Skip to main content
Using Deno in production at your company? Earn free Deno merch.
Give us feedback
Module

x/threejs_4_deno/src/renderers/shaders/ShaderChunk.js>ShaderChunk

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

type

{ [name: string]: string; alphamap_fragment: string; alphamap_pars_fragment: string; alphatest_fragment: string; aomap_fragment: string; aomap_pars_fragment: string; begin_vertex: string; beginnormal_vertex: string; bsdfs: string; bumpmap_pars_fragment: string; clipping_planes_fragment: string; clipping_planes_pars_fragment: string; clipping_planes_pars_vertex: string; clipping_planes_vertex: string; color_fragment: string; color_pars_fragment: string; color_pars_vertex: string; color_vertex: string; common: string; cube_frag: string; cube_vert: string; cube_uv_reflection_fragment: string; defaultnormal_vertex: string; depth_frag: string; depth_vert: string; distanceRGBA_frag: string; distanceRGBA_vert: string; displacementmap_vertex: string; displacementmap_pars_vertex: string; emissivemap_fragment: string; emissivemap_pars_fragment: string; encodings_pars_fragment: string; encodings_fragment: string; envmap_fragment: string; envmap_common_pars_fragment: string; envmap_pars_fragment: string; envmap_pars_vertex: string; envmap_vertex: string; equirect_frag: string; equirect_vert: string; fog_fragment: string; fog_pars_fragment: string; linedashed_frag: string; linedashed_vert: string; lightmap_fragment: string; lightmap_pars_fragment: string; lights_lambert_vertex: string; lights_pars_begin: string; envmap_physical_pars_fragment: string; lights_pars_map: string; lights_phong_fragment: string; lights_phong_pars_fragment: string; lights_physical_fragment: string; lights_physical_pars_fragment: string; lights_fragment_begin: string; lights_fragment_maps: string; lights_fragment_end: string; logdepthbuf_fragment: string; logdepthbuf_pars_fragment: string; logdepthbuf_pars_vertex: string; logdepthbuf_vertex: string; map_fragment: string; map_pars_fragment: string; map_particle_fragment: string; map_particle_pars_fragment: string; meshbasic_frag: string; meshbasic_vert: string; meshlambert_frag: string; meshlambert_vert: string; meshphong_frag: string; meshphong_vert: string; meshphysical_frag: string; meshphysical_vert: string; metalnessmap_fragment: string; metalnessmap_pars_fragment: string; morphnormal_vertex: string; morphtarget_pars_vertex: string; morphtarget_vertex: string; normal_flip: string; normal_frag: string; normal_fragment_begin: string; normal_fragment_maps: string; normal_vert: string; normalmap_pars_fragment: string; clearcoat_normal_fragment_begin: string; clearcoat_normal_fragment_maps: string; clearcoat_pars_fragment: string; packing: string; points_frag: string; points_vert: string; shadow_frag: string; shadow_vert: string; premultiplied_alpha_fragment: string; project_vertex: string; roughnessmap_fragment: string; roughnessmap_pars_fragment: string; shadowmap_pars_fragment: string; shadowmap_pars_vertex: string; shadowmap_vertex: string; shadowmask_pars_fragment: string; skinbase_vertex: string; skinning_pars_vertex: string; skinning_vertex: string; skinnormal_vertex: string; specularmap_fragment: string; specularmap_pars_fragment: string; tonemapping_fragment: string; tonemapping_pars_fragment: string; uv2_pars_fragment: string; uv2_pars_vertex: string; uv2_vertex: string; uv_pars_fragment: string; uv_pars_vertex: string; uv_vertex: string; worldpos_vertex: string; }