<commit_before>#import "Common/ShaderLib/GLSLCompat.glsllib"
#import "Common/ShaderLib/Parallax.glsllib"
#import "Common/ShaderLib/PBR.glsllib"
#import "Common/ShaderLib/Lighting.glsllib"


varying vec2 texCoord;
#ifdef SEPARATE_TEXCOORD
  varying vec2 texCoord2;
#endif

#ifndef BASECOLORMAP
    varying vec4 Color;
#endif

uniform vec4 g_LightData[NB_LIGHTS];

uniform vec3 g_CameraPosition;

uniform float m_Roughness;
uniform float m_Metallic;

varying vec3 wPosition;    


#ifdef INDIRECT_LIGHTING
//  uniform sampler2D m_IntegrateBRDF;<commit_msg>Changed the order of import of the PBR.glsllib in the PBR material as it enables the texture lod extension and this fails on some GPU when it's not at the beginning of the shader.<commit_after>#import "Common/ShaderLib/PBR.glsllib"
#import "Common/ShaderLib/GLSLCompat.glsllib"
#import "Common/ShaderLib/Parallax.glsllib"
#import "Common/ShaderLib/Lighting.glsllib"


varying vec2 texCoord;
#ifdef SEPARATE_TEXCOORD
  varying vec2 texCoord2;
#endif

#ifndef BASECOLORMAP
    varying vec4 Color;
#endif

uniform vec4 g_LightData[NB_LIGHTS];

uniform vec3 g_CameraPosition;

uniform float m_Roughness;
uniform float m_Metallic;

varying vec3 wPosition;    


#ifdef INDIRECT_LIGHTING
//  uniform sampler2D m_IntegrateBRDF;
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