فهرست منبع

Examples: Clean up. (#21658)

Michael Herzog 4 سال پیش
والد
کامیت
cd573e2ade
100فایلهای تغییر یافته به همراه869 افزوده شده و 386 حذف شده
  1. 10 2
      examples/js/shaders/ACESFilmicToneMappingShader.js
  2. 10 2
      examples/js/shaders/AfterimageShader.js
  3. 10 2
      examples/js/shaders/BasicShader.js
  4. 10 2
      examples/js/shaders/BleachBypassShader.js
  5. 10 2
      examples/js/shaders/BlendShader.js
  6. 10 2
      examples/js/shaders/BokehShader.js
  7. 20 4
      examples/js/shaders/BokehShader2.js
  8. 10 2
      examples/js/shaders/BrightnessContrastShader.js
  9. 10 2
      examples/js/shaders/ColorCorrectionShader.js
  10. 10 2
      examples/js/shaders/ColorifyShader.js
  11. 10 2
      examples/js/shaders/ConvolutionShader.js
  12. 10 2
      examples/js/shaders/CopyShader.js
  13. 10 2
      examples/js/shaders/DOFMipMapShader.js
  14. 10 2
      examples/js/shaders/DepthLimitedBlurShader.js
  15. 10 2
      examples/js/shaders/DigitalGlitch.js
  16. 10 2
      examples/js/shaders/DotScreenShader.js
  17. 43 35
      examples/js/shaders/FXAAShader.js
  18. 10 2
      examples/js/shaders/FilmShader.js
  19. 10 2
      examples/js/shaders/FocusShader.js
  20. 10 2
      examples/js/shaders/FreiChenShader.js
  21. 10 2
      examples/js/shaders/FresnelShader.js
  22. 10 2
      examples/js/shaders/GammaCorrectionShader.js
  23. 40 8
      examples/js/shaders/GodRaysShader.js
  24. 10 2
      examples/js/shaders/HalftoneShader.js
  25. 10 2
      examples/js/shaders/HorizontalBlurShader.js
  26. 10 2
      examples/js/shaders/HorizontalTiltShiftShader.js
  27. 10 2
      examples/js/shaders/HueSaturationShader.js
  28. 10 2
      examples/js/shaders/KaleidoShader.js
  29. 10 2
      examples/js/shaders/LuminosityHighPassShader.js
  30. 10 2
      examples/js/shaders/LuminosityShader.js
  31. 10 2
      examples/js/shaders/MirrorShader.js
  32. 10 2
      examples/js/shaders/NormalMapShader.js
  33. 10 2
      examples/js/shaders/ParallaxShader.js
  34. 10 2
      examples/js/shaders/PixelShader.js
  35. 10 2
      examples/js/shaders/RGBShiftShader.js
  36. 10 2
      examples/js/shaders/SAOShader.js
  37. 30 6
      examples/js/shaders/SMAAShader.js
  38. 10 2
      examples/js/shaders/SSAOShader.js
  39. 10 2
      examples/js/shaders/SepiaShader.js
  40. 10 2
      examples/js/shaders/SobelOperatorShader.js
  41. 10 2
      examples/js/shaders/TechnicolorShader.js
  42. 10 2
      examples/js/shaders/ToneMapShader.js
  43. 40 8
      examples/js/shaders/ToonShader.js
  44. 10 2
      examples/js/shaders/TriangleBlurShader.js
  45. 10 2
      examples/js/shaders/UnpackDepthRGBAShader.js
  46. 10 2
      examples/js/shaders/VerticalBlurShader.js
  47. 10 2
      examples/js/shaders/VerticalTiltShiftShader.js
  48. 10 2
      examples/js/shaders/VignetteShader.js
  49. 10 2
      examples/js/shaders/VolumeShader.js
  50. 10 2
      examples/js/shaders/WaterRefractionShader.js
  51. 4 4
      examples/jsm/shaders/ACESFilmicToneMappingShader.js
  52. 4 4
      examples/jsm/shaders/AfterimageShader.js
  53. 4 4
      examples/jsm/shaders/BasicShader.js
  54. 4 4
      examples/jsm/shaders/BleachBypassShader.js
  55. 4 4
      examples/jsm/shaders/BlendShader.js
  56. 5 4
      examples/jsm/shaders/BokehShader.js
  57. 8 8
      examples/jsm/shaders/BokehShader2.js
  58. 4 4
      examples/jsm/shaders/BrightnessContrastShader.js
  59. 4 4
      examples/jsm/shaders/ColorCorrectionShader.js
  60. 4 4
      examples/jsm/shaders/ColorifyShader.js
  61. 4 4
      examples/jsm/shaders/ConvolutionShader.js
  62. 4 4
      examples/jsm/shaders/CopyShader.js
  63. 4 4
      examples/jsm/shaders/DOFMipMapShader.js
  64. 5 4
      examples/jsm/shaders/DepthLimitedBlurShader.js
  65. 5 4
      examples/jsm/shaders/DigitalGlitch.js
  66. 4 4
      examples/jsm/shaders/DotScreenShader.js
  67. 5 3
      examples/jsm/shaders/FXAAShader.js
  68. 4 4
      examples/jsm/shaders/FilmShader.js
  69. 4 4
      examples/jsm/shaders/FocusShader.js
  70. 4 4
      examples/jsm/shaders/FreiChenShader.js
  71. 4 4
      examples/jsm/shaders/FresnelShader.js
  72. 4 4
      examples/jsm/shaders/GammaCorrectionShader.js
  73. 16 16
      examples/jsm/shaders/GodRaysShader.js
  74. 4 4
      examples/jsm/shaders/HalftoneShader.js
  75. 4 4
      examples/jsm/shaders/HorizontalBlurShader.js
  76. 4 4
      examples/jsm/shaders/HorizontalTiltShiftShader.js
  77. 4 4
      examples/jsm/shaders/HueSaturationShader.js
  78. 4 4
      examples/jsm/shaders/KaleidoShader.js
  79. 4 4
      examples/jsm/shaders/LuminosityHighPassShader.js
  80. 4 4
      examples/jsm/shaders/LuminosityShader.js
  81. 4 4
      examples/jsm/shaders/MirrorShader.js
  82. 4 4
      examples/jsm/shaders/NormalMapShader.js
  83. 6 4
      examples/jsm/shaders/ParallaxShader.js
  84. 4 4
      examples/jsm/shaders/PixelShader.js
  85. 4 4
      examples/jsm/shaders/RGBShiftShader.js
  86. 6 4
      examples/jsm/shaders/SAOShader.js
  87. 12 12
      examples/jsm/shaders/SMAAShader.js
  88. 4 4
      examples/jsm/shaders/SSAOShader.js
  89. 4 4
      examples/jsm/shaders/SepiaShader.js
  90. 4 4
      examples/jsm/shaders/SobelOperatorShader.js
  91. 4 4
      examples/jsm/shaders/TechnicolorShader.js
  92. 4 4
      examples/jsm/shaders/ToneMapShader.js
  93. 16 16
      examples/jsm/shaders/ToonShader.js
  94. 4 4
      examples/jsm/shaders/TriangleBlurShader.js
  95. 4 4
      examples/jsm/shaders/UnpackDepthRGBAShader.js
  96. 4 4
      examples/jsm/shaders/VerticalBlurShader.js
  97. 4 4
      examples/jsm/shaders/VerticalTiltShiftShader.js
  98. 4 4
      examples/jsm/shaders/VignetteShader.js
  99. 6 4
      examples/jsm/shaders/VolumeShader.js
  100. 4 4
      examples/jsm/shaders/WaterRefractionShader.js

