@luma.gl/shadertools 9.0.0-beta.1 → 9.0.0-beta.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/dist.dev.js CHANGED
@@ -329,8 +329,8 @@ ${inject[key]}` : inject[key];
329
329
  constructor(props) {
330
330
  const {
331
331
  name,
332
- vs: vs7,
333
- fs: fs29,
332
+ vs: vs6,
333
+ fs: fs28,
334
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  dependencies = [],
335
335
  uniformPropTypes = {},
336
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  getUniforms: getUniforms9,
@@ -340,8 +340,8 @@ ${inject[key]}` : inject[key];
340
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  } = props;
341
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  assert(typeof name === "string");
342
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  this.name = name;
343
- this.vs = vs7;
344
- this.fs = fs29;
343
+ this.vs = vs6;
344
+ this.fs = fs28;
345
345
  this.getModuleUniforms = getUniforms9;
346
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  this.dependencies = ShaderModuleInstance.instantiateModules(dependencies);
347
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  this.deprecations = this._parseDeprecationDefinitions(deprecations);
@@ -725,8 +725,8 @@ precision highp float;
725
725
  `;
726
726
  function assembleShaders(options) {
727
727
  const {
728
- vs: vs7,
729
- fs: fs29
728
+ vs: vs6,
729
+ fs: fs28
730
730
  } = options;
731
731
  const modules = resolveModules(options.modules || []);
732
732
  switch (options.platformInfo.shaderLanguage) {
@@ -734,13 +734,13 @@ precision highp float;
734
734
  return {
735
735
  vs: assembleGLSLShader(options.platformInfo, {
736
736
  ...options,
737
- source: vs7,
737
+ source: vs6,
738
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  stage: "vertex",
739
739
  modules
740
740
  }),
741
741
  fs: assembleGLSLShader(options.platformInfo, {
742
742
  ...options,
743
- source: fs29,
743
+ source: fs28,
744
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  stage: "fragment",
745
745
  modules
746
746
  }),
@@ -750,13 +750,13 @@ precision highp float;
750
750
  return {
751
751
  vs: assembleWGSLShader(options.platformInfo, {
752
752
  ...options,
753
- source: vs7,
753
+ source: vs6,
754
754
  stage: "vertex",
755
755
  modules
756
756
  }),
757
757
  fs: assembleWGSLShader(options.platformInfo, {
758
758
  ...options,
759
- source: fs29,
759
+ source: fs28,
760
760
  stage: "fragment",
761
761
  modules
762
762
  }),
@@ -769,18 +769,12 @@ precision highp float;
769
769
  source,
770
770
  stage,
771
771
  modules,
772
- defines = {},
773
772
  hookFunctions = [],
774
773
  inject = {},
775
774
  log
776
775
  } = options;
777
776
  assert(typeof source === "string", "shader source must be a string");
778
777
  const coreSource = source;
779
- const allDefines = {};
780
- modules.forEach((module) => {
781
- Object.assign(allDefines, module.getDefines());
782
- });
783
- Object.assign(allDefines, defines);
784
778
  let assembledSource = "";
785
779
  const hookFunctionMap = normalizeShaderHooks(hookFunctions);
786
780
  const hookInjections = {};
@@ -808,7 +802,8 @@ precision highp float;
808
802
  mainInjections[key] = [injection];
809
803
  }
810
804
  }
811
- for (const module of modules) {
805
+ const modulesToInject = platformInfo.type !== "webgpu" ? modules : [];
806
+ for (const module of modulesToInject) {
812
807
  if (log) {
813
808
  module.checkDeprecations(coreSource, log);
814
809
  }
@@ -981,15 +976,15 @@ ${getApplicationDefines(allDefines)}
981
976
  if (!props.vs) {
982
977
  throw new Error("no vertex shader");
983
978
  }
984
- const vs7 = getShaderSource(props.platformInfo, props.vs);
985
- let fs29;
979
+ const vs6 = getShaderSource(props.platformInfo, props.vs);
980
+ let fs28;
986
981
  if (props.fs) {
987
- fs29 = getShaderSource(props.platformInfo, props.fs);
982
+ fs28 = getShaderSource(props.platformInfo, props.fs);
988
983
  }
989
984
  return {
990
985
  ...props,
991
- vs: vs7,
992
- fs: fs29
986
+ vs: vs6,
987
+ fs: fs28
993
988
  };
994
989
  }
995
990
  function getShaderSource(platformInfo, shader) {
@@ -4606,14 +4601,14 @@ float getPointLightAttenuation(PointLight pointLight, float distance) {
4606
4601
  }
4607
4602
 
