@babylonjs/core 5.0.4 → 5.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Audio/audioSceneComponent.d.ts +2 -0
- package/Audio/audioSceneComponent.js +9 -7
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +1 -0
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/skeleton.js +2 -0
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +5 -0
- package/Cameras/arcRotateCamera.js +5 -0
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.d.ts +5 -1
- package/Cameras/camera.js +7 -7
- package/Cameras/camera.js.map +1 -1
- package/Debug/debugLayer.d.ts +5 -0
- package/Debug/debugLayer.js +24 -0
- package/Debug/debugLayer.js.map +1 -1
- package/DeviceInput/Helpers/eventFactory.js +14 -3
- package/DeviceInput/Helpers/eventFactory.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
- package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
- package/DeviceInput/InputDevices/nativeDeviceInputSystem.js +2 -8
- package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -1
- package/Engines/Processors/shaderCodeCursor.js +5 -0
- package/Engines/Processors/shaderCodeCursor.js.map +1 -1
- package/Engines/constants.d.ts +25 -1
- package/Engines/constants.js +25 -1
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +1 -1
- package/Engines/engine.js +2 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +1 -1
- package/Engines/nativeEngine.js +7 -8
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +4 -0
- package/Engines/webgpuEngine.js +2 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +3 -2
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +11 -11
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/gizmo.d.ts +5 -0
- package/Gizmos/gizmo.js +11 -4
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +3 -3
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Inputs/scene.inputManager.js +7 -1
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +9 -0
- package/Lights/Shadows/shadowGenerator.js +25 -3
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +10 -8
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +4 -0
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +19 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.d.ts +54 -0
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js +135 -0
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +4 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +42 -24
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/PBR/index.d.ts +1 -0
- package/Materials/PBR/index.js +1 -0
- package/Materials/PBR/index.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +5 -0
- package/Materials/PBR/pbrBaseMaterial.js +2 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.d.ts +102 -0
- package/Materials/PBR/pbrIridescenceConfiguration.js +257 -0
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -0
- package/Materials/Textures/Loaders/ktxTextureLoader.js +31 -0
- package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
- package/Materials/Textures/videoTexture.js +12 -12
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/materialFlags.d.ts +6 -0
- package/Materials/materialFlags.js +18 -0
- package/Materials/materialFlags.js.map +1 -1
- package/Materials/materialPluginFactoryExport.d.ts +6 -0
- package/Materials/materialPluginFactoryExport.js +12 -0
- package/Materials/materialPluginFactoryExport.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +2 -1
- package/Materials/uniformBuffer.js +2 -1
- package/Materials/uniformBuffer.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +1 -1
- package/Meshes/abstractMesh.js +5 -2
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -2
- package/Meshes/mesh.js +11 -3
- package/Meshes/mesh.js.map +1 -1
- package/Misc/khronosTextureContainer.js +1 -1
- package/Misc/khronosTextureContainer.js.map +1 -1
- package/Misc/screenshotTools.js +6 -6
- package/Misc/screenshotTools.js.map +1 -1
- package/Physics/physicsImpostor.js +1 -1
- package/Physics/physicsImpostor.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +6 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/boundingBoxRenderer.js +4 -4
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +1 -1
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js +1 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockIridescence.d.ts +5 -0
- package/Shaders/ShadersInclude/pbrBlockIridescence.js +9 -0
- package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -0
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +1 -1
- package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +1 -1
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrVertexDeclaration.js +1 -1
- package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
- package/Shaders/pbr.fragment.d.ts +1 -0
- package/Shaders/pbr.fragment.js +2 -1
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Shaders/pbr.vertex.js +1 -1
- package/Shaders/pbr.vertex.js.map +1 -1
- package/Shaders/spriteMap.fragment.js +1 -1
- package/Shaders/spriteMap.fragment.js.map +1 -1
- package/XR/features/WebXRImageTracking.d.ts +0 -5
- package/XR/features/WebXRImageTracking.js +5 -8
- package/XR/features/WebXRImageTracking.js.map +1 -1
- package/XR/native/nativeXRFrame.d.ts +2 -1
- package/XR/native/nativeXRFrame.js +5 -1
- package/XR/native/nativeXRFrame.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +4 -0
- package/scene.js +4 -0
- package/scene.js.map +1 -1
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{ Scene } from \"../scene\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { BoundingBox } from \"../Culling/boundingBox\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { CreateBoxVertexData } from \"../Meshes/Builders/boxBuilder\";\r\n\r\nimport \"../Shaders/boundingBoxRenderer.fragment\";\r\nimport \"../Shaders/boundingBoxRenderer.vertex\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden (Backing field) */\r\n _boundingBoxRenderer: BoundingBoxRenderer;\r\n\r\n /** @hidden (Backing field) */\r\n _forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if all bounding boxes must be rendered\r\n */\r\n forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets the bounding box renderer associated with the scene\r\n * @returns a BoundingBoxRenderer\r\n */\r\n getBoundingBoxRenderer(): BoundingBoxRenderer;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"forceShowBoundingBoxes\", {\r\n get: function (this: Scene) {\r\n return this._forceShowBoundingBoxes || false;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n this._forceShowBoundingBoxes = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.getBoundingBoxRenderer = function (): BoundingBoxRenderer {\r\n if (!this._boundingBoxRenderer) {\r\n this._boundingBoxRenderer = new BoundingBoxRenderer(this);\r\n }\r\n\r\n return this._boundingBoxRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @hidden (Backing field) */\r\n _showBoundingBox: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)\r\n */\r\n showBoundingBox: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"showBoundingBox\", {\r\n get: function (this: AbstractMesh) {\r\n return this._showBoundingBox || false;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._showBoundingBox = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getScene().getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Component responsible of rendering the bounding box of the meshes in a scene.\r\n * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties\r\n */\r\nexport class BoundingBoxRenderer implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Color of the bounding box lines placed in front of an object\r\n */\r\n public frontColor = new Color3(1, 1, 1);\r\n /**\r\n * Color of the bounding box lines placed behind an object\r\n */\r\n public backColor = new Color3(0.1, 0.1, 0.1);\r\n /**\r\n * Defines if the renderer should show the back lines or not\r\n */\r\n public showBackLines = true;\r\n\r\n /**\r\n * Observable raised before rendering a bounding box\r\n */\r\n public onBeforeBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after rendering a bounding box\r\n */\r\n public onAfterBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after resources are created\r\n */\r\n public onResourcesReadyObservable = new Observable<BoundingBoxRenderer>();\r\n\r\n /**\r\n * When false, no bounding boxes will be rendered\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public renderList = new SmartArray<BoundingBox>(32);\r\n\r\n private _colorShader: ShaderMaterial;\r\n private _colorShaderForOcclusionQuery: ShaderMaterial;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _fillIndexBuffer: Nullable<DataBuffer> = null;\r\n private _fillIndexData: Nullable<IndicesArray> = null;\r\n private _uniformBufferFront: UniformBuffer;\r\n private _uniformBufferBack: UniformBuffer;\r\n private _renderPassIdForOcclusionQuery: number;\r\n\r\n /**\r\n * Instantiates a new bounding box renderer in a scene.\r\n * @param scene the scene the renderer renders in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n scene._addComponent(this);\r\n this._uniformBufferFront = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererFront\");\r\n this._buildUniformLayout(this._uniformBufferFront);\r\n this._uniformBufferBack = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererBack\");\r\n this._buildUniformLayout(this._uniformBufferBack);\r\n }\r\n\r\n private _buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"color\", 4);\r\n ubo.addUniform(\"world\", 16);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeEvaluateActiveMeshStage.registerStep(SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);\r\n\r\n this.scene._preActiveMeshStage.registerStep(SceneComponentConstants.STEP_PREACTIVEMESH_BOUNDINGBOXRENDERER, this, this._preActiveMesh);\r\n\r\n this.scene._evaluateSubMeshStage.registerStep(SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);\r\n }\r\n\r\n private _evaluateSubMesh(mesh: AbstractMesh, subMesh: SubMesh): void {\r\n if (mesh.showSubMeshesBoundingBox) {\r\n const boundingInfo = subMesh.getBoundingInfo();\r\n if (boundingInfo !== null && boundingInfo !== undefined) {\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n }\r\n\r\n private _preActiveMesh(mesh: AbstractMesh): void {\r\n if (mesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {\r\n const boundingInfo = mesh.getBoundingInfo();\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n\r\n private _prepareResources(): void {\r\n if (this._colorShader) {\r\n return;\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\r\n \"colorShader\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n },\r\n false\r\n );\r\n\r\n this._colorShader.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n this._colorShaderForOcclusionQuery = new ShaderMaterial(\r\n \"colorShaderOccQuery\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n },\r\n true\r\n );\r\n\r\n this._colorShaderForOcclusionQuery.