export default "\n@export clay.lambert.vertex\nuniform mat4 worldViewProjection : WORLDVIEWPROJECTION;\nuniform mat4 worldInverseTranspose : WORLDINVERSETRANSPOSE;\nuniform mat4 world : WORLD;\nuniform vec2 uvRepeat : [1.0, 1.0];\nuniform vec2 uvOffset : [0.0, 0.0];\nattribute vec3 position : POSITION;\nattribute vec2 texcoord : TEXCOORD_0;\nattribute vec3 normal : NORMAL;\nattribute vec3 barycentric;\n#ifdef VERTEX_COLOR\nattribute vec4 a_Color : COLOR;\nvarying vec4 v_Color;\n#endif\n@import clay.chunk.skinning_header\nvarying vec2 v_Texcoord;\nvarying vec3 v_Normal;\nvarying vec3 v_WorldPosition;\nvarying vec3 v_Barycentric;\nvoid main()\n{\n vec3 skinnedPosition = position;\n vec3 skinnedNormal = normal;\n#ifdef SKINNING\n @import clay.chunk.skin_matrix\n skinnedPosition = (skinMatrixWS * vec4(position, 1.0)).xyz;\n skinnedNormal = (skinMatrixWS * vec4(normal, 0.0)).xyz;\n#endif\n gl_Position = worldViewProjection * vec4( skinnedPosition, 1.0 );\n v_Texcoord = texcoord * uvRepeat + uvOffset;\n v_Normal = normalize( ( worldInverseTranspose * vec4(skinnedNormal, 0.0) ).xyz );\n v_WorldPosition = ( world * vec4( skinnedPosition, 1.0) ).xyz;\n v_Barycentric = barycentric;\n#ifdef VERTEX_COLOR\n v_Color = a_Color;\n#endif\n}\n@end\n@export clay.lambert.fragment\nvarying vec2 v_Texcoord;\nvarying vec3 v_Normal;\nvarying vec3 v_WorldPosition;\nuniform sampler2D diffuseMap;\nuniform sampler2D alphaMap;\nuniform vec3 color : [1.0, 1.0, 1.0];\nuniform vec3 emission : [0.0, 0.0, 0.0];\nuniform float alpha : 1.0;\n#ifdef ALPHA_TEST\nuniform float alphaCutoff: 0.9;\n#endif\nuniform float lineWidth : 0.0;\nuniform vec4 lineColor : [0.0, 0.0, 0.0, 0.6];\nvarying vec3 v_Barycentric;\n#ifdef VERTEX_COLOR\nvarying vec4 v_Color;\n#endif\n#ifdef AMBIENT_LIGHT_COUNT\n@import clay.header.ambient_light\n#endif\n#ifdef AMBIENT_SH_LIGHT_COUNT\n@import clay.header.ambient_sh_light\n#endif\n#ifdef POINT_LIGHT_COUNT\n@import clay.header.point_light\n#endif\n#ifdef DIRECTIONAL_LIGHT_COUNT\n@import clay.header.directional_light\n#endif\n#ifdef SPOT_LIGHT_COUNT\n@import clay.header.spot_light\n#endif\n@import clay.util.calculate_attenuation\n@import clay.util.edge_factor\n@import clay.util.rgbm\n@import clay.plugin.compute_shadow_map\n@import clay.util.ACES\nvoid main()\n{\n#ifdef RENDER_NORMAL\n gl_FragColor = vec4(v_Normal * 0.5 + 0.5, 1.0);\n return;\n#endif\n#ifdef RENDER_TEXCOORD\n gl_FragColor = vec4(v_Texcoord, 1.0, 1.0);\n return;\n#endif\n gl_FragColor = vec4(color, alpha);\n#ifdef VERTEX_COLOR\n gl_FragColor *= v_Color;\n#endif\n#ifdef DIFFUSEMAP_ENABLED\n vec4 tex = texture2D( diffuseMap, v_Texcoord );\n#ifdef SRGB_DECODE\n tex.rgb = pow(tex.rgb, vec3(2.2));\n#endif\n gl_FragColor.rgb *= tex.rgb;\n#ifdef DIFFUSEMAP_ALPHA_ALPHA\n gl_FragColor.a *= tex.a;\n#endif\n#endif\n vec3 diffuseColor = vec3(0.0, 0.0, 0.0);\n#ifdef AMBIENT_LIGHT_COUNT\n for(int _idx_ = 0; _idx_ < AMBIENT_LIGHT_COUNT; _idx_++)\n {\n diffuseColor += ambientLightColor[_idx_];\n }\n#endif\n#ifdef AMBIENT_SH_LIGHT_COUNT\n for(int _idx_ = 0; _idx_ < AMBIENT_SH_LIGHT_COUNT; _idx_++)\n {{\n diffuseColor += calcAmbientSHLight(_idx_, v_Normal) * ambientSHLightColor[_idx_];\n }}\n#endif\n#ifdef POINT_LIGHT_COUNT\n#if defined(POINT_LIGHT_SHADOWMAP_COUNT)\n float