import type { Texture } from '@luma.gl/core';
import type { Matrix3, Vector2, Vector3, Vector4, NumberArray2, NumberArray3, NumberArray4, NumberArray9 } from '@math.gl/core';
import { ShaderModule } from "../../../lib/shader-module/shader-module.js";
/** Non-uniform block bindings for pbr module */
export type PBRMaterialBindings = {
    pbr_baseColorSampler?: Texture | null;
    pbr_normalSampler?: Texture | null;
    pbr_emissiveSampler?: Texture | null;
    pbr_metallicRoughnessSampler?: Texture | null;
    pbr_occlusionSampler?: Texture | null;
    pbr_specularColorSampler?: Texture | null;
    pbr_specularIntensitySampler?: Texture | null;
    pbr_transmissionSampler?: Texture | null;
    pbr_thicknessSampler?: Texture | null;
    pbr_clearcoatSampler?: Texture | null;
    pbr_clearcoatRoughnessSampler?: Texture | null;
    pbr_clearcoatNormalSampler?: Texture | null;
    pbr_sheenColorSampler?: Texture | null;
    pbr_sheenRoughnessSampler?: Texture | null;
    pbr_iridescenceSampler?: Texture | null;
    pbr_iridescenceThicknessSampler?: Texture | null;
    pbr_anisotropySampler?: Texture | null;
};
export type PBRMaterialUniforms = {
    unlit?: boolean;
    baseColorMapEnabled?: boolean;
    baseColorFactor?: Readonly<Vector4 | NumberArray4>;
    normalMapEnabled?: boolean;
    normalScale?: number;
    emissiveMapEnabled?: boolean;
    emissiveFactor?: Readonly<Vector3 | NumberArray3>;
    metallicRoughnessValues?: Readonly<Vector2 | NumberArray2>;
    metallicRoughnessMapEnabled?: boolean;
    occlusionMapEnabled?: boolean;
    occlusionStrength?: number;
    alphaCutoffEnabled?: boolean;
    alphaCutoff?: number;
    IBLenabled?: boolean;
    scaleIBLAmbient?: Readonly<Vector2 | NumberArray2>;
    scaleDiffBaseMR?: Readonly<Vector4 | NumberArray4>;
    scaleFGDSpec?: Readonly<Vector4 | NumberArray4>;
    specularColorFactor?: Readonly<Vector3 | NumberArray3>;
    specularIntensityFactor?: number;
    specularColorMapEnabled?: boolean;
    specularIntensityMapEnabled?: boolean;
    ior?: number;
    transmissionFactor?: number;
    transmissionMapEnabled?: boolean;
    thicknessFactor?: number;
    attenuationDistance?: number;
    attenuationColor?: Readonly<Vector3 | NumberArray3>;
    clearcoatFactor?: number;
    clearcoatRoughnessFactor?: number;
    clearcoatMapEnabled?: boolean;
    clearcoatRoughnessMapEnabled?: boolean;
    sheenColorFactor?: Readonly<Vector3 | NumberArray3>;
    sheenRoughnessFactor?: number;
    sheenColorMapEnabled?: boolean;
    sheenRoughnessMapEnabled?: boolean;
    iridescenceFactor?: number;
    iridescenceIor?: number;
    iridescenceThicknessRange?: Readonly<Vector2 | NumberArray2>;
    iridescenceMapEnabled?: boolean;
    anisotropyStrength?: number;
    anisotropyRotation?: number;
    anisotropyDirection?: Readonly<Vector2 | NumberArray2>;
    anisotropyMapEnabled?: boolean;
    emissiveStrength?: number;
    baseColorUVSet?: number;
    baseColorUVTransform?: Readonly<NumberArray9 | Matrix3>;
    metallicRoughnessUVSet?: number;
    metallicRoughnessUVTransform?: Readonly<NumberArray9 | Matrix3>;
    normalUVSet?: number;
    normalUVTransform?: Readonly<NumberArray9 | Matrix3>;
    occlusionUVSet?: number;
    occlusionUVTransform?: Readonly<NumberArray9 | Matrix3>;
    emissiveUVSet?: number;
    emissiveUVTransform?: Readonly<NumberArray9 | Matrix3>;
    specularColorUVSet?: number;
    specularColorUVTransform?: Readonly<NumberArray9 | Matrix3>;
