export declare const pbrMaterialUniforms = "uniform Projection {\n  // Projection\n  vec3 u_Camera;\n};\n\nuniform 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\n// Samplers\n#ifdef HAS_BASECOLORMAP\nuniform sampler2D u_BaseColorSampler;\n#endif\n#ifdef HAS_NORMALMAP\nuniform sampler2D u_NormalSampler;\n#endif\n#ifdef HAS_EMISSIVEMAP\nuniform sampler2D u_EmissiveSampler;\n#endif\n#ifdef HAS_METALROUGHNESSMAP\nuniform sampler2D u_MetallicRoughnessSampler;\n#endif\n#ifdef HAS_OCCLUSIONMAP\nuniform sampler2D u_OcclusionSampler;\n#endif\n#ifdef HAS_SPECULARCOLORMAP\nuniform sampler2D u_SpecularColorSampler;\n#endif\n#ifdef HAS_SPECULARINTENSITYMAP\nuniform sampler2D u_SpecularIntensitySampler;\n#endif\n#ifdef HAS_TRANSMISSIONMAP\nuniform sampler2D u_TransmissionSampler;\n#endif\n#ifdef HAS_THICKNESSMAP\nuniform sampler2D u_ThicknessSampler;\n#endif\n#ifdef HAS_CLEARCOATMAP\nuniform sampler2D u_ClearcoatSampler;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSMAP\nuniform sampler2D u_ClearcoatRoughnessSampler;\n#endif\n#ifdef HAS_CLEARCOATNORMALMAP\nuniform sampler2D u_ClearcoatNormalSampler;\n#endif\n#ifdef HAS_SHEENCOLORMAP\nuniform sampler2D u_SheenColorSampler;\n#endif\n#ifdef HAS_SHEENROUGHNESSMAP\nuniform sampler2D u_SheenRoughnessSampler;\n#endif\n#ifdef HAS_IRIDESCENCEMAP\nuniform sampler2D u_IridescenceSampler;\n#endif\n#ifdef HAS_IRIDESCENCETHICKNESSMAP\nuniform sampler2D u_IridescenceThicknessSampler;\n#endif\n#ifdef HAS_ANISOTROPYMAP\nuniform sampler2D u_AnisotropySampler;\n#endif\n#ifdef USE_IBL\nuniform samplerCube u_DiffuseEnvSampler;\nuniform samplerCube u_SpecularEnvSampler;\nuniform sampler2D u_brdfLUT;\n#endif\n\n";
export declare const source = "struct PBRFragmentInputs {\n  pbr_vPosition: vec3f,\n  pbr_vUV0: vec2f,\n  pbr_vUV1: vec2f,\n  pbr_vTBN: mat3x3f,\n  pbr_vNormal: vec3f\n};\n\nvar<private> fragmentInputs: PBRFragmentInputs;\n\nfn pbr_setPositionNormalTangentUV(\n  position: vec4f,\n  normal: vec4f,\n  tangent: vec4f,\n  uv0: vec2f,\n  uv1: vec2f\n)\n{\n  var pos: vec4f = pbrProjection.modelMatrix * position;\n  fragmentInputs.pbr_vPosition = pos.xyz / pos.w;\n  fragmentInputs.pbr_vNormal = vec3f(0.0, 0.0, 1.0);\n  fragmentInputs.pbr_vTBN = mat3x3f(\n    vec3f(1.0, 0.0, 0.0),\n    vec3f(0.0, 1.0, 0.0),\n    vec3f(0.0, 0.0, 1.0)\n  );\n  fragmentInputs.pbr_vUV0 = vec2f(0.0, 0.0);\n  fragmentInputs.pbr_vUV1 = uv1;\n\n#ifdef HAS_NORMALS\n  let normalW: vec3f = normalize((pbrProjection.normalMatrix * vec4f(normal.xyz, 0.0)).xyz);\n  fragmentInputs.pbr_vNormal = normalW;\n#ifdef HAS_TANGENTS\n  let tangentW: vec3f = normalize((pbrProjection.modelMatrix * vec4f(tangent.xyz, 0.0)).xyz);\n  let bitangentW: vec3f = cross(normalW, tangentW) * tangent.w;\n  fragmentInputs.pbr_vTBN = mat3x3f(tangentW, bitangentW, normalW);\n#endif\n#endif\n\n#ifdef HAS_UV\n  fragmentInputs.pbr_vUV0 = uv0;\n#endif\n}\n\nstruct pbrMaterialUniforms {\n  // Material is unlit\n  unlit: u32,\n\n  // Base color map\n  baseColorMapEnabled: u32,\n  baseColorFactor: vec4f,\n\n  normalMapEnabled : u32,\n  normalScale: f32,  // #ifdef HAS_NORMALMAP\n\n  emissiveMapEnabled: u32,\n  emissiveFactor: vec3f, // #ifdef HAS_EMISSIVEMAP\n\n  metallicRoughnessValues: vec2f,\n  metallicRoughnessMapEnabled: u32,\n\n  occlusionMapEnabled: i32,\n  occlusionStrength: f32, // #ifdef HAS_OCCLUSIONMAP\n  \n  alphaCutoffEnabled: i32,\n  alphaCutoff: f32, // #ifdef ALPHA_CUTOFF\n\n  specularColorFactor: vec3f,\n  specularIntensityFactor: f32,\n  specularColorMapEnabled: i32,\n  specularIntensityMapEnabled: i32,\n\n  ior: f32,\n\n  transmissionFactor: f32,\n  transmissionMapEnabled: i32,\n\n  thicknessFactor: f32,\n  attenuationDistance: f32,\n  attenuationColor: vec3f,\n\n  clearcoatFactor: f32,\n  clearcoatRoughnessFactor: f32,\n  clearcoatMapEnabled: i32,\n  clearcoatRoughnessMapEnabled: i32,\n\n  sheenColorFactor: vec3f,\n  sheenRoughnessFactor: f32,\n  sheenColorMapEnabled: i32,\n  sheenRoughnessMapEnabled: i32,\n\n  iridescenceFactor: f32,\n  iridescenceIor: f32,\n  iridescenceThicknessRange: vec2f,\n  iridescenceMapEnabled: i32,\n\n  anisotropyStrength: f32,\n  anisotropyRotation: f32,\n  anisotropyDirection: vec2f,\n  anisotropyMapEnabled: i32,\n\n  emissiveStrength: