')
const indirect = require('./indirect.glsl.js')
const envMapEquirect = require('./env-map-equirect.glsl.js')
const octMap = require('./oct-map.glsl.js')
const octMapUvToDir = require('./oct-map-uv-to-dir.glsl.js')
const textureCoordinates = require('./texture-coordinates.glsl.js')
const baseColor = require('./base-color.glsl.js')
const emissiveColor = require('./emissive-color.glsl.js')
const alpha = require('./alpha.glsl.js')
const ambientOcclusion = require('./ambient-occlusion.glsl.js')
const normal = require('./normal.glsl.js')
const normalPerturb = require('./normal-perturb.glsl.js')
const metallicRoughness = require('./metallic-roughness.glsl.js')
const specularGlossiness = require('./specular-glossiness.glsl.js')
const depthRead = require('./depth-read.glsl.js')
const depthUnpack = require('./depth-unpack.glsl.js')
const depthPack = require('./depth-pack.glsl.js')
const sky = require('./sky.glsl.js')
const fog = require('./fog.glsl.js')
const tonemapUncharted2 = require('./tonemap-uncharted2.glsl.js')
const fxaa = require('./fxaa.glsl.js')
module.exports = {
math,
encodeDecode,
rgbm,
gamma,
lightAmbient,
lightDirectional,
lightPoint,
lightSpot,
lightArea,
shadowing,
brdf,
clearCoat,
irradiance,
direct,
indirect,
envMapEquirect,
octMap,
octMapUvToDir,
textureCoordinates,
baseColor,
emissiveColor,
alpha,
ambientOcclusion,
normal,
normalPerturb,
metallicRoughness,
specularGlossiness,
depthRead,
depthUnpack,
depthPack,
sky,
fog,
tonemapUncharted2,
fxaa
}