UNPKG

@babylonjs/core

Version:

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.

39 lines 1.49 kB
// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "pbrFragmentReflectionDeclaration"; const shader = `#ifdef REFLECTION #ifdef REFLECTIONMAP_3D var reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>; #ifdef LODBASEDMICROSFURACE #else var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>; #endif #ifdef USEIRRADIANCEMAP var irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>; #endif #else var reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>; #ifdef LODBASEDMICROSFURACE #else var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>; #endif #ifdef USEIRRADIANCEMAP var irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>; #endif #endif #ifdef REFLECTIONMAP_SKYBOX varying vPositionUVW: vec3f; #else #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED) varying vDirectionW: vec3f; #endif #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ export const pbrFragmentReflectionDeclarationWGSL = { name, shader }; //# sourceMappingURL=pbrFragmentReflectionDeclaration.js.map