f32,\n  \n  // IBL\n  IBLenabled: i32,\n  scaleIBLAmbient: vec2f, // #ifdef USE_IBL\n  \n  // debugging flags used for shader output of intermediate PBR variables\n  // #ifdef PBR_DEBUG\n  scaleDiffBaseMR: vec4f,\n  scaleFGDSpec: vec4f,\n  // #endif\n\n  baseColorUVSet: i32,\n  baseColorUVTransform: mat3x3f,\n  metallicRoughnessUVSet: i32,\n  metallicRoughnessUVTransform: mat3x3f,\n  normalUVSet: i32,\n  normalUVTransform: mat3x3f,\n  occlusionUVSet: i32,\n  occlusionUVTransform: mat3x3f,\n  emissiveUVSet: i32,\n  emissiveUVTransform: mat3x3f,\n  specularColorUVSet: i32,\n  specularColorUVTransform: mat3x3f,\n  specularIntensityUVSet: i32,\n  specularIntensityUVTransform: mat3x3f,\n  transmissionUVSet: i32,\n  transmissionUVTransform: mat3x3f,\n  thicknessUVSet: i32,\n  thicknessUVTransform: mat3x3f,\n  clearcoatUVSet: i32,\n  clearcoatUVTransform: mat3x3f,\n  clearcoatRoughnessUVSet: i32,\n  clearcoatRoughnessUVTransform: mat3x3f,\n  clearcoatNormalUVSet: i32,\n  clearcoatNormalUVTransform: mat3x3f,\n  sheenColorUVSet: i32,\n  sheenColorUVTransform: mat3x3f,\n  sheenRoughnessUVSet: i32,\n  sheenRoughnessUVTransform: mat3x3f,\n  iridescenceUVSet: i32,\n  iridescenceUVTransform: mat3x3f,\n  iridescenceThicknessUVSet: i32,\n  iridescenceThicknessUVTransform: mat3x3f,\n  anisotropyUVSet: i32,\n  anisotropyUVTransform: mat3x3f,\n}\n\n@group(3) @binding(auto) var<uniform> pbrMaterial : pbrMaterialUniforms;\n\n// Samplers\n#ifdef HAS_BASECOLORMAP\n@group(3) @binding(auto) var pbr_baseColorSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_baseColorSamplerSampler: sampler;\n#endif\n#ifdef HAS_NORMALMAP\n@group(3) @binding(auto) var pbr_normalSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_normalSamplerSampler: sampler;\n#endif\n#ifdef HAS_EMISSIVEMAP\n@group(3) @binding(auto) var pbr_emissiveSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_emissiveSamplerSampler: sampler;\n#endif\n#ifdef HAS_METALROUGHNESSMAP\n@group(3) @binding(auto) var pbr_metallicRoughnessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_metallicRoughnessSamplerSampler: sampler;\n#endif\n#ifdef HAS_OCCLUSIONMAP\n@group(3) @binding(auto) var pbr_occlusionSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_occlusionSamplerSampler: sampler;\n#endif\n#ifdef HAS_SPECULARCOLORMAP\n@group(3) @binding(auto) var pbr_specularColorSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_specularColorSamplerSampler: sampler;\n#endif\n#ifdef HAS_SPECULARINTENSITYMAP\n@group(3) @binding(auto) var pbr_specularIntensitySampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_specularIntensitySamplerSampler: sampler;\n#endif\n#ifdef HAS_TRANSMISSIONMAP\n@group(3) @binding(auto) var pbr_transmissionSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_transmissionSamplerSampler: sampler;\n#endif\n#ifdef HAS_THICKNESSMAP\n@group(3) @binding(auto) var pbr_thicknessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_thicknessSamplerSampler: sampler;\n#endif\n#ifdef HAS_CLEARCOATMAP\n@group(3) @binding(auto) var pbr_clearcoatSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_clearcoatSamplerSampler: sampler;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSMAP\n@group(3) @binding(auto) var pbr_clearcoatRoughnessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_clearcoatRoughnessSamplerSampler: sampler;\n#endif\n#ifdef HAS_CLEARCOATNORMALMAP\n@group(3) @binding(auto) var pbr_clearcoatNormalSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_clearcoatNormalSamplerSampler: sampler;\n#endif\n#ifdef HAS_SHEENCOLORMAP\n@group(3) @binding(auto) var pbr_sheenColorSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_sheenColorSamplerSampler: sampler;\n#endif\n#ifdef HAS_SHEENROUGHNESSMAP\n@group(3) @binding(auto) var pbr_sheenRoughnessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_sheenRoughnessSamplerSampler: sampler;\n#endif\n#ifdef HAS_IRIDESCENCEMAP\n@group(3) @binding(auto) var pbr_iridescenceSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_iridescenceSamplerSampler: sampler;\n#endif\n#ifdef HAS_IRIDESCENCETHICKNESSMAP\n@group(3) @binding(auto) var pbr_iridescenceThicknessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_iridescenceThicknessSamplerSampler: