// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; import "./decalFragmentDeclaration.js"; const name = "defaultFragmentDeclaration"; const shader = `uniform vec4 vEyePosition;uniform vec4 vDiffuseColor; #ifdef SPECULARTERM uniform vec4 vSpecularColor; #endif uniform vec3 vEmissiveColor;uniform vec3 vAmbientColor;uniform float visibility; #ifdef DIFFUSE uniform vec2 vDiffuseInfos; #endif #ifdef AMBIENT uniform vec2 vAmbientInfos; #endif #ifdef OPACITY uniform vec2 vOpacityInfos; #endif #ifdef EMISSIVE uniform vec2 vEmissiveInfos; #endif #ifdef LIGHTMAP uniform vec2 vLightmapInfos; #endif #ifdef BUMP uniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams; #endif #ifdef ALPHATEST uniform float alphaCutOff; #endif #if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION) || defined(PREPASS) uniform mat4 view; #endif #ifdef REFRACTION uniform vec4 vRefractionInfos; #ifndef REFRACTIONMAP_3D uniform mat4 refractionMatrix; #endif #ifdef REFRACTIONFRESNEL uniform vec4 refractionLeftColor;uniform vec4 refractionRightColor; #endif #if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D) uniform vec3 vRefractionPosition;uniform vec3 vRefractionSize; #endif #endif #if defined(SPECULAR) && defined(SPECULARTERM) uniform vec2 vSpecularInfos; #endif #ifdef DIFFUSEFRESNEL uniform vec4 diffuseLeftColor;uniform vec4 diffuseRightColor; #endif #ifdef OPACITYFRESNEL uniform vec4 opacityParts; #endif #ifdef EMISSIVEFRESNEL uniform vec4 emissiveLeftColor;uniform vec4 emissiveRightColor; #endif #ifdef REFLECTION uniform vec2 vReflectionInfos; #if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX) uniform mat4 reflectionMatrix; #endif #ifndef REFLECTIONMAP_SKYBOX #if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC) uniform vec3 vReflectionPosition;uniform vec3 vReflectionSize; #endif #endif #ifdef REFLECTIONFRESNEL uniform vec4 reflectionLeftColor;uniform vec4 reflectionRightColor; #endif #endif #ifdef DETAIL uniform vec4 vDetailInfos; #endif #include #define ADDITIONAL_FRAGMENT_DECLARATION `; // Sideeffect ShaderStore.IncludesShadersStore[name] = shader; /** @internal */ export const defaultFragmentDeclaration = { name, shader }; //# sourceMappingURL=defaultFragmentDeclaration.js.map