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playcanvas

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

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var stdDeclaration_default = ` float dAlpha = 1.0; #if LIT_BLEND_TYPE != NONE || defined(LIT_ALPHA_TEST) || defined(LIT_ALPHA_TO_COVERAGE) || STD_OPACITY_DITHER != NONE #ifdef STD_OPACITY_TEXTURE_ALLOCATE uniform sampler2D texture_opacityMap; #endif #endif #ifdef FORWARD_PASS vec3 dAlbedo; vec3 dNormalW; vec3 dSpecularity = vec3(0.0); float dGlossiness = 0.0; #ifdef LIT_REFRACTION float dTransmission; float dThickness; #endif #ifdef LIT_SCENE_COLOR uniform sampler2D uSceneColorMap; #endif #ifdef LIT_SCREEN_SIZE uniform vec4 uScreenSize; #endif #ifdef LIT_TRANSFORMS uniform mat4 matrix_viewProjection; uniform mat4 matrix_model; #endif #ifdef STD_HEIGHT_MAP vec2 dUvOffset; #ifdef STD_HEIGHT_TEXTURE_ALLOCATE uniform sampler2D texture_heightMap; #endif #endif #ifdef STD_DIFFUSE_TEXTURE_ALLOCATE uniform sampler2D texture_diffuseMap; #endif #ifdef STD_DIFFUSEDETAIL_TEXTURE_ALLOCATE uniform sampler2D texture_diffuseDetailMap; #endif #ifdef STD_NORMAL_TEXTURE_ALLOCATE uniform sampler2D texture_normalMap; #endif #ifdef STD_NORMALDETAIL_TEXTURE_ALLOCATE uniform sampler2D texture_normalDetailMap; #endif #ifdef STD_THICKNESS_TEXTURE_ALLOCATE uniform sampler2D texture_thicknessMap; #endif #ifdef STD_REFRACTION_TEXTURE_ALLOCATE uniform sampler2D texture_refractionMap; #endif #ifdef LIT_IRIDESCENCE float dIridescence; float dIridescenceThickness; #ifdef STD_IRIDESCENCE_THICKNESS_TEXTURE_ALLOCATE uniform sampler2D texture_iridescenceThicknessMap; #endif #ifdef STD_IRIDESCENCE_TEXTURE_ALLOCATE uniform sampler2D texture_iridescenceMap; #endif #endif #ifdef LIT_CLEARCOAT float ccSpecularity; float ccGlossiness; vec3 ccNormalW; #endif #ifdef LIT_GGX_SPECULAR float dAnisotropy; vec2 dAnisotropyRotation; #endif #ifdef LIT_SPECULAR_OR_REFLECTION #ifdef LIT_SHEEN vec3 sSpecularity; float sGlossiness; #ifdef STD_SHEEN_TEXTURE_ALLOCATE uniform sampler2D texture_sheenMap; #endif #ifdef STD_SHEENGLOSS_TEXTURE_ALLOCATE uniform sampler2D texture_sheenGlossMap; #endif #endif #ifdef LIT_METALNESS float dMetalness; float dIor; #ifdef STD_METALNESS_TEXTURE_ALLOCATE uniform sampler2D texture_metalnessMap; #endif #endif #ifdef LIT_SPECULARITY_FACTOR float dSpecularityFactor; #ifdef STD_SPECULARITYFACTOR_TEXTURE_ALLOCATE uniform sampler2D texture_specularityFactorMap; #endif #endif #ifdef STD_SPECULAR_COLOR #ifdef STD_SPECULAR_TEXTURE_ALLOCATE uniform sampler2D texture_specularMap; #endif #endif #ifdef STD_GLOSS_TEXTURE_ALLOCATE uniform sampler2D texture_glossMap; #endif #endif #ifdef STD_AO float dAo; #ifdef STD_AO_TEXTURE_ALLOCATE uniform sampler2D texture_aoMap; #endif #ifdef STD_AODETAIL_TEXTURE_ALLOCATE uniform sampler2D texture_aoDetailMap; #endif #endif vec3 dEmission; #ifdef STD_EMISSIVE_TEXTURE_ALLOCATE uniform sampler2D texture_emissiveMap; #endif #ifdef LIT_CLEARCOAT #ifdef STD_CLEARCOAT_TEXTURE_ALLOCATE uniform sampler2D texture_clearCoatMap; #endif #ifdef STD_CLEARCOATGLOSS_TEXTURE_ALLOCATE uniform sampler2D texture_clearCoatGlossMap; #endif #ifdef STD_CLEARCOATNORMAL_TEXTURE_ALLOCATE uniform sampler2D texture_clearCoatNormalMap; #endif #endif #ifdef LIT_GGX_SPECULAR #ifdef STD_ANISOTROPY_TEXTURE_ALLOCATE uniform sampler2D texture_anisotropyMap; #endif #endif #if defined(STD_LIGHTMAP) || defined(STD_LIGHT_VERTEX_COLOR) vec3 dLightmap; #ifdef STD_LIGHT_TEXTURE_ALLOCATE uniform sampler2D texture_lightMap; #endif #endif #endif #include "litShaderCorePS" `; export { stdDeclaration_default as default };