@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.
- package/configuration/configuration.d.ts +107 -0
- package/configuration/configuration.js +16 -0
- package/configuration/configuration.js.map +1 -0
- package/configuration/configurationCompatibility.d.ts +8 -0
- package/configuration/configurationCompatibility.js +66 -0
- package/configuration/configurationCompatibility.js.map +1 -0
- package/configuration/configurationContainer.d.ts +10 -0
- package/configuration/configurationContainer.js +10 -0
- package/configuration/configurationContainer.js.map +1 -0
- package/configuration/globals.d.ts +6 -0
- package/configuration/globals.js +18 -0
- package/configuration/globals.js.map +1 -0
- package/configuration/index.d.ts +2 -0
- package/configuration/index.js +4 -0
- package/configuration/index.js.map +1 -0
- package/configuration/interfaces/cameraConfiguration.d.ts +31 -0
- package/configuration/interfaces/cameraConfiguration.js +2 -0
- package/configuration/interfaces/cameraConfiguration.js.map +1 -0
- package/configuration/interfaces/colorGradingConfiguration.d.ts +81 -0
- package/configuration/interfaces/colorGradingConfiguration.js +2 -0
- package/configuration/interfaces/colorGradingConfiguration.js.map +1 -0
- package/configuration/interfaces/defaultRenderingPipelineConfiguration.d.ts +20 -0
- package/configuration/interfaces/defaultRenderingPipelineConfiguration.js +2 -0
- package/configuration/interfaces/defaultRenderingPipelineConfiguration.js.map +1 -0
- package/configuration/interfaces/environmentMapConfiguration.d.ts +22 -0
- package/configuration/interfaces/environmentMapConfiguration.js +2 -0
- package/configuration/interfaces/environmentMapConfiguration.js.map +1 -0
- package/configuration/interfaces/groundConfiguration.d.ts +24 -0
- package/configuration/interfaces/groundConfiguration.js +2 -0
- package/configuration/interfaces/groundConfiguration.js.map +1 -0
- package/configuration/interfaces/imageProcessingConfiguration.d.ts +45 -0
- package/configuration/interfaces/imageProcessingConfiguration.js +2 -0
- package/configuration/interfaces/imageProcessingConfiguration.js.map +1 -0
- package/configuration/interfaces/index.d.ts +15 -0
- package/configuration/interfaces/index.js +16 -0
- package/configuration/interfaces/index.js.map +1 -0
- package/configuration/interfaces/lightConfiguration.d.ts +60 -0
- package/configuration/interfaces/lightConfiguration.js +2 -0
- package/configuration/interfaces/lightConfiguration.js.map +1 -0
- package/configuration/interfaces/modelAnimationConfiguration.d.ts +26 -0
- package/configuration/interfaces/modelAnimationConfiguration.js +2 -0
- package/configuration/interfaces/modelAnimationConfiguration.js.map +1 -0
- package/configuration/interfaces/modelConfiguration.d.ts +65 -0
- package/configuration/interfaces/modelConfiguration.js +2 -0
- package/configuration/interfaces/modelConfiguration.js.map +1 -0
- package/configuration/interfaces/observersConfiguration.d.ts +5 -0
- package/configuration/interfaces/observersConfiguration.js +2 -0
- package/configuration/interfaces/observersConfiguration.js.map +1 -0
- package/configuration/interfaces/sceneConfiguration.d.ts +48 -0
- package/configuration/interfaces/sceneConfiguration.js +2 -0
- package/configuration/interfaces/sceneConfiguration.js.map +1 -0
- package/configuration/interfaces/sceneOptimizerConfiguration.d.ts +23 -0
- package/configuration/interfaces/sceneOptimizerConfiguration.js +2 -0
- package/configuration/interfaces/sceneOptimizerConfiguration.js.map +1 -0
- package/configuration/interfaces/skyboxConfiguration.d.ts +21 -0
- package/configuration/interfaces/skyboxConfiguration.js +2 -0
- package/configuration/interfaces/skyboxConfiguration.js.map +1 -0
- package/configuration/interfaces/templateConfiguration.d.ts +67 -0
- package/configuration/interfaces/templateConfiguration.js +2 -0
- package/configuration/interfaces/templateConfiguration.js.map +1 -0
- package/configuration/interfaces/vrConfiguration.d.ts +16 -0
- package/configuration/interfaces/vrConfiguration.js +2 -0
- package/configuration/interfaces/vrConfiguration.js.map +1 -0
- package/configuration/loader.d.ts +4 -0
- package/configuration/loader.js +17 -0
- package/configuration/loader.js.map +1 -0
- package/configuration/mappers.d.ts +43 -0
- package/configuration/mappers.js +193 -0
- package/configuration/mappers.js.map +1 -0
- package/configuration/renderOnlyLoader.d.ts +33 -0
- package/configuration/renderOnlyLoader.js +162 -0
- package/configuration/renderOnlyLoader.js.map +1 -0
- package/configuration/types/default.d.ts +6 -0
- package/configuration/types/default.js +121 -0
- package/configuration/types/default.js.map +1 -0
- package/configuration/types/environmentMap.d.ts +5 -0
- package/configuration/types/environmentMap.js +14 -0
- package/configuration/types/environmentMap.js.map +1 -0
- package/configuration/types/extended.d.ts +6 -0
- package/configuration/types/extended.js +317 -0
- package/configuration/types/extended.js.map +1 -0
- package/configuration/types/index.d.ts +14 -0
- package/configuration/types/index.js +51 -0
- package/configuration/types/index.js.map +1 -0
- package/configuration/types/minimal.d.ts +6 -0
- package/configuration/types/minimal.js +43 -0
- package/configuration/types/minimal.js.map +1 -0
- package/configuration/types/renderOnlyDefault.d.ts +30 -0
- package/configuration/types/renderOnlyDefault.js +31 -0
- package/configuration/types/renderOnlyDefault.js.map +1 -0
- package/configuration/types/shadowLight.d.ts +9 -0
- package/configuration/types/shadowLight.js +64 -0
- package/configuration/types/shadowLight.js.map +1 -0
- package/helper/index.d.ts +29 -0
- package/helper/index.js +66 -0
- package/helper/index.js.map +1 -0
- package/index.d.ts +30 -0
- package/index.js +46 -0
- package/index.js.map +1 -0
- package/initializer.d.ts +11 -0
- package/initializer.js +35 -0
- package/initializer.js.map +1 -0
- package/interfaces.d.ts +5 -0
- package/interfaces.js +7 -0
- package/interfaces.js.map +1 -0
- package/labs/environmentSerializer.d.ts +126 -0
- package/labs/environmentSerializer.js +191 -0
- package/labs/environmentSerializer.js.map +1 -0
- package/labs/texture.d.ts +183 -0
- package/labs/texture.js +351 -0
- package/labs/texture.js.map +1 -0
- package/labs/viewerLabs.d.ts +51 -0
- package/labs/viewerLabs.js +134 -0
- package/labs/viewerLabs.js.map +1 -0
- package/loader/modelLoader.d.ts +56 -0
- package/loader/modelLoader.js +202 -0
- package/loader/modelLoader.js.map +1 -0
- package/loader/plugins/applyMaterialConfig.d.ts +12 -0
- package/loader/plugins/applyMaterialConfig.js +16 -0
- package/loader/plugins/applyMaterialConfig.js.map +1 -0
- package/loader/plugins/extendedMaterialLoaderPlugin.d.ts +9 -0
- package/loader/plugins/extendedMaterialLoaderPlugin.js +16 -0
- package/loader/plugins/extendedMaterialLoaderPlugin.js.map +1 -0
- package/loader/plugins/index.d.ts +19 -0
- package/loader/plugins/index.js +44 -0
- package/loader/plugins/index.js.map +1 -0
- package/loader/plugins/loaderPlugin.d.ts +24 -0
- package/loader/plugins/loaderPlugin.js +2 -0
- package/loader/plugins/loaderPlugin.js.map +1 -0
- package/loader/plugins/msftLodLoaderPlugin.d.ts +12 -0
- package/loader/plugins/msftLodLoaderPlugin.js +21 -0
- package/loader/plugins/msftLodLoaderPlugin.js.map +1 -0
- package/loader/plugins/telemetryLoaderPlugin.d.ts +12 -0
- package/loader/plugins/telemetryLoaderPlugin.js +36 -0
- package/loader/plugins/telemetryLoaderPlugin.js.map +1 -0
- package/managers/observablesManager.d.ts +66 -0
- package/managers/observablesManager.js +35 -0
- package/managers/observablesManager.js.map +1 -0
- package/managers/sceneManager.d.ts +245 -0
- package/managers/sceneManager.js +1375 -0
- package/managers/sceneManager.js.map +1 -0
- package/managers/telemetryManager.d.ts +78 -0
- package/managers/telemetryManager.js +117 -0
- package/managers/telemetryManager.js.map +1 -0
- package/model/modelAnimation.d.ts +215 -0
- package/model/modelAnimation.js +237 -0
- package/model/modelAnimation.js.map +1 -0
- package/model/viewerModel.d.ts +233 -0
- package/model/viewerModel.js +673 -0
- package/model/viewerModel.js.map +1 -0
- package/optimizer/custom/extended.d.ts +13 -0
- package/optimizer/custom/extended.js +101 -0
- package/optimizer/custom/extended.js.map +1 -0
- package/optimizer/custom/index.d.ts +9 -0
- package/optimizer/custom/index.js +26 -0
- package/optimizer/custom/index.js.map +1 -0
- package/package.json +28 -19
- package/readme.md +28 -28
- package/renderOnlyIndex.d.ts +11 -0
- package/renderOnlyIndex.js +18 -0
- package/renderOnlyIndex.js.map +1 -0
- package/templating/eventManager.d.ts +35 -0
- package/templating/eventManager.js +66 -0
- package/templating/eventManager.js.map +1 -0
- package/templating/plugins/hdButtonPlugin.d.ts +9 -0
- package/templating/plugins/hdButtonPlugin.js +22 -0
- package/templating/plugins/hdButtonPlugin.js.map +1 -0
- package/templating/plugins/printButton.d.ts +9 -0
- package/templating/plugins/printButton.js +41 -0
- package/templating/plugins/printButton.js.map +1 -0
- package/templating/templateManager.d.ts +197 -0
- package/templating/templateManager.js +561 -0
- package/templating/templateManager.js.map +1 -0
- package/templating/viewerTemplatePlugin.d.ts +21 -0
- package/templating/viewerTemplatePlugin.js +69 -0
- package/templating/viewerTemplatePlugin.js.map +1 -0
- package/viewer/defaultViewer.d.ts +130 -0
- package/viewer/defaultViewer.js +672 -0
- package/viewer/defaultViewer.js.map +1 -0
- package/viewer/renderOnlyViewer.d.ts +9 -0
- package/viewer/renderOnlyViewer.js +46 -0
- package/viewer/renderOnlyViewer.js.map +1 -0
- package/viewer/viewer.d.ts +258 -0
- package/viewer/viewer.js +783 -0
- package/viewer/viewer.js.map +1 -0
- package/viewer/viewerManager.d.ts +58 -0
- package/viewer/viewerManager.js +91 -0
- package/viewer/viewerManager.js.map +1 -0
- package/viewer/viewerWithTemplate.d.ts +9 -0
- package/viewer/viewerWithTemplate.js +20 -0
- package/viewer/viewerWithTemplate.js.map +1 -0
- package/assets/photoStudio.env +0 -0
- package/dist/babylon-viewer.esm.js +0 -2
- package/dist/babylon-viewer.esm.js.map +0 -1
- package/dist/babylon-viewer.esm.min.js +0 -2
- package/dist/babylon-viewer.esm.min.js.map +0 -1
- package/dist/chunks/EXT_lights_ies-BrhvRw2-.esm.js +0 -84
- package/dist/chunks/EXT_lights_ies-BrhvRw2-.esm.js.map +0 -1
- package/dist/chunks/EXT_lights_ies-Ddw_Gk8Q.esm.min.js +0 -2
- package/dist/chunks/EXT_lights_ies-Ddw_Gk8Q.esm.min.js.map +0 -1
- package/dist/chunks/EXT_lights_image_based-BjoWM5tf.esm.min.js +0 -2
- package/dist/chunks/EXT_lights_image_based-BjoWM5tf.esm.min.js.map +0 -1
- package/dist/chunks/EXT_lights_image_based-Bt2TW49Q.esm.js +0 -171
- package/dist/chunks/EXT_lights_image_based-Bt2TW49Q.esm.js.map +0 -1
- package/dist/chunks/EXT_mesh_gpu_instancing-Cy595I0S.esm.js +0 -86
- package/dist/chunks/EXT_mesh_gpu_instancing-Cy595I0S.esm.js.map +0 -1
- package/dist/chunks/EXT_mesh_gpu_instancing-DbVyjoq7.esm.min.js +0 -2
- package/dist/chunks/EXT_mesh_gpu_instancing-DbVyjoq7.esm.min.js.map +0 -1
- package/dist/chunks/EXT_meshopt_compression-PLPAdJXy.esm.min.js +0 -2
- package/dist/chunks/EXT_meshopt_compression-PLPAdJXy.esm.min.js.map +0 -1
- package/dist/chunks/EXT_meshopt_compression-ynnPogtK.esm.js +0 -134
- package/dist/chunks/EXT_meshopt_compression-ynnPogtK.esm.js.map +0 -1
- package/dist/chunks/EXT_texture_avif-D2N-IXnv.esm.min.js +0 -2
- package/dist/chunks/EXT_texture_avif-D2N-IXnv.esm.min.js.map +0 -1
- package/dist/chunks/EXT_texture_avif-Vt2hSGI5.esm.js +0 -44
- package/dist/chunks/EXT_texture_avif-Vt2hSGI5.esm.js.map +0 -1
- package/dist/chunks/EXT_texture_webp-CWz2PiP_.esm.min.js +0 -2
- package/dist/chunks/EXT_texture_webp-CWz2PiP_.esm.min.js.map +0 -1
- package/dist/chunks/EXT_texture_webp-i_LM5STR.esm.js +0 -43
- package/dist/chunks/EXT_texture_webp-i_LM5STR.esm.js.map +0 -1
- package/dist/chunks/ExtrasAsMetadata-BPRuILS3.esm.js +0 -64
- package/dist/chunks/ExtrasAsMetadata-BPRuILS3.esm.js.map +0 -1
- package/dist/chunks/ExtrasAsMetadata-BpKCYcU-.esm.min.js +0 -2
- package/dist/chunks/ExtrasAsMetadata-BpKCYcU-.esm.min.js.map +0 -1
- package/dist/chunks/KHR_animation_pointer-D25vJZ-D.esm.js +0 -352
- package/dist/chunks/KHR_animation_pointer-D25vJZ-D.esm.js.map +0 -1
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- package/dist/chunks/KHR_animation_pointer-WM3ggesH.esm.min.js.map +0 -1
- package/dist/chunks/KHR_draco_mesh_compression-6AbT2wN8.esm.min.js +0 -2
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- package/dist/chunks/KHR_draco_mesh_compression-Bn3cig1r.esm.js +0 -617
- package/dist/chunks/KHR_draco_mesh_compression-Bn3cig1r.esm.js.map +0 -1
- package/dist/chunks/KHR_interactivity-BN92hPs7.esm.js +0 -4033
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- package/dist/chunks/KHR_lights_punctual-BGKxFRu8.esm.js +0 -581
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- package/dist/chunks/KHR_materials_anisotropy-Dav3eIQr.esm.js +0 -65
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- package/dist/chunks/KHR_materials_clearcoat-D_Vx4NDv.esm.js +0 -96
