2
0
Эх сурвалжийг харах

Converted .glsl files to .glsl.js

Mr.doob 6 жил өмнө
parent
commit
9c72101d1f
100 өөрчлөгдсөн 348 нэмэгдсэн , 151 устгасан
  1. 2 2
      examples/files.js
  2. 16 10
      rollup.config.js
  3. 119 119
      src/renderers/shaders/ShaderChunk.js
  4. 2 0
      src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl.js
  5. 2 0
      src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl.js
  6. 2 0
      src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl.js
  7. 2 0
      src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js
  8. 3 1
      src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl.js
  9. 2 1
      src/renderers/shaders/ShaderChunk/begin_vertex.glsl.js
  10. 2 1
      src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl.js
  11. 2 0
      src/renderers/shaders/ShaderChunk/bsdfs.glsl.js
  12. 2 0
      src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl.js
  13. 2 0
      src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl.js
  14. 2 0
      src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.js
  15. 2 0
      src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.js
  16. 2 1
      src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js
  17. 3 1
      src/renderers/shaders/ShaderChunk/color_fragment.glsl.js
  18. 2 0
      src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl.js
  19. 3 1
      src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl.js
  20. 3 1
      src/renderers/shaders/ShaderChunk/color_vertex.glsl.js
  21. 2 0
      src/renderers/shaders/ShaderChunk/common.glsl.js
  22. 2 0
      src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl.js
  23. 2 0
      src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js
  24. 2 0
      src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl.js
  25. 2 0
      src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl.js
  26. 2 0
      src/renderers/shaders/ShaderChunk/dithering_fragment.glsl.js
  27. 2 0
      src/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl.js
  28. 2 0
      src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl.js
  29. 2 0
      src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl.js
  30. 2 0
      src/renderers/shaders/ShaderChunk/encodings_fragment.glsl.js
  31. 2 0
      src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl.js
  32. 2 0
      src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js
  33. 2 0
      src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl.js
  34. 2 0
      src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl.js
  35. 2 0
      src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js
  36. 2 0
      src/renderers/shaders/ShaderChunk/envmap_vertex.glsl.js
  37. 2 0
      src/renderers/shaders/ShaderChunk/fog_fragment.glsl.js
  38. 2 0
      src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl.js
  39. 2 0
      src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl.js
  40. 2 0
      src/renderers/shaders/ShaderChunk/fog_vertex.glsl.js
  41. 2 0
      src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl.js
  42. 2 0
      src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl.js
  43. 3 1
      src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl.js
  44. 2 0
      src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js
  45. 2 0
      src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js
  46. 2 0
      src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js
  47. 2 0
      src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl.js
  48. 2 0
      src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js
  49. 2 0
      src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl.js
  50. 2 0
      src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js
  51. 2 0
      src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js
  52. 2 0
      src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js
  53. 3 1
      src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl.js
  54. 2 0
      src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl.js
  55. 2 0
      src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl.js
  56. 2 0
      src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js
  57. 2 0
      src/renderers/shaders/ShaderChunk/map_fragment.glsl.js
  58. 2 0
      src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl.js
  59. 2 0
      src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl.js
  60. 2 0
      src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl.js
  61. 2 0
      src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl.js
  62. 3 1
      src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl.js
  63. 2 0
      src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl.js
  64. 3 1
      src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl.js
  65. 2 0
      src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl.js
  66. 2 0
      src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js
  67. 2 0
      src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl.js
  68. 2 0
      src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl.js
  69. 2 0
      src/renderers/shaders/ShaderChunk/packing.glsl.js
  70. 2 0
      src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl.js
  71. 2 0
      src/renderers/shaders/ShaderChunk/project_vertex.glsl.js
  72. 2 0
      src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl.js
  73. 3 1
      src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl.js
  74. 2 0
      src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js
  75. 2 0
      src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.js
  76. 2 0
      src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js
  77. 2 0
      src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.js
  78. 3 1
      src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl.js
  79. 2 0
      src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl.js
  80. 2 0
      src/renderers/shaders/ShaderChunk/skinning_vertex.glsl.js
  81. 2 0
      src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl.js
  82. 3 1
      src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl.js
  83. 3 1
      src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl.js
  84. 2 0
      src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl.js
  85. 2 0
      src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl.js
  86. 3 1
      src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl.js
  87. 3 1
      src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl.js
  88. 3 1
      src/renderers/shaders/ShaderChunk/uv2_vertex.glsl.js
  89. 3 1
      src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl.js
  90. 2 0
      src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl.js
  91. 3 1
      src/renderers/shaders/ShaderChunk/uv_vertex.glsl.js
  92. 2 0
      src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl.js
  93. 2 0
      src/renderers/shaders/ShaderLib/background_frag.glsl.js
  94. 2 0
      src/renderers/shaders/ShaderLib/background_vert.glsl.js
  95. 2 0
      src/renderers/shaders/ShaderLib/cube_frag.glsl.js
  96. 2 0
      src/renderers/shaders/ShaderLib/cube_vert.glsl.js
  97. 2 0
      src/renderers/shaders/ShaderLib/depth_frag.glsl.js
  98. 2 0
      src/renderers/shaders/ShaderLib/depth_vert.glsl.js
  99. 2 0
      src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl.js
  100. 2 0
      src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl.js

+ 2 - 2
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",

+ 16 - 10
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: '' }
 			};
 
