@babylonjs/viewer 7.40.2-alpha → 7.40.2

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.
Files changed (615) hide show
  1. package/configuration/configuration.d.ts +107 -0
  2. package/configuration/configuration.js +16 -0
  3. package/configuration/configuration.js.map +1 -0
  4. package/configuration/configurationCompatibility.d.ts +8 -0
  5. package/configuration/configurationCompatibility.js +66 -0
  6. package/configuration/configurationCompatibility.js.map +1 -0
  7. package/configuration/configurationContainer.d.ts +10 -0
  8. package/configuration/configurationContainer.js +10 -0
  9. package/configuration/configurationContainer.js.map +1 -0
  10. package/configuration/globals.d.ts +6 -0
  11. package/configuration/globals.js +18 -0
  12. package/configuration/globals.js.map +1 -0
  13. package/configuration/index.d.ts +2 -0
  14. package/configuration/index.js +4 -0
  15. package/configuration/index.js.map +1 -0
  16. package/configuration/interfaces/cameraConfiguration.d.ts +31 -0
  17. package/configuration/interfaces/cameraConfiguration.js +2 -0
  18. package/configuration/interfaces/cameraConfiguration.js.map +1 -0
  19. package/configuration/interfaces/colorGradingConfiguration.d.ts +81 -0
  20. package/configuration/interfaces/colorGradingConfiguration.js +2 -0
  21. package/configuration/interfaces/colorGradingConfiguration.js.map +1 -0
  22. package/configuration/interfaces/defaultRenderingPipelineConfiguration.d.ts +20 -0
  23. package/configuration/interfaces/defaultRenderingPipelineConfiguration.js +2 -0
  24. package/configuration/interfaces/defaultRenderingPipelineConfiguration.js.map +1 -0
  25. package/configuration/interfaces/environmentMapConfiguration.d.ts +22 -0
  26. package/configuration/interfaces/environmentMapConfiguration.js +2 -0
  27. package/configuration/interfaces/environmentMapConfiguration.js.map +1 -0
  28. package/configuration/interfaces/groundConfiguration.d.ts +24 -0
  29. package/configuration/interfaces/groundConfiguration.js +2 -0
  30. package/configuration/interfaces/groundConfiguration.js.map +1 -0
  31. package/configuration/interfaces/imageProcessingConfiguration.d.ts +45 -0
  32. package/configuration/interfaces/imageProcessingConfiguration.js +2 -0
  33. package/configuration/interfaces/imageProcessingConfiguration.js.map +1 -0
  34. package/configuration/interfaces/index.d.ts +15 -0
  35. package/configuration/interfaces/index.js +16 -0
  36. package/configuration/interfaces/index.js.map +1 -0
  37. package/configuration/interfaces/lightConfiguration.d.ts +60 -0
  38. package/configuration/interfaces/lightConfiguration.js +2 -0
  39. package/configuration/interfaces/lightConfiguration.js.map +1 -0
  40. package/configuration/interfaces/modelAnimationConfiguration.d.ts +26 -0
  41. package/configuration/interfaces/modelAnimationConfiguration.js +2 -0
  42. package/configuration/interfaces/modelAnimationConfiguration.js.map +1 -0
  43. package/configuration/interfaces/modelConfiguration.d.ts +65 -0
  44. package/configuration/interfaces/modelConfiguration.js +2 -0
  45. package/configuration/interfaces/modelConfiguration.js.map +1 -0
  46. package/configuration/interfaces/observersConfiguration.d.ts +5 -0
  47. package/configuration/interfaces/observersConfiguration.js +2 -0
  48. package/configuration/interfaces/observersConfiguration.js.map +1 -0
  49. package/configuration/interfaces/sceneConfiguration.d.ts +48 -0
  50. package/configuration/interfaces/sceneConfiguration.js +2 -0
  51. package/configuration/interfaces/sceneConfiguration.js.map +1 -0
  52. package/configuration/interfaces/sceneOptimizerConfiguration.d.ts +23 -0
  53. package/configuration/interfaces/sceneOptimizerConfiguration.js +2 -0
  54. package/configuration/interfaces/sceneOptimizerConfiguration.js.map +1 -0
  55. package/configuration/interfaces/skyboxConfiguration.d.ts +21 -0
  56. package/configuration/interfaces/skyboxConfiguration.js +2 -0
  57. package/configuration/interfaces/skyboxConfiguration.js.map +1 -0
  58. package/configuration/interfaces/templateConfiguration.d.ts +67 -0