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{"version":3,"file":"pbr.fragment-nFI8xyI0.esm.min.js","sources":["../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/importanceSampling.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockReflection.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockSheen.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js","../../../../../dev/core/dist/ShadersWGSL/ShadersInclude/pbrDebug.js","../../../../../dev/core/dist/ShadersWGSL/pbr.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./mainUVVaryingDeclaration\";\nconst name = \"pbrFragmentExtraDeclaration\";\nconst shader = `varying vPositionW: vec3f;\n#if DEBUGMODE>0\nvarying vClipSpacePosition: vec4f;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vEnvironmentIrradiance: vec3f;\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrFragmentExtraDeclarationWGSL = { name, shader };\n//# sourceMappingURL=pbrFragmentExtraDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"samplerFragmentAlternateDeclaration\";\nconst shader = `#ifdef _DEFINENAME_\n#if _DEFINENAME_DIRECTUV==1\n#define v_VARYINGNAME_UV vMainUV1\n#elif _DEFINENAME_DIRECTUV==2\n#define v_VARYINGNAME_UV vMainUV2\n#elif _DEFINENAME_DIRECTUV==3\n#define v_VARYINGNAME_UV vMainUV3\n#elif _DEFINENAME_DIRECTUV==4\n#define v_VARYINGNAME_UV vMainUV4\n#elif _DEFINENAME_DIRECTUV==5\n#define v_VARYINGNAME_UV vMainUV5\n#elif _DEFINENAME_DIRECTUV==6\n#define v_VARYINGNAME_UV vMainUV6\n#else\nvarying v_VARYINGNAME_UV: vec2f;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const samplerFragmentAlternateDeclarationWGSL = { name, shader };\n//# sourceMappingURL=samplerFragmentAlternateDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\nimport \"./samplerFragmentAlternateDeclaration\";\nconst name = \"pbrFragmentSamplersDeclaration\";\nconst shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo)\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_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_SAMPLERNAME_,reflectivity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_SAMPLERNAME_,microSurface)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_SAMPLERNAME_,metallicReflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_SAMPLERNAME_,reflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef CLEARCOAT\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_SAMPLERNAME_,clearCoat)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nvar clearCoatRoughnessSamplerSampler: sampler;var clearCoatRoughnessSampler: texture_2d<f32>;\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_SAMPLERNAME_,clearCoatBump)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_SAMPLERNAME_,clearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_SAMPLERNAME_,iridescence)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_SAMPLERNAME_,iridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_SAMPLERNAME_,sheen)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS)\nvar sheenRoughnessSamplerSampler: sampler;var sheenRoughnessSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#include<samplerFragmentDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_SAMPLERNAME_,anisotropy)\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;\n#endif\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#endif\n#ifdef ENVIRONMENTBRDF\nvar environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#ifdef SS_REFRACTIONMAP_3D\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_cube<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_cube<f32>;\n#endif\n#else\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_2d<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_2d<f32>;\n#endif\n#endif\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_SAMPLERNAME_,thickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_SAMPLERNAME_,refractionIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_SAMPLERNAME_,translucencyIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_SAMPLERNAME_,translucencyColor)\n#endif\n#ifdef IBL_CDF_FILTERING\nvar icdfxSamplerSampler: sampler;var icdfxSampler: texture_2d<f32>;var icdfySamplerSampler: sampler;var icdfySampler: texture_2d<f32>;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrFragmentSamplersDeclarationWGSL = { name, shader };\n//# sourceMappingURL=pbrFragmentSamplersDeclaration.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"subSurfaceScatteringFunctions\";\nconst shader = `fn testLightingForSSS(diffusionProfile: f32)->bool\n{return diffusionProfile<1.;}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const subSurfaceScatteringFunctionsWGSL = { name, shader };\n//# sourceMappingURL=subSurfaceScatteringFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"importanceSampling\";\nconst shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f { \nvar phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const importanceSamplingWGSL = { name, shader };\n//# sourceMappingURL=importanceSampling.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrHelperFunctions\";\nconst shader = `#define MINIMUMVARIANCE 0.0005\nfn convertRoughnessToAverageSlope(roughness: f32)->f32\n{return roughness*roughness+MINIMUMVARIANCE;}\nfn fresnelGrazingReflectance(reflectance0: f32)->f32 {var reflectance90: f32=saturate(reflectance0*25.0);return reflectance90;}\nfn getAARoughnessFactors(normalVector: vec3f)->vec2f {\n#ifdef SPECULARAA\nvar nDfdx: vec3f=dpdx(normalVector.xyz);var nDfdy: vec3f=dpdy(normalVector.xyz);var slopeSquare: f32=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));var geometricRoughnessFactor: f32=pow(saturate(slopeSquare),0.333);var geometricAlphaGFactor: f32=sqrt(slopeSquare);geometricAlphaGFactor*=0.75;return vec2f(geometricRoughnessFactor,geometricAlphaGFactor);\n#else\nreturn vec2f(0.);\n#endif\n}\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_LEGACY\nfn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);var alphaB: f32=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}\nfn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var anisotropicFrameDirection: vec3f=select(T,B,anisotropy>=0.0);var anisotropicFrameTangent: vec3f=cross(normalize(anisotropicFrameDirection),V);var anisotropicFrameNormal: vec3f=cross(anisotropicFrameTangent,anisotropicFrameDirection);var anisotropicNormal: vec3f=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}\n#else\nfn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);var alphaB: f32=max(alphaG,MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}\nfn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var bentNormal: vec3f=cross(B,V);bentNormal=normalize(cross(bentNormal,B));var sq=1.0-anisotropy*(1.0-roughness);var a: f32=sq*sq*sq*sq;bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}\n#endif\n#endif\n#if defined(CLEARCOAT) || defined(SS_REFRACTION)\nfn cocaLambertVec3(alpha: vec3f,distance: f32)->vec3f {return exp(-alpha*distance);}\nfn cocaLambert(NdotVRefract: f32,NdotLRefract: f32,alpha: vec3f,thickness: f32)->vec3f {return cocaLambertVec3(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}\nfn computeColorAtDistanceInMedia(color: vec3f,distance: f32)->vec3f {return -log(color)/distance;}\nfn computeClearCoatAbsorption(NdotVRefract: f32,NdotLRefract: f32,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var clearCoatAbsorption: vec3f=mix( vec3f(1.0),\ncocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),\nclearCoatIntensity);return clearCoatAbsorption;}\n#endif\n#ifdef MICROSURFACEAUTOMATIC\nfn computeDefaultMicroSurface(microSurface: f32,reflectivityColor: vec3f)->f32\n{const kReflectivityNoAlphaWorkflow_SmoothnessMax: f32=0.95;var reflectivityLuminance: f32=getLuminance(reflectivityColor);var reflectivityLuma: f32=sqrt(reflectivityLuminance);var resultMicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return resultMicroSurface;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrHelperFunctionsWGSL = { name, shader };\n//# sourceMappingURL=pbrHelperFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrDirectLightingSetupFunctions\";\nconst shader = `struct preLightingInfo\n{lightOffset: vec3f,\nlightDistanceSquared: f32,\nlightDistance: f32,\nattenuation: f32,\nL: vec3f,\nH: vec3f,\nNdotV: f32,\nNdotLUnclamped: f32,\nNdotL: f32,\nVdotH: f32,\nroughness: f32,\n#ifdef IRIDESCENCE\niridescenceIntensity: f32\n#endif\n};fn computePointAndSpotPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f,posW: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightOffset=lightData.xyz-posW;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);result.L=normalize(result.lightOffset);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}\nfn computeDirectionalPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightDistance=length(-lightData.xyz);result.L=normalize(-lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}\nfn computeHemisphericPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.NdotL=dot(N,lightData.xyz)*0.5+0.5;result.NdotL=saturateEps(result.NdotL);result.NdotLUnclamped=result.NdotL;\n#ifdef SPECULARTERM\nresult.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));\n#endif\nreturn result;}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDirectLightingSetupFunctionsWGSL = { name, shader };\n//# sourceMappingURL=pbrDirectLightingSetupFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrDirectLightingFalloffFunctions\";\nconst shader = `fn computeDistanceLightFalloff_Standard(lightOffset: vec3f,range: f32)->f32\n{return max(0.,1.0-length(lightOffset)/range);}\nfn computeDistanceLightFalloff_Physical(lightDistanceSquared: f32)->f32\n{return 1.0/maxEps(lightDistanceSquared);}\nfn computeDistanceLightFalloff_GLTF(lightDistanceSquared: f32,inverseSquaredRange: f32)->f32\n{var lightDistanceFalloff: f32=1.0/maxEps(lightDistanceSquared);var factor: f32=lightDistanceSquared*inverseSquaredRange;var attenuation: f32=saturate(1.0-factor*factor);attenuation*=attenuation;lightDistanceFalloff*=attenuation;return lightDistanceFalloff;}\nfn computeDirectionalLightFalloff_IES(lightDirection: vec3f,directionToLightCenterW: vec3f,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->f32\n{var cosAngle: f32=dot(-lightDirection,directionToLightCenterW);var angle=acos(cosAngle)/PI;return textureSampleLevel(iesLightTexture,iesLightTextureSampler,vec2f(angle,0),0.).r;}\nfn computeDistanceLightFalloff(lightOffset: vec3f,lightDistanceSquared: f32,range: f32,inverseSquaredRange: f32)->f32\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfn computeDirectionalLightFalloff_Standard(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32,exponent: f32)->f32\n{var falloff: f32=0.0;var cosAngle: f32=maxEps(dot(-lightDirection,directionToLightCenterW));if (cosAngle>=cosHalfAngle)\n{falloff=max(0.,pow(cosAngle,exponent));}\nreturn falloff;}\nfn computeDirectionalLightFalloff_Physical(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32)->f32\n{const kMinusLog2ConeAngleIntensityRatio: f32=6.64385618977; \nvar concentrationKappa: f32=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);var lightDirectionSpreadSG: vec4f= vec4f(-lightDirection*concentrationKappa,-concentrationKappa);var falloff: f32=exp2(dot( vec4f(directionToLightCenterW,1.0),lightDirectionSpreadSG));return falloff;}\nfn computeDirectionalLightFalloff_GLTF(lightDirection: vec3f,directionToLightCenterW: vec3f,lightAngleScale: f32,lightAngleOffset: f32)->f32\n{var cd: f32=dot(-lightDirection,directionToLightCenterW);var falloff: f32=saturate(cd*lightAngleScale+lightAngleOffset);falloff*=falloff;return falloff;}\nfn computeDirectionalLightFalloff(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32,exponent: f32,lightAngleScale: f32,lightAngleOffset: f32)->f32\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDirectLightingFalloffFunctionsWGSL = { name, shader };\n//# sourceMappingURL=pbrDirectLightingFalloffFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBRDFFunctions\";\nconst shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nfn getEnergyConservationFactor(specularEnvironmentR0: vec3f,environmentBrdf: vec3f)->vec3f {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\n#endif\n#ifdef ENVIRONMENTBRDF\nfn getBRDFLookup(NdotV: f32,perceptualRoughness: f32)->vec3f {var UV: vec2f= vec2f(NdotV,perceptualRoughness);var brdfLookup: vec4f= textureSample(environmentBrdfSampler,environmentBrdfSamplerSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup=vec4f(fromRGBD(brdfLookup.rgba),brdfLookup.a);\n#endif\nreturn brdfLookup.rgb;}\nfn getReflectanceFromBRDFWithEnvLookup(specularEnvironmentR0: vec3f,specularEnvironmentR90: vec3f,environmentBrdf: vec3f)->vec3f {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar reflectance: vec3f=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#else\nvar reflectance: vec3f=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;}\nfn getReflectanceFromBRDFLookup(specularEnvironmentR0: vec3f,environmentBrdf: vec3f)->vec3f {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar reflectance: vec3f=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvar reflectance: vec3f=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfn getBRDFLookupCharlieSheen(NdotV: f32,perceptualRoughness: f32)->f32\n{var c: f32=1.0-NdotV;var c3: f32=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nfn getReflectanceFromAnalyticalBRDFLookup_Jones(VdotN: f32,reflectance0: vec3f,reflectance90: vec3f,smoothness: f32)->vec3f\n{var weight: f32=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nfn getSheenReflectanceFromBRDFLookup(reflectance0: vec3f,environmentBrdf: vec3f)->vec3f {var sheenEnvironmentReflectance: vec3f=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\n#endif\nfn fresnelSchlickGGXVec3(VdotH: f32,reflectance0: vec3f,reflectance90: vec3f)->vec3f\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\nfn fresnelSchlickGGX(VdotH: f32,reflectance0: f32,reflectance90: f32)->f32\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\n#ifdef CLEARCOAT\nfn getR0RemappedForClearCoat(f0: vec3f)->vec3f {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturateVec3(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturateVec3(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvar s: vec3f=sqrt(f0);var t: vec3f=(uniforms.vClearCoatRefractionParams.z+uniforms.vClearCoatRefractionParams.w*s)/(uniforms.vClearCoatRefractionParams.w+uniforms.vClearCoatRefractionParams.z*s);return squareVec3(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst XYZ_TO_REC709: mat3x3f= mat3x3f(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);fn getIORTfromAirToSurfaceR0(f0: vec3f)->vec3f {var sqrtF0: vec3f=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\nfn getR0fromIORsVec3(iorT: vec3f,iorI: f32)->vec3f {return