@babylonjs/viewer 7.30.0 → 7.30.1-alpha
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/assets/photoStudio.env +0 -0
- package/dist/babylon-viewer.esm.js +2 -0
- package/dist/babylon-viewer.esm.js.map +1 -0
- package/dist/babylon-viewer.esm.min.js +2 -0
- package/dist/babylon-viewer.esm.min.js.map +1 -0
- package/dist/chunks/EXT_lights_image_based-B8QkHePo.esm.js +172 -0
- package/dist/chunks/EXT_lights_image_based-B8QkHePo.esm.js.map +1 -0
- package/dist/chunks/EXT_lights_image_based-BSiU8YlV.esm.min.js +2 -0
- package/dist/chunks/EXT_lights_image_based-BSiU8YlV.esm.min.js.map +1 -0
- package/dist/chunks/EXT_mesh_gpu_instancing-hZ-8qY7C.esm.min.js +2 -0
- package/dist/chunks/EXT_mesh_gpu_instancing-hZ-8qY7C.esm.min.js.map +1 -0
- package/dist/chunks/EXT_mesh_gpu_instancing-wJVTdqxC.esm.js +86 -0
- package/dist/chunks/EXT_mesh_gpu_instancing-wJVTdqxC.esm.js.map +1 -0
- package/dist/chunks/EXT_meshopt_compression-B2B6s_wQ.esm.min.js +2 -0
- package/dist/chunks/EXT_meshopt_compression-B2B6s_wQ.esm.min.js.map +1 -0
- package/dist/chunks/EXT_meshopt_compression-NtmqtMgU.esm.js +134 -0
- package/dist/chunks/EXT_meshopt_compression-NtmqtMgU.esm.js.map +1 -0
- package/dist/chunks/EXT_texture_avif-CHILVmx8.esm.js +44 -0
- package/dist/chunks/EXT_texture_avif-CHILVmx8.esm.js.map +1 -0
- package/dist/chunks/EXT_texture_avif-CS00cTRS.esm.min.js +2 -0
- package/dist/chunks/EXT_texture_avif-CS00cTRS.esm.min.js.map +1 -0
- package/dist/chunks/EXT_texture_webp-Bkq-q6FG.esm.min.js +2 -0
- package/dist/chunks/EXT_texture_webp-Bkq-q6FG.esm.min.js.map +1 -0
- package/dist/chunks/EXT_texture_webp-DN0lE3ZI.esm.js +43 -0
- package/dist/chunks/EXT_texture_webp-DN0lE3ZI.esm.js.map +1 -0
- package/dist/chunks/ExtrasAsMetadata-BBYH2MWy.esm.js +64 -0
- package/dist/chunks/ExtrasAsMetadata-BBYH2MWy.esm.js.map +1 -0
- package/dist/chunks/ExtrasAsMetadata-DIPrXR0e.esm.min.js +2 -0
- package/dist/chunks/ExtrasAsMetadata-DIPrXR0e.esm.min.js.map +1 -0
- package/dist/chunks/KHR_animation_pointer-Bi9FNmzm.esm.js +343 -0
- package/dist/chunks/KHR_animation_pointer-Bi9FNmzm.esm.js.map +1 -0
- package/dist/chunks/KHR_animation_pointer-cRE1VpCW.esm.min.js +2 -0
- package/dist/chunks/KHR_animation_pointer-cRE1VpCW.esm.min.js.map +1 -0
- package/dist/chunks/KHR_draco_mesh_compression-B7X-Y-9y.esm.js +610 -0
- package/dist/chunks/KHR_draco_mesh_compression-B7X-Y-9y.esm.js.map +1 -0
- package/dist/chunks/KHR_draco_mesh_compression-C3N7uxkp.esm.min.js +2 -0
- package/dist/chunks/KHR_draco_mesh_compression-C3N7uxkp.esm.min.js.map +1 -0
- package/dist/chunks/KHR_interactivity-C0idLGI_.esm.min.js +2 -0
- package/dist/chunks/KHR_interactivity-C0idLGI_.esm.min.js.map +1 -0
- package/dist/chunks/KHR_interactivity-DP9ukTBy.esm.js +4033 -0
- package/dist/chunks/KHR_interactivity-DP9ukTBy.esm.js.map +1 -0
- package/dist/chunks/KHR_lights_punctual-Brv0Wuoh.esm.js +1253 -0
- package/dist/chunks/KHR_lights_punctual-Brv0Wuoh.esm.js.map +1 -0
- package/dist/chunks/KHR_lights_punctual-D5rY7e9I.esm.min.js +2 -0
- package/dist/chunks/KHR_lights_punctual-D5rY7e9I.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_anisotropy-CNTB-Obv.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_anisotropy-CNTB-Obv.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_anisotropy-uViUcrBX.esm.js +64 -0
- package/dist/chunks/KHR_materials_anisotropy-uViUcrBX.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_clearcoat-C3xAVuBX.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_clearcoat-C3xAVuBX.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_clearcoat-CGnx-Def.esm.js +96 -0
- package/dist/chunks/KHR_materials_clearcoat-CGnx-Def.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_diffuse_transmission-C6jtnXQp.esm.js +97 -0
- package/dist/chunks/KHR_materials_diffuse_transmission-C6jtnXQp.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_diffuse_transmission-Chq7fNC6.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_diffuse_transmission-Chq7fNC6.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_dispersion-CdwDEjkD.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_dispersion-CdwDEjkD.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_dispersion-i3C5_tOQ.esm.js +62 -0
- package/dist/chunks/KHR_materials_dispersion-i3C5_tOQ.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_emissive_strength-Ci0aHrSf.esm.js +55 -0
- package/dist/chunks/KHR_materials_emissive_strength-Ci0aHrSf.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_emissive_strength-oOS672hJ.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_emissive_strength-oOS672hJ.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_ior-BczbilaN.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_ior-BczbilaN.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_ior-DAgTpEPO.esm.js +64 -0
- package/dist/chunks/KHR_materials_ior-DAgTpEPO.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_iridescence-BvH-DyMM.esm.js +72 -0
- package/dist/chunks/KHR_materials_iridescence-BvH-DyMM.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_iridescence-Cs329Tec.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_iridescence-Cs329Tec.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_pbrSpecularGlossiness-BAoCWbDD.esm.js +81 -0
- package/dist/chunks/KHR_materials_pbrSpecularGlossiness-BAoCWbDD.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_pbrSpecularGlossiness-RptdeCpW.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_pbrSpecularGlossiness-RptdeCpW.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_sheen-C48YqGyP.esm.js +85 -0
