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@babylonjs/viewer

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The Babylon Viewer aims to simplify a specific but common Babylon.js use case: loading, viewing, and interacting with a 3D model.

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import { S as ShaderStore } from './index-MZPybX0H.esm.js'; import { s as sceneVertexDeclaration } from './sceneVertexDeclaration-BlWAYqj4.esm.js'; import { d as decalVertexDeclaration, u as uvAttributeDeclaration, p as prePassVertexDeclaration, s as samplerVertexDeclaration, a as prePassVertex, b as uvVariableDeclaration, c as samplerVertexImplementation } from './samplerVertexImplementation-SyjrTaCQ.esm.js'; import { s as sceneUboDeclaration } from './sceneUboDeclaration-D-TsHbOr.esm.js'; import { m as meshUboDeclaration } from './meshUboDeclaration-Bv_BtoSy.esm.js'; import { o as openpbrUboDeclaration } from './openpbrUboDeclaration-BH97laNT.esm.js'; import { m as mainUVVaryingDeclaration } from './mainUVVaryingDeclaration-Bm0UsfVq.esm.js'; import { h as helperFunctions } from './helperFunctions-BVaVsPjM.esm.js'; import { p as pbrBRDFFunctions } from './pbrBRDFFunctions-QbgJVHGQ.esm.js'; import { b as bonesDeclaration, a as bakedVertexAnimationDeclaration, i as instancesVertex, c as bonesVertex, d as bakedVertexAnimation } from './bakedVertexAnimation-wpiWOSwD.esm.js'; import { i as instancesDeclaration } from './instancesDeclaration-BsiN991H.esm.js'; import { h as harmonicsFunctions } from './harmonicsFunctions-CyUiGbEt.esm.js'; import { c as clipPlaneVertexDeclaration, a as clipPlaneVertex } from './clipPlaneVertex-DpLNqQi1.esm.js'; import { f as fogVertexDeclaration, a as fogVertex } from './fogVertex-DcP6EK01.esm.js'; import { l as lightVxFragmentDeclaration, a as lightVxUboDeclaration, s as shadowsVertex } from './shadowsVertex-BA-1OlXD.esm.js'; import { m as morphTargetsVertexGlobalDeclaration, a as morphTargetsVertexDeclaration, b as morphTargetsVertexGlobal, c as morphTargetsVertex } from './morphTargetsVertex-BRsti3ha.esm.js'; import { l as logDepthDeclaration } from './logDepthDeclaration-BdXvBJD5.esm.js'; import { v as vertexColorMixing } from './vertexColorMixing-CuklZfs4.esm.js'; import { l as logDepthVertex } from './logDepthVertex-Bf89Lbuy.esm.js'; // Do not edit. const name$3 = "openpbrVertexDeclaration"; const shader$3 = `#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 SUBSURFACE_WEIGHT uniform vec2 vSubsurfaceWeightInfos;uniform mat4 subsurfaceWeightMatrix; #endif #ifdef SUBSURFACE_COLOR uniform vec2 vSubsurfaceColorInfos;uniform mat4 subsurfaceColorMatrix; #endif #ifdef SUBSURFACE_RADIUS_SCALE uniform vec2 vSubsurfaceRadiusScaleInfos;uniform mat4 subsurfaceRadiusScaleMatrix; #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;uniform vec4 vTextureRepetitionHexTilingParams; #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$3]) { ShaderStore.IncludesShadersStore[name$3] = shader$3; } /** @internal */ const openpbrVertexDeclaration = { name: name$3, shader: shader$3 }; // Do not edit. const name$2 = "openpbrNormalMapVertexDeclaration"; const shader$2 = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(FUZZ) #if defined(TANGENT) && defined(NORMAL) varying mat3 vTBN; #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name$2]) { ShaderStore.IncludesShadersStore[name$2] = shader$2; } /** @internal */ const openpbrNormalMapVertexDeclaration = { name: name$2, shader: shader$2 }; // Do not edit. const name$1 = "openpbrNormalMapVertex"; const shader$1 = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(FUZZ) #if defined(TANGENT) && defined(NORMAL) vec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal); #endif #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStore[name$1]) { ShaderStore.IncludesShadersStore[name$1] = shader$1; } /** @internal */ const openpbrNormalMapVertex = { name: name$1, shader: shader$1 }; // Do not edit. const name = "openpbrVertexShader"; const shader = `#define OPENPBR_VERTEX_SHADER #define CUSTOM_VERTEX_EXTENSION precision highp float; #include<__decl__openpbrVertex> #define CUSTOM_VERTEX_BEGIN attribute vec3 position; #ifdef NORMAL attribute vec3 normal; #endif #ifdef TANGENT attribute vec4 tangent; #endif #ifdef UV1 attribute vec2 uv; #endif #include<uvAttributeDeclaration>[2..7] #include<mainUVVaryingDeclaration>[1..7] #ifdef VERTEXCOLOR attribute vec4 color; #endif #include<helperFunctions> #include<pbrBRDFFunctions> #include<bonesDeclaration> #include<bakedVertexAnimationDeclaration> #include<instancesDeclaration> #include<prePassVertexDeclaration> #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor) #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight) #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness) #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness) #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight) #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor) #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness) #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy) #include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight) #include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor) #include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth) #include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter) #include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale) #include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight) #include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_COLOR,_VARYINGNAME_,SubsurfaceColor) #include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_RADIUS_SCALE,_VARYINGNAME_,SubsurfaceRadiusScale) #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight) #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor) #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness) #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy) #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening) #include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight) #include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor) #include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness) #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal) #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent) #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal) #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity) #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness) #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor) #include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight) #include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness) #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion) #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal) #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail) varying vec3 vPositionW; #if DEBUGMODE>0 varying vec4 vClipSpacePosition; #endif #ifdef NORMAL varying vec3 vNormalW; #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX) varying vec3 vEnvironmentIrradiance; #include<harmonicsFunctions> #endif #endif #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES) varying vec4 vColor; #endif #include<openpbrNormalMapVertexDeclaration> #include<clipPlaneVertexDeclaration> #include<fogVertexDeclaration> #include<__decl__lightVxFragment>[0..maxSimultaneousLights] #include<morphTargetsVertexGlobalDeclaration> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets] #ifdef REFLECTIONMAP_SKYBOX varying vec3 vPositionUVW; #endif #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED) varying vec3 vDirectionW; #endif #include<logDepthDeclaration> #define CUSTOM_VERTEX_DEFINITIONS void main(void) { #define CUSTOM_VERTEX_MAIN_BEGIN vec3 positionUpdated=position; #ifdef NORMAL vec3 normalUpdated=normal; #endif #ifdef TANGENT vec4 tangentUpdated=tangent; #endif #ifdef UV1 vec2 uvUpdated=uv; #endif #ifdef UV2 vec2 uv2Updated=uv2; #endif #ifdef VERTEXCOLOR vec4 colorUpdated=color; #endif #include<morphTargetsVertexGlobal> #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets] #ifdef REFLECTIONMAP_SKYBOX vPositionUVW=positionUpdated; #endif #define CUSTOM_VERTEX_UPDATE_POSITION #define CUSTOM_VERTEX_UPDATE_NORMAL #include<instancesVertex> #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED) vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0); #endif #include<bonesVertex> #include<bakedVertexAnimation> vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos); #ifdef PREPASS #include<prePassVertex> #endif #ifdef NORMAL mat3 normalWorld=mat3(finalWorld); #if defined(INSTANCES) && defined(THIN_INSTANCES) vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW); #else #ifdef NONUNIFORMSCALING normalWorld=transposeMat3(inverseMat3(normalWorld)); #endif vNormalW=normalize(normalWorld*normalUpdated); #endif #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX) #if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW); #if !defined(NATIVE) && !defined(WEBGPU) bool bbb=any(isnan(position));if (bbb) { } #endif float NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*vBaseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz; #else vec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz; #endif #ifdef REFLECTIONMAP_OPPOSITEZ reflectionVector.z*=-1.0; #endif vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector); #endif #endif #define CUSTOM_VERTEX_UPDATE_WORLDPOS #ifdef MULTIVIEW if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;} #else gl_Position=viewProjection*worldPos; #endif #if DEBUGMODE>0 vClipSpacePosition=gl_Position; #endif #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED) vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0))); #endif #ifndef UV1 vec2 uvUpdated=vec2(0.,0.); #endif #ifndef UV2 vec2 uv2Updated=vec2(0.,0.); #endif #ifdef MAINUV1 vMainUV1=uvUpdated; #endif #ifdef MAINUV2 vMainUV2=uv2Updated; #endif #include<uvVariableDeclaration>[3..7] #include<samplerVertexImplementation>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_MATRIXNAME_,baseColor,_INFONAME_,BaseColorInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_MATRIXNAME_,baseMetalness,_INFONAME_,BaseMetalnessInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_MATRIXNAME_,specularWeight,_INFONAME_,SpecularWeightInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_MATRIXNAME_,specularColor,_INFONAME_,SpecularColorInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_MATRIXNAME_,specularRoughness,_INFONAME_,SpecularRoughnessInfos.x) #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_MATRIXNAME_,specularRoughnessAnisotropy,_INFONAME_,SpecularRoughnessAnisotropyInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_MATRIXNAME_,transmissionWeight,_INFONAME_,TransmissionWeightInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor,_MATRIXNAME_,transmissionColor,_INFONAME_,TransmissionColorInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth,_MATRIXNAME_,transmissionDepth,_INFONAME_,TransmissionDepthInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter,_MATRIXNAME_,transmissionScatter,_INFONAME_,TransmissionScatterInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale,_MATRIXNAME_,transmissionDispersionScale,_INFONAME_,TransmissionDispersionScaleInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_MATRIXNAME_,subsurfaceWeight,_INFONAME_,SubsurfaceWeightInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_COLOR,_VARYINGNAME_,SubsurfaceColor,_MATRIXNAME_,subsurfaceColor,_INFONAME_,SubsurfaceColorInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_RADIUS_SCALE,_VARYINGNAME_,SubsurfaceRadiusScale,_MATRIXNAME_,subsurfaceRadiusScale,_INFONAME_,SubsurfaceRadiusScaleInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_MATRIXNAME_,coatWeight,_INFONAME_,CoatWeightInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_MATRIXNAME_,coatColor,_INFONAME_,CoatColorInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_MATRIXNAME_,coatRoughness,_INFONAME_,CoatRoughnessInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_MATRIXNAME_,coatRoughnessAnisotropy,_INFONAME_,CoatRoughnessAnisotropyInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_MATRIXNAME_,coatDarkening,_INFONAME_,CoatDarkeningInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_MATRIXNAME_,fuzzWeight,_INFONAME_,FuzzWeightInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_MATRIXNAME_,fuzzColor,_INFONAME_,FuzzColorInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_MATRIXNAME_,fuzzRoughness,_INFONAME_,FuzzRoughnessInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_MATRIXNAME_,geometryNormal,_INFONAME_,GeometryNormalInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_MATRIXNAME_,geometryCoatNormal,_INFONAME_,GeometryCoatNormalInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_MATRIXNAME_,geometryOpacity,_INFONAME_,GeometryOpacityInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness,_MATRIXNAME_,geometryThickness,_INFONAME_,GeometryThicknessInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_MATRIXNAME_,geometryTangent,_INFONAME_,GeometryTangentInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_MATRIXNAME_,emissionColor,_INFONAME_,EmissionColorInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_MATRIXNAME_,thinFilmWeight,_INFONAME_,ThinFilmWeightInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_MATRIXNAME_,thinFilmThickness,_INFONAME_,ThinFilmThicknessInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_MATRIXNAME_,ambientOcclusion,_INFONAME_,AmbientOcclusionInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x) #include <samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x) #include<openpbrNormalMapVertex> #include<clipPlaneVertex> #include<fogVertex> #include<shadowsVertex>[0..maxSimultaneousLights] #include<vertexColorMixing> #if defined(POINTSIZE) && !defined(WEBGPU) gl_PointSize=pointSize; #endif #include<logDepthVertex> #define CUSTOM_VERTEX_MAIN_END } `; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } const includes = [sceneVertexDeclaration, decalVertexDeclaration, openpbrVertexDeclaration, sceneUboDeclaration, meshUboDeclaration, openpbrUboDeclaration, uvAttributeDeclaration, mainUVVaryingDeclaration, helperFunctions, pbrBRDFFunctions, bonesDeclaration, bakedVertexAnimationDeclaration, instancesDeclaration, prePassVertexDeclaration, samplerVertexDeclaration, harmonicsFunctions, openpbrNormalMapVertexDeclaration, clipPlaneVertexDeclaration, fogVertexDeclaration, lightVxFragmentDeclaration, lightVxUboDeclaration, morphTargetsVertexGlobalDeclaration, morphTargetsVertexDeclaration, logDepthDeclaration, morphTargetsVertexGlobal, morphTargetsVertex, instancesVertex, bonesVertex, bakedVertexAnimation, prePassVertex, uvVariableDeclaration, samplerVertexImplementation, openpbrNormalMapVertex, clipPlaneVertex, fogVertex, shadowsVertex, vertexColorMixing, logDepthVertex]; for (const inc of includes) { if (!ShaderStore.IncludesShadersStore[inc.name]) { ShaderStore.IncludesShadersStore[inc.name] = inc.shader; } } /** @internal */ const openpbrVertexShader = { name, shader }; export { openpbrVertexShader }; //# sourceMappingURL=openpbr.vertex-BPq2QpmW.esm.js.map