playcanvas
Version:
PlayCanvas WebGL game engine
72 lines (47 loc) • 1.92 kB
JavaScript
var litShaderArgsPS = /* wgsl */ `
// Surface albedo absorbance
var<private> litArgs_albedo: vec3f;
// Transparency
var<private> litArgs_opacity: f32;
// Emission color
var<private> litArgs_emission: vec3f;
// Normal direction in world space
var<private> litArgs_worldNormal: vec3f;
// Ambient occlusion amount, range [0..1]
var<private> litArgs_ao: f32;
// Light map color
var<private> litArgs_lightmap: vec3f;
// Light map direction
var<private> litArgs_lightmapDir: vec3f;
// Surface metalness factor, range [0..1]
var<private> litArgs_metalness: f32;
// The f0 specularity factor
var<private> litArgs_specularity: vec3f;
// Specularity intensity factor, range [0..1]
var<private> litArgs_specularityFactor: f32;
// The microfacet glossiness factor, range [0..1]
var<private> litArgs_gloss: f32;
// Glossiness of the sheen layer, range [0..1]
var<private> litArgs_sheen_gloss: f32;
// The color of the f0 specularity factor for the sheen layer
var<private> litArgs_sheen_specularity: vec3f;
// Transmission factor (refraction), range [0..1]
var<private> litArgs_transmission: f32;
// Uniform thickness of medium, used by transmission, range [0..inf]
var<private> litArgs_thickness: f32;
// Index of refraction
var<private> litArgs_ior: f32;
// Dispersion, range [0..1] typically, but can be higher
var<private> litArgs_dispersion: f32;
// Iridescence effect intensity, range [0..1]
var<private> litArgs_iridescence_intensity: f32;
// Thickness of the iridescent microfilm layer, value is in nanometers, range [0..1000]
var<private> litArgs_iridescence_thickness: f32;
// The normal used for the clearcoat layer
var<private> litArgs_clearcoat_worldNormal: vec3f;
// Intensity of the clearcoat layer, range [0..1]
var<private> litArgs_clearcoat_specularity: f32;
// Glossiness of clearcoat layer, range [0..1]
var<private> litArgs_clearcoat_gloss: f32;
`;
export { litShaderArgsPS as default };