import { H as ShaderStore } from './index-DENbZlgQ.esm.js';
import './oitFragment-ykLbGUQG.esm.js';
import './openpbrUboDeclaration-DjvQJDb7.esm.js';
import './pbrDebug-D-PyS3Vl.esm.js';
import './shadowsFragmentFunctions-CU7uXqkR.esm.js';
import './bumpFragment-Cukz2CW5.esm.js';
import './imageProcessingFunctions-CFBkjsvG.esm.js';
import './clipPlaneFragment-BqqWPTPz.esm.js';
import './logDepthDeclaration-ClEBL0RA.esm.js';
import './fogFragment-CqfEcxkM.esm.js';
import './helperFunctions-D3j2LqHQ.esm.js';
import './hdrFilteringFunctions-DmfArQIs.esm.js';
import './harmonicsFunctions-C9RRYIgJ.esm.js';
import './pbrBRDFFunctions-CNYzsABr.esm.js';
import './sceneUboDeclaration-DnP4nbJy.esm.js';
import './meshUboDeclaration-DuNrKnfE.esm.js';
import './mainUVVaryingDeclaration-D0spWKSU.esm.js';

// Do not edit.
const name$m = "sceneFragmentDeclaration";
const shader$m = `uniform mat4 viewProjection;
#ifdef MULTIVIEW
uniform mat4 viewProjectionR;
#endif
uniform mat4 view;uniform mat4 projection;uniform vec4 vEyePosition;
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$m]) {
    ShaderStore.IncludesShadersStore[name$m] = shader$m;
}

// Do not edit.
const name$l = "openpbrFragmentDeclaration";
const shader$l = `uniform float vBaseWeight;uniform vec4 vBaseColor;uniform float vBaseDiffuseRoughness;uniform vec4 vReflectanceInfo;uniform vec4 vSpecularColor;uniform vec3 vSpecularAnisotropy;uniform float vTransmissionWeight;uniform vec3 vTransmissionColor;uniform float vTransmissionDepth;uniform vec3 vTransmissionScatter;uniform float vTransmissionScatterAnisotropy;uniform float vTransmissionDispersionScale;uniform float vTransmissionDispersionAbbeNumber;uniform float vCoatWeight;uniform vec3 vCoatColor;uniform float vCoatRoughness;uniform float vCoatRoughnessAnisotropy;uniform float vCoatIor;uniform float vCoatDarkening;uniform float vFuzzWeight;uniform vec3 vFuzzColor;uniform float vFuzzRoughness;uniform vec2 vGeometryCoatTangent;uniform float vGeometryThickness;uniform vec3 vEmissionColor;uniform float vThinFilmWeight;uniform vec2 vThinFilmThickness;uniform float vThinFilmIor;uniform vec4 vLightingIntensity;uniform float visibility;
#ifdef BASE_COLOR
uniform vec2 vBaseColorInfos;
#endif
#ifdef BASE_WEIGHT
uniform vec2 vBaseWeightInfos;
#endif
#ifdef BASE_METALNESS
uniform vec2 vBaseMetalnessInfos;
#endif
#ifdef BASE_DIFFUSE_ROUGHNESS
uniform vec2 vBaseDiffuseRoughnessInfos;
#endif
#ifdef SPECULAR_WEIGHT
uniform vec2 vSpecularWeightInfos;
#endif
#ifdef SPECULAR_COLOR
uniform vec2 vSpecularColorInfos;
#endif
#ifdef SPECULAR_ROUGHNESS
uniform vec2 vSpecularRoughnessInfos;
#endif
#ifdef SPECULAR_ROUGHNESS_ANISOTROPY
uniform vec2 vSpecularRoughnessAnisotropyInfos;
#endif
#ifdef SPECULAR_IOR
uniform vec2 vSpecularIorInfos;
#endif
#ifdef AMBIENT_OCCLUSION
uniform vec2 vAmbientOcclusionInfos;
#endif
#ifdef GEOMETRY_NORMAL
uniform vec2 vGeometryNormalInfos;uniform vec2 vTangentSpaceParams;
#endif
#ifdef GEOMETRY_TANGENT
uniform vec2 vGeometryTangentInfos;
#endif
#ifdef GEOMETRY_COAT_NORMAL
uniform vec2 vGeometryCoatNormalInfos;
#endif
#ifdef GEOMETRY_OPACITY
uniform vec2 vGeometryOpacityInfos;
#endif
#ifdef GEOMETRY_THICKNESS
uniform vec2 vGeometryThicknessInfos;
#endif
#ifdef EMISSION_COLOR
uniform vec2 vEmissionColorInfos;
#endif
#ifdef TRANSMISSION_WEIGHT
uniform vec2 vTransmissionWeightInfos;
#endif
#ifdef TRANSMISSION_COLOR
uniform vec2 vTransmissionColorInfos;
#endif
#ifdef TRANSMISSION_DEPTH
uniform vec2 vTransmissionDepthInfos;
#endif
#ifdef TRANSMISSION_SCATTER
uniform vec2 vTransmissionScatterInfos;
#endif
#ifdef TRANSMISSION_DISPERSION_SCALE
uniform vec2 vTransmissionDispersionScaleInfos;
#endif
#ifdef COAT_WEIGHT
uniform vec2 vCoatWeightInfos;
#endif
#ifdef COAT_COLOR
uniform vec2 vCoatColorInfos;
#endif
#ifdef COAT_ROUGHNESS
uniform vec2 vCoatRoughnessInfos;
#endif
#ifdef COAT_ROUGHNESS_ANISOTROPY
uniform vec2 vCoatRoughnessAnisotropyInfos;
#endif
#ifdef COAT_IOR
uniform vec2 vCoatIorInfos;
#endif
#ifdef COAT_DARKENING
uniform vec2 vCoatDarkeningInfos;
#endif
#ifdef FUZZ_WEIGHT
uniform vec2 vFuzzWeightInfos;
#endif
#ifdef FUZZ_COLOR
uniform vec2 vFuzzColorInfos;
#endif
#ifdef FUZZ_ROUGHNESS
uniform vec2 vFuzzRoughnessInfos;
#endif
#ifdef GEOMETRY_COAT_TANGENT
uniform vec2 vGeometryCoatTangentInfos;
#endif
#ifdef THIN_FILM_WEIGHT
uniform vec2 vThinFilmWeightInfos;
#endif
#ifdef THIN_FILM_THICKNESS
uniform vec2 vThinFilmThicknessInfos;
#endif
#include<sceneFragmentDeclaration>
#ifdef REFLECTION
uniform vec2 vReflectionInfos;
#ifdef REALTIME_FILTERING
uniform vec2 vReflectionFilteringInfo;
#endif
uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;
#if defined(USEIRRADIANCEMAP) && defined(USE_IRRADIANCE_DOMINANT_DIRECTION)
uniform vec3 vReflectionDominantDirection;
#endif
#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)
uniform vec3 vReflectionPosition;uniform vec3 vReflectionSize;
#endif
#endif
#ifdef PREPASS
#ifdef SS_SCATTERING
uniform float scatteringDiffusionProfile;
#endif
#endif
#if DEBUGMODE>0
uniform vec2 vDebugMode;
#endif
#ifdef DETAIL
uniform vec4 vDetailInfos;
#endif
#include<decalFragmentDeclaration>
#ifdef USESPHERICALFROMREFLECTIONMAP
#ifdef SPHERICAL_HARMONICS
uniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;
#else
uniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;
#endif
#endif
#ifdef REFRACTED_BACKGROUND
uniform mat4 backgroundRefractionMatrix;uniform vec3 vBackgroundRefractionInfos;
#endif
#define ADDITIONAL_FRAGMENT_DECLARATION
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$l]) {
    ShaderStore.IncludesShadersStore[name$l] = shader$l;
}

// Do not edit.
const name$k = "openpbrFragmentSamplersDeclaration";
const shader$k = `#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_SAMPLERNAME_,baseColor)
#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight)
#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_SAMPLERNAME_,baseDiffuseRoughness)
#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_SAMPLERNAME_,baseMetalness)
#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_SAMPLERNAME_,specularWeight)
#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_SAMPLERNAME_,specularColor)
#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_SAMPLERNAME_,specularRoughness)
#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_SAMPLERNAME_,specularRoughnessAnisotropy)
#include <samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_SAMPLERNAME_,transmissionWeight)
#include <samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor,_SAMPLERNAME_,transmissionColor)
#include <samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth,_SAMPLERNAME_,transmissionDepth)
#include <samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter,_SAMPLERNAME_,transmissionScatter)
#include <samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale,_SAMPLERNAME_,transmissionDispersionScale)
#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_SAMPLERNAME_,coatWeight)
#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_SAMPLERNAME_,coatColor)
#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_SAMPLERNAME_,coatRoughness)
#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_SAMPLERNAME_,coatRoughnessAnisotropy)
#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_SAMPLERNAME_,coatDarkening)
#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_SAMPLERNAME_,fuzzWeight)
#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_SAMPLERNAME_,fuzzColor)
#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_SAMPLERNAME_,fuzzRoughness)
#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_SAMPLERNAME_,geometryOpacity)
#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_SAMPLERNAME_,geometryTangent)
#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_COAT_TANGENT,_VARYINGNAME_,GeometryCoatTangent,_SAMPLERNAME_,geometryCoatTangent)
#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness,_SAMPLERNAME_,geometryThickness)
#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_SAMPLERNAME_,emissionColor)
#include<samplerFragmentDeclaration>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_SAMPLERNAME_,thinFilmWeight)
#include<samplerFragmentDeclaration>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_SAMPLERNAME_,thinFilmThickness)
#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_SAMPLERNAME_,ambientOcclusion)
#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)
#ifdef REFLECTION
#ifdef REFLECTIONMAP_3D
#define sampleReflection(s,c) textureCube(s,c)
uniform samplerCube reflectionSampler;
#ifdef LODBASEDMICROSFURACE
#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)
#else
uniform samplerCube reflectionSamplerLow;uniform samplerCube reflectionSamplerHigh;
#endif
#ifdef USEIRRADIANCEMAP
uniform samplerCube irradianceSampler;
#endif
#else
#define sampleReflection(s,c) texture2D(s,c)
uniform sampler2D reflectionSampler;
#ifdef LODBASEDMICROSFURACE
#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)
#else
uniform sampler2D reflectionSamplerLow;uniform sampler2D reflectionSamplerHigh;
#endif
#ifdef USEIRRADIANCEMAP
uniform sampler2D irradianceSampler;
#endif
#endif
#ifdef REFLECTIONMAP_SKYBOX
varying vec3 vPositionUVW;
#else
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
varying vec3 vDirectionW;
#endif
#endif
#endif
#ifdef ENVIRONMENTBRDF
uniform sampler2D environmentBrdfSampler;
#endif
#ifdef FUZZENVIRONMENTBRDF
uniform sampler2D environmentFuzzBrdfSampler;
#endif
#ifdef REFRACTED_BACKGROUND
uniform sampler2D backgroundRefractionSampler;
#endif
#if defined(ANISOTROPIC) || defined(FUZZ) || defined(REFRACTED_BACKGROUND)
uniform sampler2D blueNoiseSampler;
#endif
#ifdef IBL_CDF_FILTERING
uniform sampler2D icdfSampler;
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$k]) {
    ShaderStore.IncludesShadersStore[name$k] = shader$k;
}