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n const engine = this.scene.getEngine();\r\n const boxdata = CreateBoxVertexData({ size: 1.0 });\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, <FloatArray>boxdata.positions, VertexBuffer.PositionKind, false);\r\n this._createIndexBuffer();\r\n this._fillIndexData = boxdata.indices;\r\n this.onResourcesReadyObservable.notifyObservers(this);\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this.scene.getEngine();\r\n this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public reset(): void {\r\n this.renderList.reset();\r\n }\r\n\r\n /**\r\n * Render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n public render(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n engine.setDepthWrite(false);\r\n\r\n const frontColor = this.frontColor.toColor4();\r\n const backColor = this.backColor.toColor4();\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n this._createWrappersForBoundingBox(boundingBox);\r\n this.onBeforeBoxRenderingObservable.notifyObservers(boundingBox);\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z).multiply(Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = boundingBox._drawWrapperBack ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n this._uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferBack.updateDirectColor4(\"color\", backColor);\r\n this._uniformBufferBack.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n }\r\n\r\n const drawWrapperFront = boundingBox._drawWrapperFront ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n this._uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateDirectColor4(\"color\", frontColor);\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(boundingBox);\r\n }\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n private _createWrappersForBoundingBox(boundingBox: BoundingBox): void {\r\n if (!boundingBox._drawWrapperFront) {\r\n const engine = this.scene.getEngine();\r\n\r\n boundingBox._drawWrapperFront = new DrawWrapper(engine);\r\n boundingBox._drawWrapperBack = new DrawWrapper(engine);\r\n\r\n boundingBox._drawWrapperFront.setEffect(this._colorShader.getEffect());\r\n boundingBox._drawWrapperBack.setEffect(this._colorShader.getEffect());\r\n }\r\n }\r\n\r\n /**\r\n * In case of occlusion queries, we can render the occlusion bounding box through this method\r\n * @param mesh Define the mesh to render the occlusion bounding box for\r\n */\r\n public renderOcclusionBoundingBox(mesh: AbstractMesh): void {\r\n const engine = this.scene.getEngine();\r\n\r\n if (this._renderPassIdForOcclusionQuery === undefined) {\r\n this._renderPassIdForOcclusionQuery = engine.createRenderPassId(`Render pass for occlusion query`);\r\n }\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIdForOcclusionQuery;\r\n\r\n this._prepareResources();\r\n\r\n const subMesh = mesh.subMeshes[0];\r\n\r\n if (!this._colorShaderForOcclusionQuery.isReady(mesh, undefined, subMesh) || !mesh.hasBoundingInfo) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return;\r\n }\r\n\r\n if (!this._fillIndexBuffer) {\r\n this._fillIndexBuffer = engine.createIndexBuffer(this._fillIndexData!);\r\n }\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n engine.setDepthWrite(false);\r\n engine.setColorWrite(false);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z).multiply(Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n this._colorShaderForOcclusionQuery._preBind(drawWrapper);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._fillIndexBuffer, <Effect>drawWrapper.effect);\r\n\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n\r\n this.scene.resetCachedMaterial();\r\n\r\n this._uniformBufferFront.bindToEffect(drawWrapper.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", this.scene.getTransformMatrix());\r\n this._uniformBufferFront.update();\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 36);\r\n\r\n this._colorShaderForOcclusionQuery.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n engine.setColorWrite(true);\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /**\r\n * Dispose and release the resources attached to this renderer.\r\n */\r\n public dispose(): void {\r\n if (this._renderPassIdForOcclusionQuery !== undefined) {\r\n this.scene.getEngine().releaseRenderPassId(this._renderPassIdForOcclusionQuery);\r\n this._renderPassIdForOcclusionQuery = undefined as any;\r\n }\r\n\r\n if (!this._colorShader) {\r\n return;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.clear();\r\n this.onAfterBoxRenderingObservable.clear();\r\n this.onResourcesReadyObservable.clear();\r\n\r\n this.renderList.dispose();\r\n\r\n this._colorShader.dispose();\r\n this._colorShaderForOcclusionQuery.dispose();\r\n\r\n this._uniformBufferFront.dispose();\r\n this._uniformBufferBack.dispose();\r\n\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n this.scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n\r\n if (this._fillIndexBuffer) {\r\n this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);\r\n this._fillIndexBuffer = null;\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
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{ Scene } from \"../scene\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Nullable, FloatArray, IndicesArray } from \"../types\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { BoundingBox } from \"../Culling/boundingBox\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { ShaderMaterial } from \"../Materials/shaderMaterial\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { CreateBoxVertexData } from \"../Meshes/Builders/boxBuilder\";\r\n\r\nimport \"../Shaders/boundingBoxRenderer.fragment\";\r\nimport \"../Shaders/boundingBoxRenderer.vertex\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @hidden (Backing field) */\r\n _boundingBoxRenderer: BoundingBoxRenderer;\r\n\r\n /** @hidden (Backing field) */\r\n _forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if all bounding boxes must be rendered\r\n */\r\n forceShowBoundingBoxes: boolean;\r\n\r\n /**\r\n * Gets the bounding box renderer associated with the scene\r\n * @returns a BoundingBoxRenderer\r\n */\r\n getBoundingBoxRenderer(): BoundingBoxRenderer;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"forceShowBoundingBoxes\", {\r\n get: function (this: Scene) {\r\n return this._forceShowBoundingBoxes || false;\r\n },\r\n set: function (this: Scene, value: boolean) {\r\n this._forceShowBoundingBoxes = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.getBoundingBoxRenderer = function (): BoundingBoxRenderer {\r\n if (!this._boundingBoxRenderer) {\r\n this._boundingBoxRenderer = new BoundingBoxRenderer(this);\r\n }\r\n\r\n return this._boundingBoxRenderer;\r\n};\r\n\r\ndeclare module \"../Meshes/abstractMesh\" {\r\n export interface AbstractMesh {\r\n /** @hidden (Backing field) */\r\n _showBoundingBox: boolean;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)\r\n */\r\n showBoundingBox: boolean;\r\n }\r\n}\r\n\r\nObject.defineProperty(AbstractMesh.prototype, \"showBoundingBox\", {\r\n get: function (this: AbstractMesh) {\r\n return this._showBoundingBox || false;\r\n },\r\n set: function (this: AbstractMesh, value: boolean) {\r\n this._showBoundingBox = value;\r\n // Lazyly creates a BB renderer if needed.\r\n if (value) {\r\n this.getScene().getBoundingBoxRenderer();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Component responsible of rendering the bounding box of the meshes in a scene.\r\n * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties\r\n */\r\nexport class BoundingBoxRenderer implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Color of the bounding box lines placed in front of an object\r\n */\r\n public frontColor = new Color3(1, 1, 1);\r\n /**\r\n * Color of the bounding box lines placed behind an object\r\n */\r\n public backColor = new Color3(0.1, 0.1, 0.1);\r\n /**\r\n * Defines if the renderer should show the back lines or not\r\n */\r\n public showBackLines = true;\r\n\r\n /**\r\n * Observable raised before rendering a bounding box\r\n */\r\n public onBeforeBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after rendering a bounding box\r\n */\r\n public onAfterBoxRenderingObservable = new Observable<BoundingBox>();\r\n\r\n /**\r\n * Observable raised after resources are created\r\n */\r\n public onResourcesReadyObservable = new Observable<BoundingBoxRenderer>();\r\n\r\n /**\r\n * When false, no bounding boxes will be rendered\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * @hidden\r\n */\r\n public renderList = new SmartArray<BoundingBox>(32);\r\n\r\n private _colorShader: ShaderMaterial;\r\n private _colorShaderForOcclusionQuery: ShaderMaterial;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: DataBuffer;\r\n private _fillIndexBuffer: Nullable<DataBuffer> = null;\r\n private _fillIndexData: Nullable<IndicesArray> = null;\r\n private _uniformBufferFront: UniformBuffer;\r\n private _uniformBufferBack: UniformBuffer;\r\n private _renderPassIdForOcclusionQuery: number;\r\n\r\n /**\r\n * Instantiates a new bounding box renderer in a scene.\r\n * @param scene the scene the renderer renders in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n scene._addComponent(this);\r\n this._uniformBufferFront = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererFront\", !this.scene.getEngine().isWebGPU);\r\n this._buildUniformLayout(this._uniformBufferFront);\r\n this._uniformBufferBack = new UniformBuffer(this.scene.getEngine(), undefined, undefined, \"BoundingBoxRendererBack\", !this.scene.getEngine().isWebGPU);\r\n this._buildUniformLayout(this._uniformBufferBack);\r\n }\r\n\r\n private _buildUniformLayout(ubo: UniformBuffer): void {\r\n ubo.addUniform(\"color\", 4);\r\n ubo.addUniform(\"world\", 16);\r\n ubo.addUniform(\"viewProjection\", 16);\r\n ubo.addUniform(\"viewProjectionR\", 16);\r\n ubo.create();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeEvaluateActiveMeshStage.registerStep(SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);\r\n\r\n this.scene._preActiveMeshStage.registerStep(SceneComponentConstants.STEP_PREACTIVEMESH_BOUNDINGBOXRENDERER, this, this._preActiveMesh);\r\n\r\n this.scene._evaluateSubMeshStage.registerStep(SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);\r\n }\r\n\r\n private _evaluateSubMesh(mesh: AbstractMesh, subMesh: SubMesh): void {\r\n if (mesh.showSubMeshesBoundingBox) {\r\n const boundingInfo = subMesh.getBoundingInfo();\r\n if (boundingInfo !== null && boundingInfo !== undefined) {\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n }\r\n\r\n private _preActiveMesh(mesh: AbstractMesh): void {\r\n if (mesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {\r\n const boundingInfo = mesh.getBoundingInfo();\r\n boundingInfo.boundingBox._tag = mesh.renderingGroupId;\r\n this.renderList.push(boundingInfo.boundingBox);\r\n }\r\n }\r\n\r\n private _prepareResources(): void {\r\n if (this._colorShader) {\r\n return;\r\n }\r\n\r\n this._colorShader = new ShaderMaterial(\r\n \"colorShader\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n },\r\n false\r\n );\r\n\r\n this._colorShader.