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@animech-public/playcanvas

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var t="\nuniform float material_invAttenuationDistance;\nuniform vec3 material_attenuation;\nvec3 evalRefractionColor(vec3 refractionVector, float gloss, float refractionIndex) {\n\tvec4 pointOfRefraction = vec4(vPositionW + refractionVector, 1.0);\n\tvec4 projectionPoint = matrix_viewProjection * pointOfRefraction;\n\tvec2 uv = getGrabScreenPos(projectionPoint);\n\t#ifdef SUPPORTS_TEXLOD\n\t\tfloat iorToRoughness = (1.0 - gloss) * clamp((1.0 / refractionIndex) * 2.0 - 2.0, 0.0, 1.0);\n\t\tfloat refractionLod = log2(uScreenSize.x) * iorToRoughness;\n\t\tvec3 refraction = texture2DLodEXT(uSceneColorMap, uv, refractionLod).rgb;\n\t#else\n\t\tvec3 refraction = texture2D(uSceneColorMap, uv).rgb;\n\t#endif\n\treturn refraction;\n}\nvoid addRefraction(\n\tvec3 worldNormal, \n\tvec3 viewDir, \n\tfloat thickness, \n\tfloat gloss, \n\tvec3 specularity, \n\tvec3 albedo, \n\tfloat transmission,\n\tfloat refractionIndex,\n\tfloat dispersion\n#if defined(LIT_IRIDESCENCE)\n\t, vec3 iridescenceFresnel,\n\tfloat iridescenceIntensity\n#endif\n) {\n\tvec3 modelScale;\n\tmodelScale.x = length(vec3(matrix_model[0].xyz));\n\tmodelScale.y = length(vec3(matrix_model[1].xyz));\n\tmodelScale.z = length(vec3(matrix_model[2].xyz));\n\tvec3 scale = thickness * modelScale;\n\tvec3 refractionVector = normalize(refract(-viewDir, worldNormal, refractionIndex)) * scale;\n\tvec3 refraction = evalRefractionColor(refractionVector, gloss, refractionIndex);\n\t#ifdef DISPERSION\n\t\tfloat halfSpread = (1.0 / refractionIndex - 1.0) * 0.025 * dispersion;\n\t\tfloat refractionIndexR = refractionIndex - halfSpread;\n\t\trefractionVector = normalize(refract(-viewDir, worldNormal, refractionIndexR)) * scale;\n\t\trefraction.r = evalRefractionColor(refractionVector, gloss, refractionIndexR).r;\n\t\tfloat refractionIndexB = refractionIndex + halfSpread;\n\t\trefractionVector = normalize(refract(-viewDir, worldNormal, refractionIndexB)) * scale;\n\t\trefraction.b = evalRefractionColor(refractionVector, gloss, refractionIndexB).b;\n\t#endif\n\tvec3 transmittance;\n\tif (material_invAttenuationDistance != 0.0)\n\t{\n\t\tvec3 attenuation = -log(material_attenuation) * material_invAttenuationDistance;\n\t\ttransmittance = exp(-attenuation * length(refractionVector));\n\t}\n\telse\n\t{\n\t\ttransmittance = refraction;\n\t}\n\tvec3 fresnel = vec3(1.0) - \n\t\tgetFresnel(\n\t\t\tdot(viewDir, worldNormal), \n\t\t\tgloss, \n\t\t\tspecularity\n\t\t#if defined(LIT_IRIDESCENCE)\n\t\t\t, iridescenceFresnel,\n\t\t\tiridescenceIntensity\n\t\t#endif\n\t\t);\n\tdDiffuseLight = mix(dDiffuseLight, refraction * transmittance * fresnel, transmission);\n}\n";export{t as default};