  59. package/configuration/interfaces/templateConfiguration.js +2 -0
  60. package/configuration/interfaces/templateConfiguration.js.map +1 -0
  61. package/configuration/interfaces/vrConfiguration.d.ts +16 -0
  62. package/configuration/interfaces/vrConfiguration.js +2 -0
  63. package/configuration/interfaces/vrConfiguration.js.map +1 -0
  64. package/configuration/loader.d.ts +4 -0
  65. package/configuration/loader.js +17 -0
  66. package/configuration/loader.js.map +1 -0
  67. package/configuration/mappers.d.ts +43 -0
  68. package/configuration/mappers.js +193 -0
  69. package/configuration/mappers.js.map +1 -0
  70. package/configuration/renderOnlyLoader.d.ts +33 -0
  71. package/configuration/renderOnlyLoader.js +162 -0
  72. package/configuration/renderOnlyLoader.js.map +1 -0
  73. package/configuration/types/default.d.ts +6 -0
  74. package/configuration/types/default.js +121 -0
  75. package/configuration/types/default.js.map +1 -0
  76. package/configuration/types/environmentMap.d.ts +5 -0
  77. package/configuration/types/environmentMap.js +14 -0
  78. package/configuration/types/environmentMap.js.map +1 -0
  79. package/configuration/types/extended.d.ts +6 -0
  80. package/configuration/types/extended.js +317 -0
  81. package/configuration/types/extended.js.map +1 -0
  82. package/configuration/types/index.d.ts +14 -0
  83. package/configuration/types/index.js +51 -0
  84. package/configuration/types/index.js.map +1 -0
  85. package/configuration/types/minimal.d.ts +6 -0
  86. package/configuration/types/minimal.js +43 -0
  87. package/configuration/types/minimal.js.map +1 -0
  88. package/configuration/types/renderOnlyDefault.d.ts +30 -0
  89. package/configuration/types/renderOnlyDefault.js +31 -0
  90. package/configuration/types/renderOnlyDefault.js.map +1 -0
  91. package/configuration/types/shadowLight.d.ts +9 -0
  92. package/configuration/types/shadowLight.js +64 -0
  93. package/configuration/types/shadowLight.js.map +1 -0
  94. package/helper/index.d.ts +29 -0
  95. package/helper/index.js +66 -0
  96. package/helper/index.js.map +1 -0
  97. package/index.d.ts +30 -0
  98. package/index.js +46 -0
  99. package/index.js.map +1 -0
  100. package/initializer.d.ts +11 -0
  101. package/initializer.js +35 -0
  102. package/initializer.js.map +1 -0
  103. package/interfaces.d.ts +5 -0
  104. package/interfaces.js +7 -0
  105. package/interfaces.js.map +1 -0
  106. package/labs/environmentSerializer.d.ts +126 -0
  107. package/labs/environmentSerializer.js +191 -0
  108. package/labs/environmentSerializer.js.map +1 -0
  109. package/labs/texture.d.ts +183 -0
  110. package/labs/texture.js +351 -0
  111. package/labs/texture.js.map +1 -0
  112. package/labs/viewerLabs.d.ts +51 -0
  113. package/labs/viewerLabs.js +134 -0
  114. package/labs/viewerLabs.js.map +1 -0
  115. package/loader/modelLoader.d.ts +56 -0
  116. package/loader/modelLoader.js +202 -0
  117. package/loader/modelLoader.js.map +1 -0
  118. package/loader/plugins/applyMaterialConfig.d.ts +12 -0
  119. package/loader/plugins/applyMaterialConfig.js +16 -0
  120. package/loader/plugins/applyMaterialConfig.js.map +1 -0
  121. package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +9 -0
  122. package/loader/plugins/extendedMaterialLoaderPlugin.js +16 -0
  123. package/loader/plugins/extendedMaterialLoaderPlugin.js.map +1 -0
  124. package/loader/plugins/index.d.ts +19 -0
  125. package/loader/plugins/index.js +44 -0
  126. package/loader/plugins/index.js.map +1 -0
  127. package/loader/plugins/loaderPlugin.d.ts +24 -0
  128. package/loader/plugins/loaderPlugin.js +2 -0
  129. package/loader/plugins/loaderPlugin.js.map +1 -0
  130. package/loader/plugins/msftLodLoaderPlugin.d.ts +12 -0
  131. package/loader/plugins/msftLodLoaderPlugin.js +21 -0
  132. package/loader/plugins/msftLodLoaderPlugin.js.map +1 -0
  133. package/loader/plugins/telemetryLoaderPlugin.d.ts +12 -0
  134. package/loader/plugins/telemetryLoaderPlugin.js +36 -0
  135. package/loader/plugins/telemetryLoaderPlugin.js.map +1 -0
  136. package/managers/observablesManager.d.ts +66 -0