+ 10 - 2
examples/js/shaders/ACESFilmicToneMappingShader.js

@@ -16,7 +16,11 @@
 				value: 1.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -24,7 +28,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `#define saturate(a) clamp( a, 0.0, 1.0 )
+		fragmentShader:
+	/* glsl */
+	`
+
+		#define saturate(a) clamp( a, 0.0, 1.0 )
 
 		uniform sampler2D tDiffuse;
 

+ 10 - 2
examples/js/shaders/AfterimageShader.js

@@ -17,7 +17,11 @@
 				value: null
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -25,7 +29,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform float damp;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform float damp;
 
 		uniform sampler2D tOld;
 		uniform sampler2D tNew;

+ 10 - 2
examples/js/shaders/BasicShader.js

@@ -5,12 +5,20 @@
  */
 	const BasicShader = {
 		uniforms: {},
-		vertexShader: `void main() {
+		vertexShader:
+	/* glsl */
+	`
+
+		void main() {
 
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `void main() {
+		fragmentShader:
+	/* glsl */
+	`
+
+		void main() {
 
 			gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );
 

+ 10 - 2
examples/js/shaders/BleachBypassShader.js

@@ -14,7 +14,11 @@
 				value: 1.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -22,7 +26,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform float opacity;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform float opacity;
 
 		uniform sampler2D tDiffuse;
 

+ 10 - 2
examples/js/shaders/BlendShader.js

@@ -18,7 +18,11 @@
 				value: 1.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -26,7 +30,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform float opacity;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform float opacity;
 		uniform float mixRatio;
 
 		uniform sampler2D tDiffuse1;

+ 10 - 2
examples/js/shaders/BokehShader.js

@@ -36,7 +36,11 @@
 				value: 1000.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -44,7 +48,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `#include <common>
+		fragmentShader:
+	/* glsl */
+	`
+
+		#include <common>
 
 		varying vec2 vUv;
 

+ 20 - 4
examples/js/shaders/BokehShader2.js

@@ -80,7 +80,11 @@
 				value: new THREE.Vector2()
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -88,7 +92,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `#include <common>
+		fragmentShader:
+	/* glsl */
+	`
+
+		#include <common>
 
 		varying vec2 vUv;
 
@@ -383,7 +391,11 @@
 				value: 1000.0
 			}
 		},
-		vertexShader: `varying float vViewZDepth;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying float vViewZDepth;
 
 		void main() {
 
@@ -393,7 +405,11 @@
 			vViewZDepth = - mvPosition.z;
 
 		}`,
-		fragmentShader: `uniform float mNear;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform float mNear;
 		uniform float mFar;
 
 		varying float vViewZDepth;

+ 10 - 2
examples/js/shaders/BrightnessContrastShader.js

@@ -18,7 +18,11 @@
 				value: 0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -27,7 +31,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform float brightness;
 		uniform float contrast;
 

+ 10 - 2
examples/js/shaders/ColorCorrectionShader.js

@@ -19,7 +19,11 @@
 				value: new THREE.Vector3( 0, 0, 0 )
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -28,7 +32,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform vec3 powRGB;
 		uniform vec3 mulRGB;
 		uniform vec3 addRGB;

+ 10 - 2
examples/js/shaders/ColorifyShader.js

@@ -13,7 +13,11 @@
 				value: new THREE.Color( 0xffffff )
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -21,7 +25,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform vec3 color;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform vec3 color;
 		uniform sampler2D tDiffuse;
 
 		varying vec2 vUv;

+ 10 - 2
examples/js/shaders/ConvolutionShader.js

@@ -22,7 +22,11 @@
 				value: []
 			}
 		},
-		vertexShader: `uniform vec2 uImageIncrement;
+		vertexShader:
+	/* glsl */
+	`
+
+		uniform vec2 uImageIncrement;
 
 		varying vec2 vUv;
 
@@ -32,7 +36,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform float cKernel[ KERNEL_SIZE_INT ];
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform float cKernel[ KERNEL_SIZE_INT ];
 
 		uniform sampler2D tDiffuse;
 		uniform vec2 uImageIncrement;

+ 10 - 2
examples/js/shaders/CopyShader.js

@@ -12,7 +12,11 @@
 				value: 1.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -20,7 +24,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform float opacity;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform float opacity;
 
 		uniform sampler2D tDiffuse;
 

+ 10 - 2
examples/js/shaders/DOFMipMapShader.js

@@ -20,7 +20,11 @@
 				value: 1.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -28,7 +32,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform float focus;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform float focus;
 		uniform float maxblur;
 
 		uniform sampler2D tColor;

+ 10 - 2
examples/js/shaders/DepthLimitedBlurShader.js

@@ -36,7 +36,11 @@
 				value: 10
 			}
 		},
-		vertexShader: `#include <common>
+		vertexShader:
+	/* glsl */
+	`
+
+		#include <common>
 
 		uniform vec2 size;
 
@@ -49,7 +53,11 @@
 
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 		}`,
-		fragmentShader: `#include <common>
+		fragmentShader:
+	/* glsl */
+	`
+
+		#include <common>
 		#include <packing>
 
 		uniform sampler2D tDiffuse;

+ 10 - 2
examples/js/shaders/DigitalGlitch.js

@@ -50,12 +50,20 @@
 				value: 0.05
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 		void main() {
 			vUv = uv;
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 		}`,
-		fragmentShader: `uniform int byp; //should we apply the glitch ?
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform int byp; //should we apply the glitch ?
 
