@babylonjs/core 5.6.1 → 5.8.1

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.
Files changed (97) hide show
  1. package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
  2. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  3. package/DeviceInput/InputDevices/webDeviceInputSystem.js +1 -1
  4. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -1
  5. package/Engines/Extensions/engine.dynamicBuffer.js +7 -5
  6. package/Engines/Extensions/engine.dynamicBuffer.js.map +1 -1
  7. package/Engines/Extensions/engine.rawTexture.d.ts +4 -2
  8. package/Engines/Extensions/engine.rawTexture.js +9 -4
  9. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  10. package/Engines/WebGPU/Extensions/engine.computeShader.js +3 -1
  11. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  12. package/Engines/WebGPU/Extensions/engine.dynamicBuffer.js +3 -21
  13. package/Engines/WebGPU/Extensions/engine.dynamicBuffer.js.map +1 -1
  14. package/Engines/WebGPU/Extensions/engine.rawTexture.js +7 -3
  15. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  16. package/Engines/WebGPU/webgpuConstants.d.ts +8 -2
  17. package/Engines/WebGPU/webgpuConstants.js +15 -8
  18. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  19. package/Engines/WebGPU/webgpuTextureHelper.js +4 -0
  20. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  21. package/Engines/engine.d.ts +56 -77
  22. package/Engines/nativeEngine.d.ts +4 -4
  23. package/Engines/nativeEngine.js +9 -5
  24. package/Engines/nativeEngine.js.map +1 -1
  25. package/Engines/nullEngine.d.ts +4 -2
  26. package/Engines/nullEngine.js +11 -3
  27. package/Engines/nullEngine.js.map +1 -1
  28. package/Engines/thinEngine.js +30 -4
  29. package/Engines/thinEngine.js.map +1 -1
  30. package/Engines/webgpuEngine.js +2 -8
  31. package/Engines/webgpuEngine.js.map +1 -1
  32. package/Gizmos/boundingBoxGizmo.js +5 -0
  33. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  34. package/Inputs/scene.inputManager.js +5 -2
  35. package/Inputs/scene.inputManager.js.map +1 -1
  36. package/Loading/Plugins/babylonFileLoader.js +1 -0
  37. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  38. package/Materials/Node/Blocks/Input/inputBlock.js +7 -0
  39. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  40. package/Materials/Node/nodeMaterial.d.ts +4 -2
  41. package/Materials/Node/nodeMaterial.js +13 -4
  42. package/Materials/Node/nodeMaterial.js.map +1 -1
  43. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  44. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  45. package/Materials/Textures/internalTexture.js +1 -1
  46. package/Materials/Textures/internalTexture.js.map +1 -1
  47. package/Materials/Textures/rawTexture.d.ts +10 -4
  48. package/Materials/Textures/rawTexture.js +20 -9
  49. package/Materials/Textures/rawTexture.js.map +1 -1
  50. package/Materials/effect.d.ts +1 -0
  51. package/Materials/effect.js +5 -0
  52. package/Materials/effect.js.map +1 -1
  53. package/Materials/standardMaterial.js +5 -1
  54. package/Materials/standardMaterial.js.map +1 -1
  55. package/Maths/math.vector.js +5 -5
  56. package/Maths/math.vector.js.map +1 -1
  57. package/Meshes/Builders/groundBuilder.d.ts +1 -1
  58. package/Meshes/Builders/groundBuilder.js.map +1 -1
  59. package/Meshes/abstractMesh.d.ts +0 -5
  60. package/Meshes/abstractMesh.js +1 -13
  61. package/Meshes/abstractMesh.js.map +1 -1
  62. package/Meshes/instancedMesh.js +2 -0
  63. package/Meshes/instancedMesh.js.map +1 -1
  64. package/Meshes/mesh.d.ts +1 -1
  65. package/Meshes/mesh.js +60 -32
  66. package/Meshes/mesh.js.map +1 -1
  67. package/Particles/particleHelper.js +1 -1
  68. package/Particles/particleHelper.js.map +1 -1
  69. package/PostProcesses/depthOfFieldBlurPostProcess.d.ts +1 -1
  70. package/PostProcesses/depthOfFieldBlurPostProcess.js +2 -4
  71. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  72. package/Rendering/geometryBufferRenderer.d.ts +6 -2
  73. package/Rendering/geometryBufferRenderer.js +209 -18
  74. package/Rendering/geometryBufferRenderer.js.map +1 -1
  75. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +1 -1
  76. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  77. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +1 -1
  78. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  79. package/Shaders/ShadersInclude/pbrBlockClearcoat.js +1 -1
  80. package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  81. package/Shaders/ShadersInclude/vertexColorMixing.js +1 -1
  82. package/Shaders/ShadersInclude/vertexColorMixing.js.map +1 -1
  83. package/Shaders/default.fragment.js +1 -1
  84. package/Shaders/default.fragment.js.map +1 -1
  85. package/Shaders/geometry.fragment.d.ts +1 -0
  86. package/Shaders/geometry.fragment.js +2 -1
  87. package/Shaders/geometry.fragment.js.map +1 -1
  88. package/Shaders/geometry.vertex.js +1 -1
  89. package/Shaders/geometry.vertex.js.map +1 -1
  90. package/Shaders/pbr.fragment.js +1 -1
  91. package/Shaders/pbr.fragment.js.map +1 -1
  92. package/XR/features/WebXRControllerPointerSelection.js +1 -1
  93. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  94. package/package.json +1 -1
  95. package/scene.d.ts +4 -0
  96. package/scene.js +4 -0
  97. package/scene.js.map +1 -1
@@ -1 +1 @@
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{ Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/geometry.fragment\";\r\nimport \"../Shaders/geometry.vertex\";\r\nimport { MaterialFlags } from \"../Materials/materialFlags\";\r\n\r\n/** @hidden */\r\ninterface ISavedTransformationMatrix {\r\n world: Matrix;\r\n viewProjection: Matrix;\r\n}\r\n\r\n/**\r\n * This renderer is helpful to fill one of the render target with a geometry buffer.\r\n */\r\nexport class GeometryBufferRenderer {\r\n /**\r\n * Constant used to retrieve the depth texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.DEPTH_TEXTURE_INDEX)\r\n */\r\n public static readonly DEPTH_TEXTURE_TYPE = 0;\r\n /**\r\n * Constant used to retrieve the normal texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.NORMAL_TEXTURE_INDEX)\r\n */\r\n public static readonly NORMAL_TEXTURE_TYPE = 1;\r\n /**\r\n * Constant used to retrieve the position texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)\r\n */\r\n public static readonly POSITION_TEXTURE_TYPE = 2;\r\n /**\r\n * Constant used to retrieve the velocity texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)\r\n */\r\n public static readonly VELOCITY_TEXTURE_TYPE = 3;\r\n /**\r\n * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array\r\n * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)\r\n */\r\n public static readonly REFLECTIVITY_TEXTURE_TYPE = 4;\r\n\r\n /**\r\n * Dictionary used to store the previous transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @hidden\r\n */\r\n public _previousTransformationMatrices: { [index: number]: ISavedTransformationMatrix } = {};\r\n /**\r\n * Dictionary used to store the previous bones transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @hidden\r\n */\r\n public _previousBonesTransformationMatrices: { [index: number]: Float32Array } = {};\r\n /**\r\n * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).