import{S as e}from"./index-T8LZyOXI.js";import"./mainUVVaryingDeclaration-BxuT87AC.js";import"./shadowsFragmentFunctions-b2Ydf_q1.js";const i="pbrFragmentExtraDeclaration",E=`varying vPositionW: vec3f;
#if DEBUGMODE>0
varying vClipSpacePosition: vec4f;
#endif
#include<mainUVVaryingDeclaration>[1..7]
#ifdef NORMAL
varying vNormalW: vec3f;
#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
varying vEnvironmentIrradiance: vec3f;
#endif
#endif
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
varying vColor: vec4f;
#endif
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
varying vViewDepth: f32;
#endif
`;e.IncludesShadersStoreWGSL[i]||(e.IncludesShadersStoreWGSL[i]=E);const t="subSurfaceScatteringFunctions",g=`fn testLightingForSSS(diffusionProfile: f32)->bool
{return diffusionProfile<1.;}`;e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=g);const f="pbrHelperFunctions",v=`#define MINIMUMVARIANCE 0.0005
fn convertRoughnessToAverageSlope(roughness: f32)->f32
{return roughness*roughness+MINIMUMVARIANCE;}
fn fresnelGrazingReflectance(reflectance0: f32)->f32 {var reflectance90: f32=saturate(reflectance0*25.0);return reflectance90;}
fn getAARoughnessFactors(normalVector: vec3f)->vec2f {
#ifdef SPECULARAA
var nDfdx: vec3f=dpdx(normalVector.xyz);var nDfdy: vec3f=dpdy(normalVector.xyz);var slopeSquare: f32=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));var geometricRoughnessFactor: f32=pow(saturate(slopeSquare),0.333);var geometricAlphaGFactor: f32=sqrt(slopeSquare);geometricAlphaGFactor*=0.75;return vec2f(geometricRoughnessFactor,geometricAlphaGFactor);
#else
return vec2f(0.);
#endif
}
#ifdef ANISOTROPIC
#ifdef ANISOTROPIC_LEGACY
fn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);var alphaB: f32=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}
fn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var anisotropicFrameDirection: vec3f=select(T,B,anisotropy>=0.0);var anisotropicFrameTangent: vec3f=cross(normalize(anisotropicFrameDirection),V);var anisotropicFrameNormal: vec3f=cross(anisotropicFrameTangent,anisotropicFrameDirection);var anisotropicNormal: vec3f=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}
#elif ANISOTROPIC_OPENPBR
fn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=alphaG*sqrt(2.0/(1.0+(1.0-anisotropy)*(1.0-anisotropy)));var alphaB: f32=max(alphaT*(1.0-anisotropy),MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}
#else
fn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);var alphaB: f32=max(alphaG,MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}
fn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var bentNormal: vec3f=cross(B,V);bentNormal=normalize(cross(bentNormal,B));var sq=1.0-anisotropy*(1.0-roughness);var a: f32=sq*sq*sq*sq;bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}
#endif
#endif
#if defined(CLEARCOAT) || defined(SS_REFRACTION)
fn cocaLambertVec3(alpha: vec3f,distance: f32)->vec3f {return exp(-alpha*distance);}
fn cocaLambert(NdotVRefract: f32,NdotLRefract: f32,alpha: vec3f,thickness: f32)->vec3f {return cocaLambertVec3(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}
fn computeColorAtDistanceInMedia(color: vec3f,distance: f32)->vec3f {return -log(color)/distance;}
fn computeClearCoatAbsorption(NdotVRefract: f32,NdotLRefract: f32,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var clearCoatAbsorption: vec3f=mix( vec3f(1.0),
cocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),
clearCoatIntensity);return clearCoatAbsorption;}
#endif
#ifdef MICROSURFACEAUTOMATIC
fn computeDefaultMicroSurface(microSurface: f32,reflectivityColor: vec3f)->f32
{const kReflectivityNoAlphaWorkflow_SmoothnessMax: f32=0.95;var reflectivityLuminance: f32=getLuminance(reflectivityColor);var reflectivityLuma: f32=sqrt(reflectivityLuminance);var resultMicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return resultMicroSurface;}
#endif
`;e.IncludesShadersStoreWGSL[f]||(e.IncludesShadersStoreWGSL[f]=v);const r="pbrDirectLightingSetupFunctions",L=`struct preLightingInfo
{lightOffset: vec3f,