 		uniform sampler2D tDiffuse;
 		uniform sampler2D tDisp;

+ 10 - 2
examples/js/shaders/DotScreenShader.js

@@ -24,7 +24,11 @@
 				value: 1.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -32,7 +36,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform vec2 center;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform vec2 center;
 		uniform float angle;
 		uniform float scale;
 		uniform vec2 tSize;

+ 43 - 35
examples/js/shaders/FXAAShader.js

@@ -16,7 +16,11 @@
 				value: new THREE.Vector2( 1 / 1024, 1 / 512 )
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -25,40 +29,44 @@
 
 		}`,
 		fragmentShader: // FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro ([email protected])
-	//----------------------------------------------------------------------------------
-	// File:				es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
-	// SDK Version: v3.00
-	// Email:			 [email protected]
-	// Site:				http://developer.nvidia.com/
-	//
-	// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
-	//
-	// Redistribution and use in source and binary forms, with or without
-	// modification, are permitted provided that the following conditions
-	// are met:
-	//	* Redistributions of source code must retain the above copyright
-	//		notice, this list of conditions and the following disclaimer.
-	//	* Redistributions in binary form must reproduce the above copyright
-	//		notice, this list of conditions and the following disclaimer in the
-	//		documentation and/or other materials provided with the distribution.
-	//	* Neither the name of NVIDIA CORPORATION nor the names of its
-	//		contributors may be used to endorse or promote products derived
-	//		from this software without specific prior written permission.
-	//
-	// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS\'\' AND ANY
-	// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-	// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
-	// PURPOSE ARE DISCLAIMED.	IN NO EVENT SHALL THE COPYRIGHT OWNER OR
-	// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
-	// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
-	// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
-	// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
-	// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-	// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-	// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-	//
-	//----------------------------------------------------------------------------------
-	`precision highp float;
+		//----------------------------------------------------------------------------------
+		// File:				es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
+		// SDK Version: v3.00
+		// Email:			 [email protected]
+		// Site:				http://developer.nvidia.com/
+		//
+		// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
+		//
+		// Redistribution and use in source and binary forms, with or without
+		// modification, are permitted provided that the following conditions
+		// are met:
+		//	* Redistributions of source code must retain the above copyright
+		//		notice, this list of conditions and the following disclaimer.
+		//	* Redistributions in binary form must reproduce the above copyright
+		//		notice, this list of conditions and the following disclaimer in the
+		//		documentation and/or other materials provided with the distribution.
+		//	* Neither the name of NVIDIA CORPORATION nor the names of its
+		//		contributors may be used to endorse or promote products derived
+		//		from this software without specific prior written permission.
+		//
+		// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS\'\' AND ANY
+		// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+		// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+		// PURPOSE ARE DISCLAIMED.	IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+		// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+		// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+		// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+		// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+		// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+		// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+		// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+		//
+		//----------------------------------------------------------------------------------
+
+	/* glsl */
+	`
+
+		precision highp float;
 
 		uniform sampler2D tDiffuse;
 

+ 10 - 2
examples/js/shaders/FilmShader.js

@@ -40,7 +40,11 @@
 				value: 1
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -48,7 +52,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `#include <common>
+		fragmentShader:
+	/* glsl */
+	`
+
+		#include <common>
 
 		// control parameter
 		uniform float time;

+ 10 - 2
examples/js/shaders/FocusShader.js

@@ -23,7 +23,11 @@
 				value: 0.00125
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -31,7 +35,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform float screenWidth;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform float screenWidth;
 		uniform float screenHeight;
 		uniform float sampleDistance;
 		uniform float waveFactor;

+ 10 - 2
examples/js/shaders/FreiChenShader.js

@@ -16,7 +16,11 @@
 				value: new THREE.Vector2( 512, 512 )
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -24,7 +28,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		varying vec2 vUv;
 
 		uniform vec2 aspect;

+ 10 - 2
examples/js/shaders/FresnelShader.js

@@ -21,7 +21,11 @@
 				value: null
 			}
 		},
-		vertexShader: `uniform float mRefractionRatio;
+		vertexShader:
+	/* glsl */
+	`
+
+		uniform float mRefractionRatio;
 		uniform float mFresnelBias;
 		uniform float mFresnelScale;
 		uniform float mFresnelPower;
@@ -48,7 +52,11 @@
 			gl_Position = projectionMatrix * mvPosition;
 
 		}`,
-		fragmentShader: `uniform samplerCube tCube;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform samplerCube tCube;
 
 		varying vec3 vReflect;
 		varying vec3 vRefract[3];

+ 10 - 2
examples/js/shaders/GammaCorrectionShader.js

@@ -10,7 +10,11 @@
 				value: null
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -18,7 +22,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 
 		varying vec2 vUv;
 

+ 40 - 8
examples/js/shaders/GodRaysShader.js

@@ -24,7 +24,11 @@
 				value: null
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -32,7 +36,11 @@
 		 gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 	 }`,
-		fragmentShader: `varying vec2 vUv;
+		fragmentShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		uniform sampler2D tInput;
 
@@ -69,7 +77,11 @@
 				value: new THREE.Vector3()
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -77,7 +89,11 @@
 		 gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 	 }`,
-		fragmentShader: `#define TAPS_PER_PASS 6.0
+		fragmentShader:
+	/* glsl */
+	`
+
+		#define TAPS_PER_PASS 6.0
 
 		varying vec2 vUv;
 
@@ -178,7 +194,11 @@
 				value: 0.69
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -186,7 +206,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `varying vec2 vUv;
+		fragmentShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		uniform sampler2D tColors;
 		uniform sampler2D tGodRays;
@@ -224,7 +248,11 @@
 				value: new THREE.Color( 0x000000 )
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -232,7 +260,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `varying vec2 vUv;
+		fragmentShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		uniform vec3 vSunPositionScreenSpace;
 		uniform float fAspect;

+ 10 - 2
examples/js/shaders/HalftoneShader.js

@@ -48,7 +48,11 @@
 				value: false
 			}
 		},
-		vertexShader: `varying vec2 vUV;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUV;
 
 		void main() {
 
@@ -56,7 +60,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
 
 		}`,
-		fragmentShader: `#define SQRT2_MINUS_ONE 0.41421356
+		fragmentShader:
+	/* glsl */
+	`
+
+		#define SQRT2_MINUS_ONE 0.41421356
 		#define SQRT2_HALF_MINUS_ONE 0.20710678
 		#define PI2 6.28318531
 		#define SHAPE_DOT 1

