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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "lightVxUboDeclaration"; const shader = `#ifdef LIGHT{X} struct Light{X} {vLightData: vec4f, vLightDiffuse: vec4f, vLightSpecular: vec4f, #ifdef SPOTLIGHT{X} vLightDirection: vec4f, vLightFalloff: vec4f, #elif defined(POINTLIGHT{X}) vLightFalloff: vec4f, #elif defined(HEMILIGHT{X}) vLightGround: vec3f, #elif defined(CLUSTLIGHT{X}) vNumLights: f32, #endif #if defined(AREALIGHT{X}) vLightWidth: vec4f, vLightHeight: vec4f, #endif shadowsInfo: vec4f, depthValues: vec2f} ;var<uniform> light{X} : Light{X}; #ifdef SHADOW{X} #ifdef SHADOWCSM{X} uniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f; #elif defined(SHADOWCUBE{X}) #else varying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;uniform lightMatrix{X}: mat4x4f; #endif #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ export const lightVxUboDeclarationWGSL = { name, shader }; //# sourceMappingURL=lightVxUboDeclaration.js.map