export declare const vs = "out vec3 pbr_vPosition;\nout vec2 pbr_vUV0;\nout vec2 pbr_vUV1;\n\n#ifdef HAS_NORMALS\n# ifdef HAS_TANGENTS\nout mat3 pbr_vTBN;\n# else\nout vec3 pbr_vNormal;\n# endif\n#endif\n\nvoid pbr_setPositionNormalTangentUV(\n vec4 position,\n vec4 normal,\n vec4 tangent,\n vec2 uv0,\n vec2 uv1\n)\n{\n vec4 pos = pbrProjection.modelMatrix * position;\n pbr_vPosition = vec3(pos.xyz) / pos.w;\n\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\n vec3 normalW = normalize(vec3(pbrProjection.normalMatrix * vec4(normal.xyz, 0.0)));\n vec3 tangentW = normalize(vec3(pbrProjection.modelMatrix * vec4(tangent.xyz, 0.0)));\n vec3 bitangentW = cross(normalW, tangentW) * tangent.w;\n pbr_vTBN = mat3(tangentW, bitangentW, normalW);\n#else // HAS_TANGENTS != 1\n pbr_vNormal = normalize(vec3(pbrProjection.modelMatrix * vec4(normal.xyz, 0.0)));\n#endif\n#endif\n\n#ifdef HAS_UV\n pbr_vUV0 = uv0;\n#else\n pbr_vUV0 = vec2(0.,0.);\n#endif\n\n pbr_vUV1 = uv1;\n}\n"; export declare const fs = "precision highp float;\n\nlayout(std140) uniform pbrMaterialUniforms {\n // Material is unlit\n bool unlit;\n\n // Base color map\n bool baseColorMapEnabled;\n vec4 baseColorFactor;\n\n bool normalMapEnabled; \n float normalScale; // #ifdef HAS_NORMALMAP\n\n bool emissiveMapEnabled;\n vec3 emissiveFactor; // #ifdef HAS_EMISSIVEMAP\n\n vec2 metallicRoughnessValues;\n bool metallicRoughnessMapEnabled;\n\n bool occlusionMapEnabled;\n float occlusionStrength; // #ifdef HAS_OCCLUSIONMAP\n \n bool alphaCutoffEnabled;\n float alphaCutoff; // #ifdef ALPHA_CUTOFF\n\n vec3 specularColorFactor;\n float specularIntensityFactor;\n bool specularColorMapEnabled;\n bool specularIntensityMapEnabled;\n\n float ior;\n\n float transmissionFactor;\n bool transmissionMapEnabled;\n\n float thicknessFactor;\n float attenuationDistance;\n vec3 attenuationColor;\n\n float clearcoatFactor;\n float clearcoatRoughnessFactor;\n bool clearcoatMapEnabled;\n bool clearcoatRoughnessMapEnabled;\n\n vec3 sheenColorFactor;\n float sheenRoughnessFactor;\n bool sheenColorMapEnabled;\n bool sheenRoughnessMapEnabled;\n\n float iridescenceFactor;\n float iridescenceIor;\n vec2 iridescenceThicknessRange;\n bool iridescenceMapEnabled;\n\n float anisotropyStrength;\n float anisotropyRotation;\n vec2 anisotropyDirection;\n bool anisotropyMapEnabled;\n\n float emissiveStrength;\n \n // IBL\n bool IBLenabled;\n vec2 scaleIBLAmbient; // #ifdef USE_IBL\n \n // debugging flags used for shader output of intermediate PBR variables\n // #ifdef PBR_DEBUG\n vec4 scaleDiffBaseMR;\n vec4 scaleFGDSpec;\n // #endif\n\n int baseColorUVSet;\n mat3 baseColorUVTransform;\n int metallicRoughnessUVSet;\n mat3 metallicRoughnessUVTransform;\n int normalUVSet;\n mat3 normalUVTransform;\n int occlusionUVSet;\n mat3 occlusionUVTransform;\n int emissiveUVSet;\n mat3 emissiveUVTransform;\n int specularColorUVSet;\n mat3 specularColorUVTransform;\n int specularIntensityUVSet;\n mat3 specularIntensityUVTransform;\n int transmissionUVSet;\n mat3 transmissionUVTransform;\n int thicknessUVSet;\n mat3 thicknessUVTransform;\n int clearcoatUVSet;\n mat3 clearcoatUVTransform;\n int clearcoatRoughnessUVSet;\n mat3 clearcoatRoughnessUVTransform;\n int clearcoatNormalUVSet;\n mat3 clearcoatNormalUVTransform;\n int sheenColorUVSet;\n mat3 sheenColorUVTransform;\n int sheenRoughnessUVSet;\n mat3 sheenRoughnessUVTransform;\n int iridescenceUVSet;\n mat3 iridescenceUVTransform;\n int iridescenceThicknessUVSet;\n mat3 iridescenceThicknessUVTransform;\n int anisotropyUVSet;\n mat3 anisotropyUVTransform;\n} pbrMaterial;\n\n// Samplers\n#ifdef HAS_BASECOLORMAP\nuniform sampler2D pbr_baseColorSampler;\n#endif\n#ifdef HAS_NORMALMAP\nuniform sampler2D pbr_normalSampler;\n#endif\n#ifdef HAS_EMISSIVEMAP\nuniform sampler2D pbr_emissiveSampler;\n#endif\n#ifdef HAS_METALROUGHNESSMAP\nuniform sampler2D pbr_metallicRoughnessSampler;\n#endif\n#ifdef HAS_OCCLUSIONMAP\nuniform sampler2D pbr_occlusionSampler;\n#endif\n#ifdef HAS_SPECULARCOLORMAP\nuniform sampler2D pbr_specularColorSampler;\n#endif\n#ifdef HAS_SPECULARINTENSITYMAP\nuniform sampler2D pbr_specularIntensitySampler;\n#endif\n#ifdef HAS_TRANSMISSIONMAP\nuniform sampler2D pbr_transmissionSampler;\n#endif\n#ifdef HAS_THICKNESSMAP\nuniform sampler2D pbr_thicknessSampler;\n#endif\n#ifdef