Browse Source

Merge pull request #15473 from dmnsgn/dev

Add syntax highlighting for glsl.js files
Mr.doob 6 years ago
parent
commit
2ad018c7c7
100 changed files with 100 additions and 100 deletions
  1. 1 1
      src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl.js
  2. 1 1
      src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl.js
  3. 1 1
      src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl.js
  4. 1 1
      src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js
  5. 1 1
      src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl.js
  6. 1 1
      src/renderers/shaders/ShaderChunk/begin_vertex.glsl.js
  7. 1 1
      src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl.js
  8. 1 1
      src/renderers/shaders/ShaderChunk/bsdfs.glsl.js
  9. 1 1
      src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl.js
  10. 1 1
      src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl.js
  11. 1 1
      src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.js
  12. 1 1
      src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.js
  13. 1 1
      src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js
  14. 1 1
      src/renderers/shaders/ShaderChunk/color_fragment.glsl.js
  15. 1 1
      src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl.js
  16. 1 1
      src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl.js
  17. 1 1
      src/renderers/shaders/ShaderChunk/color_vertex.glsl.js
  18. 1 1
      src/renderers/shaders/ShaderChunk/common.glsl.js
  19. 1 1
      src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js
  20. 1 1
      src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js
  21. 1 1
      src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl.js
  22. 1 1
      src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl.js
  23. 1 1
      src/renderers/shaders/ShaderChunk/dithering_fragment.glsl.js
  24. 1 1
      src/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl.js
  25. 1 1
      src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl.js
  26. 1 1
      src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl.js
  27. 1 1
      src/renderers/shaders/ShaderChunk/encodings_fragment.glsl.js
  28. 1 1
      src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl.js
  29. 1 1
      src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js
  30. 1 1
      src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js
  31. 1 1
      src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl.js
  32. 1 1
      src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js
  33. 1 1
      src/renderers/shaders/ShaderChunk/envmap_vertex.glsl.js
  34. 1 1
      src/renderers/shaders/ShaderChunk/fog_fragment.glsl.js
  35. 1 1
      src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl.js
  36. 1 1
      src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl.js
  37. 1 1
      src/renderers/shaders/ShaderChunk/fog_vertex.glsl.js
  38. 1 1
      src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl.js
  39. 1 1
      src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl.js
  40. 1 1
      src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl.js
  41. 1 1
      src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js
  42. 1 1
      src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js
  43. 1 1
      src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js
  44. 1 1
      src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl.js
  45. 1 1
      src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js
  46. 1 1
      src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl.js
  47. 1 1
      src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js
  48. 1 1
      src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js
  49. 1 1
      src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js
  50. 1 1
      src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js
  51. 1 1
      src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js
  52. 1 1
      src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js
  53. 1 1
      src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js
  54. 1 1
      src/renderers/shaders/ShaderChunk/map_fragment.glsl.js
  55. 1 1
      src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl.js
  56. 1 1
      src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl.js
  57. 1 1
      src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl.js
  58. 1 1
      src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl.js
  59. 1 1
      src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl.js
  60. 1 1
      src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl.js
  61. 1 1
      src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl.js
  62. 1 1
      src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl.js
  63. 1 1
      src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js
  64. 1 1
      src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl.js
  65. 1 1
      src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl.js
  66. 1 1
      src/renderers/shaders/ShaderChunk/packing.glsl.js
  67. 1 1
      src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl.js
  68. 1 1
      src/renderers/shaders/ShaderChunk/project_vertex.glsl.js
  69. 1 1
      src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl.js
  70. 1 1
      src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl.js
  71. 1 1
      src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js
  72. 1 1
      src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.js
  73. 1 1
      src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js
  74. 1 1
      src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.js
  75. 1 1
      src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js
  76. 1 1
      src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js
  77. 1 1
      src/renderers/shaders/ShaderChunk/skinning_vertex.glsl.js
  78. 1 1
      src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl.js
  79. 1 1
      src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl.js
  80. 1 1
      src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl.js
  81. 1 1
      src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl.js
  82. 1 1
      src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js
  83. 1 1
      src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl.js
  84. 1 1
      src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl.js
  85. 1 1
      src/renderers/shaders/ShaderChunk/uv2_vertex.glsl.js
  86. 1 1
      src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl.js
  87. 1 1
      src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl.js
  88. 1 1
      src/renderers/shaders/ShaderChunk/uv_vertex.glsl.js
  89. 1 1
      src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl.js
  90. 1 1
      src/renderers/shaders/ShaderLib/background_frag.glsl.js
  91. 1 1
      src/renderers/shaders/ShaderLib/background_vert.glsl.js
  92. 1 1
      src/renderers/shaders/ShaderLib/cube_frag.glsl.js
  93. 1 1
      src/renderers/shaders/ShaderLib/cube_vert.glsl.js
  94. 1 1
      src/renderers/shaders/ShaderLib/depth_frag.glsl.js
  95. 1 1
      src/renderers/shaders/ShaderLib/depth_vert.glsl.js
  96. 1 1
      src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl.js
  97. 1 1
      src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl.js
  98. 1 1
      src/renderers/shaders/ShaderLib/equirect_frag.glsl.js
  99. 1 1
      src/renderers/shaders/ShaderLib/equirect_vert.glsl.js
  100. 1 1
      src/renderers/shaders/ShaderLib/linedashed_frag.glsl.js

