// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
import "./ShadersInclude/pbrVertexDeclaration.js";
import "./ShadersInclude/pbrUboDeclaration.js";
import "./ShadersInclude/uvAttributeDeclaration.js";
import "./ShadersInclude/mainUVVaryingDeclaration.js";
import "./ShadersInclude/helperFunctions.js";
import "./ShadersInclude/bonesDeclaration.js";
import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
import "./ShadersInclude/instancesDeclaration.js";
import "./ShadersInclude/prePassVertexDeclaration.js";
import "./ShadersInclude/samplerVertexDeclaration.js";
import "./ShadersInclude/harmonicsFunctions.js";
import "./ShadersInclude/bumpVertexDeclaration.js";
import "./ShadersInclude/clipPlaneVertexDeclaration.js";
import "./ShadersInclude/fogVertexDeclaration.js";
import "./ShadersInclude/lightVxFragmentDeclaration.js";
import "./ShadersInclude/lightVxUboDeclaration.js";
import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
import "./ShadersInclude/morphTargetsVertexDeclaration.js";
import "./ShadersInclude/logDepthDeclaration.js";
import "./ShadersInclude/morphTargetsVertexGlobal.js";
import "./ShadersInclude/morphTargetsVertex.js";
import "./ShadersInclude/instancesVertex.js";
import "./ShadersInclude/bonesVertex.js";
import "./ShadersInclude/bakedVertexAnimation.js";
import "./ShadersInclude/prePassVertex.js";
import "./ShadersInclude/uvVariableDeclaration.js";
import "./ShadersInclude/samplerVertexImplementation.js";
import "./ShadersInclude/bumpVertex.js";
import "./ShadersInclude/clipPlaneVertex.js";
import "./ShadersInclude/fogVertex.js";
import "./ShadersInclude/shadowsVertex.js";
import "./ShadersInclude/vertexColorMixing.js";
import "./ShadersInclude/logDepthVertex.js";
const name = "pbrVertexShader";
const shader = `precision highp float;
#include<__decl__pbrVertex>
#define CUSTOM_VERTEX_BEGIN
attribute vec3 position;
#ifdef NORMAL
attribute vec3 normal;
#endif
#ifdef TANGENT
attribute vec4 tangent;
#endif
#ifdef UV1
attribute vec2 uv;
#endif
#include<uvAttributeDeclaration>[2..7]
#include<mainUVVaryingDeclaration>[1..7]
#ifdef VERTEXCOLOR
attribute vec4 color;
#endif
#include<helperFunctions>
#include<bonesDeclaration>
#include<bakedVertexAnimationDeclaration>
#include<instancesDeclaration>
#include<prePassVertexDeclaration>
#include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)
#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient)
#include<samplerVertexDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity)
#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive)
#include<samplerVertexDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap)
#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity)
#include<samplerVertexDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler)
#include<samplerVertexDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance)
#include<samplerVertexDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance)
#include<samplerVertexDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump)
#ifdef CLEARCOAT
#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat)
#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)
#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump)
#include<samplerVertexDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint)
#endif
#ifdef IRIDESCENCE
#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence)
#include<samplerVertexDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness)
#endif
#ifdef SHEEN
#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen)
#include<samplerVertexDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)
#endif
#ifdef ANISOTROPIC
#include<samplerVertexDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy)
#endif
#ifdef SUBSURFACE
#include<samplerVertexDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness)
#include<samplerVertexDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity)
#include<samplerVertexDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity)
#endif
varying vec3 vPositionW;
#if DEBUGMODE>0
varying vec4 vClipSpacePosition;
#endif
#ifdef NORMAL
varying vec3 vNormalW;
#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
varying vec3 vEnvironmentIrradiance;
#include<harmonicsFunctions>
#endif
#endif
#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
varying vec4 vColor;
#endif
#include<bumpVertexDeclaration>
#include<clipPlaneVertexDeclaration>
#include<fogVertexDeclaration>
#include<__decl__lightVxFragment>[0..maxSimultaneousLights]
#include<morphTargetsVertexGlobalDeclaration>
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
#ifdef REFLECTIONMAP_SKYBOX
varying vec3 vPositionUVW;
#endif
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
varying vec3 vDirectionW;
#endif
#include<logDepthDeclaration>
#define CUSTOM_VERTEX_DEFINITIONS
