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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 "./decalFragmentDeclaration.js"; const name = "openpbrFragmentDeclaration"; const shader = `uniform vec4 vEyePosition;uniform float vBaseWeight;uniform vec4 vBaseColor;uniform float vBaseDiffuseRoughness;uniform vec4 vReflectanceInfo;uniform vec4 vSpecularColor;uniform vec3 vSpecularAnisotropy;uniform float vCoatWeight;uniform vec3 vCoatColor;uniform float vCoatRoughness;uniform float vCoatRoughnessAnisotropy;uniform float vCoatIor;uniform float vCoatDarkening;uniform float vFuzzWeight;uniform vec3 vFuzzColor;uniform float vFuzzRoughness;uniform vec2 vGeometryCoatTangent;uniform vec3 vEmissionColor;uniform float vThinFilmWeight;uniform vec2 vThinFilmThickness;uniform float vThinFilmIor;uniform vec4 vLightingIntensity;uniform float visibility; #ifdef BASE_COLOR uniform vec2 vBaseColorInfos; #endif #ifdef BASE_WEIGHT uniform vec2 vBaseWeightInfos; #endif #ifdef BASE_METALNESS uniform vec2 vBaseMetalnessInfos; #endif #ifdef BASE_DIFFUSE_ROUGHNESS uniform vec2 vBaseDiffuseRoughnessInfos; #endif #ifdef SPECULAR_WEIGHT uniform vec2 vSpecularWeightInfos; #endif #ifdef SPECULAR_COLOR uniform vec2 vSpecularColorInfos; #endif #ifdef SPECULAR_ROUGHNESS uniform vec2 vSpecularRoughnessInfos; #endif #ifdef SPECULAR_ROUGHNESS_ANISOTROPY uniform vec2 vSpecularRoughnessAnisotropyInfos; #endif #ifdef SPECULAR_IOR uniform vec2 vSpecularIorInfos; #endif #ifdef AMBIENT_OCCLUSION uniform vec2 vAmbientOcclusionInfos; #endif #ifdef GEOMETRY_NORMAL uniform vec2 vGeometryNormalInfos;uniform vec2 vTangentSpaceParams; #endif #ifdef GEOMETRY_TANGENT uniform vec2 vGeometryTangentInfos; #endif #ifdef GEOMETRY_COAT_NORMAL uniform vec2 vGeometryCoatNormalInfos; #endif #ifdef GEOMETRY_OPACITY uniform vec2 vGeometryOpacityInfos; #endif #ifdef EMISSION_COLOR uniform vec2 vEmissionColorInfos; #endif #ifdef COAT_WEIGHT uniform vec2 vCoatWeightInfos; #endif #ifdef COAT_COLOR uniform vec2 vCoatColorInfos; #endif #ifdef COAT_ROUGHNESS uniform vec2 vCoatRoughnessInfos; #endif #ifdef COAT_ROUGHNESS_ANISOTROPY uniform vec2 vCoatRoughnessAnisotropyInfos; #endif #ifdef COAT_IOR uniform vec2 vCoatIorInfos; #endif #ifdef COAT_DARKENING uniform vec2 vCoatDarkeningInfos; #endif #ifdef FUZZ_WEIGHT uniform vec2 vFuzzWeightInfos; #endif #ifdef FUZZ_COLOR uniform vec2 vFuzzColorInfos; #endif #ifdef FUZZ_ROUGHNESS uniform vec2 vFuzzRoughnessInfos; #endif #ifdef GEOMETRY_COAT_TANGENT uniform vec2 vGeometryCoatTangentInfos; #endif #ifdef THIN_FILM_WEIGHT uniform vec2 vThinFilmWeightInfos; #endif #ifdef THIN_FILM_THICKNESS uniform vec2 vThinFilmThicknessInfos; #endif #if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(SS_REFRACTION) || defined(PREPASS) uniform mat4 view; #endif #ifdef REFLECTION uniform vec2 vReflectionInfos; #ifdef REALTIME_FILTERING uniform vec2 vReflectionFilteringInfo; #endif uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos; #if defined(USEIRRADIANCEMAP) && defined(USE_IRRADIANCE_DOMINANT_DIRECTION) uniform vec3 vReflectionDominantDirection; #endif #if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC) uniform vec3 vReflectionPosition;uniform vec3 vReflectionSize; #endif #endif #ifdef PREPASS #ifdef SS_SCATTERING uniform float scatteringDiffusionProfile; #endif #endif #if DEBUGMODE>0 uniform vec2 vDebugMode; #endif #ifdef DETAIL uniform vec4 vDetailInfos; #endif #include<decalFragmentDeclaration> #ifdef USESPHERICALFROMREFLECTIONMAP #ifdef SPHERICAL_HARMONICS 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; #else 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; #endif #endif #define ADDITIONAL_FRAGMENT_DECLARATION `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name]) { ShaderStore.IncludesShadersStore[name] = shader; } /** @internal */ export const openpbrFragmentDeclaration = { name, shader }; //# sourceMappingURL=openpbrFragmentDeclaration.js.map