+ 10 - 2
examples/js/shaders/HorizontalBlurShader.js

@@ -18,7 +18,11 @@
 				value: 1.0 / 512.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -26,7 +30,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform float h;
 
 		varying vec2 vUv;

+ 10 - 2
examples/js/shaders/HorizontalTiltShiftShader.js

@@ -20,7 +20,11 @@
 				value: 0.35
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -28,7 +32,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform float h;
 		uniform float r;
 

+ 10 - 2
examples/js/shaders/HueSaturationShader.js

@@ -18,7 +18,11 @@
 				value: 0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -27,7 +31,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform float hue;
 		uniform float saturation;
 

+ 10 - 2
examples/js/shaders/KaleidoShader.js

@@ -21,7 +21,11 @@
 				value: 0.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -29,7 +33,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform float sides;
 		uniform float angle;
 

+ 10 - 2
examples/js/shaders/LuminosityHighPassShader.js

@@ -24,7 +24,11 @@
 				value: 0.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -33,7 +37,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform vec3 defaultColor;
 		uniform float defaultOpacity;
 		uniform float luminosityThreshold;

+ 10 - 2
examples/js/shaders/LuminosityShader.js

@@ -10,7 +10,11 @@
 				value: null
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -19,7 +23,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `#include <common>
+		fragmentShader:
+	/* glsl */
+	`
+
+		#include <common>
 
 		uniform sampler2D tDiffuse;
 

+ 10 - 2
examples/js/shaders/MirrorShader.js

@@ -15,7 +15,11 @@
 				value: 1
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -23,7 +27,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform int side;
 
 		varying vec2 vUv;

+ 10 - 2
examples/js/shaders/NormalMapShader.js

@@ -20,7 +20,11 @@
 				value: 0.05
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -28,7 +32,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform float height;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform float height;
 		uniform vec2 resolution;
 		uniform sampler2D heightMap;
 

+ 10 - 2
examples/js/shaders/ParallaxShader.js

@@ -31,7 +31,11 @@
 				value: null
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 		varying vec3 vViewPosition;
 		varying vec3 vNormal;
 
@@ -44,7 +48,11 @@
 			gl_Position = projectionMatrix * mvPosition;
 
 		}`,
-		fragmentShader: `uniform sampler2D bumpMap;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D bumpMap;
 		uniform sampler2D map;
 
 		uniform float parallaxScale;

+ 10 - 2
examples/js/shaders/PixelShader.js

@@ -15,7 +15,11 @@
 				value: 1
 			}
 		},
-		vertexShader: `varying highp vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying highp vec2 vUv;
 
 			void main() {
 
@@ -23,7 +27,11 @@
 				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform float pixelSize;
 		uniform vec2 resolution;
 

+ 10 - 2
examples/js/shaders/RGBShiftShader.js

@@ -21,7 +21,11 @@
 				value: 0.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -29,7 +33,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform float amount;
 		uniform float angle;
 

+ 10 - 2
examples/js/shaders/SAOShader.js

@@ -57,13 +57,21 @@
 				value: 0.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 			vUv = uv;
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 		}`,
-		fragmentShader: `#include <common>
+		fragmentShader:
+	/* glsl */
+	`
+
+		#include <common>
 
 		varying vec2 vUv;
 

+ 30 - 6
examples/js/shaders/SMAAShader.js

@@ -18,7 +18,11 @@
 				value: new THREE.Vector2( 1 / 1024, 1 / 512 )
 			}
 		},
-		vertexShader: `uniform vec2 resolution;
+		vertexShader:
+	/* glsl */
+	`
+
+		uniform vec2 resolution;
 
 		varying vec2 vUv;
 		varying vec4 vOffset[ 3 ];
@@ -38,7 +42,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 
 		varying vec2 vUv;
 		varying vec4 vOffset[ 3 ];
@@ -122,7 +130,11 @@
 				value: new THREE.Vector2( 1 / 1024, 1 / 512 )
 			}
 		},
-		vertexShader: `uniform vec2 resolution;
+		vertexShader:
+	/* glsl */
+	`
+
+		uniform vec2 resolution;
 
 		varying vec2 vUv;
 		varying vec4 vOffset[ 3 ];
@@ -149,7 +161,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
+		fragmentShader:
+	/* glsl */
+	`
+
+		#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
 
 		uniform sampler2D tDiffuse;
 		uniform sampler2D tArea;
@@ -361,7 +377,11 @@
 				value: new THREE.Vector2( 1 / 1024, 1 / 512 )
 			}
 		},
-		vertexShader: `uniform vec2 resolution;
+		vertexShader:
+	/* glsl */
+	`
+
+		uniform vec2 resolution;
 
 		varying vec2 vUv;
 		varying vec4 vOffset[ 2 ];
@@ -380,7 +400,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform sampler2D tColor;
 		uniform vec2 resolution;
 

+ 10 - 2
examples/js/shaders/SSAOShader.js

@@ -53,7 +53,11 @@
 				value: 0.05
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -62,7 +66,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform sampler2D tNormal;
 		uniform sampler2D tDepth;
 		uniform sampler2D tNoise;

+ 10 - 2
examples/js/shaders/SepiaShader.js

@@ -14,7 +14,11 @@
 				value: 1.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -22,7 +26,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform float amount;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform float amount;
 
 		uniform sampler2D tDiffuse;
 

+ 10 - 2
examples/js/shaders/SobelOperatorShader.js

@@ -16,7 +16,11 @@
 				value: new THREE.Vector2()
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -25,7 +29,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform vec2 resolution;
 		varying vec2 vUv;
 

+ 10 - 2
examples/js/shaders/TechnicolorShader.js

@@ -12,7 +12,11 @@
 				value: null
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -20,7 +24,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		varying vec2 vUv;
 
 		void main() {

+ 10 - 2
examples/js/shaders/ToneMapShader.js

@@ -24,7 +24,11 @@
 				value: 0.6
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -32,7 +36,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `#include <common>
+		fragmentShader:
+	/* glsl */
+	`
+
+		#include <common>
 
 		uniform sampler2D tDiffuse;
 

+ 40 - 8
examples/js/shaders/ToonShader.js

@@ -24,7 +24,11 @@
 				value: new THREE.Color( 0xffffff )
 			}
 		},
-		vertexShader: `varying vec3 vNormal;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec3 vNormal;
 		varying vec3 vRefract;
 
 		void main() {
@@ -41,7 +45,11 @@
 			gl_Position = projectionMatrix * mvPosition;
 