    specularIntensityUVSet?: number;
    specularIntensityUVTransform?: Readonly<NumberArray9 | Matrix3>;
    transmissionUVSet?: number;
    transmissionUVTransform?: Readonly<NumberArray9 | Matrix3>;
    thicknessUVSet?: number;
    thicknessUVTransform?: Readonly<NumberArray9 | Matrix3>;
    clearcoatUVSet?: number;
    clearcoatUVTransform?: Readonly<NumberArray9 | Matrix3>;
    clearcoatRoughnessUVSet?: number;
    clearcoatRoughnessUVTransform?: Readonly<NumberArray9 | Matrix3>;
    clearcoatNormalUVSet?: number;
    clearcoatNormalUVTransform?: Readonly<NumberArray9 | Matrix3>;
    sheenColorUVSet?: number;
    sheenColorUVTransform?: Readonly<NumberArray9 | Matrix3>;
    sheenRoughnessUVSet?: number;
    sheenRoughnessUVTransform?: Readonly<NumberArray9 | Matrix3>;
    iridescenceUVSet?: number;
    iridescenceUVTransform?: Readonly<NumberArray9 | Matrix3>;
    iridescenceThicknessUVSet?: number;
    iridescenceThicknessUVTransform?: Readonly<NumberArray9 | Matrix3>;
    anisotropyUVSet?: number;
    anisotropyUVTransform?: Readonly<NumberArray9 | Matrix3>;
};
export type PBRMaterialProps = PBRMaterialBindings & PBRMaterialUniforms;
/**
 * An implementation of PBR (Physically-Based Rendering).
 * Physically Based Shading of a microfacet surface defined by a glTF material.
 */
export declare const pbrMaterial: {
    readonly props: PBRMaterialProps;
    readonly uniforms: PBRMaterialUniforms;
    readonly defaultUniforms: Required<PBRMaterialUniforms>;
    readonly name: "pbrMaterial";
    readonly firstBindingSlot: 0;
    readonly bindingLayout: readonly [{
        readonly name: "pbrMaterial";
        readonly group: 3;
    }, {
        readonly name: "pbr_baseColorSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_normalSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_emissiveSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_metallicRoughnessSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_occlusionSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_specularColorSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_specularIntensitySampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_transmissionSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_thicknessSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_clearcoatSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_clearcoatRoughnessSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_clearcoatNormalSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_sheenColorSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_sheenRoughnessSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_iridescenceSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_iridescenceThicknessSampler";
        readonly group: 3;
    }, {
        readonly name: "pbr_anisotropySampler";
        readonly group: 3;
    }];
    readonly dependencies: [{
        readonly props: import("../lights/lighting").LightingProps;
        readonly uniforms: import("../lights/lighting").LightingUniforms;
        readonly name: "lighting";
        readonly defines: {};
        readonly uniformTypes: {
            readonly enabled: "i32";
            readonly directionalLightCount: "i32";
            readonly pointLightCount: "i32";
            readonly spotLightCount: "i32";
            readonly ambientColor: "vec3<f32>";
            readonly lights: readonly [{
                readonly color: "vec3<f32>";
                readonly position: "vec3<f32>";
