import{S as e}from"./index-CDrXokXW.js";import"./mainUVVaryingDeclaration-CYLIf35n.js";import"./shadowsFragmentFunctions-QR4_Qrt1.js";const o="pbrFragmentExtraDeclaration",g=`varying vec3 vPositionW;
#if DEBUGMODE>0
varying vec4 vClipSpacePosition;
#endif
#include<mainUVVaryingDeclaration>[1..7]
#ifdef NORMAL
varying vec3 vNormalW;
#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
varying vec3 vEnvironmentIrradiance;
#endif
#endif
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
varying vec4 vColor;
#endif
#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
varying float vViewDepth;
#endif
`;e.IncludesShadersStore[o]||(e.IncludesShadersStore[o]=g);const t="subSurfaceScatteringFunctions",E=`bool testLightingForSSS(float diffusionProfile)
{return diffusionProfile<1.;}`;e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]=E);const i="pbrHelperFunctions",u=`#define MINIMUMVARIANCE 0.0005
float convertRoughnessToAverageSlope(float roughness)
{return square(roughness)+MINIMUMVARIANCE;}
float fresnelGrazingReflectance(float reflectance0) {float reflectance90=saturate(reflectance0*25.0);return reflectance90;}
vec2 getAARoughnessFactors(vec3 normalVector) {
#ifdef SPECULARAA
vec3 nDfdx=dFdx(normalVector.xyz);vec3 nDfdy=dFdy(normalVector.xyz);float slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));float geometricRoughnessFactor=pow(saturate(slopeSquare),0.333);float geometricAlphaGFactor=sqrt(slopeSquare);geometricAlphaGFactor*=0.75;return vec2(geometricRoughnessFactor,geometricAlphaGFactor);
#else
return vec2(0.);
#endif
}
#ifdef ANISOTROPIC
#ifdef ANISOTROPIC_LEGACY
vec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}
vec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 anisotropicFrameDirection;if (anisotropy>=0.0) {anisotropicFrameDirection=B;} else {anisotropicFrameDirection=T;}
vec3 anisotropicFrameTangent=cross(normalize(anisotropicFrameDirection),V);vec3 anisotropicFrameNormal=cross(anisotropicFrameTangent,anisotropicFrameDirection);vec3 anisotropicNormal=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}
#elif ANISOTROPIC_OPENPBR
vec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=alphaG*sqrt(2.0/(1.0+(1.0-anisotropy)*(1.0-anisotropy)));float alphaB=max(alphaT*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}
#else
vec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG,MINIMUMVARIANCE);return vec2(alphaT,alphaB);}
vec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 bentNormal=cross(B,V);bentNormal=normalize(cross(bentNormal,B));float a=square(square(1.0-anisotropy*(1.0-roughness)));bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}
#endif
#endif
#if defined(CLEARCOAT) || defined(SS_REFRACTION)
vec3 cocaLambert(vec3 alpha,float distance) {return exp(-alpha*distance);}
vec3 cocaLambert(float NdotVRefract,float NdotLRefract,vec3 alpha,float thickness) {return cocaLambert(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}
vec3 computeColorAtDistanceInMedia(vec3 color,float distance) {return -log(color)/distance;}
vec3 computeClearCoatAbsorption(float NdotVRefract,float NdotLRefract,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 clearCoatAbsorption=mix(vec3(1.0),
cocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),
clearCoatIntensity);return clearCoatAbsorption;}
#endif
#ifdef MICROSURFACEAUTOMATIC
float computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)
{const float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;float reflectivityLuminance=getLuminance(reflectivityColor);float reflectivityLuma=sqrt(reflectivityLuminance);microSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return microSurface;}
#endif
`;e.IncludesShadersStore[i]||(e.IncludesShadersStore[i]=u);const r="pbrDirectLightingSetupFunctions",D=`struct preLightingInfo
{vec3 lightOffset;float lightDistanceSquared;float lightDistance;float attenuation;vec3 L;vec3 H;float NdotV;float NdotLUnclamped;float NdotL;float VdotH;float LdotV;float roughness;float diffuseRoughness;vec3 surfaceAlbedo;
#ifdef IRIDESCENCE
float iridescenceIntensity;
#endif
#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