 		}`,
-		fragmentShader: `uniform vec3 uBaseColor;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform vec3 uBaseColor;
 
 		uniform vec3 uDirLightPos;
 		uniform vec3 uDirLightColor;
@@ -103,7 +111,11 @@
 				value: new THREE.Color( 0x000000 )
 			}
 		},
-		vertexShader: `varying vec3 vNormal;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec3 vNormal;
 
 		void main() {
 
@@ -111,7 +123,11 @@
 			vNormal = normalize( normalMatrix * normal );
 
 		}`,
-		fragmentShader: `uniform vec3 uBaseColor;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform vec3 uBaseColor;
 		uniform vec3 uLineColor1;
 		uniform vec3 uLineColor2;
 		uniform vec3 uLineColor3;
@@ -172,7 +188,11 @@
 				value: new THREE.Color( 0x000000 )
 			}
 		},
-		vertexShader: `varying vec3 vNormal;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec3 vNormal;
 
 		void main() {
 
@@ -180,7 +200,11 @@
 			vNormal = normalize( normalMatrix * normal );
 
 		}`,
-		fragmentShader: `uniform vec3 uBaseColor;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform vec3 uBaseColor;
 		uniform vec3 uLineColor1;
 		uniform vec3 uLineColor2;
 		uniform vec3 uLineColor3;
@@ -260,7 +284,11 @@
 				value: new THREE.Color( 0x000000 )
 			}
 		},
-		vertexShader: `varying vec3 vNormal;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec3 vNormal;
 
 		void main() {
 
@@ -268,7 +296,11 @@
 			vNormal = normalize( normalMatrix * normal );
 
 		}`,
-		fragmentShader: `uniform vec3 uBaseColor;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform vec3 uBaseColor;
 		uniform vec3 uLineColor1;
 		uniform vec3 uLineColor2;
 		uniform vec3 uLineColor3;

+ 10 - 2
examples/js/shaders/TriangleBlurShader.js

@@ -19,7 +19,11 @@
 				value: new THREE.Vector2( 1, 1 )
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -27,7 +31,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `#include <common>
+		fragmentShader:
+	/* glsl */
+	`
+
+		#include <common>
 
 		#define ITERATIONS 10.0
 

+ 10 - 2
examples/js/shaders/UnpackDepthRGBAShader.js

@@ -13,7 +13,11 @@
 				value: 1.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -21,7 +25,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform float opacity;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform float opacity;
 
 		uniform sampler2D tDiffuse;
 

+ 10 - 2
examples/js/shaders/VerticalBlurShader.js

@@ -18,7 +18,11 @@
 				value: 1.0 / 512.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -26,7 +30,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform float v;
 
 		varying vec2 vUv;

+ 10 - 2
examples/js/shaders/VerticalTiltShiftShader.js

@@ -20,7 +20,11 @@
 				value: 0.35
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -28,7 +32,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform sampler2D tDiffuse;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform sampler2D tDiffuse;
 		uniform float v;
 		uniform float r;
 

+ 10 - 2
examples/js/shaders/VignetteShader.js

@@ -17,7 +17,11 @@
 				value: 1.0
 			}
 		},
-		vertexShader: `varying vec2 vUv;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec2 vUv;
 
 		void main() {
 
@@ -25,7 +29,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform float offset;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform float offset;
 		uniform float darkness;
 
 		uniform sampler2D tDiffuse;

+ 10 - 2
examples/js/shaders/VolumeShader.js

@@ -27,7 +27,11 @@
 				value: null
 			}
 		},
-		vertexShader: `varying vec4 v_nearpos;
+		vertexShader:
+	/* glsl */
+	`
+
+		varying vec4 v_nearpos;
 		varying vec4 v_farpos;
 		varying vec3 v_position;
 
@@ -56,7 +60,11 @@
 				v_position = position;
 				gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;
 		}`,
-		fragmentShader: `precision highp float;
+		fragmentShader:
+	/* glsl */
+	`
+
+				precision highp float;
 				precision mediump sampler3D;
 
 				uniform vec3 u_size;

+ 10 - 2
examples/js/shaders/WaterRefractionShader.js

@@ -18,7 +18,11 @@
 				value: null
 			}
 		},
-		vertexShader: `uniform mat4 textureMatrix;
+		vertexShader:
+	/* glsl */
+	`
+
+		uniform mat4 textureMatrix;
 
 		varying vec2 vUv;
 		varying vec4 vUvRefraction;
@@ -32,7 +36,11 @@
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
-		fragmentShader: `uniform vec3 color;
+		fragmentShader:
+	/* glsl */
+	`
+
+		uniform vec3 color;
 		uniform float time;
 		uniform sampler2D tDiffuse;
 		uniform sampler2D tDudv;

+ 4 - 4
examples/jsm/shaders/ACESFilmicToneMappingShader.js

@@ -15,9 +15,9 @@ const ACESFilmicToneMappingShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -26,9 +26,9 @@ const ACESFilmicToneMappingShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`#define saturate(a) clamp( a, 0.0, 1.0 )
+		#define saturate(a) clamp( a, 0.0, 1.0 )
 
 		uniform sampler2D tDiffuse;
 

+ 4 - 4
examples/jsm/shaders/AfterimageShader.js

@@ -14,9 +14,9 @@ const AfterimageShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -25,9 +25,9 @@ const AfterimageShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform float damp;
+		uniform float damp;
 
 		uniform sampler2D tOld;
 		uniform sampler2D tNew;

+ 4 - 4
examples/jsm/shaders/BasicShader.js

@@ -6,17 +6,17 @@ const BasicShader = {
 
 	uniforms: {},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`void main() {
+		void main() {
 
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`void main() {
+		void main() {
 
 			gl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );
 

+ 4 - 4
examples/jsm/shaders/BleachBypassShader.js

@@ -13,9 +13,9 @@ const BleachBypassShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -24,9 +24,9 @@ const BleachBypassShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform float opacity;
+		uniform float opacity;
 
 		uniform sampler2D tDiffuse;
 

+ 4 - 4
examples/jsm/shaders/BlendShader.js

@@ -13,9 +13,9 @@ const BlendShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -24,9 +24,9 @@ const BlendShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform float opacity;
+		uniform float opacity;
 		uniform float mixRatio;
 
 		uniform sampler2D tDiffuse1;

+ 5 - 4
examples/jsm/shaders/BokehShader.js

@@ -24,9 +24,9 @@ const BokehShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -35,8 +35,9 @@ const BokehShader = {
 
 		}`,
 
-	fragmentShader:
-		`#include <common>
+	fragmentShader: /* glsl */`
+
+		#include <common>
 
 		varying vec2 vUv;
 