HAS_CLEARCOATMAP\nuniform sampler2D pbr_clearcoatSampler;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSMAP\nuniform sampler2D pbr_clearcoatRoughnessSampler;\n#endif\n#ifdef HAS_CLEARCOATNORMALMAP\nuniform sampler2D pbr_clearcoatNormalSampler;\n#endif\n#ifdef HAS_SHEENCOLORMAP\nuniform sampler2D pbr_sheenColorSampler;\n#endif\n#ifdef HAS_SHEENROUGHNESSMAP\nuniform sampler2D pbr_sheenRoughnessSampler;\n#endif\n#ifdef HAS_IRIDESCENCEMAP\nuniform sampler2D pbr_iridescenceSampler;\n#endif\n#ifdef HAS_IRIDESCENCETHICKNESSMAP\nuniform sampler2D pbr_iridescenceThicknessSampler;\n#endif\n#ifdef HAS_ANISOTROPYMAP\nuniform sampler2D pbr_anisotropySampler;\n#endif\n// Inputs from vertex shader\n\nin vec3 pbr_vPosition;\nin vec2 pbr_vUV0;\nin vec2 pbr_vUV1;\n\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\nin mat3 pbr_vTBN;\n#else\nin vec3 pbr_vNormal;\n#endif\n#endif\n\n// Encapsulate the various inputs used by the various functions in the shading equation\n// We store values in this struct to simplify the integration of alternative implementations\n// of the shading terms, outlined in the Readme.MD Appendix.\nstruct PBRInfo {\n float NdotL; // cos angle between normal and light direction\n float NdotV; // cos angle between normal and view direction\n float NdotH; // cos angle between normal and half vector\n float LdotH; // cos angle between light direction and half vector\n float VdotH; // cos angle between view direction and half vector\n float perceptualRoughness; // roughness value, as authored by the model creator (input to shader)\n float metalness; // metallic value at the surface\n vec3 reflectance0; // full reflectance color (normal incidence angle)\n vec3 reflectance90; // reflectance color at grazing angle\n float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2])\n vec3 diffuseColor; // color contribution from diffuse lighting\n vec3 specularColor; // color contribution from specular lighting\n vec3 n; // normal at surface point\n vec3 v; // vector from surface point to camera\n};\n\nconst float M_PI = 3.141592653589793;\nconst float c_MinRoughness = 0.04;\n\nvec3 calculateFinalColor(PBRInfo pbrInfo, vec3 lightColor);\n\nvec4 SRGBtoLINEAR(vec4 srgbIn)\n{\n#ifdef MANUAL_SRGB\n#ifdef SRGB_FAST_APPROXIMATION\n vec3 linOut = pow(srgbIn.xyz,vec3(2.2));\n#else // SRGB_FAST_APPROXIMATION\n vec3 bLess = step(vec3(0.04045),srgbIn.xyz);\n vec3 linOut = mix( srgbIn.xyz/vec3(12.92), pow((srgbIn.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), bLess );\n#endif //SRGB_FAST_APPROXIMATION\n return vec4(linOut,srgbIn.w);;\n#else //MANUAL_SRGB\n return srgbIn;\n#endif //MANUAL_SRGB\n}\n\nvec2 getMaterialUV(int uvSet, mat3 uvTransform)\n{\n vec2 baseUV = uvSet == 1 ? pbr_vUV1 : pbr_vUV0;\n return (uvTransform * vec3(baseUV, 1.0)).xy;\n}\n\n// Build the tangent basis from interpolated attributes or screen-space derivatives.\nmat3 getTBN(vec2 uv)\n{\n#ifndef HAS_TANGENTS\n vec3 pos_dx = dFdx(pbr_vPosition);\n vec3 pos_dy = dFdy(pbr_vPosition);\n vec3 tex_dx = dFdx(vec3(uv, 0.0));\n vec3 tex_dy = dFdy(vec3(uv, 0.0));\n vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);\n\n#ifdef HAS_NORMALS\n vec3 ng = normalize(pbr_vNormal);\n#else\n vec3 ng = cross(pos_dx, pos_dy);\n#endif\n\n t = normalize(t - ng * dot(ng, t));\n vec3 b = normalize(cross(ng, t));\n mat3 tbn = mat3(t, b, ng);\n#else // HAS_TANGENTS\n mat3 tbn = pbr_vTBN;\n#endif\n\n return tbn;\n}\n\n// Find the normal for this fragment, pulling either from a predefined normal map\n// or from the interpolated mesh normal and tangent attributes.\nvec3 getMappedNormal(sampler2D normalSampler, mat3 tbn, float normalScale, vec2 uv)\n{\n vec3 n = texture(normalSampler, uv).rgb;\n return normalize(tbn * ((2.0 * n - 1.0) * vec3(normalScale, normalScale, 1.0)));\n}\n\nvec3 getNormal(mat3 tbn, vec2 uv)\n{\n#ifdef HAS_NORMALMAP\n vec3 n = getMappedNormal(pbr_normalSampler, tbn, pbrMaterial.normalScale, uv);\n#else\n // The tbn matrix is linearly interpolated, so we need to re-normalize\n vec3 n = normalize(tbn[2].xyz);\n#endif\n\n return n;\n}\n\nvec3 getClearcoatNormal(mat3 tbn, vec3 baseNormal, vec2 uv)\n{\n#ifdef HAS_CLEARCOATNORMALMAP\n return getMappedNormal(pbr_clearcoatNormalSampler, tbn, 1.0, uv);\n#else\n return baseNormal;\n#endif\n}\n\n// Calculation of the lighting contribution from an optional Image Based Light source.