//This file is automatically rebuilt by the Cesium build process.
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export default "// If the style color is white, it implies the feature has not been styled.\n\
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bool isDefaultStyleColor(vec3 color)\n\
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{\n\
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return all(greaterThan(color, vec3(1.0 - czm_epsilon3)));\n\
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}\n\
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\n\
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vec3 blend(vec3 sourceColor, vec3 styleColor, float styleColorBlend)\n\
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{\n\
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vec3 blendColor = mix(sourceColor, styleColor, styleColorBlend);\n\
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vec3 color = isDefaultStyleColor(styleColor.rgb) ? sourceColor : blendColor;\n\
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return color;\n\
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}\n\
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\n\
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vec3 SRGBtoLINEAR3(vec3 srgbIn) \n\
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{\n\
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return pow(srgbIn, vec3(2.2));\n\
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}\n\
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\n\
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vec4 SRGBtoLINEAR4(vec4 srgbIn) \n\
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{\n\
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vec3 linearOut = pow(srgbIn.rgb, vec3(2.2));\n\
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return vec4(linearOut, srgbIn.a);\n\
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}\n\
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\n\
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vec2 computeTextureTransform(vec2 texCoord, mat3 textureTransform)\n\
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{\n\
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return vec2(textureTransform * vec3(texCoord, 1.0));\n\
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}\n\
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\n\
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#ifdef HAS_NORMALS\n\
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vec3 computeNormal(ProcessedAttributes attributes)\n\
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{\n\
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// Geometry normal. This is already normalized \n\
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vec3 ng = attributes.normalEC;\n\
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\n\
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vec3 normal = ng;\n\
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#ifdef HAS_NORMAL_TEXTURE\n\
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vec2 normalTexCoords = TEXCOORD_NORMAL;\n\
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#ifdef HAS_NORMAL_TEXTURE_TRANSFORM\n\
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normalTexCoords = computeTextureTransform(normalTexCoords, u_normalTextureTransform);\n\
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#endif\n\
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\n\
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// If HAS_BITANGENTS is set, then HAS_TANGENTS is also set\n\
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#ifdef HAS_BITANGENTS\n\
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vec3 t = attributes.tangentEC;\n\
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vec3 b = attributes.bitangentEC;\n\
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mat3 tbn = mat3(t, b, ng);\n\
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vec3 n = texture2D(u_normalTexture, normalTexCoords).rgb;\n\
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normal = normalize(tbn * (2.0 * n - 1.0));\n\
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#elif defined(GL_OES_standard_derivatives)\n\
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// Compute tangents\n\
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vec3 positionEC = attributes.positionEC;\n\
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vec3 pos_dx = dFdx(positionEC);\n\
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vec3 pos_dy = dFdy(positionEC);\n\
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vec3 tex_dx = dFdx(vec3(normalTexCoords,0.0));\n\
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vec3 tex_dy = dFdy(vec3(normalTexCoords,0.0));\n\
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vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);\n\
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t = normalize(t - ng * dot(ng, t));\n\
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vec3 b = normalize(cross(ng, t));\n\
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mat3 tbn = mat3(t, b, ng);\n\
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vec3 n = texture2D(u_normalTexture, normalTexCoords).rgb;\n\
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normal = normalize(tbn * (2.0 * n - 1.0));\n\
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#endif\n\
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#endif\n\
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\n\
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return normal;\n\
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}\n\
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#endif\n\
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\n\
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void materialStage(inout czm_modelMaterial material, ProcessedAttributes attributes, Feature feature)\n\
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{\n\
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\n\
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#ifdef HAS_NORMALS\n\
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material.normalEC = computeNormal(attributes);\n\
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#endif\n\
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\n\
