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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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declare const _default: "\n\n#ifdef LIT_CLUSTERED_LIGHTS\n // all this functionality that needs to be included for clustered lighting\n #define LIT_CODE_FALLOFF_LINEAR\n #define LIT_CODE_FALLOFF_SQUARED\n #define LIT_CODE_LIGHTS_POINT\n #define LIT_CODE_LIGHTS_SPOT\n#endif\n\n#ifdef AREA_LIGHTS\n uniform highp sampler2D areaLightsLutTex1;\n uniform highp sampler2D areaLightsLutTex2;\n#endif\n\n#ifdef LIT_LIGHTING\n #include \"lightDiffuseLambertPS\"\n\n // area lights\n #if defined(AREA_LIGHTS) || defined(LIT_CLUSTERED_AREA_LIGHTS)\n #include \"ltcPS\"\n #endif\n#endif\n\n#ifdef SHADOW_DIRECTIONAL\n #include \"shadowCascadesPS\"\n#endif\n\n#if defined(SHADOW_KIND_PCF1)\n #include \"shadowPCF1PS\"\n#endif\n\n#if defined(SHADOW_KIND_PCF3)\n #include \"shadowPCF3PS\"\n#endif\n\n#if defined(SHADOW_KIND_PCF5)\n #include \"shadowPCF5PS\"\n#endif\n\n#if defined(SHADOW_KIND_PCSS)\n #include \"linearizeDepthPS\"\n #include \"shadowPCSSPS\"\n #include \"shadowSoftPS\"\n#endif\n\n#if defined(SHADOW_KIND_VSM)\n #include \"shadowEVSMPS\"\n#endif\n\n#ifdef LIT_CODE_FALLOFF_LINEAR\n #include \"falloffLinearPS\"\n#endif\n\n#ifdef LIT_CODE_FALLOFF_SQUARED\n #include \"falloffInvSquaredPS\"\n#endif\n\n#ifdef LIT_CODE_LIGHTS_POINT\n #include \"lightDirPointPS\"\n#endif\n\n#ifdef LIT_CODE_LIGHTS_SPOT\n #include \"spotPS\"\n#endif\n\n#ifdef LIT_CODE_COOKIE\n #include \"cookiePS\"\n#endif\n\n// clustered lighting\n#ifdef LIT_CLUSTERED_LIGHTS\n #include \"clusteredLightPS\"\n#endif\n\n#ifdef LIGHT_COUNT > 0\n // LOOP - generate shadow evaluation functions for all non-clustered lights\n #include \"lightFunctionShadowPS, LIGHT_COUNT\"\n\n // LOOP - generate light evaluation functions for all non-clustered lights\n #include \"lightFunctionLightPS, LIGHT_COUNT\"\n#endif\n"; export default _default;