vec3 areaLightDiffuse;
#ifdef SPECULARTERM
vec3 areaLightSpecular;vec4 areaLightFresnel;
#endif
#endif
};preLightingInfo computePointAndSpotPreLightingInfo(vec4 lightData,vec3 V,vec3 N,vec3 posW) {preLightingInfo result;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);result.LdotV=0.;result.roughness=0.;result.diffuseRoughness=0.;result.surfaceAlbedo=vec3(0.);return result;}
preLightingInfo computeDirectionalPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {preLightingInfo result;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);result.roughness=0.;result.diffuseRoughness=0.;result.surfaceAlbedo=vec3(0.);return result;}
preLightingInfo computeHemisphericPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {preLightingInfo result;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
result.LdotV=0.;result.roughness=0.;result.diffuseRoughness=0.;result.surfaceAlbedo=vec3(0.);return result;}
#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
#include<ltcHelperFunctions>
uniform sampler2D areaLightsLTC1Sampler;uniform sampler2D areaLightsLTC2Sampler;preLightingInfo computeAreaPreLightingInfo(sampler2D ltc1,sampler2D ltc2,vec3 viewDirectionW,vec3 vNormal,vec3 vPosition,vec4 lightData,vec3 halfWidth,vec3 halfHeight,float roughness )
{preLightingInfo result;result.lightOffset=lightData.xyz-vPosition;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);areaLightData data=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc2,viewDirectionW,vNormal,vPosition,lightData.xyz,halfWidth,halfHeight,roughness);
#ifdef SPECULARTERM
result.areaLightFresnel=data.Fresnel;result.areaLightSpecular=data.Specular;
#endif
result.areaLightDiffuse=data.Diffuse;result.LdotV=0.;result.roughness=0.;result.diffuseRoughness=0.;result.surfaceAlbedo=vec3(0.);return result;}
#endif
`;e.IncludesShadersStore[r]||(e.IncludesShadersStore[r]=D);const a="pbrDirectLightingFalloffFunctions",L=`float computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)
{return max(0.,1.0-length(lightOffset)/range);}
float computeDistanceLightFalloff_Physical(float lightDistanceSquared)
{return 1.0/maxEps(lightDistanceSquared);}
float computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)
{float lightDistanceFalloff=1.0/maxEps(lightDistanceSquared);float factor=lightDistanceSquared*inverseSquaredRange;float attenuation=saturate(1.0-factor*factor);attenuation*=attenuation;lightDistanceFalloff*=attenuation;return lightDistanceFalloff;}
float computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)
{
#ifdef USEPHYSICALLIGHTFALLOFF
return computeDistanceLightFalloff_Physical(lightDistanceSquared);
#elif defined(USEGLTFLIGHTFALLOFF)
return computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);
#else
return computeDistanceLightFalloff_Standard(lightOffset,range);
#endif
}
float computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)
{float falloff=0.0;float cosAngle=maxEps(dot(-lightDirection,directionToLightCenterW));if (cosAngle>=cosHalfAngle)
{falloff=max(0.,pow(cosAngle,exponent));}
return falloff;}
float computeDirectionalLightFalloff_IES(vec3 lightDirection,vec3 directionToLightCenterW,sampler2D iesLightSampler)
{float cosAngle=dot(-lightDirection,directionToLightCenterW);float angle=acos(cosAngle)/PI;return texture2D(iesLightSampler,vec2(angle,0.)).r;}
float computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)
{const float kMinusLog2ConeAngleIntensityRatio=6.64385618977; 
float concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);vec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);float falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));return falloff;}
float computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)
{float cd=dot(-lightDirection,directionToLightCenterW);float falloff=saturate(cd*lightAngleScale+lightAngleOffset);falloff*=falloff;return falloff;}
float computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)
{
#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.IncludesShadersStore[a]||(e.IncludesShadersStore[a]=L);const n="pbrDirectLightingFunctions",A=`#define CLEARCOATREFLECTANCE90 1.0