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vec4 baseColorWithAlpha = vec4(1.0);\n\
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// Regardless of whether we use PBR, set a base color\n\
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#ifdef HAS_BASE_COLOR_TEXTURE\n\
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vec2 baseColorTexCoords = TEXCOORD_BASE_COLOR;\n\
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\n\
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#ifdef HAS_BASE_COLOR_TEXTURE_TRANSFORM\n\
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baseColorTexCoords = computeTextureTransform(baseColorTexCoords, u_baseColorTextureTransform);\n\
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#endif\n\
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\n\
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baseColorWithAlpha = SRGBtoLINEAR4(texture2D(u_baseColorTexture, baseColorTexCoords));\n\
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\n\
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#ifdef HAS_BASE_COLOR_FACTOR\n\
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baseColorWithAlpha *= u_baseColorFactor;\n\
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#endif\n\
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#elif defined(HAS_BASE_COLOR_FACTOR)\n\
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baseColorWithAlpha = u_baseColorFactor;\n\
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#endif\n\
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\n\
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#ifdef HAS_COLOR_0\n\
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baseColorWithAlpha *= attributes.color_0;\n\
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#endif\n\
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\n\
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material.diffuse = baseColorWithAlpha.rgb;\n\
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material.alpha = baseColorWithAlpha.a;\n\
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\n\
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#ifdef USE_CPU_STYLING\n\
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material.diffuse = blend(material.diffuse, feature.color.rgb, model_colorBlend);\n\
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#endif\n\
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\n\
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#ifdef HAS_OCCLUSION_TEXTURE\n\
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vec2 occlusionTexCoords = TEXCOORD_OCCLUSION;\n\
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#ifdef HAS_OCCLUSION_TEXTURE_TRANSFORM\n\
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occlusionTexCoords = computeTextureTransform(occlusionTexCoords, u_occlusionTextureTransform);\n\
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#endif\n\
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material.occlusion = texture2D(u_occlusionTexture, occlusionTexCoords).r;\n\
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#endif\n\
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\n\
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#ifdef HAS_EMISSIVE_TEXTURE\n\
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vec2 emissiveTexCoords = TEXCOORD_EMISSIVE;\n\
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#ifdef HAS_EMISSIVE_TEXTURE_TRANSFORM\n\
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emissiveTexCoords = computeTextureTransform(emissiveTexCoords, u_emissiveTextureTransform);\n\
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#endif\n\
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\n\
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vec3 emissive = SRGBtoLINEAR3(texture2D(u_emissiveTexture, emissiveTexCoords).rgb);\n\
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#ifdef HAS_EMISSIVE_FACTOR\n\
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emissive *= u_emissiveFactor;\n\
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#endif\n\
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material.emissive = emissive;\n\
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#elif defined(HAS_EMISSIVE_FACTOR)\n\
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material.emissive = u_emissiveFactor;\n\
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#endif\n\
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\n\
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#if defined(LIGHTING_PBR) && defined(USE_SPECULAR_GLOSSINESS)\n\
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#ifdef HAS_SPECULAR_GLOSSINESS_TEXTURE\n\
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vec2 specularGlossinessTexCoords = TEXCOORD_SPECULAR_GLOSSINESS;\n\
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#ifdef HAS_SPECULAR_GLOSSINESS_TEXTURE_TRANSFORM\n\
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specularGlossinessTexCoords = computeTextureTransform(specularGlossinessTexCoords, u_specularGlossinessTextureTransform);\n\
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#endif\n\
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\n\
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vec4 specularGlossiness = SRGBtoLINEAR4(texture2D(u_specularGlossinessTexture, specularGlossinessTexCoords));\n\
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vec3 specular = specularGlossiness.rgb;\n\
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float glossiness = specularGlossiness.a;\n\
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#ifdef HAS_SPECULAR_FACTOR\n\
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specular *= u_specularFactor;\n\
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#endif\n\
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\n\
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#ifdef HAS_GLOSSINESS_FACTOR\n\
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glossiness *= u_glossinessFactor;\n\
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#endif\n\
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#else\n\
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#ifdef HAS_SPECULAR_FACTOR\n\
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vec3 specular = clamp(u_specularFactor, vec3(0.0), vec3(1.0));\n\
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#else\n\