4608
4603
  // src/modules/lighting/no-material/dirlight.ts
4609
- var vs2 = glsl`\
4604
+ var VS_GLSL = glsl`\
4610
4605
  out vec3 dirlight_vNormal;
4611
4606
 
4612
4607
  void dirlight_setNormal(vec3 normal) {
4613
4608
  dirlight_vNormal = normalize(normal);
4614
4609
  }
4615
4610
  `;
4616
- var fs3 = glsl`\
4611
+ var FS_GLSL = glsl`\
4617
4612
  uniform dirlightUniforms {
4618
4613
  vec3 lightDirection;
4619
4614
  } dirlight;
@@ -4629,8 +4624,8 @@ vec4 dirlight_filterColor(vec4 color) {
4629
4624
  var dirlight = {
4630
4625
  name: "dirlight",
4631
4626
  dependencies: [],
4632
- vs: vs2,
4633
- fs: fs3,
4627
+ vs: VS_GLSL,
4628
+ fs: FS_GLSL,
4634
4629
  uniformTypes: {
4635
4630
  lightDirection: "vec3<f32>"
4636
4631
  },
@@ -4895,7 +4890,7 @@ vec3 lighting_getSpecularLightColor(vec3 cameraPosition, vec3 position_worldspac
4895
4890
  };
4896
4891
 
4897
4892
  // src/modules/lighting/pbr-material/pbr-vertex.glsl.ts
4898
- var vs3 = glsl`\
4893
+ var vs2 = glsl`\
4899
4894
  uniform projection {
4900
4895
  mat4 u_MVPMatrix;
4901
4896
  mat4 u_ModelMatrix;
@@ -4940,7 +4935,7 @@ void pbr_setPositionNormalTangentUV(vec4 position, vec4 normal, vec4 tangent, ve
4940
4935
  `;
4941
4936
 
4942
4937
  // src/modules/lighting/pbr-material/pbr-fragment.glsl.ts
4943
- var fs4 = glsl`\
4938
+ var fs3 = glsl`\
4944
4939
  #if defined(USE_TEX_LOD) && !defined(FEATURE_GLSL_TEXTURE_LOD)
4945
4940
  # error PBR fragment shader: Texture LOD is not available
4946
4941
  #endif
@@ -5368,8 +5363,8 @@ vec4 pbr_filterColor(vec4 colorUnused)
5368
5363
  // src/modules/lighting/pbr-material/pbr-material.ts
5369
5364
  var pbrMaterial = {
5370
5365
  name: "pbr",
5371
- vs: vs3,
5372
- fs: fs4,
5366
+ vs: vs2,
5367
+ fs: fs3,
5373
5368
  defines: {
5374
5369
  LIGHTING_FRAGMENT: 1,
5375
5370
  HAS_NORMALMAP: 0,
@@ -5438,7 +5433,7 @@ vec4 pbr_filterColor(vec4 colorUnused)
5438
5433
  };
5439
5434
 
5440
5435
  // src/modules/postprocessing/image-adjust-filters/brightnesscontrast.ts
5441
- var fs5 = glsl`\
5436
+ var fs4 = glsl`\
5442
5437
 
5443
5438
  uniform BrightnessContrast{
5444
5439
  float brightness;
@@ -5479,14 +5474,14 @@ vec4 brightnessContrast_filterColor(vec4 color, vec2 texSize, vec2 texCoords) {
5479
5474
  max: 1
5480
5475
  }
5481
5476
  },
5482
- fs: fs5,
5477
+ fs: fs4,
5483
5478
  passes: [{
5484
5479
  filter: true
5485
5480
  }]
5486
5481
  };
5487
5482
 
5488
5483
  // src/modules/postprocessing/image-adjust-filters/denoise.ts
5489
- var fs6 = glsl`\
5484
+ var fs5 = glsl`\
5490
5485
  uniform Noise {
5491
5486
  float strength;
5492
5487
  } noise;
@@ -5523,7 +5518,7 @@ vec4 denoise_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
5523
5518
  max: 0.1
5524
5519
  }
5525
5520
  },
5526
- fs: fs6,
5521
+ fs: fs5,
5527
5522
  passes: [{
5528
5523
  sampler: true
5529
5524
  }, {
@@ -5532,7 +5527,7 @@ vec4 denoise_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
5532
5527
  };
5533
5528
 