\n// Precomputed Environment Maps are required uniform inputs and are computed as outlined in [1].\n// See our README.md on Environment Maps [3] for additional discussion.\n#ifdef USE_IBL\nvec3 getIBLContribution(PBRInfo pbrInfo, vec3 n, vec3 reflection)\n{\n float mipCount = 9.0; // resolution of 512x512\n float lod = (pbrInfo.perceptualRoughness * mipCount);\n // retrieve a scale and bias to F0. See [1], Figure 3\n vec3 brdf = SRGBtoLINEAR(texture(pbr_brdfLUT,\n vec2(pbrInfo.NdotV, 1.0 - pbrInfo.perceptualRoughness))).rgb;\n vec3 diffuseLight = SRGBtoLINEAR(texture(pbr_diffuseEnvSampler, n)).rgb;\n\n#ifdef USE_TEX_LOD\n vec3 specularLight = SRGBtoLINEAR(texture(pbr_specularEnvSampler, reflection, lod)).rgb;\n#else\n vec3 specularLight = SRGBtoLINEAR(texture(pbr_specularEnvSampler, reflection)).rgb;\n#endif\n\n vec3 diffuse = diffuseLight * pbrInfo.diffuseColor;\n vec3 specular = specularLight * (pbrInfo.specularColor * brdf.x + brdf.y);\n\n // For presentation, this allows us to disable IBL terms\n diffuse *= pbrMaterial.scaleIBLAmbient.x;\n specular *= pbrMaterial.scaleIBLAmbient.y;\n\n return diffuse + specular;\n}\n#endif\n\n// Basic Lambertian diffuse\n// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog\n// See also [1], Equation 1\nvec3 diffuse(PBRInfo pbrInfo)\n{\n return pbrInfo.diffuseColor / M_PI;\n}\n\n// The following equation models the Fresnel reflectance term of the spec equation (aka F())\n// Implementation of fresnel from [4], Equation 15\nvec3 specularReflection(PBRInfo pbrInfo)\n{\n return pbrInfo.reflectance0 +\n (pbrInfo.reflectance90 - pbrInfo.reflectance0) *\n pow(clamp(1.0 - pbrInfo.VdotH, 0.0, 1.0), 5.0);\n}\n\n// This calculates the specular geometric attenuation (aka G()),\n// where rougher material will reflect less light back to the viewer.\n// This implementation is based on [1] Equation 4, and we adopt their modifications to\n// alphaRoughness as input as originally proposed in [2].\nfloat geometricOcclusion(PBRInfo pbrInfo)\n{\n float NdotL = pbrInfo.NdotL;\n float NdotV = pbrInfo.NdotV;\n float r = pbrInfo.alphaRoughness;\n\n float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));\n float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));\n return attenuationL * attenuationV;\n}\n\n// The following equation(s) model the distribution of microfacet normals across\n// the area being drawn (aka D())\n// Implementation from \"Average Irregularity Representation of a Roughened Surface\n// for Ray Reflection\" by T. S. Trowbridge, and K. P. Reitz\n// Follows the distribution function recommended in the SIGGRAPH 2013 course notes\n// from EPIC Games [1], Equation 3.\nfloat microfacetDistribution(PBRInfo pbrInfo)\n{\n float roughnessSq = pbrInfo.alphaRoughness * pbrInfo.alphaRoughness;\n float f = (pbrInfo.NdotH * roughnessSq - pbrInfo.NdotH) * pbrInfo.NdotH + 1.0;\n return roughnessSq / (M_PI * f * f);\n}\n\nfloat maxComponent(vec3 value)\n{\n return max(max(value.r, value.g), value.b);\n}\n\nfloat getDielectricF0(float ior)\n{\n float clampedIor = max(ior, 1.0);\n float ratio = (clampedIor - 1.0) / (clampedIor + 1.0);\n return ratio * ratio;\n}\n\nvec2 normalizeDirection(vec2 direction)\n{\n float directionLength = length(direction);\n return directionLength > 0.0001 ? direction / directionLength : vec2(1.0, 0.0);\n}\n\nvec2 rotateDirection(vec2 direction, float rotation)\n{\n float s = sin(rotation);\n float c = cos(rotation);\n return vec2(direction.x * c - direction.y * s, direction.x * s + direction.y * c);\n}\n\nvec3 getIridescenceTint(float iridescence, float thickness, float NdotV)\n{\n if (iridescence <= 0.0) {\n return vec3(1.0);\n }\n\n float phase = 0.015 * thickness * pbrMaterial.iridescenceIor + (1.0 - NdotV) * 6.0;\n vec3 thinFilmTint =\n 0.5 + 0.5 * cos(vec3(phase, phase + 2.0943951, phase + 4.1887902));\n return mix(vec3(1.0), thinFilmTint, iridescence);\n}\n\nvec3 getVolumeAttenuation(float thickness)\n{\n if (thickness <= 0.0) {\n return vec3(1.0);\n }\n\n vec3 attenuationCoefficient =\n -log(max(pbrMaterial.attenuationColor, vec3(0.0001))) /\n max(pbrMaterial.attenuationDistance, 0.0001);\n return exp(-attenuationCoefficient * thickness);\n}\n\nPBRInfo createClearcoatPBRInfo(PBRInfo basePBRInfo, vec3 