squareVec3((iorT- vec3f(iorI))/(iorT+ vec3f(iorI)));}\nfn getR0fromIORs(iorT: f32,iorI: f32)->f32 {return square((iorT-iorI)/(iorT+iorI));}\nfn evalSensitivity(opd: f32,shift: vec3f)->vec3f {var phase: f32=2.0*PI*opd*1.0e-9;const val: vec3f= vec3f(5.4856e-13,4.4201e-13,5.2481e-13);const pos: vec3f= vec3f(1.6810e+06,1.7953e+06,2.2084e+06);const vr: vec3f= vec3f(4.3278e+09,9.3046e+09,6.6121e+09);var xyz: vec3f=val*sqrt(2.0*PI*vr)*cos(pos*phase+shift)*exp(-square(phase)*vr);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;var srgb: vec3f=XYZ_TO_REC709*xyz;return srgb;}\nfn evalIridescence(outsideIOR: f32,eta2: f32,cosTheta1: f32,thinFilmThickness: f32,baseF0: vec3f)->vec3f {var I: vec3f= vec3f(1.0);var iridescenceIOR: f32=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));var sinTheta2Sq: f32=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));var cosTheta2Sq: f32=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\nvar cosTheta2: f32=sqrt(cosTheta2Sq);var R0: f32=getR0fromIORs(iridescenceIOR,outsideIOR);var R12: f32=fresnelSchlickGGX(cosTheta1,R0,1.);var R21: f32=R12;var T121: f32=1.0-R12;var phi12: f32=0.0;if (iridescenceIOR<outsideIOR) {phi12=PI;}\nvar phi21: f32=PI-phi12;var baseIOR: vec3f=getIORTfromAirToSurfaceR0(clamp(baseF0,vec3f(0.0),vec3f(0.9999))); \nvar R1: vec3f=getR0fromIORsVec3(baseIOR,iridescenceIOR);var R23: vec3f=fresnelSchlickGGXVec3(cosTheta2,R1, vec3f(1.));var phi23: vec3f= vec3f(0.0);if (baseIOR[0]<iridescenceIOR) {phi23[0]=PI;}\nif (baseIOR[1]<iridescenceIOR) {phi23[1]=PI;}\nif (baseIOR[2]<iridescenceIOR) {phi23[2]=PI;}\nvar opd: f32=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;var phi: vec3f= vec3f(phi21)+phi23;var R123: vec3f=clamp(R12*R23,vec3f(1e-5),vec3f(0.9999));var r123: vec3f=sqrt(R123);var Rs: vec3f=(T121*T121)*R23/( vec3f(1.0)-R123);var C0: vec3f=R12+Rs;I=C0;var Cm: vec3f=Rs-T121;for (var m: i32=1; m<=2; m++)\n{Cm*=r123;var Sm: vec3f=2.0*evalSensitivity( f32(m)*opd, f32(m)*phi);I+=Cm*Sm;}\nreturn max(I, vec3f(0.0));}\n#endif\nfn normalDistributionFunction_TrowbridgeReitzGGX(NdotH: f32,alphaG: f32)->f32\n{var a2: f32=alphaG*alphaG;var d: f32=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\n#ifdef SHEEN\nfn normalDistributionFunction_CharlieSheen(NdotH: f32,alphaG: f32)->f32\n{var invR: f32=1./alphaG;var cos2h: f32=NdotH*NdotH;var sin2h: f32=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\n#endif\n#ifdef ANISOTROPIC\nfn normalDistributionFunction_BurleyGGX_Anisotropic(NdotH: f32,TdotH: f32,BdotH: f32,alphaTB: vec2f)->f32 {var a2: f32=alphaTB.x*alphaTB.y;var v: vec3f= vec3f(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);var v2: f32=dot(v,v);var w2: f32=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfn smithVisibility_GGXCorrelated(NdotL: f32,NdotV: f32,alphaG: f32)->f32 {\n#ifdef MOBILE\nvar GGXV: f32=NdotL*(NdotV*(1.0-alphaG)+alphaG);var GGXL: f32=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\n#else\nvar a2: f32=alphaG*alphaG;var GGXV: f32=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);var GGXL: f32=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfn smithVisibilityG1_TrowbridgeReitzGGXFast(dot: f32,alphaG: f32)->f32\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nvar alphaSquared: f32=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfn smithVisibility_TrowbridgeReitzGGXFast(NdotL: f32,NdotV: f32,alphaG: f32)->f32\n{var visibility: f32=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\n#endif\n#ifdef ANISOTROPIC\nfn smithVisibility_GGXCorrelated_Anisotropic(NdotL: f32,NdotV: f32,TdotV: f32,BdotV: f32,TdotL: f32,BdotL: f32,alphaTB: vec2f)->f32 {var lambdaV: f32=NdotL*length( vec3f(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));var lambdaL: f32=NdotV*length( vec3f(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));var v: f32=0.5/(lambdaV+lambdaL);return v;}\n#endif\n#ifdef CLEARCOAT\nfn visibility_Kelemen(VdotH: f32)->f32 {return 0.25/(VdotH*VdotH); }\n#endif\n#ifdef SHEEN\nfn visibility_Ashikhmin(NdotL: f32,NdotV: f32)->f32\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfn l(x: f32,alphaG: f32)->f32\n{var oneMinusAlphaSq: f32=(1.0-alphaG)*(1.0-alphaG);var a: f32=mix(21.5473,25.3245,oneMinusAlphaSq);var b: f32=mix(3.82987,3.32435,oneMinusAlphaSq);var c: f32=mix(0.19823,0.16801,oneMinusAlphaSq);var d: f32=mix(-1.97760,-1.27393,oneMinusAlphaSq);var e: f32=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\nfn lambdaSheen(cosTheta: f32,alphaG: f32)->f32\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\nfn visibility_CharlieSheen(NdotL: f32,NdotV: f32,alphaG: f32)->f32\n{var G: f32=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\n#endif\n*/\n#endif\nfn diffuseBRDF_Burley(NdotL: f32,NdotV: f32,VdotH: f32,roughness: f32)->f32 {var diffuseFresnelNV: f32=pow5(saturateEps(1.0-NdotL));var diffuseFresnelNL: f32=pow5(saturateEps(1.0-NdotV));var diffuseFresnel90: f32=0.5+2.0*VdotH*VdotH*roughness;var fresnel: f32 =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\n#ifdef SS_TRANSLUCENCY\nfn transmittanceBRDF_Burley(tintColor: vec3f,diffusionDistance: vec3f,thickness: f32)->vec3f {var S: vec3f=1./maxEpsVec3(diffusionDistance);var temp: vec3f=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\nfn computeWrappedDiffuseNdotL(NdotL: f32,w: f32)->f32 {var t: f32=1.0+w;var invt2: f32=1.0/(t*t);return saturate((NdotL+w)*invt2);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBRDFFunctionsWGSL = { name, shader };\n//# sourceMappingURL=pbrBRDFFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\nfn radicalInverse_VdC(value: u32)->f32 \n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\nfn hammersley(i: u32,N: u32)->vec2f\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\nfn log4(x: f32)->f32 {return log2(x)/2.;}\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfxSampler: texture_2d<f32>,icdfxSamplerSampler: sampler,icdfySampler: texture_2d<f32>,icdfySamplerSampler: sampler\n#endif\n)->vec3f\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);\n#ifndef IBL_CDF_FILTERING\nvar tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);\n#endif\nvar maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);\n#ifdef IBL_CDF_FILTERING\nvar T: vec2f;T.x=textureSampleLevel(icdfxSampler,icdfxSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfySampler,icdfySamplerSampler,vec2(T.x,Xi.y),0.0).x;T.x=1.0-fract(T.x+0.25);vec3 Ls=uv_to_normal(T);float NoL=dot(n,Ls);\n#else\nvar Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);\n#endif\nif (NoL>0.) {var pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);\n#ifdef IBL_CDF_FILTERING\nvar c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,mipLevel).rgb;\n#else\nvar c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\n#endif\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\n#ifdef IBL_CDF_FILTERING\nresult+=c*NoL;\n#else\nresult+=c;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;return result;}\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const hdrFilteringFunctionsWGSL = { name, shader };\n//# sourceMappingURL=hdrFilteringFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef CLEARCOAT\nclearCoat: vec4f,\n#endif\n#ifdef SHEEN\nsheen: vec3f\n#endif\n};fn adjustRoughnessFromLightProperties(roughness: f32,lightRadius: f32,lightDistance: f32)->f32 {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nvar lightRoughness: f32=lightRadius/lightDistance;var totalRoughness: f32=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfn computeHemisphericDiffuseLighting(info: preLightingInfo,lightColor: vec3f,groundColor: vec3f)->vec3f {return mix(groundColor,lightColor,info.NdotL);}\nfn computeDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {var diffuseTerm: f32=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*info.attenuation*info.NdotL*lightColor;}\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 toLinearSpaceVec3(textureColor);}\n#ifdef SS_TRANSLUCENCY\nfn computeDiffuseAndTransmittedLighting(info: preLightingInfo,lightColor: vec3f,transmittance: vec3f)->vec3f {var NdotL: f32=absEps(info.NdotLUnclamped);var wrapNdotL: f32=computeWrappedDiffuseNdotL(NdotL,0.02);var trAdapt: f32=step(0.,info.NdotLUnclamped);var transmittanceNdotL: vec3f=mix(transmittance*wrapNdotL, vec3f(wrapNdotL),trAdapt);var diffuseTerm: f32=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}\n#endif\n#ifdef SPECULARTERM\nfn computeSpecularLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar smithVisibility: f32=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nvar smithVisibility: f32=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvar specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef ANISOTROPIC\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nfn computeClearCoatLighting(info: preLightingInfo,Ncc: vec3f,geometricRoughnessFactor: f32,clearCoatIntensity: f32,lightColor: vec3f)->vec4f {var NccdotL: f32=saturateEps(dot(Ncc,info.L));var NccdotH: f32=saturateEps(dot(Ncc,info.H));var clearCoatRoughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(clearCoatRoughness);var fresnel: f32=fresnelSchlickGGX(info.VdotH,uniforms.vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);var kelemenVisibility: f32=visibility_Kelemen(info.VdotH);var clearCoatTerm: f32=fresnel*distribution*kelemenVisibility;return vec4f(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nfn computeClearCoatLightingAbsorption(NdotVRefract: f32,L: vec3f,Ncc: vec3f,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var LRefract: vec3f=-refract(L,Ncc,uniforms.vClearCoatRefractionParams.y);var NdotLRefract: f32=saturateEps(dot(Ncc,LRefract));var absorption: vec3f=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nfn computeSheenLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: f32=1.;var distribution: f32=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nvar visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nvar visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nvar sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDirectLightingFunctionsWGSL = { name, shader };\n//# sourceMappingURL=pbrDirectLightingFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrIBLFunctions\";\nconst shader = `#if defined(REFLECTION) || defined(SS_REFRACTION)\nfn getLodFromAlphaG(cubeMapDimensionPixels: f32,microsurfaceAverageSlope: f32)->f32 {var microsurfaceAverageSlopeTexels: f32=cubeMapDimensionPixels*microsurfaceAverageSlope;var lod: f32=log2(microsurfaceAverageSlopeTexels);return lod;}\nfn getLinearLodFromRoughness(cubeMapDimensionPixels: f32,roughness: f32)->f32 {var lod: f32=log2(cubeMapDimensionPixels)*roughness;return lod;}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION)\nfn environmentRadianceOcclusion(ambientOcclusion: f32,NdotVUnclamped: f32)->f32 {var temp: f32=NdotVUnclamped+ambientOcclusion;return saturate(temp*temp-1.0+ambientOcclusion);}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION)\nfn environmentHorizonOcclusion(view: vec3f,normal: vec3f,geometricNormal: vec3f)->f32 {var reflection: vec3f=reflect(view,normal);var temp: f32=saturate(1.0+1.1*dot(reflection,geometricNormal));return temp*temp;}\n#endif\n#if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)\nfn UNPACK_LOD(x: f32)->f32 {return (1.0-x)*255.0;}\nfn getLodFromAlphaGNdotV(cubeMapDimensionPixels: f32,alphaG: f32,NdotV: f32)->f32 {var microsurfaceAverageSlope: f32=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrIBLFunctionsWGSL = { name, shader };\n//# sourceMappingURL=pbrIBLFunctions.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./decalFragment\";\nconst name = \"pbrBlockAlbedoOpacity\";\nconst shader = `struct albedoOpacityOutParams\n{surfaceAlbedo: vec3f,\nalpha: f32};\n#define pbr_inline\nfn albedoOpacityBlock(\nvAlbedoColor: vec4f\n#ifdef ALBEDO\n,albedoTexture: vec4f\n,albedoInfos: vec2f\n#endif\n#ifdef OPACITY\n,opacityMap: vec4f\n,vOpacityInfos: vec2f\n#endif\n#ifdef DETAIL\n,detailColor: vec4f\n,vDetailInfos: vec4f\n#endif\n#ifdef DECAL\n,decalColor: vec4f\n,vDecalInfos: vec4f\n#endif\n)->albedoOpacityOutParams\n{var outParams: albedoOpacityOutParams;var surfaceAlbedo: vec3f=vAlbedoColor.rgb;var alpha: f32=vAlbedoColor.a;\n#ifdef ALBEDO\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\n#ifdef GAMMAALBEDO\nsurfaceAlbedo*=toLinearSpaceVec3(albedoTexture.rgb);\n#else\nsurfaceAlbedo*=albedoTexture.rgb;\n#endif\nsurfaceAlbedo*=albedoInfos.y;\n#endif\n#ifndef DECAL_AFTER_DETAIL\n#include<decalFragment>\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nsurfaceAlbedo*=fragmentInputs.vColor.rgb;\n#endif\n#ifdef DETAIL\nvar detailAlbedo: f32=2.0*mix(0.5,detailColor.r,vDetailInfos.y);surfaceAlbedo=surfaceAlbedo.rgb*detailAlbedo*detailAlbedo; \n#endif\n#ifdef DECAL_AFTER_DETAIL\n#include<decalFragment>\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\n#ifdef OPACITY\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST \n#if DEBUGMODE != 88\nif (alpha<ALPHATESTVALUE) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo;outParams.alpha=alpha;return outParams;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockAlbedoOpacityWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockAlbedoOpacity.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockReflectivity\";\nconst shader = `struct reflectivityOutParams\n{microSurface: f32,\nroughness: f32,\nsurfaceReflectivityColor: vec3f,\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo: vec3f,\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\nambientOcclusionColor: vec3f,\n#endif\n#if DEBUGMODE>0\n#ifdef METALLICWORKFLOW\nmetallicRoughness: vec2f,\n#ifdef REFLECTIVITY\nsurfaceMetallicColorMap: vec4f,\n#endif\n#ifndef FROSTBITE_REFLECTANCE\nmetallicF0: vec3f,\n#endif\n#else\n#ifdef REFLECTIVITY\nsurfaceReflectivityColorMap: vec4f,\n#endif\n#endif\n#endif\n};\n#define pbr_inline\nfn reflectivityBlock(\nvReflectivityColor: vec4f\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo: vec3f\n,metallicReflectanceFactors: vec4f\n#endif\n#ifdef REFLECTIVITY\n,reflectivityInfos: vec3f\n,surfaceMetallicOrReflectivityColorMap: vec4f\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,ambientOcclusionColorIn: vec3f\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel: vec4f\n#endif\n#ifdef DETAIL\n,detailColor: vec4f\n,vDetailInfos: vec4f\n#endif\n)->reflectivityOutParams\n{var outParams: reflectivityOutParams;var microSurface: f32=vReflectivityColor.a;var surfaceReflectivityColor: vec3f=vReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvar metallicRoughness: vec2f=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\n#if DEBUGMODE>0\noutParams.surfaceMetallicColorMap=surfaceMetallicOrReflectivityColorMap;\n#endif\n#ifdef AOSTOREINMETALMAPRED\nvar aoStoreInMetalMap: vec3f= vec3f(surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r);outParams.ambientOcclusionColor=mix(ambientOcclusionColorIn,aoStoreInMetalMap,reflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.g;\n#endif\n#endif\n#endif\n#ifdef DETAIL\nvar detailRoughness: f32=mix(0.5,detailColor.b,vDetailInfos.w);var loLerp: f32=mix(0.,metallicRoughness.g,detailRoughness*2.);var hiLerp: f32=mix(metallicRoughness.g,1.,(detailRoughness-0.5)*2.);metallicRoughness.g=mix(loLerp,hiLerp,step(detailRoughness,0.5));\n#endif\n#ifdef MICROSURFACEMAP\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n#if DEBUGMODE>0\noutParams.metallicRoughness=metallicRoughness;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\nmicroSurface=1.0-metallicRoughness.g;var baseColor: vec3f=surfaceAlbedo;\n#ifdef FROSTBITE_REFLECTANCE\noutParams.surfaceAlbedo=baseColor.rgb*(1.0-metallicRoughness.r);surfaceReflectivityColor=mix(0.16*reflectance*reflectance,baseColor,metallicRoughness.r);\n#else\nvar metallicF0: vec3f=metallicReflectanceFactors.rgb;\n#if DEBUGMODE>0\noutParams.metallicF0=metallicF0;\n#endif\noutParams.surfaceAlbedo=mix(baseColor.rgb*(1.0-metallicF0), vec3f(0.,0.,0.),metallicRoughness.r);surfaceReflectivityColor=mix(metallicF0,baseColor,metallicRoughness.r);\n#endif\n#else\n#ifdef REFLECTIVITY\nsurfaceReflectivityColor*=surfaceMetallicOrReflectivityColorMap.rgb;\n#if DEBUGMODE>0\noutParams.surfaceReflectivityColorMap=surfaceMetallicOrReflectivityColorMap;\n#endif\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceMetallicOrReflectivityColorMap.a;microSurface*=reflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE\n#endif\n#endif\n#endif\nmicroSurface=saturate(microSurface);var roughness: f32=1.-microSurface;outParams.microSurface=microSurface;outParams.roughness=roughness;outParams.surfaceReflectivityColor=surfaceReflectivityColor;return outParams;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockReflectivityWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockReflectivity.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockAmbientOcclusion\";\nconst shader = `struct ambientOcclusionOutParams\n{ambientOcclusionColor: vec3f,\n#if DEBUGMODE>0 && defined(AMBIENT)\nambientOcclusionColorMap: vec3f\n#endif\n};\n#define pbr_inline\nfn ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap_: vec3f,\nvAmbientInfos: vec4f\n#endif\n)->ambientOcclusionOutParams\n{ \nvar outParams: ambientOcclusionOutParams;var ambientOcclusionColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nvar ambientOcclusionColorMap: vec3f=ambientOcclusionColorMap_*vAmbientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap= vec3f(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\n#if DEBUGMODE>0\noutParams.ambientOcclusionColorMap=ambientOcclusionColorMap;\n#endif\n#endif\noutParams.ambientOcclusionColor=ambientOcclusionColor;return outParams;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockAmbientOcclusionWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockAmbientOcclusion.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockAlphaFresnel\";\nconst shader = `#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nstruct alphaFresnelOutParams\n{alpha: f32};fn faceforward(N: vec3<f32>,I: vec3<f32>,Nref: vec3<f32>)->vec3<f32> {return select(N,-N,dot(Nref,I)>0.0);}\n#define pbr_inline\nfn alphaFresnelBlock(\nnormalW: vec3f,\nviewDirectionW: vec3f,\nalpha: f32,\nmicroSurface: f32\n)->alphaFresnelOutParams\n{var outParams: alphaFresnelOutParams;var opacityPerceptual: f32=alpha;\n#ifdef LINEARALPHAFRESNEL\nvar opacity0: f32=opacityPerceptual;\n#else\nvar opacity0: f32=opacityPerceptual*opacityPerceptual;\n#endif\nvar opacity90: f32=fresnelGrazingReflectance(opacity0);var normalForward: vec3f=faceforward(normalW,-viewDirectionW,normalW);outParams.alpha=getReflectanceFromAnalyticalBRDFLookup_Jones(saturate(dot(viewDirectionW,normalForward)), vec3f(opacity0), vec3f(opacity90),sqrt(microSurface)).x;\n#ifdef ALPHATEST\nif (outParams.alpha<ALPHATESTVALUE) {discard;}\n#ifndef ALPHABLEND\noutParams.alpha=1.0;\n#endif\n#endif\nreturn outParams;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockAlphaFresnelWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockAlphaFresnel.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockAnisotropic\";\nconst shader = `#ifdef ANISOTROPIC\nstruct anisotropicOutParams\n{anisotropy: f32,\nanisotropicTangent: vec3f,\nanisotropicBitangent: vec3f,\nanisotropicNormal: vec3f,\n#if DEBUGMODE>0 && defined(ANISOTROPIC_TEXTURE)\nanisotropyMapData: vec3f\n#endif\n};\n#define pbr_inline\nfn anisotropicBlock(\nvAnisotropy: vec3f,\nroughness: f32,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData: vec3f,\n#endif\nTBN: mat3x3f,\nnormalW: vec3f,\nviewDirectionW: vec3f\n)->anisotropicOutParams\n{ \nvar outParams: anisotropicOutParams;var anisotropy: f32=vAnisotropy.b;var anisotropyDirection: vec3f= vec3f(vAnisotropy.xy,0.);\n#ifdef ANISOTROPIC_TEXTURE\nvar amd=anisotropyMapData.rg;anisotropy*=anisotropyMapData.b;\n#if DEBUGMODE>0\noutParams.anisotropyMapData=anisotropyMapData;\n#endif\namd=amd*2.0-1.0;\n#ifdef ANISOTROPIC_LEGACY\nanisotropyDirection=vec3f(anisotropyDirection.xy*amd,anisotropyDirection.z);\n#else\nanisotropyDirection=vec3f(mat2x2f(anisotropyDirection.x,anisotropyDirection.y,-anisotropyDirection.y,anisotropyDirection.x)*normalize(amd),anisotropyDirection.z);\n#endif\n#endif\nvar anisoTBN: mat3x3f= mat3x3f(normalize(TBN[0]),normalize(TBN[1]),normalize(TBN[2]));var anisotropicTangent: vec3f=normalize(anisoTBN*anisotropyDirection);var anisotropicBitangent: vec3f=normalize(cross(anisoTBN[2],anisotropicTangent));outParams.anisotropy=anisotropy;outParams.anisotropicTangent=anisotropicTangent;outParams.anisotropicBitangent=anisotropicBitangent;outParams.anisotropicNormal=getAnisotropicBentNormals(anisotropicTangent,anisotropicBitangent,normalW,viewDirectionW,anisotropy,roughness);return outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockAnisotropicWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockAnisotropic.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockReflection\";\nconst shader = `#ifdef REFLECTION\nstruct reflectionOutParams\n{environmentRadiance: vec4f\n,environmentIrradiance: vec3f\n#ifdef REFLECTIONMAP_3D\n,reflectionCoords: vec3f\n#else\n,reflectionCoords: vec2f\n#endif\n#ifdef SS_TRANSLUCENCY\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,irradianceVector: vec3f\n#endif\n#endif\n#endif\n};\n#define pbr_inline\n#ifdef REFLECTIONMAP_3D\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec3f\n{var reflectionCoords: vec3f;\n#else\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec2f\n{ \nvar reflectionCoords: vec2f;\n#endif\n#ifdef ANISOTROPIC\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),anisotropicOut.anisotropicNormal);\n#else\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionCoords=reflectionVector;\n#else\nreflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\n#define pbr_inline\nfn sampleReflectionTexture(\nalphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec3f\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec2f\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler\n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#endif \n)->vec4f\n{var environmentRadiance: vec4f;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaGNdotV(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\nvar automaticReflectionLOD: f32=UNPACK_LOD(textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords).a);var requestedReflectionLOD: f32=max(automaticReflectionLOD,reflectionLOD);\n#else\nvar requestedReflectionLOD: f32=reflectionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRadiance= vec4f(radiance(alphaG,reflectionSampler,reflectionSamplerSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#endif\n#else\nvar lodReflectionNormalized: f32=saturate(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x));var lodReflectionNormalizedDoubled: f32=lodReflectionNormalized*2.0;var environmentMid: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);if (lodReflectionNormalizedDoubled<1.0){environmentRadiance=mix(\ntextureSample(reflectionHighSampler,reflectionHighSamplerSampler,reflectionCoords),\nenvironmentMid,\nlodReflectionNormalizedDoubled\n);} else {environmentRadiance=mix(\nenvironmentMid,\ntextureSample(reflectionLowSampler,reflectionLowSamplerSampler,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\nvar envRadiance=environmentRadiance.rgb;\n#ifdef RGBDREFLECTION\nenvRadiance=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvRadiance=toLinearSpaceVec3(environmentRadiance.rgb);\n#endif\nenvRadiance*=vReflectionInfos.x;envRadiance*=vReflectionColor.rgb;return vec4f(envRadiance,environmentRadiance.a);}\n#define pbr_inline\nfn reflectionBlock(\nvPositionW: vec3f\n,normalW: vec3f\n,alphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#ifdef ANISOTROPIC\n,anisotropicOut: anisotropicOutParams\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n#endif\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance: vec3f\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionMatrix: mat4x4f\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,irradianceSampler: texture_cube<f32>\n,irradianceSamplerSampler: sampler \n#else\n,irradianceSampler: texture_2d<f32>\n,irradianceSamplerSampler: sampler \n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler \n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler \n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfxSampler: texture_2d<f32>\n,icdfxSamplerSampler: sampler\n,icdfySampler: texture_2d<f32>\n,icdfySamplerSampler: sampler\n#endif\n#endif\n)->reflectionOutParams\n{var outParams: reflectionOutParams;var environmentRadiance: vec4f= vec4f(0.,0.,0.,0.);\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f= vec3f(0.);\n#else\nvar reflectionCoords: vec2f= vec2f(0.);\n#endif\nreflectionCoords=createReflectionCoords(\nvPositionW,\nnormalW,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif \n);environmentRadiance=sampleReflectionTexture(\nalphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#else\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif \n);var environmentIrradiance: vec3f= vec3f(0.,0.,0.);\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\n#ifdef ANISOTROPIC\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(anisotropicOut.anisotropicNormal,0)).xyz;\n#else\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(normalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,reflectionSamplerSampler,irradianceVector,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfxSampler\n,icdfxSamplerSampler\n,icdfySampler\n,icdfySamplerSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#ifdef SS_TRANSLUCENCY\noutParams.irradianceVector=irradianceVector;\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\nvar environmentIrradiance4: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,reflectionCoords);environmentIrradiance=environmentIrradiance4.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance=fromRGBD(environmentIrradiance4);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance=toLinearSpaceVec3(environmentIrradiance.rgb);\n#endif\n#endif\nenvironmentIrradiance*=vReflectionColor.rgb;outParams.environmentRadiance=environmentRadiance;outParams.environmentIrradiance=environmentIrradiance;outParams.reflectionCoords=reflectionCoords;return outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockReflectionWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockReflection.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockSheen\";\nconst shader = `#ifdef SHEEN\nstruct sheenOutParams\n{sheenIntensity: f32\n,sheenColor: vec3f\n,sheenRoughness: f32\n#ifdef SHEEN_LINKWITHALBEDO\n,surfaceAlbedo: vec3f\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\n,sheenAlbedoScaling: f32\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,finalSheenRadianceScaled: vec3f\n#endif\n#if DEBUGMODE>0\n#ifdef SHEEN_TEXTURE\n,sheenMapData: vec4f\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,sheenEnvironmentReflectance: vec3f\n#endif\n#endif\n};\n#define pbr_inline\nfn sheenBlock(\nvSheenColor: vec4f\n#ifdef SHEEN_ROUGHNESS\n,vSheenRoughness: f32\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData: vec4f\n#endif\n#endif\n,roughness: f32\n#ifdef SHEEN_TEXTURE\n,sheenMapData: vec4f\n,sheenMapLevel: f32\n#endif\n,reflectance: f32\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor: vec3f\n,surfaceAlbedo: vec3f\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV: f32\n,environmentBrdf: vec3f\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors: vec2f\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n,vLightingIntensity: vec4f\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec3f\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec2f\n#endif\n,NdotVUnclamped: f32\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler \n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler \n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo: f32\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho: f32\n#endif\n#endif\n)->sheenOutParams\n{var outParams: sheenOutParams;var sheenIntensity: f32=vSheenColor.a;\n#ifdef SHEEN_TEXTURE\n#if DEBUGMODE>0\noutParams.sheenMapData=sheenMapData;\n#endif\n#endif\n#ifdef SHEEN_LINKWITHALBEDO\nvar sheenFactor: f32=pow5(1.0-sheenIntensity);var sheenColor: vec3f=baseColor.rgb*(1.0-sheenFactor);var sheenRoughness: f32=sheenIntensity;outParams.surfaceAlbedo=surfaceAlbedo*sheenFactor;\n#ifdef SHEEN_TEXTURE\nsheenIntensity*=sheenMapData.a;\n#endif\n#else\nvar sheenColor: vec3f=vSheenColor.rgb;\n#ifdef SHEEN_TEXTURE\n#ifdef SHEEN_GAMMATEXTURE\nsheenColor*=toLinearSpaceVec3(sheenMapData.rgb);\n#else\nsheenColor*=sheenMapData.rgb;\n#endif\nsheenColor*=sheenMapLevel;\n#endif\n#ifdef SHEEN_ROUGHNESS\nvar sheenRoughness: f32=vSheenRoughness;\n#ifdef SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE\n#if defined(SHEEN_TEXTURE)\nsheenRoughness*=sheenMapData.a;\n#endif\n#elif defined(SHEEN_TEXTURE_ROUGHNESS)\nsheenRoughness*=sheenMapRoughnessData.a;\n#endif\n#else\nvar sheenRoughness: f32=roughness;\n#ifdef SHEEN_TEXTURE\nsheenIntensity*=sheenMapData.a;\n#endif\n#endif\n#if !defined(SHEEN_ALBEDOSCALING)\nsheenIntensity*=(1.