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playcanvas

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PlayCanvas WebGL game engine

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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 };