import { Effect } from "babylonjs"; let name = 'shadowOnlyPixelShader'; let shader = `precision highp float; uniform vec3 vEyePosition; uniform float alpha; uniform vec3 shadowColor; varying vec3 vPositionW; #ifdef NORMAL varying vec3 vNormalW; #endif #include #include<__decl__lightFragment>[0..maxSimultaneousLights] #include #include #include #include void main(void) { #include vec3 viewDirectionW=normalize(vEyePosition-vPositionW); #ifdef NORMAL vec3 normalW=normalize(vNormalW); #else vec3 normalW=vec3(1.0,1.0,1.0); #endif vec3 diffuseBase=vec3(0.,0.,0.); lightingInfo info; float shadow=1.; float glossiness=0.; #include[0..1] vec4 color=vec4(shadowColor,(1.0-clamp(shadow,0.,1.))*alpha); #include gl_FragColor=color; }`; Effect.ShadersStore[name] = shader; export { shader, name };