                readonly direction: "vec3<f32>";
                readonly attenuation: "vec3<f32>";
                readonly coneCos: "vec2<f32>";
            }, 5];
        };
        readonly defaultUniforms: import("../lights/lighting").LightingUniforms;
        readonly bindingLayout: readonly [{
            readonly name: "lighting";
            readonly group: 2;
        }];
        readonly firstBindingSlot: 0;
        readonly source: "// #if (defined(SHADER_TYPE_FRAGMENT) && defined(LIGHTING_FRAGMENT)) || (defined(SHADER_TYPE_VERTEX) && defined(LIGHTING_VERTEX))\nconst MAX_LIGHTS: i32 = 5;\n\nstruct AmbientLight {\n  color: vec3<f32>,\n};\n\nstruct PointLight {\n  color: vec3<f32>,\n  position: vec3<f32>,\n  attenuation: vec3<f32>, // 2nd order x:Constant-y:Linear-z:Exponential\n};\n\nstruct SpotLight {\n  color: vec3<f32>,\n  position: vec3<f32>,\n  direction: vec3<f32>,\n  attenuation: vec3<f32>,\n  coneCos: vec2<f32>,\n};\n\nstruct DirectionalLight {\n  color: vec3<f32>,\n  direction: vec3<f32>,\n};\n\nstruct UniformLight {\n  color: vec3<f32>,\n  position: vec3<f32>,\n  direction: vec3<f32>,\n  attenuation: vec3<f32>,\n  coneCos: vec2<f32>,\n};\n\nstruct lightingUniforms {\n  enabled: i32,\n  directionalLightCount: i32,\n  pointLightCount: i32,\n  spotLightCount: i32,\n  ambientColor: vec3<f32>,\n  lights: array<UniformLight, 5>,\n};\n\n@group(2) @binding(auto) var<uniform> lighting : lightingUniforms;\n\nfn lighting_getPointLight(index: i32) -> PointLight {\n  let light = lighting.lights[index];\n  return PointLight(light.color, light.position, light.attenuation);\n}\n\nfn lighting_getSpotLight(index: i32) -> SpotLight {\n  let light = lighting.lights[lighting.pointLightCount + index];\n  return SpotLight(light.color, light.position, light.direction, light.attenuation, light.coneCos);\n}\n\nfn lighting_getDirectionalLight(index: i32) -> DirectionalLight {\n  let light = lighting.lights[lighting.pointLightCount + lighting.spotLightCount + index];\n  return DirectionalLight(light.color, light.direction);\n}\n\nfn getPointLightAttenuation(pointLight: PointLight, distance: f32) -> f32 {\n  return pointLight.attenuation.x\n       + pointLight.attenuation.y * distance\n       + pointLight.attenuation.z * distance * distance;\n}\n\nfn getSpotLightAttenuation(spotLight: SpotLight, positionWorldspace: vec3<f32>) -> f32 {\n  let lightDirection = normalize(positionWorldspace - spotLight.position);\n  let coneFactor = smoothstep(\n    spotLight.coneCos.y,\n    spotLight.coneCos.x,\n    dot(normalize(spotLight.direction), lightDirection)\n  );\n  let distanceAttenuation = getPointLightAttenuation(\n    PointLight(spotLight.color, spotLight.position, spotLight.attenuation),\n    distance(spotLight.position, positionWorldspace)\n  );\n  return distanceAttenuation / max(coneFactor, 0.0001);\n}\n";
        readonly vs: "precision highp int;\n\n// #if (defined(SHADER_TYPE_FRAGMENT) && defined(LIGHTING_FRAGMENT)) || (defined(SHADER_TYPE_VERTEX) && defined(LIGHTING_VERTEX))\nstruct AmbientLight {\n  vec3 color;\n};\n\nstruct PointLight {\n  vec3 color;\n  vec3 position;\n  vec3 attenuation; // 2nd order x:Constant-y:Linear-z:Exponential\n};\n\nstruct SpotLight {\n  vec3 color;\n  vec3 position;\n  vec3 direction;\n  vec3 attenuation;\n  vec2 coneCos;\n};\n\nstruct DirectionalLight {\n  vec3 color;\n  vec3 direction;\n};\n\nstruct UniformLight {\n  vec3 color;\n  vec3 position;\n  vec3 direction;\n  vec3 attenuation;\n  vec2 