//This file is automatically rebuilt by the Cesium build process.
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export default "/**\n\
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* Compute parameters for physically based rendering using the\n\
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* metallic/roughness workflow. All inputs are linear; sRGB texture values must\n\
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* be decoded beforehand\n\
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*\n\
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* @name czm_pbrMetallicRoughnessMaterial\n\
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* @glslFunction\n\
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*\n\
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* @param {vec3} baseColor For dielectrics, this is the base color. For metals, this is the f0 value (reflectance at normal incidence)\n\
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* @param {float} metallic 0.0 indicates dielectric. 1.0 indicates metal. Values in between are allowed (e.g. to model rust or dirt);\n\
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* @param {float} roughness A value between 0.0 and 1.0\n\
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* @return {czm_pbrParameters} parameters to pass into {@link czm_pbrLighting}\n\
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*/\n\
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czm_pbrParameters czm_pbrMetallicRoughnessMaterial(\n\
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vec3 baseColor,\n\
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float metallic,\n\
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float roughness\n\
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) \n\
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{\n\
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czm_pbrParameters results;\n\
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\n\
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// roughness is authored as perceptual roughness\n\
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// square it to get material roughness\n\
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roughness = clamp(roughness, 0.0, 1.0);\n\
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results.roughness = roughness * roughness;\n\
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\n\
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// dielectrics us f0 = 0.04, metals use albedo as f0\n\
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metallic = clamp(metallic, 0.0, 1.0);\n\
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const vec3 REFLECTANCE_DIELECTRIC = vec3(0.04);\n\
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vec3 f0 = mix(REFLECTANCE_DIELECTRIC, baseColor, metallic);\n\
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results.f0 = f0;\n\
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\n\
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// diffuse only applies to dielectrics.\n\
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results.diffuseColor = baseColor * (1.0 - f0) * (1.0 - metallic);\n\
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\n\
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return results;\n\
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}\n\
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";
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