@babylonjs/core
Version:
Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
160 lines • 5.33 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../../Engines/shaderStore.js";
import "./decalFragmentDeclaration.js";
const name = "pbrFragmentDeclaration";
const shader = `uniform vec4 vEyePosition;uniform vec3 vReflectionColor;uniform vec4 vAlbedoColor;uniform float baseWeight;uniform float baseDiffuseRoughness;uniform vec4 vLightingIntensity;uniform vec4 vReflectivityColor;uniform vec4 vMetallicReflectanceFactors;uniform vec3 vEmissiveColor;uniform float visibility;uniform vec3 vAmbientColor;
uniform vec2 vAlbedoInfos;
uniform vec2 vBaseWeightInfos;
uniform vec2 vBaseDiffuseRoughnessInfos;
uniform vec4 vAmbientInfos;
uniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;
uniform vec2 vOpacityInfos;
uniform vec2 vEmissiveInfos;
uniform vec2 vLightmapInfos;
uniform vec3 vReflectivityInfos;
uniform vec2 vMicroSurfaceSamplerInfos;
uniform mat4 view;
uniform vec2 vReflectionInfos;
uniform vec2 vReflectionFilteringInfo;
uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;
uniform vec3 vReflectionDominantDirection;
uniform vec3 vReflectionPosition;uniform vec3 vReflectionSize;
uniform vec3 vRefractionPosition;uniform vec3 vRefractionSize;
uniform vec2 vClearCoatParams;uniform vec4 vClearCoatRefractionParams;
uniform vec4 vClearCoatInfos;
uniform mat4 clearCoatMatrix;
uniform mat4 clearCoatRoughnessMatrix;
uniform vec2 vClearCoatBumpInfos;uniform vec2 vClearCoatTangentSpaceParams;uniform mat4 clearCoatBumpMatrix;
uniform vec4 vClearCoatTintParams;uniform float clearCoatColorAtDistance;
uniform vec2 vClearCoatTintInfos;uniform mat4 clearCoatTintMatrix;
uniform vec4 vIridescenceParams;
uniform vec4 vIridescenceInfos;
uniform mat4 iridescenceMatrix;
uniform mat4 iridescenceThicknessMatrix;
uniform vec3 vAnisotropy;
uniform vec2 vAnisotropyInfos;uniform mat4 anisotropyMatrix;
uniform vec4 vSheenColor;
uniform float vSheenRoughness;
uniform vec4 vSheenInfos;
uniform mat4 sheenMatrix;
uniform mat4 sheenRoughnessMatrix;
uniform vec4 vRefractionMicrosurfaceInfos;uniform vec4 vRefractionInfos;uniform mat4 refractionMatrix;
uniform vec2 vRefractionFilteringInfo;
uniform float dispersion;
uniform vec2 vThicknessInfos;uniform mat4 thicknessMatrix;
uniform vec2 vRefractionIntensityInfos;uniform mat4 refractionIntensityMatrix;
uniform vec2 vTranslucencyIntensityInfos;uniform mat4 translucencyIntensityMatrix;
uniform vec2 vThicknessParam;uniform vec3 vDiffusionDistance;uniform vec4 vTintColor;uniform vec3 vSubSurfaceIntensity;uniform vec4 vTranslucencyColor;
uniform vec2 vTranslucencyColorInfos;uniform mat4 translucencyColorMatrix;
uniform float scatteringDiffusionProfile;
uniform vec2 vDebugMode;
uniform vec4 vDetailInfos;
uniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;
uniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name]) {
ShaderStore.IncludesShadersStore[name] = shader;
}
/** @internal */
export const pbrFragmentDeclaration = { name, shader };
//# sourceMappingURL=pbrFragmentDeclaration.js.map