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n this._colorShaderForOcclusionQuery = new ShaderMaterial(\r\n \"colorShaderOccQuery\",\r\n this.scene,\r\n \"boundingBoxRenderer\",\r\n {\r\n attributes: [VertexBuffer.PositionKind],\r\n uniforms: [\"world\", \"viewProjection\", \"viewProjectionR\", \"color\"],\r\n uniformBuffers: [\"BoundingBoxRenderer\"],\r\n },\r\n true\r\n );\r\n\r\n this._colorShaderForOcclusionQuery.reservedDataStore = {\r\n hidden: true,\r\n };\r\n\r\n const engine = this.scene.getEngine();\r\n const boxdata = CreateBoxVertexData({ size: 1.0 });\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, <FloatArray>boxdata.positions, VertexBuffer.PositionKind, false);\r\n this._createIndexBuffer();\r\n this._fillIndexData = boxdata.indices;\r\n this.onResourcesReadyObservable.notifyObservers(this);\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this.scene.getEngine();\r\n this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public reset(): void {\r\n this.renderList.reset();\r\n }\r\n\r\n /**\r\n * Render the bounding boxes of a specific rendering group\r\n * @param renderingGroupId defines the rendering group to render\r\n */\r\n public render(renderingGroupId: number): void {\r\n if (this.renderList.length === 0 || !this.enabled) {\r\n return;\r\n }\r\n\r\n this._prepareResources();\r\n\r\n if (!this._colorShader.isReady()) {\r\n return;\r\n }\r\n\r\n const engine = this.scene.getEngine();\r\n engine.setDepthWrite(false);\r\n\r\n const frontColor = this.frontColor.toColor4();\r\n const backColor = this.backColor.toColor4();\r\n const transformMatrix = this.scene.getTransformMatrix();\r\n\r\n for (let boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {\r\n const boundingBox = this.renderList.data[boundingBoxIndex];\r\n if (boundingBox._tag !== renderingGroupId) {\r\n continue;\r\n }\r\n\r\n this._createWrappersForBoundingBox(boundingBox);\r\n this.onBeforeBoxRenderingObservable.notifyObservers(boundingBox);\r\n\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z).multiply(Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n if (this.showBackLines) {\r\n const drawWrapperBack = boundingBox._drawWrapperBack ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperBack);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Back\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToLessOrEqual();\r\n } else {\r\n engine.setDepthFunctionToGreaterOrEqual();\r\n }\r\n this._uniformBufferBack.bindToEffect(drawWrapperBack.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferBack.updateDirectColor4(\"color\", backColor);\r\n this._uniformBufferBack.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferBack.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferBack.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n }\r\n\r\n const drawWrapperFront = boundingBox._drawWrapperFront ?? this._colorShader._getDrawWrapper();\r\n\r\n this._colorShader._preBind(drawWrapperFront);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, <Effect>this._colorShader.getEffect());\r\n\r\n // Front\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n this._uniformBufferFront.bindToEffect(drawWrapperFront.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateDirectColor4(\"color\", frontColor);\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", transformMatrix);\r\n this._uniformBufferFront.update();\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.LineListDrawMode, 0, 24);\r\n\r\n this.onAfterBoxRenderingObservable.notifyObservers(boundingBox);\r\n }\r\n this._colorShader.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n private _createWrappersForBoundingBox(boundingBox: BoundingBox): void {\r\n if (!boundingBox._drawWrapperFront) {\r\n const engine = this.scene.getEngine();\r\n\r\n boundingBox._drawWrapperFront = new DrawWrapper(engine);\r\n boundingBox._drawWrapperBack = new DrawWrapper(engine);\r\n\r\n boundingBox._drawWrapperFront.setEffect(this._colorShader.getEffect());\r\n boundingBox._drawWrapperBack.setEffect(this._colorShader.getEffect());\r\n }\r\n }\r\n\r\n /**\r\n * In case of occlusion queries, we can render the occlusion bounding box through this method\r\n * @param mesh Define the mesh to render the occlusion bounding box for\r\n */\r\n public renderOcclusionBoundingBox(mesh: AbstractMesh): void {\r\n const engine = this.scene.getEngine();\r\n\r\n if (this._renderPassIdForOcclusionQuery === undefined) {\r\n this._renderPassIdForOcclusionQuery = engine.createRenderPassId(`Render pass for occlusion query`);\r\n }\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIdForOcclusionQuery;\r\n\r\n this._prepareResources();\r\n\r\n const subMesh = mesh.subMeshes[0];\r\n\r\n if (!this._colorShaderForOcclusionQuery.isReady(mesh, undefined, subMesh) || !mesh.hasBoundingInfo) {\r\n engine.currentRenderPassId = currentRenderPassId;\r\n return;\r\n }\r\n\r\n if (!this._fillIndexBuffer) {\r\n this._fillIndexBuffer = engine.createIndexBuffer(this._fillIndexData!);\r\n }\r\n\r\n const useReverseDepthBuffer = engine.useReverseDepthBuffer;\r\n\r\n engine.setDepthWrite(false);\r\n engine.setColorWrite(false);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n const min = boundingBox.minimum;\r\n const max = boundingBox.maximum;\r\n const diff = max.subtract(min);\r\n const median = min.add(diff.scale(0.5));\r\n\r\n const worldMatrix = Matrix.Scaling(diff.x, diff.y, diff.z).multiply(Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n\r\n this._colorShaderForOcclusionQuery._preBind(drawWrapper);\r\n\r\n engine.bindBuffers(this._vertexBuffers, this._fillIndexBuffer, <Effect>drawWrapper.effect);\r\n\r\n if (useReverseDepthBuffer) {\r\n engine.setDepthFunctionToGreater();\r\n } else {\r\n engine.setDepthFunctionToLess();\r\n }\r\n\r\n this.scene.resetCachedMaterial();\r\n\r\n this._uniformBufferFront.bindToEffect(drawWrapper.effect!, \"BoundingBoxRenderer\");\r\n this._uniformBufferFront.updateMatrix(\"world\", worldMatrix);\r\n this._uniformBufferFront.updateMatrix(\"viewProjection\", this.scene.getTransformMatrix());\r\n this._uniformBufferFront.update();\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 36);\r\n\r\n this._colorShaderForOcclusionQuery.unbind();\r\n engine.setDepthFunctionToLessOrEqual();\r\n engine.setDepthWrite(true);\r\n engine.setColorWrite(true);\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /**\r\n * Dispose and release the resources attached to this renderer.\r\n */\r\n public dispose(): void {\r\n if (this._renderPassIdForOcclusionQuery !== undefined) {\r\n this.scene.getEngine().releaseRenderPassId(this._renderPassIdForOcclusionQuery);\r\n this._renderPassIdForOcclusionQuery = undefined as any;\r\n }\r\n\r\n if (!this._colorShader) {\r\n return;\r\n }\r\n\r\n this.onBeforeBoxRenderingObservable.clear();\r\n this.onAfterBoxRenderingObservable.clear();\r\n this.onResourcesReadyObservable.clear();\r\n\r\n this.renderList.dispose();\r\n\r\n this._colorShader.dispose();\r\n this._colorShaderForOcclusionQuery.dispose();\r\n\r\n this._uniformBufferFront.dispose();\r\n this._uniformBufferBack.dispose();\r\n\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n this.scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n\r\n if (this._fillIndexBuffer) {\r\n this.scene.getEngine()._releaseBuffer(this._fillIndexBuffer);\r\n this._fillIndexBuffer = null;\r\n }\r\n }\r\n}\r\n"]}
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@@ -1,7 +1,7 @@
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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var name = "boundingBoxRendererUboDeclaration";
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var shader = "
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var shader = "#ifdef WEBGL2\nuniform vec4 color;\nuniform mat4 world;\nuniform mat4 viewProjection;\n#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\n#endif\n#else\nlayout(std140,column_major) uniform;\nuniform BoundingBoxRenderer {\nvec4 color;\nmat4 world;\nmat4 viewProjection;\nmat4 viewProjectionR;\n};\n#endif\n";
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// Sideeffect
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ShaderStore.IncludesShadersStore[name] = shader;
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/** @hidden */
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@@ -1 +1 @@
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-
{"version":3,"file":"boundingBoxRendererUboDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,IAAM,MAAM,GAAG,
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1
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+
{"version":3,"file":"boundingBoxRendererUboDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,IAAM,MAAM,GAAG,iTAgBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAM,iCAAiC,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"boundingBoxRendererUboDeclaration\";\nconst shader = `#ifdef WEBGL2\nuniform vec4 color;\runiform mat4 world;\runiform mat4 viewProjection;\r#ifdef MULTIVIEW\nuniform mat4 viewProjectionR;\r#endif\n#else\nlayout(std140,column_major) uniform;\runiform BoundingBoxRenderer {\rvec4 color;\rmat4 world;\rmat4 viewProjection;\rmat4 viewProjectionR;\r};\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const boundingBoxRendererUboDeclaration = { name, shader };\n"]}
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@@ -1,7 +1,7 @@
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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3
3
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var name = "helperFunctions";
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4
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-
var shader = "const float PI=3.1415926535897932384626433832795;\nconst float HALF_MIN=5.96046448e-08; \nconst float LinearEncodePowerApprox=2.2;\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\nconst float Epsilon=0.0000001;\n#define saturate(x) clamp(x,0.0,1.0)\n#define absEps(x) abs(x)+Epsilon\n#define maxEps(x) max(x,Epsilon)\n#define saturateEps(x) clamp(x,Epsilon,1.0)\nmat3 transposeMat3(mat3 inMatrix) {\nvec3 i0=inMatrix[0];\nvec3 i1=inMatrix[1];\nvec3 i2=inMatrix[2];\nmat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);\nreturn outMatrix;\n}\nmat3 inverseMat3(mat3 inMatrix) {\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\nfloat b01=a22*a11-a12*a21;\nfloat b11=-a22*a10+a12*a20;\nfloat b21=a21*a10-a11*a20;\nfloat det=a00*b01+a01*b11+a02*b21;\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\n}\nfloat toLinearSpace(float color)\n{\nreturn pow(color,LinearEncodePowerApprox);\n}\nvec3 toLinearSpace(vec3 color)\n{\nreturn pow(color,vec3(LinearEncodePowerApprox));\n}\nvec4 toLinearSpace(vec4 color)\n{\nreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\n}\nvec3 toGammaSpace(vec3 color)\n{\nreturn pow(color,vec3(GammaEncodePowerApprox));\n}\nvec4 toGammaSpace(vec4 color)\n{\nreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\n}\nfloat toGammaSpace(float color)\n{\nreturn pow(color,GammaEncodePowerApprox);\n}\nfloat square(float value)\n{\nreturn value*value;\n}\nfloat pow5(float value) {\nfloat sq=value*value;\nreturn sq*sq*value;\n}\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\n}\nfloat getRand(vec2 seed) {\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\n}\nfloat dither(vec2 seed,float varianceAmount) {\nfloat rand=getRand(seed);\nfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\nreturn dither;\n}\nconst float rgbdMaxRange=255.0;\nvec4 toRGBD(vec3 color) {\nfloat maxRGB=maxEps(max(color.r,max(color.g,color.b)));\nfloat D =max(rgbdMaxRange/maxRGB,1.);\nD =clamp(floor(D)/255.0,0.,1.);\nvec3 rgb=color.rgb*D;\nrgb=toGammaSpace(rgb);\nreturn vec4(clamp(rgb,0.,1.),D); \n}\nvec3 fromRGBD(vec4 rgbd) {\nrgbd.rgb=toLinearSpace(rgbd.rgb);\nreturn rgbd.rgb/rgbd.a;\n}\nvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\nvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\nvec3 halfSize=cubeSize*0.5;\nvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\nvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\nvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\nfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\nvec3 intersectPositionWS=vertexPos+origVec*distance;\nreturn intersectPositionWS-cubePos;\n}\n";
