1 |
- {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"pbrBlockNormalGeometric\";\nconst shader = `vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\nvec3 geometricNormalW=normalW;\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\ngeometricNormalW=gl_FrontFacing ? geometricNormalW : -geometricNormalW;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockNormalGeometric = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","IncludesShadersStore","pbrBlockNormalGeometric"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrBlockNormalGeometric.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"pbrBlockNormalGeometric\";\nconst shader = `vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\nvec3 geometricNormalW=normalW;\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\ngeometricNormalW=gl_FrontFacing ? geometricNormalW : -geometricNormalW;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockNormalGeometric = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,8BAA8B;AAC1D,MAAMC,IAAI,GAAG,yBAAyB;AACtC,MAAMC,MAAM,GAAG;AACf;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,uBAAuB,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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