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x/threejs_4_deno/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js>default

A simple transformation of three.js for use within a Deno workflow
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variable default
import { default } from "https://deno.land/x/threejs_4_deno@v121/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js";

type

` #if defined( RE_IndirectDiffuse ) #ifdef USE_LIGHTMAP vec4 lightMapTexel= texture2D( lightMap, vUv2 ); vec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity; #ifndef PHYSICALLY_CORRECT_LIGHTS lightMapIrradiance *= PI; // factor of PI should not be present; included here to prevent breakage #endif irradiance += lightMapIrradiance; #endif #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV ) iblIrradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, maxMipLevel ); #endif #endif #if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular ) radiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel ); #ifdef CLEARCOAT clearcoatRadiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel ); #endif #endif `