UNPKG

@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.

80 lines 4.7 kB
// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; import "./samplerFragmentDeclaration.js"; const name = "openpbrFragmentSamplersDeclaration"; const shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_SAMPLERNAME_,baseColor) #include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight) #include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_SAMPLERNAME_,baseDiffuseRoughness) #include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_SAMPLERNAME_,baseMetalness) #include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_SAMPLERNAME_,specularWeight) #include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_SAMPLERNAME_,specularColor) #include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_SAMPLERNAME_,specularRoughness) #include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_SAMPLERNAME_,specularRoughnessAnisotropy) #include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_SAMPLERNAME_,coatWeight) #include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_SAMPLERNAME_,coatColor) #include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_SAMPLERNAME_,coatRoughness) #include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_SAMPLERNAME_,coatRoughnessAnisotropy) #include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_SAMPLERNAME_,coatDarkening) #include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_SAMPLERNAME_,fuzzWeight) #include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_SAMPLERNAME_,fuzzColor) #include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_SAMPLERNAME_,fuzzRoughness) #include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_SAMPLERNAME_,geometryOpacity) #include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_SAMPLERNAME_,geometryTangent) #include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_COAT_TANGENT,_VARYINGNAME_,GeometryCoatTangent,_SAMPLERNAME_,geometryCoatTangent) #include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_SAMPLERNAME_,emissionColor) #include<samplerFragmentDeclaration>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_SAMPLERNAME_,thinFilmWeight) #include<samplerFragmentDeclaration>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_SAMPLERNAME_,thinFilmThickness) #include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_SAMPLERNAME_,ambientOcclusion) #include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal) #ifdef REFLECTION #ifdef REFLECTIONMAP_3D #define sampleReflection(s,c) textureCube(s,c) uniform samplerCube reflectionSampler; #ifdef LODBASEDMICROSFURACE #define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l) #else uniform samplerCube reflectionSamplerLow;uniform samplerCube reflectionSamplerHigh; #endif #ifdef USEIRRADIANCEMAP uniform samplerCube irradianceSampler; #endif #else #define sampleReflection(s,c) texture2D(s,c) uniform sampler2D reflectionSampler; #ifdef LODBASEDMICROSFURACE #define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l) #else uniform sampler2D reflectionSamplerLow;uniform sampler2D reflectionSamplerHigh; #endif #ifdef USEIRRADIANCEMAP uniform sampler2D irradianceSampler; #endif #endif #ifdef REFLECTIONMAP_SKYBOX varying vec3 vPositionUVW; #else #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED) varying vec3 vDirectionW; #endif #endif #endif #ifdef ENVIRONMENTBRDF uniform sampler2D environmentBrdfSampler; #endif #ifdef FUZZENVIRONMENTBRDF uniform sampler2D environmentFuzzBrdfSampler; #endif #if defined(ANISOTROPIC) || defined(FUZZ) uniform sampler2D blueNoiseSampler; #endif #ifdef IBL_CDF_FILTERING uniform sampler2D icdfSampler; #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name]) { ShaderStore.IncludesShadersStore[name] = shader; } /** @internal */ export const openpbrFragmentSamplersDeclaration = { name, shader }; //# sourceMappingURL=openpbrFragmentSamplersDeclaration.js.map