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vec3 specular = vec3(1.0);\n\
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#endif\n\
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\n\
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#ifdef HAS_GLOSSINESS_FACTOR\n\
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float glossiness = clamp(u_glossinessFactor, 0.0, 1.0);\n\
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#else\n\
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float glossiness = 1.0;\n\
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#endif\n\
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#endif\n\
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\n\
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#ifdef HAS_DIFFUSE_TEXTURE\n\
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vec2 diffuseTexCoords = TEXCOORD_DIFFUSE;\n\
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#ifdef HAS_DIFFUSE_TEXTURE_TRANSFORM\n\
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diffuseTexCoords = computeTextureTransform(diffuseTexCoords, u_diffuseTextureTransform);\n\
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#endif\n\
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\n\
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vec4 diffuse = SRGBtoLINEAR4(texture2D(u_diffuseTexture, diffuseTexCoords));\n\
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#ifdef HAS_DIFFUSE_FACTOR\n\
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diffuse *= u_diffuseFactor;\n\
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#endif\n\
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#elif defined(HAS_DIFFUSE_FACTOR)\n\
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vec4 diffuse = clamp(u_diffuseFactor, vec4(0.0), vec4(1.0));\n\
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#else\n\
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vec4 diffuse = vec4(1.0);\n\
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#endif\n\
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czm_pbrParameters parameters = czm_pbrSpecularGlossinessMaterial(\n\
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diffuse.rgb,\n\
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specular,\n\
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glossiness\n\
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);\n\
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material.diffuse = parameters.diffuseColor;\n\
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// the specular glossiness extension's alpha overrides anything set\n\
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// by the base material.\n\
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material.alpha = diffuse.a;\n\
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material.specular = parameters.f0;\n\
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material.roughness = parameters.roughness;\n\
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#elif defined(LIGHTING_PBR)\n\
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#ifdef HAS_METALLIC_ROUGHNESS_TEXTURE\n\
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vec2 metallicRoughnessTexCoords = TEXCOORD_METALLIC_ROUGHNESS;\n\
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#ifdef HAS_METALLIC_ROUGHNESS_TEXTURE_TRANSFORM\n\
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metallicRoughnessTexCoords = computeTextureTransform(metallicRoughnessTexCoords, u_metallicRoughnessTextureTransform);\n\
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#endif\n\
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\n\
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vec3 metallicRoughness = texture2D(u_metallicRoughnessTexture, metallicRoughnessTexCoords).rgb;\n\
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float metalness = clamp(metallicRoughness.b, 0.0, 1.0);\n\
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float roughness = clamp(metallicRoughness.g, 0.04, 1.0);\n\
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#ifdef HAS_METALLIC_FACTOR\n\
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metalness *= u_metallicFactor;\n\
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#endif\n\
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\n\
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#ifdef HAS_ROUGHNESS_FACTOR\n\
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roughness *= u_roughnessFactor;\n\
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#endif\n\
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#else\n\
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#ifdef HAS_METALLIC_FACTOR\n\
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float metalness = clamp(u_metallicFactor, 0.0, 1.0);\n\
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#else\n\
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float metalness = 1.0;\n\
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#endif\n\
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\n\
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#ifdef HAS_ROUGHNESS_FACTOR\n\
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float roughness = clamp(u_roughnessFactor, 0.04, 1.0);\n\
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#else\n\
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float roughness = 1.0;\n\
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#endif\n\
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#endif\n\
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czm_pbrParameters parameters = czm_pbrMetallicRoughnessMaterial(\n\
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material.diffuse,\n\
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metalness,\n\
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roughness\n\
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);\n\
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material.diffuse = parameters.diffuseColor;\n\
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material.specular = parameters.f0;\n\
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material.roughness = parameters.roughness;\n\
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#endif\n\
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}\n\
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";
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