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+
var shader = "const float PI=3.1415926535897932384626433832795;\nconst float HALF_MIN=5.96046448e-08; \nconst float LinearEncodePowerApprox=2.2;\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\nconst float Epsilon=0.0000001;\n#define saturate(x) clamp(x,0.0,1.0)\n#define absEps(x) abs(x)+Epsilon\n#define maxEps(x) max(x,Epsilon)\n#define saturateEps(x) clamp(x,Epsilon,1.0)\nmat3 transposeMat3(mat3 inMatrix) {\nvec3 i0=inMatrix[0];\nvec3 i1=inMatrix[1];\nvec3 i2=inMatrix[2];\nmat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);\nreturn outMatrix;\n}\nmat3 inverseMat3(mat3 inMatrix) {\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\nfloat b01=a22*a11-a12*a21;\nfloat b11=-a22*a10+a12*a20;\nfloat b21=a21*a10-a11*a20;\nfloat det=a00*b01+a01*b11+a02*b21;\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\n}\nfloat toLinearSpace(float color)\n{\nreturn pow(color,LinearEncodePowerApprox);\n}\nvec3 toLinearSpace(vec3 color)\n{\nreturn pow(color,vec3(LinearEncodePowerApprox));\n}\nvec4 toLinearSpace(vec4 color)\n{\nreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\n}\nvec3 toGammaSpace(vec3 color)\n{\nreturn pow(color,vec3(GammaEncodePowerApprox));\n}\nvec4 toGammaSpace(vec4 color)\n{\nreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\n}\nfloat toGammaSpace(float color)\n{\nreturn pow(color,GammaEncodePowerApprox);\n}\nfloat square(float value)\n{\nreturn value*value;\n}\nvec3 square(vec3 value)\n{\nreturn value*value;\n}\nfloat pow5(float value) {\nfloat sq=value*value;\nreturn sq*sq*value;\n}\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\n}\nfloat getRand(vec2 seed) {\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\n}\nfloat dither(vec2 seed,float varianceAmount) {\nfloat rand=getRand(seed);\nfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\nreturn dither;\n}\nconst float rgbdMaxRange=255.0;\nvec4 toRGBD(vec3 color) {\nfloat maxRGB=maxEps(max(color.r,max(color.g,color.b)));\nfloat D =max(rgbdMaxRange/maxRGB,1.);\nD =clamp(floor(D)/255.0,0.,1.);\nvec3 rgb=color.rgb*D;\nrgb=toGammaSpace(rgb);\nreturn vec4(clamp(rgb,0.,1.),D); \n}\nvec3 fromRGBD(vec4 rgbd) {\nrgbd.rgb=toLinearSpace(rgbd.rgb);\nreturn rgbd.rgb/rgbd.a;\n}\nvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\nvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\nvec3 halfSize=cubeSize*0.5;\nvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\nvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\nvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\nfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\nvec3 intersectPositionWS=vertexPos+origVec*distance;\nreturn intersectPositionWS-cubePos;\n}\n";
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// Sideeffect
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ShaderStore.IncludesShadersStore[name] = shader;
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7
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/** @hidden */
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,IAAM,MAAM,GAAG,
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1
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+
{"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,IAAM,MAAM,GAAG,ykGAwGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAM,eAAe,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const float PI=3.1415926535897932384626433832795;\rconst float HALF_MIN=5.96046448e-08; \rconst float LinearEncodePowerApprox=2.2;\rconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\rconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\rconst float Epsilon=0.0000001;\r#define saturate(x) clamp(x,0.0,1.0)\n#define absEps(x) abs(x)+Epsilon\n#define maxEps(x) max(x,Epsilon)\n#define saturateEps(x) clamp(x,Epsilon,1.0)\nmat3 transposeMat3(mat3 inMatrix) {\rvec3 i0=inMatrix[0];\rvec3 i1=inMatrix[1];\rvec3 i2=inMatrix[2];\rmat3 outMatrix=mat3(\rvec3(i0.x,i1.x,i2.x),\rvec3(i0.y,i1.y,i2.y),\rvec3(i0.z,i1.z,i2.z)\r);\rreturn outMatrix;\r}\rmat3 inverseMat3(mat3 inMatrix) {\rfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\rfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\rfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\rfloat b01=a22*a11-a12*a21;\rfloat b11=-a22*a10+a12*a20;\rfloat b21=a21*a10-a11*a20;\rfloat det=a00*b01+a01*b11+a02*b21;\rreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\rb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\rb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\r}\rfloat toLinearSpace(float color)\r{\rreturn pow(color,LinearEncodePowerApprox);\r}\rvec3 toLinearSpace(vec3 color)\r{\rreturn pow(color,vec3(LinearEncodePowerApprox));\r}\rvec4 toLinearSpace(vec4 color)\r{\rreturn vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);\r}\rvec3 toGammaSpace(vec3 color)\r{\rreturn pow(color,vec3(GammaEncodePowerApprox));\r}\rvec4 toGammaSpace(vec4 color)\r{\rreturn vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);\r}\rfloat toGammaSpace(float color)\r{\rreturn pow(color,GammaEncodePowerApprox);\r}\rfloat square(float value)\r{\rreturn value*value;\r}\rvec3 square(vec3 value)\r{\rreturn value*value;\r}\rfloat pow5(float value) {\rfloat sq=value*value;\rreturn sq*sq*value;\r}\rfloat getLuminance(vec3 color)\r{\rreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\r}\rfloat getRand(vec2 seed) {\rreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\r}\rfloat dither(vec2 seed,float varianceAmount) {\rfloat rand=getRand(seed);\rfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\rreturn dither;\r}\rconst float rgbdMaxRange=255.0;\rvec4 toRGBD(vec3 color) {\rfloat maxRGB=maxEps(max(color.r,max(color.g,color.b)));\rfloat D =max(rgbdMaxRange/maxRGB,1.);\rD =clamp(floor(D)/255.0,0.,1.);\rvec3 rgb=color.rgb*D;\rrgb=toGammaSpace(rgb);\rreturn vec4(clamp(rgb,0.,1.),D); \r}\rvec3 fromRGBD(vec4 rgbd) {\rrgbd.rgb=toLinearSpace(rgbd.rgb);\rreturn rgbd.rgb/rgbd.a;\r}\rvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\rvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\rvec3 halfSize=cubeSize*0.5;\rvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\rvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\rvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\rfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\rvec3 intersectPositionWS=vertexPos+origVec*distance;\rreturn intersectPositionWS-cubePos;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const helperFunctions = { name, shader };\n"]}
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import { ShaderStore } from "../../Engines/shaderStore.js";
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var name = "lightFragment";
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var shader = "#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\n#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);\ninfo.diffuse*=absorption;\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {\nindex{X}=i;\nbreak;\n}\n}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];\nfloat diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};\nif (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{\nindex{X}+=1;\nfloat nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\nshadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n";
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var shader = "#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\n#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);\ninfo.diffuse*=absorption;\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {\nindex{X}=i;\nbreak;\n}\n}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];\nfloat diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};\nif (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{\nindex{X}+=1;\nfloat nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\nshadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n";
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// Sideeffect
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ShaderStore.IncludesShadersStore[name] = shader;
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/** @hidden */
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@@ -1 +1 @@