- package/dist/chunks/KHR_materials_sheen-C48YqGyP.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_sheen-CENbfA8s.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_sheen-CENbfA8s.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_specular-BVunKKIv.esm.js +75 -0
- package/dist/chunks/KHR_materials_specular-BVunKKIv.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_specular-DzkwSxAP.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_specular-DzkwSxAP.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_transmission-BTHUpaVT.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_transmission-BTHUpaVT.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_transmission-BgZKGZqg.esm.js +307 -0
- package/dist/chunks/KHR_materials_transmission-BgZKGZqg.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_unlit-CU2DPO94.esm.js +74 -0
- package/dist/chunks/KHR_materials_unlit-CU2DPO94.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_unlit-qeFFDJsN.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_unlit-qeFFDJsN.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_variants-BYcHAfKt.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_variants-BYcHAfKt.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_variants-DfibokCz.esm.js +238 -0
- package/dist/chunks/KHR_materials_variants-DfibokCz.esm.js.map +1 -0
- package/dist/chunks/KHR_materials_volume-BLgQKdLc.esm.min.js +2 -0
- package/dist/chunks/KHR_materials_volume-BLgQKdLc.esm.min.js.map +1 -0
- package/dist/chunks/KHR_materials_volume-CeusrX5Q.esm.js +87 -0
- package/dist/chunks/KHR_materials_volume-CeusrX5Q.esm.js.map +1 -0
- package/dist/chunks/KHR_mesh_quantization-B1lFBE4i.esm.min.js +2 -0
- package/dist/chunks/KHR_mesh_quantization-B1lFBE4i.esm.min.js.map +1 -0
- package/dist/chunks/KHR_mesh_quantization-CTlthm9b.esm.js +26 -0
- package/dist/chunks/KHR_mesh_quantization-CTlthm9b.esm.js.map +1 -0
- package/dist/chunks/KHR_texture_basisu-DxfhU-WD.esm.min.js +2 -0
- package/dist/chunks/KHR_texture_basisu-DxfhU-WD.esm.min.js.map +1 -0
- package/dist/chunks/KHR_texture_basisu-kee0jVUy.esm.js +43 -0
- package/dist/chunks/KHR_texture_basisu-kee0jVUy.esm.js.map +1 -0
- package/dist/chunks/KHR_texture_transform-9DUjN2OI.esm.js +63 -0
- package/dist/chunks/KHR_texture_transform-9DUjN2OI.esm.js.map +1 -0
- package/dist/chunks/KHR_texture_transform-DbQFyzy6.esm.min.js +2 -0
- package/dist/chunks/KHR_texture_transform-DbQFyzy6.esm.min.js.map +1 -0
- package/dist/chunks/KHR_xmp_json_ld-CXJGx-sA.esm.js +51 -0
- package/dist/chunks/KHR_xmp_json_ld-CXJGx-sA.esm.js.map +1 -0
- package/dist/chunks/KHR_xmp_json_ld-tRIKOwLG.esm.min.js +2 -0
- package/dist/chunks/KHR_xmp_json_ld-tRIKOwLG.esm.min.js.map +1 -0
- package/dist/chunks/MSFT_audio_emitter-CI0Nml3O.esm.js +2207 -0
- package/dist/chunks/MSFT_audio_emitter-CI0Nml3O.esm.js.map +1 -0
- package/dist/chunks/MSFT_audio_emitter-DpCifHwR.esm.min.js +2 -0
- package/dist/chunks/MSFT_audio_emitter-DpCifHwR.esm.min.js.map +1 -0
- package/dist/chunks/MSFT_lod-B9ex3lVq.esm.js +337 -0
- package/dist/chunks/MSFT_lod-B9ex3lVq.esm.js.map +1 -0
- package/dist/chunks/MSFT_lod-z8dJ8Drm.esm.min.js +2 -0
- package/dist/chunks/MSFT_lod-z8dJ8Drm.esm.min.js.map +1 -0
- package/dist/chunks/MSFT_minecraftMesh-CtBZz4pl.esm.min.js +2 -0
- package/dist/chunks/MSFT_minecraftMesh-CtBZz4pl.esm.min.js.map +1 -0
- package/dist/chunks/MSFT_minecraftMesh-nf1sPsge.esm.js +46 -0
- package/dist/chunks/MSFT_minecraftMesh-nf1sPsge.esm.js.map +1 -0
- package/dist/chunks/MSFT_sRGBFactors-CRYLn1p6.esm.min.js +2 -0
- package/dist/chunks/MSFT_sRGBFactors-CRYLn1p6.esm.min.js.map +1 -0
- package/dist/chunks/MSFT_sRGBFactors-CeWD8LAk.esm.js +47 -0
- package/dist/chunks/MSFT_sRGBFactors-CeWD8LAk.esm.js.map +1 -0
- package/dist/chunks/animationGroup-B_9qZnYC.esm.min.js +2 -0
- package/dist/chunks/animationGroup-B_9qZnYC.esm.min.js.map +1 -0
- package/dist/chunks/animationGroup-Caf5e8cG.esm.js +2479 -0
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- package/dist/chunks/assetContainer-C3VbcE_z.esm.js +1720 -0
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- package/dist/chunks/audioEngine-BsSa5q28.esm.js +305 -0
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import{i as e}from"./index-CIyiNmMD.esm.min.js";import"./defaultUboDeclaration-B1N9B5Gl.esm.min.js";import"./oitFragment-D5kQEOJH.esm.min.js";import"./logDepthDeclaration-BkU1fH0B.esm.min.js";import"./helperFunctions-M382PZ6f.esm.min.js";import"./fresnelFunction-DXV-Gn3X.esm.min.js";import"./decalFragment-Dd54mbG2.esm.min.js";import"./meshUboDeclaration-DS9O2grO.esm.min.js";e.IncludesShadersStoreWGSL.lightsFragmentFunctions="struct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef NDOTL\nndl: f32,\n#endif\n};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)\n{var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var attenuation: f32=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nvar ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;var ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nresult.