+ 1 - 1
src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_ALPHAMAP
 #ifdef USE_ALPHAMAP
 
 
 	diffuseColor.a *= texture2D( alphaMap, vUv ).g;
 	diffuseColor.a *= texture2D( alphaMap, vUv ).g;

+ 1 - 1
src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_ALPHAMAP
 #ifdef USE_ALPHAMAP
 
 
 	uniform sampler2D alphaMap;
 	uniform sampler2D alphaMap;

+ 1 - 1
src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef ALPHATEST
 #ifdef ALPHATEST
 
 
 	if ( diffuseColor.a < ALPHATEST ) discard;
 	if ( diffuseColor.a < ALPHATEST ) discard;

+ 1 - 1
src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_AOMAP
 #ifdef USE_AOMAP
 
 
 	// reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture
 	// reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture

+ 1 - 1
src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_AOMAP
 #ifdef USE_AOMAP
 
 
 	uniform sampler2D aoMap;
 	uniform sampler2D aoMap;

+ 1 - 1
src/renderers/shaders/ShaderChunk/begin_vertex.glsl.js

@@ -1,3 +1,3 @@
-export default `
+export default /* glsl */`
 vec3 transformed = vec3( position );
 vec3 transformed = vec3( position );
 `;
 `;

+ 1 - 1
src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl.js

@@ -1,3 +1,3 @@
-export default `
+export default /* glsl */`
 vec3 objectNormal = vec3( normal );
 vec3 objectNormal = vec3( normal );
 `;
 `;

+ 1 - 1
src/renderers/shaders/ShaderChunk/bsdfs.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {
 float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {
 
 
 #if defined ( PHYSICALLY_CORRECT_LIGHTS )
 #if defined ( PHYSICALLY_CORRECT_LIGHTS )

+ 1 - 1
src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_BUMPMAP
 #ifdef USE_BUMPMAP
 
 
 	uniform sampler2D bumpMap;
 	uniform sampler2D bumpMap;

+ 1 - 1
src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if NUM_CLIPPING_PLANES > 0
 #if NUM_CLIPPING_PLANES > 0
 
 
 	vec4 plane;
 	vec4 plane;

+ 1 - 1
src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if NUM_CLIPPING_PLANES > 0
 #if NUM_CLIPPING_PLANES > 0
 
 
 	#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )
 	#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )

+ 1 - 1
src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )
 #if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )
 	varying vec3 vViewPosition;
 	varying vec3 vViewPosition;
 #endif
 #endif

+ 1 - 1
src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )
 #if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )
 	vViewPosition = - mvPosition.xyz;
 	vViewPosition = - mvPosition.xyz;
 #endif
 #endif

+ 1 - 1
src/renderers/shaders/ShaderChunk/color_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_COLOR
 #ifdef USE_COLOR
 
 
 	diffuseColor.rgb *= vColor;
 	diffuseColor.rgb *= vColor;

+ 1 - 1
src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_COLOR
 #ifdef USE_COLOR
 
 
 	varying vec3 vColor;
 	varying vec3 vColor;

+ 1 - 1
src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_COLOR
 #ifdef USE_COLOR
 
 
 	varying vec3 vColor;
 	varying vec3 vColor;