\r\n * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).\r\n */\r\n public excludedSkinnedMeshesFromVelocity: AbstractMesh[] = [];\r\n\r\n /** Gets or sets a boolean indicating if transparent meshes should be rendered */\r\n public renderTransparentMeshes = true;\r\n\r\n private _scene: Scene;\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _multiRenderTarget: MultiRenderTarget;\r\n private _ratio: number;\r\n private _enablePosition: boolean = false;\r\n private _enableVelocity: boolean = false;\r\n private _enableReflectivity: boolean = false;\r\n\r\n private _positionIndex: number = -1;\r\n private _velocityIndex: number = -1;\r\n private _reflectivityIndex: number = -1;\r\n private _depthIndex: number = -1;\r\n private _normalIndex: number = -1;\r\n\r\n private _linkedWithPrePass: boolean = false;\r\n private _prePassRenderer: PrePassRenderer;\r\n private _attachments: number[];\r\n private _useUbo: boolean;\r\n\r\n protected _cachedDefines: string;\r\n\r\n /**\r\n * @param prePassRenderer\r\n * @hidden\r\n * Sets up internal structures to share outputs with PrePassRenderer\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _linkPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n this._linkedWithPrePass = true;\r\n this._prePassRenderer = prePassRenderer;\r\n\r\n if (this._multiRenderTarget) {\r\n // prevents clearing of the RT since it's done by prepass\r\n this._multiRenderTarget.onClearObservable.clear();\r\n this._multiRenderTarget.onClearObservable.add(() => {\r\n // pass\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Separates internal structures from PrePassRenderer so the geometry buffer can now operate by itself.\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _unlinkPrePassRenderer() {\r\n this._linkedWithPrePass = false;\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Resets the geometry buffer layout\r\n */\r\n public _resetLayout() {\r\n this._enablePosition = false;\r\n this._enableReflectivity = false;\r\n this._enableVelocity = false;\r\n this._attachments = [];\r\n }\r\n\r\n /**\r\n * @param geometryBufferType\r\n * @param index\r\n * @hidden\r\n * Replaces a texture in the geometry buffer renderer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _forceTextureType(geometryBufferType: number, index: number) {\r\n if (geometryBufferType === GeometryBufferRenderer.POSITION_TEXTURE_TYPE) {\r\n this._positionIndex = index;\r\n this._enablePosition = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE) {\r\n this._velocityIndex = index;\r\n this._enableVelocity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE) {\r\n this._reflectivityIndex = index;\r\n this._enableReflectivity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.DEPTH_TEXTURE_TYPE) {\r\n this._depthIndex = index;\r\n } else if (geometryBufferType === GeometryBufferRenderer.NORMAL_TEXTURE_TYPE) {\r\n this._normalIndex = index;\r\n }\r\n }\r\n\r\n /**\r\n * @param attachments\r\n * @hidden\r\n * Sets texture attachments\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _setAttachments(attachments: number[]) {\r\n this._attachments = attachments;\r\n }\r\n\r\n /**\r\n * @param internalTexture\r\n * @hidden\r\n * Replaces the first texture which is hard coded as a depth texture in the geometry buffer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _linkInternalTexture(internalTexture: InternalTexture) {\r\n this._multiRenderTarget.setInternalTexture(internalTexture, 0, false);\r\n }\r\n\r\n /**\r\n * Gets the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public get renderList() {\r\n return this._multiRenderTarget.renderList;\r\n }\r\n\r\n /**\r\n * Set the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public set renderList(meshes: Nullable<AbstractMesh[]>) {\r\n this._multiRenderTarget.renderList = meshes;\r\n }\r\n\r\n /**\r\n * Gets whether or not G buffer are supported by the running hardware.\r\n * This requires draw buffer supports\r\n */\r\n public get isSupported(): boolean {\r\n return this._multiRenderTarget.isSupported;\r\n }\r\n\r\n /**\r\n * Returns the index of the given texture type in the G-Buffer textures array\r\n * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX\r\n * @returns the index of the given texture type in the G-Buffer textures array\r\n */\r\n public getTextureIndex(textureType: number): number {\r\n switch (textureType) {\r\n case GeometryBufferRenderer.POSITION_TEXTURE_TYPE:\r\n return this._positionIndex;\r\n case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE:\r\n return this._velocityIndex;\r\n case GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE:\r\n return this._reflectivityIndex;\r\n default:\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects positions are enabled for the G buffer.\r\n */\r\n public get enablePosition(): boolean {\r\n return this._enablePosition;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects positions are enabled for the G buffer.\r\n */\r\n public set enablePosition(enable: boolean) {\r\n this._enablePosition = enable;\r\n\r\n // PrePass handles index and texture links\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects velocities are enabled for the G buffer.\r\n */\r\n public get enableVelocity(): boolean {\r\n return this._enableVelocity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects velocities are enabled for the G buffer.\r\n */\r\n public set enableVelocity(enable: boolean) {\r\n this._enableVelocity = enable;\r\n\r\n if (!enable) {\r\n this._previousTransformationMatrices = {};\r\n }\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = enable;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects roughness are enabled in the G buffer.\r\n */\r\n public get enableReflectivity(): boolean {\r\n return this._enableReflectivity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects roughness are enabled for the G buffer.\r\n */\r\n public set enableReflectivity(enable: boolean) {\r\n this._enableReflectivity = enable;\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the scene associated with the buffer.\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the ratio used by the buffer during its creation.\r\n * How big is the buffer related to the main canvas.\r\n */\r\n public get ratio(): number {\r\n return this._ratio;\r\n }\r\n\r\n /**\r\n * @param _\r\n * @hidden\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"GeometryBufferRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Creates a new G Buffer for the scene\r\n * @param scene The scene the buffer belongs to\r\n * @param ratio How big is the buffer related to the main canvas.