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}";const n="defaultPixelShader",r="#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(-cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULAR\nvar specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nvar glossiness: f32=0.;\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*uniforms.vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nvar opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<uniforms.alphaCutOff) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;fragData[0]=color; \n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX] =\nvec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy /\nfragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy /\nfragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX] =\nvec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX] =\nvec4f(0.0,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX] =\nvec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX] =\nvec4f(normalW,writeGeometryInfo); \n#else\nfragData[PREPASS_NORMAL_INDEX] =\nvec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),\nwriteGeometryInfo); \n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX] =\nvec4f(normalW*0.5+0.5,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX] =\nvec4f(0.0,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULARTERM)\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX] =\nvec4f(toLinearSpaceVec4(specularMapColor)) *\nwriteGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX] =\nvec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;\n#endif\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX] =\nvec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";e.ShadersStoreWGSL[n]=r;const i={name:n,shader:r};export{i as defaultPixelShaderWGSL};
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{"version":3,"file":"default.fragment-CsdUsRw_.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js","../../../../../dev/core/dist/ShadersWGSL/default.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef NDOTL\nndl: f32,\n#endif\n};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)\n{var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var attenuation: f32=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nvar ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var direction: vec3f=lightData.xyz-fragmentInputs.vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;var ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nresult.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightsFragmentFunctionsWGSL = { name, shader };\n//# sourceMappingURL=lightsFragmentFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/lightsFragmentFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/fresnelFunction\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/decalFragment\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/oitFragment\";\nconst name = \"defaultPixelShader\";\nconst shader = `#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(-cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef SPECULARTERM\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULAR\nvar specularMapColor: vec4f=textureSample(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nvar glossiness: f32=0.;\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*uniforms.vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nvar opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<uniforms.alphaCutOff) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;fragData[0]=color; \n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX] =\nvec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy /\nfragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy /\nfragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX] =\nvec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX] =\nvec4f(0.0,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX] =\nvec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX] =\nvec4f(normalW,writeGeometryInfo); \n#else\nfragData[PREPASS_NORMAL_INDEX] =\nvec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),\nwriteGeometryInfo); \n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX] =\nvec4f(normalW*0.5+0.5,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX] =\nvec4f(0.0,0.0,0.0,\nwriteGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULARTERM)\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX] =\nvec4f(toLinearSpaceVec4(specularMapColor)) *\nwriteGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX] =\nvec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;\n#endif\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX] =\nvec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const defaultPixelShaderWGSL = { name, shader };\n//# sourceMappingURL=default.fragment.js.map"],"names":["ShaderStore","IncludesShadersStoreWGSL","name","shader","ShadersStoreWGSL","defaultPixelShaderWGSL"],"mappings":"yXAqDAA,EAAYC,yBAA6B,wBAlD1B,83FCyBf,MAAMC,EAAO,qBACPC,EAAS,mwfA0XfH,EAAYI,iBAAiBF,GAAQC,EAEzB,MAACE,EAAyB,CAAEH,OAAMC"}
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@@ -0,0 +1,515 @@
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1
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import { i as ShaderStore } from './index-DV_mRp0V.esm.js';
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2
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import './oitFragment-BlZOVBNE.esm.js';
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3
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+
import './defaultUboDeclaration--F3dwx1S.esm.js';
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4
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import './mainUVVaryingDeclaration-BeDhg2oD.esm.js';
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5
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import './helperFunctions-Cb7U87AV.esm.js';
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6
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import './fogFragment-CT1rtmII.esm.js';
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7
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import './logDepthDeclaration-BFlc1Sz5.esm.js';
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8
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9
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// Do not edit.