clearcoatNormal, float clearcoatRoughness)\n{\n float perceptualRoughness = clamp(clearcoatRoughness, c_MinRoughness, 1.0);\n float alphaRoughness = perceptualRoughness * perceptualRoughness;\n float NdotV = clamp(abs(dot(clearcoatNormal, basePBRInfo.v)), 0.001, 1.0);\n\n return PBRInfo(\n basePBRInfo.NdotL,\n NdotV,\n basePBRInfo.NdotH,\n basePBRInfo.LdotH,\n basePBRInfo.VdotH,\n perceptualRoughness,\n 0.0,\n vec3(0.04),\n vec3(1.0),\n alphaRoughness,\n vec3(0.0),\n vec3(0.04),\n clearcoatNormal,\n basePBRInfo.v\n );\n}\n\nvec3 calculateClearcoatContribution(\n PBRInfo pbrInfo,\n vec3 lightColor,\n vec3 clearcoatNormal,\n float clearcoatFactor,\n float clearcoatRoughness\n) {\n if (clearcoatFactor <= 0.0) {\n return vec3(0.0);\n }\n\n PBRInfo clearcoatPBRInfo = createClearcoatPBRInfo(pbrInfo, clearcoatNormal, clearcoatRoughness);\n return calculateFinalColor(clearcoatPBRInfo, lightColor) * clearcoatFactor;\n}\n\n#ifdef USE_IBL\nvec3 calculateClearcoatIBLContribution(\n PBRInfo pbrInfo,\n vec3 clearcoatNormal,\n vec3 reflection,\n float clearcoatFactor,\n float clearcoatRoughness\n) {\n if (clearcoatFactor <= 0.0) {\n return vec3(0.0);\n }\n\n PBRInfo clearcoatPBRInfo = createClearcoatPBRInfo(pbrInfo, clearcoatNormal, clearcoatRoughness);\n return getIBLContribution(clearcoatPBRInfo, clearcoatNormal, reflection) * clearcoatFactor;\n}\n#endif\n\nvec3 calculateSheenContribution(\n PBRInfo pbrInfo,\n vec3 lightColor,\n vec3 sheenColor,\n float sheenRoughness\n) {\n if (maxComponent(sheenColor) <= 0.0) {\n return vec3(0.0);\n }\n\n float sheenFresnel = pow(clamp(1.0 - pbrInfo.VdotH, 0.0, 1.0), 5.0);\n float sheenVisibility = mix(1.0, pbrInfo.NdotL * pbrInfo.NdotV, sheenRoughness);\n return pbrInfo.NdotL *\n lightColor *\n sheenColor *\n (0.25 + 0.75 * sheenFresnel) *\n sheenVisibility *\n (1.0 - pbrInfo.metalness);\n}\n\nfloat calculateAnisotropyBoost(\n PBRInfo pbrInfo,\n vec3 anisotropyTangent,\n float anisotropyStrength\n) {\n if (anisotropyStrength <= 0.0) {\n return 1.0;\n }\n\n vec3 anisotropyBitangent = normalize(cross(pbrInfo.n, anisotropyTangent));\n float bitangentViewAlignment = abs(dot(pbrInfo.v, anisotropyBitangent));\n return mix(1.0, 0.65 + 0.7 * bitangentViewAlignment, anisotropyStrength);\n}\n\nvec3 calculateMaterialLightColor(\n PBRInfo pbrInfo,\n vec3 lightColor,\n vec3 clearcoatNormal,\n float clearcoatFactor,\n float clearcoatRoughness,\n vec3 sheenColor,\n float sheenRoughness,\n vec3 anisotropyTangent,\n float anisotropyStrength\n) {\n float anisotropyBoost = calculateAnisotropyBoost(pbrInfo, anisotropyTangent, anisotropyStrength);\n vec3 color = calculateFinalColor(pbrInfo, lightColor) * anisotropyBoost;\n color += calculateClearcoatContribution(\n pbrInfo,\n lightColor,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness\n );\n color += calculateSheenContribution(pbrInfo, lightColor, sheenColor, sheenRoughness);\n return color;\n}\n\nvoid PBRInfo_setAmbientLight(inout PBRInfo pbrInfo) {\n pbrInfo.NdotL = 1.0;\n pbrInfo.NdotH = 0.0;\n pbrInfo.LdotH = 0.0;\n pbrInfo.VdotH = 1.0;\n}\n\nvoid PBRInfo_setDirectionalLight(inout PBRInfo pbrInfo, vec3 lightDirection) {\n vec3 n = pbrInfo.n;\n vec3 v = pbrInfo.v;\n vec3 l = normalize(lightDirection); // Vector from surface point to light\n vec3 h = normalize(l+v); // Half vector between both l and v\n\n pbrInfo.NdotL = clamp(dot(n, l), 0.001, 1.0);\n pbrInfo.NdotH = clamp(dot(n, h), 0.0, 1.0);\n pbrInfo.LdotH = clamp(dot(l, h), 0.0, 1.0);\n pbrInfo.VdotH = clamp(dot(v, h), 0.0, 1.0);\n}\n\nvoid PBRInfo_setPointLight(inout PBRInfo pbrInfo, PointLight pointLight) {\n vec3 light_direction = normalize(pointLight.position - pbr_vPosition);\n PBRInfo_setDirectionalLight(pbrInfo, light_direction);\n}\n\nvoid PBRInfo_setSpotLight(inout PBRInfo pbrInfo, SpotLight spotLight) {\n vec3 light_direction = normalize(spotLight.position - pbr_vPosition);\n PBRInfo_setDirectionalLight(pbrInfo, light_direction);\n}\n\nvec3 calculateFinalColor(PBRInfo pbrInfo, vec3 lightColor) {\n // Calculate the shading terms for the microfacet specular shading model\n vec3 F = specularReflection(pbrInfo);\n float G = geometricOcclusion(pbrInfo);\n float D = microfacetDistribution(pbrInfo);\n\n // Calculation of analytical lighting contribution\n vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInfo);\n