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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "openpbrTransmissionLayerData"; const shader = `var transmission_weight: f32=uniforms.vTransmissionWeight;var transmission_color: vec3f=uniforms.vTransmissionColor.rgb;var transmission_depth: f32=uniforms.vTransmissionDepth;var transmission_scatter: vec3f=uniforms.vTransmissionScatter.rgb;var transmission_scatter_anisotropy: f32=clamp(uniforms.vTransmissionScatterAnisotropy,-0.9999f,0.9999f);var transmission_dispersion_scale: f32=uniforms.vTransmissionDispersionScale;var transmission_dispersion_abbe_number: f32=uniforms.vTransmissionDispersionAbbeNumber; #ifdef TRANSMISSION_WEIGHT let transmissionWeightFromTexture: vec4f=textureSample(transmissionWeightSampler,transmissionWeightSamplerSampler,fragmentInputs.vTransmissionWeightUV+uvOffset); #endif #ifdef TRANSMISSION_COLOR let transmissionColorFromTexture: vec4f=textureSample(transmissionColorSampler,transmissionColorSamplerSampler,fragmentInputs.vTransmissionColorUV+uvOffset); #endif #ifdef TRANSMISSION_DEPTH let transmissionDepthFromTexture: vec4f=textureSample(transmissionDepthSampler,transmissionDepthSamplerSampler,fragmentInputs.vTransmissionDepthUV+uvOffset); #endif #ifdef TRANSMISSION_SCATTER let transmissionScatterFromTexture: vec4f=textureSample(transmissionScatterSampler,transmissionScatterSamplerSampler,fragmentInputs.vTransmissionScatterUV+uvOffset); #endif #ifdef TRANSMISSION_DISPERSION_SCALE let transmissionDispersionScaleFromTexture: vec4f=textureSample(transmissionDispersionScaleSampler,transmissionDispersionScaleSamplerSampler,fragmentInputs.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*=uniforms.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.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ export const openpbrTransmissionLayerDataWGSL = { name, shader }; //# sourceMappingURL=openpbrTransmissionLayerData.js.map