shadowContribsPoint[POINT_LIGHT_COUNT];\n if( shadowEnabled )\n {\n computeShadowOfPointLights(v_WorldPosition, shadowContribsPoint);\n }\n#endif\n for(int i = 0; i < POINT_LIGHT_COUNT; i++)\n {\n vec3 lightPosition = pointLightPosition[i];\n vec3 lightColor = pointLightColor[i];\n float range = pointLightRange[i];\n vec3 lightDirection = lightPosition - v_WorldPosition;\n float dist = length(lightDirection);\n float attenuation = lightAttenuation(dist, range);\n lightDirection /= dist;\n float ndl = dot( v_Normal, lightDirection );\n float shadowContrib = 1.0;\n#if defined(POINT_LIGHT_SHADOWMAP_COUNT)\n if( shadowEnabled )\n {\n shadowContrib = shadowContribsPoint[i];\n }\n#endif\n diffuseColor += lightColor * clamp(ndl, 0.0, 1.0) * attenuation * shadowContrib;\n }\n#endif\n#ifdef DIRECTIONAL_LIGHT_COUNT\n#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)\n float shadowContribsDir[DIRECTIONAL_LIGHT_COUNT];\n if(shadowEnabled)\n {\n computeShadowOfDirectionalLights(v_WorldPosition, shadowContribsDir);\n }\n#endif\n for(int i = 0; i < DIRECTIONAL_LIGHT_COUNT; i++)\n {\n vec3 lightDirection = -directionalLightDirection[i];\n vec3 lightColor = directionalLightColor[i];\n float ndl = dot(v_Normal, normalize(lightDirection));\n float shadowContrib = 1.0;\n#if defined(DIRECTIONAL_LIGHT_SHADOWMAP_COUNT)\n if( shadowEnabled )\n {\n shadowContrib = shadowContribsDir[i];\n }\n#endif\n diffuseColor += lightColor * clamp(ndl, 0.0, 1.0) * shadowContrib;\n }\n#endif\n#ifdef SPOT_LIGHT_COUNT\n#if defined(SPOT_LIGHT_SHADOWMAP_COUNT)\n float shadowContribsSpot[SPOT_LIGHT_COUNT];\n if(shadowEnabled)\n {\n computeShadowOfSpotLights(v_WorldPosition, shadowContribsSpot);\n }\n#endif\n for(int i = 0; i < SPOT_LIGHT_COUNT; i++)\n {\n vec3 lightPosition = -spotLightPosition[i];\n vec3 spotLightDirection = -normalize( spotLightDirection[i] );\n vec3 lightColor = spotLightColor[i];\n float range = spotLightRange[i];\n float a = spotLightUmbraAngleCosine[i];\n float b = spotLightPenumbraAngleCosine[i];\n float falloffFactor = spotLightFalloffFactor[i];\n vec3 lightDirection = lightPosition - v_WorldPosition;\n float dist = length(lightDirection);\n float attenuation = lightAttenuation(dist, range);\n lightDirection /= dist;\n float c = dot(spotLightDirection, lightDirection);\n float falloff;\n falloff = clamp((c - a) /( b - a), 0.0, 1.0);\n falloff = pow(falloff, falloffFactor);\n float ndl = dot(v_Normal, lightDirection);\n ndl = clamp(ndl, 0.0, 1.0);\n float shadowContrib = 1.0;\n#if defined(SPOT_LIGHT_SHADOWMAP_COUNT)\n if( shadowEnabled )\n {\n shadowContrib = shadowContribsSpot[i];\n }\n#endif\n diffuseColor += lightColor * ndl * attenuation * (1.0-falloff) * shadowContrib;\n }\n#endif\n gl_FragColor.rgb *= diffuseColor;\n gl_FragColor.rgb += emission;\n if(lineWidth > 0.)\n {\n gl_FragColor.rgb = mix(gl_FragColor.rgb, lineColor.rgb, (1.0 - edgeFactor(lineWidth)) * lineColor.a);\n }\n#ifdef ALPHA_TEST\n if (gl_FragColor.a < alphaCutoff) {\n discard;\n }\n#endif\n#ifdef TONEMAPPING\n gl_FragColor.rgb = ACESToneMapping(gl_FragColor.rgb);\n#endif\n#ifdef SRGB_ENCODE\n gl_FragColor = linearTosRGB(gl_FragColor);\n#endif\n gl_FragColor = encodeHDR(gl_FragColor);\n}\n@end";
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