vec3 specContrib = F * G * D / (4.0 * pbrInfo.NdotL * pbrInfo.NdotV);\n // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)\n return pbrInfo.NdotL * lightColor * (diffuseContrib + specContrib);\n}\n\nvec4 pbr_filterColor(vec4 colorUnused)\n{\n vec2 baseColorUV = getMaterialUV(pbrMaterial.baseColorUVSet, pbrMaterial.baseColorUVTransform);\n vec2 metallicRoughnessUV = getMaterialUV(\n pbrMaterial.metallicRoughnessUVSet,\n pbrMaterial.metallicRoughnessUVTransform\n );\n vec2 normalUV = getMaterialUV(pbrMaterial.normalUVSet, pbrMaterial.normalUVTransform);\n vec2 occlusionUV = getMaterialUV(pbrMaterial.occlusionUVSet, pbrMaterial.occlusionUVTransform);\n vec2 emissiveUV = getMaterialUV(pbrMaterial.emissiveUVSet, pbrMaterial.emissiveUVTransform);\n vec2 specularColorUV = getMaterialUV(\n pbrMaterial.specularColorUVSet,\n pbrMaterial.specularColorUVTransform\n );\n vec2 specularIntensityUV = getMaterialUV(\n pbrMaterial.specularIntensityUVSet,\n pbrMaterial.specularIntensityUVTransform\n );\n vec2 transmissionUV = getMaterialUV(\n pbrMaterial.transmissionUVSet,\n pbrMaterial.transmissionUVTransform\n );\n vec2 thicknessUV = getMaterialUV(pbrMaterial.thicknessUVSet, pbrMaterial.thicknessUVTransform);\n vec2 clearcoatUV = getMaterialUV(pbrMaterial.clearcoatUVSet, pbrMaterial.clearcoatUVTransform);\n vec2 clearcoatRoughnessUV = getMaterialUV(\n pbrMaterial.clearcoatRoughnessUVSet,\n pbrMaterial.clearcoatRoughnessUVTransform\n );\n vec2 clearcoatNormalUV = getMaterialUV(\n pbrMaterial.clearcoatNormalUVSet,\n pbrMaterial.clearcoatNormalUVTransform\n );\n vec2 sheenColorUV = getMaterialUV(\n pbrMaterial.sheenColorUVSet,\n pbrMaterial.sheenColorUVTransform\n );\n vec2 sheenRoughnessUV = getMaterialUV(\n pbrMaterial.sheenRoughnessUVSet,\n pbrMaterial.sheenRoughnessUVTransform\n );\n vec2 iridescenceUV = getMaterialUV(\n pbrMaterial.iridescenceUVSet,\n pbrMaterial.iridescenceUVTransform\n );\n vec2 iridescenceThicknessUV = getMaterialUV(\n pbrMaterial.iridescenceThicknessUVSet,\n pbrMaterial.iridescenceThicknessUVTransform\n );\n vec2 anisotropyUV = getMaterialUV(\n pbrMaterial.anisotropyUVSet,\n pbrMaterial.anisotropyUVTransform\n );\n\n // The albedo may be defined from a base texture or a flat color\n#ifdef HAS_BASECOLORMAP\n vec4 baseColor =\n SRGBtoLINEAR(texture(pbr_baseColorSampler, baseColorUV)) * pbrMaterial.baseColorFactor;\n#else\n vec4 baseColor = pbrMaterial.baseColorFactor;\n#endif\n\n#ifdef ALPHA_CUTOFF\n if (baseColor.a < pbrMaterial.alphaCutoff) {\n discard;\n }\n#endif\n\n vec3 color = vec3(0, 0, 0);\n\n float transmission = 0.0;\n\n if(pbrMaterial.unlit){\n color.rgb = baseColor.rgb;\n }\n else{\n // Metallic and Roughness material properties are packed together\n // In glTF, these factors can be specified by fixed scalar values\n // or from a metallic-roughness map\n float perceptualRoughness = pbrMaterial.metallicRoughnessValues.y;\n float metallic = pbrMaterial.metallicRoughnessValues.x;\n#ifdef HAS_METALROUGHNESSMAP\n // Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel.\n // This layout intentionally reserves the 'r' channel for (optional) occlusion map data\n vec4 mrSample = texture(pbr_metallicRoughnessSampler, metallicRoughnessUV);\n perceptualRoughness = mrSample.g * perceptualRoughness;\n metallic = mrSample.b * metallic;\n#endif\n perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);\n metallic = clamp(metallic, 0.0, 1.0);\n mat3 tbn = getTBN(normalUV);\n vec3 n = getNormal(tbn, normalUV); // normal at surface point\n vec3 v = normalize(pbrProjection.camera - pbr_vPosition); // Vector from surface point to camera\n float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);\n#ifdef USE_MATERIAL_EXTENSIONS\n bool useExtendedPBR =\n pbrMaterial.specularColorMapEnabled ||\n pbrMaterial.specularIntensityMapEnabled ||\n abs(pbrMaterial.specularIntensityFactor - 1.0) > 0.0001 ||\n maxComponent(abs(pbrMaterial.specularColorFactor - vec3(1.0))) > 0.0001 ||\n abs(pbrMaterial.ior - 1.5) > 0.0001 ||\n pbrMaterial.transmissionMapEnabled ||\n pbrMaterial.transmissionFactor > 0.0001 ||\n pbrMaterial.clearcoatMapEnabled ||\n pbrMaterial.clearcoatRoughnessMapEnabled ||\n pbrMaterial.clearcoatFactor > 0.0001 ||\n pbrMaterial.clearcoatRoughnessFactor > 0.0001 ||\n pbrMaterial.sheenColorMapEnabled ||\n