  137. package/managers/observablesManager.js +35 -0
  138. package/managers/observablesManager.js.map +1 -0
  139. package/managers/sceneManager.d.ts +245 -0
  140. package/managers/sceneManager.js +1375 -0
  141. package/managers/sceneManager.js.map +1 -0
  142. package/managers/telemetryManager.d.ts +78 -0
  143. package/managers/telemetryManager.js +117 -0
  144. package/managers/telemetryManager.js.map +1 -0
  145. package/model/modelAnimation.d.ts +215 -0
  146. package/model/modelAnimation.js +237 -0
  147. package/model/modelAnimation.js.map +1 -0
  148. package/model/viewerModel.d.ts +233 -0
  149. package/model/viewerModel.js +673 -0
  150. package/model/viewerModel.js.map +1 -0
  151. package/optimizer/custom/extended.d.ts +13 -0
  152. package/optimizer/custom/extended.js +101 -0
  153. package/optimizer/custom/extended.js.map +1 -0
  154. package/optimizer/custom/index.d.ts +9 -0
  155. package/optimizer/custom/index.js +26 -0
  156. package/optimizer/custom/index.js.map +1 -0
  157. package/package.json +28 -19
  158. package/readme.md +28 -28
  159. package/renderOnlyIndex.d.ts +11 -0
  160. package/renderOnlyIndex.js +18 -0
  161. package/renderOnlyIndex.js.map +1 -0
  162. package/templating/eventManager.d.ts +35 -0
  163. package/templating/eventManager.js +66 -0
  164. package/templating/eventManager.js.map +1 -0
  165. package/templating/plugins/hdButtonPlugin.d.ts +9 -0
  166. package/templating/plugins/hdButtonPlugin.js +22 -0
  167. package/templating/plugins/hdButtonPlugin.js.map +1 -0
  168. package/templating/plugins/printButton.d.ts +9 -0
  169. package/templating/plugins/printButton.js +41 -0
  170. package/templating/plugins/printButton.js.map +1 -0
  171. package/templating/templateManager.d.ts +197 -0
  172. package/templating/templateManager.js +561 -0
  173. package/templating/templateManager.js.map +1 -0
  174. package/templating/viewerTemplatePlugin.d.ts +21 -0
  175. package/templating/viewerTemplatePlugin.js +69 -0
  176. package/templating/viewerTemplatePlugin.js.map +1 -0
  177. package/viewer/defaultViewer.d.ts +130 -0
  178. package/viewer/defaultViewer.js +672 -0
  179. package/viewer/defaultViewer.js.map +1 -0
  180. package/viewer/renderOnlyViewer.d.ts +9 -0
  181. package/viewer/renderOnlyViewer.js +46 -0
  182. package/viewer/renderOnlyViewer.js.map +1 -0
  183. package/viewer/viewer.d.ts +258 -0
  184. package/viewer/viewer.js +783 -0
  185. package/viewer/viewer.js.map +1 -0
  186. package/viewer/viewerManager.d.ts +58 -0
  187. package/viewer/viewerManager.js +91 -0
  188. package/viewer/viewerManager.js.map +1 -0
  189. package/viewer/viewerWithTemplate.d.ts +9 -0
  190. package/viewer/viewerWithTemplate.js +20 -0
  191. package/viewer/viewerWithTemplate.js.map +1 -0
  192. package/assets/photoStudio.env +0 -0
  193. package/dist/babylon-viewer.esm.js +0 -2
  194. package/dist/babylon-viewer.esm.js.map +0 -1
  195. package/dist/babylon-viewer.esm.min.js +0 -2
  196. package/dist/babylon-viewer.esm.min.js.map +0 -1
  197. package/dist/chunks/EXT_lights_ies-BrhvRw2-.esm.js +0 -84
  198. package/dist/chunks/EXT_lights_ies-BrhvRw2-.esm.js.map +0 -1
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  201. package/dist/chunks/EXT_lights_image_based-BjoWM5tf.esm.min.js +0 -2
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  205. package/dist/chunks/EXT_mesh_gpu_instancing-Cy595I0S.esm.js +0 -86
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  225. package/dist/chunks/KHR_animation_pointer-D25vJZ-D.esm.js +0 -352
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  229. package/dist/chunks/KHR_draco_mesh_compression-6AbT2wN8.esm.min.js +0 -2
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@@ -1,515 +0,0 @@
1
- import { i as ShaderStore } from './index-DnSap2FI.esm.js';
2
- import './oitFragment-CHqqW65b.esm.js';
3
- import './defaultUboDeclaration-vQgTvkEe.esm.js';
4
- import './mainUVVaryingDeclaration-utHd2T0O.esm.js';
5
- import './helperFunctions-CZ3iJ2Zw.esm.js';
6
- import './fogFragment-B6w-VW0A.esm.js';
7
- import './logDepthDeclaration-CWmx6aVd.esm.js';
8
-
9
- // Do not edit.
