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playcanvas

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PlayCanvas WebGL game engine

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declare const _default: "\n#if defined(LIGHT{i})\n\n uniform vec3 light{i}_color;\n\n #if LIGHT{i}TYPE == DIRECTIONAL\n uniform vec3 light{i}_direction;\n #else\n\n #define LIT_CODE_LIGHTS_POINT // include functionality for point lights\n\n uniform vec3 light{i}_position;\n uniform float light{i}_radius;\n\n #if LIGHT{i}TYPE == SPOT\n\n #define LIT_CODE_LIGHTS_SPOT // include functionality for spot lights\n\n uniform vec3 light{i}_direction;\n uniform float light{i}_innerConeAngle;\n uniform float light{i}_outerConeAngle;\n #endif\n #endif\n\n // area lights\n #if LIGHT{i}SHAPE != PUNCTUAL\n\n #define LIT_CODE_FALLOFF_SQUARED // include functionality for inverse squared falloff\n\n #if LIGHT{i}TYPE == DIRECTIONAL\n uniform vec3 light{i}_position;\n #endif\n uniform vec3 light{i}_halfWidth;\n uniform vec3 light{i}_halfHeight;\n #else\n\n #if LIGHT{i}FALLOFF == LINEAR\n #define LIT_CODE_FALLOFF_LINEAR // include functionality for linear falloff\n #endif\n\n #if LIGHT{i}FALLOFF == INVERSESQUARED\n #define LIT_CODE_FALLOFF_SQUARED // include functionality for inverse squared falloff\n #endif\n\n #endif\n\n // shadow casting\n #if defined(LIGHT{i}CASTSHADOW)\n\n uniform mat4 light{i}_shadowMatrix;\n uniform float light{i}_shadowIntensity;\n uniform vec4 light{i}_shadowParams; // width, height, bias, radius\n\n #if LIGHT{i}SHADOWTYPE == PCSS_32F\n uniform float light{i}_shadowSearchArea;\n uniform vec4 light{i}_cameraParams;\n #if LIGHT{i}TYPE == DIRECTIONAL\n uniform vec4 light{i}_softShadowParams;\n #endif\n #endif\n\n // directional (cascaded) shadows\n #if LIGHT{i}TYPE == DIRECTIONAL\n uniform mat4 light{i}_shadowMatrixPalette[4];\n uniform vec4 light{i}_shadowCascadeDistances;\n uniform int light{i}_shadowCascadeCount;\n uniform float light{i}_shadowCascadeBlend;\n #endif\n\n #if LIGHT{i}TYPE == OMNI\n #if defined(LIGHT{i}SHADOW_PCF)\n uniform samplerCubeShadow light{i}_shadowMap;\n #else\n uniform samplerCube light{i}_shadowMap;\n #endif\n #else\n #if defined(LIGHT{i}SHADOW_PCF)\n uniform sampler2DShadow light{i}_shadowMap;\n #else\n uniform sampler2D light{i}_shadowMap;\n #endif\n #endif\n\n #endif\n\n // cookie\n #if defined(LIGHT{i}COOKIE)\n\n #define LIT_CODE_COOKIE // include functionality for cookies\n\n #if LIGHT{i}TYPE == OMNI\n uniform samplerCube light{i}_cookie;\n uniform float light{i}_cookieIntensity;\n #if !defined(LIGHT{i}CASTSHADOW)\n uniform mat4 light{i}_shadowMatrix;\n #endif\n #endif\n\n #if LIGHT{i}TYPE == SPOT\n uniform sampler2D light{i}_cookie;\n uniform float light{i}_cookieIntensity;\n #if !defined(LIGHT{i}CASTSHADOW)\n uniform mat4 light{i}_shadowMatrix;\n #endif\n #if defined(LIGHT{i}COOKIE_TRANSFORM)\n uniform vec4 light{i}_cookieMatrix;\n uniform vec2 light{i}_cookieOffset;\n #endif\n #endif\n #endif\n#endif\n"; export default _default;