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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "pbrBlockFinalColorComposition"; const shader = `var finalColor: vec4f= vec4f( #ifndef UNLIT #ifdef REFLECTION finalIrradiance + #endif #ifdef SPECULARTERM finalSpecularScaled + #endif #ifdef SHEEN finalSheenScaled + #endif #ifdef CLEARCOAT finalClearCoatScaled + #endif #ifdef REFLECTION finalRadianceScaled + #if defined(SHEEN) && defined(ENVIRONMENTBRDF) sheenOut.finalSheenRadianceScaled + #endif #ifdef CLEARCOAT clearcoatOut.finalClearCoatRadianceScaled + #endif #endif #ifdef SS_REFRACTION subSurfaceOut.finalRefraction + #endif #endif finalAmbient + finalDiffuse, alpha); #ifdef LIGHTMAP #ifndef LIGHTMAPEXCLUDED #ifdef USELIGHTMAPASSHADOWMAP finalColor=vec4f(finalColor.rgb*lightmapColor.rgb,finalColor.a); #else finalColor=vec4f(finalColor.rgb+lightmapColor.rgb,finalColor.a); #endif #endif #endif finalColor=vec4f(finalColor.rgb+finalEmissive,finalColor.a); #define CUSTOM_FRAGMENT_BEFORE_FOG finalColor=max(finalColor,vec4f(0.0)); `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ export const pbrBlockFinalColorCompositionWGSL = { name, shader }; //# sourceMappingURL=pbrBlockFinalColorComposition.js.map