\r\n */\r\n constructor(scene: Scene, ratio: number = 1) {\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._useUbo = scene.getEngine().supportsUniformBuffers;\r\n\r\n GeometryBufferRenderer._SceneComponentInitialization(this._scene);\r\n\r\n // Render target\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Checks whether everything is ready to render a submesh to the G buffer.\r\n * @param subMesh the submesh to check readiness for\r\n * @param useInstances is the mesh drawn using instance or not\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (material && material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n const mesh = subMesh.getMesh();\r\n\r\n // Alpha test\r\n if (material) {\r\n let needUv = false;\r\n if (material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(`#define ALPHATEST_UV${material.getAlphaTestTexture().coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (material.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n defines.push(\"#define BUMP\");\r\n defines.push(`#define BUMP_UV${material.bumpTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n if (material.specularTexture) {\r\n defines.push(\"#define HAS_SPECULAR\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n } else if (material.reflectivityTexture) {\r\n defines.push(\"#define HAS_REFLECTIVITY\");\r\n defines.push(`#define REFLECTIVITY_UV${material.reflectivityTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n }\r\n\r\n if (needUv) {\r\n defines.push(\"#define NEED_UV\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n }\r\n\r\n // PrePass\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define PREPASS\");\r\n if (this._depthIndex !== -1) {\r\n defines.push(\"#define DEPTH_INDEX \" + this._depthIndex);\r\n defines.push(\"#define PREPASS_DEPTH\");\r\n }\r\n if (this._normalIndex !== -1) {\r\n defines.push(\"#define NORMAL_INDEX \" + this._normalIndex);\r\n defines.push(\"#define PREPASS_NORMAL\");\r\n }\r\n }\r\n\r\n // Buffers\r\n if (this._enablePosition) {\r\n defines.push(\"#define POSITION\");\r\n defines.push(\"#define POSITION_INDEX \" + this._positionIndex);\r\n }\r\n\r\n if (this._enableVelocity) {\r\n defines.push(\"#define VELOCITY\");\r\n defines.push(\"#define VELOCITY_INDEX \" + this._velocityIndex);\r\n if (this.excludedSkinnedMeshesFromVelocity.indexOf(mesh) === -1) {\r\n defines.push(\"#define BONES_VELOCITY_ENABLED\");\r\n }\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n defines.push(\"#define REFLECTIVITY\");\r\n defines.push(\"#define REFLECTIVITY_INDEX \" + this._reflectivityIndex);\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs, this._enableVelocity);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Setup textures count\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._attachments.length);\r\n } else {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._multiRenderTarget.textures.length);\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n this._scene.getEngine().createEffect(\r\n \"geometry\",\r\n {\r\n attributes: attribs,\r\n uniformsNames: [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"view\",\r\n \"previousWorld\",\r\n \"previousViewProjection\",\r\n \"mPreviousBones\",\r\n \"bumpMatrix\",\r\n \"reflectivityMatrix\",\r\n \"vTangentSpaceParams\",\r\n \"vBumpInfos\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n ],\r\n samplers: [\"diffuseSampler\", \"bumpSampler\", \"reflectivitySampler\", \"morphTargets\"],\r\n defines: join,\r\n onCompiled: null,\r\n fallbacks: null,\r\n onError: null,\r\n uniformBuffersNames: [\"Scene\"],\r\n indexParameters: { buffersCount: this._multiRenderTarget.textures.length - 1, maxSimultaneousMorphTargets: numMorphInfluencers },\r\n },\r\n this._scene.getEngine()\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the current underlying G Buffer.\r\n * @returns the buffer\r\n */\r\n public getGBuffer(): MultiRenderTarget {\r\n return this._multiRenderTarget;\r\n }\r\n\r\n /**\r\n * Gets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public get samples(): number {\r\n return this._multiRenderTarget.samples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public set samples(value: number) {\r\n this._multiRenderTarget.samples = value;\r\n }\r\n\r\n /**\r\n * Disposes the renderer and frees up associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n const engine = this._scene.getEngine();\r\n engine.onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this.getGBuffer().dispose();\r\n }\r\n\r\n private _assignRenderTargetIndices(): [number, string[]] {\r\n const textureNames: string[] = [];\r\n let count = 2;\r\n\r\n textureNames.push(\"gBuffer_Depth\", \"gBuffer_Normal\");\r\n\r\n if (this._enablePosition) {\r\n this._positionIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Position\");\r\n }\r\n\r\n if (this._enableVelocity) {\r\n this._velocityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Velocity\");\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n this._reflectivityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Reflectivity\");\r\n }\r\n\r\n return [count, textureNames];\r\n }\r\n\r\n protected _createRenderTargets(): void {\r\n const engine = this._scene.getEngine();\r\n const [count, textureNames] = this._assignRenderTargetIndices();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (engine._caps.textureFloat && engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (engine._caps.textureHalfFloat && engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n this._multiRenderTarget = new MultiRenderTarget(\r\n \"gBuffer\",\r\n { width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio },\r\n count,\r\n this._scene,\r\n { generateMipMaps: false, generateDepthTexture: true, defaultType: type },\r\n textureNames.concat(\"gBuffer_DepthBuffer\")\r\n );\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n this._multiRenderTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.refreshRate = 1;\r\n this._multiRenderTarget.renderParticles = false;\r\n this._multiRenderTarget.renderList = null;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._multiRenderTarget.onClearObservable.add((engine) => {\r\n engine.clear(new Color4(0.0, 0.0, 0.0, 0.0), true, true, true);\r\n });\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n if (this._multiRenderTarget) {\r\n this._multiRenderTarget.resize({ width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio });\r\n }\r\n });\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n // Velocity\r\n if (this._enableVelocity && !this._previousTransformationMatrices[effectiveMesh.uniqueId]) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId] = {\r\n world: Matrix.Identity(),\r\n viewProjection: scene.getTransformMatrix(),\r\n };\r\n\r\n if (renderingMesh.skeleton) {\r\n const bonesTransformations = renderingMesh.skeleton.getTransformMatrices(renderingMesh);\r\n this._previousBonesTransformationMatrices[renderingMesh.uniqueId] = this._copyBonesTransformationMatrices(\r\n bonesTransformations,\r\n new Float32Array(bonesTransformations.length)\r\n );\r\n }\r\n }\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n const world = effectiveMesh.getWorldMatrix();\r\n\r\n if (this.isReady(subMesh, hardwareInstancedRendering)) {\r\n const drawWrapper = subMesh._getDrawWrapper();\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!this._useUbo) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n } else {\r\n MaterialHelper.BindSceneUniformBuffer(effect, this._scene.getSceneUniformBuffer());\r\n this._scene.finalizeSceneUbo();\r\n }\r\n\r\n if (material) {\r\n let sideOrientation: Nullable<number>;\r\n const instanceDataStorage = (renderingMesh as Mesh)._instanceDataStorage;\r\n\r\n if (!instanceDataStorage.isFrozen && (material.backFaceCulling || renderingMesh.overrideMaterialSideOrientation !