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@@ -12,35 +12,7 @@
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precision highp float;
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-uniform vec3 vEyePosition;
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-uniform vec3 vAmbientColor;
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-uniform vec3 vReflectionColor;
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-uniform vec4 vAlbedoColor;
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-
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-// CUSTOM CONTROLS
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-uniform vec4 vLightingIntensity;
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-uniform vec4 vCameraInfos;
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-
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-#ifdef OVERLOADEDVALUES
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-uniform vec4 vOverloadedIntensity;
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-uniform vec3 vOverloadedAmbient;
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-uniform vec3 vOverloadedAlbedo;
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-uniform vec3 vOverloadedReflectivity;
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-uniform vec3 vOverloadedEmissive;
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-uniform vec3 vOverloadedReflection;
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-uniform vec3 vOverloadedMicroSurface;
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-#endif
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-
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-#ifdef OVERLOADEDSHADOWVALUES
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-uniform vec4 vOverloadedShadowIntensity;
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-#endif
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-
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-#if defined(REFLECTION) || defined(REFRACTION)
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-uniform vec2 vMicrosurfaceTextureLods;
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-#endif
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-
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-uniform vec4 vReflectivityColor;
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-uniform vec3 vEmissiveColor;
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+#include<__decl__pbrFragment>
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// Input
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varying vec3 vPositionW;
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@@ -60,77 +32,54 @@ varying vec4 vColor;
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#ifdef ALBEDO
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varying vec2 vAlbedoUV;
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uniform sampler2D albedoSampler;
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-uniform vec2 vAlbedoInfos;
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#endif
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#ifdef AMBIENT
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varying vec2 vAmbientUV;
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uniform sampler2D ambientSampler;
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-uniform vec3 vAmbientInfos;
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#endif
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#ifdef OPACITY
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varying vec2 vOpacityUV;
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uniform sampler2D opacitySampler;
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-uniform vec2 vOpacityInfos;
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#endif
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#ifdef EMISSIVE
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varying vec2 vEmissiveUV;
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-uniform vec2 vEmissiveInfos;
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uniform sampler2D emissiveSampler;
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#endif
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#ifdef LIGHTMAP
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varying vec2 vLightmapUV;
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-uniform vec2 vLightmapInfos;
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uniform sampler2D lightmapSampler;
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#endif
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#if defined(REFLECTIVITY) || defined(METALLICWORKFLOW)
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varying vec2 vReflectivityUV;
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-uniform vec3 vReflectivityInfos;
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uniform sampler2D reflectivitySampler;
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#endif
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#ifdef MICROSURFACEMAP
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varying vec2 vMicroSurfaceSamplerUV;
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-uniform vec2 vMicroSurfaceSamplerInfos;
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uniform sampler2D microSurfaceSampler;
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#endif
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// Fresnel
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#include<fresnelFunction>
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-#ifdef OPACITYFRESNEL
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-uniform vec4 opacityParts;
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-#endif
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-
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-#ifdef EMISSIVEFRESNEL
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-uniform vec4 emissiveLeftColor;
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-uniform vec4 emissiveRightColor;
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-#endif
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-
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-// Refraction Reflection
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-#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)
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-uniform mat4 view;
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-#endif
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-
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// Refraction
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#ifdef REFRACTION
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-uniform vec4 vRefractionInfos;
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+
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#ifdef REFRACTIONMAP_3D
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uniform samplerCube refractionCubeSampler;
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#else
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uniform sampler2D refraction2DSampler;
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-uniform mat4 refractionMatrix;
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#endif
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#endif
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// Reflection
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#ifdef REFLECTION
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-uniform vec2 vReflectionInfos;
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#ifdef REFLECTIONMAP_3D
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uniform samplerCube reflectionCubeSampler;
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@@ -145,9 +94,6 @@ varying vec3 vPositionUVW;
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varying vec3 vDirectionW;
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#endif
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-#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)
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-uniform mat4 reflectionMatrix;
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-#endif
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#endif
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#include<reflectionFunction>
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