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10
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const name$3 = "defaultFragmentDeclaration";
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11
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const shader$3 = `uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;
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12
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#ifdef SPECULARTERM
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13
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uniform vec4 vSpecularColor;
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14
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#endif
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15
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uniform vec3 vEmissiveColor;uniform vec3 vAmbientColor;uniform float visibility;
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16
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#ifdef DIFFUSE
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17
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uniform vec2 vDiffuseInfos;
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18
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#endif
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19
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#ifdef AMBIENT
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20
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uniform vec2 vAmbientInfos;
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21
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#endif
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22
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#ifdef OPACITY
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23
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uniform vec2 vOpacityInfos;
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#endif
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25
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#ifdef EMISSIVE
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26
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uniform vec2 vEmissiveInfos;
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27
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#endif
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28
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#ifdef LIGHTMAP
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uniform vec2 vLightmapInfos;
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#endif
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31
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#ifdef BUMP
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32
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uniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;
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#endif
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34
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#ifdef ALPHATEST
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35
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uniform float alphaCutOff;
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36
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#endif
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37
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#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION) || defined(PREPASS)
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uniform mat4 view;
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#endif
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#ifdef REFRACTION
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uniform vec4 vRefractionInfos;
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#ifndef REFRACTIONMAP_3D
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uniform mat4 refractionMatrix;
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44
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#endif
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45
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#ifdef REFRACTIONFRESNEL
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uniform vec4 refractionLeftColor;uniform vec4 refractionRightColor;
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#endif
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48
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#if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)
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uniform vec3 vRefractionPosition;uniform vec3 vRefractionSize;
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#endif
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51
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#endif
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52
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#if defined(SPECULAR) && defined(SPECULARTERM)
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53
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uniform vec2 vSpecularInfos;
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54
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#endif
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55
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#ifdef DIFFUSEFRESNEL
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56
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uniform vec4 diffuseLeftColor;uniform vec4 diffuseRightColor;
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57
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#endif
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58
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#ifdef OPACITYFRESNEL
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59
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uniform vec4 opacityParts;
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60
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#endif
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#ifdef EMISSIVEFRESNEL
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62
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uniform vec4 emissiveLeftColor;uniform vec4 emissiveRightColor;
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63
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#endif
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64
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#ifdef REFLECTION
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65
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uniform vec2 vReflectionInfos;
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66
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#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)
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67
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uniform mat4 reflectionMatrix;
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#endif
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69
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#ifndef REFLECTIONMAP_SKYBOX
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#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)
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71
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uniform vec3 vReflectionPosition;uniform vec3 vReflectionSize;
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72
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#endif
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73
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#endif
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74
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#ifdef REFLECTIONFRESNEL
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75
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uniform vec4 reflectionLeftColor;uniform vec4 reflectionRightColor;
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#endif
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77
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#endif
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78
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#ifdef DETAIL
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79
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uniform vec4 vDetailInfos;
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80
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#endif
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81
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#include<decalFragmentDeclaration>
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82
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#define ADDITIONAL_FRAGMENT_DECLARATION
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83
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`;
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84
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// Sideeffect
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85
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ShaderStore.IncludesShadersStore[name$3] = shader$3;
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86
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87
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// Do not edit.
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88
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const name$2 = "lightsFragmentFunctions";
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89
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const shader$2 = `struct lightingInfo
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90
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{vec3 diffuse;
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91
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#ifdef SPECULARTERM
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92
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vec3 specular;
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93
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#endif
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94
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#ifdef NDOTL
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95
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float ndl;
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96
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#endif
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97
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};lightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 lightVectorW;float attenuation=1.0;if (lightData.w==0.)
