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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "openpbrSubsurfaceLayerData"; const shader = `var subsurface_weight: f32=uniforms.vSubsurfaceWeight;var subsurface_color: vec3f=uniforms.vSubsurfaceColor.rgb;var subsurface_radius: f32=uniforms.vSubsurfaceRadius;var subsurface_radius_scale: vec3f=uniforms.vSubsurfaceRadiusScale;var subsurface_scatter_anisotropy: f32=clamp(uniforms.vSubsurfaceScatterAnisotropy,-0.9999f,0.9999f); #ifdef SUBSURFACE_WEIGHT let subsurfaceWeightFromTexture: vec4f=textureSample(subsurfaceWeightSampler,subsurfaceWeightSamplerSampler,fragmentInputs.vSubsurfaceWeightUV+uvOffset); #endif #ifdef SUBSURFACE_COLOR let subsurfaceColorFromTexture: vec4f=textureSample(subsurfaceColorSampler,subsurfaceColorSamplerSampler,fragmentInputs.vSubsurfaceColorUV+uvOffset); #endif #ifdef SUBSURFACE_RADIUS_SCALE let subsurfaceRadiusScaleFromTexture: vec4f=textureSample(subsurfaceRadiusScaleSampler,subsurfaceRadiusScaleSamplerSampler,fragmentInputs.vSubsurfaceRadiusScaleUV+uvOffset); #endif #ifdef SUBSURFACE_WEIGHT subsurface_weight*=subsurfaceWeightFromTexture.r; #endif #ifdef SUBSURFACE_COLOR #ifdef SUBSURFACE_COLOR_GAMMA subsurface_color*=toLinearSpaceVec3(subsurfaceColorFromTexture.rgb); #else subsurface_color*=subsurfaceColorFromTexture.rgb; #endif subsurface_color*=uniforms.vSubsurfaceColorInfos.y; #endif #ifdef SUBSURFACE_RADIUS_SCALE subsurface_radius_scale*=subsurfaceRadiusScaleFromTexture.rgb; #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ export const openpbrSubsurfaceLayerDataWGSL = { name, shader }; //# sourceMappingURL=openpbrSubsurfaceLayerData.js.map