5534
5529
  // src/modules/postprocessing/image-adjust-filters/huesaturation.ts
5535
- var fs7 = glsl`\
5530
+ var fs6 = glsl`\
5536
5531
  uniform HueSaturation {
5537
5532
  float hue;
5538
5533
  float saturation;
@@ -5583,14 +5578,14 @@ vec4 hueSaturation_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
5583
5578
  max: 1
5584
5579
  }
5585
5580
  },
5586
- fs: fs7,
5581
+ fs: fs6,
5587
5582
  passes: [{
5588
5583
  filter: true
5589
5584
  }]
5590
5585
  };
5591
5586
 
5592
5587
  // src/modules/postprocessing/image-adjust-filters/noise.ts
5593
- var fs8 = glsl`\
5588
+ var fs7 = glsl`\
5594
5589
  uniform Noise {
5595
5590
  float amount;
5596
5591
  } noise;
@@ -5623,14 +5618,14 @@ vec4 noise_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
5623
5618
  max: 1
5624
5619
  }
5625
5620
  },
5626
- fs: fs8,
5621
+ fs: fs7,
5627
5622
  passes: [{
5628
5623
  filter: true
5629
5624
  }]
5630
5625
  };
5631
5626
 
5632
5627
  // src/modules/postprocessing/image-adjust-filters/sepia.ts
5633
- var fs9 = glsl`\
5628
+ var fs8 = glsl`\
5634
5629
  uniform Sepia {
5635
5630
  float amount;
5636
5631
  } sepia;
@@ -5664,14 +5659,14 @@ vec4 sepia_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
5664
5659
  max: 1
5665
5660
  }
5666
5661
  },
5667
- fs: fs9,
5662
+ fs: fs8,
5668
5663
  passes: [{
5669
5664
  filter: true
5670
5665
  }]
5671
5666
  };
5672
5667
 
5673
5668
  // src/modules/postprocessing/image-adjust-filters/vibrance.ts
5674
- var fs10 = glsl`\
5669
+ var fs9 = glsl`\
5675
5670
  uniform Vibrance {
5676
5671
  float amount;
5677
5672
  } vibrance;
@@ -5697,14 +5692,14 @@ vec4 vibrance_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
5697
5692
  max: 1
5698
5693
  }
5699
5694
  },
5700
- fs: fs10,
5695
+ fs: fs9,
5701
5696
  passes: [{
5702
5697
  filter: true
5703
5698
  }]
5704
5699
  };
5705
5700
 
5706
5701
  // src/modules/postprocessing/image-adjust-filters/vignette.ts
5707
- var fs11 = glsl`\
5702
+ var fs10 = glsl`\
5708
5703
  uniform Vignette {
5709
5704
  float radius;
5710
5705
  float amount;
@@ -5722,7 +5717,7 @@ vec4 vignette_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
5722
5717
  `;
5723
5718
  var vignette = {
5724
5719
  name: "vignette",
5725
- fs: fs11,
5720
+ fs: fs10,
5726
5721
  uniformTypes: {
5727
5722
  radius: "f32",
5728
5723
  amount: "f32"
@@ -5745,7 +5740,7 @@ vec4 vignette_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
5745
5740
  };
5746
5741
 
5747
5742
  // src/modules/postprocessing/image-blur-filters/tiltshift.ts
5748
- var fs12 = glsl`\
5743
+ var fs11 = glsl`\
5749
5744
  uniform TiltShift {
5750
5745
  float blurRadius;
5751
5746
  float gradientRadius;
@@ -5833,11 +5828,11 @@ vec4 tiltShift_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
5833
5828
  }
5834
5829
  }],
5835
5830
  dependencies: [random],
5836
- fs: fs12
5831
+ fs: fs11
5837
5832
  };
5838
5833
 
5839
5834
  // src/modules/postprocessing/image-blur-filters/triangleblur.ts
5840
- var fs13 = glsl`\
5835
+ var fs12 = glsl`\
5841
5836
  uniform float radius;
5842
5837
  uniform vec2 delta;
5843
5838
 