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{vec3 direction=lightData.xyz-vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}
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else
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{lightVectorW=normalize(-lightData.xyz);}
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float ndl=max(0.,dot(vNormal,lightVectorW));
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#ifdef NDOTL
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result.ndl=ndl;
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#endif
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result.diffuse=ndl*diffuseColor*attenuation;
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#ifdef SPECULARTERM
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107
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vec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
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#endif
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return result;}
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110
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lightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 direction=lightData.xyz-vPositionW;vec3 lightVectorW=normalize(direction);float attenuation=max(0.,1.0-length(direction)/range);float cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)
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111
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{cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;float ndl=max(0.,dot(vNormal,lightVectorW));
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112
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#ifdef NDOTL
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113
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result.ndl=ndl;
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114
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#endif
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result.diffuse=ndl*diffuseColor*attenuation;
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116
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#ifdef SPECULARTERM
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117
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vec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
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118
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#endif
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119
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return result;}
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120
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result.diffuse=vec3(0.);
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121
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#ifdef SPECULARTERM
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122
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result.specular=vec3(0.);
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123
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#endif
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124
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#ifdef NDOTL
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125
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result.ndl=0.;
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126
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#endif
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127
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return result;}
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128
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lightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {lightingInfo result;float ndl=dot(vNormal,lightData.xyz)*0.5+0.5;
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129
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#ifdef NDOTL
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130
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result.ndl=ndl;
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131
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+
#endif
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132
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result.diffuse=mix(groundColor,diffuseColor,ndl);
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133
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#ifdef SPECULARTERM
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134
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vec3 angleW=normalize(viewDirectionW+lightData.xyz);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;
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135
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#endif
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136
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return result;}
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137
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#define inline
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138
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vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return textureColor;}`;
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139
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// Sideeffect
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140
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ShaderStore.IncludesShadersStore[name$2] = shader$2;
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141
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+
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142
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// Do not edit.
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143
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const name$1 = "fresnelFunction";
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144
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const shader$1 = `#ifdef FRESNEL
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145
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float computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)
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146
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{float fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}
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147
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#endif
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148
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`;
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149
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// Sideeffect
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150
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ShaderStore.IncludesShadersStore[name$1] = shader$1;
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151
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152
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// Do not edit.
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153
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const name = "defaultPixelShader";
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154
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const shader = `#include<__decl__defaultFragment>
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155
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#if defined(BUMP) || !defined(NORMAL)
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156
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#extension GL_OES_standard_derivatives : enable
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157
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#endif
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158
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#include<prePassDeclaration>[SCENE_MRT_COUNT]
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159
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#include<oitDeclaration>
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160
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#define CUSTOM_FRAGMENT_BEGIN
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161
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#ifdef LOGARITHMICDEPTH
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162
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#extension GL_EXT_frag_depth : enable
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163
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#endif
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164
