pbrBlockFinalUnlitComponents.js 1.1 KB

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  1. // Do not edit.
  2. import { ShaderStore } from "../../Engines/shaderStore.js";
  3. const name = "pbrBlockFinalUnlitComponents";
  4. const shader = `vec3 finalDiffuse=diffuseBase;finalDiffuse*=surfaceAlbedo.rgb;finalDiffuse=max(finalDiffuse,0.0);finalDiffuse*=vLightingIntensity.x;vec3 finalAmbient=vAmbientColor;finalAmbient*=surfaceAlbedo.rgb;vec3 finalEmissive=vEmissiveColor;
  5. #ifdef EMISSIVE
  6. vec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;
  7. #ifdef GAMMAEMISSIVE
  8. finalEmissive*=toLinearSpace(emissiveColorTex.rgb);
  9. #else
  10. finalEmissive*=emissiveColorTex.rgb;
  11. #endif
  12. finalEmissive*= vEmissiveInfos.y;
  13. #endif
  14. finalEmissive*=vLightingIntensity.y;
  15. #ifdef AMBIENT
  16. vec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),aoOut.ambientOcclusionColor,vAmbientInfos.w);
  17. #else
  18. vec3 ambientOcclusionForDirectDiffuse=aoOut.ambientOcclusionColor;
  19. #endif
  20. finalAmbient*=aoOut.ambientOcclusionColor;finalDiffuse*=ambientOcclusionForDirectDiffuse;
  21. `;
  22. // Sideeffect
  23. ShaderStore.IncludesShadersStore[name] = shader;
  24. /** @internal */
  25. export const pbrBlockFinalUnlitComponents = { name, shader };
  26. //# sourceMappingURL=pbrBlockFinalUnlitComponents.js.map