@babylonjs/addons 8.46.1 → 8.47.0

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Files changed (23) hide show
  1. package/atmosphere/Shaders/ShadersInclude/atmosphereFunctions.js +7 -11
  2. package/atmosphere/Shaders/ShadersInclude/atmosphereFunctions.js.map +1 -1
  3. package/atmosphere/Shaders/compositeAerialPerspective.fragment.js +1 -2
  4. package/atmosphere/Shaders/compositeAerialPerspective.fragment.js.map +1 -1
  5. package/atmosphere/Shaders/compositeGlobeAtmosphere.fragment.js +2 -4
  6. package/atmosphere/Shaders/compositeGlobeAtmosphere.fragment.js.map +1 -1
  7. package/atmosphere/Shaders/compositeSky.fragment.js +2 -4
  8. package/atmosphere/Shaders/compositeSky.fragment.js.map +1 -1
  9. package/atmosphere/Shaders/diffuseSkyIrradiance.fragment.js +1 -2
  10. package/atmosphere/Shaders/diffuseSkyIrradiance.fragment.js.map +1 -1
  11. package/atmosphere/ShadersWGSL/ShadersInclude/atmosphereFunctions.d.ts +5 -0
  12. package/atmosphere/ShadersWGSL/ShadersInclude/atmosphereFunctions.js +48 -0
  13. package/atmosphere/ShadersWGSL/ShadersInclude/atmosphereFunctions.js.map +1 -0
  14. package/atmosphere/ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.d.ts +5 -0
  15. package/atmosphere/ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js +56 -0
  16. package/atmosphere/ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js.map +1 -0
  17. package/atmosphere/atmosphere.d.ts +1 -6
  18. package/atmosphere/atmosphere.js +32 -37
  19. package/atmosphere/atmosphere.js.map +1 -1
  20. package/atmosphere/atmospherePBRMaterialPlugin.d.ts +8 -1
  21. package/atmosphere/atmospherePBRMaterialPlugin.js +89 -23
  22. package/atmosphere/atmospherePBRMaterialPlugin.js.map +1 -1
  23. package/package.json +2 -2
@@ -5,6 +5,9 @@ import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
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  import { MaterialPluginBase } from "@babylonjs/core/Materials/materialPluginBase.js";
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  import type { Nullable } from "@babylonjs/core/types.js";
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  import type { UniformBuffer } from "@babylonjs/core/Materials/uniformBuffer.js";
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+ import { ShaderLanguage } from "@babylonjs/core/Materials/shaderLanguage.js";
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+ import "./ShadersWGSL/ShadersInclude/atmosphereFunctions.js";
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+ import "./ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js";
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  declare class AtmospherePBRMaterialDefines extends MaterialDefines {
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  USE_AERIAL_PERSPECTIVE_LUT: boolean;
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  APPLY_AERIAL_PERSPECTIVE_INTENSITY: boolean;
@@ -30,6 +33,10 @@ export declare class AtmospherePBRMaterialPlugin extends MaterialPluginBase {
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  * @param _isAerialPerspectiveEnabled - Whether to apply aerial perspective.
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  */
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  constructor(material: Material, _atmosphere: Atmosphere, _isAerialPerspectiveEnabled?: boolean);
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+ /**
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+ * @override
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+ */
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+ isCompatible(): boolean;
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  /**
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  * @override
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  */
@@ -69,6 +76,6 @@ export declare class AtmospherePBRMaterialPlugin extends MaterialPluginBase {
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  /**
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  * @override
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  */
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- getCustomCode(shaderType: string): Nullable<Record<string, string>>;
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+ getCustomCode(shaderType: string, shaderLanguage: ShaderLanguage): Nullable<Record<string, string>>;
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  }
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  export {};
@@ -3,6 +3,8 @@
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  import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
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  import { MaterialPluginBase } from "@babylonjs/core/Materials/materialPluginBase.js";
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  import { Vector3FromFloatsToRef, Vector3ScaleToRef } from "@babylonjs/core/Maths/math.vector.functions.js";
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+ import "./ShadersWGSL/ShadersInclude/atmosphereFunctions.js";
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+ import "./ShadersWGSL/ShadersInclude/atmosphereUboDeclaration.js";
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  class AtmospherePBRMaterialDefines extends MaterialDefines {
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  /**
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  * Constructs the {@link AtmospherePBRMaterialDefines}.
@@ -10,13 +12,9 @@ class AtmospherePBRMaterialDefines extends MaterialDefines {
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  */
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  constructor(useAerialPerspectiveLut) {
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  super();
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- // eslint-disable-next-line @typescript-eslint/naming-convention
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  this.APPLY_AERIAL_PERSPECTIVE_INTENSITY = false;
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- // eslint-disable-next-line @typescript-eslint/naming-convention
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  this.APPLY_AERIAL_PERSPECTIVE_RADIANCE_BIAS = false;
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- // eslint-disable-next-line @typescript-eslint/naming-convention
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  this.SAMPLE_TRANSMITTANCE_LUT = true;
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- // eslint-disable-next-line @typescript-eslint/naming-convention
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  this.EXCLUDE_RAY_MARCHING_FUNCTIONS = true;
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  this.USE_AERIAL_PERSPECTIVE_LUT = useAerialPerspectiveLut;
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  }
@@ -48,19 +46,12 @@ export class AtmospherePBRMaterialPlugin extends MaterialPluginBase {
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  */
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  constructor(material, _atmosphere, _isAerialPerspectiveEnabled = false) {
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  super(material, PluginName, PluginPriority, {
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- // eslint-disable-next-line @typescript-eslint/naming-convention
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  USE_CUSTOM_REFLECTION: _atmosphere.diffuseSkyIrradianceLut !== null,
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- // eslint-disable-next-line @typescript-eslint/naming-convention
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  CUSTOM_FRAGMENT_BEFORE_FOG: _isAerialPerspectiveEnabled,
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- // eslint-disable-next-line @typescript-eslint/naming-convention
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  USE_AERIAL_PERSPECTIVE_LUT: _isAerialPerspectiveEnabled && _atmosphere.isAerialPerspectiveLutEnabled,
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- // eslint-disable-next-line @typescript-eslint/naming-convention
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  APPLY_AERIAL_PERSPECTIVE_INTENSITY: _isAerialPerspectiveEnabled && _atmosphere.aerialPerspectiveIntensity !== 1.0,
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- // eslint-disable-next-line @typescript-eslint/naming-convention
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  APPLY_AERIAL_PERSPECTIVE_RADIANCE_BIAS: _isAerialPerspectiveEnabled && _atmosphere.aerialPerspectiveRadianceBias !== 0.0,
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- // eslint-disable-next-line @typescript-eslint/naming-convention
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  SAMPLE_TRANSMITTANCE_LUT: true,
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- // eslint-disable-next-line @typescript-eslint/naming-convention
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  EXCLUDE_RAY_MARCHING_FUNCTIONS: true,
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  }, false, // addPluginToList -- false because we need to control when this is added to the list
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  true, // enable
@@ -72,13 +63,20 @@ export class AtmospherePBRMaterialPlugin extends MaterialPluginBase {
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  // This calls `getCode` so we need to do this after having initialized the class fields.