-reflectance);\n#endif\nsheenColor*=sheenIntensity;\n#endif\n#ifdef ENVIRONMENTBRDF\n/*#ifdef SHEEN_SOFTER\nvar environmentSheenBrdf: vec3f= vec3f(0.,0.,getBRDFLookupCharlieSheen(NdotV,sheenRoughness));\n#else*/\n#ifdef SHEEN_ROUGHNESS\nvar environmentSheenBrdf: vec3f=getBRDFLookup(NdotV,sheenRoughness);\n#else\nvar environmentSheenBrdf: vec3f=environmentBrdf;\n#endif\n/*#endif*/\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nvar sheenAlphaG: f32=convertRoughnessToAverageSlope(sheenRoughness);\n#ifdef SPECULARAA\nsheenAlphaG+=AARoughnessFactors.y;\n#endif\nvar environmentSheenRadiance: vec4f= vec4f(0.,0.,0.,0.);environmentSheenRadiance=sampleReflectionTexture(\nsheenAlphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,sheenRoughness\n#endif\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);var sheenEnvironmentReflectance: vec3f=getSheenReflectanceFromBRDFLookup(sheenColor,environmentSheenBrdf);\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nsheenEnvironmentReflectance*=seo;\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\nsheenEnvironmentReflectance*=eho;\n#endif\n#if DEBUGMODE>0\noutParams.sheenEnvironmentReflectance=sheenEnvironmentReflectance;\n#endif\noutParams.finalSheenRadianceScaled=\nenvironmentSheenRadiance.rgb *\nsheenEnvironmentReflectance *\nvLightingIntensity.z;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\noutParams.sheenAlbedoScaling=1.0-sheenIntensity*max(max(sheenColor.r,sheenColor.g),sheenColor.b)*environmentSheenBrdf.b;\n#endif\noutParams.sheenIntensity=sheenIntensity;outParams.sheenColor=sheenColor;outParams.sheenRoughness=sheenRoughness;return outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockSheenWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockSheen.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockClearcoat\";\nconst shader = `struct clearcoatOutParams\n{specularEnvironmentR0: vec3f,\nconservationFactor: f32,\nclearCoatNormalW: vec3f,\nclearCoatAARoughnessFactors: vec2f,\nclearCoatIntensity: f32,\nclearCoatRoughness: f32,\n#ifdef REFLECTION\nfinalClearCoatRadianceScaled: vec3f,\n#endif\n#ifdef CLEARCOAT_TINT\nabsorption: vec3f,\nclearCoatNdotVRefract: f32,\nclearCoatColor: vec3f,\nclearCoatThickness: f32,\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nenergyConservationFactorClearCoat: vec3f,\n#endif\n#if DEBUGMODE>0\n#ifdef CLEARCOAT_BUMP\nTBNClearCoat: mat3x3f,\n#endif\n#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData: vec2f,\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nclearCoatTintMapData: vec4f,\n#endif\n#ifdef REFLECTION\nenvironmentClearCoatRadiance: vec4f,\nclearCoatEnvironmentReflectance: vec3f,\n#endif\nclearCoatNdotV: f32\n#endif\n};\n#ifdef CLEARCOAT\n#define pbr_inline\nfn clearcoatBlock(\nvPositionW: vec3f\n,geometricNormalW: vec3f\n,viewDirectionW: vec3f\n,vClearCoatParams: vec2f\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData: vec4f\n#endif\n,specularEnvironmentR0: vec3f\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData: vec2f\n#endif\n#ifdef CLEARCOAT_TINT\n,vClearCoatTintParams: vec4f\n,clearCoatColorAtDistance: f32\n,vClearCoatRefractionParams: vec4f\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData: vec4f\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,vClearCoatBumpInfos: vec2f\n,clearCoatBumpMapData: vec4f\n,vClearCoatBumpUV: vec2f\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN: mat3x3f\n#else\n,vClearCoatTangentSpaceParams: vec2f\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,normalMatrix: mat4x4f\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal: vec3f\n#endif\n#ifdef REFLECTION\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n,vLightingIntensity: vec4f\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler \n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler \n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,frontFacingMultiplier: f32\n#endif \n)->clearcoatOutParams\n{var outParams: clearcoatOutParams;var clearCoatIntensity: f32=vClearCoatParams.x;var clearCoatRoughness: f32=vClearCoatParams.y;\n#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\n#ifdef CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE\nclearCoatRoughness*=clearCoatMapData.y;\n#endif\n#if DEBUGMODE>0\noutParams.clearCoatMapData=clearCoatMapData;\n#endif\n#endif\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nclearCoatRoughness*=clearCoatMapRoughnessData.y;\n#endif\noutParams.clearCoatIntensity=clearCoatIntensity;outParams.clearCoatRoughness=clearCoatRoughness;\n#ifdef CLEARCOAT_TINT\nvar clearCoatColor: vec3f=vClearCoatTintParams.rgb;var clearCoatThickness: f32=vClearCoatTintParams.a;\n#ifdef CLEARCOAT_TINT_TEXTURE\n#ifdef CLEARCOAT_TINT_GAMMATEXTURE\nclearCoatColor*=toLinearSpaceVec3(clearCoatTintMapData.rgb);\n#else\nclearCoatColor*=clearCoatTintMapData.rgb;\n#endif\nclearCoatThickness*=clearCoatTintMapData.a;\n#if DEBUGMODE>0\noutParams.clearCoatTintMapData=clearCoatTintMapData;\n#endif\n#endif\noutParams.clearCoatColor=computeColorAtDistanceInMedia(clearCoatColor,clearCoatColorAtDistance);outParams.clearCoatThickness=clearCoatThickness;\n#endif\n#ifdef CLEARCOAT_REMAP_F0\nvar specularEnvironmentR0Updated: vec3f=getR0RemappedForClearCoat(specularEnvironmentR0);\n#else\nvar specularEnvironmentR0Updated: vec3f=specularEnvironmentR0;\n#endif\noutParams.specularEnvironmentR0=mix(specularEnvironmentR0,specularEnvironmentR0Updated,clearCoatIntensity);var clearCoatNormalW: vec3f=geometricNormalW;\n#ifdef CLEARCOAT_BUMP\n#ifdef NORMALXYSCALE\nvar clearCoatNormalScale: f32=1.0;\n#else\nvar clearCoatNormalScale: f32=vClearCoatBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nvar TBNClearCoat: mat3x3f=vTBN;\n#else\nvar TBNClearCoatUV: vec2f=vClearCoatBumpUV*frontFacingMultiplier;var TBNClearCoat: mat3x3f=cotangent_frame(clearCoatNormalW*clearCoatNormalScale,vPositionW,TBNClearCoatUV,vClearCoatTangentSpaceParams);\n#endif\n#if DEBUGMODE>0\noutParams.TBNClearCoat=TBNClearCoat;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nclearCoatNormalW=normalize(clearCoatBumpMapData.xyz *2.0-1.0);clearCoatNormalW=normalize( mat3x3f(normalMatrix[0].xyz,normalMatrix[1].xyz,normalMatrix[2].xyz)*clearCoatNormalW);\n#else\nclearCoatNormalW=perturbNormal(TBNClearCoat,clearCoatBumpMapData.xyz,vClearCoatBumpInfos.y);\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nclearCoatNormalW*=sign(dot(clearCoatNormalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nclearCoatNormalW=clearCoatNormalW*frontFacingMultiplier;\n#endif\noutParams.clearCoatNormalW=clearCoatNormalW;outParams.clearCoatAARoughnessFactors=getAARoughnessFactors(clearCoatNormalW.xyz);var clearCoatNdotVUnclamped: f32=dot(clearCoatNormalW,viewDirectionW);var clearCoatNdotV: f32=absEps(clearCoatNdotVUnclamped);\n#if DEBUGMODE>0\noutParams.clearCoatNdotV=clearCoatNdotV;\n#endif\n#ifdef CLEARCOAT_TINT\nvar clearCoatVRefract: vec3f=refract(-viewDirectionW,clearCoatNormalW,vClearCoatRefractionParams.y);outParams.clearCoatNdotVRefract=absEps(dot(clearCoatNormalW,clearCoatVRefract));\n#endif\n#if defined(ENVIRONMENTBRDF) && (!defined(REFLECTIONMAP_SKYBOX) || defined(MS_BRDF_ENERGY_CONSERVATION))\nvar environmentClearCoatBrdf: vec3f=getBRDFLookup(clearCoatNdotV,clearCoatRoughness);\n#endif\n#if defined(REFLECTION)\nvar clearCoatAlphaG: f32=convertRoughnessToAverageSlope(clearCoatRoughness);\n#ifdef SPECULARAA\nclearCoatAlphaG+=outParams.clearCoatAARoughnessFactors.y;\n#endif\nvar environmentClearCoatRadiance: vec4f= vec4f(0.,0.,0.,0.);var clearCoatReflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),clearCoatNormalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nclearCoatReflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvar clearCoatReflectionCoords: vec3f=clearCoatReflectionVector;\n#else\nvar clearCoatReflectionCoords: vec2f=clearCoatReflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nclearCoatReflectionCoords/=clearCoatReflectionVector.z;\n#endif\nclearCoatReflectionCoords.y=1.0-clearCoatReflectionCoords.y;\n#endif\nenvironmentClearCoatRadiance=sampleReflectionTexture(\nclearCoatAlphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,clearCoatNdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,clearCoatRoughness\n#endif\n,reflectionSampler\n,reflectionSamplerSampler\n,clearCoatReflectionCoords\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif \n);\n#if DEBUGMODE>0\noutParams.environmentClearCoatRadiance=environmentClearCoatRadiance;\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\nvar clearCoatEnvironmentReflectance: vec3f=getReflectanceFromBRDFLookup(vec3f(uniforms.vClearCoatRefractionParams.x),environmentClearCoatBrdf);\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nvar clearCoatEho: f32=environmentHorizonOcclusion(-viewDirectionW,clearCoatNormalW,geometricNormalW);clearCoatEnvironmentReflectance*=clearCoatEho;\n#endif\n#endif\n#endif\n#else\nvar clearCoatEnvironmentReflectance: vec3f=getReflectanceFromAnalyticalBRDFLookup_Jones(clearCoatNdotV, vec3f(1.), vec3f(1.),sqrt(1.-clearCoatRoughness));\n#endif\nclearCoatEnvironmentReflectance*=clearCoatIntensity;\n#if DEBUGMODE>0\noutParams.clearCoatEnvironmentReflectance=clearCoatEnvironmentReflectance;\n#endif\noutParams.finalClearCoatRadianceScaled=\nenvironmentClearCoatRadiance.rgb *\nclearCoatEnvironmentReflectance *\nvLightingIntensity.z;\n#endif\n#if defined(CLEARCOAT_TINT)\noutParams.absorption=computeClearCoatAbsorption(outParams.clearCoatNdotVRefract,outParams.clearCoatNdotVRefract,outParams.clearCoatColor,clearCoatThickness,clearCoatIntensity);\n#endif\nvar fresnelIBLClearCoat: f32=fresnelSchlickGGX(clearCoatNdotV,uniforms.vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnelIBLClearCoat*=clearCoatIntensity;outParams.conservationFactor=(1.-fresnelIBLClearCoat);\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\noutParams.energyConservationFactorClearCoat=getEnergyConservationFactor(outParams.specularEnvironmentR0,environmentClearCoatBrdf);\n#endif\nreturn outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockClearcoatWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockClearcoat.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockIridescence\";\nconst shader = `struct iridescenceOutParams\n{iridescenceIntensity: f32,\niridescenceIOR: f32,\niridescenceThickness: f32,\nspecularEnvironmentR0: vec3f};\n#ifdef IRIDESCENCE\nfn iridescenceBlock(\nvIridescenceParams: vec4f\n,viewAngle: f32\n,specularEnvironmentR0: vec3f\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData: vec2f\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData: vec2f\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped: f32\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData: vec2f\n#endif\n#endif\n)->iridescenceOutParams\n{var outParams: iridescenceOutParams;var iridescenceIntensity: f32=vIridescenceParams.x;var iridescenceIOR: f32=vIridescenceParams.y;var iridescenceThicknessMin: f32=vIridescenceParams.z;var iridescenceThicknessMax: f32=vIridescenceParams.w;var iridescenceThicknessWeight: f32=1.;\n#ifdef IRIDESCENCE_TEXTURE\niridescenceIntensity*=iridescenceMapData.x;\n#endif\n#if defined(IRIDESCENCE_THICKNESS_TEXTURE)\niridescenceThicknessWeight=iridescenceThicknessMapData.g;\n#endif\nvar iridescenceThickness: f32=mix(iridescenceThicknessMin,iridescenceThicknessMax,iridescenceThicknessWeight);var topIor: f32=1.; \n#ifdef CLEARCOAT\nvar clearCoatIntensity: f32=vClearCoatParams.x;\n#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\n#endif\ntopIor=mix(1.0,uniforms.vClearCoatRefractionParams.w-1.,clearCoatIntensity);viewAngle=sqrt(1.0+((1.0/topIor)*(1.0/topIor))*((NdotVUnclamped*NdotVUnclamped)-1.0));\n#endif\nvar iridescenceFresnel: vec3f=evalIridescence(topIor,iridescenceIOR,viewAngle,iridescenceThickness,specularEnvironmentR0);outParams.specularEnvironmentR0=mix(specularEnvironmentR0,iridescenceFresnel,iridescenceIntensity);outParams.iridescenceIntensity=iridescenceIntensity;outParams.iridescenceThickness=iridescenceThickness;outParams.iridescenceIOR=iridescenceIOR;return outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockIridescenceWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockIridescence.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockSubSurface\";\nconst shader = `struct subSurfaceOutParams\n{specularEnvironmentReflectance: vec3f,\n#ifdef SS_REFRACTION\nfinalRefraction: vec3f,\nsurfaceAlbedo: vec3f,\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha: f32,\n#endif\n#ifdef REFLECTION\nrefractionFactorForIrradiance: f32,\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\ntransmittance: vec3f,\ntranslucencyIntensity: f32,\n#ifdef REFLECTION\nrefractionIrradiance: vec3f,\n#endif\n#endif\n#if DEBUGMODE>0\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nthicknessMap: vec4f,\n#endif\n#ifdef SS_REFRACTION\nenvironmentRefraction: vec4f,\nrefractionTransmittance: vec3f\n#endif\n#endif\n};\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#define pbr_inline\nfn sampleEnvironmentRefraction(\nior: f32\n,thickness: f32\n,refractionLOD: f32\n,normalW: vec3f\n,vPositionW: vec3f\n,viewDirectionW: vec3f\n,view: mat4x4f\n,vRefractionInfos: vec4f\n,refractionMatrix: mat4x4f\n,vRefractionMicrosurfaceInfos: vec4f\n,alphaG: f32\n#ifdef SS_REFRACTIONMAP_3D\n,refractionSampler: texture_cube<f32>\n,refractionSamplerSampler: sampler\n#ifndef LODBASEDMICROSFURACE\n,refractionLowSampler: texture_cube<f32>\n,refractionLowSamplerSampler: sampler\n,refractionHighSampler: texture_cube<f32>\n,refractionHighSamplerSampler: sampler \n#endif\n#else\n,refractionSampler: texture_2d<f32>\n,refractionSamplerSampler: sampler\n#ifndef LODBASEDMICROSFURACE\n,refractionLowSampler: texture_2d<f32>\n,refractionLowSamplerSampler: sampler\n,refractionHighSampler: texture_2d<f32>\n,refractionHighSamplerSampler: sampler \n#endif\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut: anisotropicOutParams\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo: vec2f\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,refractionPosition: vec3f\n,refractionSize: vec3f\n#endif\n)->vec4f {var environmentRefraction: vec4f= vec4f(0.,0.,0.,0.);\n#ifdef ANISOTROPIC\nvar refractionVector: vec3f=refract(-viewDirectionW,anisotropicOut.anisotropicNormal,ior);\n#else\nvar refractionVector: vec3f=refract(-viewDirectionW,normalW,ior);\n#endif\n#ifdef SS_REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n#ifdef SS_REFRACTIONMAP_3D\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,refractionSize,refractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;var refractionCoords: vec3f=refractionVector;refractionCoords= (refractionMatrix* vec4f(refractionCoords,0)).xyz;\n#else\n#ifdef SS_USE_THICKNESS_AS_DEPTH\nvar vRefractionUVW: vec3f= (refractionMatrix*(view* vec4f(vPositionW+refractionVector*thickness,1.0))).xyz;\n#else\nvar vRefractionUVW: vec3f= (refractionMatrix*(view* vec4f(vPositionW+refractionVector*vRefractionInfos.z,1.0))).xyz;\n#endif\nvar refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODBASEDMICROSFURACE\nvar lod=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef SS_LODINREFRACTIONALPHA\nvar automaticRefractionLOD: f32=UNPACK_LOD(textureSample(refractionSampler,refractionSamplerSampler,refractionCoords).a);var requestedRefractionLOD: f32=max(automaticRefractionLOD,lod);\n#else\nvar requestedRefractionLOD: f32=lod;\n#endif\n#if defined(REALTIME_FILTERING) && defined(SS_REFRACTIONMAP_3D)\nenvironmentRefraction= vec4f(radiance(alphaG,refractionSampler,refractionSamplerSampler,refractionCoords,vRefractionFilteringInfo),1.0);\n#else\nenvironmentRefraction=textureSampleLevel(refractionSampler,refractionSamplerSampler,refractionCoords,requestedRefractionLOD);\n#endif\n#else\nvar lodRefractionNormalized: f32=saturate(refractionLOD/log2(vRefractionMicrosurfaceInfos.x));var lodRefractionNormalizedDoubled: f32=lodRefractionNormalized*2.0;var environmentRefractionMid: vec4f=textureSample(refractionSampler,refractionSamplerSampler,refractionCoords);if (lodRefractionNormalizedDoubled<1.0){environmentRefraction=mix(\ntextureSample(refractionHighSampler,refractionHighSamplerSampler,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);} else {environmentRefraction=mix(\nenvironmentRefractionMid,\ntextureSample(refractionLowSampler,refractionLowSamplerSampler,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);}\n#endif\nvar refraction=environmentRefraction.rgb;\n#ifdef SS_RGBDREFRACTION\nrefraction=fromRGBD(environmentRefraction);\n#endif\n#ifdef SS_GAMMAREFRACTION\nrefraction=toLinearSpaceVec3(environmentRefraction.rgb);\n#endif\nreturn vec4f(refraction,environmentRefraction.a);}\n#endif\n#define pbr_inline\nfn subSurfaceBlock(\nvSubSurfaceIntensity: vec3f\n,vThicknessParam: vec2f\n,vTintColor: vec4f\n,normalW: vec3f\n,specularEnvironmentReflectance: vec3f\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap: vec4f\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap: vec4f\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap: vec4f\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,reflectionMatrix: mat4x4f\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,irradianceVector_: vec3f\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n,vReflectionFilteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfxSampler: texture_2d<f32>\n,icdfxSamplerSampler: sampler\n,icdfySampler: texture_2d<f32>\n,icdfySamplerSampler: sampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,irradianceSampler: texture_cube<f32>\n,irradianceSamplerSampler: sampler\n#else\n,irradianceSampler: texture_2d<f32>\n,irradianceSamplerSampler: sampler\n#endif\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo: vec3f\n#endif\n#ifdef SS_REFRACTION\n,vPositionW: vec3f\n,viewDirectionW: vec3f\n,view: mat4x4f\n,vRefractionInfos: vec4f\n,refractionMatrix: mat4x4f\n,vRefractionMicrosurfaceInfos: vec4f\n,vLightingIntensity: vec4f\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha: f32\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped: f32\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness: f32\n#endif\n,alphaG: f32\n#ifdef SS_REFRACTIONMAP_3D\n,refractionSampler: texture_cube<f32>\n,refractionSamplerSampler: sampler\n#ifndef LODBASEDMICROSFURACE\n,refractionLowSampler: texture_cube<f32>\n,refractionLowSamplerSampler: sampler\n,refractionHighSampler: texture_cube<f32>\n,refractionHighSamplerSampler: sampler \n#endif\n#else\n,refractionSampler: texture_2d<f32>\n,refractionSamplerSampler: sampler\n#ifndef LODBASEDMICROSFURACE\n,refractionLowSampler: texture_2d<f32>\n,refractionLowSamplerSampler: sampler\n,refractionHighSampler: texture_2d<f32>\n,refractionHighSamplerSampler: sampler \n#endif\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut: anisotropicOutParams\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo: vec2f\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,refractionPosition: vec3f\n,refractionSize: vec3f\n#endif\n#ifdef SS_DISPERSION\n,dispersion: f32\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,vDiffusionDistance: vec3f\n,vTranslucencyColor: vec4f\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap: vec4f\n#endif\n#endif\n)->subSurfaceOutParams\n{var outParams: subSurfaceOutParams;outParams.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#ifdef SS_REFRACTION\nvar refractionIntensity: f32=vSubSurfaceIntensity.x;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nrefractionIntensity*=(1.0-alpha);outParams.alpha=1.0;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvar translucencyIntensity: f32=vSubSurfaceIntensity.y;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n#ifdef SS_USE_GLTF_TEXTURES\nvar thickness: f32=thicknessMap.g*vThicknessParam.y+vThicknessParam.x;\n#else\nvar thickness: f32=thicknessMap.r*vThicknessParam.y+vThicknessParam.x;\n#endif\n#if DEBUGMODE>0\noutParams.thicknessMap=thicknessMap;\n#endif\n#if defined(SS_REFRACTION) && defined(SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS)\n#ifdef SS_USE_GLTF_TEXTURES\nrefractionIntensity*=thicknessMap.r;\n#else\nrefractionIntensity*=thicknessMap.g;\n#endif\n#endif\n#if defined(SS_TRANSLUCENCY) && defined(SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS)\n#ifdef SS_USE_GLTF_TEXTURES\ntranslucencyIntensity*=thicknessMap.a;\n#else\ntranslucencyIntensity*=thicknessMap.b;\n#endif\n#endif\n#else\nvar thickness: f32=vThicknessParam.y;\n#endif\n#if defined(SS_REFRACTION) && defined(SS_REFRACTIONINTENSITY_TEXTURE)\n#ifdef SS_USE_GLTF_TEXTURES\nrefractionIntensity*=refractionIntensityMap.r;\n#else\nrefractionIntensity*=refractionIntensityMap.g;\n#endif\n#endif\n#if defined(SS_TRANSLUCENCY) && defined(SS_TRANSLUCENCYINTENSITY_TEXTURE)\n#ifdef SS_USE_GLTF_TEXTURES\ntranslucencyIntensity*=translucencyIntensityMap.a;\n#else\ntranslucencyIntensity*=translucencyIntensityMap.b;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nthickness=maxEps(thickness);var translucencyColor: vec4f=vTranslucencyColor;\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\ntranslucencyColor*=translucencyColorMap;\n#endif\nvar transmittance: vec3f=transmittanceBRDF_Burley(translucencyColor.rgb,vDiffusionDistance,thickness);transmittance*=translucencyIntensity;outParams.transmittance=transmittance;outParams.translucencyIntensity=translucencyIntensity;\n#endif\n#ifdef SS_REFRACTION\nvar environmentRefraction: vec4f= vec4f(0.,0.,0.,0.);\n#ifdef SS_HAS_THICKNESS\nvar ior: f32=vRefractionInfos.y;\n#else\nvar ior: f32=vRefractionMicrosurfaceInfos.w;\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nvar refractionAlphaG: f32=alphaG;refractionAlphaG=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));var refractionLOD: f32=getLodFromAlphaGNdotV(vRefractionMicrosurfaceInfos.x,refractionAlphaG,NdotVUnclamped);\n#elif defined(SS_LINEARSPECULARREFRACTION)\nvar refractionRoughness: f32=alphaG;refractionRoughness=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));var refractionLOD: f32=getLinearLodFromRoughness(vRefractionMicrosurfaceInfos.x,refractionRoughness);\n#else\nvar refractionAlphaG: f32=alphaG;refractionAlphaG=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));var refractionLOD: f32=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,refractionAlphaG);\n#endif\nvar refraction_ior: f32=vRefractionInfos.y;\n#ifdef SS_DISPERSION\nvar realIOR: f32=1.0/refraction_ior;var iorDispersionSpread: f32=0.04*dispersion*(realIOR-1.0);var iors: vec3f= vec3f(1.0/(realIOR-iorDispersionSpread),refraction_ior,1.0/(realIOR+iorDispersionSpread));for (var i: i32=0; i<3; i++) {refraction_ior=iors[i];\n#endif\nvar envSample: vec4f=sampleEnvironmentRefraction(refraction_ior,thickness,refractionLOD,normalW,vPositionW,viewDirectionW,view,vRefractionInfos,refractionMatrix,vRefractionMicrosurfaceInfos,alphaG\n#ifdef SS_REFRACTIONMAP_3D\n,refractionSampler\n,refractionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionLowSampler\n,refractionLowSamplerSampler\n,refractionHighSampler\n,refractionHighSamplerSampler\n#endif\n#else\n,refractionSampler\n,refractionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionLowSampler\n,refractionLowSamplerSampler\n,refractionHighSampler\n,refractionHighSamplerSampler\n#endif\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,refractionPosition\n,refractionSize\n#endif\n);\n#ifdef SS_DISPERSION\nenvironmentRefraction[i]=envSample[i];}\n#else\nenvironmentRefraction=envSample;\n#endif\nenvironmentRefraction=vec4f(environmentRefraction.rgb*vRefractionInfos.x,environmentRefraction.a);\n#endif\n#ifdef SS_REFRACTION\nvar refractionTransmittance: vec3f= vec3f(refractionIntensity);\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvar volumeAlbedo: vec3f=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);refractionTransmittance*=cocaLambertVec3(volumeAlbedo,thickness);\n#elif defined(SS_LINKREFRACTIONTOTRANSPARENCY)\nvar maxChannel: f32=max(max(surfaceAlbedo.r,surfaceAlbedo.g),surfaceAlbedo.b);var volumeAlbedo: vec3f=saturateVec3(maxChannel*surfaceAlbedo);environmentRefraction=vec4f(environmentRefraction.rgb*volumeAlbedo,environmentRefraction.a);\n#else\nvar volumeAlbedo: vec3f=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);refractionTransmittance*=cocaLambertVec3(volumeAlbedo,vThicknessParam.y);\n#endif\n#ifdef SS_ALBEDOFORREFRACTIONTINT\nenvironmentRefraction=vec4f(environmentRefraction.rgb*surfaceAlbedo.rgb,environmentRefraction.a);\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo*(1.-refractionIntensity);\n#ifdef REFLECTION\noutParams.refractionFactorForIrradiance=(1.-refractionIntensity);\n#endif\n#ifdef UNUSED_MULTIPLEBOUNCES\nvar bounceSpecularEnvironmentReflectance: vec3f=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);outParams.specularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,refractionIntensity);\n#endif\nrefractionTransmittance*=1.0-outParams.specularEnvironmentReflectance;\n#if DEBUGMODE>0\noutParams.refractionTransmittance=refractionTransmittance;\n#endif\noutParams.finalRefraction=environmentRefraction.rgb*refractionTransmittance*vLightingIntensity.z;\n#if DEBUGMODE>0\noutParams.environmentRefraction=environmentRefraction;\n#endif\n#endif\n#if defined(REFLECTION) && defined(SS_TRANSLUCENCY)\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX) || !defined(USESPHERICALFROMREFLECTIONMAP)\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#else\nvar irradianceVector: vec3f=irradianceVector_;\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP)\n#if defined(REALTIME_FILTERING)\nvar refractionIrradiance: vec3f=irradiance(reflectionSampler,reflectionSamplerSampler,-irradianceVector,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfxSampler\n,icdfxSamplerSampler\n,icdfySampler\n,icdfySamplerSampler\n#endif\n);\n#else\nvar refractionIrradiance: vec3f=computeEnvironmentIrradiance(-irradianceVector);\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvar irradianceCoords: vec3f=irradianceVector;\n#else\nvar irradianceCoords: vec2f=irradianceVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nirradianceCoords/=irradianceVector.z;\n#endif\nirradianceCoords.y=1.0-irradianceCoords.y;\n#endif\nvar temp: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,-irradianceCoords);var refractionIrradiance=temp.rgb;\n#ifdef RGBDREFLECTION\nrefractionIrradiance=fromRGBD(temp).rgb;\n#endif\n#ifdef GAMMAREFLECTION\nrefractionIrradiance=toLinearSpaceVec3(refractionIrradiance);\n#endif\n#else\nvar refractionIrradiance: vec3f= vec3f(0.);\n#endif\nrefractionIrradiance*=transmittance;\n#ifdef SS_ALBEDOFORTRANSLUCENCYTINT\nrefractionIrradiance*=surfaceAlbedo.rgb;\n#endif\noutParams.refractionIrradiance=refractionIrradiance;\n#endif\nreturn outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockSubSurfaceWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockSubSurface.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockNormalGeometric\";\nconst shader = `var viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);\n#ifdef NORMAL\nvar normalW: vec3f=normalize(input.vNormalW);\n#else\nvar normalW: vec3f=normalize(cross(dpdx(input.vPositionW),dpdy(input.vPositionW)))*scene.vEyePosition.w;\n#endif\nvar geometricNormalW: vec3f=normalW;\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\ngeometricNormalW=select(-geometricNormalW,geometricNormalW,fragmentInputs.frontFacing);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockNormalGeometricWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockNormalGeometric.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockNormalFinal\";\nconst shader = `#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvar faceNormal: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))*scene.vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=select(-faceNormal,faceNormal,fragmentInputs.frontFacing);\n#endif\nnormalW*=sign(dot(normalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockNormalFinalWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockNormalFinal.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockLightmapInit\";\nconst shader = `#ifdef LIGHTMAP\nvar lightmapColor: vec4f=textureSample(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\n#ifdef GAMMALIGHTMAP\nlightmapColor=vec4f(toLinearSpaceVec3(lightmapColor.rgb),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockLightmapInitWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockLightmapInit.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockGeometryInfo\";\nconst shader = `var NdotVUnclamped: f32=dot(normalW,viewDirectionW);var NdotV: f32=absEps(NdotVUnclamped);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var AARoughnessFactors: vec2f=getAARoughnessFactors(normalW.xyz);\n#ifdef SPECULARAA\nalphaG+=AARoughnessFactors.y;\n#endif\n#if defined(ENVIRONMENTBRDF)\nvar environmentBrdf: vec3f=getBRDFLookup(NdotV,roughness);\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\n#ifdef AMBIENTINGRAYSCALE\nvar ambientMonochrome: f32=aoOut.ambientOcclusionColor.r;\n#else\nvar ambientMonochrome: f32=getLuminance(aoOut.ambientOcclusionColor);\n#endif\nvar seo: f32=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nvar eho: f32=environmentHorizonOcclusion(-viewDirectionW,normalW,geometricNormalW);\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockGeometryInfoWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockGeometryInfo.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockReflectance0\";\nconst shader = `var reflectance: f32=max(max(reflectivityOut.surfaceReflectivityColor.r,reflectivityOut.surfaceReflectivityColor.g),reflectivityOut.surfaceReflectivityColor.b);var specularEnvironmentR0: vec3f=reflectivityOut.surfaceReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvar specularEnvironmentR90: vec3f= vec3f(metallicReflectanceFactors.a);\n#else \nvar specularEnvironmentR90: vec3f= vec3f(1.0,1.0,1.0);\n#endif\n#ifdef ALPHAFRESNEL\nvar reflectance90: f32=fresnelGrazingReflectance(reflectance);specularEnvironmentR90=specularEnvironmentR90*reflectance90;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockReflectance0WGSL = { name, shader };\n//# sourceMappingURL=pbrBlockReflectance0.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockReflectance\";\nconst shader = `#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\nvar specularEnvironmentReflectance: vec3f=getReflectanceFromBRDFWithEnvLookup(clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,environmentBrdf);\n#ifdef RADIANCEOCCLUSION\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\nvar specularEnvironmentReflectance: vec3f=getReflectanceFromAnalyticalBRDFLookup_Jones(NdotV,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n#ifdef CLEARCOAT\nspecularEnvironmentReflectance*=clearcoatOut.conservationFactor;\n#if defined(CLEARCOAT_TINT)\nspecularEnvironmentReflectance*=clearcoatOut.absorption;\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockReflectanceWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockReflectance.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockDirectLighting\";\nconst shader = `var diffuseBase: vec3f=vec3f(0.,0.,0.);\n#ifdef SPECULARTERM\nvar specularBase: vec3f=vec3f(0.,0.,0.);\n#endif\n#ifdef CLEARCOAT\nvar clearCoatBase: vec3f=vec3f(0.,0.,0.);\n#endif\n#ifdef SHEEN\nvar sheenBase: vec3f=vec3f(0.,0.,0.);\n#endif\nvar preInfo: preLightingInfo;var info: lightingInfo;var shadow: f32=1.; \nvar aggShadow: f32=0.;var numLights: f32=0.;\n#if defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\nvar absorption: vec3f=vec3f(0.);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockDirectLightingWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockDirectLighting.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockFinalLitComponents\";\nconst shader = `aggShadow=aggShadow/numLights;\n#if defined(ENVIRONMENTBRDF)\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvar energyConservationFactor: vec3f=getEnergyConservationFactor(clearcoatOut.specularEnvironmentR0,environmentBrdf);\n#endif\n#endif\n#ifndef METALLICWORKFLOW\n#ifdef SPECULAR_GLOSSINESS_ENERGY_CONSERVATION\nsurfaceAlbedo=(1.-reflectance)*surfaceAlbedo.rgb;\n#endif\n#endif\n#if defined(SHEEN) && defined(SHEEN_ALBEDOSCALING) && defined(ENVIRONMENTBRDF)\nsurfaceAlbedo=sheenOut.sheenAlbedoScaling*surfaceAlbedo.rgb;\n#endif\n#ifdef REFLECTION\nvar finalIrradiance: vec3f=reflectionOut.environmentIrradiance;\n#if defined(CLEARCOAT)\nfinalIrradiance*=clearcoatOut.conservationFactor;\n#if defined(CLEARCOAT_TINT)\nfinalIrradiance*=clearcoatOut.absorption;\n#endif\n#endif\n#if defined(SS_REFRACTION)\nfinalIrradiance*=subSurfaceOut.refractionFactorForIrradiance;\n#endif\n#if defined(SS_TRANSLUCENCY)\nfinalIrradiance*=(1.0-subSurfaceOut.translucencyIntensity);finalIrradiance+=subSurfaceOut.refractionIrradiance;\n#endif\nfinalIrradiance*=surfaceAlbedo.rgb;finalIrradiance*=uniforms.vLightingIntensity.z;finalIrradiance*=aoOut.ambientOcclusionColor;\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase;finalSpecular=max(finalSpecular,vec3f(0.0));var finalSpecularScaled: vec3f=finalSpecular*uniforms.vLightingIntensity.x*uniforms.vLightingIntensity.w;\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nfinalSpecularScaled*=energyConservationFactor;\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\nfinalSpecularScaled*=sheenOut.sheenAlbedoScaling;\n#endif\n#endif\n#ifdef REFLECTION\nvar finalRadiance: vec3f=reflectionOut.environmentRadiance.rgb;finalRadiance*=subSurfaceOut.specularEnvironmentReflectance;var finalRadianceScaled: vec3f=finalRadiance*uniforms.vLightingIntensity.z;\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nfinalRadianceScaled*=energyConservationFactor;\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\nfinalRadianceScaled*=sheenOut.sheenAlbedoScaling;\n#endif\n#endif\n#ifdef SHEEN\nvar finalSheen: vec3f=sheenBase*sheenOut.sheenColor;finalSheen=max(finalSheen,vec3f(0.0));var finalSheenScaled: vec3f=finalSheen*uniforms.vLightingIntensity.x*uniforms.vLightingIntensity.w;\n#if defined(CLEARCOAT) && defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nsheenOut.finalSheenRadianceScaled*=clearcoatOut.conservationFactor;\n#if defined(CLEARCOAT_TINT)\nsheenOut.finalSheenRadianceScaled*=clearcoatOut.absorption;\n#endif\n#endif\n#endif\n#ifdef CLEARCOAT\nvar finalClearCoat: vec3f=clearCoatBase;finalClearCoat=max(finalClearCoat,vec3f(0.0));var finalClearCoatScaled: vec3f=finalClearCoat*uniforms.vLightingIntensity.x*uniforms.vLightingIntensity.w;\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nfinalClearCoatScaled*=clearcoatOut.energyConservationFactorClearCoat;\n#endif\n#ifdef SS_REFRACTION\nsubSurfaceOut.finalRefraction*=clearcoatOut.conservationFactor;\n#ifdef CLEARCOAT_TINT\nsubSurfaceOut.finalRefraction*=clearcoatOut.absorption;\n#endif\n#endif\n#endif\n#ifdef ALPHABLEND\nvar luminanceOverAlpha: f32=0.0;\n#if defined(REFLECTION) && defined(RADIANCEOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalRadianceScaled);\n#if defined(CLEARCOAT)\nluminanceOverAlpha+=getLuminance(clearcoatOut.finalClearCoatRadianceScaled);\n#endif\n#endif\n#if defined(SPECULARTERM) && defined(SPECULAROVERALPHA)\nluminanceOverAlpha+=getLuminance(finalSpecularScaled);\n#endif\n#if defined(CLEARCOAT) && defined(CLEARCOATOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalClearCoatScaled);\n#endif\n#if defined(RADIANCEOVERALPHA) || defined(SPECULAROVERALPHA) || defined(CLEARCOATOVERALPHA)\nalpha=saturate(alpha+luminanceOverAlpha*luminanceOverAlpha);\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockFinalLitComponentsWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockFinalLitComponents.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockFinalUnlitComponents\";\nconst shader = `var finalDiffuse: vec3f=diffuseBase;finalDiffuse*=surfaceAlbedo.rgb;finalDiffuse=max(finalDiffuse,vec3f(0.0));finalDiffuse*=uniforms.vLightingIntensity.x;var finalAmbient: vec3f=uniforms.vAmbientColor;finalAmbient*=surfaceAlbedo.rgb;var finalEmissive: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nvar emissiveColorTex: vec3f=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb;\n#ifdef GAMMAEMISSIVE\nfinalEmissive*=toLinearSpaceVec3(emissiveColorTex.rgb);\n#else\nfinalEmissive*=emissiveColorTex.rgb;\n#endif\nfinalEmissive*= uniforms.vEmissiveInfos.y;\n#endif\nfinalEmissive*=uniforms.vLightingIntensity.y;\n#ifdef AMBIENT\nvar ambientOcclusionForDirectDiffuse: vec3f=mix( vec3f(1.),aoOut.ambientOcclusionColor,uniforms.vAmbientInfos.w);\n#else\nvar ambientOcclusionForDirectDiffuse: vec3f=aoOut.ambientOcclusionColor;\n#endif\nfinalAmbient*=aoOut.ambientOcclusionColor;finalDiffuse*=ambientOcclusionForDirectDiffuse;\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockFinalUnlitComponentsWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockFinalUnlitComponents.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockFinalColorComposition\";\nconst shader = `var finalColor: vec4f= vec4f(\n#ifndef UNLIT\n#ifdef REFLECTION\nfinalIrradiance +\n#endif\n#ifdef SPECULARTERM\nfinalSpecularScaled +\n#endif\n#ifdef SHEEN\nfinalSheenScaled +\n#endif\n#ifdef CLEARCOAT\nfinalClearCoatScaled +\n#endif\n#ifdef REFLECTION\nfinalRadianceScaled +\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\nsheenOut.finalSheenRadianceScaled +\n#endif\n#ifdef CLEARCOAT\nclearcoatOut.finalClearCoatRadianceScaled +\n#endif\n#endif\n#ifdef SS_REFRACTION\nsubSurfaceOut.finalRefraction +\n#endif\n#endif\nfinalAmbient +\nfinalDiffuse,\nalpha);\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\nfinalColor=vec4f(finalColor.rgb*lightmapColor.rgb,finalColor.a);\n#else\nfinalColor=vec4f(finalColor.rgb+lightmapColor.rgb,finalColor.a);\n#endif\n#endif\n#endif\nfinalColor=vec4f(finalColor.rgb+finalEmissive,finalColor.a);\n#define CUSTOM_FRAGMENT_BEFORE_FOG\nfinalColor=max(finalColor,vec4f(0.0));\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockFinalColorCompositionWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockFinalColorComposition.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockImageProcessing\";\nconst shader = `#if defined(IMAGEPROCESSINGPOSTPROCESS) || defined(SS_SCATTERING)\n#if !defined(SKIPFINALCOLORCLAMP)\nfinalColor=vec4f(clamp(finalColor.rgb,vec3f(0.),vec3f(30.0)),finalColor.a);\n#endif\n#else\nfinalColor=applyImageProcessing(finalColor);\n#endif\nfinalColor=vec4f(finalColor.rgb,finalColor.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\nfinalColor=vec4f(finalColor.rgb*finalColor.a,finalColor.a);;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockImageProcessingWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockImageProcessing.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockPrePass\";\nconst shader = `var writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(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/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvar sqAlbedo : vec3f=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb-irradiance,finalColor.a); \n#endif\nirradiance/=sqAlbedo;fragData[PREPASS_IRRADIANCE_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo*uniforms.scatteringDiffusionProfile/255.); \n#else\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=finalColor; \n#endif\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo); \n#endif\n#elif defined(PREPASS_COLOR)\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(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`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockPrePassWGSL = { name, shader };\n//# sourceMappingURL=pbrBlockPrePass.js.map","// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrDebug\";\nconst shader = `#if DEBUGMODE>0\nif (input.vClipSpacePosition.x/input.vClipSpacePosition.w>=uniforms.vDebugMode.x) {var color: vec3f;\n#if DEBUGMODE==1\ncolor=fragmentInputs.vPositionW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==2 && defined(NORMAL)\ncolor=fragmentInputs.vNormalW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)\ncolor=TBN[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)\ncolor=TBN[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==5\ncolor=normalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==6 && defined(MAINUV1)\ncolor= vec3f(input.vMainUV1,0.0);\n#elif DEBUGMODE==7 && defined(MAINUV2)\ncolor= vec3f(input.vMainUV2,0.0);\n#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ncolor=clearcoatOut.TBNClearCoat[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ncolor=clearcoatOut.TBNClearCoat[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==10 && defined(CLEARCOAT)\ncolor=clearcoatOut.clearCoatNormalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==11 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicNormal;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==12 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicTangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==13 && defined(ANISOTROPIC)\ncolor=anisotropicOut.anisotropicBitangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==20 && defined(ALBEDO)\ncolor=albedoTexture.rgb;\n#ifndef GAMMAALBEDO\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==21 && defined(AMBIENT)\ncolor=aoOut.ambientOcclusionColorMap.rgb;\n#elif DEBUGMODE==22 && defined(OPACITY)\ncolor=opacityMap.rgb;\n#elif DEBUGMODE==23 && defined(EMISSIVE)\ncolor=emissiveColorTex.rgb;\n#ifndef GAMMAEMISSIVE\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==24 && defined(LIGHTMAP)\ncolor=lightmapColor;\n#ifndef GAMMALIGHTMAP\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ncolor=reflectivityOut.surfaceMetallicColorMap.rgb;\n#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ncolor=reflectivityOut.surfaceReflectivityColorMap.