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@babylonjs/core

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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.

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// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; import "./samplerFragmentDeclaration.js"; import "./samplerFragmentAlternateDeclaration.js"; const name = "pbrFragmentSamplersDeclaration"; const shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo) #include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight) #include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_SAMPLERNAME_,baseDiffuseRoughness) #include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient) #include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity) #include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive) #include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap) #include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_SAMPLERNAME_,reflectivity) #include<samplerFragmentDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_SAMPLERNAME_,microSurface) #include<samplerFragmentDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_SAMPLERNAME_,metallicReflectance) #include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_SAMPLERNAME_,reflectance) #include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal) #ifdef CLEARCOAT #include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_SAMPLERNAME_,clearCoat) #include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness) #if defined(CLEARCOAT_TEXTURE_ROUGHNESS) var clearCoatRoughnessSamplerSampler: sampler;var clearCoatRoughnessSampler: texture_2d<f32>; #endif #include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_SAMPLERNAME_,clearCoatBump) #include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_SAMPLERNAME_,clearCoatTint) #endif #ifdef IRIDESCENCE #include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_SAMPLERNAME_,iridescence) #include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_SAMPLERNAME_,iridescenceThickness) #endif #ifdef SHEEN #include<samplerFragmentDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_SAMPLERNAME_,sheen) #include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness) #if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) var sheenRoughnessSamplerSampler: sampler;var sheenRoughnessSampler: texture_2d<f32>; #endif #endif #ifdef ANISOTROPIC #include<samplerFragmentDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_SAMPLERNAME_,anisotropy) #endif #ifdef REFLECTION #ifdef REFLECTIONMAP_3D var reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>; #ifdef LODBASEDMICROSFURACE #else var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>; #endif #ifdef USEIRRADIANCEMAP var irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>; #endif #else var reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>; #ifdef LODBASEDMICROSFURACE #else var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>; #endif #ifdef USEIRRADIANCEMAP var irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>; #endif #endif #ifdef REFLECTIONMAP_SKYBOX varying vPositionUVW: vec3f; #else #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED) varying vDirectionW: vec3f; #endif #endif #endif #ifdef ENVIRONMENTBRDF var environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>; #endif #ifdef SUBSURFACE #ifdef SS_REFRACTION #ifdef SS_REFRACTIONMAP_3D var refractionSamplerSampler: sampler;var refractionSampler: texture_cube<f32>; #ifdef LODBASEDMICROSFURACE #else var refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_cube<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_cube<f32>; #endif #else var refractionSamplerSampler: sampler;var refractionSampler: texture_2d<f32>; #ifdef LODBASEDMICROSFURACE #else var refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_2d<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_2d<f32>; #endif #endif #endif #include<samplerFragmentDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_SAMPLERNAME_,thickness) #include<samplerFragmentDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_SAMPLERNAME_,refractionIntensity) #include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_SAMPLERNAME_,translucencyIntensity) #include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_SAMPLERNAME_,translucencyColor) #endif #ifdef IBL_CDF_FILTERING var icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>; #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ export const pbrFragmentSamplersDeclarationWGSL = { name, shader }; //# sourceMappingURL=pbrFragmentSamplersDeclaration.js.map