coneCos;\n};\n\nlayout(std140) uniform lightingUniforms {\n  int enabled;\n  int directionalLightCount;\n  int pointLightCount;\n  int spotLightCount;\n  vec3 ambientColor;\n  UniformLight lights[5];\n} lighting;\n\nPointLight lighting_getPointLight(int index) {\n  UniformLight light = lighting.lights[index];\n  return PointLight(light.color, light.position, light.attenuation);\n}\n\nSpotLight lighting_getSpotLight(int index) {\n  UniformLight light = lighting.lights[lighting.pointLightCount + index];\n  return SpotLight(light.color, light.position, light.direction, light.attenuation, light.coneCos);\n}\n\nDirectionalLight lighting_getDirectionalLight(int index) {\n  UniformLight light =\n    lighting.lights[lighting.pointLightCount + lighting.spotLightCount + index];\n  return DirectionalLight(light.color, light.direction);\n}\n\nfloat getPointLightAttenuation(PointLight pointLight, float distance) {\n  return pointLight.attenuation.x\n       + pointLight.attenuation.y * distance\n       + pointLight.attenuation.z * distance * distance;\n}\n\nfloat getSpotLightAttenuation(SpotLight spotLight, vec3 positionWorldspace) {\n  vec3 light_direction = normalize(positionWorldspace - spotLight.position);\n  float coneFactor = smoothstep(\n    spotLight.coneCos.y,\n    spotLight.coneCos.x,\n    dot(normalize(spotLight.direction), light_direction)\n  );\n  float distanceAttenuation = getPointLightAttenuation(\n    PointLight(spotLight.color, spotLight.position, spotLight.attenuation),\n    distance(spotLight.position, positionWorldspace)\n  );\n  return distanceAttenuation / max(coneFactor, 0.0001);\n}\n\n// #endif\n";
        readonly fs: "precision highp int;\n\n// #if (defined(SHADER_TYPE_FRAGMENT) && defined(LIGHTING_FRAGMENT)) || (defined(SHADER_TYPE_VERTEX) && defined(LIGHTING_VERTEX))\nstruct AmbientLight {\n  vec3 color;\n};\n\nstruct PointLight {\n  vec3 color;\n  vec3 position;\n  vec3 attenuation; // 2nd order x:Constant-y:Linear-z:Exponential\n};\n\nstruct SpotLight {\n  vec3 color;\n  vec3 position;\n  vec3 direction;\n  vec3 attenuation;\n  vec2 coneCos;\n};\n\nstruct DirectionalLight {\n  vec3 color;\n  vec3 direction;\n};\n\nstruct UniformLight {\n  vec3 color;\n  vec3 position;\n  vec3 direction;\n  vec3 attenuation;\n  vec2 coneCos;\n};\n\nlayout(std140) uniform lightingUniforms {\n  int enabled;\n  int directionalLightCount;\n  int pointLightCount;\n  int spotLightCount;\n  vec3 ambientColor;\n  UniformLight lights[5];\n} lighting;\n\nPointLight lighting_getPointLight(int index) {\n  UniformLight light = lighting.lights[index];\n  return PointLight(light.color, light.position, light.attenuation);\n}\n\nSpotLight lighting_getSpotLight(int index) {\n  UniformLight light = lighting.lights[lighting.pointLightCount + index];\n  return SpotLight(light.color, light.position, light.direction, light.attenuation, light.coneCos);\n}\n\nDirectionalLight lighting_getDirectionalLight(int index) {\n  UniformLight light =\n    lighting.lights[lighting.pointLightCount + lighting.spotLightCount + index];\n  return DirectionalLight(light.color, light.direction);\n}\n\nfloat getPointLightAttenuation(PointLight pointLight, float distance) {\n  return pointLight.attenuation.x\n       + pointLight.attenuation.y * distance\n       + pointLight.attenuation.z * distance * distance;\n}\n\nfloat getSpotLightAttenuation(SpotLight spotLight, vec3 positionWorldspace) {\n  vec3 light_direction = normalize(positionWorldspace - spotLight.position);\n  float coneFactor = smoothstep(\n    spotLight.coneCos.y,\n    spotLight.coneCos.x,\n    dot(normalize(spotLight.direction), light_direction)\n  );\n  float distanceAttenuation = getPointLightAttenuation(\n    PointLight(spotLight.color, spotLight.position, spotLight.attenuation),\n    distance(spotLight.position, positionWorldspace)\n  );\n  return distanceAttenuation / max(coneFactor, 0.0001);\n}\n\n// #endif\n";