10
- const name$3 = "defaultFragmentDeclaration";
11
- const shader$3 = `uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;uniform vec4 vSpecularColor;uniform vec3 vEmissiveColor;uniform vec3 vAmbientColor;uniform float visibility;
12
- #ifdef DIFFUSE
13
- uniform vec2 vDiffuseInfos;
14
- #endif
15
- #ifdef AMBIENT
16
- uniform vec2 vAmbientInfos;
17
- #endif
18
- #ifdef OPACITY
19
- uniform vec2 vOpacityInfos;
20
- #endif
21
- #ifdef EMISSIVE
22
- uniform vec2 vEmissiveInfos;
23
- #endif
24
- #ifdef LIGHTMAP
25
- uniform vec2 vLightmapInfos;
26
- #endif
27
- #ifdef BUMP
28
- uniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;
29
- #endif
30
- #ifdef ALPHATEST
31
- uniform float alphaCutOff;
32
- #endif
33
- #if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION) || defined(PREPASS)
34
- uniform mat4 view;
35
- #endif
36
- #ifdef REFRACTION
37
- uniform vec4 vRefractionInfos;
38
- #ifndef REFRACTIONMAP_3D
39
- uniform mat4 refractionMatrix;
40
- #endif
41
- #ifdef REFRACTIONFRESNEL
42
- uniform vec4 refractionLeftColor;uniform vec4 refractionRightColor;
43
- #endif
44
- #if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)
45
- uniform vec3 vRefractionPosition;uniform vec3 vRefractionSize;
46
- #endif
47
- #endif
48
- #if defined(SPECULAR) && defined(SPECULARTERM)
49
- uniform vec2 vSpecularInfos;
50
- #endif
51
- #ifdef DIFFUSEFRESNEL
52
- uniform vec4 diffuseLeftColor;uniform vec4 diffuseRightColor;
53
- #endif
54
- #ifdef OPACITYFRESNEL
55
- uniform vec4 opacityParts;
56
- #endif
57
- #ifdef EMISSIVEFRESNEL
58
- uniform vec4 emissiveLeftColor;uniform vec4 emissiveRightColor;
59
- #endif
60
- #ifdef REFLECTION
61
- uniform vec2 vReflectionInfos;
62
- #if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)
63
- uniform mat4 reflectionMatrix;
64
- #endif
65
- #ifndef REFLECTIONMAP_SKYBOX
66
- #if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)
67
- uniform vec3 vReflectionPosition;uniform vec3 vReflectionSize;
68
- #endif
69
- #endif
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- #ifdef REFLECTIONFRESNEL
71
- uniform vec4 reflectionLeftColor;uniform vec4 reflectionRightColor;
72
- #endif
73
- #endif
74
- #ifdef DETAIL
75
- uniform vec4 vDetailInfos;
76
- #endif
77
- #include<decalFragmentDeclaration>
78
- #define ADDITIONAL_FRAGMENT_DECLARATION
79
- `;
80
- // Sideeffect
81
- ShaderStore.IncludesShadersStore[name$3] = shader$3;
82
-
83
- // Do not edit.
84
- const name$2 = "lightsFragmentFunctions";
85
- const shader$2 = `struct lightingInfo
86
- {vec3 diffuse;
87
- #ifdef SPECULARTERM
88
- vec3 specular;
89
- #endif
90
- #ifdef NDOTL
91
- float ndl;
92
- #endif
93
- };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.)