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ncolor= vec3f(clearcoatOut.clearCoatMapData.rg,0.0);\n#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ncolor=clearcoatOut.clearCoatTintMapData.rgb;\n#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ncolor=sheenOut.sheenMapData.rgb;\n#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ncolor=anisotropicOut.anisotropyMapData.rgb;\n#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ncolor=subSurfaceOut.thicknessMap.rgb;\n#elif DEBUGMODE==32 && defined(BUMP)\ncolor=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).rgb;\n#elif DEBUGMODE==40 && defined(SS_REFRACTION)\ncolor=subSurfaceOut.environmentRefraction.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==41 && defined(REFLECTION)\ncolor=reflectionOut.environmentRadiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)\ncolor=clearcoatOut.environmentClearCoatRadiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==50\ncolor=diffuseBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==51 && defined(SPECULARTERM)\ncolor=specularBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==52 && defined(CLEARCOAT)\ncolor=clearCoatBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==53 && defined(SHEEN)\ncolor=sheenBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==54 && defined(REFLECTION)\ncolor=reflectionOut.environmentIrradiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==60\ncolor=surfaceAlbedo.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==61\ncolor=clearcoatOut.specularEnvironmentR0;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)\ncolor= vec3f(reflectivityOut.metallicRoughness.r);\n#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)\ncolor=reflectivityOut.metallicF0;\n#elif DEBUGMODE==63\ncolor= vec3f(roughness);\n#elif DEBUGMODE==64\ncolor= vec3f(alphaG);\n#elif DEBUGMODE==65\ncolor= vec3f(NdotV);\n#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\ncolor=clearcoatOut.clearCoatColor;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==67 && defined(CLEARCOAT)\ncolor= vec3f(clearcoatOut.clearCoatRoughness);\n#elif DEBUGMODE==68 && defined(CLEARCOAT)\ncolor= vec3f(clearcoatOut.clearCoatNdotV);\n#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)\ncolor=subSurfaceOut.transmittance;\n#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)\ncolor=subSurfaceOut.refractionTransmittance;\n#elif DEBUGMODE==72\ncolor= vec3f(microSurface);\n#elif DEBUGMODE==73\ncolor=uniforms.vAlbedoColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)\ncolor=uniforms.vReflectivityColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==75\ncolor=uniforms.vEmissiveColor;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)\ncolor= vec3f(seo);\n#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\ncolor= vec3f(eho);\n#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)\ncolor= vec3f(energyConservationFactor);\n#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ncolor=specularEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ncolor=clearcoatOut.clearCoatEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)\ncolor=sheenOut.sheenEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==86 && defined(ALPHABLEND)\ncolor= vec3f(luminanceOverAlpha);\n#elif DEBUGMODE==87\ncolor= vec3f(alpha);\n#elif DEBUGMODE==88 && defined(ALBEDO)\ncolor= vec3f(albedoTexture.a);\n#elif DEBUGMODE==89\ncolor=aoOut.ambientOcclusionColor;\n#else\nvar stripeWidth: f32=30.;var stripePos: f32=abs(floor(input.position.x/stripeWidth));var whichColor: f32=((stripePos)%(2.));var color1: vec3f= vec3f(.6,.2,.2);var color2: vec3f= vec3f(.3,.1,.1);color=mix(color1,color2,whichColor);\n#endif\ncolor*=uniforms.vDebugMode.y;\n#ifdef DEBUGMODE_NORMALIZE\ncolor=normalize(color)*0.5+0.5;\n#endif\n#ifdef DEBUGMODE_GAMMA\ncolor=toGammaSpaceVec3(color);\n#endif\nfragmentOutputs.color=vec4f(color,1.0);\n#ifdef PREPASS\nfragmentOutputs.fragData0=toLinearSpaceVec3(color); \nfragmentOutputs.fragData1=vec4f(0.,0.,0.,0.); \n#endif\n#ifdef DEBUGMODE_FORCERETURN\nreturn fragmentOutputs;\n#endif\n}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDebugWGSL = { name, shader };\n//# sourceMappingURL=pbrDebug.js.map","// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\nconst name = \"pbrPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_BEGIN\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<pbrUboDeclaration>\n#include<pbrFragmentExtraDeclaration>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nvar albedoOpacityOut: albedoOpacityOutParams;\n#ifdef ALBEDO\nvar albedoTexture: vec4f=textureSample(albedoSampler,albedoSamplerSampler,fragmentInputs.vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nuniforms.vAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,uniforms.vAlbedoInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,uniforms.vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,uniforms.vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,uniforms.vDecalInfos\n#endif\n);var surfaceAlbedo: vec3f=albedoOpacityOut.surfaceAlbedo;var alpha: f32=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar aoOut: ambientOcclusionOutParams;\n#ifdef AMBIENT\nvar ambientOcclusionColorMap: vec3f=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nuniforms.vAmbientInfos\n#endif \n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvar diffuseBase: vec3f= vec3f(1.,1.,1.);\n#else\nvar baseColor: vec3f=surfaceAlbedo;var reflectivityOut: reflectivityOutParams;\n#if defined(REFLECTIVITY)\nvar surfaceMetallicOrReflectivityColorMap: vec4f=textureSample(reflectivitySampler,reflectivitySamplerSampler,fragmentInputs.vReflectivityUV+uvOffset);var baseReflectivity: vec4f=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpaceVec4(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap=vec4f(surfaceMetallicOrReflectivityColorMap.rgb*uniforms.vReflectivityInfos.y,surfaceMetallicOrReflectivityColorMap.a);\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvar microSurfaceTexel: vec4f=textureSample(microSurfaceSampler,microSurfaceSamplerSampler,fragmentInputs.vMicroSurfaceSamplerUV+uvOffset)*uniforms.vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvar metallicReflectanceFactors: vec4f=uniforms.vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvar reflectanceFactorsMap: vec4f=textureSample(reflectanceSampler,reflectanceSamplerSampler,fragmentInputs.vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpaceVec4(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*reflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\n#ifdef METALLIC_REFLECTANCE\nvar metallicReflectanceFactorsMap: vec4f=textureSample(metallicReflectanceSampler,metallicReflectanceSamplerSampler,fragmentInputs.vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpaceVec4(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*metallicReflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nuniforms.vReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,uniforms.vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,uniforms.vDetailInfos\n#endif\n);var microSurface: f32=reflectivityOut.microSurface;var roughness: f32=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nvar alphaFresnelOut: alphaFresnelOutParams;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nvar anisotropicOut: anisotropicOutParams;\n#ifdef ANISOTROPIC_TEXTURE\nvar anisotropyMapData: vec3f=textureSample(anisotropySampler,anisotropySamplerSampler,fragmentInputs.vAnisotropyUV+uvOffset).rgb*uniforms.vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nuniforms.vAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW \n);\n#endif\n#ifdef REFLECTION\nvar reflectionOut: reflectionOutParams;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nfragmentInputs.vPositionW\n,normalW\n,alphaG\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n,reflectionSamplerSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,fragmentInputs.vEnvironmentIrradiance\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,uniforms.reflectionMatrix\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,uniforms.icdfxSampler\n,uniforms.icdfxSamplerSampler\n,uniforms.icdfySampler\n,uniforms.icdfySamplerSampler\n#endif\n#endif\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nvar sheenOut: sheenOutParams;\n#ifdef SHEEN_TEXTURE\nvar sheenMapData: vec4f=textureSample(sheenSampler,sheenSamplerSampler,fragmentInputs.vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar sheenMapRoughnessData: vec4f=textureSample(sheenRoughnessSampler,sheenRoughnessSamplerSampler,fragmentInputs.vSheenRoughnessUV+uvOffset)*uniforms.vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nuniforms.vSheenColor\n#ifdef SHEEN_ROUGHNESS\n,uniforms.vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,uniforms.vSheenInfos.y\n#endif\n,reflectance\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvar clearCoatMapData: vec2f=textureSample(clearCoatSampler,clearCoatSamplerSampler,fragmentInputs.vClearCoatUV+uvOffset).rg*uniforms.vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\nvar iridescenceOut: iridescenceOutParams;\n#ifdef IRIDESCENCE_TEXTURE\nvar iridescenceMapData: vec2f=textureSample(iridescenceSampler,iridescenceSamplerSampler,fragmentInputs.vIridescenceUV+uvOffset).rg*uniforms.vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvar iridescenceThicknessMapData: vec2f=textureSample(iridescenceThicknessSampler,iridescenceThicknessSamplerSampler,fragmentInputs.vIridescenceThicknessUV+uvOffset).rg*uniforms.vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nuniforms.vIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);var iridescenceIntensity: f32=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nvar clearcoatOut: clearcoatOutParams;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar clearCoatMapRoughnessData: vec4f=textureSample(clearCoatRoughnessSampler,clearCoatRoughnessSamplerSampler,fragmentInputs.vClearCoatRoughnessUV+uvOffset)*uniforms.vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvar clearCoatTintMapData: vec4f=textureSample(clearCoatTintSampler,clearCoatTintSamplerSampler,fragmentInputs.vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvar clearCoatBumpMapData: vec4f=textureSample(clearCoatBumpSampler,clearCoatBumpSamplerSampler,fragmentInputs.vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nfragmentInputs.vPositionW\n,geometricNormalW\n,viewDirectionW\n,uniforms.vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,uniforms.vClearCoatTintParams\n,uniforms.clearCoatColorAtDistance\n,uniforms.vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,uniforms.vClearCoatBumpInfos\n,clearCoatBumpMapData\n,fragmentInputs.vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,uniforms.vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,uniforms.normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,select(-1.,1.,fragmentInputs.frontFacing)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nvar subSurfaceOut: subSurfaceOutParams;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvar thicknessMap: vec4f=textureSample(thicknessSampler,thicknessSamplerSampler,fragmentInputs.vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvar refractionIntensityMap: vec4f=textureSample(refractionIntensitySampler,refractionIntensitySamplerSampler,fragmentInputs.vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvar translucencyIntensityMap: vec4f=textureSample(translucencyIntensitySampler,translucencyIntensitySamplerSampler,fragmentInputs.vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvar translucencyColorMap: vec4f=textureSample(translucencyColorSampler,translucencyColorSamplerSampler,fragmentInputs.vTranslucencyColorUV+uvOffset);\n#endif\nsubSurfaceOut=subSurfaceBlock(\nuniforms.vSubSurfaceIntensity\n,uniforms.vThicknessParam\n,uniforms.vTintColor\n,normalW\n,specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,uniforms.reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,reflectionSamplerSampler\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,uniforms.icdfxSampler\n,uniforms.icdfxSamplerSampler\n,uniforms.icdfySampler\n,uniforms.icdfySamplerSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,fragmentInputs.vPositionW\n,viewDirectionW\n,scene.view\n,uniforms.vRefractionInfos\n,uniforms.refractionMatrix\n,uniforms.vRefractionMicrosurfaceInfos\n,uniforms.vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n,refractionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionLowSampler\n,refractionLowSamplerSampler\n,refractionHighSampler\n,refractionHighSamplerSampler\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,uniforms.vRefractionPosition\n,uniforms.vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,uniforms.vDiffusionDistance\n,uniforms.vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+finalColor.rgb*finalColor.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-finalColor.a));} else {fragmentOutputs.backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrPixelShaderWGSL = { name, shader };\n//# 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