struct lightingInfo
{vec3 diffuse;
#ifdef SS_TRANSLUCENCY
vec3 diffuseTransmission;
#endif
#ifdef SPECULARTERM
vec3 specular;
#endif
#ifdef CLEARCOAT
vec4 clearCoat;
#endif
#ifdef SHEEN
vec3 sheen;
#endif
};float adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {
#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)
float lightRoughness=lightRadius/lightDistance;float totalRoughness=saturate(lightRoughness+roughness);return totalRoughness;
#else
return roughness;
#endif
}
vec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {return mix(groundColor,lightColor,info.NdotL);}
#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
vec3 computeAreaDiffuseLighting(preLightingInfo info,vec3 lightColor) {return info.areaLightDiffuse*lightColor;}
#endif
vec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {vec3 diffuseTerm=vec3(1.0/PI);
#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY
diffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));
#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
diffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));
#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
vec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;
#endif
return diffuseTerm*info.attenuation*info.NdotL*lightColor;}
#define inline
vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return toLinearSpace(textureColor);}
#ifdef SS_TRANSLUCENCY
vec3 computeDiffuseTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {vec3 transmittanceNdotL=vec3(0.);float NdotL=absEps(info.NdotLUnclamped);
#ifndef SS_TRANSLUCENCY_LEGACY
if (info.NdotLUnclamped<0.0) {
#endif
float wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);float trAdapt=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);
#ifndef SS_TRANSLUCENCY_LEGACY
}
vec3 diffuseTerm=vec3(1.0/PI);
#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY
diffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));
#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
diffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));
#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
vec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;
#endif
#else
float diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);
#endif
return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}
#endif
#ifdef SPECULARTERM
vec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 fresnel,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);
#ifdef IRIDESCENCE
fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
#endif
float distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);
#ifdef BRDF_V_HEIGHT_CORRELATED
float smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);
#else
float smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);
#endif
vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}
#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
vec3 computeAreaSpecularLighting(preLightingInfo info,vec3 specularColor,vec3 reflectance0,vec3 reflectance90) {vec3 fresnel=specularColor*info.areaLightFresnel.x*reflectance0+( vec3( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}
#endif
#endif
#ifdef FUZZ
float evalFuzz(vec3 L,float NdotL,float NdotV,vec3 T,vec3 B,vec3 ltcLut)
{if (NdotL<=0.0 || NdotV<=0.0)
return 0.0;mat3 M=mat3(
vec3(ltcLut.r,0.0,0.0),
vec3(ltcLut.g,1.0,0.0),
vec3(0.0,0.0,1.0)
);vec3 Llocal=vec3(dot(L,T),dot(L,B),NdotL);vec3 Lwarp=normalize(M*Llocal);float cosThetaWarp=max(Lwarp.z,0.0);return cosThetaWarp*NdotL;}
#endif
#if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)
vec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));float distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=vec3(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}
#elif defined(ANISOTROPIC)
vec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);
#ifdef IRIDESCENCE
fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
#endif
float distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}
#endif
#ifdef CLEARCOAT