+ 8 - 8
examples/jsm/shaders/BokehShader2.js

@@ -48,9 +48,9 @@ const BokehShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -59,9 +59,9 @@ const BokehShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`#include <common>
+		#include <common>
 
 		varying vec2 vUv;
 
@@ -358,9 +358,9 @@ const BokehDepthShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying float vViewZDepth;
+		varying float vViewZDepth;
 
 		void main() {
 
@@ -371,9 +371,9 @@ const BokehDepthShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform float mNear;
+		uniform float mNear;
 		uniform float mFar;
 
 		varying float vViewZDepth;

+ 4 - 4
examples/jsm/shaders/BrightnessContrastShader.js

@@ -15,9 +15,9 @@ const BrightnessContrastShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -27,9 +27,9 @@ const BrightnessContrastShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform float brightness;
 		uniform float contrast;
 

+ 4 - 4
examples/jsm/shaders/ColorCorrectionShader.js

@@ -17,9 +17,9 @@ const ColorCorrectionShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -29,9 +29,9 @@ const ColorCorrectionShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform vec3 powRGB;
 		uniform vec3 mulRGB;
 		uniform vec3 addRGB;

+ 4 - 4
examples/jsm/shaders/ColorifyShader.js

@@ -15,9 +15,9 @@ const ColorifyShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -26,9 +26,9 @@ const ColorifyShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform vec3 color;
+		uniform vec3 color;
 		uniform sampler2D tDiffuse;
 
 		varying vec2 vUv;

+ 4 - 4
examples/jsm/shaders/ConvolutionShader.js

@@ -25,9 +25,9 @@ const ConvolutionShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`uniform vec2 uImageIncrement;
+		uniform vec2 uImageIncrement;
 
 		varying vec2 vUv;
 
@@ -38,9 +38,9 @@ const ConvolutionShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform float cKernel[ KERNEL_SIZE_INT ];
+		uniform float cKernel[ KERNEL_SIZE_INT ];
 
 		uniform sampler2D tDiffuse;
 		uniform vec2 uImageIncrement;

+ 4 - 4
examples/jsm/shaders/CopyShader.js

@@ -11,9 +11,9 @@ var CopyShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -22,9 +22,9 @@ var CopyShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform float opacity;
+		uniform float opacity;
 
 		uniform sampler2D tDiffuse;
 

+ 4 - 4
examples/jsm/shaders/DOFMipMapShader.js

@@ -15,9 +15,9 @@ const DOFMipMapShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -26,9 +26,9 @@ const DOFMipMapShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform float focus;
+		uniform float focus;
 		uniform float maxblur;
 
 		uniform sampler2D tColor;

+ 5 - 4
examples/jsm/shaders/DepthLimitedBlurShader.js

@@ -22,8 +22,9 @@ const DepthLimitedBlurShader = {
 		'cameraFar': { value: 1000 },
 		'depthCutoff': { value: 10 },
 	},
-	vertexShader:
-		`#include <common>
+	vertexShader: /* glsl */`
+
+		#include <common>
 
 		uniform vec2 size;
 
@@ -37,9 +38,9 @@ const DepthLimitedBlurShader = {
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 		}`,
 
+	fragmentShader: /* glsl */`
 
-	fragmentShader:
-		`#include <common>
+		#include <common>
 		#include <packing>
 
 		uniform sampler2D tDiffuse;

+ 5 - 4
examples/jsm/shaders/DigitalGlitch.js

@@ -25,16 +25,17 @@ const DigitalGlitch = {
 		'col_s': { value: 0.05 }
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 		void main() {
 			vUv = uv;
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 		}`,
 
-	fragmentShader:
-		`uniform int byp; //should we apply the glitch ?
+	fragmentShader: /* glsl */`
+
+		uniform int byp; //should we apply the glitch ?
 
 		uniform sampler2D tDiffuse;
 		uniform sampler2D tDisp;

+ 4 - 4
examples/jsm/shaders/DotScreenShader.js

@@ -20,9 +20,9 @@ const DotScreenShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -31,9 +31,9 @@ const DotScreenShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform vec2 center;
+		uniform vec2 center;
 		uniform float angle;
 		uniform float scale;
 		uniform vec2 tSize;

+ 5 - 3
examples/jsm/shaders/FXAAShader.js

@@ -18,9 +18,9 @@ const FXAAShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -67,7 +67,9 @@ const FXAAShader = {
 	//
 	//----------------------------------------------------------------------------------
 
-		`precision highp float;
+		/* glsl */`
+
+		precision highp float;
 
 		uniform sampler2D tDiffuse;
 

+ 4 - 4
examples/jsm/shaders/FilmShader.js

@@ -31,9 +31,9 @@ const FilmShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -42,9 +42,9 @@ const FilmShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`#include <common>
+		#include <common>
 
 		// control parameter
 		uniform float time;

+ 4 - 4
examples/jsm/shaders/FocusShader.js

@@ -16,9 +16,9 @@ const FocusShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -27,9 +27,9 @@ const FocusShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform float screenWidth;
+		uniform float screenWidth;
 		uniform float screenHeight;
 		uniform float sampleDistance;
 		uniform float waveFactor;

+ 4 - 4
examples/jsm/shaders/FreiChenShader.js

@@ -17,9 +17,9 @@ var FreiChenShader = {
 		'aspect': { value: new Vector2( 512, 512 ) }
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -28,9 +28,9 @@ var FreiChenShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		varying vec2 vUv;
 
 		uniform vec2 aspect;

+ 4 - 4
examples/jsm/shaders/FresnelShader.js

@@ -14,9 +14,9 @@ const FresnelShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`uniform float mRefractionRatio;
+		uniform float mRefractionRatio;
 		uniform float mFresnelBias;
 		uniform float mFresnelScale;
 		uniform float mFresnelPower;
@@ -44,9 +44,9 @@ const FresnelShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform samplerCube tCube;
+		uniform samplerCube tCube;
 
 		varying vec3 vReflect;
 		varying vec3 vRefract[3];

+ 4 - 4
examples/jsm/shaders/GammaCorrectionShader.js

@@ -11,9 +11,9 @@ const GammaCorrectionShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -22,9 +22,9 @@ const GammaCorrectionShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 
 		varying vec2 vUv;
 

+ 16 - 16
examples/jsm/shaders/GodRaysShader.js

@@ -31,9 +31,9 @@ const GodRaysDepthMaskShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -42,9 +42,9 @@ const GodRaysDepthMaskShader = {
 