void main(void) {
#define CUSTOM_VERTEX_MAIN_BEGIN
vec3 positionUpdated=position;
#ifdef NORMAL
vec3 normalUpdated=normal;
#endif
#ifdef TANGENT
vec4 tangentUpdated=tangent;
#endif
#ifdef UV1
vec2 uvUpdated=uv;
#endif
#include<morphTargetsVertexGlobal>
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
#ifdef REFLECTIONMAP_SKYBOX
vPositionUVW=positionUpdated;
#endif
#define CUSTOM_VERTEX_UPDATE_POSITION
#define CUSTOM_VERTEX_UPDATE_NORMAL
#include<instancesVertex>
#if defined(PREPASS) && defined(PREPASS_VELOCITY) && !defined(BONES_VELOCITY_ENABLED)
vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);
vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
#endif
#include<bonesVertex>
#include<bakedVertexAnimation>
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
vPositionW=vec3(worldPos);
#include<prePassVertex>
#ifdef NORMAL
mat3 normalWorld=mat3(finalWorld);
#if defined(INSTANCES) && defined(THIN_INSTANCES)
vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));
vNormalW=normalize(normalWorld*vNormalW);
#else
#ifdef NONUNIFORMSCALING
normalWorld=transposeMat3(inverseMat3(normalWorld));
#endif
vNormalW=normalize(normalWorld*normalUpdated);
#endif
#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
vec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;
#ifdef REFLECTIONMAP_OPPOSITEZ
reflectionVector.z*=-1.0;
#endif
vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
#endif
#endif
#define CUSTOM_VERTEX_UPDATE_WORLDPOS
#ifdef MULTIVIEW
if (gl_ViewID_OVR==0u) {
gl_Position=viewProjection*worldPos;
} else {
gl_Position=viewProjectionR*worldPos;
}
#else
gl_Position=viewProjection*worldPos;
#endif
#if DEBUGMODE>0
vClipSpacePosition=gl_Position;
#endif
#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
#endif
#ifndef UV1
vec2 uvUpdated=vec2(0.,0.);
#endif
#ifdef MAINUV1
vMainUV1=uvUpdated;
#endif
#include<uvVariableDeclaration>[2..7]
#include<samplerVertexImplementation>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_MATRIXNAME_,albedo,_INFONAME_,AlbedoInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_MATRIXNAME_,ambient,_INFONAME_,AmbientInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_MATRIXNAME_,opacity,_INFONAME_,OpacityInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_MATRIXNAME_,emissive,_INFONAME_,EmissiveInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_MATRIXNAME_,lightmap,_INFONAME_,LightmapInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_MATRIXNAME_,reflectivity,_INFONAME_,ReflectivityInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_MATRIXNAME_,microSurfaceSampler,_INFONAME_,MicroSurfaceSamplerInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_MATRIXNAME_,metallicReflectance,_INFONAME_,MetallicReflectanceInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_MATRIXNAME_,reflectance,_INFONAME_,ReflectanceInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_MATRIXNAME_,bump,_INFONAME_,BumpInfos.x)
#ifdef CLEARCOAT
#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_MATRIXNAME_,clearCoat,_INFONAME_,ClearCoatInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness,_MATRIXNAME_,clearCoatRoughness,_INFONAME_,ClearCoatInfos.z)
#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_MATRIXNAME_,clearCoatBump,_INFONAME_,ClearCoatBumpInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_MATRIXNAME_,clearCoatTint,_INFONAME_,ClearCoatTintInfos.x)
#endif
#ifdef IRIDESCENCE
#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_MATRIXNAME_,iridescence,_INFONAME_,IridescenceInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_MATRIXNAME_,iridescenceThickness,_INFONAME_,IridescenceInfos.z)
#endif
#ifdef SHEEN
#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness,_MATRIXNAME_,sheen,_INFONAME_,SheenInfos.z)
#endif
#ifdef ANISOTROPIC
#include<samplerVertexImplementation>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_MATRIXNAME_,anisotropy,_INFONAME_,AnisotropyInfos.x)
#endif
#ifdef SUBSURFACE
#include<samplerVertexImplementation>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_MATRIXNAME_,thickness,_INFONAME_,ThicknessInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_MATRIXNAME_,refractionIntensity,_INFONAME_,RefractionIntensityInfos.x)
#include<samplerVertexImplementation>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_MATRIXNAME_,translucencyIntensity,_INFONAME_,TranslucencyIntensityInfos.x)
#endif
#include<bumpVertex>
#include<clipPlaneVertex>
#include<fogVertex>
#include<shadowsVertex>[0..maxSimultaneousLights]
#include<vertexColorMixing>
#if defined(POINTSIZE) && !defined(WEBGPU)
gl_PointSize=pointSize;
#endif
#include<logDepthVertex>
#define CUSTOM_VERTEX_MAIN_END
}`;
// Sideeffect
ShaderStore.ShadersStore[name] = shader;
/** @internal */
export const pbrVertexShader = { name, shader };
//# sourceMappingURL=pbr.vertex.js.map