pbrMaterial.sheenRoughnessMapEnabled ||\n maxComponent(pbrMaterial.sheenColorFactor) > 0.0001 ||\n pbrMaterial.sheenRoughnessFactor > 0.0001 ||\n pbrMaterial.iridescenceMapEnabled ||\n pbrMaterial.iridescenceFactor > 0.0001 ||\n abs(pbrMaterial.iridescenceIor - 1.3) > 0.0001 ||\n abs(pbrMaterial.iridescenceThicknessRange.x - 100.0) > 0.0001 ||\n abs(pbrMaterial.iridescenceThicknessRange.y - 400.0) > 0.0001 ||\n pbrMaterial.anisotropyMapEnabled ||\n pbrMaterial.anisotropyStrength > 0.0001 ||\n abs(pbrMaterial.anisotropyRotation) > 0.0001 ||\n length(pbrMaterial.anisotropyDirection - vec2(1.0, 0.0)) > 0.0001;\n#else\n bool useExtendedPBR = false;\n#endif\n\n if (!useExtendedPBR) {\n // Keep the baseline metallic-roughness implementation byte-for-byte equivalent in behavior.\n float alphaRoughness = perceptualRoughness * perceptualRoughness;\n\n vec3 f0 = vec3(0.04);\n vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);\n diffuseColor *= 1.0 - metallic;\n vec3 specularColor = mix(f0, baseColor.rgb, metallic);\n\n float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);\n float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);\n vec3 specularEnvironmentR0 = specularColor.rgb;\n vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;\n vec3 reflection = -normalize(reflect(v, n));\n\n PBRInfo pbrInfo = PBRInfo(\n 0.0, // NdotL\n NdotV,\n 0.0, // NdotH\n 0.0, // LdotH\n 0.0, // VdotH\n perceptualRoughness,\n metallic,\n specularEnvironmentR0,\n specularEnvironmentR90,\n alphaRoughness,\n diffuseColor,\n specularColor,\n n,\n v\n );\n\n#ifdef USE_LIGHTS\n PBRInfo_setAmbientLight(pbrInfo);\n color += calculateFinalColor(pbrInfo, lighting.ambientColor);\n\n for(int i = 0; i < lighting.directionalLightCount; i++) {\n if (i < lighting.directionalLightCount) {\n PBRInfo_setDirectionalLight(pbrInfo, lighting_getDirectionalLight(i).direction);\n color += calculateFinalColor(pbrInfo, lighting_getDirectionalLight(i).color);\n }\n }\n\n for(int i = 0; i < lighting.pointLightCount; i++) {\n if (i < lighting.pointLightCount) {\n PBRInfo_setPointLight(pbrInfo, lighting_getPointLight(i));\n float attenuation = getPointLightAttenuation(lighting_getPointLight(i), distance(lighting_getPointLight(i).position, pbr_vPosition));\n color += calculateFinalColor(pbrInfo, lighting_getPointLight(i).color / attenuation);\n }\n }\n\n for(int i = 0; i < lighting.spotLightCount; i++) {\n if (i < lighting.spotLightCount) {\n PBRInfo_setSpotLight(pbrInfo, lighting_getSpotLight(i));\n float attenuation = getSpotLightAttenuation(lighting_getSpotLight(i), pbr_vPosition);\n color += calculateFinalColor(pbrInfo, lighting_getSpotLight(i).color / attenuation);\n }\n }\n#endif\n\n#ifdef USE_IBL\n if (pbrMaterial.IBLenabled) {\n color += getIBLContribution(pbrInfo, n, reflection);\n }\n#endif\n\n#ifdef HAS_OCCLUSIONMAP\n if (pbrMaterial.occlusionMapEnabled) {\n float ao = texture(pbr_occlusionSampler, occlusionUV).r;\n color = mix(color, color * ao, pbrMaterial.occlusionStrength);\n }\n#endif\n\n vec3 emissive = pbrMaterial.emissiveFactor;\n#ifdef HAS_EMISSIVEMAP\n if (pbrMaterial.emissiveMapEnabled) {\n emissive *= SRGBtoLINEAR(texture(pbr_emissiveSampler, emissiveUV)).rgb;\n }\n#endif\n color += emissive * pbrMaterial.emissiveStrength;\n\n#ifdef PBR_DEBUG\n color = mix(color, baseColor.rgb, pbrMaterial.scaleDiffBaseMR.y);\n color = mix(color, vec3(metallic), pbrMaterial.scaleDiffBaseMR.z);\n color = mix(color, vec3(perceptualRoughness), pbrMaterial.scaleDiffBaseMR.w);\n#endif\n\n return vec4(pow(color, vec3(1.0 / 2.2)), baseColor.a);\n }\n\n float specularIntensity = pbrMaterial.specularIntensityFactor;\n#ifdef HAS_SPECULARINTENSITYMAP\n if (pbrMaterial.specularIntensityMapEnabled) {\n specularIntensity *= texture(pbr_specularIntensitySampler, specularIntensityUV).a;\n }\n#endif\n\n vec3 specularFactor = pbrMaterial.specularColorFactor;\n#ifdef HAS_SPECULARCOLORMAP\n if (pbrMaterial.specularColorMapEnabled) {\n specularFactor *= SRGBtoLINEAR(texture(pbr_specularColorSampler, specularColorUV)).rgb;\n }\n#endif\n\n transmission = pbrMaterial.transmissionFactor;\n#ifdef HAS_TRANSMISSIONMAP\n if (pbrMaterial.transmissionMapEnabled) {\n transmission *= texture(pbr_transmissionSampler, transmissionUV).r;\n }\n#endif\n transmission = clamp(transmission * (1.0 - metallic), 