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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 // all passes handle opacity\n #if LIT_BLEND_TYPE != NONE || defined(LIT_ALPHA_TEST) || defined(LIT_ALPHA_TO_COVERAGE) || STD_OPACITY_DITHER != NONE\n #include \"opacityPS\"\n\n #if defined(LIT_ALPHA_TEST)\n #include \"alphaTestPS\"\n #endif\n\n // dithering\n #if STD_OPACITY_DITHER != NONE\n #include \"opacityDitherPS\"\n #endif\n #endif\n\n #ifdef FORWARD_PASS // ----------------\n\n // parallax\n #ifdef STD_HEIGHT_MAP\n #include \"parallaxPS\"\n #endif\n\n // diffuse\n #include \"diffusePS\"\n\n // normal\n #ifdef LIT_NEEDS_NORMAL\n #include \"normalMapPS\"\n #endif\n\n // refraction\n #ifdef LIT_REFRACTION\n #include \"transmissionPS\"\n #include \"thicknessPS\"\n #endif\n\n // iridescence\n #ifdef LIT_IRIDESCENCE\n #include \"iridescencePS\"\n #include \"iridescenceThicknessPS\"\n #endif\n\n // specularity & glossiness\n #ifdef LIT_SPECULAR_OR_REFLECTION\n\n // sheen\n #ifdef LIT_SHEEN\n #include \"sheenPS\"\n #include \"sheenGlossPS\"\n #endif\n\n // metalness\n #ifdef LIT_METALNESS\n #include \"metalnessPS\"\n #include \"iorPS\"\n #endif\n\n // specularity factor\n #ifdef LIT_SPECULARITY_FACTOR\n #include \"specularityFactorPS\"\n #endif\n\n // specular color\n #ifdef STD_SPECULAR_COLOR\n #include \"specularPS\"\n #else\n void getSpecularity() { \n dSpecularity = vec3(1);\n }\n #endif\n\n // gloss\n #include \"glossPS\"\n #endif\n\n // ao\n #ifdef STD_AO\n #include \"aoPS\"\n #endif\n\n // emission\n #include \"emissivePS\"\n\n // clearcoat\n #ifdef LIT_CLEARCOAT\n #include \"clearCoatPS\"\n #include \"clearCoatGlossPS\"\n #include \"clearCoatNormalPS\"\n #endif\n\n // anisotropy\n #if defined(LIT_SPECULAR) && defined(LIT_LIGHTING) && defined(LIT_GGX_SPECULAR)\n #include \"anisotropyPS\"\n #endif\n\n // lightmap\n #if defined(STD_LIGHTMAP) || defined(STD_LIGHT_VERTEX_COLOR)\n #include \"lightmapPS\"\n #endif\n #endif\n\n void evaluateFrontend() {\n\n // all passes handle opacity\n #if LIT_BLEND_TYPE != NONE || defined(LIT_ALPHA_TEST) || defined(LIT_ALPHA_TO_COVERAGE) || STD_OPACITY_DITHER != NONE\n getOpacity();\n\n #if defined(LIT_ALPHA_TEST)\n alphaTest(dAlpha);\n #endif\n\n #if STD_OPACITY_DITHER != NONE\n opacityDither(dAlpha * material_alphaDitherScale, 0.0);\n #endif\n\n litArgs_opacity = dAlpha;\n #endif\n\n #ifdef FORWARD_PASS // ----------------\n\n // parallax\n #ifdef STD_HEIGHT_MAP\n getParallax();\n #endif\n\n // diffuse\n getAlbedo();\n litArgs_albedo = dAlbedo;\n\n // normal\n #ifdef LIT_NEEDS_NORMAL\n getNormal();\n litArgs_worldNormal = dNormalW;\n #endif\n\n // refraction\n #ifdef LIT_REFRACTION\n getRefraction();\n litArgs_transmission = dTransmission;\n\n getThickness();\n litArgs_thickness = dThickness;\n\n #ifdef LIT_DISPERSION\n litArgs_dispersion = material_dispersion;\n #endif\n #endif\n\n // iridescence\n #ifdef LIT_IRIDESCENCE\n getIridescence();\n getIridescenceThickness();\n litArgs_iridescence_intensity = dIridescence;\n litArgs_iridescence_thickness = dIridescenceThickness;\n #endif\n\n // specularity & glossiness\n #ifdef LIT_SPECULAR_OR_REFLECTION\n\n // sheen\n #ifdef LIT_SHEEN\n getSheen();\n litArgs_sheen_specularity = sSpecularity;\n getSheenGlossiness();\n litArgs_sheen_gloss = sGlossiness;\n #endif\n\n // metalness\n #ifdef LIT_METALNESS\n getMetalness();\n litArgs_metalness = dMetalness;\n getIor();\n litArgs_ior = dIor;\n #endif\n\n // specularity factor\n #ifdef LIT_SPECULARITY_FACTOR\n getSpecularityFactor();\n litArgs_specularityFactor = dSpecularityFactor;\n #endif\n\n // gloss\n getGlossiness();\n getSpecularity();\n litArgs_specularity = dSpecularity;\n litArgs_gloss = dGlossiness;\n #endif\n\n // ao\n #ifdef STD_AO\n getAO();\n litArgs_ao = dAo;\n #endif\n\n // emission\n getEmission();\n litArgs_emission = dEmission;\n\n // clearcoat\n #ifdef LIT_CLEARCOAT\n getClearCoat();\n getClearCoatGlossiness();\n getClearCoatNormal();\n litArgs_clearcoat_specularity = ccSpecularity;\n litArgs_clearcoat_gloss = ccGlossiness;\n litArgs_clearcoat_worldNormal = ccNormalW;\n #endif\n\n // anisotropy\n #if defined(LIT_SPECULAR) && defined(LIT_LIGHTING) && defined(LIT_GGX_SPECULAR)\n getAnisotropy();\n #endif\n\n // lightmap\n #if defined(STD_LIGHTMAP) || defined(STD_LIGHT_VERTEX_COLOR)\n getLightMap();\n litArgs_lightmap = dLightmap;\n\n #ifdef STD_LIGHTMAP_DIR\n litArgs_lightmapDir = dLightmapDir;\n #endif\n #endif\n #endif\n }\n"; export default _default;