+ 1 - 1
src/renderers/shaders/ShaderChunk/color_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_COLOR
 #ifdef USE_COLOR
 
 
 	vColor.xyz = color.xyz;
 	vColor.xyz = color.xyz;

+ 1 - 1
src/renderers/shaders/ShaderChunk/common.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #define PI 3.14159265359
 #define PI 3.14159265359
 #define PI2 6.28318530718
 #define PI2 6.28318530718
 #define PI_HALF 1.5707963267949
 #define PI_HALF 1.5707963267949

+ 1 - 1
src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef ENVMAP_TYPE_CUBE_UV
 #ifdef ENVMAP_TYPE_CUBE_UV
 
 
 #define cubeUV_textureSize (1024.0)
 #define cubeUV_textureSize (1024.0)

+ 1 - 1
src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 vec3 transformedNormal = normalMatrix * objectNormal;
 vec3 transformedNormal = normalMatrix * objectNormal;
 
 
 #ifdef FLIP_SIDED
 #ifdef FLIP_SIDED

+ 1 - 1
src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_DISPLACEMENTMAP
 #ifdef USE_DISPLACEMENTMAP
 
 
 	uniform sampler2D displacementMap;
 	uniform sampler2D displacementMap;

+ 1 - 1
src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_DISPLACEMENTMAP
 #ifdef USE_DISPLACEMENTMAP
 
 
 	transformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );
 	transformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );

+ 1 - 1
src/renderers/shaders/ShaderChunk/dithering_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if defined( DITHERING )
 #if defined( DITHERING )
 
 
   gl_FragColor.rgb = dithering( gl_FragColor.rgb );
   gl_FragColor.rgb = dithering( gl_FragColor.rgb );

+ 1 - 1
src/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if defined( DITHERING )
 #if defined( DITHERING )
 
 
 	// based on https://www.shadertoy.com/view/MslGR8
 	// based on https://www.shadertoy.com/view/MslGR8

+ 1 - 1
src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_EMISSIVEMAP
 #ifdef USE_EMISSIVEMAP
 
 
 	vec4 emissiveColor = texture2D( emissiveMap, vUv );
 	vec4 emissiveColor = texture2D( emissiveMap, vUv );

+ 1 - 1
src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_EMISSIVEMAP
 #ifdef USE_EMISSIVEMAP
 
 
 	uniform sampler2D emissiveMap;
 	uniform sampler2D emissiveMap;

+ 1 - 1
src/renderers/shaders/ShaderChunk/encodings_fragment.glsl.js

@@ -1,3 +1,3 @@
-export default `
+export default /* glsl */`
   gl_FragColor = linearToOutputTexel( gl_FragColor );
   gl_FragColor = linearToOutputTexel( gl_FragColor );
 `;
 `;

+ 1 - 1
src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 // 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/
 // 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 ) {
 vec4 LinearToLinear( in vec4 value ) {

+ 1 - 1
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_ENVMAP
 #ifdef USE_ENVMAP
 
 
 	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
 	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )

+ 1 - 1
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if defined( USE_ENVMAP ) || defined( PHYSICAL )
 #if defined( USE_ENVMAP ) || defined( PHYSICAL )
 	uniform float reflectivity;
 	uniform float reflectivity;
 	uniform float envMapIntensity;
 	uniform float envMapIntensity;

+ 1 - 1
src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_ENVMAP
 #ifdef USE_ENVMAP
 
 
 	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
 	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )

+ 1 - 1
src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if defined( USE_ENVMAP ) && defined( PHYSICAL )
 #if defined( USE_ENVMAP ) && defined( PHYSICAL )
 
 
 	vec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) {
 	vec3 getLightProbeIndirectIrradiance( /*const in SpecularLightProbe specularLightProbe,*/ const in GeometricContext geometry, const in int maxMIPLevel ) {

+ 1 - 1
src/renderers/shaders/ShaderChunk/envmap_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_ENVMAP
 #ifdef USE_ENVMAP
 
 
 	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )
 	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )

+ 1 - 1
src/renderers/shaders/ShaderChunk/fog_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_FOG
 #ifdef USE_FOG
 
 
 	#ifdef FOG_EXP2
 	#ifdef FOG_EXP2

+ 1 - 1
src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_FOG
 #ifdef USE_FOG
 
 
 	uniform vec3 fogColor;
 	uniform vec3 fogColor;