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  this._pluginManager._addPlugin(this);
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  }
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+ /**
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+ * @override
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+ */
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+ isCompatible() {
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+ return true;
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+ }
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  /**
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  * @override
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  */
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  getUniformBuffersNames(_ubos) {
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  const uniformBuffer = this._atmosphere.uniformBuffer;
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  if (uniformBuffer.useUbo) {
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- _ubos.push(uniformBuffer.name);
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+ const uboName = this._material.shaderLanguage === 1 /* ShaderLanguage.WGSL */ ? "atmosphere" : uniformBuffer.name;
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+ _ubos.push(uboName);
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  }
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  }
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  /**
@@ -174,7 +172,7 @@ export class AtmospherePBRMaterialPlugin extends MaterialPluginBase {
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  /**
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  * @override
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  */
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- getCustomCode(shaderType) {
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+ getCustomCode(shaderType, shaderLanguage) {
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  // Assumed inputs are light0, vPositionW, normalW.
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  // Only works for directional lights.
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  if (shaderType !== "fragment") {
@@ -182,13 +180,14 @@ export class AtmospherePBRMaterialPlugin extends MaterialPluginBase {
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  }
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  const useUbo = this._atmosphere.scene.getEngine().supportsUniformBuffers;
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  const directionToLightSnippet = useUbo ? "-light0.vLightData.xyz" : "-vLightData0.xyz";
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- const useAtmosphereUbo = this._atmosphere.uniformBuffer.useUbo;
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+ const useAtmosphereUbo = shaderLanguage === 1 /* ShaderLanguage.WGSL */ || this._atmosphere.uniformBuffer.useUbo;
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  const atmosphereImportSnippet = useAtmosphereUbo ? "#include<atmosphereUboDeclaration>" : "#include<atmosphereFragmentDeclaration>";
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- return {
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- CUSTOM_FRAGMENT_DEFINITIONS: this._isAerialPerspectiveEnabled && this._atmosphere.isAerialPerspectiveLutEnabled
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- ? `uniform sampler2D transmittanceLut;\r\nprecision highp sampler2DArray;\r\nuniform sampler2DArray aerialPerspectiveLut;\r\n${atmosphereImportSnippet}\r\n#include<atmosphereFunctions>`
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- : `uniform sampler2D transmittanceLut;\r\n${atmosphereImportSnippet}\r\n#include<atmosphereFunctions>`,
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- CUSTOM_LIGHT0_COLOR: `
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+ if (shaderLanguage === 0 /* ShaderLanguage.GLSL */) {
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+ return {
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+ CUSTOM_FRAGMENT_DEFINITIONS: this._isAerialPerspectiveEnabled && this._atmosphere.isAerialPerspectiveLutEnabled
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+ ? `uniform sampler2D transmittanceLut;\r\nprecision highp sampler2DArray;\r\nuniform sampler2DArray aerialPerspectiveLut;\r\n${atmosphereImportSnippet}\r\n#include<atmosphereFunctions>`
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+ : `uniform sampler2D transmittanceLut;\r\n${atmosphereImportSnippet}\r\n#include<atmosphereFunctions>`,
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+ CUSTOM_LIGHT0_COLOR: `
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  {
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  vec3 positionGlobal = 0.001 * vPositionW + ${OriginOffsetUniformName};
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  float positionRadius = length(positionGlobal);
@@ -198,7 +197,7 @@ export class AtmospherePBRMaterialPlugin extends MaterialPluginBase {
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  diffuse0 = lightIntensity * sampleTransmittanceLut(transmittanceLut, positionRadius, cosAngleLightToZenith);
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  }
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  `,
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- CUSTOM_REFLECTION: `
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+ CUSTOM_REFLECTION: `
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  {
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  vec3 positionGlobal = 0.001 * vPositionW + ${OriginOffsetUniformName};
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  float positionRadius = length(positionGlobal);
@@ -227,8 +226,8 @@ export class AtmospherePBRMaterialPlugin extends MaterialPluginBase {
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  reflectionOut.environmentRadiance.rgb = reflectionOut.environmentIrradiance;
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  }
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  `,
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- // TODO: Support full ray marching if USE_AERIAL_PERSPECTIVE_LUT is disabled.
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- CUSTOM_FRAGMENT_BEFORE_FOG: `
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+ // TODO: Support full ray marching if USE_AERIAL_PERSPECTIVE_LUT is disabled.