vec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {float NccdotL=saturateEps(dot(Ncc,info.L));float NccdotH=saturateEps(dot(Ncc,info.H));float clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);float fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;float distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);float kelemenVisibility=visibility_Kelemen(info.VdotH);float clearCoatTerm=fresnel*distribution*kelemenVisibility;return vec4(
clearCoatTerm*info.attenuation*NccdotL*lightColor,
1.0-fresnel
);}
vec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);float NdotLRefract=saturateEps(dot(Ncc,LRefract));vec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}
#endif
#ifdef SHEEN
vec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);float fresnel=1.;float distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER
float visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);
#else */
float visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */
float sheenTerm=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}
#endif
`;e.IncludesShadersStore[n]||(e.IncludesShadersStore[n]=A);const l="pbrIBLFunctions",h=`#if defined(REFLECTION) || defined(SS_REFRACTION)
float getLodFromAlphaG(float cubeMapDimensionPixels,float microsurfaceAverageSlope) {float microsurfaceAverageSlopeTexels=cubeMapDimensionPixels*microsurfaceAverageSlope;float lod=log2(microsurfaceAverageSlopeTexels);return lod;}
float getLinearLodFromRoughness(float cubeMapDimensionPixels,float roughness) {float lod=log2(cubeMapDimensionPixels)*roughness;return lod;}
#endif
#if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION)
float environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {float temp=NdotVUnclamped+ambientOcclusion;return saturate(square(temp)-1.0+ambientOcclusion);}
#endif
#if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION)
float environmentHorizonOcclusion(vec3 view,vec3 normal,vec3 geometricNormal) {vec3 reflection=reflect(view,normal);float temp=saturate(1.0+1.1*dot(reflection,geometricNormal));return square(temp);}
#endif
#if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)
#define UNPACK_LOD(x) (1.0-x)*255.0
float getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {float microsurfaceAverageSlope=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);}
#endif
`;e.IncludesShadersStore[l]||(e.IncludesShadersStore[l]=h);const f="pbrBlockNormalGeometric",C=`vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
#ifdef NORMAL
vec3 normalW=normalize(vNormalW);
#else
vec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;
#endif
vec3 geometricNormalW=normalW;
#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)
geometricNormalW=gl_FrontFacing ? geometricNormalW : -geometricNormalW;
#endif
`;e.IncludesShadersStore[f]||(e.IncludesShadersStore[f]=C);const c="pbrBlockImageProcessing",S=`#if defined(IMAGEPROCESSINGPOSTPROCESS) || defined(SS_SCATTERING)
#if !defined(SKIPFINALCOLORCLAMP)
finalColor.rgb=clamp(finalColor.rgb,0.,30.0);
#endif
#else
finalColor=applyImageProcessing(finalColor);
#endif
finalColor.a*=visibility;
#ifdef PREMULTIPLYALPHA
finalColor.rgb*=finalColor.a;
#endif
`;e.IncludesShadersStore[c]||(e.IncludesShadersStore[c]=S);const s="pbrBlockPrePass",v=`#if SCENE_MRT_COUNT>0
float writeGeometryInfo=finalColor.a>ALPHATESTVALUE ? 1.0 : 0.0;
#ifdef PREPASS_POSITION
gl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);
#endif
#ifdef PREPASS_LOCAL_POSITION
gl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition,writeGeometryInfo);
#endif
#if defined(PREPASS_VELOCITY)
vec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);
#elif defined(PREPASS_VELOCITY_LINEAR)
vec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w)-(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,writeGeometryInfo);
#endif
#ifdef PREPASS_ALBEDO
gl_FragData[PREPASS_ALBEDO_INDEX]=vec4(surfaceAlbedo,writeGeometryInfo);
#endif
#ifdef PREPASS_ALBEDO_SQRT
vec3 sqAlbedo=sqrt(surfaceAlbedo); 
#endif
#ifdef PREPASS_IRRADIANCE
vec3 irradiance=finalDiffuse;
#ifndef UNLIT
#ifdef REFLECTION
irradiance+=finalIrradiance;
#endif
#endif
#ifdef SS_SCATTERING
#ifdef PREPASS_COLOR
gl_FragData[PREPASS_COLOR_INDEX]=vec4(finalColor.rgb-irradiance,finalColor.a); 