+ 1 - 1
src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_FOG
 #ifdef USE_FOG
 
 
 	varying float fogDepth;
 	varying float fogDepth;

+ 1 - 1
src/renderers/shaders/ShaderChunk/fog_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_FOG
 #ifdef USE_FOG
 
 
 	fogDepth = -mvPosition.z;
 	fogDepth = -mvPosition.z;

+ 1 - 1
src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef TOON
 #ifdef TOON
 
 
 	uniform sampler2D gradientMap;
 	uniform sampler2D gradientMap;

+ 1 - 1
src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_LIGHTMAP
 #ifdef USE_LIGHTMAP
 
 
 	reflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage
 	reflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage

+ 1 - 1
src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_LIGHTMAP
 #ifdef USE_LIGHTMAP
 
 
 	uniform sampler2D lightMap;
 	uniform sampler2D lightMap;

+ 1 - 1
src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 /**
 /**
  * This is a template that can be used to light a material, it uses pluggable
  * This is a template that can be used to light a material, it uses pluggable
  * RenderEquations (RE)for specific lighting scenarios.
  * RenderEquations (RE)for specific lighting scenarios.

+ 1 - 1
src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if defined( RE_IndirectDiffuse )
 #if defined( RE_IndirectDiffuse )
 
 
 	RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );
 	RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );

+ 1 - 1
src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if defined( RE_IndirectDiffuse )
 #if defined( RE_IndirectDiffuse )
 
 
 	#ifdef USE_LIGHTMAP
 	#ifdef USE_LIGHTMAP

+ 1 - 1
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 vec3 diffuse = vec3( 1.0 );
 vec3 diffuse = vec3( 1.0 );
 
 
 GeometricContext geometry;
 GeometricContext geometry;

+ 1 - 1
src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 uniform vec3 ambientLightColor;
 uniform vec3 ambientLightColor;
 
 
 vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
 vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {

+ 1 - 1
src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 BlinnPhongMaterial material;
 BlinnPhongMaterial material;
 material.diffuseColor = diffuseColor.rgb;
 material.diffuseColor = diffuseColor.rgb;
 material.specularColor = specular;
 material.specularColor = specular;

+ 1 - 1
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 varying vec3 vViewPosition;
 varying vec3 vViewPosition;
 
 
 #ifndef FLAT_SHADED
 #ifndef FLAT_SHADED

+ 1 - 1
src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 PhysicalMaterial material;
 PhysicalMaterial material;
 material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
 material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
 material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );
 material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );

+ 1 - 1
src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 struct PhysicalMaterial {
 struct PhysicalMaterial {
 
 
 	vec3	diffuseColor;
 	vec3	diffuseColor;

+ 1 - 1
src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )
 #if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )
 
 
 	gl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;
 	gl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;

+ 1 - 1
src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )
 #if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )
 
 
 	uniform float logDepthBufFC;
 	uniform float logDepthBufFC;

+ 1 - 1
src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_LOGDEPTHBUF
 #ifdef USE_LOGDEPTHBUF
 
 
 	#ifdef USE_LOGDEPTHBUF_EXT
 	#ifdef USE_LOGDEPTHBUF_EXT

+ 1 - 1
src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_LOGDEPTHBUF
 #ifdef USE_LOGDEPTHBUF
 
 
 	#ifdef USE_LOGDEPTHBUF_EXT
 	#ifdef USE_LOGDEPTHBUF_EXT

+ 1 - 1
src/renderers/shaders/ShaderChunk/map_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_MAP
 #ifdef USE_MAP
 
 
 	vec4 texelColor = texture2D( map, vUv );
 	vec4 texelColor = texture2D( map, vUv );

+ 1 - 1
src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_MAP
 #ifdef USE_MAP
 
 
 	uniform sampler2D map;
 	uniform sampler2D map;

+ 1 - 1
src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_MAP
 #ifdef USE_MAP
 
 
 	vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;
 	vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;

+ 1 - 1
src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_MAP
 #ifdef USE_MAP
 
 
 	uniform mat3 uvTransform;
 	uniform mat3 uvTransform;

+ 1 - 1
src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 float metalnessFactor = metalness;
 float metalnessFactor = metalness;
 
