Skip to main content
The Deno 2 Release Candidate is here
Learn more
Module

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

type

` #define PHONG uniform vec3 diffuse; uniform vec3 emissive; uniform vec3 specular; uniform float shininess; uniform float opacity; #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 <fog_pars_fragment> #include <bsdfs> #include <lights_pars_begin> #include <lights_phong_pars_fragment> #include <shadowmap_pars_fragment> #include <bumpmap_pars_fragment> #include <normalmap_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 <normal_fragment_begin> #include <normal_fragment_maps> #include <emissivemap_fragment> // accumulation #include <lights_phong_fragment> #include <lights_fragment_begin> #include <lights_fragment_maps> #include <lights_fragment_end> // modulation #include <aomap_fragment> vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + 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> } `