diff --git a/examples/files.js b/examples/files.js index 1a1038856dca46..d3f8f88e15f11b 100644 --- a/examples/files.js +++ b/examples/files.js @@ -314,8 +314,8 @@ var files = { ], "webgl2": [ "webgl2_materials_texture3d", - "webgl2_materials_texture3d_volume" - // "webgl2_sandbox" + "webgl2_materials_texture3d_volume", + "webgl2_sandbox" ], "webaudio": [ "webaudio_orientation", diff --git a/rollup.config.js b/rollup.config.js index 1843e06f5c7f89..30049171f93d4c 100644 --- a/rollup.config.js +++ b/rollup.config.js @@ -160,22 +160,28 @@ function glsl() { transform( code, id ) { - if ( /\.glsl$/.test( id ) === false ) return; - - var transformedCode = 'export default ' + JSON.stringify( - code - .replace( /[ \t]*\/\/.*\n/g, '' ) // remove // - .replace( /[ \t]*\/\*[\s\S]*?\*\//g, '' ) // remove /* */ - .replace( /\n{2,}/g, '\n' ) // # \n+ to \n - ) + ';'; + if ( /\.glsl.js$/.test( id ) === false ) return; + + code = code.replace( /\`((.*|\n)*)\`/, function ( match, p1 ) { + + return JSON.stringify( + p1 + .trim() + .replace( /[ \t]*\/\/.*\n/g, '' ) // remove // + .replace( /[ \t]*\/\*[\s\S]*?\*\//g, '' ) // remove /* */ + .replace( /\n{2,}/g, '\n' ) // # \n+ to \n + ); + + } ); + return { - code: transformedCode, + code: code, map: { mappings: '' } }; } - }; + } } diff --git a/src/renderers/shaders/ShaderChunk.js b/src/renderers/shaders/ShaderChunk.js index 725f7a8450cd2e..2adf87807dac15 100644 --- a/src/renderers/shaders/ShaderChunk.js +++ b/src/renderers/shaders/ShaderChunk.js @@ -1,123 +1,123 @@ -import alphamap_fragment from './ShaderChunk/alphamap_fragment.glsl'; -import alphamap_pars_fragment from './ShaderChunk/alphamap_pars_fragment.glsl'; -import alphatest_fragment from './ShaderChunk/alphatest_fragment.glsl'; -import aomap_fragment from './ShaderChunk/aomap_fragment.glsl'; -import aomap_pars_fragment from './ShaderChunk/aomap_pars_fragment.glsl'; -import begin_vertex from './ShaderChunk/begin_vertex.glsl'; -import beginnormal_vertex from './ShaderChunk/beginnormal_vertex.glsl'; -import bsdfs from './ShaderChunk/bsdfs.glsl'; -import bumpmap_pars_fragment from './ShaderChunk/bumpmap_pars_fragment.glsl'; -import clipping_planes_fragment from './ShaderChunk/clipping_planes_fragment.glsl'; -import clipping_planes_pars_fragment from './ShaderChunk/clipping_planes_pars_fragment.glsl'; -import clipping_planes_pars_vertex from './ShaderChunk/clipping_planes_pars_vertex.glsl'; -import clipping_planes_vertex from './ShaderChunk/clipping_planes_vertex.glsl'; -import color_fragment from './ShaderChunk/color_fragment.glsl'; -import color_pars_fragment from './ShaderChunk/color_pars_fragment.glsl'; -import color_pars_vertex from './ShaderChunk/color_pars_vertex.glsl'; -import color_vertex from './ShaderChunk/color_vertex.glsl'; -import common from './ShaderChunk/common.glsl'; -import cube_uv_reflection_fragment from './ShaderChunk/cube_uv_reflection_fragment.glsl'; -import defaultnormal_vertex from './ShaderChunk/defaultnormal_vertex.glsl'; -import displacementmap_pars_vertex from './ShaderChunk/displacementmap_pars_vertex.glsl'; -import displacementmap_vertex from './ShaderChunk/displacementmap_vertex.glsl'; -import emissivemap_fragment from './ShaderChunk/emissivemap_fragment.glsl'; -import emissivemap_pars_fragment from './ShaderChunk/emissivemap_pars_fragment.glsl'; -import encodings_fragment from './ShaderChunk/encodings_fragment.glsl'; -import encodings_pars_fragment from './ShaderChunk/encodings_pars_fragment.glsl'; -import envmap_fragment from './ShaderChunk/envmap_fragment.glsl'; -import envmap_pars_fragment from './ShaderChunk/envmap_pars_fragment.glsl'; -import envmap_pars_vertex from './ShaderChunk/envmap_pars_vertex.glsl'; -import envmap_vertex from './ShaderChunk/envmap_vertex.glsl'; -import fog_vertex from './ShaderChunk/fog_vertex.glsl'; -import fog_pars_vertex from './ShaderChunk/fog_pars_vertex.glsl'; -import fog_fragment from './ShaderChunk/fog_fragment.glsl'; -import fog_pars_fragment from './ShaderChunk/fog_pars_fragment.glsl'; -import gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.glsl'; -import lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl'; -import lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl'; -import lights_lambert_vertex from './ShaderChunk/lights_lambert_vertex.glsl'; -import lights_pars_begin from './ShaderChunk/lights_pars_begin.glsl'; -import envmap_physical_pars_fragment from './ShaderChunk/envmap_physical_pars_fragment.glsl'; -import lights_phong_fragment from './ShaderChunk/lights_phong_fragment.glsl'; -import lights_phong_pars_fragment from './ShaderChunk/lights_phong_pars_fragment.glsl'; -import lights_physical_fragment from './ShaderChunk/lights_physical_fragment.glsl'; -import lights_physical_pars_fragment from './ShaderChunk/lights_physical_pars_fragment.glsl'; -import lights_fragment_begin from './ShaderChunk/lights_fragment_begin.glsl'; -import lights_fragment_maps from './ShaderChunk/lights_fragment_maps.glsl'; -import lights_fragment_end from './ShaderChunk/lights_fragment_end.glsl'; -import logdepthbuf_fragment from './ShaderChunk/logdepthbuf_fragment.glsl'; -import logdepthbuf_pars_fragment from './ShaderChunk/logdepthbuf_pars_fragment.glsl'; -import logdepthbuf_pars_vertex from './ShaderChunk/logdepthbuf_pars_vertex.glsl'; -import logdepthbuf_vertex from './ShaderChunk/logdepthbuf_vertex.glsl'; -import map_fragment from './ShaderChunk/map_fragment.glsl'; -import map_pars_fragment from './ShaderChunk/map_pars_fragment.glsl'; -import map_particle_fragment from './ShaderChunk/map_particle_fragment.glsl'; -import map_particle_pars_fragment from './ShaderChunk/map_particle_pars_fragment.glsl'; -import metalnessmap_fragment from './ShaderChunk/metalnessmap_fragment.glsl'; -import metalnessmap_pars_fragment from './ShaderChunk/metalnessmap_pars_fragment.glsl'; -import morphnormal_vertex from './ShaderChunk/morphnormal_vertex.glsl'; -import morphtarget_pars_vertex from './ShaderChunk/morphtarget_pars_vertex.glsl'; -import morphtarget_vertex from './ShaderChunk/morphtarget_vertex.glsl'; -import normal_fragment_begin from './ShaderChunk/normal_fragment_begin.glsl'; -import normal_fragment_maps from './ShaderChunk/normal_fragment_maps.glsl'; -import normalmap_pars_fragment from './ShaderChunk/normalmap_pars_fragment.glsl'; -import packing from './ShaderChunk/packing.glsl'; -import premultiplied_alpha_fragment from './ShaderChunk/premultiplied_alpha_fragment.glsl'; -import project_vertex from './ShaderChunk/project_vertex.glsl'; -import dithering_fragment from './ShaderChunk/dithering_fragment.glsl'; -import dithering_pars_fragment from './ShaderChunk/dithering_pars_fragment.glsl'; -import roughnessmap_fragment from './ShaderChunk/roughnessmap_fragment.glsl'; -import roughnessmap_pars_fragment from './ShaderChunk/roughnessmap_pars_fragment.glsl'; -import shadowmap_pars_fragment from './ShaderChunk/shadowmap_pars_fragment.glsl'; -import shadowmap_pars_vertex from './ShaderChunk/shadowmap_pars_vertex.glsl'; -import shadowmap_vertex from './ShaderChunk/shadowmap_vertex.glsl'; -import shadowmask_pars_fragment from './ShaderChunk/shadowmask_pars_fragment.glsl'; -import skinbase_vertex from './ShaderChunk/skinbase_vertex.glsl'; -import skinning_pars_vertex from './ShaderChunk/skinning_pars_vertex.glsl'; -import skinning_vertex from './ShaderChunk/skinning_vertex.glsl'; -import skinnormal_vertex from './ShaderChunk/skinnormal_vertex.glsl'; -import specularmap_fragment from './ShaderChunk/specularmap_fragment.glsl'; -import specularmap_pars_fragment from './ShaderChunk/specularmap_pars_fragment.glsl'; -import tonemapping_fragment from './ShaderChunk/tonemapping_fragment.glsl'; -import tonemapping_pars_fragment from './ShaderChunk/tonemapping_pars_fragment.glsl'; -import uv_pars_fragment from './ShaderChunk/uv_pars_fragment.glsl'; -import uv_pars_vertex from './ShaderChunk/uv_pars_vertex.glsl'; -import uv_vertex from './ShaderChunk/uv_vertex.glsl'; -import uv2_pars_fragment from './ShaderChunk/uv2_pars_fragment.glsl'; -import uv2_pars_vertex from './ShaderChunk/uv2_pars_vertex.glsl'; -import uv2_vertex from './ShaderChunk/uv2_vertex.glsl'; -import worldpos_vertex from './ShaderChunk/worldpos_vertex.glsl'; +import alphamap_fragment from './ShaderChunk/alphamap_fragment.glsl.js'; +import alphamap_pars_fragment from './ShaderChunk/alphamap_pars_fragment.glsl.js'; +import alphatest_fragment from './ShaderChunk/alphatest_fragment.glsl.js'; +import aomap_fragment from './ShaderChunk/aomap_fragment.glsl.js'; +import aomap_pars_fragment from './ShaderChunk/aomap_pars_fragment.glsl.js'; +import begin_vertex from './ShaderChunk/begin_vertex.glsl.js'; +import beginnormal_vertex from './ShaderChunk/beginnormal_vertex.glsl.js'; +import bsdfs from './ShaderChunk/bsdfs.glsl.js'; +import bumpmap_pars_fragment from './ShaderChunk/bumpmap_pars_fragment.glsl.js'; +import clipping_planes_fragment from './ShaderChunk/clipping_planes_fragment.glsl.js'; +import clipping_planes_pars_fragment from './ShaderChunk/clipping_planes_pars_fragment.glsl.js'; +import clipping_planes_pars_vertex from './ShaderChunk/clipping_planes_pars_vertex.glsl.js'; +import clipping_planes_vertex from './ShaderChunk/clipping_planes_vertex.glsl.js'; +import color_fragment from './ShaderChunk/color_fragment.glsl.js'; +import color_pars_fragment from './ShaderChunk/color_pars_fragment.glsl.js'; +import color_pars_vertex from './ShaderChunk/color_pars_vertex.glsl.js'; +import color_vertex from './ShaderChunk/color_vertex.glsl.js'; +import common from './ShaderChunk/common.glsl.js'; +import cube_uv_reflection_fragment from './ShaderChunk/cube_uv_reflection_fragment.glsl.js'; +import defaultnormal_vertex