 
 #ifdef USE_METALNESSMAP
 #ifdef USE_METALNESSMAP

+ 1 - 1
src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_METALNESSMAP
 #ifdef USE_METALNESSMAP
 
 
 	uniform sampler2D metalnessMap;
 	uniform sampler2D metalnessMap;

+ 1 - 1
src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_MORPHNORMALS
 #ifdef USE_MORPHNORMALS
 
 
 	objectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];
 	objectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];

+ 1 - 1
src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_MORPHTARGETS
 #ifdef USE_MORPHTARGETS
 
 
 	#ifndef USE_MORPHNORMALS
 	#ifndef USE_MORPHNORMALS

+ 1 - 1
src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_MORPHTARGETS
 #ifdef USE_MORPHTARGETS
 
 
 	transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];
 	transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];

+ 1 - 1
src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef FLAT_SHADED
 #ifdef FLAT_SHADED
 
 
 	// Workaround for Adreno/Nexus5 not able able to do dFdx( vViewPosition ) ...
 	// Workaround for Adreno/Nexus5 not able able to do dFdx( vViewPosition ) ...

+ 1 - 1
src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_NORMALMAP
 #ifdef USE_NORMALMAP
 
 
 	#ifdef OBJECTSPACE_NORMALMAP
 	#ifdef OBJECTSPACE_NORMALMAP

+ 1 - 1
src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_NORMALMAP
 #ifdef USE_NORMALMAP
 
 
 	uniform sampler2D normalMap;
 	uniform sampler2D normalMap;

+ 1 - 1
src/renderers/shaders/ShaderChunk/packing.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 vec3 packNormalToRGB( const in vec3 normal ) {
 vec3 packNormalToRGB( const in vec3 normal ) {
 	return normalize( normal ) * 0.5 + 0.5;
 	return normalize( normal ) * 0.5 + 0.5;
 }
 }

+ 1 - 1
src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef PREMULTIPLIED_ALPHA
 #ifdef PREMULTIPLIED_ALPHA
 
 
 	// Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation.
 	// Get get normal blending with premultipled, use with CustomBlending, OneFactor, OneMinusSrcAlphaFactor, AddEquation.

+ 1 - 1
src/renderers/shaders/ShaderChunk/project_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );
 vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );
 
 
 gl_Position = projectionMatrix * mvPosition;
 gl_Position = projectionMatrix * mvPosition;

+ 1 - 1
src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 float roughnessFactor = roughness;
 float roughnessFactor = roughness;
 
 
 #ifdef USE_ROUGHNESSMAP
 #ifdef USE_ROUGHNESSMAP

+ 1 - 1
src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_ROUGHNESSMAP
 #ifdef USE_ROUGHNESSMAP
 
 
 	uniform sampler2D roughnessMap;
 	uniform sampler2D roughnessMap;

+ 1 - 1
src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_SHADOWMAP
 #ifdef USE_SHADOWMAP
 
 
 	#if NUM_DIR_LIGHTS > 0
 	#if NUM_DIR_LIGHTS > 0

+ 1 - 1
src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_SHADOWMAP
 #ifdef USE_SHADOWMAP
 
 
 	#if NUM_DIR_LIGHTS > 0
 	#if NUM_DIR_LIGHTS > 0

+ 1 - 1
src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_SHADOWMAP
 #ifdef USE_SHADOWMAP
 
 
 	#if NUM_DIR_LIGHTS > 0
 	#if NUM_DIR_LIGHTS > 0

+ 1 - 1
src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 float getShadowMask() {
 float getShadowMask() {
 
 
 	float shadow = 1.0;
 	float shadow = 1.0;

+ 1 - 1
src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_SKINNING
 #ifdef USE_SKINNING
 
 
 	mat4 boneMatX = getBoneMatrix( skinIndex.x );
 	mat4 boneMatX = getBoneMatrix( skinIndex.x );

+ 1 - 1
src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_SKINNING
 #ifdef USE_SKINNING
 
 
 	uniform mat4 bindMatrix;
 	uniform mat4 bindMatrix;

+ 1 - 1
src/renderers/shaders/ShaderChunk/skinning_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_SKINNING
 #ifdef USE_SKINNING
 
 
 	vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );
 	vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );

