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x/threejs_4_deno/src/renderers/shaders/ShaderLib/meshlambert_frag.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/ShaderLib/meshlambert_frag.glsl.js";

type

` uniform vec3 diffuse; uniform vec3 emissive; uniform float opacity; varying vec3 vLightFront; varying vec3 vIndirectFront; #ifdef DOUBLE_SIDED varying vec3 vLightBack; varying vec3 vIndirectBack; #endif #include <common> #include <packing> #include <dithering_pars_fragment> #include <color_pars_fragment> #include <uv_pars_fragment> #include <uv2_pars_fragment> #include <map_pars_fragment> #include <alphamap_pars_fragment> #include <aomap_pars_fragment> #include <lightmap_pars_fragment> #include <emissivemap_pars_fragment> #include <envmap_common_pars_fragment> #include <envmap_pars_fragment> #include <cube_uv_reflection_fragment> #include <bsdfs> #include <lights_pars_begin> #include <fog_pars_fragment> #include <shadowmap_pars_fragment> #include <shadowmask_pars_fragment> #include <specularmap_pars_fragment> #include <logdepthbuf_pars_fragment> #include <clipping_planes_pars_fragment> void main() { #include <clipping_planes_fragment> vec4 diffuseColor = vec4( diffuse, opacity ); ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); vec3 totalEmissiveRadiance = emissive; #include <logdepthbuf_fragment> #include <map_fragment> #include <color_fragment> #include <alphamap_fragment> #include <alphatest_fragment> #include <specularmap_fragment> #include <emissivemap_fragment> // accumulation #ifdef DOUBLE_SIDED reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack; #else reflectedLight.indirectDiffuse += vIndirectFront; #endif #include <lightmap_fragment> reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ); #ifdef DOUBLE_SIDED reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack; #else reflectedLight.directDiffuse = vLightFront; #endif reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask(); // modulation #include <aomap_fragment> vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance; #include <envmap_fragment> gl_FragColor = vec4( outgoingLight, diffuseColor.a ); #include <tonemapping_fragment> #include <encodings_fragment> #include <fog_fragment> #include <premultiplied_alpha_fragment> #include <dithering_fragment> } `