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  /*! *****************************************************************************
  Copyright (c) Microsoft Corporation.
  
  Permission to use, copy, modify, and/or distribute this software for any
  purpose with or without fee is hereby granted.
  
  THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
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  /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
  
  
  
  
  
  
  var name = 'skyPixelShader';
  var shader = "precision highp float;\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneFragmentDeclaration>\n\nuniform vec3 cameraPosition;\nuniform vec3 cameraOffset;\nuniform float luminance;\nuniform float turbidity;\nuniform float rayleigh;\nuniform float mieCoefficient;\nuniform float mieDirectionalG;\nuniform vec3 sunPosition;\n\n#include<fogFragmentDeclaration>\n\nconst float e=2.71828182845904523536028747135266249775724709369995957;\nconst float pi=3.141592653589793238462643383279502884197169;\nconst float n=1.0003;\nconst float N=2.545E25;\nconst float pn=0.035;\nconst vec3 lambda=vec3(680E-9,550E-9,450E-9);\nconst vec3 K=vec3(0.686,0.678,0.666);\nconst float v=4.0;\nconst float rayleighZenithLength=8.4E3;\nconst float mieZenithLength=1.25E3;\nconst vec3 up=vec3(0.0,1.0,0.0);\nconst float EE=1000.0;\nconst float sunAngularDiameterCos=0.999956676946448443553574619906976478926848692873900859324;\nconst float cutoffAngle=pi/1.95;\nconst float steepness=1.5;\nvec3 totalRayleigh(vec3 lambda)\n{\nreturn (8.0*pow(pi,3.0)*pow(pow(n,2.0)-1.0,2.0)*(6.0+3.0*pn))/(3.0*N*pow(lambda,vec3(4.0))*(6.0-7.0*pn));\n}\nvec3 simplifiedRayleigh()\n{\nreturn 0.0005/vec3(94,40,18);\n}\nfloat rayleighPhase(float cosTheta)\n{\nreturn (3.0/(16.0*pi))*(1.0+pow(cosTheta,2.0));\n}\nvec3 totalMie(vec3 lambda,vec3 K,float T)\n{\nfloat c=(0.2*T )*10E-18;\nreturn 0.434*c*pi*pow((2.0*pi)/lambda,vec3(v-2.0))*K;\n}\nfloat hgPhase(float cosTheta,float g)\n{\nreturn (1.0/(4.0*pi))*((1.0-pow(g,2.0))/pow(1.0-2.0*g*cosTheta+pow(g,2.0),1.5));\n}\nfloat sunIntensity(float zenithAngleCos)\n{\nreturn EE*max(0.0,1.0-exp((-(cutoffAngle-acos(zenithAngleCos))/steepness)));\n}\nfloat A=0.15;\nfloat B=0.50;\nfloat C=0.10;\nfloat D=0.20;\nfloat EEE=0.02;\nfloat F=0.30;\nfloat W=1000.0;\nvec3 Uncharted2Tonemap(vec3 x)\n{\nreturn ((x*(A*x+C*B)+D*EEE)/(x*(A*x+B)+D*F))-EEE/F;\n}\nvoid main(void) {\n\n#include<clipPlaneFragment>\n\nfloat sunfade=1.0-clamp(1.0-exp((sunPosition.y/450000.0)),0.0,1.0);\nfloat rayleighCoefficient=rayleigh-(1.0*(1.0-sunfade));\nvec3 sunDirection=normalize(sunPosition);\nfloat sunE=sunIntensity(dot(sunDirection,up));\nvec3 betaR=simplifiedRayleigh()*rayleighCoefficient;\nvec3 betaM=totalMie(lambda,K,turbidity)*mieCoefficient;\nfloat zenithAngle=acos(max(0.0,dot(up,normalize(vPositionW-cameraPosition+cameraOffset))));\nfloat sR=rayleighZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));\nfloat sM=mieZenithLength/(cos(zenithAngle)+0.15*pow(93.885-((zenithAngle*180.0)/pi),-1.253));\nvec3 Fex=exp(-(betaR*sR+betaM*sM));\nfloat cosTheta=dot(normalize(vPositionW-cameraPosition),sunDirection);\nfloat rPhase=rayleighPhase(cosTheta*0.5+0.5);\nvec3 betaRTheta=betaR*rPhase;\nfloat mPhase=hgPhase(cosTheta,mieDirectionalG);\nvec3 betaMTheta=betaM*mPhase;\nvec3 Lin=pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*(1.0-Fex),vec3(1.5));\nLin*=mix(vec3(1.0),pow(sunE*((betaRTheta+betaMTheta)/(betaR+betaM))*Fex,vec3(1.0/2.0)),clamp(pow(1.0-dot(up,sunDirection),5.0),0.0,1.0));\nvec3 direction=normalize(vPositionW-cameraPosition);\nfloat theta=acos(direction.y);\nfloat phi=atan(direction.z,direction.x);\nvec2 uv=vec2(phi,theta)/vec2(2.0*pi,pi)+vec2(0.5,0.0);\nvec3 L0=vec3(0.1)*Fex;\nfloat sundisk=smoothstep(sunAngularDiameterCos,sunAngularDiameterCos+0.00002,cosTheta);\nL0+=(sunE*19000.0*Fex)*sundisk;\nvec3 whiteScale=1.0/Uncharted2Tonemap(vec3(W));\nvec3 texColor=(Lin+L0);\ntexColor*=0.04 ;\ntexColor+=vec3(0.0,0.001,0.0025)*0.3;\nfloat g_fMaxLuminance=1.0;\nfloat fLumScaled=0.1/luminance;\nfloat fLumCompressed=(fLumScaled*(1.0+(fLumScaled/(g_fMaxLuminance*g_fMaxLuminance))))/(1.0+fLumScaled);\nfloat ExposureBias=fLumCompressed;\nvec3 curr=Uncharted2Tonemap((log2(2.0/pow(luminance,4.0)))*texColor);\n\n\n\nvec3 retColor=curr*whiteScale;\n\n\nfloat alpha=1.0;\n#ifdef VERTEXCOLOR\nretColor.rgb*=vColor.rgb;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n\nvec4 color=clamp(vec4(retColor.rgb,alpha),0.0,1.0);\n\n#include<fogFragment>\ngl_FragColor=color;\n#include<imageProcessingCompatibility>\n}\n";
  babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__["Effect"].ShadersStore[name] = shader;
  /** @hidden */
  var skyPixelShader = { name: name, shader: shader };
  