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+ CUSTOM_FRAGMENT_BEFORE_FOG: `
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  #if USE_AERIAL_PERSPECTIVE_LUT
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  {
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  float distanceFromCameraKm = 0.001 * distance(vEyePosition.xyz, vPositionW);
@@ -246,7 +245,74 @@ export class AtmospherePBRMaterialPlugin extends MaterialPluginBase {
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  }
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  #endif
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  `,
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- };
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+ };
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+ }
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+ else {
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+ // WGSL
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+ return {
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+ CUSTOM_FRAGMENT_DEFINITIONS: this._isAerialPerspectiveEnabled && this._atmosphere.isAerialPerspectiveLutEnabled
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+ ? `var transmittanceLutSampler: sampler;\r\nvar transmittanceLut: texture_2d<f32>;\r\nvar aerialPerspectiveLutSampler: sampler;\r\nvar aerialPerspectiveLut: texture_2d_array<f32>;\r\n${atmosphereImportSnippet}\r\n#include<atmosphereFunctions>`
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+ : `var transmittanceLutSampler: sampler;\r\nvar transmittanceLut: texture_2d<f32>;\r\n${atmosphereImportSnippet}\r\n#include<atmosphereFunctions>`,
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+ CUSTOM_LIGHT0_COLOR: `
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+ {
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+ var positionGlobal = 0.001 * fragmentInputs.vPositionW + uniforms.${OriginOffsetUniformName};
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+ var positionRadius = length(positionGlobal);
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+ var geocentricNormal = positionGlobal / positionRadius;
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+ var directionToLight = ${directionToLightSnippet};
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+ var cosAngleLightToZenith = dot(directionToLight, geocentricNormal);
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+ diffuse0 = atmosphere.lightIntensity * sampleTransmittanceLut(transmittanceLut, positionRadius, cosAngleLightToZenith);
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+ }
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+ `,
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+ CUSTOM_REFLECTION: `
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+ {
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+ var positionGlobal = 0.001 * fragmentInputs.vPositionW + uniforms.${OriginOffsetUniformName};
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+ var positionRadius = length(positionGlobal);
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+ var geocentricNormal = positionGlobal / positionRadius;
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+
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+ var directionToLight = ${directionToLightSnippet};
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+ var cosAngleLightToZenith = dot(directionToLight, geocentricNormal);
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+
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+ var uv = vec2f(0.5 + 0.5 * cosAngleLightToZenith, (positionRadius - atmosphere.planetRadius) / atmosphere.atmosphereThickness);
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+ var irradianceScaleT = 0.5 * dot(normalW, geocentricNormal) + 0.5;
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+ var irradianceScale = ((-0.6652 * irradianceScaleT) + 1.5927) * irradianceScaleT + 0.1023;
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+ var environmentIrradiance = atmosphere.lightIntensity * textureSample(irradianceSampler, irradianceSamplerSampler, uv).rgb;
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+
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+ // Add a contribution here to estimate indirect lighting.
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+ const r = 0.2;
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+ var indirect = getLuminance(environmentIrradiance) / max(0.00001, 1.0 - r);
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+ environmentIrradiance *= irradianceScale;
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+ environmentIrradiance += indirect;
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+
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+ environmentIrradiance += atmosphere.additionalDiffuseSkyIrradiance;
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+
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+ const diffuseBrdf = 1.0 / PI;
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+ environmentIrradiance *= diffuseBrdf * atmosphere.diffuseSkyIrradianceIntensity;
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+
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+ reflectionOut.environmentIrradiance = environmentIrradiance;
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+ reflectionOut.environmentRadiance = vec4f(reflectionOut.environmentIrradiance, reflectionOut.environmentRadiance.a);
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+ }
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+ `,
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+ // TODO: Support full ray marching if USE_AERIAL_PERSPECTIVE_LUT is disabled.
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+ CUSTOM_FRAGMENT_BEFORE_FOG: `
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+ #if USE_AERIAL_PERSPECTIVE_LUT