94
- {vec3 direction=lightData.xyz-vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}
95
- else
96
- {lightVectorW=normalize(-lightData.xyz);}
97
- float ndl=max(0.,dot(vNormal,lightVectorW));
98
- #ifdef NDOTL
99
- result.ndl=ndl;
100
- #endif
101
- result.diffuse=ndl*diffuseColor*attenuation;
102
- #ifdef SPECULARTERM
103
- vec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
104
- #endif
105
- return result;}
106
- float getAttenuation(float cosAngle,float exponent) {return max(0.,pow(cosAngle,exponent));}
107
- float getIESAttenuation(float cosAngle,sampler2D iesLightSampler) {float angle=acos(cosAngle)/PI;return texture2D(iesLightSampler,vec2(angle,0.)).r;}
108
- lightingInfo basicSpotLighting(vec3 viewDirectionW,vec3 lightVectorW,vec3 vNormal,float attenuation,vec3 diffuseColor,vec3 specularColor,float glossiness) {lightingInfo result;
109
- float ndl=max(0.,dot(vNormal,lightVectorW));
110
- #ifdef NDOTL
111
- result.ndl=ndl;
112
- #endif
113
- result.diffuse=ndl*diffuseColor*attenuation;
114
- #ifdef SPECULARTERM
115
- vec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;
116
- #endif
117
- return result;}
118
- lightingInfo computeIESSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness,sampler2D iesLightSampler) {
119
- vec3 direction=lightData.xyz-vPositionW;vec3 lightVectorW=normalize(direction);float attenuation=max(0.,1.0-length(direction)/range);float dotProduct=dot(lightDirection.xyz,-lightVectorW);float cosAngle=max(0.,dotProduct);if (cosAngle>=lightDirection.w)
120
- {
121
- attenuation*=getIESAttenuation(dotProduct,iesLightSampler);return basicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}
122
- lightingInfo result;result.diffuse=vec3(0.);
123
- #ifdef SPECULARTERM
124
- result.specular=vec3(0.);
125
- #endif
126
- #ifdef NDOTL
127
- result.ndl=0.;
128
- #endif
129
- return result;}
130
- lightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {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)
131
- {
132
- attenuation*=getAttenuation(cosAngle,lightData.w);return basicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}
133
- lightingInfo result;result.diffuse=vec3(0.);
134
- #ifdef SPECULARTERM
135
- result.specular=vec3(0.);
136
- #endif
137
- #ifdef NDOTL
138
- result.ndl=0.;
139
- #endif
140
- return result;}
141
- 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;
142
- #ifdef NDOTL
143
- result.ndl=ndl;
144
- #endif
145
- result.diffuse=mix(groundColor,diffuseColor,ndl);
146
- #ifdef SPECULARTERM
147
- vec3 angleW=normalize(viewDirectionW+lightData.xyz);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;
148
- #endif
149
- return result;}
150
- #define inline
151
- 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;}`;
152
- // Sideeffect
153
- ShaderStore.IncludesShadersStore[name$2] = shader$2;
154
-
155
- // Do not edit.
156
- const name$1 = "fresnelFunction";
157
- const shader$1 = `#ifdef FRESNEL
158
- float computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)
159
- {float fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}
160
- #endif
161
- `;
162
- // Sideeffect
163
- ShaderStore.IncludesShadersStore[name$1] = shader$1;
164
-
165
- // Do not edit.
166
- const name = "defaultPixelShader";
167
- const shader = `#define CUSTOM_FRAGMENT_EXTENSION
168
- #include<__decl__defaultFragment>
169
- #if defined(BUMP) || !defined(NORMAL)
170
- #extension GL_OES_standard_derivatives : enable
171
- #endif
172
- #include<prePassDeclaration>[SCENE_MRT_COUNT]
173
- #include<oitDeclaration>
174
- #define CUSTOM_FRAGMENT_BEGIN
175
- #ifdef LOGARITHMICDEPTH
176
- #extension GL_EXT_frag_depth : enable
177
- #endif
178
- varying vec3 vPositionW;
179
- #ifdef NORMAL
180
- varying vec3 vNormalW;
181
- #endif
182
- #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
183
- varying vec4 vColor;
184
- #endif
185
- #include<mainUVVaryingDeclaration>[1..7]
186
- #include<helperFunctions>
187
- #include<__decl__lightFragment>[0..maxSimultaneousLights]
188
- #include<lightsFragmentFunctions>
189
- #include<shadowsFragmentFunctions>
190
- #include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)
191
- #include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)
192
- #include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)
193
- #include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)
194
- #include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)
195
- #include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)
196
- #ifdef REFRACTION
197
- #ifdef REFRACTIONMAP_3D
198
- uniform samplerCube refractionCubeSampler;
199
- #else
200
- uniform sampler2D refraction2DSampler;
201
- #endif
202
- #endif
203
- #if defined(SPECULARTERM)
204
- #include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)
205
- #endif
206
- #include<fresnelFunction>
207
- #ifdef REFLECTION
208
- #ifdef REFLECTIONMAP_3D
209
- uniform samplerCube reflectionCubeSampler;
210
- #else
211
- uniform sampler2D reflection2DSampler;
212
- #endif
213
- #ifdef REFLECTIONMAP_SKYBOX
214
- varying vec3 vPositionUVW;
215
- #else
216
- #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
217
- varying vec3 vDirectionW;
218
- #endif
219
- #endif
220
- #include<reflectionFunction>