  
  /***/ }),
  
  /***/ "./sky/sky.vertex.ts":
  /*!***************************!*\
    !*** ./sky/sky.vertex.ts ***!
    \***************************/
  /*! exports provided: skyVertexShader */
  /***/ (function(module, __webpack_exports__, __webpack_require__) {
  
  "use strict";
  __webpack_require__.r(__webpack_exports__);
  /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "skyVertexShader", function() { return skyVertexShader; });
  /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators");
  /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__);
  
  
  
  
  
  var name = 'skyVertexShader';
  var shader = "precision highp float;\n\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n\nuniform mat4 world;\nuniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\nvoid main(void) {\ngl_Position=viewProjection*world*vec4(position,1.0);\nvec4 worldPos=world*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n";
  babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__["Effect"].ShadersStore[name] = shader;
  /** @hidden */
  var skyVertexShader = { name: name, shader: shader };
  
  
  /***/ }),
  
  /***/ "./sky/skyMaterial.ts":
  /*!****************************!*\
    !*** ./sky/skyMaterial.ts ***!
    \****************************/
  /*! exports provided: SkyMaterial */
  /***/ (function(module, __webpack_exports__, __webpack_require__) {
  
  "use strict";
  __webpack_require__.r(__webpack_exports__);
  /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "SkyMaterial", function() { return SkyMaterial; });
  /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js");
  /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators");
  /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__);
  /* harmony import */ var _sky_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./sky.fragment */ "./sky/sky.fragment.ts");
  /* harmony import */ var _sky_vertex__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./sky.vertex */ "./sky/sky.vertex.ts");
  