+ 1 - 1
src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_SKINNING
 #ifdef USE_SKINNING
 
 
 	mat4 skinMatrix = mat4( 0.0 );
 	mat4 skinMatrix = mat4( 0.0 );

+ 1 - 1
src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 float specularStrength;
 float specularStrength;
 
 
 #ifdef USE_SPECULARMAP
 #ifdef USE_SPECULARMAP

+ 1 - 1
src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifdef USE_SPECULARMAP
 #ifdef USE_SPECULARMAP
 
 
 	uniform sampler2D specularMap;
 	uniform sampler2D specularMap;

+ 1 - 1
src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if defined( TONE_MAPPING )
 #if defined( TONE_MAPPING )
 
 
   gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );
   gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );

+ 1 - 1
src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #ifndef saturate
 #ifndef saturate
 	#define saturate(a) clamp( a, 0.0, 1.0 )
 	#define saturate(a) clamp( a, 0.0, 1.0 )
 #endif
 #endif

+ 1 - 1
src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
 #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
 
 
 	varying vec2 vUv2;
 	varying vec2 vUv2;

+ 1 - 1
src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
 #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
 
 
 	attribute vec2 uv2;
 	attribute vec2 uv2;

+ 1 - 1
src/renderers/shaders/ShaderChunk/uv2_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
 #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
 
 
 	vUv2 = uv2;
 	vUv2 = uv2;

+ 1 - 1
src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #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 )
 #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;
 	varying vec2 vUv;

+ 1 - 1
src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #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 )
 #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;
 	varying vec2 vUv;

+ 1 - 1
src/renderers/shaders/ShaderChunk/uv_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #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 )
 #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;
 	vUv = ( uvTransform * vec3( uv, 1 ) ).xy;

+ 1 - 1
src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )
 #if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )
 
 
 	vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );
 	vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );

+ 1 - 1
src/renderers/shaders/ShaderLib/background_frag.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 uniform sampler2D t2D;
 uniform sampler2D t2D;
 
 
 varying vec2 vUv;
 varying vec2 vUv;

+ 1 - 1
src/renderers/shaders/ShaderLib/background_vert.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 varying vec2 vUv;
 varying vec2 vUv;
 uniform mat3 uvTransform;
 uniform mat3 uvTransform;
 
 

+ 1 - 1
src/renderers/shaders/ShaderLib/cube_frag.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 uniform samplerCube tCube;
 uniform samplerCube tCube;
 uniform float tFlip;
 uniform float tFlip;
 uniform float opacity;
 uniform float opacity;

+ 1 - 1
src/renderers/shaders/ShaderLib/cube_vert.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 varying vec3 vWorldDirection;
 varying vec3 vWorldDirection;
 
 
 #include <common>
 #include <common>

+ 1 - 1
src/renderers/shaders/ShaderLib/depth_frag.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #if DEPTH_PACKING == 3200
 #if DEPTH_PACKING == 3200
 
 
 	uniform float opacity;
 	uniform float opacity;

+ 1 - 1
src/renderers/shaders/ShaderLib/depth_vert.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #include <common>
 #include <common>
 #include <uv_pars_vertex>
 #include <uv_pars_vertex>
 #include <displacementmap_pars_vertex>
 #include <displacementmap_pars_vertex>

+ 1 - 1
src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #define DISTANCE
 #define DISTANCE
 
 
 uniform vec3 referencePosition;
 uniform vec3 referencePosition;

+ 1 - 1
src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 #define DISTANCE
 #define DISTANCE
 
 
 varying vec3 vWorldPosition;
 varying vec3 vWorldPosition;

+ 1 - 1
src/renderers/shaders/ShaderLib/equirect_frag.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 uniform sampler2D tEquirect;
 uniform sampler2D tEquirect;
 
 
 varying vec3 vWorldDirection;
 varying vec3 vWorldDirection;

+ 1 - 1
src/renderers/shaders/ShaderLib/equirect_vert.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 varying vec3 vWorldDirection;
 varying vec3 vWorldDirection;
 
 
 #include <common>
 #include <common>

+ 1 - 1
src/renderers/shaders/ShaderLib/linedashed_frag.glsl.js

@@ -1,4 +1,4 @@
-export default `
+export default /* glsl */`
 uniform vec3 diffuse;
 uniform vec3 diffuse;
 uniform float opacity;
 uniform float opacity;
 
 

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