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varying vec3 vPositionW;
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165
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#ifdef NORMAL
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166
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varying vec3 vNormalW;
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167
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+
#endif
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168
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#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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169
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varying vec4 vColor;
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170
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+
#endif
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171
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#include<mainUVVaryingDeclaration>[1..7]
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172
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#include<helperFunctions>
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173
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#include<__decl__lightFragment>[0..maxSimultaneousLights]
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174
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#include<lightsFragmentFunctions>
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175
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#include<shadowsFragmentFunctions>
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176
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#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)
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177
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#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)
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178
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+
#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)
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179
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+
#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)
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180
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+
#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)
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181
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#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)
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182
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+
#ifdef REFRACTION
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183
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#ifdef REFRACTIONMAP_3D
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184
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uniform samplerCube refractionCubeSampler;
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185
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#else
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186
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uniform sampler2D refraction2DSampler;
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187
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#endif
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188
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#endif
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189
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#if defined(SPECULARTERM)
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190
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#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)
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191
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+
#endif
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192
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#include<fresnelFunction>
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193
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#ifdef REFLECTION
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194
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#ifdef REFLECTIONMAP_3D
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195
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uniform samplerCube reflectionCubeSampler;
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196
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#else
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197
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uniform sampler2D reflection2DSampler;
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198
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#endif
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199
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#ifdef REFLECTIONMAP_SKYBOX
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200
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varying vec3 vPositionUVW;
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201
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#else
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202
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+
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
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203
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varying vec3 vDirectionW;
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204
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+
#endif
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205
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+
#endif
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206
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#include<reflectionFunction>
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207
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+
#endif
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208
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+
#include<imageProcessingDeclaration>
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209
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#include<imageProcessingFunctions>
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210
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#include<bumpFragmentMainFunctions>
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211
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#include<bumpFragmentFunctions>
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212
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#include<clipPlaneFragmentDeclaration>
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213
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+
#include<logDepthDeclaration>
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214
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#include<fogFragmentDeclaration>
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215
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#define CUSTOM_FRAGMENT_DEFINITIONS
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216
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void main(void) {
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217
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+
#define CUSTOM_FRAGMENT_MAIN_BEGIN
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218
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#include<clipPlaneFragment>
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219
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vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;
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220
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+
#ifdef NORMAL
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221
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vec3 normalW=normalize(vNormalW);
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222
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#else
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223
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vec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));
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224
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+
#endif
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225
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+
#include<bumpFragment>
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226
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#ifdef TWOSIDEDLIGHTING
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227