// Do not edit.
const name$j = "openpbrNormalMapFragmentMainFunctions";
const shader$j = `#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(FUZZ) || defined(DETAIL)
#if defined(TANGENT) && defined(NORMAL) 
varying mat3 vTBN;
#endif
#ifdef OBJECTSPACE_NORMALMAP
uniform mat4 normalMatrix;
#if defined(WEBGL2) || defined(WEBGPU)
mat4 toNormalMatrix(mat4 wMatrix)
{mat4 ret=inverse(wMatrix);ret=transpose(ret);ret[0][3]=0.;ret[1][3]=0.;ret[2][3]=0.;ret[3]=vec4(0.,0.,0.,1.);return ret;}
#else
mat4 toNormalMatrix(mat4 m)
{float
a00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],
a10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],
a20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],
a30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],
b00=a00*a11-a01*a10,
b01=a00*a12-a02*a10,
b02=a00*a13-a03*a10,
b03=a01*a12-a02*a11,
b04=a01*a13-a03*a11,
b05=a02*a13-a03*a12,
b06=a20*a31-a21*a30,
b07=a20*a32-a22*a30,
b08=a20*a33-a23*a30,
b09=a21*a32-a22*a31,
b10=a21*a33-a23*a31,
b11=a22*a33-a23*a32,
det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;mat4 mi=mat4(
a11*b11-a12*b10+a13*b09,
a02*b10-a01*b11-a03*b09,
a31*b05-a32*b04+a33*b03,
a22*b04-a21*b05-a23*b03,
a12*b08-a10*b11-a13*b07,
a00*b11-a02*b08+a03*b07,
a32*b02-a30*b05-a33*b01,
a20*b05-a22*b02+a23*b01,
a10*b10-a11*b08+a13*b06,
a01*b08-a00*b10-a03*b06,
a30*b04-a31*b02+a33*b00,
a21*b02-a20*b04-a23*b00,
a11*b07-a10*b09-a12*b06,
a00*b09-a01*b07+a02*b06,
a31*b01-a30*b03-a32*b00,
a20*b03-a21*b01+a22*b00)/det;return mat4(mi[0][0],mi[1][0],mi[2][0],mi[3][0],
mi[0][1],mi[1][1],mi[2][1],mi[3][1],
mi[0][2],mi[1][2],mi[2][2],mi[3][2],
mi[0][3],mi[1][3],mi[2][3],mi[3][3]);}
#endif
#endif
vec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)
{
#ifdef NORMALXYSCALE
normal=normalize(normal*vec3(scale,scale,1.0));
#endif
return normalize(cotangentFrame*normal);}
vec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)
{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}
mat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)
{vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;float det=max(dot(tangent,tangent),dot(bitangent,bitangent));float invmax=det==0.0 ? 0.0 : inversesqrt(det);return mat3(tangent*invmax,bitangent*invmax,normal);}
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$j]) {
    ShaderStore.IncludesShadersStore[name$j] = shader$j;
}

// Do not edit.
const name$i = "openpbrNormalMapFragmentFunctions";
const shader$i = `#if defined(GEOMETRY_NORMAL)
#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_SAMPLERNAME_,geometryNormal)
#endif
#if defined(GEOMETRY_COAT_NORMAL)
#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_SAMPLERNAME_,geometryCoatNormal)
#endif
#if defined(DETAIL)
#include<samplerFragmentDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_SAMPLERNAME_,detail)
#endif
#if defined(GEOMETRY_NORMAL) && defined(PARALLAX)
const float minSamples=4.;const float maxSamples=15.;const int iMaxSamples=15;vec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {float parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;parallaxLimit*=parallaxScale;vec2 vOffsetDir=normalize(vViewDirCoT.xy);vec2 vMaxOffset=vOffsetDir*parallaxLimit;float numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));float stepSize=1.0/numSamples;float currRayHeight=1.0;vec2 vCurrOffset=vec2(0,0);vec2 vLastOffset=vec2(0,0);float lastSampledHeight=1.0;float currSampledHeight=1.0;bool keepWorking=true;for (int i=0; i<iMaxSamples; i++)
{currSampledHeight=texture2D(geometryNormalSampler,texCoord+vCurrOffset).w;if (!keepWorking)
{}
else if (currSampledHeight>currRayHeight)
{float delta1=currSampledHeight-currRayHeight;float delta2=(currRayHeight+stepSize)-lastSampledHeight;float ratio=delta1/(delta1+delta2);vCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;keepWorking=false;}
else
{currRayHeight-=stepSize;vLastOffset=vCurrOffset;
#ifdef PARALLAX_RHS
vCurrOffset-=stepSize*vMaxOffset;
#else
vCurrOffset+=stepSize*vMaxOffset;
#endif
lastSampledHeight=currSampledHeight;}}
return vCurrOffset;}
vec2 parallaxOffset(vec3 viewDir,float heightScale)
{float height=texture2D(geometryNormalSampler,vGeometryNormalUV).w;vec2 texCoordOffset=heightScale*viewDir.xy*height;
#ifdef PARALLAX_RHS
return texCoordOffset;
#else
return -texCoordOffset;
#endif
}
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$i]) {
    ShaderStore.IncludesShadersStore[name$i] = shader$i;
}

// Do not edit.
const name$h = "openpbrDielectricReflectance";
const shader$h = `struct ReflectanceParams
{float F0;float F90;vec3 coloredF0;vec3 coloredF90;};
#define pbr_inline
ReflectanceParams dielectricReflectance(
in float insideIOR,in float outsideIOR,in vec3 specularColor,in float specularWeight
)
{ReflectanceParams outParams;float dielectricF0=pow((insideIOR-outsideIOR)/(insideIOR+outsideIOR),2.0);float dielectricF0_NoSpec=pow((1.0-outsideIOR)/(1.0+outsideIOR),2.0);float f90Scale=clamp(2.0*abs(insideIOR-outsideIOR),0.0,1.0);float f90Scale_NoSpec=clamp(2.0*abs(1.0-outsideIOR),0.0,1.0);
#if (DIELECTRIC_SPECULAR_MODEL==DIELECTRIC_SPECULAR_MODEL_OPENPBR)
vec3 dielectricColorF90=specularColor.rgb*vec3(f90Scale);vec3 dielectricColorF90_NoSpec=specularColor.rgb*vec3(f90Scale_NoSpec);
#else
vec3 dielectricColorF90=vec3(f90Scale);vec3 dielectricColorF90_NoSpec=vec3(f90Scale_NoSpec);
#endif
#if DIELECTRIC_SPECULAR_MODEL==DIELECTRIC_SPECULAR_MODEL_GLTF
float maxF0=max(specularColor.r,max(specularColor.g,specularColor.b));outParams.F0=mix(dielectricF0_NoSpec,dielectricF0,specularWeight)*maxF0;
#else
outParams.F0=mix(dielectricF0_NoSpec,dielectricF0,specularWeight);
#endif
outParams.F90=mix(f90Scale_NoSpec,f90Scale,specularWeight);outParams.coloredF0=mix(vec3(dielectricF0_NoSpec),vec3(dielectricF0),specularWeight)*specularColor.rgb;outParams.coloredF90=mix(dielectricColorF90_NoSpec,dielectricColorF90,specularWeight);return outParams;}
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$h]) {
    ShaderStore.IncludesShadersStore[name$h] = shader$h;
}

// Do not edit.
const name$g = "openpbrConductorReflectance";
const shader$g = `#define pbr_inline
ReflectanceParams conductorReflectance(in vec3 baseColor,in vec3 specularColor,in float specularWeight)
{ReflectanceParams outParams;
#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)
outParams.coloredF0=baseColor*specularWeight;outParams.coloredF90=specularColor*specularWeight;
#else
outParams.coloredF0=baseColor;outParams.coloredF90=vec3(1.0);
#endif
outParams.F0=1.0;outParams.F90=1.0;return outParams;}`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$g]) {
    ShaderStore.IncludesShadersStore[name$g] = shader$g;
}

// Do not edit.
const name$f = "openpbrAmbientOcclusionFunctions";
const shader$f = `float compute_specular_occlusion(const float n_dot_v,const float metallic,const float ambient_occlusion,const float roughness)
{float specular_occlusion=saturate(pow(n_dot_v+ambient_occlusion,exp2(-16.0*roughness-1.0))-1.0+ambient_occlusion);return mix(specular_occlusion,1.0,metallic*square(1.0-roughness));}
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$f]) {
    ShaderStore.IncludesShadersStore[name$f] = shader$f;
}

// Do not edit.
const name$e = "openpbrGeometryInfo";
const shader$e = `struct geometryInfoOutParams
{float NdotV;float NdotVUnclamped;vec3 environmentBrdf;float horizonOcclusion;};struct geometryInfoAnisoOutParams
{float NdotV;float NdotVUnclamped;vec3 environmentBrdf;float horizonOcclusion;float anisotropy;vec3 anisotropicTangent;vec3 anisotropicBitangent;mat3 TBN;};
#define pbr_inline
geometryInfoOutParams geometryInfo(
in vec3 normalW,in vec3 viewDirectionW,in float roughness,in vec3 geometricNormalW
)
{geometryInfoOutParams outParams;outParams.NdotVUnclamped=dot(normalW,viewDirectionW);outParams.NdotV=absEps(outParams.NdotVUnclamped);
#if defined(ENVIRONMENTBRDF)
outParams.environmentBrdf=getBRDFLookup(outParams.NdotV,roughness);
#else
outParams.environmentBrdf=vec3(0.0);
#endif
outParams.horizonOcclusion=1.0;
#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
#ifdef HORIZONOCCLUSION
#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL)
#ifdef REFLECTIONMAP_3D
outParams.horizonOcclusion=environmentHorizonOcclusion(-viewDirectionW,normalW,geometricNormalW);
#endif
#endif
#endif
#endif
return outParams;}
#define pbr_inline
geometryInfoAnisoOutParams geometryInfoAniso(
in vec3 normalW,in vec3 viewDirectionW,in float roughness,in vec3 geometricNormalW
,in vec3 vAnisotropy,in mat3 TBN
)
{geometryInfoOutParams geoInfo=geometryInfo(normalW,viewDirectionW,roughness,geometricNormalW);geometryInfoAnisoOutParams outParams;outParams.NdotV=geoInfo.NdotV;outParams.NdotVUnclamped=geoInfo.NdotVUnclamped;outParams.environmentBrdf=geoInfo.environmentBrdf;outParams.horizonOcclusion=geoInfo.horizonOcclusion;outParams.anisotropy=vAnisotropy.b;vec3 anisotropyDirection=vec3(vAnisotropy.xy,0.);mat3 anisoTBN=mat3(normalize(TBN[0]),normalize(TBN[1]),normalize(TBN[2]));outParams.anisotropicTangent=normalize(anisoTBN*anisotropyDirection);outParams.anisotropicBitangent=normalize(cross(anisoTBN[2],outParams.anisotropicTangent));outParams.TBN=TBN;return outParams;}`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$e]) {
    ShaderStore.IncludesShadersStore[name$e] = shader$e;
}