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+ {
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+ var distanceFromCameraKm = 0.001 * distance(scene.vEyePosition.xyz, fragmentInputs.vPositionW);
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+ var aerialPerspective = vec4f(0.);
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+ if (sampleAerialPerspectiveLut(
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+ fragmentInputs.position.xy * uniforms.${InverseViewportSizeUniformName},
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+ true,
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+ distanceFromCameraKm,
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+ NumAerialPerspectiveLutLayers,
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+ AerialPerspectiveLutKMPerSlice,
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+ AerialPerspectiveLutRangeKM,
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+ &aerialPerspective)) {
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+ finalColor = aerialPerspective + (1. - aerialPerspective.a) * finalColor;
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+ }
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+ }
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+ #endif
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+ `,
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+ };
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+ }
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  }
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  }
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  //# sourceMappingURL=atmospherePBRMaterialPlugin.js.map
@@ -1 +1 @@
1
- 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Copyright (c) Microsoft Corporation.\r\n// Licensed under the MIT License.\r\n\r\nimport type { Atmosphere } from \"./atmosphere\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { Vector3FromFloatsToRef, Vector3ScaleToRef } from \"core/Maths/math.vector.functions\";\r\n\r\nclass AtmospherePBRMaterialDefines extends MaterialDefines {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public USE_AERIAL_PERSPECTIVE_LUT: boolean;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public APPLY_AERIAL_PERSPECTIVE_INTENSITY = false;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public APPLY_AERIAL_PERSPECTIVE_RADIANCE_BIAS = false;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public SAMPLE_TRANSMITTANCE_LUT = true;\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public EXCLUDE_RAY_MARCHING_FUNCTIONS = true;\r\n\r\n /**\r\n * Constructs the {@link AtmospherePBRMaterialDefines}.\r\n * @param useAerialPerspectiveLut - Whether to use the aerial perspective LUT.\r\n */\r\n constructor(useAerialPerspectiveLut: boolean) {\r\n super();\r\n this.USE_AERIAL_PERSPECTIVE_LUT = useAerialPerspectiveLut;\r\n }\r\n}\r\n\r\nconst OriginOffsetUniformName = \"originOffsetKm\";\r\nconst InverseViewportSizeUniformName = \"inverseViewportSize\";\r\n\r\nconst UboArray = [\r\n { name: OriginOffsetUniformName, size: 3, type: \"vec3\" },\r\n { name: \"_atmoPbrPadding1\", size: 1, type: \"float\" },\r\n { name: InverseViewportSizeUniformName, size: 2, type: \"vec2\" },\r\n];\r\nconst MakeUniforms = (atmosphere: Atmosphere) => ({\r\n ubo: UboArray,\r\n fragment: `uniform vec2 ${InverseViewportSizeUniformName};\\nuniform vec3 ${OriginOffsetUniformName};\\n`,\r\n externalUniforms: atmosphere.uniformBuffer.getUniformNames(),\r\n});\r\n\r\nconst PluginName = \"AtmospherePBRMaterialPlugin\";\r\nconst PluginPriority = 600;\r\nconst OriginOffsetKm = { x: 0, y: 0, z: 0 };\r\n\r\n/**\r\n * Adds shading logic to a PBRMaterial that provides radiance, diffuse sky irradiance, and aerial perspective from the atmosphere.\r\n */\r\nexport class AtmospherePBRMaterialPlugin extends MaterialPluginBase {\r\n /**\r\n * Constructs the {@link AtmospherePBRMaterialPlugin}.\r\n * @param material - The material to apply the plugin to.\r\n * @param _atmosphere - The atmosphere to use for shading.\r\n * @param _isAerialPerspectiveEnabled - Whether to apply aerial perspective.\r\n */\r\n constructor(\r\n material: Material,\r\n private readonly _atmosphere: Atmosphere,\r\n private readonly _isAerialPerspectiveEnabled = false\r\n ) {\r\n super(\r\n material,\r\n PluginName,\r\n PluginPriority,\r\n {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n USE_CUSTOM_REFLECTION: _atmosphere.diffuseSkyIrradianceLut !== null,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEFORE_FOG: _isAerialPerspectiveEnabled,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n USE_AERIAL_PERSPECTIVE_LUT: _isAerialPerspectiveEnabled && _atmosphere.isAerialPerspectiveLutEnabled,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n APPLY_AERIAL_PERSPECTIVE_INTENSITY: _isAerialPerspectiveEnabled && _atmosphere.aerialPerspectiveIntensity !== 1.0,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n APPLY_AERIAL_PERSPECTIVE_RADIANCE_BIAS: _isAerialPerspectiveEnabled && _atmosphere.aerialPerspectiveRadianceBias !== 0.0,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n SAMPLE_TRANSMITTANCE_LUT: true,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n EXCLUDE_RAY_MARCHING_FUNCTIONS: true,\r\n },\r\n false, // addPluginToList -- false because we need to control when this is added to the list\r\n true, // enable\r\n true // resolveIncludes\r\n );\r\n\r\n this.doNotSerialize = true;\r\n\r\n // This calls `getCode` so we need to do this after having initialized the class fields.