== null)) {\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = renderingMesh.overrideMaterialSideOrientation;\r\n if (sideOrientation === null) {\r\n sideOrientation = material.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n } else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n\r\n material._preBind(drawWrapper, sideOrientation);\r\n\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bump\r\n if (material.bumpTexture && scene.getEngine().getCaps().standardDerivatives && MaterialFlags.BumpTextureEnabled) {\r\n effect.setFloat3(\"vBumpInfos\", material.bumpTexture.coordinatesIndex, 1.0 / material.bumpTexture.level, material.parallaxScaleBias);\r\n effect.setMatrix(\"bumpMatrix\", material.bumpTexture.getTextureMatrix());\r\n effect.setTexture(\"bumpSampler\", material.bumpTexture);\r\n effect.setFloat2(\"vTangentSpaceParams\", material.invertNormalMapX ? -1.0 : 1.0, material.invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n\r\n // Roughness\r\n if (this._enableReflectivity) {\r\n if (material.specularTexture) {\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularTexture.getTextureMatrix());\r\n effect.setTexture(\"reflectivitySampler\", material.specularTexture);\r\n } else if (material.reflectivityTexture) {\r\n effect.setMatrix(\"reflectivityMatrix\", material.reflectivityTexture.getTextureMatrix());\r\n effect.setTexture(\"reflectivitySampler\", material.reflectivityTexture);\r\n }\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n if (this._enableVelocity) {\r\n effect.setMatrices(\"mPreviousBones\", this._previousBonesTransformationMatrices[renderingMesh.uniqueId]);\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n effect.setMatrix(\"previousWorld\", this._previousTransformationMatrices[effectiveMesh.uniqueId].world);\r\n effect.setMatrix(\"previousViewProjection\", this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection);\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, w) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", w);\r\n }\r\n });\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].world = world.clone();\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection = this._scene.getTransformMatrix().clone();\r\n if (renderingMesh.skeleton) {\r\n this._copyBonesTransformationMatrices(\r\n renderingMesh.skeleton.getTransformMatrices(renderingMesh),\r\n this._previousBonesTransformationMatrices[effectiveMesh.uniqueId]\r\n );\r\n }\r\n }\r\n };\r\n\r\n this._multiRenderTarget.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number) => {\r\n if (!mesh.isReady(false)) {\r\n return false;\r\n }\r\n if (refreshRate === 0 && mesh.subMeshes) {\r\n // full check: check that the effects are ready\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._multiRenderTarget.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (this._linkedWithPrePass) {\r\n if (!this._prePassRenderer.enabled) {\r\n return;\r\n }\r\n this._scene.getEngine().bindAttachments(this._attachments);\r\n }\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n engine.setDepthWrite(false);\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.renderTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n }\r\n engine.setDepthWrite(true);\r\n };\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private _copyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n for (let i = 0; i < source.length; i++) {\r\n target[i] = source[i];\r\n }\r\n\r\n return target;\r\n }\r\n}\r\n"]}
1
+ 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{ Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/geometry.fragment\";\r\nimport \"../Shaders/geometry.vertex\";\r\nimport { MaterialFlags } from \"../Materials/materialFlags\";\r\n\r\n/** @hidden */\r\ninterface ISavedTransformationMatrix {\r\n world: Matrix;\r\n viewProjection: Matrix;\r\n}\r\n\r\n/**\r\n * This renderer is helpful to fill one of the render target with a geometry buffer.\r\n */\r\nexport class GeometryBufferRenderer {\r\n /**\r\n * Constant used to retrieve the depth texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.DEPTH_TEXTURE_INDEX)\r\n */\r\n public static readonly DEPTH_TEXTURE_TYPE = 0;\r\n /**\r\n * Constant used to retrieve the normal texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.NORMAL_TEXTURE_INDEX)\r\n */\r\n public static readonly NORMAL_TEXTURE_TYPE = 1;\r\n /**\r\n * Constant used to retrieve the position texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)\r\n */\r\n public static readonly POSITION_TEXTURE_TYPE = 2;\r\n /**\r\n * Constant used to retrieve the velocity texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)\r\n */\r\n public static readonly VELOCITY_TEXTURE_TYPE = 3;\r\n /**\r\n * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array\r\n * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)\r\n */\r\n public static readonly REFLECTIVITY_TEXTURE_TYPE = 4;\r\n\r\n /**\r\n * Dictionary used to store the previous transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @hidden\r\n */\r\n public _previousTransformationMatrices: { [index: number]: ISavedTransformationMatrix } = {};\r\n /**\r\n * Dictionary used to store the previous bones transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @hidden\r\n */\r\n public _previousBonesTransformationMatrices: { [index: number]: Float32Array } = {};\r\n /**\r\n * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).\r\n * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).