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pex-renderer

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Physically Based Renderer for Pex

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const math = require('./math.glsl.js') const encodeDecode = require('./encode-decode.glsl.js') const rgbm = require('./rgbm.glsl.js') const gamma = require('./gamma.glsl.js') const lightAmbient = require('./light-ambient.glsl.js') const lightDirectional = require('./light-directional.glsl.js') const lightPoint = require('./light-point.glsl.js') const lightSpot = require('./light-spot.glsl.js') const lightArea = require('./light-area.glsl.js') const shadowing = require('./shadowing.glsl.js') const brdf = require('./brdf.glsl.js') const clearCoat = require('./clear-coat.glsl.js') const irradiance = require('./irradiance.glsl.js') const direct = require('./direct.glsl.js') const indirect = require('./indirect.glsl.js') const envMapEquirect = require('./env-map-equirect.glsl.js') const octMap = require('./oct-map.glsl.js') const octMapUvToDir = require('./oct-map-uv-to-dir.glsl.js') const textureCoordinates = require('./texture-coordinates.glsl.js') const baseColor = require('./base-color.glsl.js') const emissiveColor = require('./emissive-color.glsl.js') const alpha = require('./alpha.glsl.js') const ambientOcclusion = require('./ambient-occlusion.glsl.js') const normal = require('./normal.glsl.js') const normalPerturb = require('./normal-perturb.glsl.js') const metallicRoughness = require('./metallic-roughness.glsl.js') const specularGlossiness = require('./specular-glossiness.glsl.js') const depthRead = require('./depth-read.glsl.js') const depthUnpack = require('./depth-unpack.glsl.js') const depthPack = require('./depth-pack.glsl.js') const sky = require('./sky.glsl.js') const fog = require('./fog.glsl.js') const tonemapUncharted2 = require('./tonemap-uncharted2.glsl.js') const fxaa = require('./fxaa.glsl.js') module.exports = { math, encodeDecode, rgbm, gamma, lightAmbient, lightDirectional, lightPoint, lightSpot, lightArea, shadowing, brdf, clearCoat, irradiance, direct, indirect, envMapEquirect, octMap, octMapUvToDir, textureCoordinates, baseColor, emissiveColor, alpha, ambientOcclusion, normal, normalPerturb, metallicRoughness, specularGlossiness, depthRead, depthUnpack, depthPack, sky, fog, tonemapUncharted2, fxaa }