#endif
irradiance/=sqAlbedo;
#else
#ifdef PREPASS_COLOR
gl_FragData[PREPASS_COLOR_INDEX]=finalColor; 
#endif
float scatteringDiffusionProfile=255.;
#endif
gl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.); 
#elif defined(PREPASS_COLOR)
gl_FragData[PREPASS_COLOR_INDEX]=vec4(finalColor.rgb,finalColor.a);
#endif
#ifdef PREPASS_DEPTH
gl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); 
#endif
#ifdef PREPASS_SCREENSPACE_DEPTH
gl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);
#endif
#ifdef PREPASS_NORMALIZED_VIEW_DEPTH
gl_FragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4(vNormViewDepth,0.0,0.0,writeGeometryInfo);
#endif
#ifdef PREPASS_NORMAL
#ifdef PREPASS_NORMAL_WORLDSPACE
gl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo);
#else
gl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo);
#endif
#endif
#ifdef PREPASS_WORLD_NORMAL
gl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo); 
#endif
#ifdef PREPASS_ALBEDO_SQRT
gl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo); 
#endif
#ifdef PREPASS_REFLECTIVITY
#ifndef UNLIT
gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(specularEnvironmentR0,microSurface)*writeGeometryInfo;
#else
gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4( 0.0,0.0,0.0,1.0 )*writeGeometryInfo;
#endif
#endif
#endif
`;e.IncludesShadersStore[s]||(e.IncludesShadersStore[s]=v);const d="pbrDebug",O=`#if DEBUGMODE>0
if (vClipSpacePosition.x/vClipSpacePosition.w>=vDebugMode.x) {
#if DEBUGMODE==1
gl_FragColor.rgb=vPositionW.rgb;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==2 && defined(NORMAL)
gl_FragColor.rgb=vNormalW.rgb;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)
gl_FragColor.rgb=TBN[0];
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)
gl_FragColor.rgb=TBN[1];
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==5
gl_FragColor.rgb=normalW;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==6 && defined(MAINUV1)
gl_FragColor.rgb=vec3(vMainUV1,0.0);
#elif DEBUGMODE==7 && defined(MAINUV2)
gl_FragColor.rgb=vec3(vMainUV2,0.0);
#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)
gl_FragColor.rgb=clearcoatOut.TBNClearCoat[0];
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)
gl_FragColor.rgb=clearcoatOut.TBNClearCoat[1];
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==10 && defined(CLEARCOAT)
gl_FragColor.rgb=clearcoatOut.clearCoatNormalW;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==11 && defined(ANISOTROPIC)
gl_FragColor.rgb=anisotropicOut.anisotropicNormal;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==12 && defined(ANISOTROPIC)
gl_FragColor.rgb=anisotropicOut.anisotropicTangent;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==13 && defined(ANISOTROPIC)
gl_FragColor.rgb=anisotropicOut.anisotropicBitangent;
#define DEBUGMODE_NORMALIZE
#elif DEBUGMODE==20 && defined(ALBEDO)
gl_FragColor.rgb=albedoTexture.rgb;
#ifndef GAMMAALBEDO
#define DEBUGMODE_GAMMA
#endif
#elif DEBUGMODE==21 && defined(AMBIENT)
gl_FragColor.rgb=aoOut.ambientOcclusionColorMap.rgb;
#elif DEBUGMODE==22 && defined(OPACITY)
gl_FragColor.rgb=opacityMap.rgb;
#elif DEBUGMODE==23 && defined(EMISSIVE)
gl_FragColor.rgb=emissiveColorTex.rgb;
#ifndef GAMMAEMISSIVE
#define DEBUGMODE_GAMMA
#endif
#elif DEBUGMODE==24 && defined(LIGHTMAP)
gl_FragColor.rgb=lightmapColor.rgb;
#ifndef GAMMALIGHTMAP
#define DEBUGMODE_GAMMA
#endif
#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)
gl_FragColor.rgb=reflectivityOut.surfaceMetallicColorMap.rgb;
#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)
gl_FragColor.rgb=reflectivityOut.surfaceReflectivityColorMap.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)
gl_FragColor.rgb=vec3(clearcoatOut.clearCoatMapData.rg,0.0);
#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)
gl_FragColor.rgb=clearcoatOut.clearCoatTintMapData.rgb;
#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)
gl_FragColor.rgb=sheenOut.sheenMapData.rgb;
#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)
gl_FragColor.rgb=anisotropicOut.anisotropyMapData.rgb;
#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)