sampler;\n#endif\n#ifdef HAS_ANISOTROPYMAP\n@group(3) @binding(auto) var pbr_anisotropySampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_anisotropySamplerSampler: sampler;\n#endif\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  NdotL: f32,                  // cos angle between normal and light direction\n  NdotV: f32,                  // cos angle between normal and view direction\n  NdotH: f32,                  // cos angle between normal and half vector\n  LdotH: f32,                  // cos angle between light direction and half vector\n  VdotH: f32,                  // cos angle between view direction and half vector\n  perceptualRoughness: f32,    // roughness value, as authored by the model creator (input to shader)\n  metalness: f32,              // metallic value at the surface\n  reflectance0: vec3f,            // full reflectance color (normal incidence angle)\n  reflectance90: vec3f,           // reflectance color at grazing angle\n  alphaRoughness: f32,         // roughness mapped to a more linear change in the roughness (proposed by [2])\n  diffuseColor: vec3f,            // color contribution from diffuse lighting\n  specularColor: vec3f,           // color contribution from specular lighting\n  n: vec3f,                       // normal at surface point\n  v: vec3f,                       // vector from surface point to camera\n};\n\nconst M_PI = 3.141592653589793;\nconst c_MinRoughness = 0.04;\n\nfn SRGBtoLINEAR(srgbIn: vec4f ) -> vec4f\n{\n  var linOut: vec3f = srgbIn.xyz;\n#ifdef MANUAL_SRGB\n  let bLess: vec3f = step(vec3f(0.04045), srgbIn.xyz);\n  linOut = mix(\n    srgbIn.xyz / vec3f(12.92),\n    pow((srgbIn.xyz + vec3f(0.055)) / vec3f(1.055), vec3f(2.4)),\n    bLess\n  );\n#ifdef SRGB_FAST_APPROXIMATION\n  linOut = pow(srgbIn.xyz, vec3f(2.2));\n#endif\n#endif\n  return vec4f(linOut, srgbIn.w);\n}\n\nfn getMaterialUV(uvSet: i32, uvTransform: mat3x3f) -> vec2f\n{\n  var baseUV = fragmentInputs.pbr_vUV0;\n  if (uvSet == 1) {\n    baseUV = fragmentInputs.pbr_vUV1;\n  }\n  return (uvTransform * vec3f(baseUV, 1.0)).xy;\n}\n\n// Build the tangent basis from interpolated attributes or screen-space derivatives.\nfn getTBN(uv: vec2f) -> mat3x3f\n{\n  let pos_dx: vec3f = dpdx(fragmentInputs.pbr_vPosition);\n  let pos_dy: vec3f = dpdy(fragmentInputs.pbr_vPosition);\n  let tex_dx: vec3f = dpdx(vec3f(uv, 0.0));\n  let tex_dy: vec3f = dpdy(vec3f(uv, 0.0));\n  var t: vec3f = (tex_dy.y * pos_dx - tex_dx.y * pos_dy) / (tex_dx.x * tex_dy.y - tex_dy.x * tex_dx.y);\n\n  var ng: vec3f = cross(pos_dx, pos_dy);\n#ifdef HAS_NORMALS\n  ng = normalize(fragmentInputs.pbr_vNormal);\n#endif\n  t = normalize(t - ng * dot(ng, t));\n  var b: vec3f = normalize(cross(ng, t));\n  var tbn: mat3x3f = mat3x3f(t, b, ng);\n#ifdef HAS_TANGENTS\n  tbn = fragmentInputs.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.\nfn getMappedNormal(\n  normalSampler: texture_2d<f32>,\n  normalSamplerBinding: sampler,\n  tbn: mat3x3f,\n  normalScale: f32,\n  uv: vec2f\n) -> vec3f\n{\n  let n = textureSample(normalSampler, normalSamplerBinding, uv).rgb;\n  return normalize(tbn * ((2.0 * n - 1.0) * vec3f(normalScale, normalScale, 1.0)));\n}\n\nfn getNormal(tbn: mat3x3f, uv: vec2f) -> vec3f\n{\n  // The tbn matrix is linearly interpolated, so we need to re-normalize\n  var n: vec3f = normalize(tbn[2].xyz);\n#ifdef HAS_NORMALMAP\n  n = getMappedNormal(\n    pbr_normalSampler,\n    pbr_normalSamplerSampler,\n    tbn,\n    pbrMaterial.normalScale,\n    uv\n  );\n#endif\n\n  return n;\n}\n\nfn getClearcoatNormal(tbn: mat3x3f, baseNormal: vec3f, uv: vec2f) -> vec3f\n{\n#ifdef HAS_CLEARCOATNORMALMAP\n  return getMappedNormal(\n    pbr_clearcoatNormalSampler,\n    pbr_clearcoatNormalSamplerSampler,\n    tbn,\n    1.0,\n    uv\n  );\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\nfn getIBLContribution(pbrInfo: PBRInfo, n: vec3f, reflection: vec3f) -> vec3f\n{\n  let mipCount: f32 = 9.0; // resolution of 512x512\n  let lod: f32 = pbrInfo.perceptualRoughness * mipCount;\n  // retrieve a scale and bias to F0. See [1], Figure 3\n  let brdf = SRGBtoLINEAR(\n    textureSampleLevel(\n      pbr_brdfLUT,\n      pbr_brdfLUTSampler,\n      vec2f(pbrInfo.NdotV, 1.0 - pbrInfo.perceptualRoughness),\n      0.0\n    )\n  ).rgb;\n  let diffuseLight =\n    SRGBtoLINEAR(\n      textureSampleLevel(pbr_diffuseEnvSampler, pbr_diffuseEnvSamplerSampler, n, 0.0)\n    ).rgb;\n  var specularLight = SRGBtoLINEAR(\n    textureSampleLevel(\n      pbr_specularEnvSampler,\n      pbr_specularEnvSamplerSampler,\n      reflection,\n      0.0\n    )\n  ).rgb;\n#ifdef USE_TEX_LOD\n  specularLight = SRGBtoLINEAR(\n    textureSampleLevel(\n      pbr_specularEnvSampler,\n      pbr_specularEnvSamplerSampler,\n      reflection,\n      lod\n    )\n  ).rgb;\n#endif\n\n  let diffuse = diffuseLight * pbrInfo.diffuseColor * pbrMaterial.scaleIBLAmbient.x;\n  let specular =\n    specularLight * (pbrInfo.specularColor * brdf.x + brdf.y) * 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\nfn diffuse(pbrInfo: PBRInfo) -> vec3<f32> {\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\nfn specularReflection(pbrInfo: PBRInfo) -> vec3<f32> {\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].\nfn geometricOcclusion(pbrInfo: PBRInfo) -> f32 {\n  let NdotL: f32 = pbrInfo.NdotL;\n  let NdotV: f32 = pbrInfo.NdotV;\n  let r: f32 = pbrInfo.alphaRoughness;\n\n  let attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));\n  let 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.\nfn microfacetDistribution(pbrInfo: PBRInfo) -> f32 {\n  let roughnessSq = pbrInfo.alphaRoughness * pbrInfo.alphaRoughness;\n  let f = (pbrInfo.NdotH * roughnessSq - pbrInfo.NdotH) * pbrInfo.NdotH + 1.0;\n  return roughnessSq / (M_PI * f * f);\n}\n\nfn maxComponent(value: vec3f) -> f32 {\n  return max(max(value.r, value.g), value.b);\n}\n\nfn getDielectricF0(ior: f32) -> f32 {\n  let clampedIor = max(ior, 1.0);\n  let ratio = (clampedIor - 1.0) / (clampedIor + 1.0);\n  return ratio * ratio;\n}\n\nfn normalizeDirection(direction: vec2f) -> vec2f {\n  let directionLength = length(direction);\n  if (directionLength > 0.0001) {\n    return direction / directionLength;\n  }\n\n  return vec2f(1.0, 0.0);\n}\n\nfn rotateDirection(direction: vec2f, rotation: f32) -> vec2f {\n  let s = sin(rotation);\n  let c = cos(rotation);\n  return vec2f(direction.x * c - direction.y * s, direction.x * s + direction.y * c);\n}\n\nfn getIridescenceTint(iridescence: f32, thickness: f32, NdotV: f32) -> vec3f {\n  if (iridescence <= 0.0) {\n    return vec3f(1.0);\n  }\n\n  let phase = 0.015 * thickness * pbrMaterial.iridescenceIor + (1.0 - NdotV) * 6.0;\n  let thinFilmTint =\n    0.5 +\n    0.5 *\n    cos(vec3f(phase, phase + 2.0943951, phase + 4.1887902));\n  return mix(vec3f(1.0), thinFilmTint, iridescence);\n}\n\nfn getVolumeAttenuation(thickness: f32) -> vec3f {\n  if (thickness <= 0.0) {\n    return vec3f(1.0);\n  }\n\n  let attenuationCoefficient =\n    -log(max(pbrMaterial.attenuationColor, vec3f(0.0001))) /\n    max(pbrMaterial.attenuationDistance, 0.0001);\n  return exp(-attenuationCoefficient * thickness);\n}\n\nfn createClearcoatPBRInfo(\n  basePBRInfo: PBRInfo,\n  clearcoatNormal: vec3f,\n  clearcoatRoughness: f32\n) -> PBRInfo {\n  let perceptualRoughness = clamp(clearcoatRoughness, c_MinRoughness, 1.0);\n  let alphaRoughness = perceptualRoughness * perceptualRoughness;\n  let 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    vec3f(0.04),\n    vec3f(1.0),\n    alphaRoughness,\n    vec3f(0.0),\n    vec3f(0.04),\n    clearcoatNormal,\n    basePBRInfo.v\n  );\n}\n\nfn calculateClearcoatContribution(\n  pbrInfo: PBRInfo,\n  lightColor: vec3f,\n  clearcoatNormal: vec3f,\n  clearcoatFactor: f32,\n  clearcoatRoughness: f32\n) -> vec3f {\n  if (clearcoatFactor <= 0.0) {\n    return vec3f(0.0);\n  }\n\n  let clearcoatPBRInfo = createClearcoatPBRInfo(pbrInfo, clearcoatNormal, clearcoatRoughness);\n  return calculateFinalColor(clearcoatPBRInfo, lightColor) * clearcoatFactor;\n}\n\n#ifdef USE_IBL\nfn calculateClearcoatIBLContribution(\n  pbrInfo: PBRInfo,\n  clearcoatNormal: vec3f,\n  reflection: vec3f,\n  clearcoatFactor: f32,\n  clearcoatRoughness: f32\n) -> vec3f {\n  if (clearcoatFactor <= 0.0) {\n    return vec3f(0.0);\n  }\n\n  let clearcoatPBRInfo = createClearcoatPBRInfo(pbrInfo, clearcoatNormal, clearcoatRoughness);\n  return getIBLContribution(clearcoatPBRInfo, clearcoatNormal, reflection) * clearcoatFactor;\n}\n#endif\n\nfn