// Do not edit.
const name$d = "openpbrIblFunctions";
const shader$d = `#ifdef REFLECTION
vec3 sampleIrradiance(
in vec3 surfaceNormal
#if defined(NORMAL) && defined(USESPHERICALINVERTEX)
,in vec3 vEnvironmentIrradianceSH
#endif
#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
,in mat4 iblMatrix
#endif
#ifdef USEIRRADIANCEMAP
#ifdef REFLECTIONMAP_3D
,in samplerCube irradianceSampler
#else
,in sampler2D irradianceSampler
#endif
#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION
,in vec3 reflectionDominantDirection
#endif
#endif
#ifdef REALTIME_FILTERING
,in vec2 vReflectionFilteringInfo
#ifdef IBL_CDF_FILTERING
,in sampler2D icdfSampler
#endif
#endif
,in vec2 vReflectionInfos
,in vec3 viewDirectionW
,in float diffuseRoughness
,in vec3 surfaceAlbedo
) {vec3 environmentIrradiance=vec3(0.,0.,0.);
#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
vec3 irradianceVector=(iblMatrix*vec4(surfaceNormal,0)).xyz;vec3 irradianceView=(iblMatrix*vec4(viewDirectionW,0)).xyz;
#if !defined(USE_IRRADIANCE_DOMINANT_DIRECTION) && !defined(REALTIME_FILTERING)
#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY
{float NdotV=max(dot(surfaceNormal,viewDirectionW),0.0);irradianceVector=mix(irradianceVector,irradianceView,(0.5*(1.0-NdotV))*diffuseRoughness);}
#endif
#endif
#ifdef REFLECTIONMAP_OPPOSITEZ
irradianceVector.z*=-1.0;
#endif
#ifdef INVERTCUBICMAP
irradianceVector.y*=-1.0;
#endif
#endif
#ifdef USESPHERICALFROMREFLECTIONMAP
#if defined(NORMAL) && defined(USESPHERICALINVERTEX)
environmentIrradiance=vEnvironmentIrradianceSH;
#else
#if defined(REALTIME_FILTERING)
environmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView
#ifdef IBL_CDF_FILTERING
,icdfSampler
#endif
);
#else
environmentIrradiance=computeEnvironmentIrradiance(irradianceVector);
#endif
#endif
#elif defined(USEIRRADIANCEMAP)
#ifdef REFLECTIONMAP_3D
vec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,irradianceVector);
#else
vec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,reflectionCoords);
#endif
environmentIrradiance=environmentIrradianceFromTexture.rgb;
#ifdef RGBDREFLECTION
environmentIrradiance.rgb=fromRGBD(environmentIrradianceFromTexture);
#endif
#ifdef GAMMAREFLECTION
environmentIrradiance.rgb=toLinearSpace(environmentIrradiance.rgb);
#endif
#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION
vec3 Ls=normalize(reflectionDominantDirection);float NoL=dot(irradianceVector,Ls);float NoV=dot(irradianceVector,irradianceView);vec3 diffuseRoughnessTerm=vec3(1.0);
#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
float LoV=dot (Ls,irradianceView);float mag=length(reflectionDominantDirection)*2.0;vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;diffuseRoughnessTerm=diffuseRoughnessTerm/clampedAlbedo;diffuseRoughnessTerm=mix(vec3(1.0),diffuseRoughnessTerm,sqrt(clamp(mag*NoV,0.0,1.0)));
#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
vec3 H=(irradianceView+Ls)*0.5;float VoH=dot(irradianceView,H);diffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);
#endif
environmentIrradiance=environmentIrradiance.rgb*diffuseRoughnessTerm;
#endif
#endif
environmentIrradiance*=vReflectionInfos.x;return environmentIrradiance;}
#define pbr_inline
#ifdef REFLECTIONMAP_3D
vec3 createReflectionCoords(
#else
vec2 createReflectionCoords(
#endif
in vec3 vPositionW
,in vec3 normalW
)
{vec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);
#ifdef REFLECTIONMAP_OPPOSITEZ
reflectionVector.z*=-1.0;
#endif
#ifdef REFLECTIONMAP_3D
vec3 reflectionCoords=reflectionVector;
#else
vec2 reflectionCoords=reflectionVector.xy;
#ifdef REFLECTIONMAP_PROJECTION
reflectionCoords/=reflectionVector.z;
#endif
reflectionCoords.y=1.0-reflectionCoords.y;
#endif
return reflectionCoords;}
#define pbr_inline
#define inline
vec3 sampleRadiance(
in float alphaG
,in vec3 vReflectionMicrosurfaceInfos
,in vec2 vReflectionInfos
,in geometryInfoOutParams geoInfo
#ifdef REFLECTIONMAP_3D
,in samplerCube reflectionSampler
,const vec3 reflectionCoords
#else
,in sampler2D reflectionSampler
,const vec2 reflectionCoords
#endif
#ifdef REALTIME_FILTERING
,in vec2 vReflectionFilteringInfo
#endif
)
{vec4 environmentRadiance=vec4(0.,0.,0.,0.);
#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)
float reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);
#elif defined(LINEARSPECULARREFLECTION)
float reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);
#else
float reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);
#endif
reflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;
#ifdef REALTIME_FILTERING
environmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);
#else
environmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);
#endif
#ifdef RGBDREFLECTION
environmentRadiance.rgb=fromRGBD(environmentRadiance);
#endif
#ifdef GAMMAREFLECTION
environmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);
#endif
environmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}
#if defined(ANISOTROPIC)
#define pbr_inline
#define inline
vec3 sampleRadianceAnisotropic(
in float alphaG
,in vec3 vReflectionMicrosurfaceInfos
,in vec2 vReflectionInfos
,in geometryInfoAnisoOutParams geoInfo
,const vec3 normalW
,const vec3 viewDirectionW
,const vec3 positionW
,const vec3 noise
,bool isRefraction
,float ior
#ifdef REFLECTIONMAP_3D
,in samplerCube reflectionSampler
#else
,in sampler2D reflectionSampler
#endif
#ifdef REALTIME_FILTERING
,in vec2 vReflectionFilteringInfo
#endif
)
{vec4 environmentRadiance=vec4(0.,0.,0.,0.);float alphaT=alphaG*sqrt(2.0/(1.0+(1.0-geoInfo.anisotropy)*(1.0-geoInfo.anisotropy)));float alphaB=(1.0-geoInfo.anisotropy)*alphaT;alphaG=alphaB;
#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)
float reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);
#elif defined(LINEARSPECULARREFLECTION)
float reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);
#else
float reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);
#endif
reflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;
#ifdef REALTIME_FILTERING
vec3 view=(reflectionMatrix*vec4(viewDirectionW,0.0)).xyz;vec3 tangent=(reflectionMatrix*vec4(geoInfo.anisotropicTangent,0.0)).xyz;vec3 bitangent=(reflectionMatrix*vec4(geoInfo.anisotropicBitangent,0.0)).xyz;vec3 normal=(reflectionMatrix*vec4(normalW,0.0)).xyz;
#ifdef REFLECTIONMAP_OPPOSITEZ
view.z*=-1.0;tangent.z*=-1.0;bitangent.z*=-1.0;normal.z*=-1.0;
#endif
environmentRadiance =
vec4(radianceAnisotropic(alphaT,alphaB,reflectionSampler,
view,tangent,
bitangent,normal,
vReflectionFilteringInfo,noise.xy,isRefraction,ior),
1.0);
#else
const int samples=16;vec4 radianceSample=vec4(0.0);vec3 reflectionCoords=vec3(0.0);float sample_weight=0.0;float total_weight=0.0;float step=1.0/float(max(samples-1,1));for (int i=0; i<samples; ++i) {float t=mix(-1.0,1.0,float(i)*step);t+=step*2.0*noise.x;sample_weight=max(1.0-abs(t),0.001);sample_weight*=sample_weight;t*=min(4.0*alphaT*geoInfo.anisotropy,1.0);vec3 bentNormal;if (t<0.0) {float blend=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {float blend=t;bentNormal=normalize(mix(normalW,geoInfo.anisotropicTangent,blend));} else {bentNormal=normalW;}
if (isRefraction) {reflectionCoords=double_refract(-viewDirectionW,bentNormal,ior);} else {reflectionCoords=reflect(-viewDirectionW,bentNormal);}
reflectionCoords=vec3(reflectionMatrix*vec4(reflectionCoords,0));
#ifdef REFLECTIONMAP_OPPOSITEZ
reflectionCoords.z*=-1.0;
#endif
radianceSample=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);
#ifdef RGBDREFLECTION
environmentRadiance.rgb+=sample_weight*fromRGBD(radianceSample);
#elif defined(GAMMAREFLECTION)
environmentRadiance.rgb+=sample_weight*toLinearSpace(radianceSample.rgb);
#else
environmentRadiance.rgb+=sample_weight*radianceSample.rgb;
#endif
total_weight+=sample_weight;}
environmentRadiance=vec4(environmentRadiance.xyz/float(total_weight),1.0);
#endif
environmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}
#endif
#define pbr_inline
vec3 conductorIblFresnel(in ReflectanceParams reflectance,in float NdotV,in float roughness,in vec3 environmentBrdf)
{
#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)
vec3 albedoF0=mix(reflectance.coloredF0,pow(reflectance.coloredF0,vec3(1.4)),roughness);return getF82Specular(NdotV,albedoF0,reflectance.coloredF90,roughness);
#else
return getReflectanceFromBRDFLookup(reflectance.coloredF0,reflectance.coloredF90,environmentBrdf);
#endif
}
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$d]) {
    ShaderStore.IncludesShadersStore[name$d] = shader$d;
}

// Do not edit.
const name$c = "openpbrNormalMapFragment";
const shader$c = `vec2 uvOffset=vec2(0.0,0.0);
#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(PARALLAX) || defined(DETAIL)
#ifdef NORMALXYSCALE
float normalScale=1.0;
#elif defined(GEOMETRY_NORMAL)
float normalScale=vGeometryNormalInfos.y;
#else
float normalScale=1.0;
#endif
#if defined(TANGENT) && defined(NORMAL)
mat3 TBN=vTBN;
#elif defined(GEOMETRY_NORMAL)
vec2 TBNUV=gl_FrontFacing ? vGeometryNormalUV : -vGeometryNormalUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vTangentSpaceParams);
#else
vec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.));
#endif
#elif defined(ANISOTROPIC) || defined(FUZZ)
#if defined(TANGENT) && defined(NORMAL)
mat3 TBN=vTBN;
#else
vec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;mat3 TBN=cotangent_frame(normalW,vPositionW,TBNUV,vec2(1.,1.));
#endif
#endif
#ifdef PARALLAX
mat3 invTBN=transposeMat3(TBN);
#ifdef PARALLAXOCCLUSION
#else
#endif
#endif
#ifdef DETAIL
vec4 detailColor=texture2D(detailSampler,vDetailUV+uvOffset);vec2 detailNormalRG=detailColor.wy*2.0-1.0;float detailNormalB=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));vec3 detailNormal=vec3(detailNormalRG,detailNormalB);
#endif
#ifdef GEOMETRY_COAT_NORMAL
coatNormalW=perturbNormal(TBN,texture2D(geometryCoatNormalSampler,vGeometryCoatNormalUV+uvOffset).xyz,vGeometryCoatNormalInfos.y);
#endif
#ifdef GEOMETRY_NORMAL
#ifdef OBJECTSPACE_NORMALMAP
#define CUSTOM_FRAGMENT_BUMP_FRAGMENT
normalW=normalize(texture2D(geometryNormalSampler,vGeometryNormalUV).xyz *2.0-1.0);normalW=normalize(mat3(normalMatrix)*normalW);
#elif !defined(DETAIL)
normalW=perturbNormal(TBN,texture2D(geometryNormalSampler,vGeometryNormalUV+uvOffset).xyz,vGeometryNormalInfos.y);
#else
vec3 sampledNormal=texture2D(geometryNormalSampler,vGeometryNormalUV+uvOffset).xyz*2.0-1.0;
#if DETAIL_NORMALBLENDMETHOD==0 
detailNormal.xy*=vDetailInfos.z;vec3 blendedNormal=normalize(vec3(sampledNormal.xy+detailNormal.xy,sampledNormal.z*detailNormal.z));
#elif DETAIL_NORMALBLENDMETHOD==1 
detailNormal.xy*=vDetailInfos.z;sampledNormal+=vec3(0.0,0.0,1.0);detailNormal*=vec3(-1.0,-1.0,1.0);vec3 blendedNormal=sampledNormal*dot(sampledNormal,detailNormal)/sampledNormal.z-detailNormal;
#endif
normalW=perturbNormalBase(TBN,blendedNormal,vGeometryNormalInfos.y);
#endif
#elif defined(DETAIL)
detailNormal.xy*=vDetailInfos.z;normalW=perturbNormalBase(TBN,detailNormal,vDetailInfos.z);
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$c]) {
    ShaderStore.IncludesShadersStore[name$c] = shader$c;
}