from './ShaderChunk/defaultnormal_vertex.glsl.js'; +import displacementmap_pars_vertex from './ShaderChunk/displacementmap_pars_vertex.glsl.js'; +import displacementmap_vertex from './ShaderChunk/displacementmap_vertex.glsl.js'; +import emissivemap_fragment from './ShaderChunk/emissivemap_fragment.glsl.js'; +import emissivemap_pars_fragment from './ShaderChunk/emissivemap_pars_fragment.glsl.js'; +import encodings_fragment from './ShaderChunk/encodings_fragment.glsl.js'; +import encodings_pars_fragment from './ShaderChunk/encodings_pars_fragment.glsl.js'; +import envmap_fragment from './ShaderChunk/envmap_fragment.glsl.js'; +import envmap_pars_fragment from './ShaderChunk/envmap_pars_fragment.glsl.js'; +import envmap_pars_vertex from './ShaderChunk/envmap_pars_vertex.glsl.js'; +import envmap_vertex from './ShaderChunk/envmap_vertex.glsl.js'; +import fog_vertex from './ShaderChunk/fog_vertex.glsl.js'; +import fog_pars_vertex from './ShaderChunk/fog_pars_vertex.glsl.js'; +import fog_fragment from './ShaderChunk/fog_fragment.glsl.js'; +import fog_pars_fragment from './ShaderChunk/fog_pars_fragment.glsl.js'; +import gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.glsl.js'; +import lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl.js'; +import lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl.js'; +import lights_lambert_vertex from './ShaderChunk/lights_lambert_vertex.glsl.js'; +import lights_pars_begin from './ShaderChunk/lights_pars_begin.glsl.js'; +import envmap_physical_pars_fragment from './ShaderChunk/envmap_physical_pars_fragment.glsl.js'; +import lights_phong_fragment from './ShaderChunk/lights_phong_fragment.glsl.js'; +import lights_phong_pars_fragment from './ShaderChunk/lights_phong_pars_fragment.glsl.js'; +import lights_physical_fragment from './ShaderChunk/lights_physical_fragment.glsl.js'; +import lights_physical_pars_fragment from './ShaderChunk/lights_physical_pars_fragment.glsl.js'; +import lights_fragment_begin from './ShaderChunk/lights_fragment_begin.glsl.js'; +import lights_fragment_maps from './ShaderChunk/lights_fragment_maps.glsl.js'; +import lights_fragment_end from './ShaderChunk/lights_fragment_end.glsl.js'; +import logdepthbuf_fragment from './ShaderChunk/logdepthbuf_fragment.glsl.js'; +import logdepthbuf_pars_fragment from './ShaderChunk/logdepthbuf_pars_fragment.glsl.js'; +import logdepthbuf_pars_vertex from './ShaderChunk/logdepthbuf_pars_vertex.glsl.js'; +import logdepthbuf_vertex from './ShaderChunk/logdepthbuf_vertex.glsl.js'; +import map_fragment from './ShaderChunk/map_fragment.glsl.js'; +import map_pars_fragment from './ShaderChunk/map_pars_fragment.glsl.js'; +import map_particle_fragment from './ShaderChunk/map_particle_fragment.glsl.js'; +import map_particle_pars_fragment from './ShaderChunk/map_particle_pars_fragment.glsl.js'; +import metalnessmap_fragment from './ShaderChunk/metalnessmap_fragment.glsl.js'; +import metalnessmap_pars_fragment from './ShaderChunk/metalnessmap_pars_fragment.glsl.js'; +import morphnormal_vertex from './ShaderChunk/morphnormal_vertex.glsl.js'; +import morphtarget_pars_vertex from './ShaderChunk/morphtarget_pars_vertex.glsl.js'; +import morphtarget_vertex from './ShaderChunk/morphtarget_vertex.glsl.js'; +import normal_fragment_begin from './ShaderChunk/normal_fragment_begin.glsl.js'; +import normal_fragment_maps from './ShaderChunk/normal_fragment_maps.glsl.js'; +import normalmap_pars_fragment from './ShaderChunk/normalmap_pars_fragment.glsl.js'; +import packing from './ShaderChunk/packing.glsl.js'; +import premultiplied_alpha_fragment from './ShaderChunk/premultiplied_alpha_fragment.glsl.js'; +import project_vertex from './ShaderChunk/project_vertex.glsl.js'; +import dithering_fragment from './ShaderChunk/dithering_fragment.glsl.js'; +import dithering_pars_fragment from './ShaderChunk/dithering_pars_fragment.glsl.js'; +import roughnessmap_fragment from './ShaderChunk/roughnessmap_fragment.glsl.js'; +import roughnessmap_pars_fragment from './ShaderChunk/roughnessmap_pars_fragment.glsl.js'; +import shadowmap_pars_fragment from './ShaderChunk/shadowmap_pars_fragment.glsl.js'; +import shadowmap_pars_vertex from './ShaderChunk/shadowmap_pars_vertex.glsl.js'; +import shadowmap_vertex from './ShaderChunk/shadowmap_vertex.glsl.js'; +import shadowmask_pars_fragment from './ShaderChunk/shadowmask_pars_fragment.glsl.js'; +import skinbase_vertex from './ShaderChunk/skinbase_vertex.glsl.js'; +import skinning_pars_vertex from './ShaderChunk/skinning_pars_vertex.glsl.js'; +import skinning_vertex from './ShaderChunk/skinning_vertex.glsl.js'; +import skinnormal_vertex from './ShaderChunk/skinnormal_vertex.glsl.js'; +import specularmap_fragment from './ShaderChunk/specularmap_fragment.glsl.js'; +import specularmap_pars_fragment from './ShaderChunk/specularmap_pars_fragment.glsl.js'; +import tonemapping_fragment from './ShaderChunk/tonemapping_fragment.glsl.js'; +import tonemapping_pars_fragment from './ShaderChunk/tonemapping_pars_fragment.glsl.js'; +import uv_pars_fragment from './ShaderChunk/uv_pars_fragment.glsl.js'; +import uv_pars_vertex from './ShaderChunk/uv_pars_vertex.glsl.js'; +import uv_vertex from './ShaderChunk/uv_vertex.glsl.js'; +import uv2_pars_fragment from './ShaderChunk/uv2_pars_fragment.glsl.js'; +import uv2_pars_vertex from './ShaderChunk/uv2_pars_vertex.glsl.js'; +import uv2_vertex from './ShaderChunk/uv2_vertex.glsl.js'; +import worldpos_vertex from './ShaderChunk/worldpos_vertex.glsl.js'; -import background_frag from './ShaderLib/background_frag.glsl'; -import background_vert from './ShaderLib/background_vert.glsl'; -import cube_frag from './ShaderLib/cube_frag.glsl'; -import cube_vert from './ShaderLib/cube_vert.glsl'; -import depth_frag from './ShaderLib/depth_frag.glsl'; -import depth_vert from './ShaderLib/depth_vert.glsl'; -import distanceRGBA_frag from './ShaderLib/distanceRGBA_frag.glsl'; -import distanceRGBA_vert from './ShaderLib/distanceRGBA_vert.glsl'; -import equirect_frag from './ShaderLib/equirect_frag.glsl'; -import equirect_vert from './ShaderLib/equirect_vert.glsl'; -import linedashed_frag from './ShaderLib/linedashed_frag.glsl'; -import linedashed_vert from './ShaderLib/linedashed_vert.glsl'; -import meshbasic_frag from './ShaderLib/meshbasic_frag.glsl'; -import meshbasic_vert from './ShaderLib/meshbasic_vert.glsl'; -import meshlambert_frag from './ShaderLib/meshlambert_frag.glsl'; -import meshlambert_vert from './ShaderLib/meshlambert_vert.glsl'; -import meshmatcap_frag from './ShaderLib/meshmatcap_frag.glsl'; -import meshmatcap_vert from './ShaderLib/meshmatcap_vert.glsl'; -import meshphong_frag from './ShaderLib/meshphong_frag.glsl'; -import meshphong_vert from './ShaderLib/meshphong_vert.glsl'; -import meshphysical_frag from './ShaderLib/meshphysical_frag.glsl'; -import meshphysical_vert from './ShaderLib/meshphysical_vert.glsl'; -import normal_frag from './ShaderLib/normal_frag.glsl'; -import normal_vert from './ShaderLib/normal_vert.glsl'; -import points_frag from './ShaderLib/points_frag.glsl'; -import points_vert from './ShaderLib/points_vert.glsl'; -import shadow_frag from './ShaderLib/shadow_frag.glsl'; -import shadow_vert from './ShaderLib/shadow_vert.glsl'; -import sprite_frag from './ShaderLib/sprite_frag.glsl'; -import sprite_vert from './ShaderLib/sprite_vert.glsl'; +import background_frag from './ShaderLib/background_frag.glsl.js'; +import background_vert from './ShaderLib/background_vert.glsl.js'; +import cube_frag from './ShaderLib/cube_frag.glsl.js'; +import cube_vert from './ShaderLib/cube_vert.glsl.js'; +import depth_frag from './ShaderLib/depth_frag.glsl.js'; +import depth_vert from './ShaderLib/depth_vert.glsl.js'; +import distanceRGBA_frag from './ShaderLib/distanceRGBA_frag.glsl.js'; +import distanceRGBA_vert from './ShaderLib/distanceRGBA_vert.glsl.js'; +import equirect_frag from './ShaderLib/equirect_frag.glsl.js'; +import equirect_vert from './ShaderLib/equirect_vert.glsl.js'; +import linedashed_frag from './ShaderLib/linedashed_frag.glsl.js'; +import linedashed_vert from './ShaderLib/linedashed_vert.glsl.js'; +import meshbasic_frag from './ShaderLib/meshbasic_frag.glsl.js'; +import meshbasic_vert from './ShaderLib/meshbasic_vert.glsl.js'; +import meshlambert_frag from './ShaderLib/meshlambert_frag.glsl.js'; +import meshlambert_vert from './ShaderLib/meshlambert_vert.glsl.js'; +import meshmatcap_frag from './ShaderLib/meshmatcap_frag.glsl.js'; +import meshmatcap_vert from './ShaderLib/meshmatcap_vert.glsl.js'; +import meshphong_frag from './ShaderLib/meshphong_frag.glsl.js'; +import meshphong_vert from './ShaderLib/meshphong_vert.glsl.js'; +import meshphysical_frag from './ShaderLib/meshphysical_frag.glsl.js'; +import meshphysical_vert from './ShaderLib/meshphysical_vert.glsl.js'; +import normal_frag from './ShaderLib/normal_frag.glsl.js'; +import normal_vert from './ShaderLib/normal_vert.glsl.js'; +import points_frag from './ShaderLib/points_frag.glsl.js'; +import points_vert from './ShaderLib/points_vert.glsl.js'; +import shadow_frag from './ShaderLib/shadow_frag.glsl.js'; +import shadow_vert from './ShaderLib/shadow_vert.glsl.js'; +import sprite_frag from './ShaderLib/sprite_frag.glsl.js'; +import sprite_vert from './ShaderLib/sprite_vert.glsl.js'; export var ShaderChunk = { alphamap_fragment: alphamap_fragment, diff --git a/src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl b/src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl.js similarity index 79% rename from src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl rename to src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl.js index 1aa712eb3aaa9c..1e14d09d359540 100644 --- a/src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_ALPHAMAP diffuseColor.a *= texture2D( alphaMap, vUv ).g; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl.js similarity index 74% rename from src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl.js index 4a84b4997f9749..b367061910d43a 100644 --- a/src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_ALPHAMAP uniform sampler2D alphaMap; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl b/src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl.js similarity index 77% rename from src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl rename to src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl.js index 448b2bf55661f7..b700c3ceb7b1c2 100644 --- a/src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef ALPHATEST if ( diffuseColor.a < ALPHATEST ) discard; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl b/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js similarity index 96% rename from src/renderers/shaders/ShaderChunk/aomap_fragment.glsl rename to src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js index 4b5df8ebd41463..17e6fa4d477a9e 100644 --- a/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_AOMAP // reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture @@ -14,3 +15,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl.js similarity index 73% rename from src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl.js index 73277ab4b1eba9..dd2bd323ac8c5b 100644 --- a/src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl.js @@ -1,6 +1,8 @@ +export default ` #ifdef USE_AOMAP uniform sampler2D aoMap; uniform float aoMapIntensity; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/begin_vertex.glsl b/src/renderers/shaders/ShaderChunk/begin_vertex.glsl.js similarity index 64% rename from src/renderers/shaders/ShaderChunk/begin_vertex.glsl rename to src/renderers/shaders/ShaderChunk/begin_vertex.glsl.js index 9f681c6600faa8..b54c5e0fedb50e 100644 --- a/src/renderers/shaders/ShaderChunk/begin_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/begin_vertex.glsl.js @@ -1,2 +1,3 @@ - +export default ` vec3 transformed = vec3( position ); +`; diff --git a/src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl b/src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl.js similarity index 64% rename from src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl rename to src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl.js index f24d6d48030552..a91b59c550c335 100644 --- a/src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl.js @@ -1,2 +1,3 @@ - +export default ` vec3 objectNormal = vec3( normal ); +`; diff --git a/src/renderers/shaders/ShaderChunk/bsdfs.glsl b/src/renderers/shaders/ShaderChunk/bsdfs.glsl.js similarity index 99% rename from src/renderers/shaders/ShaderChunk/bsdfs.glsl rename to src/renderers/shaders/ShaderChunk/bsdfs.glsl.js index 7137adaef104a4..67ba937a214ef6 100644 --- a/src/renderers/shaders/ShaderChunk/bsdfs.glsl +++ b/src/renderers/shaders/ShaderChunk/bsdfs.glsl.js @@ -1,3 +1,4 @@ +export default ` float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) { #if defined ( PHYSICALLY_CORRECT_LIGHTS ) @@ -293,3 +294,4 @@ float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) { float BlinnExponentToGGXRoughness( const in float blinnExponent ) { return sqrt( 2.0 / ( blinnExponent + 2.0 ) ); } +`; diff --git a/src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl.js index 5de9a65f733a56..48b0db1a49e62f 100644 --- a/src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_BUMPMAP uniform sampler2D bumpMap; @@ -42,3 +43,4 @@ } #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl b/src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl.js similarity index 96% rename from src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl rename to src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl.js index bea6ffa126ae35..837c12158681c2 100644 --- a/src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #if NUM_CLIPPING_PLANES > 0 vec4 plane; @@ -27,3 +28,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.js similarity index 90% rename from src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.js index 0a58ad88326d9f..7878bbc982d760 100644 --- a/src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #if NUM_CLIPPING_PLANES > 0 #if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP ) @@ -7,3 +8,4 @@ uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ]; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl b/src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.js similarity index 87% rename from src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl rename to src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.js index 0a3f26961cc08d..f143239d6fd7dc 100644 --- a/src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.js @@ -1,3 +1,5 @@ +export default ` #if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP ) varying vec3 vViewPosition; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl b/src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js similarity index 87% rename from src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl rename to src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js index f288a3d5f31cd3..d4b572e8b2e44f 100644 --- a/src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js @@ -1,4 +1,5 @@ +export default ` #if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP ) vViewPosition = - mvPosition.xyz; #endif - +`; diff --git a/src/renderers/shaders/ShaderChunk/color_fragment.glsl b/src/renderers/shaders/ShaderChunk/color_fragment.glsl.js similarity index 64% rename from src/renderers/shaders/ShaderChunk/color_fragment.glsl rename to src/renderers/shaders/ShaderChunk/color_fragment.glsl.js index 693fdf061c226f..101935bcc9d89c 100644 --- a/src/renderers/shaders/ShaderChunk/color_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/color_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_COLOR diffuseColor.rgb *= vColor; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl.js similarity index 70% rename from src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl.js index 4f59898b6ef7fd..e3546578befb6b 100644 --- a/src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_COLOR varying vec3 vColor; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl b/src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl.js similarity index 60% rename from src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl rename to src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl.js index f3862c30b66d43..e3546578befb6b 100644 --- a/src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_COLOR varying vec3 vColor; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/color_vertex.glsl b/src/renderers/shaders/ShaderChunk/color_vertex.glsl.js similarity index 61% rename from src/renderers/shaders/ShaderChunk/color_vertex.glsl rename to src/renderers/shaders/ShaderChunk/color_vertex.glsl.js index 7bd534d9cf170f..7e1af89bace3e5 100644 --- a/src/renderers/shaders/ShaderChunk/color_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/color_vertex.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_COLOR vColor.xyz = color.xyz; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/common.glsl b/src/renderers/shaders/ShaderChunk/common.glsl.js similarity index 99% rename from src/renderers/shaders/ShaderChunk/common.glsl rename to src/renderers/shaders/ShaderChunk/common.glsl.js index 2ed7888da48640..6e7cd5e6747801 100644 --- a/src/renderers/shaders/ShaderChunk/common.glsl +++ b/src/renderers/shaders/ShaderChunk/common.glsl.js @@ -1,3 +1,4 @@ +export default ` #define PI 3.14159265359 #define PI2 6.28318530718 #define PI_HALF 1.5707963267949 @@ -93,3 +94,4 @@ float linearToRelativeLuminance( const in vec3 color ) { return dot( weights, color.rgb ); } +`; diff --git a/src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl b/src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js similarity index 99% rename from src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl rename to src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js index 70239891d5333b..3100f4ffcef28f 100644 --- a/src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef ENVMAP_TYPE_CUBE_UV #define cubeUV_textureSize (1024.0) @@ -126,3 +127,4 @@ vec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) } #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl b/src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js similarity index 86% rename from src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl rename to src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js index 38c9509ad90286..be0cd837181415 100644 --- a/src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` vec3 transformedNormal = normalMatrix * objectNormal; #ifdef FLIP_SIDED @@ -5,3 +6,4 @@ vec3 transformedNormal = normalMatrix * objectNormal; transformedNormal = - transformedNormal; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl b/src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl.js similarity index 87% rename from src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl rename to src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl.js index 5e771596b11f94..5a309b0df7f02c 100644 --- a/src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_DISPLACEMENTMAP uniform sampler2D displacementMap; @@ -5,3 +6,4 @@ uniform float displacementBias; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl b/src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl.js similarity index 88% rename from src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl rename to src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl.js index 0c8dce0997efb6..714558514b0200 100644 --- a/src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_DISPLACEMENTMAP transformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias ); #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/dithering_fragment.glsl b/src/renderers/shaders/ShaderChunk/dithering_fragment.glsl.js similarity index 81% rename from src/renderers/shaders/ShaderChunk/dithering_fragment.glsl rename to src/renderers/shaders/ShaderChunk/dithering_fragment.glsl.js index a81e01d0c85c39..9637aa1739d1b6 100644 --- a/src/renderers/shaders/ShaderChunk/dithering_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/dithering_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #if defined( DITHERING ) gl_FragColor.rgb = dithering( gl_FragColor.rgb ); #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl.js similarity index 96% rename from src/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl.js index 591bfc4b0c610d..fd388424abba9c 100644 --- a/src/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #if defined( DITHERING ) // based on https://www.shadertoy.com/view/MslGR8 @@ -16,3 +17,4 @@ } #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl b/src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl.js similarity index 90% rename from src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl rename to src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl.js index 1d65996de11701..e15111610b8155 100644 --- a/src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_EMISSIVEMAP vec4 emissiveColor = texture2D( emissiveMap, vUv ); @@ -7,3 +8,4 @@ totalEmissiveRadiance *= emissiveColor.rgb; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl.js similarity index 76% rename from src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl.js index c05bb7f55180a0..c2809b4d5ad0fb 100644 --- a/src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_EMISSIVEMAP uniform sampler2D emissiveMap; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/encodings_fragment.glsl b/src/renderers/shaders/ShaderChunk/encodings_fragment.glsl.js similarity index 72% rename from src/renderers/shaders/ShaderChunk/encodings_fragment.glsl rename to src/renderers/shaders/ShaderChunk/encodings_fragment.glsl.js index 189d735b547723..e33965e1018830 100644 --- a/src/renderers/shaders/ShaderChunk/encodings_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/encodings_fragment.glsl.js @@ -1 +1,3 @@ +export default ` gl_FragColor = linearToOutputTexel( gl_FragColor ); +`; diff --git a/src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl.js similarity index 99% rename from src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl.js index 211952c085d9a6..f44e9bc735b27b 100644 --- a/src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` // For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/ vec4 LinearToLinear( in vec4 value ) { @@ -81,3 +82,4 @@ vec4 LogLuvToLinear( in vec4 value ) { vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM; return vec4( max( vRGB, 0.0 ), 1.0 ); } +`; diff --git a/src/renderers/shaders/ShaderChunk/envmap_fragment.glsl b/src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderChunk/envmap_fragment.glsl rename to src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js index d401e2b7cdbb75..f047a0e3429678 100644 --- a/src/renderers/shaders/ShaderChunk/envmap_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_ENVMAP #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) @@ -70,3 +71,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js similarity index 96% rename from src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js index 3e6e377c5e2bbe..fc2d99f2d3332b 100644 --- a/src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #if defined( USE_ENVMAP ) || defined( PHYSICAL ) uniform float reflectivity; uniform float envMapIntensity; @@ -24,3 +25,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl b/src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl.js similarity index 91% rename from src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl rename to src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl.js index 7feab7532e506d..7bbd06263747d2 100644 --- a/src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_ENVMAP #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) @@ -11,3 +12,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js similarity index 99% rename from src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js index db22ff077772c5..1e8591768d1058 100644 --- a/src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #if defined( USE_ENVMAP ) && defined( PHYSICAL ) vec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) { @@ -131,3 +132,4 @@ } #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/envmap_vertex.glsl b/src/renderers/shaders/ShaderChunk/envmap_vertex.glsl.js similarity index 96% rename from src/renderers/shaders/ShaderChunk/envmap_vertex.glsl rename to src/renderers/shaders/ShaderChunk/envmap_vertex.glsl.js index ce32d522895622..946744f0340e73 100644 --- a/src/renderers/shaders/ShaderChunk/envmap_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/envmap_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_ENVMAP #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) @@ -23,3 +24,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/fog_fragment.glsl b/src/renderers/shaders/ShaderChunk/fog_fragment.glsl.js similarity index 93% rename from src/renderers/shaders/ShaderChunk/fog_fragment.glsl rename to src/renderers/shaders/ShaderChunk/fog_fragment.glsl.js index 8307a32478817b..dbb1c3193def0f 100644 --- a/src/renderers/shaders/ShaderChunk/fog_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/fog_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_FOG #ifdef FOG_EXP2 @@ -13,3 +14,4 @@ gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor ); #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl.js similarity index 90% rename from src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl.js index 26c4093c6db3f1..479032a6911c2b 100644 --- a/src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_FOG uniform vec3 fogColor; @@ -15,3 +16,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl b/src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl.js similarity index 71% rename from src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl rename to src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl.js index b9658ca28e8f07..4c4fa78a1f1123 100644 --- a/src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_FOG varying float fogDepth; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/fog_vertex.glsl b/src/renderers/shaders/ShaderChunk/fog_vertex.glsl.js similarity index 71% rename from src/renderers/shaders/ShaderChunk/fog_vertex.glsl rename to src/renderers/shaders/ShaderChunk/fog_vertex.glsl.js index 0e808ad0a5ce2d..09c2d054e61b2f 100644 --- a/src/renderers/shaders/ShaderChunk/fog_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/fog_vertex.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_FOG fogDepth = -mvPosition.z; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl.js similarity index 95% rename from src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl.js index c8332bae36558f..574b2d97509ec5 100644 --- a/src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef TOON uniform sampler2D gradientMap; @@ -22,3 +23,4 @@ } #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl b/src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl.js similarity index 90% rename from src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl rename to src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl.js index 1392a6097c96e5..08be52f5ebae7c 100644 --- a/src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_LIGHTMAP reflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl.js similarity index 75% rename from src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl.js index a75c38f7edc244..3821900a7c11f4 100644 --- a/src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl.js @@ -1,6 +1,8 @@ +export default ` #ifdef USE_LIGHTMAP uniform sampler2D lightMap; uniform float lightMapIntensity; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl b/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js similarity index 99% rename from src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl rename to src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js index 7af8dfbc3d2860..5f16274528959c 100644 --- a/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js @@ -1,3 +1,4 @@ +export default ` /** * This is a template that can be used to light a material, it uses pluggable * RenderEquations (RE)for specific lighting scenarios. @@ -121,3 +122,4 @@ IncidentLight directLight; vec3 clearCoatRadiance = vec3( 0.0 ); #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl b/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js similarity index 92% rename from src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl rename to src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js index c727183cb8fde2..71ad4373afad22 100644 --- a/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js @@ -1,3 +1,4 @@ +export default ` #if defined( RE_IndirectDiffuse ) RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight ); @@ -9,3 +10,4 @@ RE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight ); #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl b/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js similarity index 97% rename from src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl rename to src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js index dfba6041289889..8f498fd6ea1a8b 100644 --- a/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js @@ -1,3 +1,4 @@ +export default ` #if defined( RE_IndirectDiffuse ) #ifdef USE_LIGHTMAP @@ -31,3 +32,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl b/src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl.js similarity index 99% rename from src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl rename to src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl.js index b6f56606f4d44c..a144e1ee54664b 100644 --- a/src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` vec3 diffuse = vec3( 1.0 ); GeometricContext geometry; @@ -113,3 +114,4 @@ vec3 directLightColor_Diffuse; } #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl b/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js similarity index 99% rename from src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl rename to src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js index 071be7c90d7a0e..5005dfc1f545f4 100644 --- a/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js @@ -1,3 +1,4 @@ +export default ` uniform vec3 ambientLightColor; vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) { @@ -168,3 +169,4 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) { } #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl b/src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl.js similarity index 90% rename from src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl rename to src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl.js index 3bc610a44da972..b6831daa2da94a 100644 --- a/src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` BlinnPhongMaterial material; material.diffuseColor = diffuseColor.rgb; material.specularColor = specular; material.specularShininess = shininess; material.specularStrength = specularStrength; +`; diff --git a/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js index 4e412279783195..d84e55f816375e 100644 --- a/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` varying vec3 vViewPosition; #ifndef FLAT_SHADED @@ -51,3 +52,4 @@ void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in Geometric #define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong #define Material_LightProbeLOD( material ) (0) +`; diff --git a/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl b/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js similarity index 96% rename from src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl rename to src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js index c72658008dd165..b7bab8ff516347 100644 --- a/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` PhysicalMaterial material; material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor ); material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 ); @@ -8,3 +9,4 @@ material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 ); material.clearCoat = saturate( clearCoat ); // Burley clearcoat model material.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 ); #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js similarity index 99% rename from src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js index 32ed0f22f81798..51a870e211b7f1 100644 --- a/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` struct PhysicalMaterial { vec3 diffuseColor; @@ -133,3 +134,4 @@ float computeSpecularOcclusion( const in float dotNV, const in float ambientOccl return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion ); } +`; diff --git a/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl b/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js similarity index 82% rename from src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl rename to src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js index 55833fb009a7ac..a0f1d70164e776 100644 --- a/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT ) gl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js similarity index 86% rename from src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js index 38b2586b139f97..b20070f0532e03 100644 --- a/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js @@ -1,6 +1,8 @@ +export default ` #if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT ) uniform float logDepthBufFC; varying float vFragDepth; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl b/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js similarity index 87% rename from src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl rename to src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js index 08da5adcff889b..3a05ef568b509d 100644 --- a/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_LOGDEPTHBUF #ifdef USE_LOGDEPTHBUF_EXT @@ -11,3 +12,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl b/src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js similarity index 92% rename from src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl rename to src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js index 7c7c8526f5bff1..ac48335244e359 100644 --- a/src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_LOGDEPTHBUF #ifdef USE_LOGDEPTHBUF_EXT @@ -13,3 +14,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/map_fragment.glsl b/src/renderers/shaders/ShaderChunk/map_fragment.glsl.js similarity index 87% rename from src/renderers/shaders/ShaderChunk/map_fragment.glsl rename to src/renderers/shaders/ShaderChunk/map_fragment.glsl.js index b5fb51b16c7ecf..bf82ddd1292686 100644 --- a/src/renderers/shaders/ShaderChunk/map_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/map_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_MAP vec4 texelColor = texture2D( map, vUv ); @@ -6,3 +7,4 @@ diffuseColor *= texelColor; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl.js similarity index 70% rename from src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl.js index d9a03464ba71ec..81a39d3c7291d6 100644 --- a/src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_MAP uniform sampler2D map; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl b/src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl.js similarity index 90% rename from src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl rename to src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl.js index 65b041f03055f9..d954e10059089d 100644 --- a/src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_MAP vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy; @@ -5,3 +6,4 @@ diffuseColor *= mapTexelToLinear( mapTexel ); #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl.js similarity index 78% rename from src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl.js index 8ff80838fe4d4c..f092102869519f 100644 --- a/src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl.js @@ -1,6 +1,8 @@ +export default ` #ifdef USE_MAP uniform mat3 uvTransform; uniform sampler2D map; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl b/src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl.js similarity index 92% rename from src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl rename to src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl.js index f01ba6f10ffcaa..d5b92c2f8514f6 100644 --- a/src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` float metalnessFactor = metalness; #ifdef USE_METALNESSMAP @@ -8,3 +9,4 @@ float metalnessFactor = metalness; metalnessFactor *= texelMetalness.b; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl.js similarity index 68% rename from src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl.js index 1d9c869e0e10b4..dc89b8718cad95 100644 --- a/src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_METALNESSMAP uniform sampler2D metalnessMap; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl b/src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl.js similarity index 94% rename from src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl rename to src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl.js index b14763b1909e97..dfaf402d90b95f 100644 --- a/src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_MORPHNORMALS objectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ]; @@ -6,3 +7,4 @@ objectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ]; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl b/src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl.js similarity index 85% rename from src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl rename to src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl.js index a6664a526a1cec..83436b845f3849 100644 --- a/src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_MORPHTARGETS #ifndef USE_MORPHNORMALS @@ -10,4 +11,5 @@ #endif -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl b/src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl.js similarity index 97% rename from src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl rename to src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl.js index baa0d6d944d818..caa63e95a3dac9 100644 --- a/src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_MORPHTARGETS transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ]; @@ -15,3 +16,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl b/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js similarity index 96% rename from src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl rename to src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js index acc515a8026bf9..49bca23507b6a0 100644 --- a/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl +++ b/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef FLAT_SHADED // Workaround for Adreno/Nexus5 not able able to do dFdx( vViewPosition ) ... @@ -17,3 +18,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl b/src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl.js similarity index 96% rename from src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl rename to src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl.js index 5339430ae94691..1fe0da13117ad3 100644 --- a/src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl +++ b/src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_NORMALMAP #ifdef OBJECTSPACE_NORMALMAP @@ -29,3 +30,4 @@ normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() ); #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl.js index c3470182c4b3ea..82afb620a979a8 100644 --- a/src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_NORMALMAP uniform sampler2D normalMap; @@ -40,3 +41,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/packing.glsl b/src/renderers/shaders/ShaderChunk/packing.