  
  
  
  
  
  
  
  
  
  
  
  /** @hidden */
  var SkyMaterialDefines = /** @class */ (function (_super) {
      Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__extends"])(SkyMaterialDefines, _super);
      function SkyMaterialDefines() {
          var _this = _super.call(this) || this;
          _this.CLIPPLANE = false;
          _this.CLIPPLANE2 = false;
          _this.CLIPPLANE3 = false;
          _this.CLIPPLANE4 = false;
          _this.CLIPPLANE5 = false;
          _this.CLIPPLANE6 = false;
          _this.POINTSIZE = false;
          _this.FOG = false;
          _this.VERTEXCOLOR = false;
          _this.VERTEXALPHA = false;
          _this.IMAGEPROCESSINGPOSTPROCESS = false;
          _this.rebuild();
          return _this;
      }
      return SkyMaterialDefines;
  }(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["MaterialDefines"]));
  /**
   * This is the sky material which allows to create dynamic and texture free effects for skyboxes.
   * @see https://doc.babylonjs.com/extensions/sky
   */
  var SkyMaterial = /** @class */ (function (_super) {
      Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__extends"])(SkyMaterial, _super);
      /**
       * Instantiates a new sky material.
       * This material allows to create dynamic and texture free
       * effects for skyboxes by taking care of the atmosphere state.
       * @see https://doc.babylonjs.com/extensions/sky
       * @param name Define the name of the material in the scene
       * @param scene Define the scene the material belong to
       */
      function SkyMaterial(name, scene) {
          var _this = _super.call(this, name, scene) || this;
          /**
           * Defines the overall luminance of sky in interval ]0, 1[.
           */
          _this.luminance = 1.0;
          /**
          * Defines the amount (scattering) of haze as opposed to molecules in atmosphere.
          */
          _this.turbidity = 10.0;
          /**
           * Defines the sky appearance (light intensity).
           */
          _this.rayleigh = 2.0;
          /**
           * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG.
           */
          _this.mieCoefficient = 0.005;
          /**
           * Defines the amount of haze particles following the Mie scattering theory.
           */
          _this.mieDirectionalG = 0.8;
          /**
           * Defines the distance of the sun according to the active scene camera.
           */
          _this.distance = 500;
          /**
           * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said
           * "inclined".
           */
          _this.inclination = 0.49;
          /**
           * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between
           * an object direction and a reference direction.
           */
          _this.azimuth = 0.25;
          /**
           * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then
           * the property is overriden by the inclination and the azimuth and can be read at any moment.
           */
          _this.sunPosition = new babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["Vector3"](0, 100, 0);
          /**
           * Defines if the sun position should be computed (inclination and azimuth) according to the given
           * .sunPosition property.
           */
          _this.useSunPosition = false;
          /**
           * Defines an offset vector used to get a horizon offset.
           * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis
           */
          _this.cameraOffset = babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["Vector3"].Zero();
          // Private members
          _this._cameraPosition = babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["Vector3"].Zero();
          return _this;
      }
      /**
       * Specifies if the material will require alpha blending
       * @returns a boolean specifying if alpha blending is needed
       */
      SkyMaterial.prototype.needAlphaBlending = function () {
          return (this.alpha < 1.0);
      };
      /**
       * Specifies if this material should be rendered in alpha test mode
       * @returns false as the sky material doesn't need alpha testing.
       */
      SkyMaterial.prototype.needAlphaTesting = function () {
          return false;
      };
      /**
       * Get the texture used for alpha test purpose.
       * @returns null as the sky material has no texture.
       */
      SkyMaterial.prototype.getAlphaTestTexture = function () {
          return null;
      };
      /**
       * Get if the submesh is ready to be used and all its information available.
       * Child classes can use it to update shaders
       * @param mesh defines the mesh to check
       * @param subMesh defines which submesh to check
       * @param useInstances specifies that instances should be used
       * @returns a boolean indicating that the submesh is ready or not
       */
      SkyMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
          if (this.isFrozen) {
              if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {
                  return true;
              }
          }
          if (!subMesh._materialDefines) {