// Do not edit.
const name$b = "openpbrBlockNormalFinal";
const shader$b = `#if defined(FORCENORMALFORWARD) && defined(NORMAL)
vec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;
#if defined(TWOSIDEDLIGHTING)
faceNormal=gl_FrontFacing ? faceNormal : -faceNormal;
#endif
normalW*=sign(dot(normalW,faceNormal));coatNormalW*=sign(dot(coatNormalW,faceNormal));
#endif
#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)
#if defined(MIRRORED)
normalW=gl_FrontFacing ? -normalW : normalW;coatNormalW=gl_FrontFacing ? -coatNormalW : coatNormalW;
#else
normalW=gl_FrontFacing ? normalW : -normalW;coatNormalW=gl_FrontFacing ? coatNormalW : -coatNormalW;
#endif
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$b]) {
    ShaderStore.IncludesShadersStore[name$b] = shader$b;
}

// Do not edit.
const name$a = "openpbrBaseLayerData";
const shader$a = `vec3 base_color=vec3(0.8);float base_metalness=0.0;float base_diffuse_roughness=0.0;float specular_weight=1.0;float specular_roughness=0.3;vec3 specular_color=vec3(1.0);float specular_roughness_anisotropy=0.0;float specular_ior=1.5;float alpha=1.0;vec2 geometry_tangent=vec2(1.0,0.0);float geometry_thickness=0.0;
#ifdef BASE_WEIGHT
vec4 baseWeightFromTexture=texture2D(baseWeightSampler,vBaseWeightUV+uvOffset);
#endif
#ifdef BASE_COLOR
vec4 baseColorFromTexture=texture2D(baseColorSampler,vBaseColorUV+uvOffset);
#endif
#ifdef BASE_METALNESS
vec4 metallicFromTexture=texture2D(baseMetalnessSampler,vBaseMetalnessUV+uvOffset);
#endif
#if defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS)
float roughnessFromTexture=metallicFromTexture.g;
#elif defined(SPECULAR_ROUGHNESS)
float roughnessFromTexture=texture2D(specularRoughnessSampler,vSpecularRoughnessUV+uvOffset).r;
#endif
#ifdef GEOMETRY_TANGENT
vec3 geometryTangentFromTexture=texture2D(geometryTangentSampler,vGeometryTangentUV+uvOffset).rgb;
#endif
#ifdef SPECULAR_ROUGHNESS_ANISOTROPY
float anisotropyFromTexture=texture2D(specularRoughnessAnisotropySampler,vSpecularRoughnessAnisotropyUV+uvOffset).r*vSpecularRoughnessAnisotropyInfos.y;
#endif
#ifdef BASE_DIFFUSE_ROUGHNESS
float baseDiffuseRoughnessFromTexture=texture2D(baseDiffuseRoughnessSampler,vBaseDiffuseRoughnessUV+uvOffset).r;
#endif
#ifdef GEOMETRY_OPACITY
vec4 opacityFromTexture=texture2D(geometryOpacitySampler,vGeometryOpacityUV+uvOffset);
#endif
#ifdef GEOMETRY_THICKNESS
vec4 thicknessFromTexture=texture2D(geometryThicknessSampler,vGeometryThicknessUV+uvOffset);
#endif
#ifdef DECAL
vec4 decalFromTexture=texture2D(decalSampler,vDecalUV+uvOffset);
#endif
#ifdef SPECULAR_COLOR
vec4 specularColorFromTexture=texture2D(specularColorSampler,vSpecularColorUV+uvOffset);
#endif
#ifdef SPECULAR_WEIGHT
#ifdef SPECULAR_WEIGHT_IN_ALPHA
float specularWeightFromTexture=texture2D(specularWeightSampler,vSpecularWeightUV+uvOffset).a;
#else
float specularWeightFromTexture=texture2D(specularWeightSampler,vSpecularWeightUV+uvOffset).r;
#endif
#endif
#if defined(ANISOTROPIC) || defined(FUZZ) || defined(REFRACTED_BACKGROUND)
vec3 noise=vec3(2.0)*texture2D(blueNoiseSampler,gl_FragCoord.xy/256.0).xyz-vec3(1.0);
#endif
base_color=vBaseColor.rgb;
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
base_color*=vColor.rgb;
#endif
#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
alpha*=vColor.a;
#endif
base_color*=vec3(vBaseWeight);alpha=vBaseColor.a;base_metalness=vReflectanceInfo.x;base_diffuse_roughness=vBaseDiffuseRoughness;specular_roughness=vReflectanceInfo.y;specular_color=vSpecularColor.rgb;specular_weight=vReflectanceInfo.a;specular_ior=vReflectanceInfo.z;specular_roughness_anisotropy=vSpecularAnisotropy.b;geometry_tangent=vSpecularAnisotropy.rg;geometry_thickness=vGeometryThickness;
#ifdef BASE_COLOR
#ifdef BASE_COLOR_GAMMA
base_color*=toLinearSpace(baseColorFromTexture.rgb);
#else
base_color*=baseColorFromTexture.rgb;
#endif
base_color*=vBaseColorInfos.y;
#endif
#ifdef BASE_WEIGHT
base_color*=baseWeightFromTexture.r;
#endif
#if defined(BASE_COLOR) && defined(ALPHA_FROM_BASE_COLOR_TEXTURE)
alpha*=baseColorFromTexture.a;
#elif defined(GEOMETRY_OPACITY)
alpha*=opacityFromTexture.r;alpha*=vGeometryOpacityInfos.y;
#endif
#ifdef GEOMETRY_THICKNESS
#ifdef GEOMETRY_THICKNESS_FROM_GREEN_CHANNEL
geometry_thickness*=thicknessFromTexture.g;
#else
geometry_thickness*=thicknessFromTexture.r;
#endif
geometry_thickness*=vGeometryThicknessInfos.y;
#endif
#ifdef ALPHATEST
#if DEBUGMODE != 88
if (alpha<ALPHATESTVALUE)
discard;
#endif
#ifndef ALPHABLEND
alpha=1.0;
#endif
#endif
#ifdef BASE_METALNESS
#ifdef BASE_METALNESS_FROM_METALNESS_TEXTURE_BLUE
base_metalness*=metallicFromTexture.b;
#else
base_metalness*=metallicFromTexture.r;
#endif
#endif
#ifdef BASE_DIFFUSE_ROUGHNESS
base_diffuse_roughness*=baseDiffuseRoughnessFromTexture*vBaseDiffuseRoughnessInfos.y;
#endif
#ifdef SPECULAR_COLOR
#ifdef SPECULAR_COLOR_GAMMA
specular_color*=toLinearSpace(specularColorFromTexture.rgb);
#else
specular_color*=specularColorFromTexture.rgb;
#endif
#endif
#ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE
specular_weight*=specularColorFromTexture.a;
#elif defined(SPECULAR_WEIGHT)
specular_weight*=specularWeightFromTexture;
#endif
#if defined(SPECULAR_ROUGHNESS) || (defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS))
specular_roughness*=roughnessFromTexture;
#endif
#ifdef GEOMETRY_TANGENT
{vec2 tangentFromTexture=normalize(geometryTangentFromTexture.xy*2.0-1.0);float tangent_angle_texture=atan(tangentFromTexture.y,tangentFromTexture.x);float tangent_angle_uniform=atan(geometry_tangent.y,geometry_tangent.x);float tangent_angle=tangent_angle_texture+tangent_angle_uniform;geometry_tangent=vec2(cos(tangent_angle),sin(tangent_angle));}
#endif
#if defined(GEOMETRY_TANGENT) && \
defined(SPECULAR_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)
specular_roughness_anisotropy*=geometryTangentFromTexture.b;
#elif defined(SPECULAR_ROUGHNESS_ANISOTROPY)
specular_roughness_anisotropy*=anisotropyFromTexture;
#endif
#ifdef DETAIL
float detailRoughness=mix(0.5,detailColor.b,vDetailInfos.w);float loLerp=mix(0.,specular_roughness,detailRoughness*2.);float hiLerp=mix(specular_roughness,1.,(detailRoughness-0.5)*2.);specular_roughness=mix(loLerp,hiLerp,step(detailRoughness,0.5));
#endif
#ifdef USE_GLTF_STYLE_ANISOTROPY
float baseAlpha=specular_roughness*specular_roughness;float roughnessT=mix(baseAlpha,1.0,specular_roughness_anisotropy*specular_roughness_anisotropy);float roughnessB=baseAlpha;specular_roughness_anisotropy=1.0-roughnessB/max(roughnessT,0.00001);specular_roughness=sqrt(roughnessT/sqrt(2.0/(1.0+(1.0-specular_roughness_anisotropy)*(1.0-specular_roughness_anisotropy))));
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$a]) {
    ShaderStore.IncludesShadersStore[name$a] = shader$a;
}

