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| const glslify = require('glslify'); | |
| const path = require('path'); | |
| // This is the original source, we will copy + paste it for our own GLSL | |
| // const vertexShader = THREE.ShaderChunk.meshphysical_vert; | |
| // const fragmentShader = THREE.ShaderChunk.meshphysical_frag; | |
| // Our custom shaders | |
| const fragmentShader = glslify(path.resolve(__dirname, 'standard.frag')); | |
| const vertexShader = glslify(path.resolve(__dirname, 'standard.vert')); |
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| /* | |
| * p2p.c | |
| */ | |
| #include <stdarg.h> | |
| #include <stdint.h> | |
| #include <stdio.h> | |
| #include <stdlib.h> | |
| #include <string.h> | |
| #include <enet/enet.h> |
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| shader_type spatial; | |
| render_mode shadows_disabled; | |
| uniform float rim = 0.25; | |
| uniform float rim_tint = 0.5; | |
| uniform sampler2D albedo : hint_albedo; | |
| uniform float specular; | |
| uniform float roughness = 1.0; | |
| uniform bool disable_lighting = false; | |
| uniform vec4 shadow_color : hint_color; |