UNPKG

playcanvas

Version:

PlayCanvas WebGL game engine

57 lines (54 loc) 2.07 kB
import decodePS from './common/frag/decode.js'; import encodePS from './common/frag/encode.js'; import envAtlasPS from './common/frag/envAtlas.js'; import envProcPS from './common/frag/envProc.js'; import fogPS from './common/frag/fog.js'; import gammaPS from './common/frag/gamma.js'; import immediateLinePS from './internal/frag/immediateLine.js'; import immediateLineVS from './internal/vert/immediateLine.js'; import morphEvaluationPS from './internal/morph/frag/morphEvaluation.js'; import morphDeclarationPS from './internal/morph/frag/morphDeclaration.js'; import morphPS from './internal/morph/frag/morph.js'; import morphVS from './internal/morph/vert/morph.js'; import reprojectPS from './internal/frag/reproject.js'; import reprojectVS from './internal/vert/reproject.js'; import skyboxPS from './skybox/frag/skybox.js'; import skyboxVS from './skybox/vert/skybox.js'; import sphericalPS from './common/frag/spherical.js'; import tonemappingPS from './common/frag/tonemapping/tonemapping.js'; import tonemappingAcesPS from './common/frag/tonemapping/tonemappingAces.js'; import tonemappingAces2PS from './common/frag/tonemapping/tonemappingAces2.js'; import tonemappingFilmicPS from './common/frag/tonemapping/tonemappingFilmic.js'; import tonemappingHejlPS from './common/frag/tonemapping/tonemappingHejl.js'; import tonemappingLinearPS from './common/frag/tonemapping/tonemappingLinear.js'; import tonemappingNeutralPS from './common/frag/tonemapping/tonemappingNeutral.js'; import tonemappingNonePS from './common/frag/tonemapping/tonemappingNone.js'; var shaderChunksWGSL = { decodePS, encodePS, envAtlasPS, envProcPS, fogPS, gammaPS, immediateLinePS, immediateLineVS, lightBufferDefinesPS: '', morphEvaluationPS, morphDeclarationPS, morphPS, morphVS, reprojectPS, reprojectVS, skyboxPS, skyboxVS, sphericalPS, tonemappingPS, tonemappingAcesPS, tonemappingAces2PS, tonemappingFilmicPS, tonemappingHejlPS, tonemappingLinearPS, tonemappingNeutralPS, tonemappingNonePS }; export { shaderChunksWGSL };