// Do not edit.
const name$9 = "openpbrTransmissionLayerData";
const shader$9 = `float transmission_weight=vTransmissionWeight;vec3 transmission_color=vTransmissionColor.rgb;float transmission_depth=vTransmissionDepth;vec3 transmission_scatter=vTransmissionScatter.rgb;float transmission_scatter_anisotropy=vTransmissionScatterAnisotropy;float transmission_dispersion_scale=vTransmissionDispersionScale;float transmission_dispersion_abbe_number=vTransmissionDispersionAbbeNumber;
#ifdef TRANSMISSION_WEIGHT
vec4 transmissionWeightFromTexture=texture2D(transmissionWeightSampler,vTransmissionWeightUV+uvOffset);
#endif
#ifdef TRANSMISSION_COLOR
vec4 transmissionColorFromTexture=texture2D(transmissionColorSampler,vTransmissionColorUV+uvOffset);
#endif
#ifdef TRANSMISSION_DEPTH
vec4 transmissionDepthFromTexture=texture2D(transmissionDepthSampler,vTransmissionDepthUV+uvOffset);
#endif
#ifdef TRANSMISSION_SCATTER
vec4 transmissionScatterFromTexture=texture2D(transmissionScatterSampler,vTransmissionScatterUV+uvOffset);
#endif
#ifdef TRANSMISSION_DISPERSION_SCALE
vec4 transmissionDispersionScaleFromTexture=texture2D(transmissionDispersionScaleSampler,vTransmissionDispersionScaleUV+uvOffset);
#endif
#ifdef TRANSMISSION_WEIGHT
transmission_weight*=transmissionWeightFromTexture.r;
#endif
#ifdef TRANSMISSION_COLOR
#ifdef TRANSMISSION_COLOR_GAMMA
transmission_color*=toLinearSpace(transmissionColorFromTexture.rgb);
#else
transmission_color*=transmissionColorFromTexture.rgb;
#endif
transmission_color*=vTransmissionColorInfos.y;
#endif
#ifdef TRANSMISSION_DEPTH
transmission_depth*=transmissionDepthFromTexture.r;
#endif
#ifdef TRANSMISSION_SCATTER
transmission_scatter*=transmissionScatterFromTexture.rgb;
#endif
#ifdef TRANSMISSION_DISPERSION_SCALE
transmission_dispersion_scale*=transmissionDispersionScaleFromTexture.r;
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$9]) {
    ShaderStore.IncludesShadersStore[name$9] = shader$9;
}

// Do not edit.
const name$8 = "openpbrCoatLayerData";
const shader$8 = `float coat_weight=0.0;vec3 coat_color=vec3(1.0);float coat_roughness=0.0;float coat_roughness_anisotropy=0.0;float coat_ior=1.6;float coat_darkening=1.0;vec2 geometry_coat_tangent=vec2(1.0,0.0);
#ifdef COAT_WEIGHT
vec4 coatWeightFromTexture=texture2D(coatWeightSampler,vCoatWeightUV+uvOffset);
#endif
#ifdef COAT_COLOR
vec4 coatColorFromTexture=texture2D(coatColorSampler,vCoatColorUV+uvOffset);
#endif
#ifdef COAT_ROUGHNESS
vec4 coatRoughnessFromTexture=texture2D(coatRoughnessSampler,vCoatRoughnessUV+uvOffset);
#endif
#ifdef COAT_ROUGHNESS_ANISOTROPY
float coatRoughnessAnisotropyFromTexture=texture2D(coatRoughnessAnisotropySampler,vCoatRoughnessAnisotropyUV+uvOffset).r;
#endif
#ifdef COAT_DARKENING
vec4 coatDarkeningFromTexture=texture2D(coatDarkeningSampler,vCoatDarkeningUV+uvOffset);
#endif
#ifdef GEOMETRY_COAT_TANGENT
vec3 geometryCoatTangentFromTexture=texture2D(geometryCoatTangentSampler,vGeometryCoatTangentUV+uvOffset).rgb;
#endif
coat_color=vCoatColor.rgb;coat_weight=vCoatWeight;coat_roughness=vCoatRoughness;coat_roughness_anisotropy=vCoatRoughnessAnisotropy;coat_ior=vCoatIor;coat_darkening=vCoatDarkening;geometry_coat_tangent=vGeometryCoatTangent.rg;
#ifdef COAT_WEIGHT
coat_weight*=coatWeightFromTexture.r;
#endif
#ifdef COAT_COLOR
#ifdef COAT_COLOR_GAMMA
coat_color*=toLinearSpace(coatColorFromTexture.rgb);
#else
coat_color*=coatColorFromTexture.rgb;
#endif
coat_color*=vCoatColorInfos.y;
#endif
#ifdef COAT_ROUGHNESS
#ifdef COAT_ROUGHNESS_FROM_GREEN_CHANNEL
coat_roughness*=coatRoughnessFromTexture.g;
#else
coat_roughness*=coatRoughnessFromTexture.r;
#endif
#endif
#if defined(GEOMETRY_COAT_TANGENT) && defined(COAT_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)
coat_roughness_anisotropy*=geometryCoatTangentFromTexture.b;
#elif defined(COAT_ROUGHNESS_ANISOTROPY)
coat_roughness_anisotropy*=coatRoughnessAnisotropyFromTexture;
#endif
#ifdef COAT_DARKENING
coat_darkening*=coatDarkeningFromTexture.r;
#endif
#ifdef GEOMETRY_COAT_TANGENT
{vec2 tangentFromTexture=normalize(geometryCoatTangentFromTexture.xy*2.0-1.0);float tangent_angle_texture=atan(tangentFromTexture.y,tangentFromTexture.x);float tangent_angle_uniform=atan(geometry_coat_tangent.y,geometry_coat_tangent.x);float tangent_angle=tangent_angle_texture+tangent_angle_uniform;geometry_coat_tangent=vec2(cos(tangent_angle),sin(tangent_angle));}
#endif
#ifdef USE_GLTF_STYLE_ANISOTROPY
float coatAlpha=coat_roughness*coat_roughness;float coatRoughnessT=mix(coatAlpha,1.0,coat_roughness_anisotropy*coat_roughness_anisotropy);float coatRoughnessB=coatAlpha;coat_roughness_anisotropy=1.0-coatRoughnessB/max(coatRoughnessT,0.00001);coat_roughness=sqrt(coatRoughnessT/sqrt(2.0/(1.0+(1.0-coat_roughness_anisotropy)*(1.0-coat_roughness_anisotropy))));
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$8]) {
    ShaderStore.IncludesShadersStore[name$8] = shader$8;
}

// Do not edit.
const name$7 = "openpbrThinFilmLayerData";
const shader$7 = `#ifdef THIN_FILM
float thin_film_weight=vThinFilmWeight;float thin_film_thickness=vThinFilmThickness.r*1000.0; 
float thin_film_ior=vThinFilmIor;
#ifdef THIN_FILM_WEIGHT
float thinFilmWeightFromTexture=texture2D(thinFilmWeightSampler,vThinFilmWeightUV+uvOffset).r*vThinFilmWeightInfos.y;
#endif
#ifdef THIN_FILM_THICKNESS
float thinFilmThicknessFromTexture=texture2D(thinFilmThicknessSampler,vThinFilmThicknessUV+uvOffset).g*vThinFilmThicknessInfos.y;
#endif
#ifdef THIN_FILM_WEIGHT
thin_film_weight*=thinFilmWeightFromTexture;
#endif
#ifdef THIN_FILM_THICKNESS
thin_film_thickness*=thinFilmThicknessFromTexture;
#endif
float thin_film_ior_scale=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$7]) {
    ShaderStore.IncludesShadersStore[name$7] = shader$7;
}

// Do not edit.
const name$6 = "openpbrFuzzLayerData";
const shader$6 = `float fuzz_weight=0.0;vec3 fuzz_color=vec3(1.0);float fuzz_roughness=0.0;
#ifdef FUZZ
#ifdef FUZZ_WEIGHT
vec4 fuzzWeightFromTexture=texture2D(fuzzWeightSampler,vFuzzWeightUV+uvOffset);
#endif
#ifdef FUZZ_COLOR
vec4 fuzzColorFromTexture=texture2D(fuzzColorSampler,vFuzzColorUV+uvOffset);
#endif
#ifdef FUZZ_ROUGHNESS
vec4 fuzzRoughnessFromTexture=texture2D(fuzzRoughnessSampler,vFuzzRoughnessUV+uvOffset);
#endif
fuzz_color=vFuzzColor.rgb;fuzz_weight=vFuzzWeight;fuzz_roughness=vFuzzRoughness;
#ifdef FUZZ_WEIGHT
fuzz_weight*=fuzzWeightFromTexture.r;
#endif
#ifdef FUZZ_COLOR
#ifdef FUZZ_COLOR_GAMMA
fuzz_color*=toLinearSpace(fuzzColorFromTexture.rgb);
#else
fuzz_color*=fuzzColorFromTexture.rgb;
#endif
fuzz_color*=vFuzzColorInfos.y;
#endif
#if defined(FUZZ_ROUGHNESS) && defined(FUZZ_ROUGHNESS_FROM_TEXTURE_ALPHA)
fuzz_roughness*=fuzzRoughnessFromTexture.a;
#elif defined(FUZZ_ROUGHNESS)
fuzz_roughness*=fuzzRoughnessFromTexture.r;
#endif
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$6]) {
    ShaderStore.IncludesShadersStore[name$6] = shader$6;
}

// Do not edit.
const name$5 = "openpbrAmbientOcclusionData";
const shader$5 = `vec3 ambient_occlusion=vec3(1.0);float specular_ambient_occlusion=1.0;float coat_specular_ambient_occlusion=1.0;
#ifdef AMBIENT_OCCLUSION
vec3 ambientOcclusionFromTexture=texture2D(ambientOcclusionSampler,vAmbientOcclusionUV+uvOffset).rgb;ambient_occlusion=vec3(ambientOcclusionFromTexture.r*vAmbientOcclusionInfos.y+(1.0-vAmbientOcclusionInfos.y));
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$5]) {
    ShaderStore.IncludesShadersStore[name$5] = shader$5;
}

// Do not edit.
const name$4 = "openpbrBackgroundTransmission";
const shader$4 = `vec4 slab_translucent_background=vec4(0.,0.,0.,1.);
#ifdef REFRACTED_BACKGROUND
{float refractionLOD=transmission_roughness*vBackgroundRefractionInfos.x;vec2 refractionNoiseOffset=vec2(0.0);
#ifdef DISPERSION
for (int i=0; i<3; i++) {vec3 refractedViewVector=refractedViewVectors[i];
#endif
vec3 refractionUVW=vec3(backgroundRefractionMatrix*(view*vec4(vPositionW+refractedViewVector*geometry_thickness,1.0)));vec2 refractionCoords=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;if (refractionLOD>0.0) {refractionNoiseOffset=(noise.xy+refractedViewVector.xy)/vec2(pow(2.0,vBackgroundRefractionInfos.x-refractionLOD));}
refractionCoords+=refractionNoiseOffset;
#ifdef DISPERSION
slab_translucent_background[i]=texture2DLodEXT(backgroundRefractionSampler,refractionCoords,refractionLOD)[i];}
#else
slab_translucent_background=texture2DLodEXT(backgroundRefractionSampler,refractionCoords,refractionLOD);
#endif
}
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$4]) {
    ShaderStore.IncludesShadersStore[name$4] = shader$4;
}

