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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "openpbrTransmissionLayerData"; const shader = `float transmission_weight=vTransmissionWeight;vec3 transmission_color=vTransmissionColor.rgb;float transmission_depth=vTransmissionDepth;vec3 transmission_scatter=vTransmissionScatter.rgb;float transmission_scatter_anisotropy=vTransmissionScatterAnisotropy;float transmission_dispersion_scale=vTransmissionDispersionScale;float transmission_dispersion_abbe_number=vTransmissionDispersionAbbeNumber; #ifdef TRANSMISSION_WEIGHT vec4 transmissionWeightFromTexture=texture2D(transmissionWeightSampler,vTransmissionWeightUV+uvOffset); #endif #ifdef TRANSMISSION_COLOR vec4 transmissionColorFromTexture=texture2D(transmissionColorSampler,vTransmissionColorUV+uvOffset); #endif #ifdef TRANSMISSION_DEPTH vec4 transmissionDepthFromTexture=texture2D(transmissionDepthSampler,vTransmissionDepthUV+uvOffset); #endif #ifdef TRANSMISSION_SCATTER vec4 transmissionScatterFromTexture=texture2D(transmissionScatterSampler,vTransmissionScatterUV+uvOffset); #endif #ifdef TRANSMISSION_DISPERSION_SCALE vec4 transmissionDispersionScaleFromTexture=texture2D(transmissionDispersionScaleSampler,vTransmissionDispersionScaleUV+uvOffset); #endif #ifdef TRANSMISSION_WEIGHT transmission_weight*=transmissionWeightFromTexture.r; #endif #ifdef TRANSMISSION_COLOR #ifdef TRANSMISSION_COLOR_GAMMA transmission_color*=toLinearSpace(transmissionColorFromTexture.rgb); #else transmission_color*=transmissionColorFromTexture.rgb; #endif transmission_color*=vTransmissionColorInfos.y; #endif #ifdef TRANSMISSION_DEPTH transmission_depth*=transmissionDepthFromTexture.r; #endif #ifdef TRANSMISSION_SCATTER transmission_scatter*=transmissionScatterFromTexture.rgb; #endif #ifdef TRANSMISSION_DISPERSION_SCALE transmission_dispersion_scale*=transmissionDispersionScaleFromTexture.r; #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name]) { ShaderStore.IncludesShadersStore[name] = shader; } /** @internal */ export const openpbrTransmissionLayerData = { name, shader }; //# sourceMappingURL=openpbrTransmissionLayerData.js.map