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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/pbrUboDeclaration.js"; import "./ShadersInclude/uvAttributeDeclaration.js"; import "./ShadersInclude/mainUVVaryingDeclaration.js"; import "./ShadersInclude/helperFunctions.js"; import "./ShadersInclude/bonesDeclaration.js"; import "./ShadersInclude/bakedVertexAnimationDeclaration.js"; import "./ShadersInclude/instancesDeclaration.js"; import "./ShadersInclude/prePassVertexDeclaration.js"; import "./ShadersInclude/samplerVertexDeclaration.js"; import "./ShadersInclude/harmonicsFunctions.js"; import "./ShadersInclude/bumpVertexDeclaration.js"; import "./ShadersInclude/clipPlaneVertexDeclaration.js"; import "./ShadersInclude/fogVertexDeclaration.js"; import "./ShadersInclude/lightVxUboDeclaration.js"; import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js"; import "./ShadersInclude/morphTargetsVertexDeclaration.js"; import "./ShadersInclude/logDepthDeclaration.js"; import "./ShadersInclude/morphTargetsVertexGlobal.js"; import "./ShadersInclude/morphTargetsVertex.js"; import "./ShadersInclude/instancesVertex.js"; import "./ShadersInclude/bonesVertex.js"; import "./ShadersInclude/bakedVertexAnimation.js"; import "./ShadersInclude/prePassVertex.js"; import "./ShadersInclude/uvVariableDeclaration.js"; import "./ShadersInclude/samplerVertexImplementation.js"; import "./ShadersInclude/bumpVertex.js"; import "./ShadersInclude/clipPlaneVertex.js"; import "./ShadersInclude/fogVertex.js"; import "./ShadersInclude/shadowsVertex.js"; import "./ShadersInclude/vertexColorMixing.js"; import "./ShadersInclude/logDepthVertex.js"; const name = "pbrVertexShader"; const shader = `#include<pbrUboDeclaration> #define CUSTOM_VERTEX_BEGIN attribute position: vec3f; #ifdef NORMAL attribute normal: vec3f; #endif #ifdef TANGENT attribute tangent: vec4f; #endif #ifdef UV1 attribute uv: vec2f; #endif #include<uvAttributeDeclaration>[2..7] #include<mainUVVaryingDeclaration>[1..7] #ifdef VERTEXCOLOR attribute color: vec4f; #endif #include<helperFunctions> #include<bonesDeclaration> #include<bakedVertexAnimationDeclaration> #include<instancesDeclaration> #include<prePassVertexDeclaration> #include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo) #include<samplerVertexDeclaration>(_DEFINENAME_,BASEWEIGHT,_VARYINGNAME_,BaseWeight) #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail) #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient) #include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity) #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive) #include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap) #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity) #include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler) #include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance) #include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance) #include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump) #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal) #ifdef CLEARCOAT #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat) #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness) #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump) #include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint) #endif #ifdef IRIDESCENCE #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence) #include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness) #endif #ifdef SHEEN #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen) #include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness) #endif #ifdef ANISOTROPIC #include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy) #endif #ifdef SUBSURFACE #include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness) #include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity) #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity) #include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor) #endif varying vPositionW: vec3f; #if DEBUGMODE>0 varying vClipSpacePosition: vec4f; #endif #ifdef NORMAL varying vNormalW: vec3f; #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX) varying vEnvironmentIrradiance: vec3f; #include<harmonicsFunctions> #endif #endif #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES) varying vColor: vec4f; #endif #include<bumpVertexDeclaration> #include<clipPlaneVertexDeclaration> #include<fogVertexDeclaration> #include<lightVxUboDeclaration>[0..maxSimultaneousLights] #include<morphTargetsVertexGlobalDeclaration> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets] #ifdef REFLECTIONMAP_SKYBOX varying vPositionUVW: vec3f; #endif #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED) varying vDirectionW: vec3f; #endif #include<logDepthDeclaration> #define CUSTOM_VERTEX_DEFINITIONS @vertex fn main(input : VertexInputs)->FragmentInputs { #define CUSTOM_VERTEX_MAIN_BEGIN var positionUpdated: vec3f=vertexInputs.position; #ifdef NORMAL var normalUpdated: vec3f=vertexInputs.normal; #endif #ifdef TANGENT var tangentUpdated: vec4f=vertexInputs.tangent; #endif #ifdef UV1 var uvUpdated: vec2f=vertexInputs.uv; #endif #ifdef UV2 var uv2Updated: vec2f=vertexInputs.uv2; #endif #ifdef VERTEXCOLOR var colorUpdated: vec4f=vertexInputs.color; #endif #include<morphTargetsVertexGlobal> #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets] #ifdef REFLECTIONMAP_SKYBOX vertexOutputs.vPositionUVW=positionUpdated; #endif #define CUSTOM_VERTEX_UPDATE_POSITION #define CUSTOM_VERTEX_UPDATE_NORMAL #include<instancesVertex> #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED) vertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*vec4f(positionUpdated,1.0); #endif #include<bonesVertex> #include<bakedVertexAnimation> var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);vertexOutputs.vPositionW= worldPos.xyz; #ifdef PREPASS #include<prePassVertex> #endif #ifdef NORMAL var normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz); #if defined(INSTANCES) && defined(THIN_INSTANCES) vertexOutputs.vNormalW=normalUpdated/ vec3f(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vertexOutputs.vNormalW=normalize(normalWorld*vertexOutputs.vNormalW); #else #ifdef NONUNIFORMSCALING normalWorld=transposeMat3(inverseMat3(normalWorld)); #endif vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated); #endif #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX) var reflectionVector: vec3f= (uniforms.reflectionMatrix* vec4f(vertexOutputs.vNormalW,0)).xyz; #ifdef REFLECTIONMAP_OPPOSITEZ reflectionVector.z*=-1.0; #endif vertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector); #endif #endif #define CUSTOM_VERTEX_UPDATE_WORLDPOS #ifdef MULTIVIEW if (gl_ViewID_OVR==0u) {vertexOutputs.position=scene.viewProjection*worldPos;} else {vertexOutputs.position=scene.viewProjectionR*worldPos;} #else vertexOutputs.position=scene.viewProjection*worldPos; #endif #if DEBUGMODE>0 vertexOutputs.vClipSpacePosition=vertexOutputs.position; #endif #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED) vertexOutputs.vDirectionW=normalize((finalWorld*vec4f(positionUpdated,0.0)).xyz); #endif #ifndef UV1 var uvUpdated: vec2f= vec2f(0.,0.); #endif #ifdef MAINUV1 vertexOutputs.vMainUV1=uvUpdated; #endif #ifndef UV2 var uv2Updated: vec2f= vec2f(0.,0.); #endif #ifdef MAINUV2 vertexOutputs.vMainUV2=uv2Updated; #endif #include<uvVariableDeclaration>[3..7] #include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,BASEWEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x) #ifdef CLEARCOAT #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z) #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x) #endif #ifdef IRIDESCENCE #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z) #endif #ifdef SHEEN #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheenRoughness,_INFONAME_,SheenInfos.z) #endif #ifdef ANISOTROPIC #include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x) #endif #ifdef SUBSURFACE #include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_MATRIXNAME_,translucencyColor,_INFONAME_,TranslucencyColorInfos.x) #endif #include<bumpVertex> #include<clipPlaneVertex> #include<fogVertex> #include<shadowsVertex>[0..maxSimultaneousLights] #include<vertexColorMixing> #include<logDepthVertex> #define CUSTOM_VERTEX_MAIN_END }`; // Sideeffect if (!ShaderStore.ShadersStoreWGSL[name]) { ShaderStore.ShadersStoreWGSL[name] = shader; } /** @internal */ export const pbrVertexShaderWGSL = { name, shader }; //# sourceMappingURL=pbr.vertex.js.map