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Merge pull request #15473 from dmnsgn/dev
Add syntax highlighting for glsl.js files
2 parents 3278ab2 + 2a0cd7e commit 2ad018c

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src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl.js

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export default `
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export default /* glsl */`
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#ifdef USE_ALPHAMAP
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diffuseColor.a *= texture2D( alphaMap, vUv ).g;

src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl.js

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export default `
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export default /* glsl */`
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#ifdef USE_ALPHAMAP
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uniform sampler2D alphaMap;

src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl.js

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export default `
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export default /* glsl */`
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#ifdef ALPHATEST
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if ( diffuseColor.a < ALPHATEST ) discard;

src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js

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export default `
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export default /* glsl */`
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#ifdef USE_AOMAP
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// reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture

src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl.js

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export default `
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export default /* glsl */`
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#ifdef USE_AOMAP
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uniform sampler2D aoMap;
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export default `
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export default /* glsl */`
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vec3 transformed = vec3( position );
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`;
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export default `
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export default /* glsl */`
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vec3 objectNormal = vec3( normal );
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`;

src/renderers/shaders/ShaderChunk/bsdfs.glsl.js

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export default `
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export default /* glsl */`
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float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {
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#if defined ( PHYSICALLY_CORRECT_LIGHTS )

src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl.js

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export default `
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export default /* glsl */`
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#ifdef USE_BUMPMAP
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uniform sampler2D bumpMap;

src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl.js

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export default `
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export default /* glsl */`
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#if NUM_CLIPPING_PLANES > 0
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vec4 plane;

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