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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "openpbrFuzzLayerData"; const shader = `float fuzz_weight=0.0;vec3 fuzz_color=vec3(1.0);float fuzz_roughness=0.0; #ifdef FUZZ #ifdef FUZZ_WEIGHT vec4 fuzzWeightFromTexture=texture2D(fuzzWeightSampler,vFuzzWeightUV+uvOffset); #endif #ifdef FUZZ_COLOR vec4 fuzzColorFromTexture=texture2D(fuzzColorSampler,vFuzzColorUV+uvOffset); #endif #ifdef FUZZ_ROUGHNESS vec4 fuzzRoughnessFromTexture=texture2D(fuzzRoughnessSampler,vFuzzRoughnessUV+uvOffset); #endif fuzz_color=vFuzzColor.rgb;fuzz_weight=vFuzzWeight;fuzz_roughness=vFuzzRoughness; #ifdef FUZZ_WEIGHT fuzz_weight*=fuzzWeightFromTexture.r; #endif #ifdef FUZZ_COLOR #ifdef FUZZ_COLOR_GAMMA fuzz_color*=toLinearSpace(fuzzColorFromTexture.rgb); #else fuzz_color*=fuzzColorFromTexture.rgb; #endif fuzz_color*=vFuzzColorInfos.y; #endif #if defined(FUZZ_ROUGHNESS) && defined(FUZZ_ROUGHNESS_FROM_TEXTURE_ALPHA) fuzz_roughness*=fuzzRoughnessFromTexture.a; #elif defined(FUZZ_ROUGHNESS) fuzz_roughness*=fuzzRoughnessFromTexture.r; #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name]) { ShaderStore.IncludesShadersStore[name] = shader; } /** @internal */ export const openpbrFuzzLayerData = { name, shader }; //# sourceMappingURL=openpbrFuzzLayerData.js.map