lightDistanceSquared: f32,
lightDistance: f32,
attenuation: f32,
L: vec3f,
H: vec3f,
NdotV: f32,
NdotLUnclamped: f32,
NdotL: f32,
VdotH: f32,
LdotV: f32,
roughness: f32,
diffuseRoughness: f32,
surfaceAlbedo: vec3f,
#ifdef IRIDESCENCE
iridescenceIntensity: f32
#endif
#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
areaLightDiffuse: vec3f,
#ifdef SPECULARTERM
areaLightSpecular: vec3f,
areaLightFresnel: vec4f
#endif
#endif
};fn computePointAndSpotPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f,posW: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightOffset=lightData.xyz-posW;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);result.L=normalize(result.lightOffset);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}
fn computeDirectionalPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightDistance=length(-lightData.xyz);result.L=normalize(-lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);result.LdotV=dot(result.L,V);return result;}
fn computeHemisphericPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.NdotL=dot(N,lightData.xyz)*0.5+0.5;result.NdotL=saturateEps(result.NdotL);result.NdotLUnclamped=result.NdotL;
#ifdef SPECULARTERM
result.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));
#endif
return result;}
#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
#include<ltcHelperFunctions>
var areaLightsLTC1SamplerSampler: sampler;var areaLightsLTC1Sampler: texture_2d<f32>;var areaLightsLTC2SamplerSampler: sampler;var areaLightsLTC2Sampler: texture_2d<f32>;fn computeAreaPreLightingInfo(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightCenter:vec3f,halfWidth:vec3f, halfHeight:vec3f,roughness:f32)->preLightingInfo {var result: preLightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc1Sampler,ltc2,ltc2Sampler,viewDirectionW,vNormal,vPosition,lightCenter,halfWidth,halfHeight,roughness);
#ifdef SPECULARTERM
result.areaLightFresnel=data.Fresnel;result.areaLightSpecular=data.Specular;
#endif
result.areaLightDiffuse+=data.Diffuse;return result;}
#endif
`;e.IncludesShadersStoreWGSL[r]||(e.IncludesShadersStoreWGSL[r]=L);const o="pbrDirectLightingFalloffFunctions",h=`fn computeDistanceLightFalloff_Standard(lightOffset: vec3f,range: f32)->f32
{return max(0.,1.0-length(lightOffset)/range);}
fn computeDistanceLightFalloff_Physical(lightDistanceSquared: f32)->f32
{return 1.0/maxEps(lightDistanceSquared);}
fn computeDistanceLightFalloff_GLTF(lightDistanceSquared: f32,inverseSquaredRange: f32)->f32
{var lightDistanceFalloff: f32=1.0/maxEps(lightDistanceSquared);var factor: f32=lightDistanceSquared*inverseSquaredRange;var attenuation: f32=saturate(1.0-factor*factor);attenuation*=attenuation;lightDistanceFalloff*=attenuation;return lightDistanceFalloff;}
fn computeDirectionalLightFalloff_IES(lightDirection: vec3f,directionToLightCenterW: vec3f,iesLightTexture: texture_2d<f32>,iesLightTextureSampler: sampler)->f32
{var cosAngle: f32=dot(-lightDirection,directionToLightCenterW);var angle=acos(cosAngle)/PI;return textureSampleLevel(iesLightTexture,iesLightTextureSampler,vec2f(angle,0),0.).r;}
fn computeDistanceLightFalloff(lightOffset: vec3f,lightDistanceSquared: f32,range: f32,inverseSquaredRange: f32)->f32
{
#ifdef USEPHYSICALLIGHTFALLOFF
return computeDistanceLightFalloff_Physical(lightDistanceSquared);
#elif defined(USEGLTFLIGHTFALLOFF)
return computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);
#else
return computeDistanceLightFalloff_Standard(lightOffset,range);
#endif
}
fn computeDirectionalLightFalloff_Standard(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32,exponent: f32)->f32
{var falloff: f32=0.0;var cosAngle: f32=maxEps(dot(-lightDirection,directionToLightCenterW));if (cosAngle>=cosHalfAngle)
{falloff=max(0.,pow(cosAngle,exponent));}
return falloff;}
fn computeDirectionalLightFalloff_Physical(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32)->f32
{const kMinusLog2ConeAngleIntensityRatio: f32=6.64385618977; 