221
- #endif
222
- #include<imageProcessingDeclaration>
223
- #include<imageProcessingFunctions>
224
- #include<bumpFragmentMainFunctions>
225
- #include<bumpFragmentFunctions>
226
- #include<clipPlaneFragmentDeclaration>
227
- #include<logDepthDeclaration>
228
- #include<fogFragmentDeclaration>
229
- #define CUSTOM_FRAGMENT_DEFINITIONS
230
- void main(void) {
231
- #define CUSTOM_FRAGMENT_MAIN_BEGIN
232
- #include<clipPlaneFragment>
233
- vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;
234
- #ifdef NORMAL
235
- vec3 normalW=normalize(vNormalW);
236
- #else
237
- vec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));
238
- #endif
239
- #include<bumpFragment>
240
- #ifdef TWOSIDEDLIGHTING
241
- normalW=gl_FrontFacing ? normalW : -normalW;
242
- #endif
243
- #ifdef DIFFUSE
244
- baseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);
245
- #if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)
246
- if (baseColor.a<alphaCutOff)
247
- discard;
248
- #endif
249
- #ifdef ALPHAFROMDIFFUSE
250
- alpha*=baseColor.a;
251
- #endif
252
- #define CUSTOM_FRAGMENT_UPDATE_ALPHA
253
- baseColor.rgb*=vDiffuseInfos.y;
254
- #endif
255
- #if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)
256
- vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
257
- #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
258
- #endif
259
- #include<depthPrePass>
260
- #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
261
- baseColor.rgb*=vColor.rgb;
262
- #endif
263
- #ifdef DETAIL
264
- baseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);
265
- #endif
266
- #if defined(DECAL) && defined(DECAL_AFTER_DETAIL)
267
- vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);
268
- #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)
269
- #endif
270
- #define CUSTOM_FRAGMENT_UPDATE_DIFFUSE
271
- vec3 baseAmbientColor=vec3(1.,1.,1.);
272
- #ifdef AMBIENT
273
- baseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;
274
- #endif
275
- #define CUSTOM_FRAGMENT_BEFORE_LIGHTS
276
- float glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;
277
- #ifdef SPECULARTERM
278
- #ifdef SPECULAR
279
- vec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;
280
- #ifdef GLOSSINESS
281
- glossiness=glossiness*specularMapColor.a;
282
- #endif
283
- #endif
284
- #endif
285
- vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;
286
- #ifdef SPECULARTERM
287
- vec3 specularBase=vec3(0.,0.,0.);
288
- #endif
289
- float shadow=1.;float aggShadow=0.;float numLights=0.;
290
- #ifdef LIGHTMAP
291
- vec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);
292
- #ifdef RGBDLIGHTMAP
293
- lightmapColor.rgb=fromRGBD(lightmapColor);
294
- #endif
295
- lightmapColor.rgb*=vLightmapInfos.y;
296
- #endif
297
- #include<lightFragment>[0..maxSimultaneousLights]
298
- aggShadow=aggShadow/numLights;vec4 refractionColor=vec4(0.,0.,0.,1.);
299
- #ifdef REFRACTION
300
- vec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));
301
- #ifdef REFRACTIONMAP_3D
302
- #ifdef USE_LOCAL_REFRACTIONMAP_CUBIC
303
- refractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);
304
- #endif
305
- refractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}
306
- #else
307
- 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);
308
- #endif
309
- #ifdef RGBDREFRACTION
310
- refractionColor.rgb=fromRGBD(refractionColor);
311
- #endif
312
- #ifdef IS_REFRACTION_LINEAR
313
- refractionColor.rgb=toGammaSpace(refractionColor.rgb);
314
- #endif
315
- refractionColor.rgb*=vRefractionInfos.x;
316
- #endif
317
- vec4 reflectionColor=vec4(0.,0.,0.,1.);
318
- #ifdef REFLECTION
319
- vec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);
320
- #ifdef REFLECTIONMAP_OPPOSITEZ
321
- vReflectionUVW.z*=-1.0;
322
- #endif
323
- #ifdef REFLECTIONMAP_3D
324
- #ifdef ROUGHNESS
325
- float bias=vReflectionInfos.y;
326
- #ifdef SPECULARTERM
327
- #ifdef SPECULAR
328
- #ifdef GLOSSINESS
329
- bias*=(1.0-specularMapColor.a);
330
- #endif
331
- #endif
332
- #endif
333
- reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);
334
- #else
335
- reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);
336
- #endif
337
- #else
338
- vec2 coords=vReflectionUVW.xy;
339
- #ifdef REFLECTIONMAP_PROJECTION
340
- coords/=vReflectionUVW.z;
341
- #endif
342
- coords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords);
343
- #endif
344
- #ifdef RGBDREFLECTION
345
- reflectionColor.rgb=fromRGBD(reflectionColor);
346
- #endif
347
- #ifdef IS_REFLECTION_LINEAR
348
- reflectionColor.rgb=toGammaSpace(reflectionColor.rgb);
349
- #endif
350
- reflectionColor.rgb*=vReflectionInfos.x;
351
- #ifdef REFLECTIONFRESNEL
352
- float reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);
353
- #ifdef REFLECTIONFRESNELFROMSPECULAR
354
- #ifdef SPECULARTERM
355
- reflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
356
- #else
357
- reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
358
- #endif
359
- #else
360
- reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;
361
- #endif
362
- #endif
363
- #endif
364
- #ifdef REFRACTIONFRESNEL
365
- float refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;
366
- #endif
367
- #ifdef OPACITY
368
- vec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);
