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/ShaderLib/meshlambert_vert.glsl.js>default

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

type

` #define LAMBERT varying vec3 vLightFront; varying vec3 vIndirectFront; #ifdef DOUBLE_SIDED varying vec3 vLightBack; varying vec3 vIndirectBack; #endif #include <common> #include <uv_pars_vertex> #include <uv2_pars_vertex> #include <envmap_pars_vertex> #include <bsdfs> #include <lights_pars_begin> #include <color_pars_vertex> #include <fog_pars_vertex> #include <morphtarget_pars_vertex> #include <skinning_pars_vertex> #include <shadowmap_pars_vertex> #include <logdepthbuf_pars_vertex> #include <clipping_planes_pars_vertex> void main() { #include <uv_vertex> #include <uv2_vertex> #include <color_vertex> #include <beginnormal_vertex> #include <morphnormal_vertex> #include <skinbase_vertex> #include <skinnormal_vertex> #include <defaultnormal_vertex> #include <begin_vertex> #include <morphtarget_vertex> #include <skinning_vertex> #include <project_vertex> #include <logdepthbuf_vertex> #include <clipping_planes_vertex> #include <worldpos_vertex> #include <envmap_vertex> #include <lights_lambert_vertex> #include <shadowmap_vertex> #include <fog_vertex> } `