gl_FragColor.rgb=subSurfaceOut.thicknessMap.rgb;
#elif DEBUGMODE==32 && defined(BUMP)
gl_FragColor.rgb=texture2D(bumpSampler,vBumpUV).rgb;
#elif DEBUGMODE==40 && defined(SS_REFRACTION)
gl_FragColor.rgb=subSurfaceOut.environmentRefraction.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==41 && defined(REFLECTION)
gl_FragColor.rgb=reflectionOut.environmentRadiance.rgb;
#ifndef GAMMAREFLECTION
#define DEBUGMODE_GAMMA
#endif
#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)
gl_FragColor.rgb=clearcoatOut.environmentClearCoatRadiance.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==50
gl_FragColor.rgb=diffuseBase.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==51 && defined(SPECULARTERM)
gl_FragColor.rgb=specularBase.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==52 && defined(CLEARCOAT)
gl_FragColor.rgb=clearCoatBase.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==53 && defined(SHEEN)
gl_FragColor.rgb=sheenBase.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==54 && defined(REFLECTION)
gl_FragColor.rgb=reflectionOut.environmentIrradiance.rgb;
#ifndef GAMMAREFLECTION
#define DEBUGMODE_GAMMA
#endif
#elif DEBUGMODE==60
gl_FragColor.rgb=surfaceAlbedo.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==61
gl_FragColor.rgb=clearcoatOut.specularEnvironmentR0;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)
gl_FragColor.rgb=vec3(reflectivityOut.metallic);
#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)
gl_FragColor.rgb=reflectivityOut.metallicF0;
#elif DEBUGMODE==63
gl_FragColor.rgb=vec3(roughness);
#elif DEBUGMODE==64
gl_FragColor.rgb=vec3(alphaG);
#elif DEBUGMODE==65
gl_FragColor.rgb=vec3(NdotV);
#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)
gl_FragColor.rgb=clearcoatOut.clearCoatColor.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==67 && defined(CLEARCOAT)
gl_FragColor.rgb=vec3(clearcoatOut.clearCoatRoughness);
#elif DEBUGMODE==68 && defined(CLEARCOAT)
gl_FragColor.rgb=vec3(clearcoatOut.clearCoatNdotV);
#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)
gl_FragColor.rgb=subSurfaceOut.transmittance;
#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)
gl_FragColor.rgb=subSurfaceOut.refractionTransmittance;
#elif DEBUGMODE==72
gl_FragColor.rgb=vec3(microSurface);
#elif DEBUGMODE==73
gl_FragColor.rgb=vAlbedoColor.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)
gl_FragColor.rgb=vReflectivityColor.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==75
gl_FragColor.rgb=vEmissiveColor.rgb;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)
gl_FragColor.rgb=vec3(seo);
#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)
gl_FragColor.rgb=vec3(eho);
#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)
gl_FragColor.rgb=vec3(energyConservationFactor);
#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
gl_FragColor.rgb=baseSpecularEnvironmentReflectance;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
gl_FragColor.rgb=clearcoatOut.clearCoatEnvironmentReflectance;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)
gl_FragColor.rgb=sheenOut.sheenEnvironmentReflectance;
#define DEBUGMODE_GAMMA
#elif DEBUGMODE==86 && defined(ALPHABLEND)
gl_FragColor.rgb=vec3(luminanceOverAlpha);
#elif DEBUGMODE==87
gl_FragColor.rgb=vec3(alpha);
#elif DEBUGMODE==88 && defined(ALBEDO)
gl_FragColor.rgb=vec3(albedoTexture.a);
#elif DEBUGMODE==89
gl_FragColor.rgb=aoOut.ambientOcclusionColor.rgb;
#else
float stripeWidth=30.;float stripePos=floor(gl_FragCoord.x/stripeWidth);float whichColor=mod(stripePos,2.);vec3 color1=vec3(.6,.2,.2);vec3 color2=vec3(.3,.1,.1);gl_FragColor.rgb=mix(color1,color2,whichColor);
#endif
gl_FragColor.rgb*=vDebugMode.y;
#ifdef DEBUGMODE_NORMALIZE
gl_FragColor.rgb=normalize(gl_FragColor.rgb)*0.5+0.5;
#endif
#ifdef DEBUGMODE_GAMMA
gl_FragColor.rgb=toGammaSpace(gl_FragColor.rgb);
#endif
gl_FragColor.a=1.0;
#ifdef PREPASS
gl_FragData[0]=toLinearSpace(gl_FragColor); 
gl_FragData[1]=vec4(0.,0.,0.,0.); 
#endif
#ifdef DEBUGMODE_FORCERETURN
return;
#endif
}
#endif
`;e.IncludesShadersStore[d]||(e.IncludesShadersStore[d]=O);
