import highPassFrag from "../shaders/glsl/bloomPass.highPass.frag.glsl"; import blurFrag from "../shaders/glsl/bloomPass.blur.frag.glsl"; import combineFrag from "../shaders/glsl/bloomPass.combine.frag.glsl"; import imagePassFrag from "../shaders/glsl/imagePass.frag.glsl"; import mirrorPassFrag from "../shaders/glsl/mirrorPass.frag.glsl"; import palettePassFrag from "../shaders/glsl/palettePass.frag.glsl"; import rainPassIntro from "../shaders/glsl/rainPass.intro.frag.glsl"; import rainPassRaindrop from "../shaders/glsl/rainPass.raindrop.frag.glsl"; import rainPassSymbol from "../shaders/glsl/rainPass.symbol.frag.glsl"; import rainPassEffect from "../shaders/glsl/rainPass.effect.frag.glsl"; import rainPassVert from "../shaders/glsl/rainPass.vert.glsl"; import rainPassFrag from "../shaders/glsl/rainPass.frag.glsl"; import stripePassFrag from "../shaders/glsl/stripePass.frag.glsl"; import msdfCoptic from "../assets/coptic_msdf.png"; import msdfGothic from "../assets/gothic_msdf.png"; import msdfMatrixCode from "../assets/matrixcode_msdf.png"; import msdfRes from "../assets/resurrections_msdf.png"; // import megacity from "../assets/megacity_msdf.png"; import msdfResGlint from "../assets/resurrections_glint_msdf.png"; // import msdfHuberfishA from "../assets/huberfish_a_msdf.png"; // import msdfHuberfishD from "../assets/huberfish_d_msdf.png"; // import msdfGtargTenretni from "../assets/gtarg_tenretniolleh_msdf.png"; // import msdfGtargAlienText from "../assets/gtarg_alientext_msdf.png"; // import msdfNeoMatrixology from "../assets/neomatrixology_msdf.png"; // import texSand from "../assets/sand.png"; // import texPixels from "../assets/pixel_grid.png"; import texMesh from "../assets/mesh.png"; import texMetal from "../assets/metal.png"; import bloomBlurShader from "../shaders/wgsl/bloomBlur.wgsl"; import bloomCombineShader from "../shaders/wgsl/bloomCombine.wgsl"; import endPassShader from "../shaders/wgsl/endPass.wgsl"; import imagePassShader from "../shaders/wgsl/imagePass.wgsl"; import mirrorPassShader from "../shaders/wgsl/mirrorPass.wgsl"; import palettePassShader from "../shaders/wgsl/palettePass.wgsl"; import rainPassShader from "../shaders/wgsl/rainPass.wgsl"; import stripePassShader from "../shaders/wgsl/stripePass.wgsl"; export default [ highPassFrag, blurFrag, combineFrag, imagePassFrag, mirrorPassFrag, palettePassFrag, rainPassIntro, rainPassRaindrop, rainPassSymbol, rainPassEffect, rainPassVert, rainPassFrag, stripePassFrag, msdfCoptic, msdfGothic, msdfMatrixCode, msdfRes, // megacity, msdfResGlint, // msdfHuberfishA, // msdfHuberfishD, // msdfGtargTenretni, // msdfGtargAlienText, // msdfNeoMatrixology, // texSand, // texPixels, texMesh, texMetal, bloomBlurShader, bloomCombineShader, endPassShader, imagePassShader, mirrorPassShader, palettePassShader, rainPassShader, stripePassShader, ];