\r\n */\r\n public excludedSkinnedMeshesFromVelocity: AbstractMesh[] = [];\r\n\r\n /** Gets or sets a boolean indicating if transparent meshes should be rendered */\r\n public renderTransparentMeshes = true;\r\n\r\n private _scene: Scene;\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _multiRenderTarget: MultiRenderTarget;\r\n private _ratio: number;\r\n private _enablePosition: boolean = false;\r\n private _enableVelocity: boolean = false;\r\n private _enableReflectivity: boolean = false;\r\n\r\n private _positionIndex: number = -1;\r\n private _velocityIndex: number = -1;\r\n private _reflectivityIndex: number = -1;\r\n private _depthIndex: number = -1;\r\n private _normalIndex: number = -1;\r\n\r\n private _linkedWithPrePass: boolean = false;\r\n private _prePassRenderer: PrePassRenderer;\r\n private _attachments: number[];\r\n private _useUbo: boolean;\r\n\r\n protected _cachedDefines: string;\r\n\r\n /**\r\n * @param prePassRenderer\r\n * @hidden\r\n * Sets up internal structures to share outputs with PrePassRenderer\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _linkPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n this._linkedWithPrePass = true;\r\n this._prePassRenderer = prePassRenderer;\r\n\r\n if (this._multiRenderTarget) {\r\n // prevents clearing of the RT since it's done by prepass\r\n this._multiRenderTarget.onClearObservable.clear();\r\n this._multiRenderTarget.onClearObservable.add(() => {\r\n // pass\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Separates internal structures from PrePassRenderer so the geometry buffer can now operate by itself.\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _unlinkPrePassRenderer() {\r\n this._linkedWithPrePass = false;\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * @hidden\r\n * Resets the geometry buffer layout\r\n */\r\n public _resetLayout() {\r\n this._enablePosition = false;\r\n this._enableReflectivity = false;\r\n this._enableVelocity = false;\r\n this._attachments = [];\r\n }\r\n\r\n /**\r\n * @param geometryBufferType\r\n * @param index\r\n * @hidden\r\n * Replaces a texture in the geometry buffer renderer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _forceTextureType(geometryBufferType: number, index: number) {\r\n if (geometryBufferType === GeometryBufferRenderer.POSITION_TEXTURE_TYPE) {\r\n this._positionIndex = index;\r\n this._enablePosition = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE) {\r\n this._velocityIndex = index;\r\n this._enableVelocity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE) {\r\n this._reflectivityIndex = index;\r\n this._enableReflectivity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.DEPTH_TEXTURE_TYPE) {\r\n this._depthIndex = index;\r\n } else if (geometryBufferType === GeometryBufferRenderer.NORMAL_TEXTURE_TYPE) {\r\n this._normalIndex = index;\r\n }\r\n }\r\n\r\n /**\r\n * @param attachments\r\n * @hidden\r\n * Sets texture attachments\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _setAttachments(attachments: number[]) {\r\n this._attachments = attachments;\r\n }\r\n\r\n /**\r\n * @param internalTexture\r\n * @hidden\r\n * Replaces the first texture which is hard coded as a depth texture in the geometry buffer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _linkInternalTexture(internalTexture: InternalTexture) {\r\n this._multiRenderTarget.setInternalTexture(internalTexture, 0, false);\r\n }\r\n\r\n /**\r\n * Gets the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public get renderList() {\r\n return this._multiRenderTarget.renderList;\r\n }\r\n\r\n /**\r\n * Set the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public set renderList(meshes: Nullable<AbstractMesh[]>) {\r\n this._multiRenderTarget.renderList = meshes;\r\n }\r\n\r\n /**\r\n * Gets whether or not G buffer are supported by the running hardware.\r\n * This requires draw buffer supports\r\n */\r\n public get isSupported(): boolean {\r\n return this._multiRenderTarget.isSupported;\r\n }\r\n\r\n /**\r\n * Returns the index of the given texture type in the G-Buffer textures array\r\n * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX\r\n * @returns the index of the given texture type in the G-Buffer textures array\r\n */\r\n public getTextureIndex(textureType: number): number {\r\n switch (textureType) {\r\n case GeometryBufferRenderer.POSITION_TEXTURE_TYPE:\r\n return this._positionIndex;\r\n case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE:\r\n return this._velocityIndex;\r\n case GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE:\r\n return this._reflectivityIndex;\r\n default:\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects positions are enabled for the G buffer.\r\n */\r\n public get enablePosition(): boolean {\r\n return this._enablePosition;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects positions are enabled for the G buffer.\r\n */\r\n public set enablePosition(enable: boolean) {\r\n this._enablePosition = enable;\r\n\r\n // PrePass handles index and texture links\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects velocities are enabled for the G buffer.\r\n */\r\n public get enableVelocity(): boolean {\r\n return this._enableVelocity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects velocities are enabled for the G buffer.\r\n */\r\n public set enableVelocity(enable: boolean) {\r\n this._enableVelocity = enable;\r\n\r\n if (!enable) {\r\n this._previousTransformationMatrices = {};\r\n }\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = enable;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects reflectivity are enabled in the G buffer.\r\n */\r\n public get enableReflectivity(): boolean {\r\n return this._enableReflectivity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects reflectivity are enabled for the G buffer.\r\n * For Metallic-Roughness workflow with ORM texture, we assume that ORM texture is defined according to the default layout:\r\n * pbr.useRoughnessFromMetallicTextureAlpha = false;\r\n * pbr.useRoughnessFromMetallicTextureGreen = true;\r\n * pbr.useMetallnessFromMetallicTextureBlue = true;\r\n */\r\n public set enableReflectivity(enable: boolean) {\r\n this._enableReflectivity = enable;\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the scene associated with the buffer.\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the ratio used by the buffer during its creation.\r\n * How big is the buffer related to the main canvas.\r\n */\r\n public get ratio(): number {\r\n return this._ratio;\r\n }\r\n\r\n /**\r\n * @param _\r\n * @hidden\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"GeometryBufferRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Creates a new G Buffer for the scene\r\n * @param scene The scene the buffer belongs to\r\n * @param ratio How big is the buffer related to the main canvas.\r\n */\r\n constructor(scene: Scene, ratio: number = 1) {\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._useUbo = scene.getEngine().supportsUniformBuffers;\r\n\r\n GeometryBufferRenderer._SceneComponentInitialization(this._scene);\r\n\r\n // Render target\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Checks whether everything is ready to render a submesh to the G buffer.