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playcanvas

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PlayCanvas WebGL game engine

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// backend shader implementation code which executes after the front end code. var litForwardPostCodePS = '\n\n#ifdef LIT_NEEDS_NORMAL\n #include "cubeMapRotatePS"\n #include "cubeMapProjectPS"\n #include "envProcPS"\n#endif\n\n// ----- specular or reflections -----\n#if defined(LIT_LIGHTING) && defined(LIT_SPECULAR)\n #define LIT_SPECULAR_OR_REFLECTION\n#elif defined(LIT_REFLECTIONS)\n #define LIT_SPECULAR_OR_REFLECTION\n#endif\n\n#ifdef LIT_SPECULAR_OR_REFLECTION\n\n #ifdef LIT_METALNESS\n #include "metalnessModulatePS"\n #endif\n\n #if LIT_FRESNEL_MODEL == SCHLICK\n #include "fresnelSchlickPS"\n #endif\n\n #ifdef LIT_IRIDESCENCE\n #include "iridescenceDiffractionPS"\n #endif\n#endif\n\n// ----- ambient occlusion -----\n#ifdef LIT_AO\n #include "aoDiffuseOccPS"\n #include "aoSpecOccPS"\n#endif\n\n#if LIT_REFLECTION_SOURCE == ENVATLASHQ\n #include "envAtlasPS"\n #include "reflectionEnvHQPS"\n#elif LIT_REFLECTION_SOURCE == ENVATLAS\n #include "envAtlasPS"\n #include "reflectionEnvPS"\n#elif LIT_REFLECTION_SOURCE == CUBEMAP\n #include "reflectionCubePS"\n#elif LIT_REFLECTION_SOURCE == SPHEREMAP\n #include "reflectionSpherePS"\n#endif\n\n#ifdef LIT_REFLECTIONS\n #ifdef LIT_CLEARCOAT\n #include "reflectionCCPS"\n #endif\n\n #ifdef LIT_SHEEN\n #include "reflectionSheenPS"\n #endif\n#endif\n\n#ifdef LIT_REFRACTION\n #if defined(LIT_DYNAMIC_REFRACTION)\n #include "refractionDynamicPS"\n #elif defined(LIT_REFLECTIONS)\n #include "refractionCubePS"\n #endif\n#endif\n\n#ifdef LIT_SHEEN\n #include "lightSheenPS"\n#endif\n\n#ifdef LIT_GGX_SPECULAR\n uniform float material_anisotropy;\n#endif\n\nuniform vec3 material_ambient;\n\n#ifdef LIT_SPECULAR\n #ifdef LIT_LIGHTING\n #ifdef LIT_GGX_SPECULAR\n #include "lightSpecularAnisoGGXPS"\n #else\n #include "lightSpecularBlinnPS"\n #endif\n #endif\n#endif\n\n#include "combinePS"\n\n#ifdef LIT_LIGHTMAP\n #include "lightmapAddPS"\n#endif\n\n#ifdef LIT_ADD_AMBIENT\n #include "ambientPS"\n#endif\n\n#ifdef LIT_MSDF\n #include "msdfPS"\n#endif\n\n#ifdef LIT_NEEDS_NORMAL\n #include "viewDirPS"\n #ifdef LIT_SPECULAR\n #ifdef LIT_GGX_SPECULAR\n #include "reflDirAnisoPS"\n #else\n #include "reflDirPS"\n #endif\n #endif\n#endif\n\n// lighting functionality\n#include "lightingPS"\n\n'; export { litForwardPostCodePS as default };