@@ -5887,7 +5882,7 @@ vec4 triangleBlur_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
5887
5882
  private: true
5888
5883
  }
5889
5884
  },
5890
- fs: fs13,
5885
+ fs: fs12,
5891
5886
  dependencies: [random],
5892
5887
  passes: [{
5893
5888
  sampler: true,
@@ -5903,7 +5898,7 @@ vec4 triangleBlur_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
5903
5898
  };
5904
5899
 
5905
5900
  // src/modules/postprocessing/image-blur-filters/zoomblur.ts
5906
- var fs14 = `
5901
+ var fs13 = `
5907
5902
  uniform vec2 center;
5908
5903
  uniform float strength;
5909
5904
 
@@ -5951,7 +5946,7 @@ vec4 zoomBlur_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
5951
5946
  softMax: 1
5952
5947
  }
5953
5948
  },
5954
- fs: fs14,
5949
+ fs: fs13,
5955
5950
  dependencies: [random],
5956
5951
  passes: [{
5957
5952
  sampler: true
@@ -5959,7 +5954,7 @@ vec4 zoomBlur_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
5959
5954
  };
5960
5955
 
5961
5956
  // src/modules/postprocessing/image-fun-filters/colorhalftone.ts
5962
- var fs15 = glsl`\
5957
+ var fs14 = glsl`\
5963
5958
  uniform ColorHalftone {
5964
5959
  vec2 center;
5965
5960
  float angle;
@@ -6018,14 +6013,14 @@ vec4 colorHalftone_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
6018
6013
  softMax: 20
6019
6014
  }
6020
6015
  },
6021
- fs: fs15,
6016
+ fs: fs14,
6022
6017
  passes: [{
6023
6018
  filter: true
6024
6019
  }]
6025
6020
  };
6026
6021
 
6027
6022
  // src/modules/postprocessing/image-fun-filters/dotscreen.ts
6028
- var fs16 = glsl`\
6023
+ var fs15 = glsl`\
6029
6024
  uniform DotScreen {
6030
6025
  vec2 center;
6031
6026
  float angle;
@@ -6072,14 +6067,14 @@ vec4 dotScreen_filterColor(vec4 color, vec2 texSize, vec2 texCoord) {
6072
6067
  softMax: 20
6073
6068
  }
6074
6069
  },
6075
- fs: fs16,
6070
+ fs: fs15,
6076
6071
  passes: [{
6077
6072
  filter: true
6078
6073
  }]
6079
6074
  };
6080
6075
 
6081
6076
  // src/modules/postprocessing/image-fun-filters/edgework.ts
6082
- var fs17 = glsl`\
6077
+ var fs16 = glsl`\
6083
6078
  uniform EdgeWork {
6084
6079
  float radius;
6085
6080
  vec2 delta;
@@ -6148,7 +6143,7 @@ vec4 edgeWork_sampleColor2(sampler2D source, vec2 texSize, vec2 texCoord) {
6148
6143
  private: true
6149
6144
  }
6150
6145
  },
6151
- fs: fs17,
6146
+ fs: fs16,
6152
6147
  dependencies: [random],
6153
6148
  passes: [{
6154
6149
  sampler: "edgeWork_sampleColor1",
@@ -6164,7 +6159,7 @@ vec4 edgeWork_sampleColor2(sampler2D source, vec2 texSize, vec2 texCoord) {
6164
6159
  };
6165
6160
 
6166
6161
  // src/modules/postprocessing/image-fun-filters/hexagonalpixelate.ts
6167
- var fs18 = glsl`\
6162
+ var fs17 = glsl`\
6168
6163
  uniform HexagonalPixelate {
6169
6164
  vec2 center;
6170
6165
  float scale;
@@ -6226,14 +6221,14 @@ vec4 hexagonalPixelate_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoor
6226
6221
  softMax: 50
6227
6222
  }
6228
6223
  },
6229
- fs: fs18,
6224
+ fs: fs17,
6230
6225
  passes: [{
6231
6226
  sampler: true
6232
6227
  }]
6233
6228
  };
6234
6229
 
6235
6230
  // src/modules/postprocessing/image-fun-filters/ink.ts
6236
- var fs19 = glsl`\
6231
+ var fs18 = glsl`\
6237
6232
  uniform Ink {
6238
6233
  float strength;
6239
6234
  } ink;
@@ -6274,14 +6269,14 @@ vec4 ink_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
6274
6269
  softMax: 1
6275
6270
  }
6276
6271
  },
6277
- fs: fs19,
6272
+ fs: fs18,
6278
6273
  passes: [{
6279
6274
  sampler: true
6280
6275
  }]
6281
6276
  };
6282
6277
 