              subMesh._materialDefines = new SkyMaterialDefines();
          }
          var defines = subMesh._materialDefines;
          var scene = this.getScene();
          if (this._isReadyForSubMesh(subMesh)) {
              return true;
          }
          babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["MaterialHelper"].PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, false, defines);
          // Attribs
          babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["MaterialHelper"].PrepareDefinesForAttributes(mesh, defines, true, false);
          // Get correct effect
          if (defines.isDirty) {
              defines.markAsProcessed();
              scene.resetCachedMaterial();
              // Fallbacks
              var fallbacks = new babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["EffectFallbacks"]();
              if (defines.FOG) {
                  fallbacks.addFallback(1, "FOG");
              }
              defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
              //Attributes
              var attribs = [babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["VertexBuffer"].PositionKind];
              if (defines.VERTEXCOLOR) {
                  attribs.push(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["VertexBuffer"].ColorKind);
              }
              var shaderName = "sky";
              var join = defines.toString();
              subMesh.setEffect(scene.getEngine().createEffect(shaderName, attribs, ["world", "viewProjection", "view",
                  "vFogInfos", "vFogColor", "pointSize", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "vClipPlane5", "vClipPlane6",
                  "luminance", "turbidity", "rayleigh", "mieCoefficient", "mieDirectionalG", "sunPosition",
                  "cameraPosition", "cameraOffset"
              ], [], join, fallbacks, this.onCompiled, this.onError), defines);
          }
          if (!subMesh.effect || !subMesh.effect.isReady()) {
              return false;
          }
          defines._renderId = scene.getRenderId();
          subMesh.effect._wasPreviouslyReady = true;
          return true;
      };
      /**
       * Binds the submesh to this material by preparing the effect and shader to draw
       * @param world defines the world transformation matrix
       * @param mesh defines the mesh containing the submesh
       * @param subMesh defines the submesh to bind the material to
       */
      SkyMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
          var scene = this.getScene();
          var defines = subMesh._materialDefines;
          if (!defines) {
              return;
          }
          var effect = subMesh.effect;
          if (!effect) {
              return;
          }
          this._activeEffect = effect;
          // Matrices
          this.bindOnlyWorldMatrix(world);
          this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
          if (this._mustRebind(scene, effect)) {
              babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["MaterialHelper"].BindClipPlane(this._activeEffect, scene);
              // Point size
              if (this.pointsCloud) {
                  this._activeEffect.setFloat("pointSize", this.pointSize);
              }
          }
          // View
          if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["Scene"].FOGMODE_NONE) {
              this._activeEffect.setMatrix("view", scene.getViewMatrix());
          }
          // Fog
          babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["MaterialHelper"].BindFogParameters(scene, mesh, this._activeEffect);
          // Sky
          var camera = scene.activeCamera;
          if (camera) {
              var cameraWorldMatrix = camera.getWorldMatrix();
              this._cameraPosition.x = cameraWorldMatrix.m[12];
              this._cameraPosition.y = cameraWorldMatrix.m[13];
              this._cameraPosition.z = cameraWorldMatrix.m[14];
              this._activeEffect.setVector3("cameraPosition", this._cameraPosition);
          }
          this._activeEffect.setVector3("cameraOffset", this.cameraOffset);
          if (this.luminance > 0) {
              this._activeEffect.setFloat("luminance", this.luminance);
          }
          this._activeEffect.setFloat("turbidity", this.turbidity);
          this._activeEffect.setFloat("rayleigh", this.rayleigh);
          this._activeEffect.setFloat("mieCoefficient", this.mieCoefficient);
          this._activeEffect.setFloat("mieDirectionalG", this.mieDirectionalG);
          if (!this.useSunPosition) {
              var theta = Math.PI * (this.inclination - 0.5);
              var phi = 2 * Math.PI * (this.azimuth - 0.5);
              this.sunPosition.x = this.distance * Math.cos(phi);
              this.sunPosition.y = this.distance * Math.sin(phi) * Math.sin(theta);
              this.sunPosition.z = this.distance * Math.sin(phi) * Math.cos(theta);
          }
          this._activeEffect.setVector3("sunPosition", this.sunPosition);
          this._afterBind(mesh, this._activeEffect);
      };
      /**
       * Get the list of animatables in the material.
       * @returns the list of animatables object used in the material
       */
