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- // Do not edit.
- import { ShaderStore } from "../../Engines/shaderStore.js";
- const name = "lightFragmentDeclaration";
- const shader = `#ifdef LIGHT{X}
- uniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};
- #ifdef SPECULARTERM
- uniform vec4 vLightSpecular{X};
- #else
- vec4 vLightSpecular{X}=vec4(0.);
- #endif
- #ifdef SHADOW{X}
- #ifdef SHADOWCSM{X}
- uniform 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};
- #if defined(SHADOWPCSS{X})
- uniform highp sampler2DArrayShadow shadowSampler{X};uniform highp sampler2DArray depthSampler{X};uniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float penumbraDarkness{X};
- #elif defined(SHADOWPCF{X})
- uniform highp sampler2DArrayShadow shadowSampler{X};
- #else
- uniform highp sampler2DArray shadowSampler{X};
- #endif
- #ifdef SHADOWCSMDEBUG{X}
- const vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]
- (
- vec3 ( 1.5,0.0,0.0 ),
- vec3 ( 0.0,1.5,0.0 ),
- vec3 ( 0.0,0.0,5.5 ),
- vec3 ( 1.5,0.0,5.5 ),
- vec3 ( 1.5,1.5,0.0 ),
- vec3 ( 1.0,1.0,1.0 ),
- vec3 ( 0.0,1.0,5.5 ),
- vec3 ( 0.5,3.5,0.75 )
- );vec3 shadowDebug{X};
- #endif
- #ifdef SHADOWCSMUSESHADOWMAXZ{X}
- int index{X}=-1;
- #else
- int index{X}=SHADOWCSMNUM_CASCADES{X}-1;
- #endif
- float diff{X}=0.;
- #elif defined(SHADOWCUBE{X})
- uniform samplerCube shadowSampler{X};
- #else
- varying vec4 vPositionFromLight{X};varying float vDepthMetric{X};
- #if defined(SHADOWPCSS{X})
- uniform highp sampler2DShadow shadowSampler{X};uniform highp sampler2D depthSampler{X};
- #elif defined(SHADOWPCF{X})
- uniform highp sampler2DShadow shadowSampler{X};
- #else
- uniform sampler2D shadowSampler{X};
- #endif
- uniform mat4 lightMatrix{X};
- #endif
- uniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};
- #endif
- #ifdef SPOTLIGHT{X}
- uniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};
- #elif defined(POINTLIGHT{X})
- uniform vec4 vLightFalloff{X};
- #elif defined(HEMILIGHT{X})
- uniform vec3 vLightGround{X};
- #endif
- #ifdef PROJECTEDLIGHTTEXTURE{X}
- uniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightSampler{X};
- #endif
- #endif
- `;
- // Sideeffect
- ShaderStore.IncludesShadersStore[name] = shader;
- /** @internal */
- export const lightFragmentDeclaration = { name, shader };
- //# sourceMappingURL=lightFragmentDeclaration.js.map
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