6283
6278
  // src/modules/postprocessing/image-fun-filters/magnify.ts
6284
- var fs20 = glsl`\
6279
+ var fs19 = glsl`\
6285
6280
  uniform Magnify {
6286
6281
  vec2 screenXY;
6287
6282
  float radiusPixels;
@@ -6323,14 +6318,14 @@ vec4 magnify_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
6323
6318
  value: [255, 255, 255, 255]
6324
6319
  }
6325
6320
  },
6326
- fs: fs20,
6321
+ fs: fs19,
6327
6322
  passes: [{
6328
6323
  sampler: true
6329
6324
  }]
6330
6325
  };
6331
6326
 
6332
6327
  // src/modules/postprocessing/image-warp-filters/warp.ts
6333
- var fs21 = glsl`\
6328
+ var fs20 = glsl`\
6334
6329
  vec4 warp_sampleColor(sampler2D texture, vec2 texSize, vec2 coord) {
6335
6330
  vec4 color = texture2D(texture, coord / texSize);
6336
6331
  vec2 clampedCoord = clamp(coord, vec2(0.0), texSize);
@@ -6344,11 +6339,11 @@ vec4 warp_sampleColor(sampler2D texture, vec2 texSize, vec2 coord) {
6344
6339
  `;
6345
6340
  var warp = {
6346
6341
  name: "warp",
6347
- fs: fs21
6342
+ fs: fs20
6348
6343
  };
6349
6344
 
6350
6345
  // src/modules/postprocessing/image-warp-filters/bulgepinch.ts
6351
- var fs22 = glsl`\
6346
+ var fs21 = glsl`\
6352
6347
  uniform BulgePinch {
6353
6348
  float radius;
6354
6349
  float strength;
@@ -6379,7 +6374,7 @@ vec4 bulgePinch_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
6379
6374
  `;
6380
6375
  var bulgePinch = {
6381
6376
  name: "bulgePinch",
6382
- fs: fs22,
6377
+ fs: fs21,
6383
6378
  uniformTypes: {
6384
6379
  center: "vec2<f32>",
6385
6380
  radius: "f32",
@@ -6407,7 +6402,7 @@ vec4 bulgePinch_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
6407
6402
  };
6408
6403
 
6409
6404
  // src/modules/postprocessing/image-warp-filters/swirl.ts
6410
- var fs23 = glsl`\
6405
+ var fs22 = glsl`\
6411
6406
  uniform Swirl {
6412
6407
  float radius;
6413
6408
  float angle;
@@ -6440,7 +6435,7 @@ vec4 swirl_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
6440
6435
  `;
6441
6436
  var swirl = {
6442
6437
  name: "swirl",
6443
- fs: fs23,
6438
+ fs: fs22,
6444
6439
  uniformTypes: {
6445
6440
  center: "vec2<f32>",
6446
6441
  radius: "f32",
@@ -6468,7 +6463,7 @@ vec4 swirl_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
6468
6463
  };
6469
6464
 
6470
6465
  // src/modules/postprocessing/fxaa/fxaa.ts
6471
- var fs24 = `
6466
+ var fs23 = `
6472
6467
  #define FXAA_QUALITY_PRESET 29
6473
6468
 
6474
6469
  #if (FXAA_QUALITY_PRESET == 10)
@@ -7052,7 +7047,7 @@ vec4 fxaa_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
7052
7047
  var fxaa = {
7053
7048
  name: "fxaa",
7054
7049
  uniformPropTypes: {},
7055
- fs: fs24,
7050
+ fs: fs23,
7056
7051
  passes: [{
7057
7052
  sampler: true
7058
7053
  }]
@@ -7947,7 +7942,7 @@ void mat4_vec4_mul_fp64(vec2 b[16], vec2 a[4], out vec2 out_val[4]) {
7947
7942
  };
7948
7943
 
7949
7944
  // src/modules-webgl1/geometry/geometry.ts
7950
- var vs4 = glsl`\
7945
+ var vs3 = glsl`\
7951
7946
  varying vec4 geometry_vPosition;
7952
7947
  varying vec3 geometry_vNormal;
7953
7948
 