\r\n this._pluginManager._addPlugin(this);\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override getUniformBuffersNames(_ubos: string[]): void {\r\n const uniformBuffer = this._atmosphere.uniformBuffer;\r\n if (uniformBuffer.useUbo) {\r\n _ubos.push(uniformBuffer.name);\r\n }\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override getUniforms() {\r\n return MakeUniforms(this._atmosphere);\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override isReadyForSubMesh(): boolean {\r\n let isReady = true;\r\n const atmosphere = this._atmosphere;\r\n if (this._isAerialPerspectiveEnabled && atmosphere.isAerialPerspectiveLutEnabled) {\r\n const aerialPerspectiveLutRenderTarget = atmosphere.aerialPerspectiveLutRenderTarget;\r\n isReady = isReady && !!aerialPerspectiveLutRenderTarget?.isReady();\r\n }\r\n const transmittanceLutRenderTarget = atmosphere.transmittanceLut?.renderTarget ?? null;\r\n isReady = isReady && !!transmittanceLutRenderTarget?.isReady();\r\n return isReady;\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override getActiveTextures(_activeTextures: BaseTexture[]): void {\r\n const atmosphere = this._atmosphere;\r\n if (this._isAerialPerspectiveEnabled && atmosphere.isAerialPerspectiveLutEnabled) {\r\n const aerialPerspectiveLutRenderTarget = atmosphere.aerialPerspectiveLutRenderTarget;\r\n if (aerialPerspectiveLutRenderTarget) {\r\n _activeTextures.push(aerialPerspectiveLutRenderTarget);\r\n }\r\n }\r\n\r\n const transmittanceLutRenderTarget = atmosphere.transmittanceLut?.renderTarget ?? null;\r\n if (transmittanceLutRenderTarget) {\r\n _activeTextures.push(transmittanceLutRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer): void {\r\n const atmosphere = this._atmosphere;\r\n const scene = atmosphere.scene;\r\n const engine = scene.getEngine();\r\n\r\n // Bind the atmosphere's uniform buffer to the effect.\r\n const effect = uniformBuffer.currentEffect;\r\n if (effect) {\r\n this._atmosphere.bindUniformBufferToEffect(effect);\r\n }\r\n\r\n // Need the offset to apply which will take a world space position and convert it to a global space position in the atmosphere.\r\n // If floating origin mode is enabled, that offset is the floating origin offset.\r\n // If not, it's an offset up the Y-axis by the planet radius.\r\n uniformBuffer.updateVector3(\r\n OriginOffsetUniformName,\r\n scene.floatingOriginMode\r\n ? Vector3ScaleToRef(scene.floatingOriginOffset, 0.001, OriginOffsetKm) // Convert to kilometers\r\n : Vector3FromFloatsToRef(0, atmosphere.physicalProperties.planetRadius, 0, OriginOffsetKm) // planetRadius is already in kilometers\r\n );\r\n\r\n const width = engine.getRenderWidth();\r\n const height = engine.getRenderHeight();\r\n uniformBuffer.updateFloat2(InverseViewportSizeUniformName, 1.0 / width, 1.0 / height);\r\n\r\n if (this._isAerialPerspectiveEnabled && atmosphere.isAerialPerspectiveLutEnabled) {\r\n const aerialPerspectiveLutRenderTarget = atmosphere.aerialPerspectiveLutRenderTarget;\r\n uniformBuffer.setTexture(\"aerialPerspectiveLut\", aerialPerspectiveLutRenderTarget);\r\n }\r\n const transmittanceLutRenderTarget = atmosphere.transmittanceLut?.renderTarget ?? null;\r\n uniformBuffer.setTexture(\"transmittanceLut\", transmittanceLutRenderTarget);\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override prepareDefines(defines: AtmospherePBRMaterialDefines): void {\r\n const lastUseAerialPerspectiveLut = defines.USE_AERIAL_PERSPECTIVE_LUT;\r\n const lastApplyAerialPerspectiveIntensity = defines.APPLY_AERIAL_PERSPECTIVE_INTENSITY;\r\n const lastApplyAerialPerspectiveRadianceBias = defines.APPLY_AERIAL_PERSPECTIVE_RADIANCE_BIAS;\r\n defines.USE_AERIAL_PERSPECTIVE_LUT = this._isAerialPerspectiveEnabled && this._atmosphere.isAerialPerspectiveLutEnabled;\r\n defines.APPLY_AERIAL_PERSPECTIVE_INTENSITY = this._isAerialPerspectiveEnabled && this._atmosphere.aerialPerspectiveIntensity !== 1.0;\r\n defines.APPLY_AERIAL_PERSPECTIVE_RADIANCE_BIAS = this._isAerialPerspectiveEnabled && this._atmosphere.aerialPerspectiveRadianceBias !== 0.0;\r\n if (\r\n lastUseAerialPerspectiveLut !== defines.USE_AERIAL_PERSPECTIVE_LUT ||\r\n lastApplyAerialPerspectiveIntensity !== defines.APPLY_AERIAL_PERSPECTIVE_INTENSITY ||\r\n lastApplyAerialPerspectiveRadianceBias !== defines.APPLY_AERIAL_PERSPECTIVE_RADIANCE_BIAS\r\n ) {\r\n defines.markAllAsDirty();\r\n }\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override getSamplers(samplers: string[]): void {\r\n samplers.push(\"transmittanceLut\");\r\n if (this._isAerialPerspectiveEnabled && this._atmosphere.isAerialPerspectiveLutEnabled) {\r\n samplers.push(\"aerialPerspectiveLut\");\r\n }\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override getCustomCode(shaderType: string): Nullable<Record<string, string>> {\r\n // Assumed inputs are light0, vPositionW, normalW.\r\n // Only works for directional lights.\r\n if (shaderType !== \"fragment\") {\r\n return null;\r\n }\r\n\r\n const useUbo = this._atmosphere.scene.getEngine().supportsUniformBuffers;\r\n const directionToLightSnippet = useUbo ? \"-light0.vLightData.xyz\" : \"-vLightData0.xyz\";\r\n\r\n const useAtmosphereUbo = this._atmosphere.uniformBuffer.useUbo;\r\n const atmosphereImportSnippet = useAtmosphereUbo ? \"#include<atmosphereUboDeclaration>\" : \"#include<atmosphereFragmentDeclaration>\";\r\n\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS:\r\n this._isAerialPerspectiveEnabled && this._atmosphere.isAerialPerspectiveLutEnabled\r\n ? `uniform sampler2D transmittanceLut;\\r\\nprecision highp sampler2DArray;\\r\\nuniform sampler2DArray aerialPerspectiveLut;\\r\\n${atmosphereImportSnippet}\\r\\n#include<atmosphereFunctions>`\r\n : `uniform sampler2D transmittanceLut;\\r\\n${atmosphereImportSnippet}\\r\\n#include<atmosphereFunctions>`,\r\n CUSTOM_LIGHT0_COLOR: `\r\n {\r\n vec3 positionGlobal = 0.001 * vPositionW + ${OriginOffsetUniformName};\r\n float positionRadius = length(positionGlobal);\r\n vec3 geocentricNormal = positionGlobal / positionRadius;\r\n vec3 directionToLight = ${directionToLightSnippet};\r\n float cosAngleLightToZenith = dot(directionToLight, geocentricNormal);\r\n diffuse0 = lightIntensity * sampleTransmittanceLut(transmittanceLut, positionRadius, cosAngleLightToZenith);\r\n }\r\n`,\r\n CUSTOM_REFLECTION: `\r\n {\r\n vec3 positionGlobal = 0.001 * vPositionW + ${OriginOffsetUniformName};\r\n float positionRadius = length(positionGlobal);\r\n vec3 geocentricNormal = positionGlobal / positionRadius;\r\n\r\n vec3 directionToLight = ${directionToLightSnippet};\r\n float cosAngleLightToZenith = dot(directionToLight, geocentricNormal);\r\n\r\n vec2 uv = vec2(0.5 + 0.5 * cosAngleLightToZenith, (positionRadius - planetRadius) / atmosphereThickness);\r\n float irradianceScaleT = 0.5 * dot(normalW, geocentricNormal) + 0.5;\r\n float irradianceScale = ((-0.6652 * irradianceScaleT) + 1.5927) * irradianceScaleT + 0.1023;\r\n vec3 environmentIrradiance = lightIntensity * sampleReflection(irradianceSampler, uv).rgb;\r\n\r\n // Add a contribution here to estimate indirect lighting.