calculateSheenContribution(\n  pbrInfo: PBRInfo,\n  lightColor: vec3f,\n  sheenColor: vec3f,\n  sheenRoughness: f32\n) -> vec3f {\n  if (maxComponent(sheenColor) <= 0.0) {\n    return vec3f(0.0);\n  }\n\n  let sheenFresnel = pow(clamp(1.0 - pbrInfo.VdotH, 0.0, 1.0), 5.0);\n  let 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\nfn calculateAnisotropyBoost(\n  pbrInfo: PBRInfo,\n  anisotropyTangent: vec3f,\n  anisotropyStrength: f32\n) -> f32 {\n  if (anisotropyStrength <= 0.0) {\n    return 1.0;\n  }\n\n  let anisotropyBitangent = normalize(cross(pbrInfo.n, anisotropyTangent));\n  let bitangentViewAlignment = abs(dot(pbrInfo.v, anisotropyBitangent));\n  return mix(1.0, 0.65 + 0.7 * bitangentViewAlignment, anisotropyStrength);\n}\n\nfn calculateMaterialLightColor(\n  pbrInfo: PBRInfo,\n  lightColor: vec3f,\n  clearcoatNormal: vec3f,\n  clearcoatFactor: f32,\n  clearcoatRoughness: f32,\n  sheenColor: vec3f,\n  sheenRoughness: f32,\n  anisotropyTangent: vec3f,\n  anisotropyStrength: f32\n) -> vec3f {\n  let anisotropyBoost = calculateAnisotropyBoost(pbrInfo, anisotropyTangent, anisotropyStrength);\n  var 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\nfn PBRInfo_setAmbientLight(pbrInfo: ptr<function, PBRInfo>) {\n  (*pbrInfo).NdotL = 1.0;\n  (*pbrInfo).NdotH = 0.0;\n  (*pbrInfo).LdotH = 0.0;\n  (*pbrInfo).VdotH = 1.0;\n}\n\nfn PBRInfo_setDirectionalLight(pbrInfo: ptr<function, PBRInfo>, lightDirection: vec3<f32>) {\n  let n = (*pbrInfo).n;\n  let v = (*pbrInfo).v;\n  let l = normalize(lightDirection);             // Vector from surface point to light\n  let 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\nfn PBRInfo_setPointLight(pbrInfo: ptr<function, PBRInfo>, pointLight: PointLight) {\n  let light_direction = normalize(pointLight.position - fragmentInputs.pbr_vPosition);\n  PBRInfo_setDirectionalLight(pbrInfo, light_direction);\n}\n\nfn PBRInfo_setSpotLight(pbrInfo: ptr<function, PBRInfo>, spotLight: SpotLight) {\n  let light_direction = normalize(spotLight.position - fragmentInputs.pbr_vPosition);\n  PBRInfo_setDirectionalLight(pbrInfo, light_direction);\n}\n\nfn calculateFinalColor(pbrInfo: PBRInfo, lightColor: vec3<f32>) -> vec3<f32> {\n  // Calculate the shading terms for the microfacet specular shading model\n  let F = specularReflection(pbrInfo);\n  let G = geometricOcclusion(pbrInfo);\n  let D = microfacetDistribution(pbrInfo);\n\n  // Calculation of analytical lighting contribution\n  let diffuseContrib = (1.0 - F) * diffuse(pbrInfo);\n  let 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\nfn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {\n  let baseColorUV = getMaterialUV(pbrMaterial.baseColorUVSet, pbrMaterial.baseColorUVTransform);\n  let metallicRoughnessUV = getMaterialUV(\n    pbrMaterial.metallicRoughnessUVSet,\n    pbrMaterial.metallicRoughnessUVTransform\n  );\n  let normalUV = getMaterialUV(pbrMaterial.normalUVSet, pbrMaterial.normalUVTransform);\n  let occlusionUV = getMaterialUV(pbrMaterial.occlusionUVSet, pbrMaterial.occlusionUVTransform);\n  let emissiveUV = getMaterialUV(pbrMaterial.emissiveUVSet, pbrMaterial.emissiveUVTransform);\n  let specularColorUV = getMaterialUV(\n    pbrMaterial.specularColorUVSet,\n    pbrMaterial.specularColorUVTransform\n  );\n  let specularIntensityUV = getMaterialUV(\n    pbrMaterial.specularIntensityUVSet,\n    pbrMaterial.specularIntensityUVTransform\n  );\n  let transmissionUV = getMaterialUV(\n    pbrMaterial.transmissionUVSet,\n    pbrMaterial.transmissionUVTransform\n  );\n  let thicknessUV = getMaterialUV(pbrMaterial.thicknessUVSet, pbrMaterial.thicknessUVTransform);\n  let clearcoatUV = getMaterialUV(pbrMaterial.clearcoatUVSet, pbrMaterial.clearcoatUVTransform);\n  let clearcoatRoughnessUV = getMaterialUV(\n    pbrMaterial.clearcoatRoughnessUVSet,\n    pbrMaterial.clearcoatRoughnessUVTransform\n  );\n  let clearcoatNormalUV = getMaterialUV(\n    pbrMaterial.clearcoatNormalUVSet,\n    pbrMaterial.clearcoatNormalUVTransform\n  );\n  let sheenColorUV = getMaterialUV(\n    pbrMaterial.sheenColorUVSet,\n    pbrMaterial.sheenColorUVTransform\n  );\n  let sheenRoughnessUV = getMaterialUV(\n    pbrMaterial.sheenRoughnessUVSet,\n    