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{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,IAAM,MAAM,GAAG,8lcAgRd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAM,aAAa,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#endif\npreInfo.NdotV=NdotV;\r#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\rpreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\r#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\rpreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\r#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\rpreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\r#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\rpreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\r#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\r#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\r#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\r#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\r#endif\n#else\npreInfo.attenuation=1.0;\r#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\r#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\r#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\r#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);\r#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\r#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\r#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\r#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\r#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\r#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\r#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\r#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\r#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\r#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);\r#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);\rinfo.diffuse*=absorption;\r#ifdef SPECULARTERM\ninfo.specular*=absorption;\r#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\r#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\r#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\r#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\r#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\r#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\r#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\r#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \r{\r#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\r#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\r#endif\nif (diff{X}>=0.) {\rindex{X}=i;\rbreak;\r}\r}\r#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\r#endif\n{\r#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\r#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];\rfloat diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};\rif (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\r{\rindex{X}+=1;\rfloat nextShadow=0.;\r#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\nshadow=mix(nextShadow,shadow,diffRatio);\r#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\r#endif\n}\r#endif\n}\r#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\r#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\r#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\r#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\r#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\rshadowLightCount+=1.0;\r#endif\n#else\nshadow=1.;\r#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\r#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\r#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\r#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\r#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\r#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\r#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\r#else \ndiffuseBase+=info.diffuse*shadow;\r#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\r#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\r#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\r#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const lightFragment = { name, shader };\n"]}
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1
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{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,IAAM,MAAM,GAAG,8qcAmRd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAM,aAAa,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\r#endif\npreInfo.NdotV=NdotV;\r#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\rpreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\r#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\rpreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\r#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\rpreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\r#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\rpreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\r#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\r#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\r#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\r#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\r#endif\n#else\npreInfo.attenuation=1.0;\r#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\r#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\r#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\r#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\r#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);\r#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\r#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\r#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\r#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\r#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\r#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\r#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\r#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\r#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\r#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);\r#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);\rinfo.diffuse*=absorption;\r#ifdef SPECULARTERM\ninfo.specular*=absorption;\r#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\r#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\r#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\r#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\r#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\r#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\r#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\r#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \r{\r#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\r#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\r#endif\nif (diff{X}>=0.) {\rindex{X}=i;\rbreak;\r}\r}\r#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\r#endif\n{\r#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\r#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];\rfloat diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};\rif (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\r{\rindex{X}+=1;\rfloat nextShadow=0.;\r#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\r#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\nshadow=mix(nextShadow,shadow,diffRatio);\r#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\r#endif\n}\r#endif\n}\r#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\r#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\r#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\r#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\r#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\r#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\rshadowLightCount+=1.0;\r#endif\n#else\nshadow=1.;\r#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\r#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\r#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\r#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\r#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\r#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\r#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\r#else \ndiffuseBase+=info.diffuse*shadow;\r#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\r#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\r#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\r#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const lightFragment = { name, shader };\n"]}
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import { ShaderStore } from "../../Engines/shaderStore.js";
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var name = "pbrBRDFFunctions";
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var shader = "#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\nreturn 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);\n}\n#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {\nvec2 UV=vec2(NdotV,perceptualRoughness);\nvec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;\n}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;\n}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;\n}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\n{\nfloat c=1.0-NdotV;\nfloat c3=c*c*c;\nreturn 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));\n}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));\n}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {\nvec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;\nreturn sheenEnvironmentReflectance;\n}\n#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{\nreturn reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);\n}\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\n{\nreturn reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);\n}\n#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvec3 s=sqrt(f0);\nvec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);\nreturn t
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var shader = "#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\nreturn 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);\n}\n#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {\nvec2 UV=vec2(NdotV,perceptualRoughness);\nvec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;\n}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;\n}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;\n}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\n{\nfloat c=1.0-NdotV;\nfloat c3=c*c*c;\nreturn 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));\n}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));\n}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {\nvec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;\nreturn sheenEnvironmentReflectance;\n}\n#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{\nreturn reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);\n}\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\n{\nreturn reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);\n}\n#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvec3 s=sqrt(f0);\nvec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);\nreturn square(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);\nvec3 getIORTfromAirToSurfaceR0(vec3 f0) {\nvec3 sqrtF0=sqrt(f0);\nreturn (1.+sqrtF0)/(1.-sqrtF0);\n}\nvec3 getR0fromIORs(vec3 iorT,float iorI) {\nreturn square((iorT-vec3(iorI))/(iorT+vec3(iorI)));\n}\nfloat getR0fromIORs(float iorT,float iorI) {\nreturn square((iorT-iorI)/(iorT+iorI));\n}\nvec3 evalSensitivity(float opd,vec3 shift) {\nfloat phase=2.0*PI*opd*1.0e-9;\nconst vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);\nconst vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);\nconst vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);\nvec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);\nxyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));\nxyz/=1.0685e-7;\nvec3 srgb=XYZ_TO_REC709*xyz;\nreturn srgb;\n}\nvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {\nvec3 I=vec3(1.0);\nfloat iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));\nfloat sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));\nfloat cosTheta2Sq=1.0-sinTheta2Sq;\nif (cosTheta2Sq<0.0) {\nreturn I;\n}\nfloat cosTheta2=sqrt(cosTheta2Sq);\nfloat R0=getR0fromIORs(iridescenceIOR,outsideIOR);\nfloat R12=fresnelSchlickGGX(cosTheta1,R0,1.);\nfloat R21=R12;\nfloat T121=1.0-R12;\nfloat phi12=0.0;\nif (iridescenceIOR<outsideIOR) phi12=PI;\nfloat phi21=PI-phi12;\nvec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \nvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);\nvec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));\nvec3 phi23=vec3(0.0);\nif (baseIOR[0]<iridescenceIOR) phi23[0]=PI;\nif (baseIOR[1]<iridescenceIOR) phi23[1]=PI;\nif (baseIOR[2]<iridescenceIOR) phi23[2]=PI;\nfloat opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;\nvec3 phi=vec3(phi21)+phi23;\nvec3 R123=clamp(R12*R23,1e-5,0.9999);\nvec3 r123=sqrt(R123);\nvec3 Rs=square(T121)*R23/(vec3(1.0)-R123);\nvec3 C0=R12+Rs;\nI=C0;\nvec3 Cm=Rs-T121;\nfor (int m=1; m<=2; ++m)\n{\nCm*=r123;\nvec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);\nI+=Cm*Sm;\n}\nreturn max(I,vec3(0.0));\n}\n#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{\nfloat a2=square(alphaG);\nfloat d=NdotH*NdotH*(a2-1.0)+1.0;\nreturn a2/(PI*d*d);\n}\n#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\n{\nfloat invR=1./alphaG;\nfloat cos2h=NdotH*NdotH;\nfloat sin2h=1.