// Do not edit.
const name$3 = "openpbrEnvironmentLighting";
const shader$3 = `#ifdef REFLECTION
#ifdef FUZZ
vec3 environmentFuzzBrdf=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));
#endif
vec3 baseDiffuseEnvironmentLight=sampleIrradiance(
normalW
#if defined(NORMAL) && defined(USESPHERICALINVERTEX)
,vEnvironmentIrradiance
#endif
#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
,reflectionMatrix
#endif
#ifdef USEIRRADIANCEMAP
,irradianceSampler
#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION
,vReflectionDominantDirection
#endif
#endif
#ifdef REALTIME_FILTERING
,vReflectionFilteringInfo
#ifdef IBL_CDF_FILTERING
,icdfSampler
#endif
#endif
,vReflectionInfos
,viewDirectionW
,base_diffuse_roughness
,base_color
);
#ifdef REFLECTIONMAP_3D
vec3 reflectionCoords=vec3(0.,0.,0.);
#else
vec2 reflectionCoords=vec2(0.,0.);
#endif
float specularAlphaG=specular_roughness*specular_roughness;
#ifdef ANISOTROPIC_BASE
vec3 baseSpecularEnvironmentLight=sampleRadianceAnisotropic(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos
,baseGeoInfo
,normalW
,viewDirectionW
,vPositionW
,noise
,false 
,1.0 
,reflectionSampler
#ifdef REALTIME_FILTERING
,vReflectionFilteringInfo
#endif
);
#else
reflectionCoords=createReflectionCoords(vPositionW,normalW);vec3 baseSpecularEnvironmentLight=sampleRadiance(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos
,baseGeoInfo
,reflectionSampler
,reflectionCoords
#ifdef REALTIME_FILTERING
,vReflectionFilteringInfo
#endif
);
#endif
#ifdef ANISOTROPIC_BASE
baseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG*specularAlphaG*max(1.0-baseGeoInfo.anisotropy,0.3));
#else
baseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG);
#endif
vec3 coatEnvironmentLight=vec3(0.,0.,0.);if (coat_weight>0.0) {
#ifdef REFLECTIONMAP_3D
vec3 reflectionCoords=vec3(0.,0.,0.);
#else
vec2 reflectionCoords=vec2(0.,0.);
#endif
reflectionCoords=createReflectionCoords(vPositionW,coatNormalW);float coatAlphaG=coat_roughness*coat_roughness;
#ifdef ANISOTROPIC_COAT
coatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos
,coatGeoInfo
,coatNormalW
,viewDirectionW
,vPositionW
,noise
,false 
,1.0 
,reflectionSampler
#ifdef REALTIME_FILTERING
,vReflectionFilteringInfo
#endif
);
#else
coatEnvironmentLight=sampleRadiance(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos
,coatGeoInfo
,reflectionSampler
,reflectionCoords
#ifdef REALTIME_FILTERING
,vReflectionFilteringInfo
#endif
);
#endif
}
#ifdef FUZZ
float modifiedFuzzRoughness=clamp(fuzz_roughness*(1.0-0.5*environmentFuzzBrdf.y),0.0,1.0);vec3 fuzzEnvironmentLight=vec3(0.0);float totalWeight=0.0;float fuzzIblFresnel=sqrt(environmentFuzzBrdf.z);for (int i=0; i<FUZZ_IBL_SAMPLES; ++i) {float angle=(float(i)+noise.x)*(3.141592*2.0/float(FUZZ_IBL_SAMPLES));vec3 fiberCylinderNormal=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);float fiberBend=min(environmentFuzzBrdf.x*environmentFuzzBrdf.x*modifiedFuzzRoughness,1.0);fiberCylinderNormal=normalize(mix(fiberCylinderNormal,fuzzNormalW,fiberBend));float sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0);vec3 fuzzReflectionCoords=createReflectionCoords(vPositionW,fiberCylinderNormal);vec3 radianceSample=sampleRadiance(modifiedFuzzRoughness,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos
,fuzzGeoInfo
,reflectionSampler
,fuzzReflectionCoords
#ifdef REALTIME_FILTERING
,vReflectionFilteringInfo
#endif
);fuzzEnvironmentLight+=sampleWeight*mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend);totalWeight+=sampleWeight;}
fuzzEnvironmentLight/=totalWeight;
#endif
float dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(baseDielectricReflectance.F0),vec3(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;vec3 dielectricIblColoredFresnel=dielectricIblFresnel*specular_color;
#ifdef THIN_FILM
vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);float thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001*baseGeoInfo.NdotV);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);
#endif
vec3 conductorIblFresnel=conductorIblFresnel(baseConductorReflectance,baseGeoInfo.NdotV,specular_roughness,baseGeoInfo.environmentBrdf);
#ifdef THIN_FILM
vec3 thinFilmConductorFresnel=specular_weight*evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);conductorIblFresnel=mix(conductorIblFresnel,thinFilmConductorFresnel,thin_film_weight*thin_film_ior_scale);
#endif
float coatIblFresnel=0.0;if (coat_weight>0.0) {coatIblFresnel=getReflectanceFromBRDFLookup(vec3(coatReflectance.F0),vec3(coatReflectance.F90),coatGeoInfo.environmentBrdf).r;}
vec3 slab_diffuse_ibl=vec3(0.,0.,0.);vec3 slab_glossy_ibl=vec3(0.,0.,0.);vec3 slab_metal_ibl=vec3(0.,0.,0.);vec3 slab_coat_ibl=vec3(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*vLightingIntensity.z;
#ifdef AMBIENT_OCCLUSION
specular_ambient_occlusion=compute_specular_occlusion(baseGeoInfo.NdotV,base_metalness,ambient_occlusion.x,specular_roughness);
#endif
slab_glossy_ibl=baseSpecularEnvironmentLight*vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*vLightingIntensity.z;vec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*vLightingIntensity.z;
#ifdef AMBIENT_OCCLUSION
coat_specular_ambient_occlusion=compute_specular_occlusion(coatGeoInfo.NdotV,0.0,ambient_occlusion.x,coat_roughness);
#endif
float hemisphere_avg_fresnel=coatReflectance.F0+0.5*(1.0-coatReflectance.F0);float averageReflectance=(coatIblFresnel+hemisphere_avg_fresnel)*0.5;float roughnessFactor=1.0-coat_roughness*0.5;averageReflectance*=roughnessFactor;float darkened_transmission=(1.0-averageReflectance)*(1.0-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}
#ifdef FUZZ
vec3 slab_fuzz_ibl=fuzzEnvironmentLight*vLightingIntensity.z;
#endif
vec3 slab_translucent_base_ibl=slab_translucent_background.rgb*transmission_absorption;
#ifdef REFRACTED_ENVIRONMENT
#ifdef ANISOTROPIC_BASE
vec3 environmentRefraction=sampleRadianceAnisotropic(roughness_alpha_modified_for_scatter,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos
,baseGeoInfo
,normalW
,viewDirectionW
,vPositionW
,noise
,true 
,specular_ior 
,reflectionSampler
#ifdef REALTIME_FILTERING
,vReflectionFilteringInfo
#endif
);
#else
vec3 environmentRefraction=vec3(0.,0.,0.);
#ifdef DISPERSION
for (int i=0; i<3; i++) {vec3 iblRefractionCoords=refractedViewVectors[i];
#else
vec3 iblRefractionCoords=refractedViewVector;
#endif
#ifdef REFRACTED_ENVIRONMENT_OPPOSITEZ
iblRefractionCoords.z*=-1.0;
#endif
#ifdef REFRACTED_ENVIRONMENT_LOCAL_CUBE
iblRefractionCoords=parallaxCorrectNormal(vPositionW,refractedViewVector,refractionSize,refractionPosition);
#endif
iblRefractionCoords=vec3(reflectionMatrix*vec4(iblRefractionCoords,0));
#ifdef DISPERSION
environmentRefraction[i]=sampleRadiance(roughness_alpha_modified_for_scatter,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos
,baseGeoInfo
,reflectionSampler
,iblRefractionCoords
#ifdef REALTIME_FILTERING
,vReflectionFilteringInfo
#endif
)[i];
#else
environmentRefraction=sampleRadiance(roughness_alpha_modified_for_scatter,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos
,baseGeoInfo
,reflectionSampler
,iblRefractionCoords
#ifdef REALTIME_FILTERING
,vReflectionFilteringInfo
#endif
);
#endif
#ifdef DISPERSION
}
#endif
#endif
#ifdef REFRACTED_BACKGROUND
environmentRefraction*=max(roughness_alpha_modified_for_scatter*roughness_alpha_modified_for_scatter-0.1,0.0);
#endif
#ifdef SCATTERING
#if defined(USEIRRADIANCEMAP) && defined(USE_IRRADIANCE_DOMINANT_DIRECTION)
vec3 scatterVector=mix(vReflectionDominantDirection,normalW,max3(iso_scatter_density));
#else
vec3 scatterVector=normalW;
#endif
scatterVector=mix(viewDirectionW,scatterVector,back_to_iso_scattering_blend);vec3 scatteredEnvironmentLight=sampleIrradiance(
scatterVector
#if defined(NORMAL) && defined(USESPHERICALINVERTEX)
,vEnvironmentIrradiance
#endif
#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
,reflectionMatrix
#endif
#ifdef USEIRRADIANCEMAP
,irradianceSampler
#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION
,vReflectionDominantDirection
#endif
#endif
#ifdef REALTIME_FILTERING
,vReflectionFilteringInfo
#ifdef IBL_CDF_FILTERING
,icdfSampler
#endif
#endif
,vReflectionInfos
,viewDirectionW
,1.0
,multi_scatter_color
);if (transmission_depth>0.0) {vec3 forward_scattered_light=environmentRefraction*transmission_absorption;vec3 back_scattered_light=mix(forward_scattered_light,scatteredEnvironmentLight*absorption_at_mfp,iso_scatter_density);vec3 iso_scattered_light=mix(forward_scattered_light,scatteredEnvironmentLight*multi_scatter_color,iso_scatter_density);slab_translucent_base_ibl=mix(back_scattered_light,iso_scattered_light,back_to_iso_scattering_blend);slab_translucent_base_ibl=mix(slab_translucent_base_ibl,forward_scattered_light,iso_to_forward_scattering_blend);} else {slab_translucent_base_ibl+=environmentRefraction.rgb;}
#else
slab_translucent_base_ibl+=environmentRefraction*transmission_absorption;
#endif
#endif
vec3 slab_subsurface_ibl=vec3(0.,0.,0.);slab_diffuse_ibl*=base_color.rgb;
#define CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION
slab_diffuse_ibl*=ambient_occlusion;slab_metal_ibl*=specular_ambient_occlusion;slab_glossy_ibl*=specular_ambient_occlusion;slab_coat_ibl*=coat_specular_ambient_occlusion;vec3 material_opaque_base_ibl=mix(slab_diffuse_ibl,slab_subsurface_ibl,subsurface_weight);vec3 material_dielectric_base_ibl=mix(material_opaque_base_ibl,slab_translucent_base_ibl,transmission_weight);vec3 material_dielectric_gloss_ibl=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;vec3 material_base_substrate_ibl=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);vec3 material_coated_base_ibl=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3(1.0));
#ifdef FUZZ
slab_fuzz_ibl*=ambient_occlusion;material_surface_ibl=layer(material_coated_base_ibl,slab_fuzz_ibl,fuzzIblFresnel*fuzz_weight,vec3(1.0),fuzz_color);
#else
material_surface_ibl=material_coated_base_ibl;
#endif
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$3]) {
    ShaderStore.IncludesShadersStore[name$3] = shader$3;
}

