// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "pbrBlockAnisotropic"; const shader = `#ifdef ANISOTROPIC struct anisotropicOutParams {float anisotropy;vec3 anisotropicTangent;vec3 anisotropicBitangent;vec3 anisotropicNormal; #if DEBUGMODE>0 && defined(ANISOTROPIC_TEXTURE) vec3 anisotropyMapData; #endif }; #define pbr_inline void anisotropicBlock( in vec3 vAnisotropy, in float roughness, #ifdef ANISOTROPIC_TEXTURE in vec3 anisotropyMapData, #endif in mat3 TBN, in vec3 normalW, in vec3 viewDirectionW, out anisotropicOutParams outParams ) {float anisotropy=vAnisotropy.b;vec3 anisotropyDirection=vec3(vAnisotropy.xy,0.); #ifdef ANISOTROPIC_TEXTURE anisotropy*=anisotropyMapData.b; #if DEBUGMODE>0 outParams.anisotropyMapData=anisotropyMapData; #endif anisotropyMapData.rg=anisotropyMapData.rg*2.0-1.0; #ifdef ANISOTROPIC_LEGACY anisotropyDirection.rg*=anisotropyMapData.rg; #else anisotropyDirection.xy=mat2(anisotropyDirection.x,anisotropyDirection.y,-anisotropyDirection.y,anisotropyDirection.x)*normalize(anisotropyMapData.rg); #endif #endif mat3 anisoTBN=mat3(normalize(TBN[0]),normalize(TBN[1]),normalize(TBN[2]));vec3 anisotropicTangent=normalize(anisoTBN*anisotropyDirection);vec3 anisotropicBitangent=normalize(cross(anisoTBN[2],anisotropicTangent));outParams.anisotropy=anisotropy;outParams.anisotropicTangent=anisotropicTangent;outParams.anisotropicBitangent=anisotropicBitangent;outParams.anisotropicNormal=getAnisotropicBentNormals(anisotropicTangent,anisotropicBitangent,normalW,viewDirectionW,anisotropy,roughness);} #endif `; // Sideeffect ShaderStore.IncludesShadersStore[name] = shader; /** @internal */ export const pbrBlockAnisotropic = { name, shader }; //# sourceMappingURL=pbrBlockAnisotropic.js.map