 	 }`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		uniform sampler2D tInput;
 
@@ -88,9 +88,9 @@ const GodRaysGenerateShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -99,9 +99,9 @@ const GodRaysGenerateShader = {
 
 	 }`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`#define TAPS_PER_PASS 6.0
+		#define TAPS_PER_PASS 6.0
 
 		varying vec2 vUv;
 
@@ -210,9 +210,9 @@ const GodRaysCombineShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -221,9 +221,9 @@ const GodRaysCombineShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		uniform sampler2D tColors;
 		uniform sampler2D tGodRays;
@@ -271,9 +271,9 @@ const GodRaysFakeSunShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -282,9 +282,9 @@ const GodRaysFakeSunShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		uniform vec3 vSunPositionScreenSpace;
 		uniform float fAspect;

+ 4 - 4
examples/jsm/shaders/HalftoneShader.js

@@ -23,9 +23,9 @@ const HalftoneShader = {
 		'disable': { value: false }
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUV;
+		varying vec2 vUV;
 
 		void main() {
 
@@ -34,9 +34,9 @@ const HalftoneShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`#define SQRT2_MINUS_ONE 0.41421356
+		#define SQRT2_MINUS_ONE 0.41421356
 		#define SQRT2_HALF_MINUS_ONE 0.20710678
 		#define PI2 6.28318531
 		#define SHAPE_DOT 1

+ 4 - 4
examples/jsm/shaders/HorizontalBlurShader.js

@@ -17,9 +17,9 @@ var HorizontalBlurShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -28,9 +28,9 @@ var HorizontalBlurShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform float h;
 
 		varying vec2 vUv;

+ 4 - 4
examples/jsm/shaders/HorizontalTiltShiftShader.js

@@ -17,9 +17,9 @@ var HorizontalTiltShiftShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -28,9 +28,9 @@ var HorizontalTiltShiftShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform float h;
 		uniform float r;
 

+ 4 - 4
examples/jsm/shaders/HueSaturationShader.js

@@ -15,9 +15,9 @@ const HueSaturationShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -27,9 +27,9 @@ const HueSaturationShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform float hue;
 		uniform float saturation;
 

+ 4 - 4
examples/jsm/shaders/KaleidoShader.js

@@ -18,9 +18,9 @@ const KaleidoShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -29,9 +29,9 @@ const KaleidoShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform float sides;
 		uniform float angle;
 

+ 4 - 4
examples/jsm/shaders/LuminosityHighPassShader.js

@@ -21,9 +21,9 @@ const LuminosityHighPassShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -33,9 +33,9 @@ const LuminosityHighPassShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform vec3 defaultColor;
 		uniform float defaultOpacity;
 		uniform float luminosityThreshold;

+ 4 - 4
examples/jsm/shaders/LuminosityShader.js

@@ -11,9 +11,9 @@ const LuminosityShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -23,9 +23,9 @@ const LuminosityShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`#include <common>
+		#include <common>
 
 		uniform sampler2D tDiffuse;
 

+ 4 - 4
examples/jsm/shaders/MirrorShader.js

@@ -14,9 +14,9 @@ const MirrorShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -25,9 +25,9 @@ const MirrorShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform int side;
 
 		varying vec2 vUv;

+ 4 - 4
examples/jsm/shaders/NormalMapShader.js

@@ -18,9 +18,9 @@ const NormalMapShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -29,9 +29,9 @@ const NormalMapShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform float height;
+		uniform float height;
 		uniform vec2 resolution;
 		uniform sampler2D heightMap;
 

+ 6 - 4
examples/jsm/shaders/ParallaxShader.js

@@ -21,8 +21,9 @@ const ParallaxShader = {
 		'parallaxMaxLayers': { value: null }
 	},
 
-	vertexShader:
-		`varying vec2 vUv;
+	vertexShader: /* glsl */`
+
+		varying vec2 vUv;
 		varying vec3 vViewPosition;
 		varying vec3 vNormal;
 
@@ -36,8 +37,9 @@ const ParallaxShader = {
 
 		}`,
 
-	fragmentShader:
-		`uniform sampler2D bumpMap;
+	fragmentShader: /* glsl */`
+
+		uniform sampler2D bumpMap;
 		uniform sampler2D map;
 
 		uniform float parallaxScale;

+ 4 - 4
examples/jsm/shaders/PixelShader.js

@@ -12,9 +12,9 @@ const PixelShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying highp vec2 vUv;
+		varying highp vec2 vUv;
 
 			void main() {
 
@@ -23,9 +23,9 @@ const PixelShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform float pixelSize;
 		uniform vec2 resolution;
 

+ 4 - 4
examples/jsm/shaders/RGBShiftShader.js

@@ -18,9 +18,9 @@ const RGBShiftShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -29,9 +29,9 @@ const RGBShiftShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform float amount;
 		uniform float angle;
 

+ 6 - 4
examples/jsm/shaders/SAOShader.js

@@ -36,16 +36,18 @@ const SAOShader = {
 		'kernelRadius': { value: 100.0 },
 		'randomSeed': { value: 0.0 }
 	},
-	vertexShader:
-		`varying vec2 vUv;
+	vertexShader: /* glsl */`
+
+		varying vec2 vUv;
 
 		void main() {
 			vUv = uv;
 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 		}`,
 
-	fragmentShader:
-		`#include <common>
+	fragmentShader: /* glsl */`
+
+		#include <common>
 
 		varying vec2 vUv;
 

+ 12 - 12
examples/jsm/shaders/SMAAShader.js

@@ -23,9 +23,9 @@ const SMAAEdgesShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`uniform vec2 resolution;
+		uniform vec2 resolution;
 
 		varying vec2 vUv;
 		varying vec4 vOffset[ 3 ];
@@ -46,9 +46,9 @@ const SMAAEdgesShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 
 		varying vec2 vUv;
 		varying vec4 vOffset[ 3 ];
@@ -133,9 +133,9 @@ const SMAAWeightsShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`uniform vec2 resolution;
+		uniform vec2 resolution;
 
 		varying vec2 vUv;
 		varying vec4 vOffset[ 3 ];
@@ -163,9 +163,9 @@ const SMAAWeightsShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
+		#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )
 
 		uniform sampler2D tDiffuse;
 		uniform sampler2D tArea;
@@ -377,9 +377,9 @@ const SMAABlendShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`uniform vec2 resolution;
+		uniform vec2 resolution;
 
 		varying vec2 vUv;
 		varying vec4 vOffset[ 2 ];
@@ -399,9 +399,9 @@ const SMAABlendShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform sampler2D tColor;
 		uniform vec2 resolution;
 