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normalW=gl_FrontFacing ? normalW : -normalW;
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228
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+
#endif
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229
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#ifdef DIFFUSE
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baseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);
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231
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+
#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)
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232
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+
if (baseColor.a<alphaCutOff)
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233
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discard;
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234
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+
#endif
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235
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+
#ifdef ALPHAFROMDIFFUSE
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+
alpha*=baseColor.a;
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237
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+
#endif
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238
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#define CUSTOM_FRAGMENT_UPDATE_ALPHA
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239
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baseColor.rgb*=vDiffuseInfos.y;
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240
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+
#endif
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241
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+
#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)
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242
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+
vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
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243
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+
#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
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244
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+
#endif
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245
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+
#include<depthPrePass>
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246
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+
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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247
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+
baseColor.rgb*=vColor.rgb;
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248
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+
#endif
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249
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+
#ifdef DETAIL
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250
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+
baseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);
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251
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+
#endif
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252
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+
#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)
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253
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+
vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
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254
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+
#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
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255
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+
#endif
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256
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+
#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE
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257
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+
vec3 baseAmbientColor=vec3(1.,1.,1.);
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258
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+
#ifdef AMBIENT
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259
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+
baseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;
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260
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+
#endif
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261
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+
#define CUSTOM_FRAGMENT_BEFORE_LIGHTS
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262
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+
#ifdef SPECULARTERM
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263
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+
float glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;
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264
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+
#ifdef SPECULAR
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265
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+
vec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;
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266
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+
#ifdef GLOSSINESS
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267
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glossiness=glossiness*specularMapColor.a;
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268
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#endif
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269
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+
#endif
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270
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+
#else
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271
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+
float glossiness=0.;
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272
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+
#endif
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273
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vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;
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274
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+
#ifdef SPECULARTERM
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275
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+
vec3 specularBase=vec3(0.,0.,0.);
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276
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+
#endif
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277
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+
float shadow=1.;float aggShadow=0.;float numLights=0.;
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278
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+
#ifdef LIGHTMAP
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279
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+
vec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);
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280
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+
#ifdef RGBDLIGHTMAP
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281
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+
lightmapColor.rgb=fromRGBD(lightmapColor);
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282
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+
#endif
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283
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lightmapColor.rgb*=vLightmapInfos.y;
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284
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+
#endif
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285
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+
#include<lightFragment>[0..maxSimultaneousLights]
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286
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+
aggShadow=aggShadow/numLights;vec4 refractionColor=vec4(0.,0.,0.,1.);
|
|
287
|
+
#ifdef REFRACTION
|
|
288
|
+
vec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));
|
|
289
|
+
#ifdef REFRACTIONMAP_3D
|
|
290
|
+
#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC
|
|
291
|
+
refractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);
|
|
292
|
+
#endif
|
|
293
|
+
refractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}
|
|
294
|
+
#else
|
|
295
|
+