@@ -7963,7 +7958,7 @@ void geometry_setPosition(vec3 position) {
7963
7958
  geometry_vPosition = vec4(position, 1.);
7964
7959
  }
7965
7960
  `;
7966
- var fs25 = glsl`\
7961
+ var fs24 = glsl`\
7967
7962
  varying vec4 geometry_vPosition;
7968
7963
  varying vec3 geometry_vNormal;
7969
7964
 
@@ -7977,8 +7972,8 @@ vec3 geometry_getNormal() {
7977
7972
  `;
7978
7973
  var geometry = {
7979
7974
  name: "geometry",
7980
- vs: vs4,
7981
- fs: fs25
7975
+ vs: vs3,
7976
+ fs: fs24
7982
7977
  };
7983
7978
 
7984
7979
  // ../../node_modules/@math.gl/core/dist/lib/common.js
@@ -9569,7 +9564,7 @@ vec3 project_getNormal_World() {
9569
9564
  return project_vNormalWorld;
9570
9565
  }
9571
9566
  `;
9572
- var vs5 = `${common}
9567
+ var vs4 = `${common}
9573
9568
 
9574
9569
  // Unprefixed uniforms
9575
9570
  uniform mat4 modelMatrix;
@@ -9623,13 +9618,13 @@ vec4 project_to_clipspace(vec3 position) {
9623
9618
  return viewProjectionMatrix * vec4(position, 1.);
9624
9619
  }
9625
9620
  `;
9626
- var fs26 = `
9621
+ var fs25 = `
9627
9622
  ${common}`;
9628
9623
  var project = {
9629
9624
  name: "project",
9630
9625
  getUniforms: getUniforms5,
9631
- vs: vs5,
9632
- fs: fs26
9626
+ vs: vs4,
9627
+ fs: fs25
9633
9628
  };
9634
9629
 
9635
9630
  // src/modules-webgl1/lighting/lights/lights.glsl.ts
@@ -9772,7 +9767,7 @@ float getPointLightAttenuation(PointLight pointLight, float distance) {
9772
9767
  }
9773
9768
  return uniforms;
9774
9769
  }
9775
- var fs27 = glsl`\
9770
+ var fs26 = glsl`\
9776
9771
  uniform vec3 dirlight_uLightDirection;
9777
9772
 
9778
9773
  /*
@@ -9786,7 +9781,7 @@ vec4 dirlight_filterColor(vec4 color) {
9786
9781
  `;
9787
9782
  var dirlight2 = {
9788
9783
  name: "dirlight",
9789
- fs: fs27,
9784
+ fs: fs26,
9790
9785
  getUniforms: getUniforms7,
9791
9786
  dependencies: [project]
9792
9787
  };
@@ -9918,7 +9913,7 @@ vec3 lighting_getSpecularLightColor(vec3 cameraPosition, vec3 position_worldspac
9918
9913
  };
9919
9914
 
9920
9915
  // src/modules-webgl1/lighting/pbr/pbr-vertex.glsl.ts
9921
- var vs6 = glsl`\
9916
+ var vs5 = glsl`\
9922
9917
  uniform mat4 u_MVPMatrix;
9923
9918
  uniform mat4 u_ModelMatrix;
9924
9919
  uniform mat4 u_NormalMatrix;
@@ -9959,7 +9954,7 @@ void pbr_setPositionNormalTangentUV(vec4 position, vec4 normal, vec4 tangent, ve
9959
9954
  `;
9960
9955
 
9961
9956
  // src/modules-webgl1/lighting/pbr/pbr-fragment.glsl.ts
9962
- var fs28 = glsl`\
9957
+ var fs27 = glsl`\
9963
9958
  #if defined(USE_TEX_LOD) && !defined(FEATURE_GLSL_TEXTURE_LOD)
9964
9959
  # error PBR fragment shader: Texture LOD is not available
9965
9960
  #endif
@@ -10363,8 +10358,8 @@ vec4 pbr_filterColor(vec4 colorUnused)
10363
10358
  // src/modules-webgl1/lighting/pbr/pbr.ts
10364
10359
  var pbr = {
10365
10360
  name: "pbr",
10366
- vs: vs6,
10367
- fs: fs28,
10361
+ vs: vs5,
10362
+ fs: fs27,
10368
10363
  defines: {
10369
10364
  LIGHTING_FRAGMENT: 1
10370
10365
  },