0.0, 1.0);\n float thickness = max(pbrMaterial.thicknessFactor, 0.0);\n#ifdef HAS_THICKNESSMAP\n thickness *= texture(pbr_thicknessSampler, thicknessUV).g;\n#endif\n\n float clearcoatFactor = pbrMaterial.clearcoatFactor;\n float clearcoatRoughness = pbrMaterial.clearcoatRoughnessFactor;\n#ifdef HAS_CLEARCOATMAP\n if (pbrMaterial.clearcoatMapEnabled) {\n clearcoatFactor *= texture(pbr_clearcoatSampler, clearcoatUV).r;\n }\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSMAP\n if (pbrMaterial.clearcoatRoughnessMapEnabled) {\n clearcoatRoughness *= texture(pbr_clearcoatRoughnessSampler, clearcoatRoughnessUV).g;\n }\n#endif\n clearcoatFactor = clamp(clearcoatFactor, 0.0, 1.0);\n clearcoatRoughness = clamp(clearcoatRoughness, c_MinRoughness, 1.0);\n vec3 clearcoatNormal = getClearcoatNormal(getTBN(clearcoatNormalUV), n, clearcoatNormalUV);\n\n vec3 sheenColor = pbrMaterial.sheenColorFactor;\n float sheenRoughness = pbrMaterial.sheenRoughnessFactor;\n#ifdef HAS_SHEENCOLORMAP\n if (pbrMaterial.sheenColorMapEnabled) {\n sheenColor *= SRGBtoLINEAR(texture(pbr_sheenColorSampler, sheenColorUV)).rgb;\n }\n#endif\n#ifdef HAS_SHEENROUGHNESSMAP\n if (pbrMaterial.sheenRoughnessMapEnabled) {\n sheenRoughness *= texture(pbr_sheenRoughnessSampler, sheenRoughnessUV).a;\n }\n#endif\n sheenRoughness = clamp(sheenRoughness, c_MinRoughness, 1.0);\n\n float iridescence = pbrMaterial.iridescenceFactor;\n#ifdef HAS_IRIDESCENCEMAP\n if (pbrMaterial.iridescenceMapEnabled) {\n iridescence *= texture(pbr_iridescenceSampler, iridescenceUV).r;\n }\n#endif\n iridescence = clamp(iridescence, 0.0, 1.0);\n float iridescenceThickness = mix(\n pbrMaterial.iridescenceThicknessRange.x,\n pbrMaterial.iridescenceThicknessRange.y,\n 0.5\n );\n#ifdef HAS_IRIDESCENCETHICKNESSMAP\n iridescenceThickness = mix(\n pbrMaterial.iridescenceThicknessRange.x,\n pbrMaterial.iridescenceThicknessRange.y,\n texture(pbr_iridescenceThicknessSampler, iridescenceThicknessUV).g\n );\n#endif\n\n float anisotropyStrength = clamp(pbrMaterial.anisotropyStrength, 0.0, 1.0);\n vec2 anisotropyDirection = normalizeDirection(pbrMaterial.anisotropyDirection);\n#ifdef HAS_ANISOTROPYMAP\n if (pbrMaterial.anisotropyMapEnabled) {\n vec3 anisotropySample = texture(pbr_anisotropySampler, anisotropyUV).rgb;\n anisotropyStrength *= anisotropySample.b;\n vec2 mappedDirection = anisotropySample.rg * 2.0 - 1.0;\n if (length(mappedDirection) > 0.0001) {\n anisotropyDirection = normalize(mappedDirection);\n }\n }\n#endif\n anisotropyDirection = rotateDirection(anisotropyDirection, pbrMaterial.anisotropyRotation);\n vec3 anisotropyTangent = normalize(tbn[0] * anisotropyDirection.x + tbn[1] * anisotropyDirection.y);\n if (length(anisotropyTangent) < 0.0001) {\n anisotropyTangent = normalize(tbn[0]);\n }\n float anisotropyViewAlignment = abs(dot(v, anisotropyTangent));\n perceptualRoughness = mix(\n perceptualRoughness,\n clamp(perceptualRoughness * (1.0 - 0.6 * anisotropyViewAlignment), c_MinRoughness, 1.0),\n anisotropyStrength\n );\n\n // Roughness is authored as perceptual roughness; as is convention,\n // convert to material roughness by squaring the perceptual roughness [2].\n float alphaRoughness = perceptualRoughness * perceptualRoughness;\n\n float dielectricF0 = getDielectricF0(pbrMaterial.ior);\n vec3 dielectricSpecularF0 = min(\n vec3(dielectricF0) * specularFactor * specularIntensity,\n vec3(1.0)\n );\n vec3 iridescenceTint = getIridescenceTint(iridescence, iridescenceThickness, NdotV);\n dielectricSpecularF0 = mix(\n dielectricSpecularF0,\n dielectricSpecularF0 * iridescenceTint,\n iridescence\n );\n vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - dielectricSpecularF0);\n diffuseColor *= (1.0 - metallic) * (1.0 - transmission);\n vec3 specularColor = mix(dielectricSpecularF0, baseColor.rgb, metallic);\n\n float baseLayerEnergy = 1.0 - clearcoatFactor * 0.25;\n diffuseColor *= baseLayerEnergy;\n specularColor *= baseLayerEnergy;\n\n // Compute reflectance.\n float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);\n\n // For typical incident reflectance range (between 4% to 100%) set the grazing\n // reflectance to 100% for typical fresnel effect.\n // For very low reflectance range on highly diffuse objects (below 4%),\n // incrementally reduce grazing reflecance to 0%.