var concentrationKappa: f32=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);var lightDirectionSpreadSG: vec4f= vec4f(-lightDirection*concentrationKappa,-concentrationKappa);var falloff: f32=exp2(dot( vec4f(directionToLightCenterW,1.0),lightDirectionSpreadSG));return falloff;}
fn computeDirectionalLightFalloff_GLTF(lightDirection: vec3f,directionToLightCenterW: vec3f,lightAngleScale: f32,lightAngleOffset: f32)->f32
{var cd: f32=dot(-lightDirection,directionToLightCenterW);var falloff: f32=saturate(cd*lightAngleScale+lightAngleOffset);falloff*=falloff;return falloff;}
fn computeDirectionalLightFalloff(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32,exponent: f32,lightAngleScale: f32,lightAngleOffset: f32)->f32
{
#ifdef USEPHYSICALLIGHTFALLOFF
return computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);
#elif defined(USEGLTFLIGHTFALLOFF)
return computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);
#else
return computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);
#endif
}`;e.IncludesShadersStoreWGSL[o]||(e.IncludesShadersStoreWGSL[o]=h);const n="pbrBlockReflectance0",p=`var reflectanceF0: f32=reflectivityOut.reflectanceF0;var specularEnvironmentR0: vec3f=reflectivityOut.colorReflectanceF0;var specularEnvironmentR90: vec3f= reflectivityOut.reflectanceF90;
#ifdef ALPHAFRESNEL
var reflectance90: f32=fresnelGrazingReflectance(reflectanceF0);specularEnvironmentR90=specularEnvironmentR90*reflectance90;
#endif
`;e.IncludesShadersStoreWGSL[n]||(e.IncludesShadersStoreWGSL[n]=p);const a="pbrDirectLightingFunctions",D=`#define CLEARCOATREFLECTANCE90 1.0
struct lightingInfo
{diffuse: vec3f,
#ifdef SS_TRANSLUCENCY
diffuseTransmission: vec3f,
#endif
#ifdef SPECULARTERM
specular: vec3f,
#endif
#ifdef CLEARCOAT
clearCoat: vec4f,
#endif
#ifdef SHEEN
sheen: vec3f
#endif
};fn adjustRoughnessFromLightProperties(roughness: f32,lightRadius: f32,lightDistance: f32)->f32 {
#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)
var lightRoughness: f32=lightRadius/lightDistance;var totalRoughness: f32=saturate(lightRoughness+roughness);return totalRoughness;
#else
return roughness;
#endif
}
fn computeHemisphericDiffuseLighting(info: preLightingInfo,lightColor: vec3f,groundColor: vec3f)->vec3f {return mix(groundColor,lightColor,info.NdotL);}
#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
fn computeAreaDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {return info.areaLightDiffuse*lightColor;}
#endif
fn computeDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {var diffuseTerm: vec3f=vec3f(1.0/PI);
#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY
diffuseTerm=vec3f(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));
#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
diffuseTerm=vec3f(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));
#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
var clampedAlbedo: vec3f=clamp(info.surfaceAlbedo,vec3f(0.1),vec3f(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;
#endif
return diffuseTerm*info.attenuation*info.NdotL*lightColor;}
fn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f{var strq: vec4f=textureProjectionMatrix* vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return toLinearSpaceVec3(textureColor);}
#ifdef SS_TRANSLUCENCY
fn computeDiffuseTransmittedLighting(info: preLightingInfo,lightColor: vec3f,transmittance: vec3f)->vec3f {var transmittanceNdotL=vec3f(0.0);var NdotL: f32=absEps(info.NdotLUnclamped);
#ifndef SS_TRANSLUCENCY_LEGACY
if (info.NdotLUnclamped<0.0) {
#endif
var wrapNdotL: f32=computeWrappedDiffuseNdotL(NdotL,0.02);var trAdapt: f32=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL, vec3f(wrapNdotL),trAdapt);
#ifndef SS_TRANSLUCENCY_LEGACY
}
var diffuseTerm : vec3f=vec3f(1.0/PI);
#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY
diffuseTerm=vec3f(diffuseBRDF_Burley(
info.NdotL,info.NdotV,info.VdotH,info.roughness));
#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
diffuseTerm=vec3f(diffuseBRDF_Burley(
info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));
#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
