<commit_before>import { ShaderChunk } from './ShaderChunk';
import { Vector3 } from '../../math/Vector3';
import { UniformsLib } from './UniformsLib';
import { Color } from '../../math/Color';

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author <NAME> / http://gomo.se/
 */

var ShaderLib = {

	basic: {

		uniforms: Object.assign( {},
			UniformsLib.common,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.fog
		),

		vertexShader: ShaderChunk.meshbasic_vert,
		fragmentShader: ShaderChunk.meshbasic_frag

	},

	lambert: {

		uniforms: Object.assign( {},
			UniformsLib.common,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive : { value: new Color( 0x000000 ) }
			}
		),

		vertexShader: ShaderChunk.meshlambert_vert,
		fragmentShader: ShaderChunk.meshlambert_frag

	},

	phong: {

		uniforms: Object.assign( {},
			UniformsLib.common,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive : { value: new Color( 0x000000 ) },
				specular : { value: new Color( 0x111111 ) },
				shininess: { value: 30 }
			}
		),

		vertexShader: ShaderChunk.meshphong_vert,
		fragmentShader: ShaderChunk.meshphong_frag

	},

	standard: {

		uniforms: Object.assign( {},
			UniformsLib.common,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.roughnessmap,
			UniformsLib.metalnessmap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive : { value: new Color( 0x000000 ) },
				roughness: { value: 0.5 },
				metalness: { value: 0 },
				envMapIntensity : { value: 1 }, // temporary
			}
		),

		vertexShader: ShaderChunk.meshphysical_vert,
		fragmentShader: ShaderChunk.meshphysical_frag

	},

	points: {

		uniforms: Object.assign( {},
			UniformsLib.points,
			UniformsLib.fog
		),

		vertexShader: ShaderChunk.points_vert,<commit_msg>Remove unneeded comma in ShaderLib<commit_after>import { ShaderChunk } from './ShaderChunk';
import { Vector3 } from '../../math/Vector3';
import { UniformsLib } from './UniformsLib';
import { Color } from '../../math/Color';

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author <NAME> / http://gomo.se/
 */

var ShaderLib = {

	basic: {

		uniforms: Object.assign( {},
			UniformsLib.common,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.fog
		),

		vertexShader: ShaderChunk.meshbasic_vert,
		fragmentShader: ShaderChunk.meshbasic_frag

	},

	lambert: {

		uniforms: Object.assign( {},
			UniformsLib.common,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive : { value: new Color( 0x000000 ) }
			}
		),

		vertexShader: ShaderChunk.meshlambert_vert,
		fragmentShader: ShaderChunk.meshlambert_frag

	},

	phong: {

		uniforms: Object.assign( {},
			UniformsLib.common,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive : { value: new Color( 0x000000 ) },
				specular : { value: new Color( 0x111111 ) },
				shininess: { value: 30 }
			}
		),

		vertexShader: ShaderChunk.meshphong_vert,
		fragmentShader: ShaderChunk.meshphong_frag

	},

	standard: {

		uniforms: Object.assign( {},
			UniformsLib.common,
			UniformsLib.aomap,
			UniformsLib.lightmap,
			UniformsLib.emissivemap,
			UniformsLib.bumpmap,
			UniformsLib.normalmap,
			UniformsLib.displacementmap,
			UniformsLib.roughnessmap,
			UniformsLib.metalnessmap,
			UniformsLib.fog,
			UniformsLib.lights,
			{
				emissive : { value: new Color( 0x000000 ) },
				roughness: { value: 0.5 },
				metalness: { value: 0 },
				envMapIntensity : { value: 1 } // temporary
			}
		),

		vertexShader: ShaderChunk.meshphysical_vert,
		fragmentShader: ShaderChunk.meshphysical_frag

	},

	points: {

		uniforms: Object.assign( {},
			UniformsLib.points,
			UniformsLib.fog
		),

		vertexShader: ShaderChunk.points_vert,
{'fraction_non_alphanumeric': 0.12442713107241063, 'fraction_numerical': 0.016498625114573784, 'mean_word_length': 3.386934673366834, 'pattern_counts': {'":': 0, '<': 5, '<?xml version=': 0, '>': 5, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
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