-cos2h;\nreturn (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);\n}\n#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {\nfloat a2=alphaTB.x*alphaTB.y;\nvec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);\nfloat v2=dot(v,v);\nfloat w2=a2/v2;\nreturn a2*w2*w2*RECIPROCAL_PI;\n}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\n#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);\nfloat GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);\nreturn 0.5/(GGXV+GGXL);\n#else\nfloat a2=alphaG*alphaG;\nfloat GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);\nfloat GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);\nreturn 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nfloat alphaSquared=alphaG*alphaG;\nreturn 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\n{\nfloat visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);\nreturn visibility;\n}\n#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {\nfloat lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));\nfloat lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));\nfloat v=0.5/(lambdaV+lambdaL);\nreturn v;\n}\n#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {\nreturn 0.25/(VdotH*VdotH); \n}\n#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\n{\nreturn 1./(4.*(NdotL+NdotV-NdotL*NdotV));\n}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\n{\nfloat oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);\nfloat a=mix(21.5473,25.3245,oneMinusAlphaSq);\nfloat b=mix(3.82987,3.32435,oneMinusAlphaSq);\nfloat c=mix(0.19823,0.16801,oneMinusAlphaSq);\nfloat d=mix(-1.97760,-1.27393,oneMinusAlphaSq);\nfloat e=mix(-4.32054,-4.85967,oneMinusAlphaSq);\nreturn a/(1.0+b*pow(x,c))+d*x+e;\n}\nfloat lambdaSheen(float cosTheta,float alphaG)\n{\nreturn abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));\n}\nfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\n{\nfloat G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));\nreturn G/(4.0*NdotV*NdotL);\n}\n#endif\n*/\n#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {\nfloat diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));\nfloat diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));\nfloat diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;\nfloat fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);\nreturn fresnel/PI;\n}\n#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {\nvec3 S=1./maxEps(diffusionDistance);\nvec3 temp=exp((-0.333333333*thickness)*S);\nreturn tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);\n}\nfloat computeWrappedDiffuseNdotL(float NdotL,float w) {\nfloat t=1.0+w;\nfloat invt2=1.0/square(t);\nreturn saturate((NdotL+w)*invt2);\n}\n#endif\n";
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ShaderStore.IncludesShadersStore[name] = shader;
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{"version":3,"file":"pbrBRDFFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBRDFFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,IAAM,MAAM,GAAG,
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{"version":3,"file":"pbrBRDFFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBRDFFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,IAAM,MAAM,GAAG,q5RAyQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAM,gBAAgB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBRDFFunctions\";\nconst shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\rreturn 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);\r}\r#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {\rvec2 UV=vec2(NdotV,perceptualRoughness);\rvec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\r#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\r#endif\nreturn brdfLookup.rgb;\r}\rvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {\r#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\r#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\r#endif\nreturn reflectance;\r}\rvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\r#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\r#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\r#endif\nreturn reflectance;\r}\r#endif\n/* NOT USED\r#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\r{\rfloat c=1.0-NdotV;\rfloat c3=c*c*c;\rreturn 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));\r}\r#endif\n*/\r#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\r{\rfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\rreturn reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));\r}\r#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\r* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\r* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\r*/\rvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {\rvec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;\rreturn sheenEnvironmentReflectance;\r}\r#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\r{\rreturn reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);\r}\rfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\r{\rreturn reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);\r}\r#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\r#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\r#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\r#endif\n#else\nvec3 s=sqrt(f0);\rvec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);\rreturn square(t);\r#endif\n}\r#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\r3.2404542,-0.9692660, 0.0556434,\r-1.5371385, 1.8760108,-0.2040259,\r-0.4985314, 0.0415560, 1.0572252\r);\rvec3 getIORTfromAirToSurfaceR0(vec3 f0) {\rvec3 sqrtF0=sqrt(f0);\rreturn (1.+sqrtF0)/(1.-sqrtF0);\r}\rvec3 getR0fromIORs(vec3 iorT,float iorI) {\rreturn square((iorT-vec3(iorI))/(iorT+vec3(iorI)));\r}\rfloat getR0fromIORs(float iorT,float iorI) {\rreturn square((iorT-iorI)/(iorT+iorI));\r}\rvec3 evalSensitivity(float opd,vec3 shift) {\rfloat phase=2.0*PI*opd*1.0e-9;\rconst vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);\rconst vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);\rconst vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);\rvec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);\rxyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));\rxyz/=1.0685e-7;\rvec3 srgb=XYZ_TO_REC709*xyz;\rreturn srgb;\r}\rvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {\rvec3 I=vec3(1.0);\rfloat iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));\rfloat sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));\rfloat cosTheta2Sq=1.0-sinTheta2Sq;\rif (cosTheta2Sq<0.0) {\rreturn I;\r}\rfloat cosTheta2=sqrt(cosTheta2Sq);\rfloat R0=getR0fromIORs(iridescenceIOR,outsideIOR);\rfloat R12=fresnelSchlickGGX(cosTheta1,R0,1.);\rfloat R21=R12;\rfloat T121=1.0-R12;\rfloat phi12=0.0;\rif (iridescenceIOR<outsideIOR) phi12=PI;\rfloat phi21=PI-phi12;\rvec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \rvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);\rvec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));\rvec3 phi23=vec3(0.0);\rif (baseIOR[0]<iridescenceIOR) phi23[0]=PI;\rif (baseIOR[1]<iridescenceIOR) phi23[1]=PI;\rif (baseIOR[2]<iridescenceIOR) phi23[2]=PI;\rfloat opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;\rvec3 phi=vec3(phi21)+phi23;\rvec3 R123=clamp(R12*R23,1e-5,0.9999);\rvec3 r123=sqrt(R123);\rvec3 Rs=square(T121)*R23/(vec3(1.0)-R123);\rvec3 C0=R12+Rs;\rI=C0;\rvec3 Cm=Rs-T121;\rfor (int m=1; m<=2; ++m)\r{\rCm*=r123;\rvec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);\rI+=Cm*Sm;\r}\rreturn max(I,vec3(0.0));\r}\r#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\r{\rfloat a2=square(alphaG);\rfloat d=NdotH*NdotH*(a2-1.0)+1.0;\rreturn a2/(PI*d*d);\r}\r#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\r{\rfloat invR=1./alphaG;\rfloat cos2h=NdotH*NdotH;\rfloat sin2h=1.-cos2h;\rreturn (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);\r}\r#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {\rfloat a2=alphaTB.x*alphaTB.y;\rvec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);\rfloat v2=dot(v,v);\rfloat w2=a2/v2;\rreturn a2*w2*w2*RECIPROCAL_PI;\r}\r#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\r#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);\rfloat GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);\rreturn 0.5/(GGXV+GGXL);\r#else\nfloat a2=alphaG*alphaG;\rfloat GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);\rfloat GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);\rreturn 0.5/(GGXV+GGXL);\r#endif\n}\r#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\r{\r#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\r#else\nfloat alphaSquared=alphaG*alphaG;\rreturn 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\r#endif\n}\rfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\r{\rfloat visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);\rreturn visibility;\r}\r#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {\rfloat lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));\rfloat lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));\rfloat v=0.5/(lambdaV+lambdaL);\rreturn v;\r}\r#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {\rreturn 0.25/(VdotH*VdotH); \r}\r#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\r{\rreturn 1./(4.*(NdotL+NdotV-NdotL*NdotV));\r}\r/* NOT USED\r#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\r{\rfloat oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);\rfloat a=mix(21.5473,25.3245,oneMinusAlphaSq);\rfloat b=mix(3.82987,3.32435,oneMinusAlphaSq);\rfloat c=mix(0.19823,0.16801,oneMinusAlphaSq);\rfloat d=mix(-1.97760,-1.27393,oneMinusAlphaSq);\rfloat e=mix(-4.32054,-4.85967,oneMinusAlphaSq);\rreturn a/(1.0+b*pow(x,c))+d*x+e;\r}\rfloat lambdaSheen(float cosTheta,float alphaG)\r{\rreturn abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));\r}\rfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\r{\rfloat G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));\rreturn G/(4.0*NdotV*NdotL);\r}\r#endif\n*/\r#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {\rfloat diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));\rfloat diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));\rfloat diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;\rfloat fresnel =\r(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\r(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);\rreturn fresnel/PI;\r}\r#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {\rvec3 S=1./maxEps(diffusionDistance);\rvec3 temp=exp((-0.333333333*thickness)*S);\rreturn tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);\r}\rfloat computeWrappedDiffuseNdotL(float NdotL,float w) {\rfloat t=1.0+w;\rfloat invt2=1.0/square(t);\rreturn saturate((NdotL+w)*invt2);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const pbrBRDFFunctions = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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3