// Do not edit.
const name$2 = "openpbrDirectLightingInit";
const shader$2 = `#ifdef LIGHT{X}
preLightingInfo preInfo{X};preLightingInfo preInfoCoat{X};vec4 lightColor{X}=light{X}.vLightDiffuse;float shadow{X}=1.;
#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})
#else
#define CUSTOM_LIGHT{X}_COLOR 
#ifdef SPOTLIGHT{X}
preInfo{X}=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);preInfoCoat{X}=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,coatNormalW,vPositionW);
#elif defined(POINTLIGHT{X})
preInfo{X}=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);preInfoCoat{X}=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,coatNormalW,vPositionW);
#elif defined(HEMILIGHT{X})
preInfo{X}=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);preInfoCoat{X}=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,coatNormalW);
#elif defined(DIRLIGHT{X})
preInfo{X}=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);preInfoCoat{X}=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,coatNormalW);
#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
preInfo{X}=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,specular_roughness);preInfoCoat{X}=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,coatNormalW,vPositionW,light{X}.vLightData,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,coat_roughness);
#endif
preInfo{X}.NdotV=baseGeoInfo.NdotV;preInfoCoat{X}.NdotV=coatGeoInfo.NdotV;
#ifdef SPOTLIGHT{X}
#ifdef LIGHT_FALLOFF_GLTF{X}
preInfo{X}.attenuation=computeDistanceLightFalloff_GLTF(preInfo{X}.lightDistanceSquared,light{X}.vLightFalloff.y);
#ifdef IESLIGHTTEXTURE{X}
preInfo{X}.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo{X}.L,iesLightTexture{X});
#else
preInfo{X}.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo{X}.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);
#endif
#elif defined(LIGHT_FALLOFF_PHYSICAL{X})
preInfo{X}.attenuation=computeDistanceLightFalloff_Physical(preInfo{X}.lightDistanceSquared);
#ifdef IESLIGHTTEXTURE{X}
preInfo{X}.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo{X}.L,iesLightTexture{X});
#else
preInfo{X}.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo{X}.L,light{X}.vLightDirection.w);
#endif
#elif defined(LIGHT_FALLOFF_STANDARD{X})
preInfo{X}.attenuation=computeDistanceLightFalloff_Standard(preInfo{X}.lightOffset,light{X}.vLightFalloff.x);
#ifdef IESLIGHTTEXTURE{X}
preInfo{X}.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo{X}.L,iesLightTexture{X});
#else
preInfo{X}.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo{X}.L,light{X}.vLightDirection.w,light{X}.vLightData.w);
#endif
#else
preInfo{X}.attenuation=computeDistanceLightFalloff(preInfo{X}.lightOffset,preInfo{X}.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);
#ifdef IESLIGHTTEXTURE{X}
preInfo{X}.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo{X}.L,iesLightTexture{X});
#else
preInfo{X}.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo{X}.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);
#endif
#endif
#elif defined(POINTLIGHT{X})
#ifdef LIGHT_FALLOFF_GLTF{X}
preInfo{X}.attenuation=computeDistanceLightFalloff_GLTF(preInfo{X}.lightDistanceSquared,light{X}.vLightFalloff.y);
#elif defined(LIGHT_FALLOFF_PHYSICAL{X})
preInfo{X}.attenuation=computeDistanceLightFalloff_Physical(preInfo{X}.lightDistanceSquared);
#elif defined(LIGHT_FALLOFF_STANDARD{X})
preInfo{X}.attenuation=computeDistanceLightFalloff_Standard(preInfo{X}.lightOffset,light{X}.vLightFalloff.x);
#else
preInfo{X}.attenuation=computeDistanceLightFalloff(preInfo{X}.lightOffset,preInfo{X}.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);
#endif
#else
preInfo{X}.attenuation=1.0;
#endif
preInfoCoat{X}.attenuation=preInfo{X}.attenuation;
#if defined(HEMILIGHT{X})
preInfo{X}.roughness=specular_roughness;preInfoCoat{X}.roughness=coat_roughness;
#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
preInfo{X}.roughness=specular_roughness;preInfoCoat{X}.roughness=coat_roughness;
#else
preInfo{X}.roughness=adjustRoughnessFromLightProperties(specular_roughness,light{X}.vLightSpecular.a,preInfo{X}.lightDistance);preInfoCoat{X}.roughness=adjustRoughnessFromLightProperties(coat_roughness,light{X}.vLightSpecular.a,preInfoCoat{X}.lightDistance);
#endif
preInfo{X}.diffuseRoughness=base_diffuse_roughness;preInfo{X}.surfaceAlbedo=base_color.rgb;
#endif
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$2]) {
    ShaderStore.IncludesShadersStore[name$2] = shader$2;
}

// Do not edit.
const name$1 = "openpbrDirectLighting";
const shader$1 = `#ifdef LIGHT{X}
{vec3 slab_diffuse=vec3(0.,0.,0.);vec3 slab_subsurface=vec3(0.,0.,0.);vec3 slab_translucent=slab_translucent_background.rgb;vec3 slab_glossy=vec3(0.,0.,0.);float specularFresnel=0.0;vec3 specularColoredFresnel=vec3(0.,0.,0.);vec3 slab_metal=vec3(0.,0.,0.);vec3 slab_coat=vec3(0.,0.,0.);float coatFresnel=0.0;vec3 slab_fuzz=vec3(0.,0.,0.);float fuzzFresnel=0.0;
#ifdef HEMILIGHT{X}
slab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);
#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
slab_diffuse=computeAreaDiffuseLighting(preInfo{X},lightColor{X}.rgb);
#else
slab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);
#endif
#ifdef PROJECTEDLIGHTTEXTURE{X}
slab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);
#endif
#ifdef FUZZ
float fuzzNdotH=max(dot(fuzzNormalW,preInfo{X}.H),0.0);vec3 fuzzBrdf=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));
#endif
#ifdef THIN_FILM
float thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001);
#endif
#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
slab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);
#else
{
#ifdef ANISOTROPIC_BASE
slab_glossy=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,
baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,
0.0,lightColor{X}.rgb);
#else
slab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);
#endif
specularFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;
#ifdef THIN_FILM
vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);
#endif
}
#endif
#ifdef REFRACTED_LIGHTS
#if AREALIGHT{X}
#else
{preLightingInfo preInfoTrans=preInfo{X};
#ifdef SCATTERING
preInfoTrans.roughness=sqrt(sqrt(max(refractionAlphaG,0.05)));
#else
preInfoTrans.roughness=transmission_roughness;
#endif
if (preInfoTrans.NdotLUnclamped<=0.0) {specularFresnel=0.0;specularColoredFresnel=specularFresnel*specular_color;}
#ifdef ANISOTROPIC_BASE
preInfoTrans.NdotL=max(dot(-normalW,preInfoTrans.L),0.0);
#else
preInfoTrans.NdotL=max(dot(-normalW,preInfoTrans.L)*0.5+0.5,0.0);
#endif
#ifdef DISPERSION
float diff=min(dispersion_iors[2]-dispersion_iors[0],max(dispersion_iors[0]-1.0,1.0));dispersion_iors[2]+=diff;dispersion_iors[0]-=diff;for (int i=0; i<3; i++) {float eta=1.0/dispersion_iors[i];
#else
float eta=1.0/specular_ior;
#endif
preInfoTrans.H=-normalize( preInfoTrans.L+min(eta,0.95)*viewDirectionW);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0,1.0);
#ifdef DISPERSION
slab_translucent[i]+=
#else
slab_translucent+=
#endif
#ifdef ANISOTROPIC_BASE
computeAnisotropicSpecularLighting(preInfoTrans,viewDirectionW,normalW,
baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,
roughness_alpha_modified_for_scatter,lightColor{X}.rgb
#else
computeSpecularLighting(preInfoTrans,normalW,vec3(1.0),vec3(1.0),roughness_alpha_modified_for_scatter,lightColor{X}.rgb
#endif
#ifdef DISPERSION
)[i];}
#else
);
#endif
slab_translucent=mix(slab_translucent,0.25*preInfoTrans.attenuation*lightColor{X}.rgb,clamp(1.0-pow(baseGeoInfo.NdotV,refractionAlphaG),0.0,1.0));
#ifdef SCATTERING
if (transmission_depth>0.0) {preInfoTrans.roughness=1.0;vec3 diffused_forward_scattered_light=computeSpecularLighting(preInfoTrans,normalW,vec3(1.0),vec3(1.0),1.0,lightColor{X}.rgb)*transmission_absorption;preInfoTrans.NdotL=max(dot(viewDirectionW,preInfoTrans.L),0.0);preInfoTrans.NdotV=1.0;preInfoTrans.H=normalize(viewDirectionW+preInfoTrans.L);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0,1.0);preInfoTrans.roughness=0.3;vec3 back_scattered_light=computeSpecularLighting(preInfoTrans,viewDirectionW,vec3(1.0),vec3(1.0),0.025,lightColor{X}.rgb);vec3 forward_scattered_light=(slab_translucent*transmission_absorption);vec3 iso_scattered_light=slab_diffuse;vec3 back_scattering=mix(forward_scattered_light,forward_scattered_light+back_scattered_light*absorption_at_mfp,max3(iso_scatter_density));vec3 iso_scattering=mix(forward_scattered_light,(diffused_forward_scattered_light+iso_scattered_light)*mix(transmission_scatter.rgb,multi_scatter_color,max3(iso_scatter_density)),max3(iso_scatter_density));slab_translucent=mix(back_scattering,iso_scattering,back_to_iso_scattering_blend);slab_translucent=mix(slab_translucent,forward_scattered_light,iso_to_forward_scattering_blend);}
#else
slab_translucent*=transmission_absorption;
#endif
}
#endif
#endif
#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
slab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);
#else
{
#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)
vec3 coloredFresnel=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);
#else
vec3 coloredFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);
#endif
#ifdef THIN_FILM
vec3 thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*thin_film_ior_scale*thinFilmConductorFresnel,thin_film_weight);
#endif
#ifdef ANISOTROPIC_BASE
slab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);
#else
slab_metal=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),coloredFresnel,specular_roughness,lightColor{X}.rgb);
#endif
}
#endif
#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
slab_coat=computeAreaSpecularLighting(preInfoCoat{X},light{X}.vLightSpecular.rgb,coatReflectance.F0,coatReflectance.F90);
#else
{
#ifdef ANISOTROPIC_COAT
slab_coat=computeAnisotropicSpecularLighting(preInfoCoat{X},viewDirectionW,coatNormalW,
coatGeoInfo.anisotropicTangent,coatGeoInfo.anisotropicBitangent,coatGeoInfo.anisotropy,
0.0,lightColor{X}.rgb);
#else
slab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3(coatReflectance.F0),vec3(1.0),coat_roughness,lightColor{X}.rgb);
#endif
float NdotH=max(dot(coatNormalW,preInfoCoat{X}.H),0.0);coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}
#endif
vec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {float cosTheta_view=max(preInfoCoat{X}.NdotV,0.001);float cosTheta_light=max(preInfoCoat{X}.NdotL,0.001);float fresnel_view=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_view,5.0);float fresnel_light=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_light,5.0);float averageReflectance=(fresnel_view+fresnel_light)*0.5;float darkened_transmission=(1.0-averageReflectance)/(1.0+averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-cosTheta_view*cosTheta_view;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}
#ifdef FUZZ
fuzzFresnel=fuzzBrdf.z;vec3 fuzzNormalW=mix(normalW,coatNormalW,coat_weight);float fuzzNdotV=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0);float fuzzNdotL=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);
#else
vec3 fuzz_color=vec3(0.0);
#endif
slab_diffuse*=base_color.rgb;vec3 material_opaque_base=mix(slab_diffuse,slab_subsurface,subsurface_weight);vec3 material_dielectric_base=mix(material_opaque_base,slab_translucent,transmission_weight);vec3 material_dielectric_gloss=material_dielectric_base*(1.0-specularFresnel)+slab_glossy*specularColoredFresnel;vec3 material_base_substrate=mix(material_dielectric_gloss,slab_metal,base_metalness);vec3 material_coated_base=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3(1.0));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3(1.0),fuzz_color);}
#endif
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name$1]) {
    ShaderStore.IncludesShadersStore[name$1] = shader$1;
}