var clampedAlbedo: vec3f=clamp(info.surfaceAlbedo,vec3f(0.1),vec3f(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,
info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;
#endif
return (transmittanceNdotL*diffuseTerm)*info.attenuation*lightColor;
#else
let diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;
#endif
}
#endif
#ifdef SPECULARTERM
fn computeSpecularLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,fresnel: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var modifiedFresnel: vec3f=fresnel;
#ifdef IRIDESCENCE
modifiedFresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
#endif
var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);
#ifdef BRDF_V_HEIGHT_CORRELATED
var smithVisibility: f32=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);
#else
var smithVisibility: f32=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);
#endif
var specTerm: vec3f=modifiedFresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}
#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
fn computeAreaSpecularLighting(info: preLightingInfo,specularColor: vec3f,reflectance0: vec3f,reflectance90: vec3f)->vec3f {var fresnel:vec3f =reflectance0*specularColor*info.areaLightFresnel.x+( vec3f( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}
#endif
#endif
#ifdef FUZZ
fn evalFuzz(L: vec3f,NdotL: f32,NdotV: f32,T: vec3f,B: vec3f,ltcLut: vec3f)->f32
{if (NdotL<=0.0f || NdotV<=0.0f) {return 0.0f;}
let M=mat3x3f(
vec3f(ltcLut.r,0.0f,0.0f),
vec3f(ltcLut.g,1.0f,0.0f),
vec3f(0.0f,0.0f,1.0f)
);let Llocal: vec3f=vec3f(dot(L,T),dot(L,B),NdotL);let Lwarp: vec3f=normalize(M*Llocal);let cosThetaWarp: f32=max(Lwarp.z,0.0f);return cosThetaWarp*NdotL;}
#endif
#if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)
fn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=vec3f(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}
#elif defined(ANISOTROPIC)
fn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);
#ifdef IRIDESCENCE
fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
#endif
var distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}
#endif
#ifdef CLEARCOAT
fn computeClearCoatLighting(info: preLightingInfo,Ncc: vec3f,geometricRoughnessFactor: f32,clearCoatIntensity: f32,lightColor: vec3f)->vec4f {var NccdotL: f32=saturateEps(dot(Ncc,info.L));var NccdotH: f32=saturateEps(dot(Ncc,info.H));var clearCoatRoughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(clearCoatRoughness);var fresnel: f32=fresnelSchlickGGX(info.VdotH,uniforms.vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);var kelemenVisibility: f32=visibility_Kelemen(info.VdotH);var clearCoatTerm: f32=fresnel*distribution*kelemenVisibility;return vec4f(
clearCoatTerm*info.attenuation*NccdotL*lightColor,
1.0-fresnel
);}
fn computeClearCoatLightingAbsorption(NdotVRefract: f32,L: vec3f,Ncc: vec3f,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var LRefract: vec3f=-refract(L,Ncc,uniforms.vClearCoatRefractionParams.y);var NdotLRefract: f32=saturateEps(dot(Ncc,LRefract));var absorption: vec3f=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}
#endif
#ifdef SHEEN
fn computeSheenLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: f32=1.;var distribution: f32=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER
var visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);
#else */
var visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */
var sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}
#endif
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
#include<clusteredLightingFunctions>
fn computeClusteredLighting(
lightDataTexture: texture_2d<f32>,
tileMaskBuffer: ptr<storage,array<u32>>,
lightData: vec4f,
sliceRange: vec2u,
V: vec3f,
N: vec3f,
posW: vec3f,
surfaceAlbedo: vec3f,
reflectivityOut: reflectivityOutParams,
#ifdef IRIDESCENCE
iridescenceIntensity: f32,
#endif
#ifdef SS_TRANSLUCENCY
subSurfaceOut: subSurfaceOutParams,
#endif
#ifdef SPECULARTERM
AARoughnessFactor: f32,
#endif
#ifdef ANISOTROPIC
anisotropicOut: anisotropicOutParams,
#endif
#ifdef SHEEN