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var name = "pbrBlockIridescence";
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var shader = "struct iridescenceOutParams\n{\nfloat iridescenceIntensity;\nfloat iridescenceIOR;\nfloat iridescenceThickness;\nvec3 specularEnvironmentR0;\n};\n#ifdef IRIDESCENCE\n#define pbr_inline\n#define inline\nvoid iridescenceBlock(\nin vec4 vIridescenceParams,\nin float viewAngle,\nin vec3 specularEnvironmentR0,\n#ifdef IRIDESCENCE_TEXTURE\nin vec2 iridescenceMapData,\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nin vec2 iridescenceThicknessMapData,\n#endif\n#ifdef CLEARCOAT\nin float NdotVUnclamped,\n#ifdef CLEARCOAT_TEXTURE\nin vec2 clearCoatMapData,\n#endif\n#endif\nout iridescenceOutParams outParams\n)\n{\nfloat iridescenceIntensity=vIridescenceParams.x;\nfloat iridescenceIOR=vIridescenceParams.y;\nfloat iridescenceThicknessMin=vIridescenceParams.z;\nfloat iridescenceThicknessMax=vIridescenceParams.w;\nfloat iridescenceThicknessWeight=1.;\n#ifdef IRIDESCENCE_TEXTURE\niridescenceIntensity*=iridescenceMapData.x;\n#ifdef IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE\niridescenceThicknessWeight=iridescenceMapData.g;\n#endif\n#endif\n#if defined(IRIDESCENCE_THICKNESS_TEXTURE)\niridescenceThicknessWeight=iridescenceThicknessMapData.g;\n#endif\nfloat iridescenceThickness=mix(iridescenceThicknessMin,iridescenceThicknessMax,iridescenceThicknessWeight);\nfloat topIor=1.; \n#ifdef CLEARCOAT\nfloat clearCoatIntensity=vClearCoatParams.x;\n#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\n#endif\ntopIor=mix(1.0,vClearCoatRefractionParams.w-1.,clearCoatIntensity);\nviewAngle=sqrt(1.0+square(1.0/topIor)*(square(NdotVUnclamped)-1.0));\n#endif\nvec3 iridescenceFresnel=evalIridescence(topIor,iridescenceIOR,viewAngle,iridescenceThickness,specularEnvironmentR0);\noutParams.specularEnvironmentR0=mix(specularEnvironmentR0,iridescenceFresnel,iridescenceIntensity);\noutParams.iridescenceIntensity=iridescenceIntensity;\noutParams.iridescenceThickness=iridescenceThickness;\noutParams.iridescenceIOR=iridescenceIOR;\n}\n#endif\n";
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// Sideeffect
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ShaderStore.IncludesShadersStore[name] = shader;
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/** @hidden */
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export var pbrBlockIridescence = { name: name, shader: shader };
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//# sourceMappingURL=pbrBlockIridescence.js.map
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{"version":3,"file":"pbrBlockIridescence.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockIridescence.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,IAAM,MAAM,GAAG,25DA4Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAM,mBAAmB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockIridescence\";\nconst shader = `struct iridescenceOutParams\r{\rfloat iridescenceIntensity;\rfloat iridescenceIOR;\rfloat iridescenceThickness;\rvec3 specularEnvironmentR0;\r};\r#ifdef IRIDESCENCE\n#define pbr_inline\n#define inline\nvoid iridescenceBlock(\rin vec4 vIridescenceParams,\rin float viewAngle,\rin vec3 specularEnvironmentR0,\r#ifdef IRIDESCENCE_TEXTURE\nin vec2 iridescenceMapData,\r#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nin vec2 iridescenceThicknessMapData,\r#endif\n#ifdef CLEARCOAT\nin float NdotVUnclamped,\r#ifdef CLEARCOAT_TEXTURE\nin vec2 clearCoatMapData,\r#endif\n#endif\nout iridescenceOutParams outParams\r)\r{\rfloat iridescenceIntensity=vIridescenceParams.x;\rfloat iridescenceIOR=vIridescenceParams.y;\rfloat iridescenceThicknessMin=vIridescenceParams.z;\rfloat iridescenceThicknessMax=vIridescenceParams.w;\rfloat iridescenceThicknessWeight=1.;\r#ifdef IRIDESCENCE_TEXTURE\niridescenceIntensity*=iridescenceMapData.x;\r#ifdef IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE\niridescenceThicknessWeight=iridescenceMapData.g;\r#endif\n#endif\n#if defined(IRIDESCENCE_THICKNESS_TEXTURE)\niridescenceThicknessWeight=iridescenceThicknessMapData.g;\r#endif\nfloat iridescenceThickness=mix(iridescenceThicknessMin,iridescenceThicknessMax,iridescenceThicknessWeight);\rfloat topIor=1.; \r#ifdef CLEARCOAT\nfloat clearCoatIntensity=vClearCoatParams.x;\r#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\r#endif\ntopIor=mix(1.0,vClearCoatRefractionParams.w-1.,clearCoatIntensity);\rviewAngle=sqrt(1.0+square(1.0/topIor)*(square(NdotVUnclamped)-1.0));\r#endif\nvec3 iridescenceFresnel=evalIridescence(topIor,iridescenceIOR,viewAngle,iridescenceThickness,specularEnvironmentR0);\routParams.specularEnvironmentR0=mix(specularEnvironmentR0,iridescenceFresnel,iridescenceIntensity);\routParams.iridescenceIntensity=iridescenceIntensity;\routParams.iridescenceThickness=iridescenceThickness;\routParams.iridescenceIOR=iridescenceIOR;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const pbrBlockIridescence = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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var name = "pbrDirectLightingFunctions";
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var shader = "#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef CLEARCOAT\nvec4 clearCoat;\n#endif\n#ifdef SHEEN\nvec3 sheen;\n#endif\n};\nfloat adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nfloat lightRoughness=lightRadius/lightDistance;\nfloat totalRoughness=saturate(lightRoughness+roughness);\nreturn totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nvec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {\nreturn mix(groundColor,lightColor,info.NdotL);\n}\nvec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {\nfloat diffuseTerm=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);\nreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;\n}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn toLinearSpace(textureColor);\n}\n#ifdef SS_TRANSLUCENCY\nvec3 computeDiffuseAndTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {\nfloat NdotL=absEps(info.NdotLUnclamped);\nfloat wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);\nfloat trAdapt=step(0.,info.NdotLUnclamped);\nvec3 transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);\nfloat diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);\nreturn diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;\n}\n#endif\n#ifdef SPECULARTERM\nvec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\nfloat NdotH=saturateEps(dot(N,info.H));\nfloat roughness=max(info.roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nvec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nfloat smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvec3 specTerm=fresnel*distribution*smithVisibility;\nreturn specTerm*info.attenuation*info.NdotL*lightColor;\n}\n#endif\n#ifdef ANISOTROPIC\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\nfloat NdotH=saturateEps(dot(N,info.H));\nfloat TdotH=dot(T,info.H);\nfloat BdotH=dot(B,info.H);\nfloat TdotV=dot(T,V);\nfloat BdotV=dot(B,V);\nfloat TdotL=dot(T,info.L);\nfloat BdotL=dot(B,info.L);\nfloat alphaG=convertRoughnessToAverageSlope(info.roughness);\nvec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);\nalphaTB=max(alphaTB,square(geometricRoughnessFactor));\nvec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\nfloat distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);\nfloat smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);\nvec3 specTerm=fresnel*distribution*smithVisibility;\nreturn specTerm*info.attenuation*info.NdotL*lightColor;\n}\n#endif\n#ifdef CLEARCOAT\nvec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {\nfloat NccdotL=saturateEps(dot(Ncc,info.L));\nfloat NccdotH=saturateEps(dot(Ncc,info.H));\nfloat clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);\nfloat fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);\nfresnel*=clearCoatIntensity;\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);\nfloat kelemenVisibility=visibility_Kelemen(info.VdotH);\nfloat clearCoatTerm=fresnel*distribution*kelemenVisibility;\nreturn vec4(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);\n}\nvec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {\nvec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);\nfloat NdotLRefract=saturateEps(dot(Ncc,LRefract));\nvec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);\nreturn absorption;\n}\n#endif\n#ifdef SHEEN\nvec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\nfloat NdotH=saturateEps(dot(N,info.H));\nfloat roughness=max(info.roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nfloat fresnel=1.;\nfloat distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);\n/*#ifdef SHEEN_SOFTER\nfloat visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nfloat visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);\n/* #endif */\nfloat sheenTerm=fresnel*distribution*visibility;\nreturn sheenTerm*info.attenuation*info.NdotL*lightColor;\n}\n#endif\n";
