PageSourceSearch

https://app.rooom.com/assets/shadowOnly.fragment-B_FR2Nc1.js

js rooom.com collected 2026-09-24 09:36:58 UTC 2,000 bytes, 38 lines download raw bytes

1import{cw as n,fw as t,cV as l,c_ as r,fq as s,fr as c,fx as d,fy as f,cN as g,cO as h,cP as m,cT as u,fz as F,cQ as _,cR as p,fA as v}from"./babylonjs-BJ4KKJpI.js";import"./index-C38E2mBW.js";try{let e=typeof window<"u"?window:typeof global<"u"?global:typeof globalThis<"u"?globalThis:typeof self<"u"?self:{},i=new e.Error().stack;i&&(e._sentryDebugIds=e._sentryDebugIds||{},e._sentryDebugIds[i]="f0e426af-24ee-42cf-80df-24c02e0764fd",e._sentryDebugIdIdentifier="sentry-dbid-f0e426af-24ee-42cf-80df-24c02e0764fd")}catch{}const a="shadowOnlyPixelShader",o=`precision highp float;
2#include<__decl__sceneFragment>
3uniform float alpha;uniform vec3 shadowColor;varying vec3 vPositionW;
4#ifdef NORMAL
5varying vec3 vNormalW;
6#endif
7#include<helperFunctions>
8#include<__decl__lightFragment>[0..maxSimultaneousLights]
9#include<lightsFragmentFunctions>
10#include<shadowsFragmentFunctions>
11#include<clipPlaneFragmentDeclaration>
12#ifdef LOGARITHMICDEPTH
13#extension GL_EXT_frag_depth : enable
14#endif
15#include<logDepthDeclaration>
16#include<fogFragmentDeclaration>
17#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
18varying float vViewDepth;
19#endif
20#define CUSTOM_FRAGMENT_DEFINITIONS
21void main(void) {
22#define CUSTOM_FRAGMENT_MAIN_BEGIN
23#include<clipPlaneFragment>
24vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
25#ifdef NORMAL
26vec3 normalW=normalize(vNormalW);
27#else
28vec3 normalW=vec3(1.0,1.0,1.0);
29#endif
30vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;float shadow=1.;float glossiness=0.;float aggShadow=0.;float numLights=0.;
31#include<lightFragment>[0..1]
32vec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha);
33#include<logDepthFragment>
34#include<fogFragment>
35gl_FragColor=color;
36#include<imageProcessingCompatibility>
37#define CUSTOM_FRAGMENT_MAIN_END
38}`;n.ShadersStore[a]||(n.ShadersStore[a]=o);const D=[t,l,r,s,c,d,f,g,h,m,u,F,_,p,v];for(const e of D)n.IncludesShadersStore[e.name]||(n.IncludesShadersStore[e.name]=e.shader);const T={name:a,shader:o};export{T as shadowOnlyPixelShader};

Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.