\n float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);\n vec3 specularEnvironmentR0 = specularColor.rgb;\n vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;\n vec3 reflection = -normalize(reflect(v, n));\n\n PBRInfo pbrInfo = PBRInfo(\n 0.0, // NdotL\n NdotV,\n 0.0, // NdotH\n 0.0, // LdotH\n 0.0, // VdotH\n perceptualRoughness,\n metallic,\n specularEnvironmentR0,\n specularEnvironmentR90,\n alphaRoughness,\n diffuseColor,\n specularColor,\n n,\n v\n );\n\n\n#ifdef USE_LIGHTS\n // Apply ambient light\n PBRInfo_setAmbientLight(pbrInfo);\n color += calculateMaterialLightColor(\n pbrInfo,\n lighting.ambientColor,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness,\n sheenColor,\n sheenRoughness,\n anisotropyTangent,\n anisotropyStrength\n );\n\n // Apply directional light\n for(int i = 0; i < lighting.directionalLightCount; i++) {\n if (i < lighting.directionalLightCount) {\n PBRInfo_setDirectionalLight(pbrInfo, lighting_getDirectionalLight(i).direction);\n color += calculateMaterialLightColor(\n pbrInfo,\n lighting_getDirectionalLight(i).color,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness,\n sheenColor,\n sheenRoughness,\n anisotropyTangent,\n anisotropyStrength\n );\n }\n }\n\n // Apply point light\n for(int i = 0; i < lighting.pointLightCount; i++) {\n if (i < lighting.pointLightCount) {\n PBRInfo_setPointLight(pbrInfo, lighting_getPointLight(i));\n float attenuation = getPointLightAttenuation(lighting_getPointLight(i), distance(lighting_getPointLight(i).position, pbr_vPosition));\n color += calculateMaterialLightColor(\n pbrInfo,\n lighting_getPointLight(i).color / attenuation,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness,\n sheenColor,\n sheenRoughness,\n anisotropyTangent,\n anisotropyStrength\n );\n }\n }\n\n for(int i = 0; i < lighting.spotLightCount; i++) {\n if (i < lighting.spotLightCount) {\n PBRInfo_setSpotLight(pbrInfo, lighting_getSpotLight(i));\n float attenuation = getSpotLightAttenuation(lighting_getSpotLight(i), pbr_vPosition);\n color += calculateMaterialLightColor(\n pbrInfo,\n lighting_getSpotLight(i).color / attenuation,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness,\n sheenColor,\n sheenRoughness,\n anisotropyTangent,\n anisotropyStrength\n );\n }\n }\n#endif\n\n // Calculate lighting contribution from image based lighting source (IBL)\n#ifdef USE_IBL\n if (pbrMaterial.IBLenabled) {\n color += getIBLContribution(pbrInfo, n, reflection) *\n calculateAnisotropyBoost(pbrInfo, anisotropyTangent, anisotropyStrength);\n color += calculateClearcoatIBLContribution(\n pbrInfo,\n clearcoatNormal,\n -normalize(reflect(v, clearcoatNormal)),\n clearcoatFactor,\n clearcoatRoughness\n );\n color += sheenColor * pbrMaterial.scaleIBLAmbient.x * (1.0 - sheenRoughness) * 0.25;\n }\n#endif\n\n // Apply optional PBR terms for additional (optional) shading\n#ifdef HAS_OCCLUSIONMAP\n if (pbrMaterial.occlusionMapEnabled) {\n float ao = texture(pbr_occlusionSampler, occlusionUV).r;\n color = mix(color, color * ao, pbrMaterial.occlusionStrength);\n }\n#endif\n\n vec3 emissive = pbrMaterial.emissiveFactor;\n#ifdef HAS_EMISSIVEMAP\n if (pbrMaterial.emissiveMapEnabled) {\n emissive *= SRGBtoLINEAR(texture(pbr_emissiveSampler, emissiveUV)).rgb;\n }\n#endif\n color += emissive * pbrMaterial.emissiveStrength;\n\n if (transmission > 0.0) {\n color = mix(color, color * getVolumeAttenuation(thickness), transmission);\n }\n\n // This section uses mix to override final color for reference app visualization\n // of various parameters in the lighting equation.\n#ifdef PBR_DEBUG\n // TODO: Figure out how to debug multiple lights\n\n // color = mix(color, F, pbr_scaleFGDSpec.x);\n // color = mix(color, vec3(G), pbr_scaleFGDSpec.y);\n // color = mix(color, vec3(D), pbr_scaleFGDSpec.z);\n // color = mix(color, specContrib, pbr_scaleFGDSpec.w);\n\n // color = mix(color, diffuseContrib, pbr_scaleDiffBaseMR.x);\n color = mix(color, baseColor.rgb, pbrMaterial.scaleDiffBaseMR.y);\n color = mix(color, vec3(metallic), pbrMaterial.scaleDiffBaseMR.z);\n color = mix(color, vec3(perceptualRoughness), pbrMaterial.scaleDiffBaseMR.w);\n#endif\n\n }\n\n float alpha = clamp(baseColor.a * (1.0 - transmission), 0.0, 1.0);\n return vec4(pow(color,vec3(1.0/2.2)), alpha);\n}\n"; //# sourceMappingURL=pbr-material-glsl.d.ts.map