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@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.

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// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; import "./sceneVertexDeclaration.js"; import "./decalVertexDeclaration.js"; const name = "openpbrVertexDeclaration"; const shader = `#include<sceneVertexDeclaration> #ifdef BASE_COLOR uniform vec2 vBaseColorInfos;uniform mat4 baseColorMatrix; #endif #ifdef BASE_WEIGHT uniform mat4 baseWeightMatrix;uniform vec2 vBaseWeightInfos; #endif uniform float vBaseDiffuseRoughness; #ifdef BASE_DIFFUSE_ROUGHNESS uniform mat4 baseDiffuseRoughnessMatrix;uniform vec2 vBaseDiffuseRoughnessInfos; #endif #ifdef AMBIENT_OCCLUSION uniform vec2 vAmbientOcclusionInfos;uniform mat4 ambientOcclusionMatrix; #endif #ifdef EMISSION_COLOR uniform vec2 vEmissionColorInfos;uniform mat4 emissionColorMatrix; #endif #ifdef LIGHTMAP uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix; #endif #ifdef BASE_METALNESS uniform vec2 vBaseMetalnessInfos;uniform mat4 baseMetalnessMatrix; #endif #ifdef SPECULAR_WEIGHT uniform vec2 vSpecularWeightInfos;uniform mat4 specularWeightMatrix; #endif #ifdef SPECULAR_COLOR uniform vec2 vSpecularColorInfos;uniform mat4 specularColorMatrix; #endif #ifdef SPECULAR_ROUGHNESS uniform vec2 vSpecularRoughnessInfos;uniform mat4 specularRoughnessMatrix; #endif #ifdef SPECULAR_ROUGHNESS_ANISOTROPY uniform vec2 vSpecularRoughnessAnisotropyInfos;uniform mat4 specularRoughnessAnisotropyMatrix; #endif #ifdef TRANSMISSION_WEIGHT uniform vec2 vTransmissionWeightInfos;uniform mat4 transmissionWeightMatrix; #endif #ifdef TRANSMISSION_COLOR uniform vec2 vTransmissionColorInfos;uniform mat4 transmissionColorMatrix; #endif #ifdef TRANSMISSION_DEPTH uniform vec2 vTransmissionDepthInfos;uniform mat4 transmissionDepthMatrix; #endif #ifdef TRANSMISSION_DISPERSION_SCALE uniform vec2 vTransmissionDispersionScaleInfos;uniform mat4 transmissionDispersionScaleMatrix; #endif #ifdef COAT_WEIGHT uniform vec2 vCoatWeightInfos;uniform mat4 coatWeightMatrix; #endif #ifdef COAT_COLOR uniform vec2 vCoatColorInfos;uniform mat4 coatColorMatrix; #endif #ifdef COAT_ROUGHNESS uniform vec2 vCoatRoughnessInfos;uniform mat4 coatRoughnessMatrix; #endif #ifdef COAT_ROUGHNESS_ANISOTROPY uniform vec2 vCoatRoughnessAnisotropyInfos;uniform mat4 coatRoughnessAnisotropyMatrix; #endif #ifdef COAT_IOR uniform vec2 vCoatIorInfos;uniform mat4 coatIorMatrix; #endif #ifdef COAT_DARKENING uniform vec2 vCoatDarkeningInfos;uniform mat4 coatDarkeningMatrix; #endif #ifdef FUZZ_WEIGHT uniform vec2 vFuzzWeightInfos;uniform mat4 fuzzWeightMatrix; #endif #ifdef FUZZ_COLOR uniform vec2 vFuzzColorInfos;uniform mat4 fuzzColorMatrix; #endif #ifdef FUZZ_ROUGHNESS uniform vec2 vFuzzRoughnessInfos;uniform mat4 fuzzRoughnessMatrix; #endif #ifdef GEOMETRY_NORMAL uniform vec2 vGeometryNormalInfos;uniform mat4 geometryNormalMatrix; #endif #ifdef GEOMETRY_TANGENT uniform vec2 vGeometryTangentInfos;uniform mat4 geometryTangentMatrix; #endif #ifdef GEOMETRY_COAT_NORMAL uniform vec2 vGeometryCoatNormalInfos;uniform mat4 geometryCoatNormalMatrix; #endif #ifdef THIN_FILM_WEIGHT uniform vec2 vThinFilmWeightInfos;uniform mat4 thinFilmWeightMatrix; #endif #ifdef THIN_FILM_THICKNESS uniform vec2 vThinFilmThicknessInfos;uniform mat4 thinFilmThicknessMatrix; #endif #ifdef GEOMETRY_OPACITY uniform mat4 geometryOpacityMatrix;uniform vec2 vGeometryOpacityInfos; #endif #ifdef GEOMETRY_THICKNESS uniform mat4 geometryThicknessMatrix;uniform vec2 vGeometryThicknessInfos; #endif #ifdef POINTSIZE uniform float pointSize; #endif uniform vec4 cameraInfo; #ifdef REFLECTION uniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix; #endif #ifdef NORMAL #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX) #ifdef USESPHERICALFROMREFLECTIONMAP #ifdef SPHERICAL_HARMONICS uniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22; #else uniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX; #endif #endif #endif #endif #ifdef DETAIL uniform vec4 vDetailInfos;uniform mat4 detailMatrix; #endif #include<decalVertexDeclaration> #define ADDITIONAL_VERTEX_DECLARATION `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name]) { ShaderStore.IncludesShadersStore[name] = shader; } /** @internal */ export const openpbrVertexDeclaration = { name, shader }; //# sourceMappingURL=openpbrVertexDeclaration.js.map