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderChunk/packing.glsl rename to src/renderers/shaders/ShaderChunk/packing.glsl.js index 24c8e34cd5e840..b6c021249e8f51 100644 --- a/src/renderers/shaders/ShaderChunk/packing.glsl +++ b/src/renderers/shaders/ShaderChunk/packing.glsl.js @@ -1,3 +1,4 @@ +export default ` vec3 packNormalToRGB( const in vec3 normal ) { return normalize( normal ) * 0.5 + 0.5; } @@ -39,3 +40,4 @@ float viewZToPerspectiveDepth( const in float viewZ, const in float near, const float perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) { return ( near * far ) / ( ( far - near ) * invClipZ - far ); } +`; diff --git a/src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl b/src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl.js similarity index 90% rename from src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl rename to src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl.js index 412731941c17b0..be64123a9f70ae 100644 --- a/src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl.js @@ -1,6 +1,8 @@ +export default ` #ifdef PREMULTIPLIED_ALPHA // Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation. gl_FragColor.rgb *= gl_FragColor.a; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/project_vertex.glsl b/src/renderers/shaders/ShaderChunk/project_vertex.glsl.js similarity index 84% rename from src/renderers/shaders/ShaderChunk/project_vertex.glsl rename to src/renderers/shaders/ShaderChunk/project_vertex.glsl.js index 32061dda398059..bd7b05bd2613e6 100644 --- a/src/renderers/shaders/ShaderChunk/project_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/project_vertex.glsl.js @@ -1,3 +1,5 @@ +export default ` vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 ); gl_Position = projectionMatrix * mvPosition; +`; diff --git a/src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl b/src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl.js similarity index 92% rename from src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl rename to src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl.js index 2de01516d7ca9a..d63d81c47adf15 100644 --- a/src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` float roughnessFactor = roughness; #ifdef USE_ROUGHNESSMAP @@ -8,3 +9,4 @@ float roughnessFactor = roughness; roughnessFactor *= texelRoughness.g; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl.js similarity index 68% rename from src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl.js index 0f257121d1a11a..3cd4cefb3f6b98 100644 --- a/src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_ROUGHNESSMAP uniform sampler2D roughnessMap; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js similarity index 99% rename from src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js index 5f0c598ae1f7fb..d1fa4b7d90cedb 100644 --- a/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_SHADOWMAP #if NUM_DIR_LIGHTS > 0 @@ -241,3 +242,4 @@ } #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl b/src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.js similarity index 96% rename from src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl rename to src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.js index 7417a5a8fa49b5..d5ccceb20ebde1 100644 --- a/src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_SHADOWMAP #if NUM_DIR_LIGHTS > 0 @@ -30,3 +31,4 @@ */ #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl b/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js similarity index 97% rename from src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl rename to src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js index c06a68019c9ff6..ad526095a8b4d5 100644 --- a/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_SHADOWMAP #if NUM_DIR_LIGHTS > 0 @@ -42,3 +43,4 @@ */ #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.js index ea953bcec284ba..8015ee54911591 100644 --- a/src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` float getShadowMask() { float shadow = 1.0; @@ -59,3 +60,4 @@ float getShadowMask() { return shadow; } +`; diff --git a/src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl b/src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js similarity index 88% rename from src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl rename to src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js index d1b3d3936fa72d..ec5cf6d5d85336 100644 --- a/src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_SKINNING mat4 boneMatX = getBoneMatrix( skinIndex.x ); @@ -5,4 +6,5 @@ mat4 boneMatZ = getBoneMatrix( skinIndex.z ); mat4 boneMatW = getBoneMatrix( skinIndex.w ); -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl b/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js similarity index 97% rename from src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl rename to src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js index 65459eb81b6714..464874de9a6a58 100644 --- a/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_SKINNING uniform mat4 bindMatrix; @@ -44,3 +45,4 @@ #endif #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/skinning_vertex.glsl b/src/renderers/shaders/ShaderChunk/skinning_vertex.glsl.js similarity index 94% rename from src/renderers/shaders/ShaderChunk/skinning_vertex.glsl rename to src/renderers/shaders/ShaderChunk/skinning_vertex.glsl.js index 6a116e64d51d74..adedd5ea89de96 100644 --- a/src/renderers/shaders/ShaderChunk/skinning_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/skinning_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_SKINNING vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 ); @@ -11,3 +12,4 @@ transformed = ( bindMatrixInverse * skinned ).xyz; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl b/src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl.js similarity index 94% rename from src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl rename to src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl.js index b378a67bd90559..734afef42ccb3e 100644 --- a/src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifdef USE_SKINNING mat4 skinMatrix = mat4( 0.0 ); @@ -10,3 +11,4 @@ objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl b/src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl.js similarity index 86% rename from src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl rename to src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl.js index 8afac608c5ee00..8ee476cf2f58b3 100644 --- a/src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` float specularStrength; #ifdef USE_SPECULARMAP @@ -9,4 +10,5 @@ float specularStrength; specularStrength = 1.0; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl.js similarity index 67% rename from src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl.js index 3df2e4269f6ddb..71ab24f7f15295 100644 --- a/src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #ifdef USE_SPECULARMAP uniform sampler2D specularMap; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl b/src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl.js similarity index 81% rename from src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl rename to src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl.js index ce35d9ac329768..b7ed3149a1bc4f 100644 --- a/src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #if defined( TONE_MAPPING ) gl_FragColor.rgb = toneMapping( gl_FragColor.rgb ); #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js index f5a8742ca9f065..4adff7fd16b46a 100644 --- a/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js @@ -1,3 +1,4 @@ +export default ` #ifndef saturate #define saturate(a) clamp( a, 0.0, 1.0 ) #endif @@ -39,3 +40,4 @@ vec3 OptimizedCineonToneMapping( vec3 color ) { return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) ); } +`; diff --git a/src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl.js similarity index 73% rename from src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl.js index 37274dbbfbaecf..d46a2ed0e55225 100644 --- a/src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) varying vec2 vUv2; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl b/src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl.js similarity index 77% rename from src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl rename to src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl.js index 6aaa13e304108e..8f28f11aee7630 100644 --- a/src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl.js @@ -1,6 +1,8 @@ +export default ` #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) attribute vec2 uv2; varying vec2 vUv2; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/uv2_vertex.glsl b/src/renderers/shaders/ShaderChunk/uv2_vertex.glsl.js similarity index 71% rename from src/renderers/shaders/ShaderChunk/uv2_vertex.glsl rename to src/renderers/shaders/ShaderChunk/uv2_vertex.glsl.js index 72d546a36e3487..a26d8367c02e78 100644 --- a/src/renderers/shaders/ShaderChunk/uv2_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/uv2_vertex.glsl.js @@ -1,5 +1,7 @@ +export default ` #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP ) vUv2 = uv2; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl b/src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl.js similarity index 90% rename from src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl rename to src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl.js index d1bb9548cb14f0..130411e611f192 100644 --- a/src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl +++ b/src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl.js @@ -1,5 +1,7 @@ +export default ` #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) varying vec2 vUv; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl b/src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl.js similarity index 93% rename from src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl rename to src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl.js index b92d9e5a39abcb..874ac20764557f 100644 --- a/src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl.js @@ -1,6 +1,8 @@ +export default ` #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) varying vec2 vUv; uniform mat3 uvTransform; #endif +`; diff --git a/src/renderers/shaders/ShaderChunk/uv_vertex.glsl b/src/renderers/shaders/ShaderChunk/uv_vertex.glsl.js similarity index 90% rename from src/renderers/shaders/ShaderChunk/uv_vertex.glsl rename to src/renderers/shaders/ShaderChunk/uv_vertex.glsl.js index 16a75b0654d8f3..43706e31e9a7ef 100644 --- a/src/renderers/shaders/ShaderChunk/uv_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/uv_vertex.glsl.js @@ -1,5 +1,7 @@ +export default ` #if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP ) vUv = ( uvTransform * vec3( uv, 1 ) ).xy; -#endif \ No newline at end of file +#endif +`; diff --git a/src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl b/src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl.js similarity index 88% rename from src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl rename to src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl.js index daccd25a232fd6..05b7f02009452b 100644 --- a/src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl +++ b/src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl.js @@ -1,5 +1,7 @@ +export default ` #if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 ); #endif +`; diff --git a/src/renderers/shaders/ShaderLib/background_frag.glsl b/src/renderers/shaders/ShaderLib/background_frag.glsl.js similarity index 91% rename from src/renderers/shaders/ShaderLib/background_frag.glsl rename to src/renderers/shaders/ShaderLib/background_frag.glsl.js index 45a769e4764e7c..fd2f91cdfb282f 100644 --- a/src/renderers/shaders/ShaderLib/background_frag.glsl +++ b/src/renderers/shaders/ShaderLib/background_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` uniform sampler2D t2D; varying vec2 vUv; @@ -12,3 +13,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/background_vert.glsl b/src/renderers/shaders/ShaderLib/background_vert.glsl.js similarity index 88% rename from src/renderers/shaders/ShaderLib/background_vert.glsl rename to src/renderers/shaders/ShaderLib/background_vert.glsl.js index 96a23fed961293..bfd82ce7e11278 100644 --- a/src/renderers/shaders/ShaderLib/background_vert.glsl +++ b/src/renderers/shaders/ShaderLib/background_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` varying vec2 vUv; uniform mat3 uvTransform; @@ -8,3 +9,4 @@ void main() { gl_Position = vec4( position.xy, 1.0, 1.0 ); } +`; diff --git a/src/renderers/shaders/ShaderLib/cube_frag.glsl b/src/renderers/shaders/ShaderLib/cube_frag.glsl.js similarity index 94% rename from src/renderers/shaders/ShaderLib/cube_frag.glsl rename to src/renderers/shaders/ShaderLib/cube_frag.glsl.js index e87d9a3e5982c3..0fa5ecdaddc1b6 100644 --- a/src/renderers/shaders/ShaderLib/cube_frag.glsl +++ b/src/renderers/shaders/ShaderLib/cube_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` uniform samplerCube tCube; uniform float tFlip; uniform float opacity; @@ -15,3 +16,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/cube_vert.glsl b/src/renderers/shaders/ShaderLib/cube_vert.glsl.js similarity index 92% rename from src/renderers/shaders/ShaderLib/cube_vert.glsl rename to src/renderers/shaders/ShaderLib/cube_vert.glsl.js index 86df04783f9a47..2a64add2326ca6 100644 --- a/src/renderers/shaders/ShaderLib/cube_vert.glsl +++ b/src/renderers/shaders/ShaderLib/cube_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` varying vec3 vWorldDirection; #include @@ -12,3 +13,4 @@ void main() { gl_Position.z = gl_Position.w; // set z to camera.far } +`; diff --git a/src/renderers/shaders/ShaderLib/depth_frag.glsl b/src/renderers/shaders/ShaderLib/depth_frag.glsl.js similarity index 97% rename from src/renderers/shaders/ShaderLib/depth_frag.glsl rename to src/renderers/shaders/ShaderLib/depth_frag.glsl.js index d53113ef0feb00..3b6ba8b44816c3 100644 --- a/src/renderers/shaders/ShaderLib/depth_frag.glsl +++ b/src/renderers/shaders/ShaderLib/depth_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` #if DEPTH_PACKING == 3200 uniform float opacity; @@ -41,3 +42,4 @@ void main() { #endif } +`; diff --git a/src/renderers/shaders/ShaderLib/depth_vert.glsl b/src/renderers/shaders/ShaderLib/depth_vert.glsl.js similarity index 96% rename from src/renderers/shaders/ShaderLib/depth_vert.glsl rename to src/renderers/shaders/ShaderLib/depth_vert.glsl.js index edf12fb744183b..34e4ba127ef60d 100644 --- a/src/renderers/shaders/ShaderLib/depth_vert.glsl +++ b/src/renderers/shaders/ShaderLib/depth_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` #include #include #include @@ -29,3 +30,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl b/src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl.js similarity index 97% rename from src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl rename to src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl.js index 8dbf8f401106d1..d418988c91088e 100644 --- a/src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl +++ b/src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` #define DISTANCE uniform vec3 referencePosition; @@ -29,3 +30,4 @@ void main () { gl_FragColor = packDepthToRGBA( dist ); } +`; diff --git a/src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl b/src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl.js similarity index 97% rename from src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl rename to src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl.js index abecdefa7fc0c2..dbccee1a26d224 100644 --- a/src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl +++ b/src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` #define DISTANCE varying vec3 vWorldPosition; @@ -34,3 +35,4 @@ void main() { vWorldPosition = worldPosition.xyz; } +`; diff --git a/src/renderers/shaders/ShaderLib/equirect_frag.glsl b/src/renderers/shaders/ShaderLib/equirect_frag.glsl.js similarity index 94% rename from src/renderers/shaders/ShaderLib/equirect_frag.glsl rename to src/renderers/shaders/ShaderLib/equirect_frag.glsl.js index eaf2ff2eadf650..d994ccf7e7bc0a 100644 --- a/src/renderers/shaders/ShaderLib/equirect_frag.glsl +++ b/src/renderers/shaders/ShaderLib/equirect_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` uniform sampler2D tEquirect; varying vec3 vWorldDirection; @@ -17,3 +18,4 @@ void main() { gl_FragColor = texture2D( tEquirect, sampleUV ); } +`; diff --git a/src/renderers/shaders/ShaderLib/equirect_vert.glsl b/src/renderers/shaders/ShaderLib/equirect_vert.glsl.js similarity index 90% rename from src/renderers/shaders/ShaderLib/equirect_vert.glsl rename to src/renderers/shaders/ShaderLib/equirect_vert.glsl.js index da1dfcbf28ab97..3c248d7b1dd062 100644 --- a/src/renderers/shaders/ShaderLib/equirect_vert.glsl +++ b/src/renderers/shaders/ShaderLib/equirect_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` varying vec3 vWorldDirection; #include @@ -10,3 +11,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/linedashed_frag.glsl b/src/renderers/shaders/ShaderLib/linedashed_frag.glsl.js similarity index 97% rename from src/renderers/shaders/ShaderLib/linedashed_frag.glsl rename to src/renderers/shaders/ShaderLib/linedashed_frag.glsl.js index 3c93173641c085..dfbc9f81f10e88 100644 --- a/src/renderers/shaders/ShaderLib/linedashed_frag.glsl +++ b/src/renderers/shaders/ShaderLib/linedashed_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` uniform vec3 diffuse; uniform float opacity; @@ -38,3 +39,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/linedashed_vert.glsl b/src/renderers/shaders/ShaderLib/linedashed_vert.glsl.js similarity index 96% rename from src/renderers/shaders/ShaderLib/linedashed_vert.glsl rename to src/renderers/shaders/ShaderLib/linedashed_vert.glsl.js index 5d7057dbf1d623..a76068f364d8ea 100644 --- a/src/renderers/shaders/ShaderLib/linedashed_vert.glsl +++ b/src/renderers/shaders/ShaderLib/linedashed_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` uniform float scale; attribute float lineDistance; @@ -23,3 +24,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/meshbasic_frag.glsl b/src/renderers/shaders/ShaderLib/meshbasic_frag.