        readonly getUniforms: (props?: import("../lights/lighting").LightingProps, _prevUniforms?: Partial<import("../lights/lighting").LightingUniforms>) => import("../lights/lighting").LightingUniforms;
    }, {
        readonly name: "ibl";
        readonly firstBindingSlot: 32;
        readonly bindingLayout: readonly [{
            readonly name: "pbr_diffuseEnvSampler";
            readonly group: 2;
        }, {
            readonly name: "pbr_specularEnvSampler";
            readonly group: 2;
        }, {
            readonly name: "pbr_brdfLUT";
            readonly group: 2;
        }];
        readonly source: "#ifdef USE_IBL\n@group(2) @binding(auto) var pbr_diffuseEnvSampler: texture_cube<f32>;\n@group(2) @binding(auto) var pbr_diffuseEnvSamplerSampler: sampler;\n@group(2) @binding(auto) var pbr_specularEnvSampler: texture_cube<f32>;\n@group(2) @binding(auto) var pbr_specularEnvSamplerSampler: sampler;\n@group(2) @binding(auto) var pbr_brdfLUT: texture_2d<f32>;\n@group(2) @binding(auto) var pbr_brdfLUTSampler: sampler;\n#endif\n";
        readonly vs: "#ifdef USE_IBL\nuniform samplerCube pbr_diffuseEnvSampler;\nuniform samplerCube pbr_specularEnvSampler;\nuniform sampler2D pbr_brdfLUT;\n#endif\n";
        readonly fs: "#ifdef USE_IBL\nuniform samplerCube pbr_diffuseEnvSampler;\nuniform samplerCube pbr_specularEnvSampler;\nuniform sampler2D pbr_brdfLUT;\n#endif\n";
    }, ShaderModule<import("./pbr-projection").PBRProjectionProps>];
    readonly 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";
    readonly 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";
    readonly 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";
    readonly defines: {
        readonly LIGHTING_FRAGMENT: true;
        readonly HAS_NORMALMAP: false;
        readonly HAS_EMISSIVEMAP: false;
        readonly HAS_OCCLUSIONMAP: false;
        readonly HAS_BASECOLORMAP: false;
        readonly HAS_METALROUGHNESSMAP: false;
        readonly HAS_SPECULARCOLORMAP: false;
        readonly HAS_SPECULARINTENSITYMAP: false;
        readonly HAS_TRANSMISSIONMAP: false;
        readonly HAS_THICKNESSMAP: false;
        readonly HAS_CLEARCOATMAP: false;
        readonly HAS_CLEARCOATROUGHNESSMAP: false;
        readonly HAS_CLEARCOATNORMALMAP: false;
        readonly HAS_SHEENCOLORMAP: false;
        readonly HAS_SHEENROUGHNESSMAP: false;
        readonly HAS_IRIDESCENCEMAP: false;
        readonly HAS_IRIDESCENCETHICKNESSMAP: false;
        readonly HAS_ANISOTROPYMAP: false;
        readonly USE_MATERIAL_EXTENSIONS: false;
        readonly ALPHA_CUTOFF: false;
        readonly USE_IBL: false;
        readonly PBR_DEBUG: false;
    };
    readonly getUniforms: (props: Partial<PBRMaterialProps>) => Partial<PBRMaterialProps>;
    readonly uniformTypes: {
        readonly unlit: "i32";
        readonly baseColorMapEnabled: "i32";
        readonly baseColorFactor: "vec4<f32>";
        readonly normalMapEnabled: "i32";
        readonly normalScale: "f32";
        readonly emissiveMapEnabled: "i32";
        readonly emissiveFactor: "vec3<f32>";
