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External module "shaders/chunks/lights_fragment_begin"

Index

Variables

Const lights_fragment_begin

lights_fragment_begin: "GeometricContext geometry;vec3 mvPosition = (modelViewMatrix * vec4(position, 1.0)).xyz;geometry.position = mvPosition;geometry.normal = normal;geometry.viewDir = normalize(-mvPosition.xyz);IncidentLight directLight;#if (NUM_POINT_LIGHTS > 0) && defined(RE_Direct)PointLight pointLight;#pragma unroll_loopfor (int i = 0; i < NUM_POINT_LIGHTS; i++) {pointLight = pointLights[ i ];getPointDirectLightIrradiance(pointLight, geometry, directLight);#if defined(USE_SHADOWMAP) && (UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS)directLight.color *= all(bvec3( pointLight.shadow, directLight.visible, receiveShadow)) ? getPointShadow(pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar) : 1.0;#endifRE_Direct( directLight, geometry, material, reflectedLight );}#endif#if (NUM_SPOT_LIGHTS > 0) && defined(RE_Direct)SpotLight spotLight;#pragma unroll_loopfor (int i = 0; i < NUM_SPOT_LIGHTS; i++) {spotLight = spotLights[ i ];getSpotDirectLightIrradiance(spotLight, geometry, directLight);#if defined(USE_SHADOWMAP) && (UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS)directLight.color *= all(bvec3(spotLight.shadow, directLight.visible, receiveShadow)) ? getShadow(spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ]) : 1.0;#endifRE_Direct(directLight, geometry, material, reflectedLight);}#endif#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )DirectionalLight directionalLight;#pragma unroll_loopfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {directionalLight = directionalLights[ i ];getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )directLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;#endifRE_Direct( directLight, geometry, material, reflectedLight );}#endif#if (NUM_RECT_AREA_LIGHTS > 0) && defined(RE_Direct_RectArea)RectAreaLight rectAreaLight;#pragma unroll_loopfor (int i = 0; i < NUM_RECT_AREA_LIGHTS; i++) {rectAreaLight = rectAreaLights[ i ];RE_Direct_RectArea(rectAreaLight, geometry, material, reflectedLight);}#endif#if defined( RE_IndirectDiffuse )vec3 iblIrradiance = vec3(0.0);vec3 irradiance = getAmbientLightIrradiance(ambientLightColor);irradiance += getLightProbeIrradiance(lightProbe, geometry);#if (NUM_HEMI_LIGHTS > 0)#pragma unroll_loopfor (int i = 0; i < NUM_HEMI_LIGHTS; i ++) {irradiance += getHemisphereLightIrradiance(hemisphereLights[ i ], geometry);}#endif#endif#if defined( RE_IndirectSpecular )vec3 radiance = vec3(0.0);vec3 clearcoatRadiance = vec3(0.0);#endif" = `GeometricContext geometry;vec3 mvPosition = (modelViewMatrix * vec4(position, 1.0)).xyz;geometry.position = mvPosition;geometry.normal = normal;geometry.viewDir = normalize(-mvPosition.xyz);IncidentLight directLight;#if (NUM_POINT_LIGHTS > 0) && defined(RE_Direct)PointLight pointLight;#pragma unroll_loopfor (int i = 0; i < NUM_POINT_LIGHTS; i++) {pointLight = pointLights[ i ];getPointDirectLightIrradiance(pointLight, geometry, directLight);#if defined(USE_SHADOWMAP) && (UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS)directLight.color *= all(bvec3( pointLight.shadow, directLight.visible, receiveShadow)) ? getPointShadow(pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar) : 1.0;#endifRE_Direct( directLight, geometry, material, reflectedLight );}#endif#if (NUM_SPOT_LIGHTS > 0) && defined(RE_Direct)SpotLight spotLight;#pragma unroll_loopfor (int i = 0; i < NUM_SPOT_LIGHTS; i++) {spotLight = spotLights[ i ];getSpotDirectLightIrradiance(spotLight, geometry, directLight);#if defined(USE_SHADOWMAP) && (UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS)directLight.color *= all(bvec3(spotLight.shadow, directLight.visible, receiveShadow)) ? getShadow(spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ]) : 1.0;#endifRE_Direct(directLight, geometry, material, reflectedLight);}#endif#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )DirectionalLight directionalLight;#pragma unroll_loopfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {directionalLight = directionalLights[ i ];getDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )directLight.color *= all( bvec3( directionalLight.shadow, directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;#endifRE_Direct( directLight, geometry, material, reflectedLight );}#endif#if (NUM_RECT_AREA_LIGHTS > 0) && defined(RE_Direct_RectArea)RectAreaLight rectAreaLight;#pragma unroll_loopfor (int i = 0; i < NUM_RECT_AREA_LIGHTS; i++) {rectAreaLight = rectAreaLights[ i ];RE_Direct_RectArea(rectAreaLight, geometry, material, reflectedLight);}#endif#if defined( RE_IndirectDiffuse )vec3 iblIrradiance = vec3(0.0);vec3 irradiance = getAmbientLightIrradiance(ambientLightColor);irradiance += getLightProbeIrradiance(lightProbe, geometry);#if (NUM_HEMI_LIGHTS > 0)#pragma unroll_loopfor (int i = 0; i < NUM_HEMI_LIGHTS; i ++) {irradiance += getHemisphereLightIrradiance(hemisphereLights[ i ], geometry);}#endif#endif#if defined( RE_IndirectSpecular )vec3 radiance = vec3(0.0);vec3 clearcoatRadiance = vec3(0.0);#endif`

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