\r\n * @param subMesh the submesh to check readiness for\r\n * @param useInstances is the mesh drawn using instance or not\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (material && material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n const mesh = subMesh.getMesh();\r\n\r\n // Alpha test\r\n if (material) {\r\n let needUv = false;\r\n if (material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(`#define ALPHATEST_UV${material.getAlphaTestTexture().coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (material.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n defines.push(\"#define BUMP\");\r\n defines.push(`#define BUMP_UV${material.bumpTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n let metallicWorkflow = false;\r\n // for PBR materials: cf. https://doc.babylonjs.com/divingDeeper/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicRoughnessTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (metallicWorkflow) {\r\n if (material.baseTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.baseTexture.coordinatesIndex + 1}`);\r\n if (material.baseTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.baseColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularGlossinessTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n if (material.specularGlossinessTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n } else {\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n defines.push(\"#define GLOSSINESSS\");\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (metallicWorkflow) {\r\n if (material.albedoTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.albedoTexture.coordinatesIndex + 1}`);\r\n if (material.albedoTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.albedoColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.reflectivityTexture.coordinatesIndex + 1}`);\r\n if (material.reflectivityTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n } else if (material.reflectivityColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n if (material.microSurface !== null) {\r\n defines.push(\"#define GLOSSINESSS\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n defines.push(\"#define REFLECTIVITYTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularTexture.coordinatesIndex + 1}`);\r\n if (material.specularTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n }\r\n\r\n if (needUv) {\r\n defines.push(\"#define NEED_UV\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n }\r\n\r\n // PrePass\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define PREPASS\");\r\n if (this._depthIndex !== -1) {\r\n defines.push(\"#define DEPTH_INDEX \" + this._depthIndex);\r\n defines.push(\"#define PREPASS_DEPTH\");\r\n }\r\n if (this._normalIndex !== -1) {\r\n defines.push(\"#define NORMAL_INDEX \" + this._normalIndex);\r\n defines.push(\"#define PREPASS_NORMAL\");\r\n }\r\n }\r\n\r\n // Buffers\r\n if (this._enablePosition) {\r\n defines.push(\"#define POSITION\");\r\n defines.push(\"#define POSITION_INDEX \" + this._positionIndex);\r\n }\r\n\r\n if (this._enableVelocity) {\r\n defines.push(\"#define VELOCITY\");\r\n defines.push(\"#define VELOCITY_INDEX \" + this._velocityIndex);\r\n if (this.excludedSkinnedMeshesFromVelocity.indexOf(mesh) === -1) {\r\n defines.push(\"#define BONES_VELOCITY_ENABLED\");\r\n }\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n defines.push(\"#define REFLECTIVITY\");\r\n defines.push(\"#define REFLECTIVITY_INDEX \" + this._reflectivityIndex);\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs, this._enableVelocity);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Setup textures count\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._attachments.length);\r\n } else {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._multiRenderTarget.textures.length);\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n this._scene.getEngine().createEffect(\r\n \"geometry\",\r\n {\r\n attributes: attribs,\r\n uniformsNames: [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"view\",\r\n \"previousWorld\",\r\n \"previousViewProjection\",\r\n \"mPreviousBones\",\r\n \"bumpMatrix\",\r\n \"reflectivityMatrix\",\r\n \"albedoMatrix\",\r\n \"reflectivityColor\",\r\n \"albedoColor\",\r\n \"metallic\",\r\n \"glossiness\",\r\n \"vTangentSpaceParams\",\r\n \"vBumpInfos\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n ],\r\n samplers: [\"diffuseSampler\", \"bumpSampler\", \"reflectivitySampler\", \"albedoSampler\", \"morphTargets\"],\r\n defines: join,\r\n onCompiled: null,\r\n fallbacks: null,\r\n onError: null,\r\n uniformBuffersNames: [\"Scene\"],\r\n indexParameters: { buffersCount: this._multiRenderTarget.textures.length - 1, maxSimultaneousMorphTargets: numMorphInfluencers },\r\n },\r\n this._scene.getEngine()\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the current underlying G Buffer.\r\n * @returns the buffer\r\n */\r\n public getGBuffer(): MultiRenderTarget {\r\n return this._multiRenderTarget;\r\n }\r\n\r\n /**\r\n * Gets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public get samples(): number {\r\n return this._multiRenderTarget.samples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public set samples(value: number) {\r\n this._multiRenderTarget.samples = value;\r\n }\r\n\r\n /**\r\n * Disposes the renderer and frees up associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n const engine = this._scene.getEngine();\r\n engine.onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this.getGBuffer().dispose();\r\n }\r\n\r\n private _assignRenderTargetIndices(): [number, string[]] {\r\n const textureNames: string[] = [];\r\n let count = 2;\r\n\r\n textureNames.push(\"gBuffer_Depth\", \"gBuffer_Normal\");\r\n\r\n if (this._enablePosition) {\r\n this._positionIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Position\");\r\n }\r\n\r\n if (this._enableVelocity) {\r\n this._velocityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Velocity\");\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n this._reflectivityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Reflectivity\");\r\n }\r\n\r\n return [count, textureNames];\r\n }\r\n\r\n protected _createRenderTargets(): void {\r\n const engine = this._scene.getEngine();\r\n const [count, textureNames] = this._assignRenderTargetIndices();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (engine._caps.textureFloat && engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (engine._caps.textureHalfFloat && engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n this._multiRenderTarget = new MultiRenderTarget(\r\n \"gBuffer\",\r\n { width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio },\r\n count,\r\n this._scene,\r\n { generateMipMaps: false, generateDepthTexture: true, defaultType: type },\r\n textureNames.concat(\"gBuffer_DepthBuffer\")\r\n );\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n this._multiRenderTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.refreshRate = 1;\r\n this._multiRenderTarget.renderParticles = false;\r\n this._multiRenderTarget.renderList = null;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._multiRenderTarget.onClearObservable.add((engine) => {\r\n engine.clear(new Color4(0.0, 0.0, 0.0, 0.0), true, true, true);\r\n });\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n if (this._multiRenderTarget) {\r\n this._multiRenderTarget.resize({ width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio });\r\n }\r\n });\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n // Velocity\r\n if (this._enableVelocity && !this._previousTransformationMatrices[effectiveMesh.uniqueId]) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId] = {\r\n world: Matrix.Identity(),\r\n viewProjection: scene.getTransformMatrix(),\r\n };\r\n\r\n if (renderingMesh.skeleton) {\r\n const bonesTransformations = renderingMesh.skeleton.getTransformMatrices(renderingMesh);\r\n this._previousBonesTransformationMatrices[renderingMesh.uniqueId] = this._copyBonesTransformationMatrices(\r\n bonesTransformations,\r\n new Float32Array(bonesTransformations.length)\r\n );\r\n }\r\n }\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n const world = effectiveMesh.getWorldMatrix();\r\n\r\n if (this.isReady(subMesh, hardwareInstancedRendering)) {\r\n const drawWrapper = subMesh._getDrawWrapper();\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!this._useUbo) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n } else {\r\n MaterialHelper.BindSceneUniformBuffer(effect, this._scene.getSceneUniformBuffer());\r\n this._scene.finalizeSceneUbo();\r\n }\r\n\r\n if (material) {\r\n let sideOrientation: Nullable<number>;\r\n const instanceDataStorage = (renderingMesh as Mesh)._instanceDataStorage;\r\n\r\n if (!instanceDataStorage.isFrozen && (material.backFaceCulling || renderingMesh.overrideMaterialSideOrientation !== null)) {\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = renderingMesh.overrideMaterialSideOrientation;\r\n if (sideOrientation === null) {\r\n sideOrientation = material.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n } else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n\r\n material._preBind(drawWrapper, sideOrientation);\r\n\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bump\r\n if (material.bumpTexture && scene.getEngine().getCaps().standardDerivatives && MaterialFlags.BumpTextureEnabled) {\r\n effect.setFloat3(\"vBumpInfos\", material.bumpTexture.coordinatesIndex, 1.0 / material.bumpTexture.level, material.parallaxScaleBias);\r\n effect.setMatrix(\"bumpMatrix\", material.bumpTexture.getTextureMatrix());\r\n effect.setTexture(\"bumpSampler\", material.bumpTexture);\r\n effect.setFloat2(\"vTangentSpaceParams\", material.invertNormalMapX ? -1.0 : 1.0, material.invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n\r\n // Reflectivity\r\n if (this._enableReflectivity) {\r\n // for PBR materials: cf. https://doc.babylonjs.com/divingDeeper/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicRoughnessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicRoughnessTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n if (material.baseTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.baseTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.baseTexture.getTextureMatrix());\r\n }\r\n if (material.baseColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.baseColor);\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularGlossinessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularGlossinessTexture.getTextureMatrix());\r\n } else {\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n effect.setFloat(\"glossiness\", material.glossiness);\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n\r\n if (material.roughness !== null || material.metallic !== null || material.metallicTexture !== null) {\r\n // MetallicRoughness Model\r\n if (material.albedoTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.albedoTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.albedoTexture.getTextureMatrix());\r\n }\r\n if (material.albedoColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.albedoColor);\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.reflectivityTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.reflectivityTexture.getTextureMatrix());\r\n } else if (material.reflectivityColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.reflectivityColor);\r\n }\r\n if (material.microSurface !== null) {\r\n effect.setFloat(\"glossiness\", material.microSurface);\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularTexture.getTextureMatrix());\r\n }\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n if (this._enableVelocity) {\r\n effect.setMatrices(\"mPreviousBones\", this._previousBonesTransformationMatrices[renderingMesh.uniqueId]);\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n effect.setMatrix(\"previousWorld\", this._previousTransformationMatrices[effectiveMesh.uniqueId].world);\r\n effect.setMatrix(\"previousViewProjection\", this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection);\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, w) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", w);\r\n }\r\n });\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].world = world.clone();\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection = this._scene.getTransformMatrix().clone();\r\n if (renderingMesh.skeleton) {\r\n this._copyBonesTransformationMatrices(\r\n renderingMesh.skeleton.getTransformMatrices(renderingMesh),\r\n this._previousBonesTransformationMatrices[effectiveMesh.uniqueId]\r\n );\r\n }\r\n }\r\n };\r\n\r\n this._multiRenderTarget.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number) => {\r\n if (!mesh.isReady(false)) {\r\n return false;\r\n }\r\n if (refreshRate === 0 && mesh.subMeshes) {\r\n // full check: check that the effects are ready\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._multiRenderTarget.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (this._linkedWithPrePass) {\r\n if (!this._prePassRenderer.enabled) {\r\n return;\r\n }\r\n this._scene.getEngine().bindAttachments(this._attachments);\r\n }\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n engine.setDepthWrite(false);\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.renderTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n }\r\n engine.setDepthWrite(true);\r\n };\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private _copyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n for (let i = 0; i < source.length; i++) {\r\n target[i] = source[i];\r\n }\r\n\r\n return target;\r\n }\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  var name = "defaultFragmentDeclaration";
4