369
- #ifdef OPACITYRGB
370
- opacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;
371
- #else
372
- alpha*=opacityMap.a*vOpacityInfos.y;
373
- #endif
374
- #endif
375
- #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
376
- alpha*=vColor.a;
377
- #endif
378
- #ifdef OPACITYFRESNEL
379
- float opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;
380
- #endif
381
- #ifdef ALPHATEST
382
- #ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS
383
- if (alpha<alphaCutOff)
384
- discard;
385
- #endif
386
- #ifndef ALPHABLEND
387
- alpha=1.0;
388
- #endif
389
- #endif
390
- vec3 emissiveColor=vEmissiveColor;
391
- #ifdef EMISSIVE
392
- emissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;
393
- #endif
394
- #ifdef EMISSIVEFRESNEL
395
- float emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;
396
- #endif
397
- #ifdef DIFFUSEFRESNEL
398
- float diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;
399
- #endif
400
- #ifdef EMISSIVEASILLUMINATION
401
- vec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;
402
- #else
403
- #ifdef LINKEMISSIVEWITHDIFFUSE
404
- vec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;
405
- #else
406
- vec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;
407
- #endif
408
- #endif
409
- #ifdef SPECULARTERM
410
- vec3 finalSpecular=specularBase*specularColor;
411
- #ifdef SPECULAROVERALPHA
412
- alpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);
413
- #endif
414
- #else
415
- vec3 finalSpecular=vec3(0.0);
416
- #endif
417
- #ifdef REFLECTIONOVERALPHA
418
- alpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);
419
- #endif
420
- #ifdef EMISSIVEASILLUMINATION
421
- vec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);
422
- #else
423
- vec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);
424
- #endif
425
- #ifdef LIGHTMAP
426
- #ifndef LIGHTMAPEXCLUDED
427
- #ifdef USELIGHTMAPASSHADOWMAP
428
- color.rgb*=lightmapColor.rgb;
429
- #else
430
- color.rgb+=lightmapColor.rgb;
431
- #endif
432
- #endif
433
- #endif
434
- #define CUSTOM_FRAGMENT_BEFORE_FOG
435
- color.rgb=max(color.rgb,0.);
436
- #include<logDepthFragment>
437
- #include<fogFragment>
438
- #ifdef IMAGEPROCESSINGPOSTPROCESS
439
- color.rgb=toLinearSpace(color.rgb);
440
- #else
441
- #ifdef IMAGEPROCESSING
442
- color.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);
443
- #endif
444
- #endif
445
- color.a*=visibility;
446
- #ifdef PREMULTIPLYALPHA
447
- color.rgb*=color.a;
448
- #endif
449
- #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
450
- #ifdef PREPASS
451
- float writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;
452
- #ifdef PREPASS_COLOR
453
- gl_FragData[PREPASS_COLOR_INDEX]=color;
454
- #endif
455
- #ifdef PREPASS_POSITION
456
- gl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);
457
- #endif
458
- #ifdef PREPASS_LOCAL_POSITION
459
- gl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition,writeGeometryInfo);
460
- #endif
461
- #if defined(PREPASS_VELOCITY)
462
- 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))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);
463
- #elif defined(PREPASS_VELOCITY_LINEAR)
464
- vec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w)-(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,writeGeometryInfo);
465
- #endif
466
- #ifdef PREPASS_IRRADIANCE
467
- gl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo);
468
- #endif
469
- #ifdef PREPASS_DEPTH
470
- gl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo);
471
- #endif
472
- #ifdef PREPASS_SCREENSPACE_DEPTH
473
- gl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);
474
- #endif
475
- #ifdef PREPASS_NORMAL
476
- #ifdef PREPASS_NORMAL_WORLDSPACE
477
- gl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo);
478
- #else
479
- gl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo);
480
- #endif
481
- #endif
482
- #ifdef PREPASS_WORLD_NORMAL
483
- gl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo);
484
- #endif
485
- #ifdef PREPASS_ALBEDO
486
- gl_FragData[PREPASS_ALBEDO_INDEX]=vec4(baseColor.rgb,writeGeometryInfo);
487
- #endif
488
- #ifdef PREPASS_ALBEDO_SQRT
489
- gl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqrt(baseColor.rgb),writeGeometryInfo);
490
- #endif
491
- #ifdef PREPASS_REFLECTIVITY
492
- #if defined(SPECULAR)
493
- gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo;
494
- #else
495
- gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),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-DBNZgft_.esm.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"default.fragment-DBNZgft_.esm.js","sources":["../../../../../dev/core/dist/Shaders/ShadersInclude/defaultFragmentDeclaration.js","../../../../../dev/core/dist/Shaders/ShadersInclude/lightsFragmentFunctions.js","../../../../../dev/core/dist/Shaders/ShadersInclude/fresnelFunction.js","../../../../../dev/core/dist/Shaders/default.