Browse Source

Merge pull request #20438 from linbingquan/dev-tag-glsl

Examples: add glsl tag.
Mr.doob 4 years ago
parent
commit
0b9c0f39a6

+ 2 - 2
examples/webgl2_volume_cloud.html

@@ -100,7 +100,7 @@
 
 				// Material
 
-				const vertexShader = `
+				const vertexShader = /* glsl */`
 					in vec3 position;
 
 					uniform mat4 modelMatrix;
@@ -121,7 +121,7 @@
 					}
 				`;
 
-				const fragmentShader = `
+				const fragmentShader = /* glsl */`
 					precision highp float;
 					precision highp sampler3D;
 

+ 2 - 2
examples/webgl2_volume_instancing.html

@@ -50,7 +50,7 @@
 
 				// Material
 
-				const vertexShader = `
+				const vertexShader = /* glsl */`
 					in vec3 position;
 					in mat4 instanceMatrix;
 
@@ -72,7 +72,7 @@
 					}
 				`;
 
-				const fragmentShader = `
+				const fragmentShader = /* glsl */`
 					precision highp float;
 					precision highp sampler3D;
 

+ 2 - 2
examples/webgl2_volume_perlin.html

@@ -81,7 +81,7 @@
 
 				// Material
 
-				const vertexShader = `
+				const vertexShader = /* glsl */`
 					in vec3 position;
 
 					uniform mat4 modelMatrix;
@@ -102,7 +102,7 @@
 					}
 				`;
 
-				const fragmentShader = `
+				const fragmentShader = /* glsl */`
 					precision highp float;
 					precision highp sampler3D;
 

+ 2 - 1
examples/webgl_shadow_contact.html

@@ -151,7 +151,7 @@
 				depthMaterial.onBeforeCompile = function ( shader ) {
 
 					shader.uniforms.darkness = depthMaterial.userData.darkness;
-					shader.fragmentShader = `
+					shader.fragmentShader = /* glsl */`
 						uniform float darkness;
 						${shader.fragmentShader.replace(
 					'gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );',
@@ -160,6 +160,7 @@
 					`;
 
 				};
+
 				depthMaterial.depthTest = false;
 				depthMaterial.depthWrite = false;
 

+ 1 - 1
examples/webgpu_compute.html

@@ -74,7 +74,7 @@
 					pointerGroup
 				];
 
-				const computeShader = `#version 450
+				const computeShader = /* glsl */`#version 450
 					#define PARTICLE_NUM ${particleNum}
 					#define PARTICLE_SIZE ${particleSize}
 					#define ROOM_SIZE 1.0