meshlambert_vert.glsl.js 1.1 KB

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  1. export default /* glsl */`
  2. #define LAMBERT
  3. varying vec3 vLightFront;
  4. varying vec3 vIndirectFront;
  5. #ifdef DOUBLE_SIDED
  6. varying vec3 vLightBack;
  7. varying vec3 vIndirectBack;
  8. #endif
  9. #include <common>
  10. #include <uv_pars_vertex>
  11. #include <uv2_pars_vertex>
  12. #include <envmap_pars_vertex>
  13. #include <bsdfs>
  14. #include <lights_pars_begin>
  15. #include <color_pars_vertex>
  16. #include <fog_pars_vertex>
  17. #include <morphtarget_pars_vertex>
  18. #include <skinning_pars_vertex>
  19. #include <shadowmap_pars_vertex>
  20. #include <logdepthbuf_pars_vertex>
  21. #include <clipping_planes_pars_vertex>
  22. void main() {
  23. #include <uv_vertex>
  24. #include <uv2_vertex>
  25. #include <color_vertex>
  26. #include <beginnormal_vertex>
  27. #include <morphnormal_vertex>
  28. #include <skinbase_vertex>
  29. #include <skinnormal_vertex>
  30. #include <defaultnormal_vertex>
  31. #include <begin_vertex>
  32. #include <morphtarget_vertex>
  33. #include <skinning_vertex>
  34. #include <project_vertex>
  35. #include <logdepthbuf_vertex>
  36. #include <clipping_planes_vertex>
  37. #include <worldpos_vertex>
  38. #include <envmap_vertex>
  39. #include <lights_lambert_vertex>
  40. #include <shadowmap_vertex>
  41. #include <fog_vertex>
  42. }
  43. `;