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playcanvas

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PlayCanvas WebGL game engine

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var stdDeclarationPS = ` var<private> dAlpha: f32 = 1.0; #if LIT_BLEND_TYPE != NONE || defined(LIT_ALPHA_TEST) || defined(LIT_ALPHA_TO_COVERAGE) || STD_OPACITY_DITHER != NONE #ifdef STD_OPACITY_TEXTURE_ALLOCATE var texture_opacityMap : texture_2d<f32>; var texture_opacityMapSampler : sampler; #endif #endif #ifdef FORWARD_PASS var<private> dAlbedo: vec3f; var<private> dNormalW: vec3f; var<private> dSpecularity: vec3f = vec3f(0.0, 0.0, 0.0); var<private> dGlossiness: f32 = 0.0; #ifdef LIT_REFRACTION var<private> dTransmission: f32; var<private> dThickness: f32; #endif #ifdef LIT_SCENE_COLOR var uSceneColorMap : texture_2d<f32>; var uSceneColorMapSampler : sampler; #endif #ifdef LIT_SCREEN_SIZE uniform uScreenSize: vec4f; #endif #ifdef LIT_TRANSFORMS var<private> matrix_viewProjection: mat4x4f; var<private> matrix_model: mat4x4f; #endif #ifdef STD_HEIGHT_MAP var<private> dUvOffset: vec2f; #ifdef STD_DIFFUSE_TEXTURE_ALLOCATE var texture_heightMap : texture_2d<f32>; var texture_heightMapSampler : sampler; #endif #endif #ifdef STD_DIFFUSE_TEXTURE_ALLOCATE var texture_diffuseMap : texture_2d<f32>; var texture_diffuseMapSampler : sampler; #endif #ifdef STD_DIFFUSEDETAIL_TEXTURE_ALLOCATE var texture_diffuseDetailMap : texture_2d<f32>; var texture_diffuseDetailMapSampler : sampler; #endif #ifdef STD_NORMAL_TEXTURE_ALLOCATE var texture_normalMap : texture_2d<f32>; var texture_normalMapSampler : sampler; #endif #ifdef STD_NORMALDETAIL_TEXTURE_ALLOCATE var texture_normalDetailMap : texture_2d<f32>; var texture_normalDetailMapSampler : sampler; #endif #ifdef STD_THICKNESS_TEXTURE_ALLOCATE var texture_thicknessMap : texture_2d<f32>; var texture_thicknessMapSampler : sampler; #endif #ifdef STD_REFRACTION_TEXTURE_ALLOCATE var texture_refractionMap : texture_2d<f32>; var texture_refractionMapSampler : sampler; #endif #ifdef LIT_IRIDESCENCE var<private> dIridescence: f32; var<private> dIridescenceThickness: f32; #ifdef STD_IRIDESCENCE_THICKNESS_TEXTURE_ALLOCATE var texture_iridescenceThicknessMap : texture_2d<f32>; var texture_iridescenceThicknessMapSampler : sampler; #endif #ifdef STD_IRIDESCENCE_TEXTURE_ALLOCATE var texture_iridescenceMap : texture_2d<f32>; var texture_iridescenceMapSampler : sampler; #endif #endif #ifdef LIT_CLEARCOAT var<private> ccSpecularity: f32; var<private> ccGlossiness: f32; var<private> ccNormalW: vec3f; #endif #ifdef LIT_GGX_SPECULAR var<private> dAnisotropy: f32; var<private> dAnisotropyRotation: vec2f; #endif #ifdef LIT_SPECULAR_OR_REFLECTION #ifdef LIT_SHEEN var<private> sSpecularity: vec3f; var<private> sGlossiness: f32; #ifdef STD_SHEEN_TEXTURE_ALLOCATE var texture_sheenMap : texture_2d<f32>; var texture_sheenMapSampler : sampler; #endif #ifdef STD_SHEENGLOSS_TEXTURE_ALLOCATE var texture_sheenGlossMap : texture_2d<f32>; var texture_sheenGlossMapSampler : sampler; #endif #endif #ifdef LIT_METALNESS var<private> dMetalness: f32; var<private> dIor: f32; #ifdef STD_METALNESS_TEXTURE_ALLOCATE var texture_metalnessMap : texture_2d<f32>; var texture_metalnessMapSampler : sampler; #endif #endif #ifdef LIT_SPECULARITY_FACTOR var<private> dSpecularityFactor: f32; #ifdef STD_SPECULARITYFACTOR_TEXTURE_ALLOCATE var texture_specularityFactorMap : texture_2d<f32>; var texture_specularityFactorMapSampler : sampler; #endif #endif #ifdef STD_SPECULAR_COLOR #ifdef STD_SPECULAR_TEXTURE_ALLOCATE var texture_specularMap : texture_2d<f32>; var texture_specularMapSampler : sampler; #endif #endif #ifdef STD_GLOSS_TEXTURE_ALLOCATE var texture_glossMap : texture_2d<f32>; var texture_glossMapSampler : sampler; #endif #endif #ifdef STD_AO var <private> dAo: f32; #ifdef STD_AO_TEXTURE_ALLOCATE var texture_aoMap : texture_2d<f32>; var texture_aoMapSampler : sampler; #endif #ifdef STD_AODETAIL_TEXTURE_ALLOCATE var texture_aoDetailMap : texture_2d<f32>; var texture_aoDetailMapSampler : sampler; #endif #endif var <private> dEmission: vec3f; #ifdef STD_EMISSIVE_TEXTURE_ALLOCATE var texture_emissiveMap : texture_2d<f32>; var texture_emissiveMapSampler : sampler; #endif #ifdef LIT_CLEARCOAT #ifdef STD_CLEARCOAT_TEXTURE_ALLOCATE var texture_clearCoatMap : texture_2d<f32>; var texture_clearCoatMapSampler : sampler; #endif #ifdef STD_CLEARCOATGLOSS_TEXTURE_ALLOCATE var texture_clearCoatGlossMap : texture_2d<f32>; var texture_clearCoatGlossMapSampler : sampler; #endif #ifdef STD_CLEARCOATNORMAL_TEXTURE_ALLOCATE var texture_clearCoatNormalMap : texture_2d<f32>; var texture_clearCoatNormalMapSampler : sampler; #endif #endif #ifdef LIT_GGX_SPECULAR #ifdef STD_ANISOTROPY_TEXTURE_ALLOCATE var texture_anisotropyMap : texture_2d<f32>; var texture_anisotropyMapSampler : sampler; #endif #endif #if defined(STD_LIGHTMAP) || defined(STD_LIGHT_VERTEX_COLOR) var<private> dLightmap: vec3f; #ifdef STD_LIGHT_TEXTURE_ALLOCATE var texture_lightMap : texture_2d<f32>; var texture_lightMapSampler : sampler; #endif #endif #endif #include "litShaderCorePS" `; export { stdDeclarationPS as default };