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderLib/meshbasic_frag.glsl rename to src/renderers/shaders/ShaderLib/meshbasic_frag.glsl.js index f0bc5397258a33..06266db41da152 100644 --- a/src/renderers/shaders/ShaderLib/meshbasic_frag.glsl +++ b/src/renderers/shaders/ShaderLib/meshbasic_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` uniform vec3 diffuse; uniform float opacity; @@ -64,3 +65,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/meshbasic_vert.glsl b/src/renderers/shaders/ShaderLib/meshbasic_vert.glsl.js similarity index 97% rename from src/renderers/shaders/ShaderLib/meshbasic_vert.glsl rename to src/renderers/shaders/ShaderLib/meshbasic_vert.glsl.js index 20f3c15cbfe6bd..76392e9fc26bdb 100644 --- a/src/renderers/shaders/ShaderLib/meshbasic_vert.glsl +++ b/src/renderers/shaders/ShaderLib/meshbasic_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` #include #include #include @@ -37,3 +38,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/meshlambert_frag.glsl b/src/renderers/shaders/ShaderLib/meshlambert_frag.glsl.js similarity index 99% rename from src/renderers/shaders/ShaderLib/meshlambert_frag.glsl rename to src/renderers/shaders/ShaderLib/meshlambert_frag.glsl.js index 5f1c222847f7fb..b8b46e290000a8 100644 --- a/src/renderers/shaders/ShaderLib/meshlambert_frag.glsl +++ b/src/renderers/shaders/ShaderLib/meshlambert_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` uniform vec3 diffuse; uniform vec3 emissive; uniform float opacity; @@ -82,3 +83,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/meshlambert_vert.glsl b/src/renderers/shaders/ShaderLib/meshlambert_vert.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderLib/meshlambert_vert.glsl rename to src/renderers/shaders/ShaderLib/meshlambert_vert.glsl.js index 77b2a61e920a9f..faacfb647387d8 100644 --- a/src/renderers/shaders/ShaderLib/meshlambert_vert.glsl +++ b/src/renderers/shaders/ShaderLib/meshlambert_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` #define LAMBERT varying vec3 vLightFront; @@ -48,3 +49,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/meshmatcap_frag.glsl b/src/renderers/shaders/ShaderLib/meshmatcap_frag.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderLib/meshmatcap_frag.glsl rename to src/renderers/shaders/ShaderLib/meshmatcap_frag.glsl.js index a370091fd41298..2b61473a63b1b1 100644 --- a/src/renderers/shaders/ShaderLib/meshmatcap_frag.glsl +++ b/src/renderers/shaders/ShaderLib/meshmatcap_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` #define MATCAP uniform vec3 diffuse; @@ -55,3 +56,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/meshmatcap_vert.glsl b/src/renderers/shaders/ShaderLib/meshmatcap_vert.glsl.js similarity index 97% rename from src/renderers/shaders/ShaderLib/meshmatcap_vert.glsl rename to src/renderers/shaders/ShaderLib/meshmatcap_vert.glsl.js index 04de25d1cb05f6..3b8028e11366b5 100644 --- a/src/renderers/shaders/ShaderLib/meshmatcap_vert.glsl +++ b/src/renderers/shaders/ShaderLib/meshmatcap_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` #define MATCAP varying vec3 vViewPosition; @@ -47,3 +48,4 @@ void main() { vViewPosition = - mvPosition.xyz; } +`; diff --git a/src/renderers/shaders/ShaderLib/meshphong_frag.glsl b/src/renderers/shaders/ShaderLib/meshphong_frag.glsl.js similarity index 99% rename from src/renderers/shaders/ShaderLib/meshphong_frag.glsl rename to src/renderers/shaders/ShaderLib/meshphong_frag.glsl.js index 57c8239750b809..54ea2b7a32aa6b 100644 --- a/src/renderers/shaders/ShaderLib/meshphong_frag.glsl +++ b/src/renderers/shaders/ShaderLib/meshphong_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` #define PHONG uniform vec3 diffuse; @@ -70,3 +71,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/meshphong_vert.glsl b/src/renderers/shaders/ShaderLib/meshphong_vert.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderLib/meshphong_vert.glsl rename to src/renderers/shaders/ShaderLib/meshphong_vert.glsl.js index e79d5fe416750c..66d98f815707e3 100644 --- a/src/renderers/shaders/ShaderLib/meshphong_vert.glsl +++ b/src/renderers/shaders/ShaderLib/meshphong_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` #define PHONG varying vec3 vViewPosition; @@ -55,3 +56,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/meshphysical_frag.glsl b/src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js similarity index 99% rename from src/renderers/shaders/ShaderLib/meshphysical_frag.glsl rename to src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js index a428ebd1702a9b..e119d4d1f0f9eb 100644 --- a/src/renderers/shaders/ShaderLib/meshphysical_frag.glsl +++ b/src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` #define PHYSICAL uniform vec3 diffuse; @@ -84,3 +85,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/meshphysical_vert.glsl b/src/renderers/shaders/ShaderLib/meshphysical_vert.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderLib/meshphysical_vert.glsl rename to src/renderers/shaders/ShaderLib/meshphysical_vert.glsl.js index 4dbc2d41e02811..05cda71f384a45 100644 --- a/src/renderers/shaders/ShaderLib/meshphysical_vert.glsl +++ b/src/renderers/shaders/ShaderLib/meshphysical_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` #define PHYSICAL varying vec3 vViewPosition; @@ -53,3 +54,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/normal_frag.glsl b/src/renderers/shaders/ShaderLib/normal_frag.glsl.js similarity index 96% rename from src/renderers/shaders/ShaderLib/normal_frag.glsl rename to src/renderers/shaders/ShaderLib/normal_frag.glsl.js index 88a2c4331c659e..3c8cc46b6858b9 100644 --- a/src/renderers/shaders/ShaderLib/normal_frag.glsl +++ b/src/renderers/shaders/ShaderLib/normal_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` #define NORMAL uniform float opacity; @@ -29,3 +30,4 @@ void main() { gl_FragColor = vec4( packNormalToRGB( normal ), opacity ); } +`; diff --git a/src/renderers/shaders/ShaderLib/normal_vert.glsl b/src/renderers/shaders/ShaderLib/normal_vert.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderLib/normal_vert.glsl rename to src/renderers/shaders/ShaderLib/normal_vert.glsl.js index 131edc6a03cf5a..0b4ddd539a1884 100644 --- a/src/renderers/shaders/ShaderLib/normal_vert.glsl +++ b/src/renderers/shaders/ShaderLib/normal_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` #define NORMAL #if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) @@ -48,3 +49,4 @@ void main() { #endif } +`; diff --git a/src/renderers/shaders/ShaderLib/points_frag.glsl b/src/renderers/shaders/ShaderLib/points_frag.glsl.js similarity index 97% rename from src/renderers/shaders/ShaderLib/points_frag.glsl rename to src/renderers/shaders/ShaderLib/points_frag.glsl.js index c891d0f320e757..5e38c027b09b1c 100644 --- a/src/renderers/shaders/ShaderLib/points_frag.glsl +++ b/src/renderers/shaders/ShaderLib/points_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` uniform vec3 diffuse; uniform float opacity; @@ -30,3 +31,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/points_vert.glsl b/src/renderers/shaders/ShaderLib/points_vert.glsl.js similarity index 97% rename from src/renderers/shaders/ShaderLib/points_vert.glsl rename to src/renderers/shaders/ShaderLib/points_vert.glsl.js index 9526b76995b900..30d521ebc94113 100644 --- a/src/renderers/shaders/ShaderLib/points_vert.glsl +++ b/src/renderers/shaders/ShaderLib/points_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` uniform float size; uniform float scale; @@ -31,3 +32,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/shadow_frag.glsl b/src/renderers/shaders/ShaderLib/shadow_frag.glsl.js similarity index 94% rename from src/renderers/shaders/ShaderLib/shadow_frag.glsl rename to src/renderers/shaders/ShaderLib/shadow_frag.glsl.js index 67ead617e7e07a..1c2ba0bf1dc7c0 100644 --- a/src/renderers/shaders/ShaderLib/shadow_frag.glsl +++ b/src/renderers/shaders/ShaderLib/shadow_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` uniform vec3 color; uniform float opacity; @@ -16,3 +17,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/shadow_vert.glsl b/src/renderers/shaders/ShaderLib/shadow_vert.glsl.js similarity index 91% rename from src/renderers/shaders/ShaderLib/shadow_vert.glsl rename to src/renderers/shaders/ShaderLib/shadow_vert.glsl.js index 82fe4dd06d3c20..1a15fe01b947df 100644 --- a/src/renderers/shaders/ShaderLib/shadow_vert.glsl +++ b/src/renderers/shaders/ShaderLib/shadow_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` #include #include @@ -10,3 +11,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/sprite_frag.glsl b/src/renderers/shaders/ShaderLib/sprite_frag.glsl.js similarity index 96% rename from src/renderers/shaders/ShaderLib/sprite_frag.glsl rename to src/renderers/shaders/ShaderLib/sprite_frag.glsl.js index 5ca65b65908dd8..b17a796eedf053 100644 --- a/src/renderers/shaders/ShaderLib/sprite_frag.glsl +++ b/src/renderers/shaders/ShaderLib/sprite_frag.glsl.js @@ -1,3 +1,4 @@ +export default ` uniform vec3 diffuse; uniform float opacity; @@ -28,3 +29,4 @@ void main() { #include } +`; diff --git a/src/renderers/shaders/ShaderLib/sprite_vert.glsl b/src/renderers/shaders/ShaderLib/sprite_vert.glsl.js similarity index 98% rename from src/renderers/shaders/ShaderLib/sprite_vert.glsl rename to src/renderers/shaders/ShaderLib/sprite_vert.glsl.js index aeb3e514feaa25..b460c6acccddb1 100644 --- a/src/renderers/shaders/ShaderLib/sprite_vert.glsl +++ b/src/renderers/shaders/ShaderLib/sprite_vert.glsl.js @@ -1,3 +1,4 @@ +export default ` uniform float rotation; uniform vec2 center; @@ -40,3 +41,4 @@ void main() { #include } +`;