      SkyMaterial.prototype.getAnimatables = function () {
          return [];
      };
      /**
       * Disposes the material
       * @param forceDisposeEffect specifies if effects should be forcefully disposed
       */
      SkyMaterial.prototype.dispose = function (forceDisposeEffect) {
          _super.prototype.dispose.call(this, forceDisposeEffect);
      };
      /**
       * Makes a duplicate of the material, and gives it a new name
       * @param name defines the new name for the duplicated material
       * @returns the cloned material
       */
      SkyMaterial.prototype.clone = function (name) {
          var _this = this;
          return babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["SerializationHelper"].Clone(function () { return new SkyMaterial(name, _this.getScene()); }, this);
      };
      /**
       * Serializes this material in a JSON representation
       * @returns the serialized material object
       */
      SkyMaterial.prototype.serialize = function () {
          var serializationObject = babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["SerializationHelper"].Serialize(this);
          serializationObject.customType = "BABYLON.SkyMaterial";
          return serializationObject;
      };
      /**
       * Gets the current class name of the material e.g. "SkyMaterial"
       * Mainly use in serialization.
       * @returns the class name
       */
      SkyMaterial.prototype.getClassName = function () {
          return "SkyMaterial";
      };
      /**
       * Creates a sky material from parsed material data
       * @param source defines the JSON representation of the material
       * @param scene defines the hosting scene
       * @param rootUrl defines the root URL to use to load textures and relative dependencies
       * @returns a new sky material
       */
      SkyMaterial.Parse = function (source, scene, rootUrl) {
          return babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["SerializationHelper"].Parse(function () { return new SkyMaterial(source.name, scene); }, source, scene, rootUrl);
      };
      Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__decorate"])([
          Object(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["serialize"])()
      ], SkyMaterial.prototype, "luminance", void 0);
      Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__decorate"])([
          Object(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["serialize"])()
      ], SkyMaterial.prototype, "turbidity", void 0);
      Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__decorate"])([
          Object(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["serialize"])()
      ], SkyMaterial.prototype, "rayleigh", void 0);
      Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__decorate"])([
          Object(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["serialize"])()
      ], SkyMaterial.prototype, "mieCoefficient", void 0);
      Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__decorate"])([
          Object(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["serialize"])()
      ], SkyMaterial.prototype, "mieDirectionalG", void 0);
      Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__decorate"])([
          Object(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["serialize"])()
      ], SkyMaterial.prototype, "distance", void 0);
      Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__decorate"])([
          Object(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["serialize"])()
      ], SkyMaterial.prototype, "inclination", void 0);
      Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__decorate"])([
          Object(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["serialize"])()
      ], SkyMaterial.prototype, "azimuth", void 0);
      Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__decorate"])([
          Object(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["serializeAsVector3"])()
      ], SkyMaterial.prototype, "sunPosition", void 0);
      Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__decorate"])([
          Object(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["serialize"])()
      ], SkyMaterial.prototype, "useSunPosition", void 0);
      Object(tslib__WEBPACK_IMPORTED_MODULE_0__["__decorate"])([
          Object(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["serialize"])()
      ], SkyMaterial.prototype, "cameraOffset", void 0);
      return SkyMaterial;
  }(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["PushMaterial"]));
  
  babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["_TypeStore"].RegisteredTypes["BABYLON.SkyMaterial"] = SkyMaterial;
  
  
  /***/ }),
  
  /***/ "babylonjs/Misc/decorators":
  /*!****************************************************************************************************!*\
    !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***!
    \****************************************************************************************************/
  /*! no static exports found */
  /***/ (function(module, exports) {
  
  module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__;
  
  /***/ })
  
  /******/ });
  });
  //# sourceMappingURL=babylon.skyMaterial.js.map