import {ShaderChunk as ShaderChunkReadOnly} from 'three'; import soft_fragment from './soft_fragment.glsl'; import soft_pars_fragment from './soft_pars_fragment.glsl'; import soft_pars_vertex from './soft_pars_vertex.glsl'; import soft_vertex from './soft_vertex.glsl'; import tile_fragment from './tile_fragment.glsl'; import tile_pars_fragment from './tile_pars_fragment.glsl'; import tile_pars_vertex from './tile_pars_vertex.glsl'; import tile_vertex from './tile_vertex.glsl'; const ShaderChunk = ShaderChunkReadOnly as Record; export function registerShaderChunks() { ShaderChunk['tile_pars_vertex'] = tile_pars_vertex; ShaderChunk['tile_vertex'] = tile_vertex; ShaderChunk['tile_pars_fragment'] = tile_pars_fragment; ShaderChunk['tile_fragment'] = tile_fragment; ShaderChunk['soft_pars_vertex'] = soft_pars_vertex; ShaderChunk['soft_vertex'] = soft_vertex; ShaderChunk['soft_pars_fragment'] = soft_pars_fragment; ShaderChunk['soft_fragment'] = soft_fragment; }