+ 4 - 4
examples/jsm/shaders/SSAOShader.js

@@ -35,9 +35,9 @@ const SSAOShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -47,9 +47,9 @@ const SSAOShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform sampler2D tNormal;
 		uniform sampler2D tDepth;
 		uniform sampler2D tNoise;

+ 4 - 4
examples/jsm/shaders/SepiaShader.js

@@ -13,9 +13,9 @@ const SepiaShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -24,9 +24,9 @@ const SepiaShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform float amount;
+		uniform float amount;
 
 		uniform sampler2D tDiffuse;
 

+ 4 - 4
examples/jsm/shaders/SobelOperatorShader.js

@@ -18,9 +18,9 @@ const SobelOperatorShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -30,9 +30,9 @@ const SobelOperatorShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform vec2 resolution;
 		varying vec2 vUv;
 

+ 4 - 4
examples/jsm/shaders/TechnicolorShader.js

@@ -13,9 +13,9 @@ const TechnicolorShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -24,9 +24,9 @@ const TechnicolorShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		varying vec2 vUv;
 
 		void main() {

+ 4 - 4
examples/jsm/shaders/ToneMapShader.js

@@ -14,9 +14,9 @@ var ToneMapShader = {
 		'middleGrey': { value: 0.6 }
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -25,9 +25,9 @@ var ToneMapShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`#include <common>
+		#include <common>
 
 		uniform sampler2D tDiffuse;
 

+ 16 - 16
examples/jsm/shaders/ToonShader.js

@@ -25,9 +25,9 @@ const ToonShader1 = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec3 vNormal;
+		varying vec3 vNormal;
 		varying vec3 vRefract;
 
 		void main() {
@@ -45,9 +45,9 @@ const ToonShader1 = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform vec3 uBaseColor;
+		uniform vec3 uBaseColor;
 
 		uniform vec3 uDirLightPos;
 		uniform vec3 uDirLightColor;
@@ -101,9 +101,9 @@ const ToonShader2 = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec3 vNormal;
+		varying vec3 vNormal;
 
 		void main() {
 
@@ -112,9 +112,9 @@ const ToonShader2 = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform vec3 uBaseColor;
+		uniform vec3 uBaseColor;
 		uniform vec3 uLineColor1;
 		uniform vec3 uLineColor2;
 		uniform vec3 uLineColor3;
@@ -167,9 +167,9 @@ const ToonShaderHatching = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec3 vNormal;
+		varying vec3 vNormal;
 
 		void main() {
 
@@ -178,9 +178,9 @@ const ToonShaderHatching = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform vec3 uBaseColor;
+		uniform vec3 uBaseColor;
 		uniform vec3 uLineColor1;
 		uniform vec3 uLineColor2;
 		uniform vec3 uLineColor3;
@@ -258,9 +258,9 @@ const ToonShaderDotted = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec3 vNormal;
+		varying vec3 vNormal;
 
 		void main() {
 
@@ -269,9 +269,9 @@ const ToonShaderDotted = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform vec3 uBaseColor;
+		uniform vec3 uBaseColor;
 		uniform vec3 uLineColor1;
 		uniform vec3 uLineColor2;
 		uniform vec3 uLineColor3;

+ 4 - 4
examples/jsm/shaders/TriangleBlurShader.js

@@ -21,9 +21,9 @@ const TriangleBlurShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -32,9 +32,9 @@ const TriangleBlurShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`#include <common>
+		#include <common>
 
 		#define ITERATIONS 10.0
 

+ 4 - 4
examples/jsm/shaders/UnpackDepthRGBAShader.js

@@ -12,9 +12,9 @@ const UnpackDepthRGBAShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -23,9 +23,9 @@ const UnpackDepthRGBAShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform float opacity;
+		uniform float opacity;
 
 		uniform sampler2D tDiffuse;
 

+ 4 - 4
examples/jsm/shaders/VerticalBlurShader.js

@@ -17,9 +17,9 @@ const VerticalBlurShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -28,9 +28,9 @@ const VerticalBlurShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform float v;
 
 		varying vec2 vUv;

+ 4 - 4
examples/jsm/shaders/VerticalTiltShiftShader.js

@@ -17,9 +17,9 @@ const VerticalTiltShiftShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -28,9 +28,9 @@ const VerticalTiltShiftShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform sampler2D tDiffuse;
+		uniform sampler2D tDiffuse;
 		uniform float v;
 		uniform float r;
 

+ 4 - 4
examples/jsm/shaders/VignetteShader.js

@@ -14,9 +14,9 @@ const VignetteShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`varying vec2 vUv;
+		varying vec2 vUv;
 
 		void main() {
 
@@ -25,9 +25,9 @@ const VignetteShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform float offset;
+		uniform float offset;
 		uniform float darkness;
 
 		uniform sampler2D tDiffuse;

+ 6 - 4
examples/jsm/shaders/VolumeShader.js

@@ -20,8 +20,9 @@ const VolumeRenderShader1 = {
 		'u_cmdata': { value: null }
 	},
 
-	vertexShader:
-		`varying vec4 v_nearpos;
+	vertexShader: /* glsl */`
+
+		varying vec4 v_nearpos;
 		varying vec4 v_farpos;
 		varying vec3 v_position;
 
@@ -51,8 +52,9 @@ const VolumeRenderShader1 = {
 				gl_Position = projectionMatrix * viewMatrix * modelMatrix * position4;
 		}`,
 
-	fragmentShader:
-				`precision highp float;
+	fragmentShader: /* glsl */`
+
+				precision highp float;
 				precision mediump sampler3D;
 
 				uniform vec3 u_size;

+ 4 - 4
examples/jsm/shaders/WaterRefractionShader.js

@@ -24,9 +24,9 @@ const WaterRefractionShader = {
 
 	},
 
-	vertexShader:
+	vertexShader: /* glsl */`
 
-		`uniform mat4 textureMatrix;
+		uniform mat4 textureMatrix;
 
 		varying vec2 vUv;
 		varying vec4 vUvRefraction;
@@ -41,9 +41,9 @@ const WaterRefractionShader = {
 
 		}`,
 
-	fragmentShader:
+	fragmentShader: /* glsl */`
 
-		`uniform vec3 color;
+		uniform vec3 color;
 		uniform float time;
 		uniform sampler2D tDiffuse;
 		uniform sampler2D tDudv;