        readonly metallicRoughnessValues: "vec2<f32>";
        readonly metallicRoughnessMapEnabled: "i32";
        readonly occlusionMapEnabled: "i32";
        readonly occlusionStrength: "f32";
        readonly alphaCutoffEnabled: "i32";
        readonly alphaCutoff: "f32";
        readonly specularColorFactor: "vec3<f32>";
        readonly specularIntensityFactor: "f32";
        readonly specularColorMapEnabled: "i32";
        readonly specularIntensityMapEnabled: "i32";
        readonly ior: "f32";
        readonly transmissionFactor: "f32";
        readonly transmissionMapEnabled: "i32";
        readonly thicknessFactor: "f32";
        readonly attenuationDistance: "f32";
        readonly attenuationColor: "vec3<f32>";
        readonly clearcoatFactor: "f32";
        readonly clearcoatRoughnessFactor: "f32";
        readonly clearcoatMapEnabled: "i32";
        readonly clearcoatRoughnessMapEnabled: "i32";
        readonly sheenColorFactor: "vec3<f32>";
        readonly sheenRoughnessFactor: "f32";
        readonly sheenColorMapEnabled: "i32";
        readonly sheenRoughnessMapEnabled: "i32";
        readonly iridescenceFactor: "f32";
        readonly iridescenceIor: "f32";
        readonly iridescenceThicknessRange: "vec2<f32>";
        readonly iridescenceMapEnabled: "i32";
        readonly anisotropyStrength: "f32";
        readonly anisotropyRotation: "f32";
        readonly anisotropyDirection: "vec2<f32>";
        readonly anisotropyMapEnabled: "i32";
        readonly emissiveStrength: "f32";
        readonly IBLenabled: "i32";
        readonly scaleIBLAmbient: "vec2<f32>";
        readonly scaleDiffBaseMR: "vec4<f32>";
        readonly scaleFGDSpec: "vec4<f32>";
        readonly baseColorUVSet: "i32";
        readonly baseColorUVTransform: "mat3x3<f32>";
        readonly metallicRoughnessUVSet: "i32";
        readonly metallicRoughnessUVTransform: "mat3x3<f32>";
        readonly normalUVSet: "i32";
        readonly normalUVTransform: "mat3x3<f32>";
        readonly occlusionUVSet: "i32";
        readonly occlusionUVTransform: "mat3x3<f32>";
        readonly emissiveUVSet: "i32";
        readonly emissiveUVTransform: "mat3x3<f32>";
        readonly specularColorUVSet: "i32";
        readonly specularColorUVTransform: "mat3x3<f32>";
        readonly specularIntensityUVSet: "i32";
        readonly specularIntensityUVTransform: "mat3x3<f32>";
        readonly transmissionUVSet: "i32";
        readonly transmissionUVTransform: "mat3x3<f32>";
        readonly thicknessUVSet: "i32";
        readonly thicknessUVTransform: "mat3x3<f32>";
        readonly clearcoatUVSet: "i32";
        readonly clearcoatUVTransform: "mat3x3<f32>";
        readonly clearcoatRoughnessUVSet: "i32";
        readonly clearcoatRoughnessUVTransform: "mat3x3<f32>";
        readonly clearcoatNormalUVSet: "i32";
        readonly clearcoatNormalUVTransform: "mat3x3<f32>";
        readonly sheenColorUVSet: "i32";
        readonly sheenColorUVTransform: "mat3x3<f32>";
        readonly sheenRoughnessUVSet: "i32";
        readonly sheenRoughnessUVTransform: "mat3x3<f32>";
        readonly iridescenceUVSet: "i32";
        readonly iridescenceUVTransform: "mat3x3<f32>";
        readonly iridescenceThicknessUVSet: "i32";
        readonly iridescenceThicknessUVTransform: "mat3x3<f32>";
        readonly anisotropyUVSet: "i32";
        readonly anisotropyUVTransform: "mat3x3<f32>";
    };
};
//# sourceMappingURL=pbr-material.d.ts.map