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x/threejs_4_deno/src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.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/shadowmap_pars_vertex.glsl.js";

type

` #ifdef USE_SHADOWMAP #if NUM_DIR_LIGHT_SHADOWS > 0 uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ]; varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ]; struct DirectionalLightShadow { float shadowBias; float shadowNormalBias; float shadowRadius; vec2 shadowMapSize; }; uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ]; #endif #if NUM_SPOT_LIGHT_SHADOWS > 0 uniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ]; varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ]; struct SpotLightShadow { float shadowBias; float shadowNormalBias; float shadowRadius; vec2 shadowMapSize; }; uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ]; #endif #if NUM_POINT_LIGHT_SHADOWS > 0 uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ]; varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ]; struct PointLightShadow { float shadowBias; float shadowNormalBias; float shadowRadius; vec2 shadowMapSize; float shadowCameraNear; float shadowCameraFar; }; uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ]; #endif /* #if NUM_RECT_AREA_LIGHTS > 0 // TODO (abelnation): uniforms for area light shadows #endif */ #endif `