sheenOut: sheenOutParams,
#endif
#ifdef CLEARCOAT
clearcoatOut: clearcoatOutParams,
#endif
)->lightingInfo {let NdotV=absEps(dot(N,V));
#include<pbrBlockReflectance0>
#ifdef CLEARCOAT
specularEnvironmentR0=clearcoatOut.specularEnvironmentR0;
#endif
var result: lightingInfo;let tilePosition=vec2u(fragmentInputs.position.xy*lightData.xy);let maskResolution=vec2u(lightData.zw);var tileIndex=(tilePosition.x*maskResolution.x+tilePosition.y)*maskResolution.y;let batchRange=sliceRange/CLUSTLIGHT_BATCH;var batchOffset=batchRange.x*CLUSTLIGHT_BATCH;tileIndex+=batchRange.x;for (var i=batchRange.x; i<=batchRange.y; i+=1) {var mask=tileMaskBuffer[tileIndex];tileIndex+=1;let maskOffset=max(sliceRange.x,batchOffset)-batchOffset; 
let maskWidth=min(sliceRange.y-batchOffset+1,CLUSTLIGHT_BATCH);mask=extractBits(mask,maskOffset,maskWidth);while mask != 0 {let trailing=firstTrailingBit(mask);mask ^= 1u<<trailing;let light=getClusteredLight(lightDataTexture,batchOffset+maskOffset+trailing);var preInfo=computePointAndSpotPreLightingInfo(light.vLightData,V,N,posW);preInfo.NdotV=NdotV;preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light.vLightFalloff.x,light.vLightFalloff.y);if light.vLightDirection.w>=0.0 {preInfo.attenuation*=computeDirectionalLightFalloff(light.vLightDirection.xyz,preInfo.L,light.vLightDirection.w,light.vLightData.w,light.vLightFalloff.z,light.vLightFalloff.w);}
preInfo.roughness=adjustRoughnessFromLightProperties(reflectivityOut.roughness,light.vLightSpecular.a,preInfo.lightDistance);preInfo.diffuseRoughness=reflectivityOut.diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;
#ifdef IRIDESCENCE
preInfo.iridescenceIntensity=iridescenceIntensity;
#endif
var info: lightingInfo;
#ifdef SS_TRANSLUCENCY
#ifdef SS_TRANSLUCENCY_LEGACY
info.diffuse=computeDiffuseTransmittedLighting(preInfo,light.vLightDiffuse.rgb,subSurfaceOut.transmittance);info.diffuseTransmission=vec3(0);
#else
info.diffuse=computeDiffuseLighting(preInfo,light.vLightDiffuse.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,light.vLightDiffuse.rgb,subSurfaceOut.transmittance);
#endif
#else
info.diffuse=computeDiffuseLighting(preInfo,light.vLightDiffuse.rgb);
#endif
#ifdef SPECULARTERM
#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR
let metalFresnel=reflectivityOut.specularWeight*getF82Specular(preInfo.VdotH,specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);let dielectricFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);let coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);
#else
let coloredFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,specularEnvironmentR0,reflectivityOut.colorReflectanceF90);
#endif
#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION
let NdotH=dot(N,preInfo.H);let fresnel=fresnelSchlickGGXVec3(NdotH,vec3(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3(1.0)-fresnel);
#endif
#ifdef ANISOTROPIC
info.specular=computeAnisotropicSpecularLighting(preInfo,V,N,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactor,light.vLightDiffuse.rgb);
#else
info.specular=computeSpecularLighting(preInfo,N,specularEnvironmentR0,coloredFresnel,AARoughnessFactor,light.vLightDiffuse.rgb);
#endif
#endif
#ifdef SHEEN
#ifdef SHEEN_LINKWITHALBEDO
preInfo.roughness=sheenOut.sheenIntensity;
#else
preInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light.vLightSpecular.a,preInfo.lightDistance);
#endif
info.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactor,light.vLightDiffuse.rgb);
#endif
#ifdef CLEARCOAT
preInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light.vLightSpecular.a,preInfo.lightDistance);info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light.vLightDiffuse.rgb);
#ifdef CLEARCOAT_TINT
let absorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;
#ifdef SS_TRANSLUCENCY
info.diffuseTransmission*=absorption;
#endif
#ifdef SPECULARTERM
info.specular*=absorption;
#endif
#endif
info.diffuse*=info.clearCoat.w;
#ifdef SS_TRANSLUCENCY
info.diffuseTransmission*=info.clearCoat.w;
#endif
#ifdef SPECULARTERM
info.specular*=info.clearCoat.w;