\r\n const float r = 0.2;\r\n float indirect = getLuminance(environmentIrradiance) / max(0.00001, 1. - r);\r\n environmentIrradiance *= irradianceScale;\r\n environmentIrradiance += indirect;\r\n\r\n environmentIrradiance += additionalDiffuseSkyIrradiance;\r\n\r\n const float diffuseBrdf = 1. / PI;\r\n environmentIrradiance *= diffuseBrdf * diffuseSkyIrradianceIntensity;\r\n\r\n reflectionOut.environmentIrradiance = environmentIrradiance;\r\n reflectionOut.environmentRadiance.rgb = reflectionOut.environmentIrradiance;\r\n }\r\n`,\r\n // TODO: Support full ray marching if USE_AERIAL_PERSPECTIVE_LUT is disabled.\r\n CUSTOM_FRAGMENT_BEFORE_FOG: `\r\n #if USE_AERIAL_PERSPECTIVE_LUT\r\n {\r\n float distanceFromCameraKm = 0.001 * distance(vEyePosition.xyz, vPositionW);\r\n vec4 aerialPerspective = vec4(0.);\r\n if (sampleAerialPerspectiveLut(\r\n gl_FragCoord.xy * ${InverseViewportSizeUniformName},\r\n true,\r\n distanceFromCameraKm,\r\n NumAerialPerspectiveLutLayers,\r\n AerialPerspectiveLutKMPerSlice,\r\n AerialPerspectiveLutRangeKM,\r\n aerialPerspective)) {\r\n finalColor = aerialPerspective + (1. - aerialPerspective.a) * finalColor;\r\n }\r\n }\r\n #endif\r\n`,\r\n };\r\n }\r\n}\r\n"]}
1
+ 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Copyright (c) Microsoft Corporation.\r\n// Licensed under the MIT License.\r\n\r\nimport type { Atmosphere } from \"./atmosphere\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { Vector3FromFloatsToRef, Vector3ScaleToRef } from \"core/Maths/math.vector.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport \"./ShadersWGSL/ShadersInclude/atmosphereFunctions\";\r\nimport \"./ShadersWGSL/ShadersInclude/atmosphereUboDeclaration\";\r\n\r\nclass AtmospherePBRMaterialDefines extends MaterialDefines {\r\n public USE_AERIAL_PERSPECTIVE_LUT: boolean;\r\n public APPLY_AERIAL_PERSPECTIVE_INTENSITY = false;\r\n public APPLY_AERIAL_PERSPECTIVE_RADIANCE_BIAS = false;\r\n public SAMPLE_TRANSMITTANCE_LUT = true;\r\n public EXCLUDE_RAY_MARCHING_FUNCTIONS = true;\r\n\r\n /**\r\n * Constructs the {@link AtmospherePBRMaterialDefines}.\r\n * @param useAerialPerspectiveLut - Whether to use the aerial perspective LUT.\r\n */\r\n constructor(useAerialPerspectiveLut: boolean) {\r\n super();\r\n this.USE_AERIAL_PERSPECTIVE_LUT = useAerialPerspectiveLut;\r\n }\r\n}\r\n\r\nconst OriginOffsetUniformName = \"originOffsetKm\";\r\nconst InverseViewportSizeUniformName = \"inverseViewportSize\";\r\n\r\nconst UboArray = [\r\n { name: OriginOffsetUniformName, size: 3, type: \"vec3\" },\r\n { name: \"_atmoPbrPadding1\", size: 1, type: \"float\" },\r\n { name: InverseViewportSizeUniformName, size: 2, type: \"vec2\" },\r\n];\r\nconst MakeUniforms = (atmosphere: Atmosphere) => ({\r\n ubo: UboArray,\r\n fragment: `uniform vec2 ${InverseViewportSizeUniformName};\\nuniform vec3 ${OriginOffsetUniformName};\\n`,\r\n externalUniforms: atmosphere.uniformBuffer.getUniformNames(),\r\n});\r\n\r\nconst PluginName = \"AtmospherePBRMaterialPlugin\";\r\nconst PluginPriority = 600;\r\nconst OriginOffsetKm = { x: 0, y: 0, z: 0 };\r\n\r\n/**\r\n * Adds shading logic to a PBRMaterial that provides radiance, diffuse sky irradiance, and aerial perspective from the atmosphere.\r\n */\r\nexport class AtmospherePBRMaterialPlugin extends MaterialPluginBase {\r\n /**\r\n * Constructs the {@link AtmospherePBRMaterialPlugin}.\r\n * @param material - The material to apply the plugin to.\r\n * @param _atmosphere - The atmosphere to use for shading.\r\n * @param _isAerialPerspectiveEnabled - Whether to apply aerial perspective.\r\n */\r\n constructor(\r\n material: Material,\r\n private readonly _atmosphere: Atmosphere,\r\n private readonly _isAerialPerspectiveEnabled = false\r\n ) {\r\n super(\r\n material,\r\n PluginName,\r\n PluginPriority,\r\n {\r\n USE_CUSTOM_REFLECTION: _atmosphere.diffuseSkyIrradianceLut !== null,\r\n CUSTOM_FRAGMENT_BEFORE_FOG: _isAerialPerspectiveEnabled,\r\n USE_AERIAL_PERSPECTIVE_LUT: _isAerialPerspectiveEnabled && _atmosphere.isAerialPerspectiveLutEnabled,\r\n APPLY_AERIAL_PERSPECTIVE_INTENSITY: _isAerialPerspectiveEnabled && _atmosphere.aerialPerspectiveIntensity !== 1.0,\r\n APPLY_AERIAL_PERSPECTIVE_RADIANCE_BIAS: _isAerialPerspectiveEnabled && _atmosphere.aerialPerspectiveRadianceBias !== 0.0,\r\n SAMPLE_TRANSMITTANCE_LUT: true,\r\n EXCLUDE_RAY_MARCHING_FUNCTIONS: true,\r\n },\r\n false, // addPluginToList -- false because we need to control when this is added to the list\r\n true, // enable\r\n true // resolveIncludes\r\n );\r\n\r\n this.doNotSerialize = true;\r\n\r\n // This calls `getCode` so we need to do this after having initialized the class fields.