pbrMaterial.sheenRoughnessUVTransform\n  );\n  let iridescenceUV = getMaterialUV(\n    pbrMaterial.iridescenceUVSet,\n    pbrMaterial.iridescenceUVTransform\n  );\n  let iridescenceThicknessUV = getMaterialUV(\n    pbrMaterial.iridescenceThicknessUVSet,\n    pbrMaterial.iridescenceThicknessUVTransform\n  );\n  let 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  var baseColor: vec4<f32> = pbrMaterial.baseColorFactor;\n  #ifdef HAS_BASECOLORMAP\n  baseColor = SRGBtoLINEAR(\n    textureSample(pbr_baseColorSampler, pbr_baseColorSamplerSampler, baseColorUV)\n  ) * pbrMaterial.baseColorFactor;\n  #endif\n\n  #ifdef ALPHA_CUTOFF\n  if (baseColor.a < pbrMaterial.alphaCutoff) {\n    discard;\n  }\n  #endif\n\n  var color = vec3<f32>(0.0, 0.0, 0.0);\n  var transmission = 0.0;\n\n  if (pbrMaterial.unlit != 0u) {\n    color = baseColor.rgb;\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    var perceptualRoughness = pbrMaterial.metallicRoughnessValues.y;\n    var 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    let mrSample = textureSample(\n      pbr_metallicRoughnessSampler,\n      pbr_metallicRoughnessSamplerSampler,\n      metallicRoughnessUV\n    );\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    let tbn = getTBN(normalUV);\n    let n = getNormal(tbn, normalUV);                          // normal at surface point\n    let v = normalize(pbrProjection.camera - fragmentInputs.pbr_vPosition);  // Vector from surface point to camera\n    let NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);\n    var useExtendedPBR = false;\n    #ifdef USE_MATERIAL_EXTENSIONS\n    useExtendedPBR =\n      pbrMaterial.specularColorMapEnabled != 0 ||\n      pbrMaterial.specularIntensityMapEnabled != 0 ||\n      abs(pbrMaterial.specularIntensityFactor - 1.0) > 0.0001 ||\n      maxComponent(abs(pbrMaterial.specularColorFactor - vec3f(1.0))) > 0.0001 ||\n      abs(pbrMaterial.ior - 1.5) > 0.0001 ||\n      pbrMaterial.transmissionMapEnabled != 0 ||\n      pbrMaterial.transmissionFactor > 0.0001 ||\n      pbrMaterial.clearcoatMapEnabled != 0 ||\n      pbrMaterial.clearcoatRoughnessMapEnabled != 0 ||\n      pbrMaterial.clearcoatFactor > 0.0001 ||\n      pbrMaterial.clearcoatRoughnessFactor > 0.0001 ||\n      pbrMaterial.sheenColorMapEnabled != 0 ||\n      pbrMaterial.sheenRoughnessMapEnabled != 0 ||\n      maxComponent(pbrMaterial.sheenColorFactor) > 0.0001 ||\n      pbrMaterial.sheenRoughnessFactor > 0.0001 ||\n      pbrMaterial.iridescenceMapEnabled != 0 ||\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 != 0 ||\n      pbrMaterial.anisotropyStrength > 0.0001 ||\n      abs(pbrMaterial.anisotropyRotation) > 0.0001 ||\n      length(pbrMaterial.anisotropyDirection - vec2f(1.0, 0.0)) > 0.0001;\n    #endif\n\n    if (!useExtendedPBR) {\n      let alphaRoughness = perceptualRoughness * perceptualRoughness;\n\n      let f0 = vec3<f32>(0.04);\n      var diffuseColor = baseColor.rgb * (vec3<f32>(1.0) - f0);\n      diffuseColor *= 1.0 - metallic;\n      let specularColor = mix(f0, baseColor.rgb, metallic);\n\n      let reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);\n      let reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);\n      let specularEnvironmentR0 = specularColor;\n      let specularEnvironmentR90 = vec3<f32>(1.0, 1.0, 1.0) * reflectance90;\n      let reflection = -normalize(reflect(v, n));\n\n      var 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 (var 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 (var i = 0; i < lighting.pointLightCount; i++) {\n        if (i < lighting.pointLightCount) {\n          PBRInfo_setPointLight(&pbrInfo, lighting_getPointLight(i));\n          let attenuation = getPointLightAttenuation(\n            lighting_getPointLight(i),\n            distance(lighting_getPointLight(i).position, fragmentInputs.pbr_vPosition)\n          );\n          color += calculateFinalColor(pbrInfo, lighting_getPointLight(i).color / attenuation);\n        }\n      }\n\n      for (var i = 0; i < lighting.spotLightCount; i++) {\n        if (i < lighting.spotLightCount) {\n          PBRInfo_setSpotLight(&pbrInfo, lighting_getSpotLight(i));\n          let attenuation = getSpotLightAttenuation(\n            