#endif
#ifdef SHEEN
info.sheen*=info.clearCoat.w;
#endif
#endif
result.diffuse+=info.diffuse;
#ifdef SS_TRANSLUCENCY
result.diffuseTransmission+=info.diffuseTransmission;
#endif
#ifdef SPECULARTERM
result.specular+=info.specular;
#endif
#ifdef CLEARCOAT
result.clearCoat+=info.clearCoat;
#endif
#ifdef SHEEN
result.sheen+=info.sheen;
#endif
}
batchOffset+=CLUSTLIGHT_BATCH;}
return result;}
#endif
`;e.IncludesShadersStoreWGSL[a]||(e.IncludesShadersStoreWGSL[a]=D);const c="pbrIBLFunctions",S=`#if defined(REFLECTION) || defined(SS_REFRACTION)
fn getLodFromAlphaG(cubeMapDimensionPixels: f32,microsurfaceAverageSlope: f32)->f32 {var microsurfaceAverageSlopeTexels: f32=cubeMapDimensionPixels*microsurfaceAverageSlope;var lod: f32=log2(microsurfaceAverageSlopeTexels);return lod;}
fn getLinearLodFromRoughness(cubeMapDimensionPixels: f32,roughness: f32)->f32 {var lod: f32=log2(cubeMapDimensionPixels)*roughness;return lod;}
#endif
#if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION)
fn environmentRadianceOcclusion(ambientOcclusion: f32,NdotVUnclamped: f32)->f32 {var temp: f32=NdotVUnclamped+ambientOcclusion;return saturate(temp*temp-1.0+ambientOcclusion);}
#endif
#if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION)
fn environmentHorizonOcclusion(view: vec3f,normal: vec3f,geometricNormal: vec3f)->f32 {var reflection: vec3f=reflect(view,normal);var temp: f32=saturate(1.0+1.1*dot(reflection,geometricNormal));return temp*temp;}
#endif
#if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)
fn UNPACK_LOD(x: f32)->f32 {return (1.0-x)*255.0;}
fn getLodFromAlphaGNdotV(cubeMapDimensionPixels: f32,alphaG: f32,NdotV: f32)->f32 {var microsurfaceAverageSlope: f32=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);}
#endif
`;e.IncludesShadersStoreWGSL[c]||(e.IncludesShadersStoreWGSL[c]=S);const l="pbrBlockNormalGeometric",m=`var viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);
#ifdef NORMAL
var normalW: vec3f=normalize(input.vNormalW);
#else
var normalW: vec3f=normalize(cross(dpdx(input.vPositionW),dpdy(input.vPositionW)))*scene.vEyePosition.w;
#endif
var geometricNormalW: vec3f=normalW;
#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)
geometricNormalW=select(-geometricNormalW,geometricNormalW,fragmentInputs.frontFacing);
#endif
`;e.IncludesShadersStoreWGSL[l]||(e.IncludesShadersStoreWGSL[l]=m);const s="pbrBlockImageProcessing",A=`#if defined(IMAGEPROCESSINGPOSTPROCESS) || defined(SS_SCATTERING)
#if !defined(SKIPFINALCOLORCLAMP)
finalColor=vec4f(clamp(finalColor.rgb,vec3f(0.),vec3f(30.0)),finalColor.a);
#endif
#else
finalColor=applyImageProcessing(finalColor);
#endif
finalColor=vec4f(finalColor.rgb,finalColor.a*mesh.visibility);
#ifdef PREMULTIPLYALPHA
finalColor=vec4f(finalColor.rgb*finalColor.a,finalColor.a);;
#endif
`;e.IncludesShadersStoreWGSL[s]||(e.IncludesShadersStoreWGSL[s]=A);const d="pbrBlockPrePass",O=`#if SCENE_MRT_COUNT>0
var writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
#ifdef PREPASS_POSITION
fragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);
#endif
#ifdef PREPASS_LOCAL_POSITION
fragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);
#endif
#ifdef PREPASS_VELOCITY
var a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);
#elif defined(PREPASS_VELOCITY_LINEAR)
var velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -
(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);
#endif
#ifdef PREPASS_ALBEDO
fragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);
#endif
#ifdef PREPASS_ALBEDO_SQRT
var sqAlbedo : vec3f=sqrt(surfaceAlbedo); 
#endif
#ifdef PREPASS_IRRADIANCE
var irradiance : vec3f=finalDiffuse;
#ifndef UNLIT
#ifdef REFLECTION
irradiance+=finalIrradiance;
#endif
#endif
#ifdef SS_SCATTERING
#ifdef PREPASS_COLOR
fragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb-irradiance,finalColor.a); 
#endif
irradiance/=sqAlbedo;fragData[PREPASS_IRRADIANCE_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo*uniforms.scatteringDiffusionProfile/255.); 
#else
#ifdef PREPASS_COLOR
fragData[PREPASS_COLOR_INDEX]=finalColor; 
