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