playcanvas
Version:
PlayCanvas WebGL game engine
57 lines (54 loc) • 2.07 kB
JavaScript
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 };