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- layout(std140, column_major) uniform;
- // layout(set = 0, binding = 0) uniform Harmonics
- // {
- // uniform vec3 vSphericalL00;
- // uniform vec3 vSphericalL1_1;
- // uniform vec3 vSphericalL10;
- // uniform vec3 vSphericalL11;
- // uniform vec3 vSphericalL2_2;
- // uniform vec3 vSphericalL2_1;
- // uniform vec3 vSphericalL20;
- // uniform vec3 vSphericalL21;
- // uniform vec3 vSphericalL22;
- // uniform vec3 vSphericalX;
- // uniform vec3 vSphericalY;
- // uniform vec3 vSphericalZ;
- // uniform vec3 vSphericalXX_ZZ;
- // uniform vec3 vSphericalYY_ZZ;
- // uniform vec3 vSphericalZZ;
- // uniform vec3 vSphericalXY;
- // uniform vec3 vSphericalYZ;
- // uniform vec3 vSphericalZX;
- // }
- #ifdef WEBGPU
- layout(set = 0, binding = 0)
- #endif
- uniform Scene {
- mat4 viewProjection;
- #ifdef MULTIVIEW
- mat4 viewProjectionR;
- #endif
- mat4 view;
- };
- #ifdef WEBGPU
- layout(set = 1, binding = 0)
- #endif
- uniform Material
- {
- uniform vec2 vAlbedoInfos;
- uniform vec4 vAmbientInfos;
- uniform vec2 vOpacityInfos;
- uniform vec2 vEmissiveInfos;
- uniform vec2 vLightmapInfos;
- uniform vec3 vReflectivityInfos;
- uniform vec2 vMicroSurfaceSamplerInfos;
- uniform vec2 vReflectionInfos;
- uniform vec3 vReflectionPosition;
- uniform vec3 vReflectionSize;
- uniform vec3 vBumpInfos;
- uniform mat4 albedoMatrix;
- uniform mat4 ambientMatrix;
- uniform mat4 opacityMatrix;
- uniform mat4 emissiveMatrix;
- uniform mat4 lightmapMatrix;
- uniform mat4 reflectivityMatrix;
- uniform mat4 microSurfaceSamplerMatrix;
- uniform mat4 bumpMatrix;
- uniform vec2 vTangentSpaceParams;
- uniform mat4 reflectionMatrix;
- uniform vec3 vReflectionColor;
- uniform vec4 vAlbedoColor;
- uniform vec4 vLightingIntensity;
- uniform vec3 vReflectionMicrosurfaceInfos;
- uniform float pointSize;
- uniform vec4 vReflectivityColor;
- uniform vec3 vEmissiveColor;
- uniform vec4 vEyePosition;
- uniform vec3 vAmbientColor;
- uniform vec2 vDebugMode;
- uniform vec2 vClearCoatParams;
- uniform vec4 vClearCoatRefractionParams;
- uniform vec2 vClearCoatInfos;
- uniform mat4 clearCoatMatrix;
- uniform vec2 vClearCoatBumpInfos;
- uniform vec2 vClearCoatTangentSpaceParams;
- uniform mat4 clearCoatBumpMatrix;
- uniform vec4 vClearCoatTintParams;
- uniform float clearCoatColorAtDistance;
- uniform vec2 vClearCoatTintInfos;
- uniform mat4 clearCoatTintMatrix;
- uniform vec3 vAnisotropy;
- uniform vec2 vAnisotropyInfos;
- uniform mat4 anisotropyMatrix;
- uniform vec4 vSheenColor;
- uniform vec2 vSheenInfos;
- uniform mat4 sheenMatrix;
- uniform vec3 vRefractionMicrosurfaceInfos;
- uniform vec4 vRefractionInfos;
- uniform mat4 refractionMatrix;
- uniform vec2 vThicknessInfos;
- uniform mat4 thicknessMatrix;
- uniform vec2 vThicknessParam;
- uniform vec3 vDiffusionDistance;
- uniform vec4 vTintColor;
- uniform vec3 vSubSurfaceIntensity;
- uniform vec3 vSphericalL00;
- uniform vec3 vSphericalL1_1;
- uniform vec3 vSphericalL10;
- uniform vec3 vSphericalL11;
- uniform vec3 vSphericalL2_2;
- uniform vec3 vSphericalL2_1;
- uniform vec3 vSphericalL20;
- uniform vec3 vSphericalL21;
- uniform vec3 vSphericalL22;
- uniform vec3 vSphericalX;
- uniform vec3 vSphericalY;
- uniform vec3 vSphericalZ;
- uniform vec3 vSphericalXX_ZZ;
- uniform vec3 vSphericalYY_ZZ;
- uniform vec3 vSphericalZZ;
- uniform vec3 vSphericalXY;
- uniform vec3 vSphericalYZ;
- uniform vec3 vSphericalZX;
- };
- #ifdef WEBGPU
- layout(set = 2, binding = 0)
- #endif
- uniform Mesh {
- mat4 world;
- float visibility;
- };
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