lighting_getSpotLight(i),\n            fragmentInputs.pbr_vPosition\n          );\n          color += calculateFinalColor(pbrInfo, lighting_getSpotLight(i).color / attenuation);\n        }\n      }\n      #endif\n\n      #ifdef USE_IBL\n      if (pbrMaterial.IBLenabled != 0) {\n        color += getIBLContribution(pbrInfo, n, reflection);\n      }\n      #endif\n\n      #ifdef HAS_OCCLUSIONMAP\n      if (pbrMaterial.occlusionMapEnabled != 0) {\n        let ao = textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, occlusionUV).r;\n        color = mix(color, color * ao, pbrMaterial.occlusionStrength);\n      }\n      #endif\n\n      var emissive = pbrMaterial.emissiveFactor;\n      #ifdef HAS_EMISSIVEMAP\n      if (pbrMaterial.emissiveMapEnabled != 0u) {\n        emissive *= SRGBtoLINEAR(\n          textureSample(pbr_emissiveSampler, pbr_emissiveSamplerSampler, emissiveUV)\n        ).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<f32>(metallic), pbrMaterial.scaleDiffBaseMR.z);\n      color = mix(color, vec3<f32>(perceptualRoughness), pbrMaterial.scaleDiffBaseMR.w);\n      #endif\n\n      return vec4<f32>(pow(color, vec3<f32>(1.0 / 2.2)), baseColor.a);\n    }\n\n    var specularIntensity = pbrMaterial.specularIntensityFactor;\n    #ifdef HAS_SPECULARINTENSITYMAP\n    if (pbrMaterial.specularIntensityMapEnabled != 0) {\n      specularIntensity *= textureSample(\n        pbr_specularIntensitySampler,\n        pbr_specularIntensitySamplerSampler,\n        specularIntensityUV\n      ).a;\n    }\n    #endif\n\n    var specularFactor = pbrMaterial.specularColorFactor;\n    #ifdef HAS_SPECULARCOLORMAP\n    if (pbrMaterial.specularColorMapEnabled != 0) {\n      specularFactor *= SRGBtoLINEAR(\n        textureSample(\n          pbr_specularColorSampler,\n          pbr_specularColorSamplerSampler,\n          specularColorUV\n        )\n      ).rgb;\n    }\n    #endif\n\n    transmission = pbrMaterial.transmissionFactor;\n    #ifdef HAS_TRANSMISSIONMAP\n    if (pbrMaterial.transmissionMapEnabled != 0) {\n      transmission *= textureSample(\n        pbr_transmissionSampler,\n        pbr_transmissionSamplerSampler,\n        transmissionUV\n      ).r;\n    }\n    #endif\n    transmission = clamp(transmission * (1.0 - metallic), 0.0, 1.0);\n    var thickness = max(pbrMaterial.thicknessFactor, 0.0);\n    #ifdef HAS_THICKNESSMAP\n    thickness *= textureSample(\n      pbr_thicknessSampler,\n      pbr_thicknessSamplerSampler,\n      thicknessUV\n    ).g;\n    #endif\n\n    var clearcoatFactor = pbrMaterial.clearcoatFactor;\n    var clearcoatRoughness = pbrMaterial.clearcoatRoughnessFactor;\n    #ifdef HAS_CLEARCOATMAP\n    if (pbrMaterial.clearcoatMapEnabled != 0) {\n      clearcoatFactor *= textureSample(\n        pbr_clearcoatSampler,\n        pbr_clearcoatSamplerSampler,\n        clearcoatUV\n      ).r;\n    }\n    #endif\n    #ifdef HAS_CLEARCOATROUGHNESSMAP\n    if (pbrMaterial.clearcoatRoughnessMapEnabled != 0) {\n      clearcoatRoughness *= textureSample(\n        pbr_clearcoatRoughnessSampler,\n        pbr_clearcoatRoughnessSamplerSampler,\n        clearcoatRoughnessUV\n      ).g;\n    }\n    #endif\n    clearcoatFactor = clamp(clearcoatFactor, 0.0, 1.0);\n    clearcoatRoughness = clamp(clearcoatRoughness, c_MinRoughness, 1.0);\n    let clearcoatNormal = getClearcoatNormal(getTBN(clearcoatNormalUV), n, clearcoatNormalUV);\n\n    var sheenColor = pbrMaterial.sheenColorFactor;\n    var sheenRoughness = pbrMaterial.sheenRoughnessFactor;\n    #ifdef HAS_SHEENCOLORMAP\n    if (pbrMaterial.sheenColorMapEnabled != 0) {\n      sheenColor *= SRGBtoLINEAR(\n        textureSample(\n          pbr_sheenColorSampler,\n          pbr_sheenColorSamplerSampler,\n          sheenColorUV\n        )\n      ).rgb;\n    }\n    #endif\n    #ifdef HAS_SHEENROUGHNESSMAP\n    if (pbrMaterial.sheenRoughnessMapEnabled != 0) {\n      sheenRoughness *= textureSample(\n        pbr_sheenRoughnessSampler,\n        pbr_sheenRoughnessSamplerSampler,\n        sheenRoughnessUV\n      ).a;\n    }\n    #endif\n    sheenRoughness = clamp(sheenRoughness, c_MinRoughness, 1.0);\n\n    var iridescence = pbrMaterial.iridescenceFactor;\n    #ifdef HAS_IRIDESCENCEMAP\n    if (pbrMaterial.iridescenceMapEnabled != 0) {\n      iridescence *= textureSample(\n        pbr_iridescenceSampler,\n        pbr_iridescenceSamplerSampler,\n        iridescenceUV\n      ).r;\n    }\n    #endif\n    iridescence = clamp(iridescence, 0.0, 1.0);\n    var 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      textureSample(\n        pbr_iridescenceThicknessSampler,\n        pbr_iridescenceThicknessSamplerSampler,\n        iridescenceThicknessUV\n      ).g\n    );\n    #endif\n\n    var anisotropyStrength = clamp(pbrMaterial.anisotropyStrength, 0.0, 1.0);\n    var anisotropyDirection = normalizeDirection(pbrMaterial.anisotropyDirection);\n    #ifdef HAS_ANISOTROPYMAP\n    if (pbrMaterial.anisotropyMapEnabled != 0) {\n      let anisotropySample = textureSample(\n        pbr_anisotropySampler,\n        pbr_anisotropySamplerSampler,\n        anisotropyUV\n      ).rgb;\n      anisotropyStrength *= anisotropySample.b;\n      let 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    var anisotropyTangent =\n      normalize(tbn[0] * anisotropyDirection.x + tbn[1] * anisotropyDirection.y);\n    if (length(anisotropyTangent) < 0.0001) {\n      anisotropyTangent = normalize(tbn[0]);\n    }\n    let 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    let alphaRoughness = perceptualRoughness * perceptualRoughness;\n\n    let dielectricF0 = getDielectricF0(pbrMaterial.ior);\n    var dielectricSpecularF0 = min(\n      vec3f(dielectricF0) * specularFactor * specularIntensity,\n      vec3f(1.0)\n    );\n    let iridescenceTint = getIridescenceTint(iridescence, iridescenceThickness, NdotV);\n    dielectricSpecularF0 = mix(\n      dielectricSpecularF0,\n      dielectricSpecularF0 * iridescenceTint,\n      iridescence\n    );\n    var diffuseColor = baseColor.rgb * (vec3f(1.0) - dielectricSpecularF0);\n    diffuseColor *= (1.0 - metallic) * (1.0 - transmission);\n    var specularColor = mix(dielectricSpecularF0, baseColor.rgb, metallic);\n\n    let baseLayerEnergy = 1.0 - clearcoatFactor * 0.25;\n    diffuseColor *= baseLayerEnergy;\n    specularColor *= baseLayerEnergy;\n\n    // Compute reflectance.\n    let 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 reflectance to 0%.\n    let reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);\n    let specularEnvironmentR0 = specularColor;\n    let specularEnvironmentR90 = vec3<f32>(1.0, 1.0, 1.0) * reflectance90;\n    let reflection = -normalize(reflect(v, n));\n\n    var 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    // 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 (var 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 (var i = 0; i < lighting.pointLightCount; i++) {\n      if (i < lighting.pointLightCount) {\n        PBRInfo_setPointLight(&pbrInfo, lighting_getPointLight(i));\n        let attenuation = getPointLightAttenuation(\n          lighting_getPointLight(i),\n          distance(lighting_getPointLight(i).position, fragmentInputs.pbr_vPosition)\n        );\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 (var i = 0; i < lighting.spotLightCount; i++) {\n      if (i < lighting.spotLightCount) {\n        PBRInfo_setSpotLight(&pbrInfo, lighting_getSpotLight(i));\n        let attenuation = getSpotLightAttenuation(lighting_getSpotLight(i), fragmentInputs.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 != 0) {\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 != 0) {\n      let ao = textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, occlusionUV).r;\n      color = mix(color, color * ao, pbrMaterial.occlusionStrength);\n    }\n    #endif\n\n    var emissive = pbrMaterial.emissiveFactor;\n    #ifdef HAS_EMISSIVEMAP\n    if (pbrMaterial.emissiveMapEnabled != 0u) {\n      emissive *= SRGBtoLINEAR(\n        textureSample(pbr_emissiveSampler, pbr_emissiveSamplerSampler, emissiveUV)\n      ).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<f32>(metallic), pbrMaterial.scaleDiffBaseMR.z);\n    color = mix(color, vec3<f32>(perceptualRoughness), pbrMaterial.scaleDiffBaseMR.w);\n    #endif\n  }\n\n  let alpha = clamp(baseColor.a * (1.0 - transmission), 0.0, 1.0);\n  return vec4<f32>(pow(color, vec3<f32>(1.0 / 2.2)), alpha);\n}\n";
//# sourceMappingURL=pbr-material-wgsl.d.ts.map