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var shader = "#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef CLEARCOAT\nvec4 clearCoat;\n#endif\n#ifdef SHEEN\nvec3 sheen;\n#endif\n};\nfloat adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nfloat lightRoughness=lightRadius/lightDistance;\nfloat totalRoughness=saturate(lightRoughness+roughness);\nreturn totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nvec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {\nreturn mix(groundColor,lightColor,info.NdotL);\n}\nvec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {\nfloat diffuseTerm=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);\nreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;\n}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn toLinearSpace(textureColor);\n}\n#ifdef SS_TRANSLUCENCY\nvec3 computeDiffuseAndTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {\nfloat NdotL=absEps(info.NdotLUnclamped);\nfloat wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);\nfloat trAdapt=step(0.,info.NdotLUnclamped);\nvec3 transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);\nfloat diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);\nreturn diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;\n}\n#endif\n#ifdef SPECULARTERM\nvec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\nfloat NdotH=saturateEps(dot(N,info.H));\nfloat roughness=max(info.roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nvec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nfloat smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvec3 specTerm=fresnel*distribution*smithVisibility;\nreturn specTerm*info.attenuation*info.NdotL*lightColor;\n}\n#endif\n#ifdef ANISOTROPIC\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\nfloat NdotH=saturateEps(dot(N,info.H));\nfloat TdotH=dot(T,info.H);\nfloat BdotH=dot(B,info.H);\nfloat TdotV=dot(T,V);\nfloat BdotV=dot(B,V);\nfloat TdotL=dot(T,info.L);\nfloat BdotL=dot(B,info.L);\nfloat alphaG=convertRoughnessToAverageSlope(info.roughness);\nvec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);\nalphaTB=max(alphaTB,square(geometricRoughnessFactor));\nvec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);\nfloat smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);\nvec3 specTerm=fresnel*distribution*smithVisibility;\nreturn specTerm*info.attenuation*info.NdotL*lightColor;\n}\n#endif\n#ifdef CLEARCOAT\nvec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {\nfloat NccdotL=saturateEps(dot(Ncc,info.L));\nfloat NccdotH=saturateEps(dot(Ncc,info.H));\nfloat clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);\nfloat fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);\nfresnel*=clearCoatIntensity;\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);\nfloat kelemenVisibility=visibility_Kelemen(info.VdotH);\nfloat clearCoatTerm=fresnel*distribution*kelemenVisibility;\nreturn vec4(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);\n}\nvec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {\nvec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);\nfloat NdotLRefract=saturateEps(dot(Ncc,LRefract));\nvec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);\nreturn absorption;\n}\n#endif\n#ifdef SHEEN\nvec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\nfloat NdotH=saturateEps(dot(N,info.H));\nfloat roughness=max(info.roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nfloat fresnel=1.;\nfloat distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);\n/*#ifdef SHEEN_SOFTER\nfloat visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nfloat visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);\n/* #endif */\nfloat sheenTerm=fresnel*distribution*visibility;\nreturn sheenTerm*info.attenuation*info.NdotL*lightColor;\n}\n#endif\n";
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// Sideeffect
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ShaderStore.IncludesShadersStore[name] = shader;
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/** @hidden */
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@@ -1 +1 @@
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{"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,IAAM,MAAM,GAAG,
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{"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,IAAM,MAAM,GAAG,0hLA+Hd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAM,0BAA0B,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\r{\rvec3 diffuse;\r#ifdef SPECULARTERM\nvec3 specular;\r#endif\n#ifdef CLEARCOAT\nvec4 clearCoat;\r#endif\n#ifdef SHEEN\nvec3 sheen;\r#endif\n};\rfloat adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {\r#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nfloat lightRoughness=lightRadius/lightDistance;\rfloat totalRoughness=saturate(lightRoughness+roughness);\rreturn totalRoughness;\r#else\nreturn roughness;\r#endif\n}\rvec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {\rreturn mix(groundColor,lightColor,info.NdotL);\r}\rvec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {\rfloat diffuseTerm=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);\rreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;\r}\r#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\rvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\rstrq/=strq.w;\rvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\rreturn toLinearSpace(textureColor);\r}\r#ifdef SS_TRANSLUCENCY\nvec3 computeDiffuseAndTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {\rfloat NdotL=absEps(info.NdotLUnclamped);\rfloat wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);\rfloat trAdapt=step(0.,info.NdotLUnclamped);\rvec3 transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);\rfloat diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);\rreturn diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;\r}\r#endif\n#ifdef SPECULARTERM\nvec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\rfloat NdotH=saturateEps(dot(N,info.H));\rfloat roughness=max(info.roughness,geometricRoughnessFactor);\rfloat alphaG=convertRoughnessToAverageSlope(roughness);\rvec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\r#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\r#endif\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\r#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\r#else\nfloat smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\r#endif\nvec3 specTerm=fresnel*distribution*smithVisibility;\rreturn specTerm*info.attenuation*info.NdotL*lightColor;\r}\r#endif\n#ifdef ANISOTROPIC\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\rfloat NdotH=saturateEps(dot(N,info.H));\rfloat TdotH=dot(T,info.H);\rfloat BdotH=dot(B,info.H);\rfloat TdotV=dot(T,V);\rfloat BdotV=dot(B,V);\rfloat TdotL=dot(T,info.L);\rfloat BdotL=dot(B,info.L);\rfloat alphaG=convertRoughnessToAverageSlope(info.roughness);\rvec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);\ralphaTB=max(alphaTB,square(geometricRoughnessFactor));\rvec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\r#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\r#endif\nfloat distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);\rfloat smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);\rvec3 specTerm=fresnel*distribution*smithVisibility;\rreturn specTerm*info.attenuation*info.NdotL*lightColor;\r}\r#endif\n#ifdef CLEARCOAT\nvec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {\rfloat NccdotL=saturateEps(dot(Ncc,info.L));\rfloat NccdotH=saturateEps(dot(Ncc,info.H));\rfloat clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);\rfloat alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);\rfloat fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);\rfresnel*=clearCoatIntensity;\rfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);\rfloat kelemenVisibility=visibility_Kelemen(info.VdotH);\rfloat clearCoatTerm=fresnel*distribution*kelemenVisibility;\rreturn vec4(\rclearCoatTerm*info.attenuation*NccdotL*lightColor,\r1.0-fresnel\r);\r}\rvec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {\rvec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);\rfloat NdotLRefract=saturateEps(dot(Ncc,LRefract));\rvec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);\rreturn absorption;\r}\r#endif\n#ifdef SHEEN\nvec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\rfloat NdotH=saturateEps(dot(N,info.H));\rfloat roughness=max(info.roughness,geometricRoughnessFactor);\rfloat alphaG=convertRoughnessToAverageSlope(roughness);\rfloat fresnel=1.;\rfloat distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);\r/*#ifdef SHEEN_SOFTER\rfloat visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\r#else */\nfloat visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);\r/* #endif */\rfloat sheenTerm=fresnel*distribution*visibility;\rreturn sheenTerm*info.attenuation*info.NdotL*lightColor;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const pbrDirectLightingFunctions = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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var name = "pbrDirectLightingSetupFunctions";
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var shader = "struct preLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nfloat lightDistance;\nfloat attenuation;\nvec3 L;\nvec3 H;\nfloat NdotV;\nfloat NdotLUnclamped;\nfloat NdotL;\nfloat VdotH;\nfloat roughness;\n};\npreLightingInfo computePointAndSpotPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\npreLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nresult.lightDistance=sqrt(result.lightDistanceSquared);\nresult.L=normalize(result.lightOffset);\nresult.H=normalize(V+result.L);\nresult.VdotH=saturate(dot(V,result.H));\nresult.NdotLUnclamped=dot(N,result.L);\nresult.NdotL=saturateEps(result.NdotLUnclamped);\nreturn result;\n}\npreLightingInfo computeDirectionalPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\npreLightingInfo result;\nresult.lightDistance=length(-lightData.xyz);\nresult.L=normalize(-lightData.xyz);\nresult.H=normalize(V+result.L);\nresult.VdotH=saturate(dot(V,result.H));\nresult.NdotLUnclamped=dot(N,result.L);\nresult.NdotL=saturateEps(result.NdotLUnclamped);\nreturn result;\n}\npreLightingInfo computeHemisphericPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\npreLightingInfo result;\nresult.NdotL=dot(N,lightData.xyz)*0.5+0.5;\nresult.NdotL=saturateEps(result.NdotL);\nresult.NdotLUnclamped=result.NdotL;\n#ifdef SPECULARTERM\nresult.L=normalize(lightData.xyz);\nresult.H=normalize(V+result.L);\nresult.VdotH=saturate(dot(V,result.H));\n#endif\nreturn result;\n}";
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var shader = "struct preLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nfloat lightDistance;\nfloat attenuation;\nvec3 L;\nvec3 H;\nfloat NdotV;\nfloat NdotLUnclamped;\nfloat NdotL;\nfloat VdotH;\nfloat roughness;\n#ifdef IRIDESCENCE\nfloat iridescenceIntensity;\n#endif\n};\npreLightingInfo computePointAndSpotPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\npreLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nresult.lightDistance=sqrt(result.lightDistanceSquared);\nresult.L=normalize(result.lightOffset);\nresult.H=normalize(V+result.L);\nresult.VdotH=saturate(dot(V,result.H));\nresult.NdotLUnclamped=dot(N,result.L);\nresult.NdotL=saturateEps(result.NdotLUnclamped);\nreturn result;\n}\npreLightingInfo computeDirectionalPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\npreLightingInfo result;\nresult.lightDistance=length(-lightData.xyz);\nresult.L=normalize(-lightData.xyz);\nresult.H=normalize(V+result.L);\nresult.VdotH=saturate(dot(V,result.H));\nresult.NdotLUnclamped=dot(N,result.L);\nresult.NdotL=saturateEps(result.NdotLUnclamped);\nreturn result;\n}\npreLightingInfo computeHemisphericPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\npreLightingInfo result;\nresult.NdotL=dot(N,lightData.xyz)*0.5+0.5;\nresult.NdotL=saturateEps(result.NdotL);\nresult.NdotLUnclamped=result.NdotL;\n#ifdef SPECULARTERM\nresult.L=normalize(lightData.xyz);\nresult.H=normalize(V+result.L);\nresult.VdotH=saturate(dot(V,result.H));\n#endif\nreturn result;\n}";
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// Sideeffect
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ShaderStore.IncludesShadersStore[name] = shader;
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/** @hidden */
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