\r\n this._pluginManager._addPlugin(this);\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override getUniformBuffersNames(_ubos: string[]): void {\r\n const uniformBuffer = this._atmosphere.uniformBuffer;\r\n if (uniformBuffer.useUbo) {\r\n const uboName = this._material.shaderLanguage === ShaderLanguage.WGSL ? \"atmosphere\" : uniformBuffer.name;\r\n _ubos.push(uboName);\r\n }\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override getUniforms() {\r\n return MakeUniforms(this._atmosphere);\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override isReadyForSubMesh(): boolean {\r\n let isReady = true;\r\n const atmosphere = this._atmosphere;\r\n if (this._isAerialPerspectiveEnabled && atmosphere.isAerialPerspectiveLutEnabled) {\r\n const aerialPerspectiveLutRenderTarget = atmosphere.aerialPerspectiveLutRenderTarget;\r\n isReady = isReady && !!aerialPerspectiveLutRenderTarget?.isReady();\r\n }\r\n const transmittanceLutRenderTarget = atmosphere.transmittanceLut?.renderTarget ?? null;\r\n isReady = isReady && !!transmittanceLutRenderTarget?.isReady();\r\n return isReady;\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override getActiveTextures(_activeTextures: BaseTexture[]): void {\r\n const atmosphere = this._atmosphere;\r\n if (this._isAerialPerspectiveEnabled && atmosphere.isAerialPerspectiveLutEnabled) {\r\n const aerialPerspectiveLutRenderTarget = atmosphere.aerialPerspectiveLutRenderTarget;\r\n if (aerialPerspectiveLutRenderTarget) {\r\n _activeTextures.push(aerialPerspectiveLutRenderTarget);\r\n }\r\n }\r\n\r\n const transmittanceLutRenderTarget = atmosphere.transmittanceLut?.renderTarget ?? null;\r\n if (transmittanceLutRenderTarget) {\r\n _activeTextures.push(transmittanceLutRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer): void {\r\n const atmosphere = this._atmosphere;\r\n const scene = atmosphere.scene;\r\n const engine = scene.getEngine();\r\n\r\n // Bind the atmosphere's uniform buffer to the effect.\r\n const effect = uniformBuffer.currentEffect;\r\n if (effect) {\r\n this._atmosphere.bindUniformBufferToEffect(effect);\r\n }\r\n\r\n // Need the offset to apply which will take a world space position and convert it to a global space position in the atmosphere.\r\n // If floating origin mode is enabled, that offset is the floating origin offset.\r\n // If not, it's an offset up the Y-axis by the planet radius.\r\n uniformBuffer.updateVector3(\r\n OriginOffsetUniformName,\r\n scene.floatingOriginMode\r\n ? Vector3ScaleToRef(scene.floatingOriginOffset, 0.001, OriginOffsetKm) // Convert to kilometers\r\n : Vector3FromFloatsToRef(0, atmosphere.physicalProperties.planetRadius, 0, OriginOffsetKm) // planetRadius is already in kilometers\r\n );\r\n\r\n const width = engine.getRenderWidth();\r\n const height = engine.getRenderHeight();\r\n uniformBuffer.updateFloat2(InverseViewportSizeUniformName, 1.0 / width, 1.0 / height);\r\n\r\n if (this._isAerialPerspectiveEnabled && atmosphere.isAerialPerspectiveLutEnabled) {\r\n const aerialPerspectiveLutRenderTarget = atmosphere.aerialPerspectiveLutRenderTarget;\r\n uniformBuffer.setTexture(\"aerialPerspectiveLut\", aerialPerspectiveLutRenderTarget);\r\n }\r\n const transmittanceLutRenderTarget = atmosphere.transmittanceLut?.renderTarget ?? null;\r\n uniformBuffer.setTexture(\"transmittanceLut\", transmittanceLutRenderTarget);\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override prepareDefines(defines: AtmospherePBRMaterialDefines): void {\r\n const lastUseAerialPerspectiveLut = defines.USE_AERIAL_PERSPECTIVE_LUT;\r\n const lastApplyAerialPerspectiveIntensity = defines.APPLY_AERIAL_PERSPECTIVE_INTENSITY;\r\n const lastApplyAerialPerspectiveRadianceBias = defines.APPLY_AERIAL_PERSPECTIVE_RADIANCE_BIAS;\r\n defines.USE_AERIAL_PERSPECTIVE_LUT = this._isAerialPerspectiveEnabled && this._atmosphere.isAerialPerspectiveLutEnabled;\r\n defines.APPLY_AERIAL_PERSPECTIVE_INTENSITY = this._isAerialPerspectiveEnabled && this._atmosphere.aerialPerspectiveIntensity !== 1.0;\r\n defines.APPLY_AERIAL_PERSPECTIVE_RADIANCE_BIAS = this._isAerialPerspectiveEnabled && this._atmosphere.aerialPerspectiveRadianceBias !== 0.0;\r\n if (\r\n lastUseAerialPerspectiveLut !== defines.USE_AERIAL_PERSPECTIVE_LUT ||\r\n lastApplyAerialPerspectiveIntensity !== defines.APPLY_AERIAL_PERSPECTIVE_INTENSITY ||\r\n lastApplyAerialPerspectiveRadianceBias !== defines.APPLY_AERIAL_PERSPECTIVE_RADIANCE_BIAS\r\n ) {\r\n defines.markAllAsDirty();\r\n }\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override getSamplers(samplers: string[]): void {\r\n samplers.push(\"transmittanceLut\");\r\n if (this._isAerialPerspectiveEnabled && this._atmosphere.isAerialPerspectiveLutEnabled) {\r\n samplers.push(\"aerialPerspectiveLut\");\r\n }\r\n }\r\n\r\n /**\r\n * @override\r\n */\r\n public override getCustomCode(shaderType: string, shaderLanguage: ShaderLanguage): Nullable<Record<string, string>> {\r\n // Assumed inputs are light0, vPositionW, normalW.\r\n // Only works for directional lights.\r\n if (shaderType !== \"fragment\") {\r\n return null;\r\n }\r\n\r\n const useUbo = this._atmosphere.scene.getEngine().supportsUniformBuffers;\r\n const directionToLightSnippet = useUbo ? \"-light0.vLightData.xyz\" : \"-vLightData0.xyz\";\r\n\r\n const useAtmosphereUbo = shaderLanguage === ShaderLanguage.WGSL || this._atmosphere.uniformBuffer.useUbo;\r\n const atmosphereImportSnippet = useAtmosphereUbo ? \"#include<atmosphereUboDeclaration>\" : \"#include<atmosphereFragmentDeclaration>\";\r\n\r\n if (shaderLanguage === ShaderLanguage.GLSL) {\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS:\r\n this._isAerialPerspectiveEnabled && this._atmosphere.isAerialPerspectiveLutEnabled\r\n ? `uniform sampler2D transmittanceLut;\\r\\nprecision highp sampler2DArray;\\r\\nuniform sampler2DArray aerialPerspectiveLut;\\r\\n${atmosphereImportSnippet}\\r\\n#include<atmosphereFunctions>`\r\n : `uniform sampler2D transmittanceLut;\\r\\n${atmosphereImportSnippet}\\r\\n#include<atmosphereFunctions>`,\r\n CUSTOM_LIGHT0_COLOR: `\r\n {\r\n vec3 positionGlobal = 0.001 * vPositionW + ${OriginOffsetUniformName};\r\n float positionRadius = length(positionGlobal);\r\n vec3 geocentricNormal = positionGlobal / positionRadius;\r\n