{"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"lightUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightTexture{X};\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];uniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];uniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];uniform float cascadeBlendFactor{X};varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};uniform highp sampler2DArray depthTexture{X};uniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float penumbraDarkness{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};\n#else\nuniform highp sampler2DArray shadowTexture{X};\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\n(\nvec3 ( 1.5,0.0,0.0 ),\nvec3 ( 0.0,1.5,0.0 ),\nvec3 ( 0.0,0.0,5.5 ),\nvec3 ( 1.5,0.0,5.5 ),\nvec3 ( 1.5,1.5,0.0 ),\nvec3 ( 1.0,1.0,1.0 ),\nvec3 ( 0.0,1.0,5.5 ),\nvec3 ( 0.5,3.5,0.75 )\n);vec3 shadowDebug{X};\n#endif\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nint index{X}=-1;\n#else\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nfloat diff{X}=0.;\n#elif defined(SHADOWCUBE{X})\nuniform samplerCube shadowTexture{X}; \n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowTexture{X};uniform highp sampler2D depthTexture{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowTexture{X};\n#else\nuniform sampler2D shadowTexture{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightUboDeclaration = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","IncludesShadersStore","lightUboDeclaration"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/ShadersInclude/lightUboDeclaration.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"lightUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightTexture{X};\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];uniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];uniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];uniform float cascadeBlendFactor{X};varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};uniform highp sampler2DArray depthTexture{X};uniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float penumbraDarkness{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};\n#else\nuniform highp sampler2DArray shadowTexture{X};\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\n(\nvec3 ( 1.5,0.0,0.0 ),\nvec3 ( 0.0,1.5,0.0 ),\nvec3 ( 0.0,0.0,5.5 ),\nvec3 ( 1.5,0.0,5.5 ),\nvec3 ( 1.5,1.5,0.0 ),\nvec3 ( 1.0,1.0,1.0 ),\nvec3 ( 0.0,1.0,5.5 ),\nvec3 ( 0.5,3.5,0.75 )\n);vec3 shadowDebug{X};\n#endif\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nint index{X}=-1;\n#else\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nfloat diff{X}=0.;\n#elif defined(SHADOWCUBE{X})\nuniform samplerCube shadowTexture{X}; \n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowTexture{X};uniform highp sampler2D depthTexture{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowTexture{X};\n#else\nuniform sampler2D shadowTexture{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightUboDeclaration = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,8BAA8B;AAC1D,MAAMC,IAAI,GAAG,qBAAqB;AAClC,MAAMC,MAAM,GAAG;AACf;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;AACD;AACAF,WAAW,CAACG,oBAAoB,CAACF,IAAI,CAAC,GAAGC,MAAM;AAC/C;AACA,OAAO,MAAME,mBAAmB,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}