vec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));vec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=texture2D(refraction2DSampler,refractionCoords);
|
|
296
|
+
#endif
|
|
297
|
+
#ifdef RGBDREFRACTION
|
|
298
|
+
refractionColor.rgb=fromRGBD(refractionColor);
|
|
299
|
+
#endif
|
|
300
|
+
#ifdef IS_REFRACTION_LINEAR
|
|
301
|
+
refractionColor.rgb=toGammaSpace(refractionColor.rgb);
|
|
302
|
+
#endif
|
|
303
|
+
refractionColor.rgb*=vRefractionInfos.x;
|
|
304
|
+
#endif
|
|
305
|
+
vec4 reflectionColor=vec4(0.,0.,0.,1.);
|
|
306
|
+
#ifdef REFLECTION
|
|
307
|
+
vec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);
|
|
308
|
+
#ifdef REFLECTIONMAP_OPPOSITEZ
|
|
309
|
+
vReflectionUVW.z*=-1.0;
|
|
310
|
+
#endif
|
|
311
|
+
#ifdef REFLECTIONMAP_3D
|
|
312
|
+
#ifdef ROUGHNESS
|
|
313
|
+
float bias=vReflectionInfos.y;
|
|
314
|
+
#ifdef SPECULARTERM
|
|
315
|
+
#ifdef SPECULAR
|
|
316
|
+
#ifdef GLOSSINESS
|
|
317
|
+
bias*=(1.0-specularMapColor.a);
|
|
318
|
+
#endif
|
|
319
|
+
#endif
|
|
320
|
+
#endif
|
|
321
|
+
reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);
|
|
322
|
+
#else
|
|
323
|
+
reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);
|
|
324
|
+
#endif
|
|
325
|
+
#else
|
|
326
|
+
vec2 coords=vReflectionUVW.xy;
|
|
327
|
+
#ifdef REFLECTIONMAP_PROJECTION
|
|
328
|
+
coords/=vReflectionUVW.z;
|
|
329
|
+
#endif
|
|
330
|
+
coords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords);
|
|
331
|
+
#endif
|
|
332
|
+
#ifdef RGBDREFLECTION
|
|
333
|
+
reflectionColor.rgb=fromRGBD(reflectionColor);
|
|
334
|
+
#endif
|
|
335
|
+
#ifdef IS_REFLECTION_LINEAR
|
|
336
|
+
reflectionColor.rgb=toGammaSpace(reflectionColor.rgb);
|
|
337
|
+
#endif
|
|
338
|
+
reflectionColor.rgb*=vReflectionInfos.x;
|
|
339
|
+
#ifdef REFLECTIONFRESNEL
|
|
340
|
+
float reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);
|
|
341
|
+
#ifdef REFLECTIONFRESNELFROMSPECULAR
|
|
342
|
+
#ifdef SPECULARTERM
|
|
343
|
+
reflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
|
|
344
|
+
#else
|
|
345
|
+
reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
|
|
346
|
+
#endif
|
|
347
|
+
#else
|
|
348
|
+
reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
|
|
349
|
+
#endif
|
|
350
|
+
#endif
|
|
351
|
+
#endif
|
|
352
|
+
#ifdef REFRACTIONFRESNEL
|
|
353
|
+
float refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;
|
|
354
|
+
#endif
|
|
355
|
+
#ifdef OPACITY
|
|
356
|
+
vec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);
|
|
357
|
+
#ifdef OPACITYRGB
|
|
358
|
+
opacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;
|
|
359
|
+
#else
|
|
360
|
+
alpha*=opacityMap.a*vOpacityInfos.y;
|
|
361
|
+
#endif
|
|
362
|
+
#endif
|
|
363
|
+
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
|
|
364
|
+
alpha*=vColor.a;
|
|
365
|
+
#endif
|
|
366
|
+
#ifdef OPACITYFRESNEL
|
|
367
|
+
float opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;
|
|
368
|
+
#endif
|
|
369
|
+
#ifdef ALPHATEST
|
|
370
|
+
#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS
|
|
371
|
+
if (alpha<alphaCutOff)
|
|
372
|
+
discard;
|
|
373
|
+
#endif
|
|
374
|
+
#ifndef ALPHABLEND
|
|
375
|
+
alpha=1.0;
|
|
376
|
+
#endif
|
|
377
|
+
#endif
|
|
378
|
+
vec3 emissiveColor=vEmissiveColor;
|
|
379
|
+
#ifdef EMISSIVE
|
|
380
|
+
emissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;
|
|
381
|
+
#endif
|
|
382
|
+
#ifdef EMISSIVEFRESNEL
|
|
383
|
+
float emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;
|
|
384
|
+
#endif
|
|
385
|
+
#ifdef DIFFUSEFRESNEL
|
|
386
|
+
float diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;
|
|
387
|
+
#endif
|
|
388
|
+
#ifdef EMISSIVEASILLUMINATION
|
|
389
|
+
vec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;
|
|
390
|
+
#else
|
|
391
|
+
#ifdef LINKEMISSIVEWITHDIFFUSE
|
|
392
|
+
vec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;
|
|
393
|
+
#else
|
|
394
|
+
vec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;
|
|
395
|
+
#endif
|
|
396
|
+
#endif
|
|
397
|
+
#ifdef SPECULARTERM
|
|
398
|
+
vec3 finalSpecular=specularBase*specularColor;
|
|
399
|
+
#ifdef SPECULAROVERALPHA
|
|
400
|
+
alpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);
|
|
401
|
+
#endif
|
|
402
|
+
#else
|
|
403
|
+
vec3 finalSpecular=vec3(0.0);
|
|
404
|
+
#endif
|
|
405
|
+
#ifdef REFLECTIONOVERALPHA
|
|
406
|
+
alpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);
|
|
407
|
+
#endif
|
|
408
|
+
#ifdef EMISSIVEASILLUMINATION
|
|
409
|
+
vec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);
|
|
410
|
+
#else
|
|
411
|
+
vec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);
|
|
412
|
+
#endif
|
|
413
|
+
#ifdef LIGHTMAP
|
|
414
|
+
#ifndef LIGHTMAPEXCLUDED
|
|
415
|
+
#ifdef USELIGHTMAPASSHADOWMAP
|
|
416
|
+
color.rgb*=lightmapColor.rgb;
|
|
417
|
+
#else
|
|
418
|
+
color.rgb+=lightmapColor.rgb;
|
|
419
|
+
#endif
|
|
420
|
+
#endif
|
|
421
|
+
#endif
|
|
422
|
+
#define CUSTOM_FRAGMENT_BEFORE_FOG
|
|
423
|
+
color.rgb=max(color.rgb,0.);
|
|
424
|
+
#include<logDepthFragment>
|
|
425
|
+
#include<fogFragment>
|
|
426
|
+
#ifdef IMAGEPROCESSINGPOSTPROCESS
|
|
427
|
+
color.rgb=toLinearSpace(color.rgb);
|
|
428
|
+
#else
|
|
429
|
+
#ifdef IMAGEPROCESSING
|
|
430
|
+
color.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);
|
|
431
|
+
#endif
|
|
432
|
+
#endif
|
|
433
|
+
color.a*=visibility;
|
|
434
|
+
#ifdef PREMULTIPLYALPHA
|
|
435
|
+
color.rgb*=color.a;
|
|
436
|
+
#endif
|
|
437
|
+
#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
|
|
438
|
+
#ifdef PREPASS
|
|
439
|
+
float writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;gl_FragData[0]=color;
|
|
440
|
+
#ifdef PREPASS_POSITION
|
|
441
|
+
gl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);
|
|
442
|
+
#endif
|
|
443
|
+
#ifdef PREPASS_LOCAL_POSITION
|
|
444
|
+
gl_FragData[PREPASS_LOCAL_POSITION_INDEX] =
|
|
445
|
+
vec4(vPosition,writeGeometryInfo);
|
|
446
|
+
#endif
|
|
447
|
+
#if defined(PREPASS_VELOCITY)
|
|
448
|
+
vec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0)) *
|
|
449
|
+
sign(a-b)*0.5 +
|
|
450
|
+
0.5;gl_FragData[PREPASS_VELOCITY_INDEX] =
|
|
451
|
+
vec4(velocity,0.0,writeGeometryInfo);
|
|
452
|
+
#elif defined(PREPASS_VELOCITY_LINEAR)
|
|
453
|
+
vec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -
|
|
454
|
+
(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX] =
|
|
455
|
+
vec4(velocity,0.0,writeGeometryInfo);
|
|
456
|
+
#endif
|
|
457
|
+
#ifdef PREPASS_IRRADIANCE
|
|
458
|
+
gl_FragData[PREPASS_IRRADIANCE_INDEX] =
|
|
459
|
+
vec4(0.0,0.0,0.0,
|
|
460
|
+
writeGeometryInfo);
|
|
461
|
+
#endif
|
|
462
|
+
#ifdef PREPASS_DEPTH
|
|
463
|
+
gl_FragData[PREPASS_DEPTH_INDEX] =
|
|
464
|
+
vec4(vViewPos.z,0.0,0.0,writeGeometryInfo);
|
|
465
|
+
#endif
|
|
466
|
+
#ifdef PREPASS_SCREENSPACE_DEPTH
|
|
467
|
+
gl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX] =
|
|
468
|
+
vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);
|
|
469
|
+
#endif
|
|
470
|
+
#ifdef PREPASS_NORMAL
|
|
471
|
+
#ifdef PREPASS_NORMAL_WORLDSPACE
|
|
472
|
+
gl_FragData[PREPASS_NORMAL_INDEX] =
|
|
473
|
+
vec4(normalW,writeGeometryInfo);
|
|
474
|
+
#else
|
|
475
|
+
gl_FragData[PREPASS_NORMAL_INDEX] =
|
|
476
|
+
vec4(normalize((view*vec4(normalW,0.0)).rgb),
|
|
477
|
+
writeGeometryInfo);
|
|
478
|
+
#endif
|
|
479
|
+
#endif
|
|
480
|
+
#ifdef PREPASS_WORLD_NORMAL
|
|
481
|
+
gl_FragData[PREPASS_WORLD_NORMAL_INDEX] =
|
|
482
|
+
vec4(normalW*0.5+0.5,writeGeometryInfo);
|
|
483
|
+
#endif
|
|
484
|
+
#ifdef PREPASS_ALBEDO_SQRT
|
|
485
|
+
gl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo);
|
|
486
|
+
#endif
|
|
487
|
+
#ifdef PREPASS_REFLECTIVITY
|
|
488
|
+
#if defined(SPECULARTERM)
|
|
489
|
+
#if defined(SPECULAR)
|
|
490
|
+
gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo;
|
|
491
|
+
#else
|
|
492
|
+
gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo;
|
|
493
|
+
#endif
|
|
494
|
+
#else
|
|
495
|
+
gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,1.0)*writeGeometryInfo;
|
|
496
|
+
#endif
|
|
497
|
+
#endif
|
|
498
|
+
#endif
|
|
499
|
+
#if !defined(PREPASS) || defined(WEBGL2)
|
|
500
|
+
gl_FragColor=color;
|
|
501
|
+
#endif
|
|
502
|
+
#include<oitFragment>
|
|
503
|
+
#if ORDER_INDEPENDENT_TRANSPARENCY
|
|
504
|
+
if (fragDepth==nearestDepth) {frontColor.rgb+=color.rgb*color.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-color.a);} else {backColor+=color;}
|
|
505
|
+
#endif
|
|
506
|
+
#define CUSTOM_FRAGMENT_MAIN_END
|
|
507
|
+
}
|
|
508
|
+
`;
|
|
509
|
+
// Sideeffect
|
|
510
|
+
ShaderStore.ShadersStore[name] = shader;
|
|
511
|
+
/** @internal */
|
|
512
|
+
const defaultPixelShader = { name, shader };
|
|
513
|
+
|
|
514
|
+
export { defaultPixelShader };
|
|
515
|
+
//# sourceMappingURL=default.fragment-D0ITB58w.esm.js.map
|