pbrBlockGeometryInfo.js 1.1 KB

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  1. // Do not edit.
  2. import { ShaderStore } from "../../Engines/shaderStore.js";
  3. const name = "pbrBlockGeometryInfo";
  4. const shader = `float NdotVUnclamped=dot(normalW,viewDirectionW);float NdotV=absEps(NdotVUnclamped);float alphaG=convertRoughnessToAverageSlope(roughness);vec2 AARoughnessFactors=getAARoughnessFactors(normalW.xyz);
  5. #ifdef SPECULARAA
  6. alphaG+=AARoughnessFactors.y;
  7. #endif
  8. #if defined(ENVIRONMENTBRDF)
  9. vec3 environmentBrdf=getBRDFLookup(NdotV,roughness);
  10. #endif
  11. #if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
  12. #ifdef RADIANCEOCCLUSION
  13. #ifdef AMBIENTINGRAYSCALE
  14. float ambientMonochrome=aoOut.ambientOcclusionColor.r;
  15. #else
  16. float ambientMonochrome=getLuminance(aoOut.ambientOcclusionColor);
  17. #endif
  18. float seo=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);
  19. #endif
  20. #ifdef HORIZONOCCLUSION
  21. #ifdef BUMP
  22. #ifdef REFLECTIONMAP_3D
  23. float eho=environmentHorizonOcclusion(-viewDirectionW,normalW,geometricNormalW);
  24. #endif
  25. #endif
  26. #endif
  27. #endif
  28. `;
  29. // Sideeffect
  30. ShaderStore.IncludesShadersStore[name] = shader;
  31. /** @internal */
  32. export const pbrBlockGeometryInfo = { name, shader };
  33. //# sourceMappingURL=pbrBlockGeometryInfo.js.map