// Do not edit.
const name = "openpbrPixelShader";
const shader = `#define OPENPBR_FRAGMENT_SHADER
#define CUSTOM_FRAGMENT_EXTENSION
#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)
#extension GL_OES_standard_derivatives : enable
#endif
#ifdef LODBASEDMICROSFURACE
#extension GL_EXT_shader_texture_lod : enable
#endif
#define CUSTOM_FRAGMENT_BEGIN
#ifdef LOGARITHMICDEPTH
#extension GL_EXT_frag_depth : enable
#endif
#include<prePassDeclaration>[SCENE_MRT_COUNT]
precision highp float;
#include<oitDeclaration>
#ifndef FROMLINEARSPACE
#define FROMLINEARSPACE
#endif
#include<__decl__openpbrFragment>
#include<pbrFragmentExtraDeclaration>
#include<__decl__lightFragment>[0..maxSimultaneousLights]
#include<openpbrFragmentSamplersDeclaration>
#include<imageProcessingDeclaration>
#include<clipPlaneFragmentDeclaration>
#include<logDepthDeclaration>
#include<fogFragmentDeclaration>
#include<helperFunctions>
#include<subSurfaceScatteringFunctions>
#include<importanceSampling>
#include<pbrHelperFunctions>
#include<imageProcessingFunctions>
#include<shadowsFragmentFunctions>
#include<harmonicsFunctions>
#include<pbrDirectLightingSetupFunctions>
#include<pbrDirectLightingFalloffFunctions>
#include<pbrBRDFFunctions>
#include<hdrFilteringFunctions>
#include<pbrDirectLightingFunctions>
#include<pbrIBLFunctions>
#include<openpbrNormalMapFragmentMainFunctions>
#include<openpbrNormalMapFragmentFunctions>
#ifdef REFLECTION
#include<reflectionFunction>
#endif
#define CUSTOM_FRAGMENT_DEFINITIONS
#include<openpbrDielectricReflectance>
#include<openpbrConductorReflectance>
#include<openpbrAmbientOcclusionFunctions>
#include<openpbrGeometryInfo>
#include<openpbrIblFunctions>
vec3 layer(vec3 slab_bottom,vec3 slab_top,float lerp_factor,vec3 bottom_multiplier,vec3 top_multiplier) {return mix(slab_bottom*bottom_multiplier,slab_top*top_multiplier,lerp_factor);}
void main(void) {
#define CUSTOM_FRAGMENT_MAIN_BEGIN
#include<clipPlaneFragment>
#include<pbrBlockNormalGeometric>
vec3 coatNormalW=normalW;
#include<openpbrNormalMapFragment>
#include<openpbrBlockNormalFinal>
#include<openpbrBaseLayerData>
#include<openpbrTransmissionLayerData>
#include<openpbrCoatLayerData>
#include<openpbrThinFilmLayerData>
#include<openpbrFuzzLayerData>
#include<openpbrAmbientOcclusionData>
float subsurface_weight=0.0;
#define CUSTOM_FRAGMENT_UPDATE_ALPHA
#include<depthPrePass>
#define CUSTOM_FRAGMENT_BEFORE_LIGHTS
#ifdef ANISOTROPIC_COAT
geometryInfoAnisoOutParams coatGeoInfo=geometryInfoAniso(
coatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW
,vec3(geometry_coat_tangent.x,geometry_coat_tangent.y,coat_roughness_anisotropy),TBN
);
#else
geometryInfoOutParams coatGeoInfo=geometryInfo(
coatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW
);
#endif
specular_roughness=mix(specular_roughness,pow(min(1.0,pow(specular_roughness,4.0)+2.0*pow(coat_roughness,4.0)),0.25),coat_weight);
#ifdef ANISOTROPIC_BASE
geometryInfoAnisoOutParams baseGeoInfo=geometryInfoAniso(
normalW,viewDirectionW.xyz,specular_roughness,geometricNormalW
,vec3(geometry_tangent.x,geometry_tangent.y,specular_roughness_anisotropy),TBN
);
#else
geometryInfoOutParams baseGeoInfo=geometryInfo(
normalW,viewDirectionW.xyz,specular_roughness,geometricNormalW
);
#endif
#ifdef FUZZ
vec3 fuzzNormalW=normalize(mix(normalW,coatNormalW,coat_weight));vec3 fuzzTangent=normalize(TBN[0]);fuzzTangent=normalize(fuzzTangent-dot(fuzzTangent,fuzzNormalW)*fuzzNormalW);vec3 fuzzBitangent=cross(fuzzNormalW,fuzzTangent);geometryInfoOutParams fuzzGeoInfo=geometryInfo(
fuzzNormalW,viewDirectionW.xyz,fuzz_roughness,geometricNormalW
);
#endif
ReflectanceParams coatReflectance;coatReflectance=dielectricReflectance(
coat_ior 
,1.0 
,vec3(1.0)
,coat_weight
);
#ifdef THIN_FILM
float thin_film_outside_ior=mix(1.0,coat_ior,coat_weight);
#endif
ReflectanceParams baseDielectricReflectance;{float effectiveCoatIor=mix(1.0,coat_ior,coat_weight);baseDielectricReflectance=dielectricReflectance(
specular_ior 
,effectiveCoatIor 
,specular_color
,specular_weight
);}
ReflectanceParams baseConductorReflectance;baseConductorReflectance=conductorReflectance(base_color,specular_color,specular_weight);vec3 transmission_absorption=vec3(1.0);
#if defined(REFRACTED_BACKGROUND) || defined(REFRACTED_ENVIRONMENT) || defined(REFRACTED_LIGHTS)
#ifdef DISPERSION
vec3 refractedViewVectors[3];float iorDispersionSpread=transmission_dispersion_scale/transmission_dispersion_abbe_number*(specular_ior-1.0);vec3 dispersion_iors=vec3(specular_ior-iorDispersionSpread,specular_ior,specular_ior+iorDispersionSpread);for (int i=0; i<3; i++) {refractedViewVectors[i]=double_refract(-viewDirectionW,normalW,dispersion_iors[i]); }
#else
vec3 refractedViewVector=double_refract(-viewDirectionW,normalW,specular_ior);
#endif
float transmission_roughness=specular_roughness*clamp(4.0*(specular_ior-1.0),0.001,1.0);vec3 extinction_coeff=vec3(0.0);vec3 scatter_coeff=vec3(0.0);vec3 absorption_coeff=vec3(0.0);vec3 ss_albedo=vec3(0.0);vec3 multi_scatter_color=vec3(1.0);if (transmission_depth>0.0) {vec3 invDepth=vec3(1./maxEps(transmission_depth));extinction_coeff=-log(transmission_color.rgb)*invDepth;scatter_coeff=transmission_scatter.rgb*invDepth;absorption_coeff=extinction_coeff-scatter_coeff.rgb;float minCoeff=min3(absorption_coeff);if (minCoeff<0.0) {absorption_coeff-=vec3(minCoeff);}
extinction_coeff=absorption_coeff+scatter_coeff;ss_albedo=scatter_coeff/(extinction_coeff);multi_scatter_color=singleScatterToMultiScatterAlbedo(ss_albedo);transmission_absorption=exp(-absorption_coeff*geometry_thickness);} else {transmission_absorption=transmission_color.rgb*transmission_color.rgb;}
float refractionAlphaG=transmission_roughness*transmission_roughness;
#ifdef SCATTERING
float back_to_iso_scattering_blend=min(1.0+transmission_scatter_anisotropy,1.0);float iso_to_forward_scattering_blend=max(transmission_scatter_anisotropy,0.0);vec3 iso_scatter_transmittance=pow(exp(-extinction_coeff*geometry_thickness),vec3(0.2));vec3 iso_scatter_density=clamp(vec3(1.0)-iso_scatter_transmittance,0.0,1.0);float roughness_alpha_modified_for_scatter=min(refractionAlphaG+(1.0-abs(transmission_scatter_anisotropy))*max3(iso_scatter_density*iso_scatter_density),1.0);roughness_alpha_modified_for_scatter=pow(roughness_alpha_modified_for_scatter,6.0);roughness_alpha_modified_for_scatter=clamp(roughness_alpha_modified_for_scatter,refractionAlphaG,1.0);
#else
float roughness_alpha_modified_for_scatter=refractionAlphaG;
#endif
vec3 transport_mfp=vec3(2.0)/scatter_coeff;vec3 absorption_at_mfp=exp(-absorption_coeff*transport_mfp);
#endif
#include<openpbrBackgroundTransmission>
vec3 material_surface_ibl=vec3(0.,0.,0.);
#include<openpbrEnvironmentLighting>
vec3 material_surface_direct=vec3(0.,0.,0.);
#ifdef REFLECTION
slab_translucent_background=vec4(0.,0.,0.,1.);
#else
slab_translucent_background/=float(LIGHTCOUNT); 
#endif
#if defined(LIGHT0)
float aggShadow=0.;
#include<openpbrDirectLightingInit>[0..maxSimultaneousLights]
#include<openpbrDirectLighting>[0..maxSimultaneousLights]
#endif
vec3 material_surface_emission=vEmissionColor;
#ifdef EMISSION_COLOR
vec3 emissionColorTex=texture2D(emissionColorSampler,vEmissionColorUV+uvOffset).rgb;
#ifdef EMISSION_COLOR_GAMMA
material_surface_emission*=toLinearSpace(emissionColorTex.rgb);
#else
material_surface_emission*=emissionColorTex.rgb;
#endif
material_surface_emission*= vEmissionColorInfos.y;
#endif
material_surface_emission*=vLightingIntensity.y;
#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION
vec4 finalColor=vec4(material_surface_ibl+material_surface_direct+material_surface_emission,alpha);
#define CUSTOM_FRAGMENT_BEFORE_FOG
finalColor=max(finalColor,0.0);
#include<logDepthFragment>
#include<fogFragment>(color,finalColor)
#include<pbrBlockImageProcessing>
#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
#ifdef PREPASS
#include<pbrBlockPrePass>
#endif
#if !defined(PREPASS) || defined(WEBGL2)
gl_FragColor=finalColor;
#endif
#include<oitFragment>
#if ORDER_INDEPENDENT_TRANSPARENCY
if (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}
#endif
#include<pbrDebug>
#define CUSTOM_FRAGMENT_MAIN_END
}
`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
    ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
const openpbrPixelShader = { name, shader };

export { openpbrPixelShader };
//# sourceMappingURL=openpbr.fragment-cE2_AFIf.esm.js.map
