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playcanvas

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

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var lighting_default = ` #ifdef LIT_CLUSTERED_LIGHTS #define LIT_CODE_FALLOFF_LINEAR #define LIT_CODE_FALLOFF_SQUARED #define LIT_CODE_LIGHTS_POINT #define LIT_CODE_LIGHTS_SPOT #endif #ifdef AREA_LIGHTS uniform highp sampler2D areaLightsLutTex1; uniform highp sampler2D areaLightsLutTex2; #endif #ifdef LIT_LIGHTING #include "lightDiffuseLambertPS" #if defined(AREA_LIGHTS) || defined(LIT_CLUSTERED_AREA_LIGHTS) #include "ltcPS" #endif #endif #ifdef SHADOW_DIRECTIONAL #include "shadowCascadesPS" #endif #if defined(SHADOW_KIND_PCF1) #include "shadowPCF1PS" #endif #if defined(SHADOW_KIND_PCF3) #include "shadowPCF3PS" #endif #if defined(SHADOW_KIND_PCF5) #include "shadowPCF5PS" #endif #if defined(SHADOW_KIND_PCSS) #include "linearizeDepthPS" #include "shadowPCSSPS" #include "shadowSoftPS" #endif #if defined(SHADOW_KIND_VSM) #include "shadowEVSMPS" #endif #ifdef LIT_CODE_FALLOFF_LINEAR #include "falloffLinearPS" #endif #ifdef LIT_CODE_FALLOFF_SQUARED #include "falloffInvSquaredPS" #endif #ifdef LIT_CODE_LIGHTS_POINT #include "lightDirPointPS" #endif #ifdef LIT_CODE_LIGHTS_SPOT #include "spotPS" #endif #ifdef LIT_CODE_COOKIE #include "cookiePS" #endif #ifdef LIT_CLUSTERED_LIGHTS #include "clusteredLightPS" #endif #ifdef LIGHT_COUNT > 0 #include "lightFunctionShadowPS, LIGHT_COUNT" #include "lightFunctionLightPS, LIGHT_COUNT" #endif `; export { lighting_default as default };