#endif
fragData[PREPASS_IRRADIANCE_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo); 
#endif
#elif defined(PREPASS_COLOR)
fragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);
#endif
#ifdef PREPASS_DEPTH
fragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); 
#endif
#ifdef PREPASS_SCREENSPACE_DEPTH
fragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);
#endif
#ifdef PREPASS_NORMALIZED_VIEW_DEPTH
fragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);
#endif
#ifdef PREPASS_NORMAL
#ifdef PREPASS_NORMAL_WORLDSPACE
fragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);
#else
fragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);
#endif
#endif
#ifdef PREPASS_WORLD_NORMAL
fragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);
#endif
#ifdef PREPASS_ALBEDO_SQRT
fragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqAlbedo,writeGeometryInfo);
#endif
#ifdef PREPASS_REFLECTIVITY
#ifndef UNLIT
fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*writeGeometryInfo;
#else
fragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;
#endif
#endif
#if SCENE_MRT_COUNT>0
fragmentOutputs.fragData0=fragData[0];
#endif
#if SCENE_MRT_COUNT>1
fragmentOutputs.fragData1=fragData[1];
#endif
#if SCENE_MRT_COUNT>2
fragmentOutputs.fragData2=fragData[2];
#endif
#if SCENE_MRT_COUNT>3
fragmentOutputs.fragData3=fragData[3];
#endif
#if SCENE_MRT_COUNT>4
fragmentOutputs.fragData4=fragData[4];
#endif
#if SCENE_MRT_COUNT>5
fragmentOutputs.fragData5=fragData[5];
#endif
#if SCENE_MRT_COUNT>6
fragmentOutputs.fragData6=fragData[6];
#endif
#if SCENE_MRT_COUNT>7
fragmentOutputs.fragData7=fragData[7];
#endif
#endif
`;e.IncludesShadersStoreWGSL[d]||(e.IncludesShadersStoreWGSL[d]=O);const u="pbrDebug",C=`#if DEBUGMODE>0
if (input.vClipSpacePosition.x/input.vClipSpacePosition.w>=uniforms.vDebugMode.x) {var color: vec3f;
#if DEBUGMODE==1
color=fragmentInputs.vPositionW.rgb;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==2 && defined(NORMAL)
color=fragmentInputs.vNormalW.rgb;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)
color=TBN[0];
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)
color=TBN[1];
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==5
color=normalW;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==6 && defined(MAINUV1)
color= vec3f(input.vMainUV1,0.0);
#elif DEBUGMODE==7 && defined(MAINUV2)
color= vec3f(input.vMainUV2,0.0);
#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)
color=clearcoatOut.TBNClearCoat[0];
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)
color=clearcoatOut.TBNClearCoat[1];
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==10 && defined(CLEARCOAT)
color=clearcoatOut.clearCoatNormalW;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==11 && defined(ANISOTROPIC)
color=anisotropicOut.anisotropicNormal;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==12 && defined(ANISOTROPIC)
color=anisotropicOut.anisotropicTangent;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==13 && defined(ANISOTROPIC)
color=anisotropicOut.anisotropicBitangent;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==20 && defined(ALBEDO)
color=albedoTexture.rgb;
#ifndef GAMMAALBEDO
#define DEBUGMODE_GAMMA
#endif
#elif DEBUGMODE==21 && defined(AMBIENT)
color=aoOut.ambientOcclusionColorMap.rgb;
#elif DEBUGMODE==22 && defined(OPACITY)
color=opacityMap.rgb;
#elif DEBUGMODE==23 && defined(EMISSIVE)
color=emissiveColorTex.rgb;
#ifndef GAMMAEMISSIVE
#define DEBUGMODE_GAMMA
#endif
#elif DEBUGMODE==24 && defined(LIGHTMAP)
color=lightmapColor;
#ifndef GAMMALIGHTMAP
#define DEBUGMODE_GAMMA
#endif
#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)
color=reflectivityOut.surfaceMetallicColorMap.rgb;
#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)
color=reflectivityOut.surfaceReflectivityColorMap.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)
color= vec3f(clearcoatOut.clearCoatMapData.rg,0.0);
#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)
color=clearcoatOut.clearCoatTintMapData.rgb;