 		}
 
-	};
+	}
 
 }
 

+ 119 - 119
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,

+ 2 - 0
src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl → src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef USE_ALPHAMAP
 
 	diffuseColor.a *= texture2D( alphaMap, vUv ).g;
 
 #endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl → src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef USE_ALPHAMAP
 
 	uniform sampler2D alphaMap;
 
 #endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl → src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef ALPHATEST
 
 	if ( diffuseColor.a < ALPHATEST ) discard;
 
 #endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/aomap_fragment.glsl → 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
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl → 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
+#endif
+`;

+ 2 - 1
src/renderers/shaders/ShaderChunk/begin_vertex.glsl → src/renderers/shaders/ShaderChunk/begin_vertex.glsl.js

@@ -1,2 +1,3 @@
-
+export default `
 vec3 transformed = vec3( position );
+`;

+ 2 - 1
src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl → src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl.js

@@ -1,2 +1,3 @@
-
+export default `
 vec3 objectNormal = vec3( normal );
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/bsdfs.glsl → 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 ) );
 }
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/clipping_planes_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl → 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
+`;

+ 2 - 1
src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl → 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
-
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/color_fragment.glsl → src/renderers/shaders/ShaderChunk/color_fragment.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef USE_COLOR
 
 	diffuseColor.rgb *= vColor;
 
-#endif
+#endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl → src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef USE_COLOR
 
 	varying vec3 vColor;
 
 #endif
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl → src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef USE_COLOR
 
 	varying vec3 vColor;
 
-#endif
+#endif
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/color_vertex.glsl → src/renderers/shaders/ShaderChunk/color_vertex.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef USE_COLOR
 
 	vColor.xyz = color.xyz;
 
-#endif
+#endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/common.glsl → 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 );
 
 }
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/dithering_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/dithering_pars_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl → src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef USE_EMISSIVEMAP
 
 	uniform sampler2D emissiveMap;
 
 #endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/encodings_fragment.glsl → src/renderers/shaders/ShaderChunk/encodings_fragment.glsl.js

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

+ 2 - 0
src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl → 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 );
 }
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/envmap_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/fog_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl → src/renderers/shaders/ShaderChunk/fog_pars_vertex.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef USE_FOG
 
 	varying float fogDepth;
 
 #endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/fog_vertex.glsl → src/renderers/shaders/ShaderChunk/fog_vertex.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef USE_FOG
 
 	fogDepth = -mvPosition.z;
 
 #endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/gradientmap_pars_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl → 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
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl → 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
+#endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl → 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;
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl → 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)
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl → 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 );
 
 }
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl → 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
+#endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/map_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl → src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef USE_MAP
 
 	uniform sampler2D map;
 
 #endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl → 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
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl → src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef USE_METALNESSMAP
 
 	uniform sampler2D metalnessMap;
 
-#endif
+#endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl → 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
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl → 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
+#endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/packing.glsl → 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 );
 }
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/project_vertex.glsl → 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;
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl → 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
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl → src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef USE_ROUGHNESSMAP
 
 	uniform sampler2D roughnessMap;
 
-#endif
+#endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl → 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;
 
 }
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl → 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
+#endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/skinning_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl → 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
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl → 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
+#endif
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl → src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #ifdef USE_SPECULARMAP
 
 	uniform sampler2D specularMap;
 
-#endif
+#endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl → 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 ) );
 
 }
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl → 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
+#endif
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl → 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
+#endif
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/uv2_vertex.glsl → src/renderers/shaders/ShaderChunk/uv2_vertex.glsl.js

@@ -1,5 +1,7 @@
+export default `
 #if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )
 
 	vUv2 = uv2;
 
-#endif
+#endif
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl → 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
+#endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl → 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
+`;

+ 3 - 1
src/renderers/shaders/ShaderChunk/uv_vertex.glsl → 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
+#endif
+`;

+ 2 - 0
src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl → 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
+`;

+ 2 - 0
src/renderers/shaders/ShaderLib/background_frag.glsl → 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 <encodings_fragment>
 
 }
+`;

+ 2 - 0
src/renderers/shaders/ShaderLib/background_vert.glsl → 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 );
 
 }
+`;

+ 2 - 0
src/renderers/shaders/ShaderLib/cube_frag.glsl → 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 <encodings_fragment>
 
 }
+`;

+ 2 - 0
src/renderers/shaders/ShaderLib/cube_vert.glsl → src/renderers/shaders/ShaderLib/cube_vert.glsl.js

@@ -1,3 +1,4 @@
+export default `
 varying vec3 vWorldDirection;
 
 #include <common>
@@ -12,3 +13,4 @@ void main() {
 	gl_Position.z = gl_Position.w; // set z to camera.far
 
 }
+`;

+ 2 - 0
src/renderers/shaders/ShaderLib/depth_frag.glsl → 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
 
 }
+`;

+ 2 - 0
src/renderers/shaders/ShaderLib/depth_vert.glsl → src/renderers/shaders/ShaderLib/depth_vert.glsl.js

@@ -1,3 +1,4 @@
+export default `
 #include <common>
 #include <uv_pars_vertex>
 #include <displacementmap_pars_vertex>
@@ -29,3 +30,4 @@ void main() {
 	#include <clipping_planes_vertex>
 
 }
+`;

+ 2 - 0
src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl → 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 );
 
 }
+`;

+ 2 - 0
src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl → 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;
 
 }
+`;

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