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@google/model-viewer

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Easily display interactive 3D models on the web and in AR!

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/** * @license MIT * @see https://github.com/mrdoob/three.js/blob/dev/LICENSE */ export const lightsChunk = /* glsl */ ` PhysicalMaterial material; material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor ); // (elalish) This block has been updated to add anti-aliasing. material.specularRoughness = max(roughnessFactor, 0.0525);// 0.0525 corresponds to the base mip of a 256 cubemap. vec3 dxy = max(abs(dFdx(geometryNormal)), abs(dFdy(geometryNormal))); material.specularRoughness += max(max(dxy.x, dxy.y), dxy.z); material.specularRoughness = min(material.specularRoughness, 1.0); #ifdef REFLECTIVITY material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor ); #else material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor ); #endif #ifdef CLEARCOAT material.clearcoat = saturate( clearcoat ); // Burley clearcoat model material.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 ); #endif #ifdef USE_SHEEN material.sheenColor = sheen; #endif `; //# sourceMappingURL=lights_physical_fragment.glsl.js.map