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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 "./sceneUboDeclaration.js"; import "./meshUboDeclaration.js"; const name = "pbrUboDeclaration"; const shader = `layout(std140,column_major) uniform;uniform Material {vec2 vAlbedoInfos;vec2 vBaseWeightInfos;vec2 vBaseDiffuseRoughnessInfos;vec4 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec3 vReflectivityInfos;vec2 vMicroSurfaceSamplerInfos;vec2 vReflectionInfos;vec2 vReflectionFilteringInfo;vec3 vReflectionPosition;vec3 vReflectionSize;vec3 vBumpInfos;mat4 albedoMatrix;mat4 baseWeightMatrix;mat4 baseDiffuseRoughnessMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 reflectivityMatrix;mat4 microSurfaceSamplerMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;mat4 reflectionMatrix;vec3 vReflectionColor;vec4 vAlbedoColor;float baseWeight;float baseDiffuseRoughness;vec4 vLightingIntensity;vec3 vReflectionMicrosurfaceInfos;vec3 vReflectionDominantDirection;float pointSize;vec4 vReflectivityColor;vec3 vEmissiveColor;vec3 vAmbientColor;vec2 vDebugMode;vec4 vMetallicReflectanceFactors;vec2 vMetallicReflectanceInfos;mat4 metallicReflectanceMatrix;vec2 vReflectanceInfos;mat4 reflectanceMatrix;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;vec4 cameraInfo; #define ADDITIONAL_UBO_DECLARATION }; #include<sceneUboDeclaration> #include<meshUboDeclaration> `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name]) { ShaderStore.IncludesShadersStore[name] = shader; } /** @internal */ export const pbrUboDeclaration = { name, shader }; //# sourceMappingURL=pbrUboDeclaration.js.map