@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.
17 lines • 3.96 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../../Engines/shaderStore.js";
import "./sceneUboDeclaration.js";
import "./meshUboDeclaration.js";
const name = "openpbrUboDeclaration";
const shader = `uniform vTangentSpaceParams: vec2f;uniform vLightingIntensity: vec4f;uniform pointSize: f32;uniform vDebugMode: vec2f;uniform cameraInfo: vec4f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionDominantDirection: vec3f;uniform vReflectionColor: vec3f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;uniform vBaseWeight: f32;uniform vBaseColor: vec4f;uniform vBaseDiffuseRoughness: f32;uniform vReflectanceInfo: vec4f;uniform vSpecularColor: vec4f;uniform vSpecularAnisotropy: vec3f;uniform vCoatWeight: f32;uniform vCoatColor: vec3f;uniform vCoatRoughness: f32;uniform vCoatRoughnessAnisotropy: f32;uniform vCoatIor: f32;uniform vCoatDarkening : f32;uniform vFuzzWeight: f32;uniform vFuzzColor: vec3f;uniform vFuzzRoughness: f32;uniform vGeometryCoatTangent: vec2f;uniform vEmissionColor: vec3f;uniform vThinFilmWeight: f32;uniform vThinFilmThickness: vec2f;uniform vThinFilmIor: f32;uniform vBaseWeightInfos: vec2f;uniform baseWeightMatrix: mat4x4f;uniform vBaseColorInfos: vec2f;uniform baseColorMatrix: mat4x4f;uniform vBaseDiffuseRoughnessInfos: vec2f;uniform baseDiffuseRoughnessMatrix: mat4x4f;uniform vBaseMetalnessInfos: vec2f;uniform baseMetalnessMatrix: mat4x4f;uniform vSpecularWeightInfos: vec2f;uniform specularWeightMatrix: mat4x4f;uniform vSpecularColorInfos: vec2f;uniform specularColorMatrix: mat4x4f;uniform vSpecularRoughnessInfos: vec2f;uniform specularRoughnessMatrix: mat4x4f;uniform vSpecularRoughnessAnisotropyInfos: vec2f;uniform specularRoughnessAnisotropyMatrix: mat4x4f;uniform vCoatWeightInfos: vec2f;uniform coatWeightMatrix: mat4x4f;uniform vCoatColorInfos: vec2f;uniform coatColorMatrix: mat4x4f;uniform vCoatRoughnessInfos: vec2f;uniform coatRoughnessMatrix: mat4x4f;uniform vCoatRoughnessAnisotropyInfos: vec2f;uniform coatRoughnessAnisotropyMatrix: mat4x4f;uniform vCoatDarkeningInfos : vec2f;uniform coatDarkeningMatrix : mat4x4f;uniform vFuzzWeightInfos: vec2f;uniform fuzzWeightMatrix: mat4x4f;uniform vFuzzColorInfos: vec2f;uniform fuzzColorMatrix: mat4x4f;uniform vFuzzRoughnessInfos: vec2f;uniform fuzzRoughnessMatrix: mat4x4f;uniform vGeometryNormalInfos: vec2f;uniform geometryNormalMatrix: mat4x4f;uniform vGeometryTangentInfos: vec2f;uniform geometryTangentMatrix: mat4x4f;uniform vGeometryCoatNormalInfos: vec2f;uniform geometryCoatNormalMatrix: mat4x4f;uniform vGeometryCoatTangentInfos: vec2f;uniform geometryCoatTangentMatrix: mat4x4f;uniform vGeometryOpacityInfos: vec2f;uniform geometryOpacityMatrix: mat4x4f;uniform vEmissionInfos: vec2f;uniform emissionMatrix: mat4x4f;uniform vThinFilmWeightInfos: vec2f;uniform thinFilmWeightMatrix: mat4x4f;uniform vThinFilmThicknessInfos: vec2f;uniform thinFilmThicknessMatrix: mat4x4f;uniform vAmbientOcclusionInfos: vec2f;uniform ambientOcclusionMatrix: mat4x4f;
#define ADDITIONAL_UBO_DECLARATION
#include<sceneUboDeclaration>
#include<meshUboDeclaration>
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
ShaderStore.IncludesShadersStoreWGSL[name] = shader;
}
/** @internal */
export const openpbrUboDeclarationWGSL = { name, shader };
//# sourceMappingURL=openpbrUboDeclaration.js.map