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./decalFragmentDeclaration\";\nconst name = \"defaultFragmentDeclaration\";\nconst shader = `uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;uniform vec4 vSpecularColor;uniform vec3 vEmissiveColor;uniform vec3 vAmbientColor;uniform float visibility;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION) || defined(PREPASS)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;uniform vec4 refractionRightColor;\n#endif\n#if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)\nuniform vec3 vRefractionPosition;uniform vec3 vRefractionSize; \n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;uniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;uniform vec4 emissiveRightColor;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)\nuniform mat4 reflectionMatrix;\n#endif\n#ifndef REFLECTIONMAP_SKYBOX\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;uniform vec3 vReflectionSize; \n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;uniform vec4 reflectionRightColor;\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\n#endif\n#include<decalFragmentDeclaration>\n#define ADDITIONAL_FRAGMENT_DECLARATION\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const defaultFragmentDeclaration = { name, shader };\n//# sourceMappingURL=defaultFragmentDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\n{vec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};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.)\n{vec3 direction=lightData.xyz-vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfloat getAttenuation(float cosAngle,float exponent) {return max(0.,pow(cosAngle,exponent));}\nfloat getIESAttenuation(float cosAngle,sampler2D iesLightSampler) {float angle=acos(cosAngle)/PI;return texture2D(iesLightSampler,vec2(angle,0.)).r;}\nlightingInfo basicSpotLighting(vec3 viewDirectionW,vec3 lightVectorW,vec3 vNormal,float attenuation,vec3 diffuseColor,vec3 specularColor,float glossiness) {lightingInfo result; \nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nlightingInfo computeIESSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness,sampler2D iesLightSampler) { \nvec3 direction=lightData.xyz-vPositionW;vec3 lightVectorW=normalize(direction);float attenuation=max(0.,1.0-length(direction)/range);float dotProduct=dot(lightDirection.xyz,-lightVectorW);float cosAngle=max(0.,dotProduct);if (cosAngle>=lightDirection.w)\n{ \nattenuation*=getIESAttenuation(dotProduct,iesLightSampler);return basicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nlightingInfo result;result.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {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)\n{ \nattenuation*=getAttenuation(cosAngle,lightData.w);return basicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);}\nlightingInfo result;result.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nlightingInfo 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;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\n#define inline\nvec3 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;}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightsFragmentFunctions = { name, shader };\n//# sourceMappingURL=lightsFragmentFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"fresnelFunction\";\nconst shader = `#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{float fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const fresnelFunction = { name, shader };\n//# sourceMappingURL=fresnelFunction.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/defaultFragmentDeclaration\";\nimport \"./ShadersInclude/defaultUboDeclaration\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\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 = `#define CUSTOM_FRAGMENT_EXTENSION\n#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<__decl__lightFragment>[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\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\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\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\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\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef DETAIL\nbaseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\n#endif\nlightmapColor.rgb*=vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;vec4 refractionColor=vec4(0.,0.,0.,1.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvec3 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);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\n#endif\nrefractionColor.rgb*=vRefractionInfos.x;\n#endif\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\n#endif\nreflectionColor.rgb*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor.rgb;\n#else\ncolor.rgb+=lightmapColor.rgb;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);\n#endif\n#endif\ncolor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_COLOR\ngl_FragData[PREPASS_COLOR_INDEX]=color; \n#endif\n#ifdef 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\n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\ngl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo);\n#else\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\ngl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\ngl_FragData[PREPASS_ALBEDO_INDEX]=vec4(baseColor.rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqrt(baseColor.rgb),writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo; 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