#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)
color=sheenOut.sheenMapData.rgb;
#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)
color=anisotropicOut.anisotropyMapData.rgb;
#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)
color=subSurfaceOut.thicknessMap.rgb;
#elif DEBUGMODE==32 && defined(BUMP)
color=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).rgb;
#elif DEBUGMODE==40 && defined(SS_REFRACTION)
color=subSurfaceOut.environmentRefraction.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==41 && defined(REFLECTION)
color=reflectionOut.environmentRadiance.rgb;
#ifndef GAMMAREFLECTION
#define DEBUGMODE_GAMMA
#endif
#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)
color=clearcoatOut.environmentClearCoatRadiance.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==50
color=diffuseBase.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==51 && defined(SPECULARTERM)
color=specularBase.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==52 && defined(CLEARCOAT)
color=clearCoatBase.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==53 && defined(SHEEN)
color=sheenBase.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==54 && defined(REFLECTION)
color=reflectionOut.environmentIrradiance.rgb;
#ifndef GAMMAREFLECTION
#define DEBUGMODE_GAMMA
#endif
#elif DEBUGMODE==60
color=surfaceAlbedo.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==61
color=clearcoatOut.specularEnvironmentR0;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)
color= vec3f(reflectivityOut.metallic);
#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)
color=reflectivityOut.metallicF0;
#elif DEBUGMODE==63
color= vec3f(roughness);
#elif DEBUGMODE==64
color= vec3f(alphaG);
#elif DEBUGMODE==65
color= vec3f(NdotV);
#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)
color=clearcoatOut.clearCoatColor;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==67 && defined(CLEARCOAT)
color= vec3f(clearcoatOut.clearCoatRoughness);
#elif DEBUGMODE==68 && defined(CLEARCOAT)
color= vec3f(clearcoatOut.clearCoatNdotV);
#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)
color=subSurfaceOut.transmittance;
#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)
color=subSurfaceOut.refractionTransmittance;
#elif DEBUGMODE==72
color= vec3f(microSurface);
#elif DEBUGMODE==73
color=uniforms.vAlbedoColor.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)
color=uniforms.vReflectivityColor.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==75
color=uniforms.vEmissiveColor;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)
color= vec3f(seo);
#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)
color= vec3f(eho);
#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)
color= vec3f(energyConservationFactor);
#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
color=baseSpecularEnvironmentReflectance;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
color=clearcoatOut.clearCoatEnvironmentReflectance;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)
color=sheenOut.sheenEnvironmentReflectance;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==86 && defined(ALPHABLEND)
color= vec3f(luminanceOverAlpha);
#elif DEBUGMODE==87
color= vec3f(alpha);
#elif DEBUGMODE==88 && defined(ALBEDO)
color= vec3f(albedoTexture.a);
#elif DEBUGMODE==89
color=aoOut.ambientOcclusionColor;
#else
var stripeWidth: f32=30.;var stripePos: f32=abs(floor(input.position.x/stripeWidth));var whichColor: f32=((stripePos)%(2.));var color1: vec3f= vec3f(.6,.2,.2);var color2: vec3f= vec3f(.3,.1,.1);color=mix(color1,color2,whichColor);
#endif
color*=uniforms.vDebugMode.y;
#ifdef DEBUGMODE_NORMALIZE
color=normalize(color)*0.5+0.5;
#endif
#ifdef DEBUGMODE_GAMMA
color=toGammaSpaceVec3(color);
#endif
fragmentOutputs.color=vec4f(color,1.0);
#ifdef PREPASS
fragmentOutputs.fragData0=toLinearSpaceVec3(color); 
fragmentOutputs.fragData1=vec4f(0.,0.,0.,0.); 
#endif
#ifdef DEBUGMODE_FORCERETURN
return fragmentOutputs;
#endif
}
#endif
`;e.IncludesShadersStoreWGSL[u]||(e.IncludesShadersStoreWGSL[u]=C);