vec3 directionToLight = ${directionToLightSnippet};\r\n float cosAngleLightToZenith = dot(directionToLight, geocentricNormal);\r\n diffuse0 = lightIntensity * sampleTransmittanceLut(transmittanceLut, positionRadius, cosAngleLightToZenith);\r\n }\r\n`,\r\n CUSTOM_REFLECTION: `\r\n {\r\n vec3 positionGlobal = 0.001 * vPositionW + ${OriginOffsetUniformName};\r\n float positionRadius = length(positionGlobal);\r\n vec3 geocentricNormal = positionGlobal / positionRadius;\r\n\r\n vec3 directionToLight = ${directionToLightSnippet};\r\n float cosAngleLightToZenith = dot(directionToLight, geocentricNormal);\r\n\r\n vec2 uv = vec2(0.5 + 0.5 * cosAngleLightToZenith, (positionRadius - planetRadius) / atmosphereThickness);\r\n float irradianceScaleT = 0.5 * dot(normalW, geocentricNormal) + 0.5;\r\n float irradianceScale = ((-0.6652 * irradianceScaleT) + 1.5927) * irradianceScaleT + 0.1023;\r\n vec3 environmentIrradiance = lightIntensity * sampleReflection(irradianceSampler, uv).rgb;\r\n\r\n // Add a contribution here to estimate indirect lighting.\r\n const float r = 0.2;\r\n float indirect = getLuminance(environmentIrradiance) / max(0.00001, 1. - r);\r\n environmentIrradiance *= irradianceScale;\r\n environmentIrradiance += indirect;\r\n\r\n environmentIrradiance += additionalDiffuseSkyIrradiance;\r\n\r\n const float diffuseBrdf = 1. / PI;\r\n environmentIrradiance *= diffuseBrdf * diffuseSkyIrradianceIntensity;\r\n\r\n reflectionOut.environmentIrradiance = environmentIrradiance;\r\n reflectionOut.environmentRadiance.rgb = reflectionOut.environmentIrradiance;\r\n }\r\n`,\r\n // TODO: Support full ray marching if USE_AERIAL_PERSPECTIVE_LUT is disabled.\r\n CUSTOM_FRAGMENT_BEFORE_FOG: `\r\n #if USE_AERIAL_PERSPECTIVE_LUT\r\n {\r\n float distanceFromCameraKm = 0.001 * distance(vEyePosition.xyz, vPositionW);\r\n vec4 aerialPerspective = vec4(0.);\r\n if (sampleAerialPerspectiveLut(\r\n gl_FragCoord.xy * ${InverseViewportSizeUniformName},\r\n true,\r\n distanceFromCameraKm,\r\n NumAerialPerspectiveLutLayers,\r\n AerialPerspectiveLutKMPerSlice,\r\n AerialPerspectiveLutRangeKM,\r\n aerialPerspective)) {\r\n finalColor = aerialPerspective + (1. - aerialPerspective.a) * finalColor;\r\n }\r\n }\r\n #endif\r\n`,\r\n };\r\n } else {\r\n // WGSL\r\n return {\r\n CUSTOM_FRAGMENT_DEFINITIONS:\r\n this._isAerialPerspectiveEnabled && this._atmosphere.isAerialPerspectiveLutEnabled\r\n ? `var transmittanceLutSampler: sampler;\\r\\nvar transmittanceLut: texture_2d<f32>;\\r\\nvar aerialPerspectiveLutSampler: sampler;\\r\\nvar aerialPerspectiveLut: texture_2d_array<f32>;\\r\\n${atmosphereImportSnippet}\\r\\n#include<atmosphereFunctions>`\r\n : `var transmittanceLutSampler: sampler;\\r\\nvar transmittanceLut: texture_2d<f32>;\\r\\n${atmosphereImportSnippet}\\r\\n#include<atmosphereFunctions>`,\r\n CUSTOM_LIGHT0_COLOR: `\r\n {\r\n var positionGlobal = 0.001 * fragmentInputs.vPositionW + uniforms.${OriginOffsetUniformName};\r\n var positionRadius = length(positionGlobal);\r\n var geocentricNormal = positionGlobal / positionRadius;\r\n var directionToLight = ${directionToLightSnippet};\r\n var cosAngleLightToZenith = dot(directionToLight, geocentricNormal);\r\n diffuse0 = atmosphere.lightIntensity * sampleTransmittanceLut(transmittanceLut, positionRadius, cosAngleLightToZenith);\r\n }\r\n`,\r\n CUSTOM_REFLECTION: `\r\n {\r\n var positionGlobal = 0.001 * fragmentInputs.vPositionW + uniforms.${OriginOffsetUniformName};\r\n var positionRadius = length(positionGlobal);\r\n var geocentricNormal = positionGlobal / positionRadius;\r\n\r\n var directionToLight = ${directionToLightSnippet};\r\n var cosAngleLightToZenith = dot(directionToLight, geocentricNormal);\r\n\r\n var uv = vec2f(0.5 + 0.5 * cosAngleLightToZenith, (positionRadius - atmosphere.planetRadius) / atmosphere.atmosphereThickness);\r\n var irradianceScaleT = 0.5 * dot(normalW, geocentricNormal) + 0.5;\r\n var irradianceScale = ((-0.6652 * irradianceScaleT) + 1.5927) * irradianceScaleT + 0.1023;\r\n var environmentIrradiance = atmosphere.lightIntensity * textureSample(irradianceSampler, irradianceSamplerSampler, uv).rgb;\r\n\r\n // Add a contribution here to estimate indirect lighting.\r\n const r = 0.2;\r\n var indirect = getLuminance(environmentIrradiance) / max(0.00001, 1.0 - r);\r\n environmentIrradiance *= irradianceScale;\r\n environmentIrradiance += indirect;\r\n\r\n environmentIrradiance += atmosphere.additionalDiffuseSkyIrradiance;\r\n\r\n const diffuseBrdf = 1.0 / PI;\r\n environmentIrradiance *= diffuseBrdf * atmosphere.diffuseSkyIrradianceIntensity;\r\n\r\n reflectionOut.environmentIrradiance = environmentIrradiance;\r\n reflectionOut.environmentRadiance = vec4f(reflectionOut.environmentIrradiance, reflectionOut.environmentRadiance.a);\r\n }\r\n`,\r\n // TODO: Support full ray marching if USE_AERIAL_PERSPECTIVE_LUT is disabled.\r\n CUSTOM_FRAGMENT_BEFORE_FOG: `\r\n #if USE_AERIAL_PERSPECTIVE_LUT\r\n {\r\n var distanceFromCameraKm = 0.001 * distance(scene.vEyePosition.xyz, fragmentInputs.vPositionW);\r\n var aerialPerspective = vec4f(0.);\r\n if (sampleAerialPerspectiveLut(\r\n fragmentInputs.position.xy * uniforms.${InverseViewportSizeUniformName},\r\n true,\r\n distanceFromCameraKm,\r\n NumAerialPerspectiveLutLayers,\r\n AerialPerspectiveLutKMPerSlice,\r\n AerialPerspectiveLutRangeKM,\r\n &aerialPerspective)) {\r\n finalColor = aerialPerspective + (1. - aerialPerspective.a) * finalColor;\r\n }\r\n }\r\n #endif\r\n`,\r\n };\r\n }\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/addons",
3
- "version": "8.46.1",
3
+ "version": "8.47.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -19,7 +19,7 @@
19
19
  "postcompile": "build-tools -c add-js-to-es6"
20
20
  },
21
21
  "devDependencies": {
22
- "@babylonjs/core": "^8.46.1",
22
+ "@babylonjs/core": "^8.47.0",
23
23
  "@dev/addons": "^1.0.0",
24
24
  "@dev/build-tools": "^1.0.0"
25
25
  },