- var shader = "uniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\nuniform vec3 vAmbientColor;\nuniform float visibility;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)\nuniform vec3 vRefractionPosition;\nuniform vec3 vRefractionSize; \n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)\nuniform mat4 reflectionMatrix;\n#endif\n#ifndef REFLECTIONMAP_SKYBOX\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\n#endif\n#define ADDITIONAL_FRAGMENT_DECLARATION\n";
4
+ var shader = "uniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\nuniform vec3 vAmbientColor;\nuniform float visibility;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION) || defined(PREPASS)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)\nuniform vec3 vRefractionPosition;\nuniform vec3 vRefractionSize; \n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)\nuniform mat4 reflectionMatrix;\n#endif\n#ifndef REFLECTIONMAP_SKYBOX\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\n#endif\n#define ADDITIONAL_FRAGMENT_DECLARATION\n";
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
7
  /** @hidden */
@@ -1 +1 @@
1
- {"version":3,"file":"defaultFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/defaultFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,IAAM,MAAM,GAAG,0mEAiFd,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 = \"defaultFragmentDeclaration\";\nconst shader = `uniform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\r#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\r#endif\nuniform vec3 vEmissiveColor;\runiform vec3 vAmbientColor;\runiform float visibility;\r#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\r#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\r#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\r#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\r#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\r#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\runiform vec2 vTangentSpaceParams;\r#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\r#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\r#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\r#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\r#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\runiform vec4 refractionRightColor;\r#endif\n#if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)\nuniform vec3 vRefractionPosition;\runiform vec3 vRefractionSize; \r#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\r#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\runiform vec4 diffuseRightColor;\r#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\r#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\runiform vec4 emissiveRightColor;\r#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\r#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)\nuniform mat4 reflectionMatrix;\r#endif\n#ifndef REFLECTIONMAP_SKYBOX\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\runiform vec3 vReflectionSize; \r#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\runiform vec4 reflectionRightColor;\r#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\r#endif\n#define ADDITIONAL_FRAGMENT_DECLARATION\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const defaultFragmentDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"defaultFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/defaultFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,IAAM,MAAM,GAAG,8nEAiFd,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 = \"defaultFragmentDeclaration\";\nconst shader = `uniform vec4 vEyePosition;\runiform vec4 vDiffuseColor;\r#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\r#endif\nuniform vec3 vEmissiveColor;\runiform vec3 vAmbientColor;\runiform float visibility;\r#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\r#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\r#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\r#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\r#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\r#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\runiform vec2 vTangentSpaceParams;\r#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\r#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION) || defined(PREPASS)\nuniform mat4 view;\r#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\r#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\r#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\runiform vec4 refractionRightColor;\r#endif\n#if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)\nuniform vec3 vRefractionPosition;\runiform vec3 vRefractionSize; \r#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\r#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\runiform vec4 diffuseRightColor;\r#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\r#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\runiform vec4 emissiveRightColor;\r#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\r#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)\nuniform mat4 reflectionMatrix;\r#endif\n#ifndef REFLECTIONMAP_SKYBOX\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\runiform vec3 vReflectionSize; \r#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\runiform vec4 reflectionRightColor;\r#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\r#endif\n#define ADDITIONAL_FRAGMENT_DECLARATION\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const defaultFragmentDeclaration = { name, shader };\n"]}
@@ -1,7 +1,7 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  var name = "pbrBlockAlbedoOpacity";
4
- var shader = "struct albedoOpacityOutParams\n{\nvec3 surfaceAlbedo;\nfloat alpha;\n};\n#define pbr_inline\nvoid albedoOpacityBlock(\nin vec4 vAlbedoColor,\n#ifdef ALBEDO\nin vec4 albedoTexture,\nin vec2 albedoInfos,\n#endif\n#ifdef OPACITY\nin vec4 opacityMap,\nin vec2 vOpacityInfos,\n#endif\n#ifdef DETAIL\nin vec4 detailColor,\nin vec4 vDetailInfos,\n#endif\nout albedoOpacityOutParams outParams\n)\n{\nvec3 surfaceAlbedo=vAlbedoColor.rgb;\nfloat alpha=vAlbedoColor.a;\n#ifdef ALBEDO\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\n#ifdef GAMMAALBEDO\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\n#else\nsurfaceAlbedo*=albedoTexture.rgb;\n#endif\nsurfaceAlbedo*=albedoInfos.y;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nsurfaceAlbedo*=vColor.rgb;\n#endif\n#ifdef DETAIL\nfloat detailAlbedo=2.0*mix(0.5,detailColor.r,vDetailInfos.y);\nsurfaceAlbedo.rgb=surfaceAlbedo.rgb*detailAlbedo*detailAlbedo; \n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\n#ifdef OPACITY\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo;\noutParams.alpha=alpha;\n}\n";
4
+ var shader = "struct albedoOpacityOutParams\n{\nvec3 surfaceAlbedo;\nfloat alpha;\n};\n#define pbr_inline\nvoid albedoOpacityBlock(\nin vec4 vAlbedoColor,\n#ifdef ALBEDO\nin vec4 albedoTexture,\nin vec2 albedoInfos,\n#endif\n#ifdef OPACITY\nin vec4 opacityMap,\nin vec2 vOpacityInfos,\n#endif\n#ifdef DETAIL\nin vec4 detailColor,\nin vec4 vDetailInfos,\n#endif\nout albedoOpacityOutParams outParams\n)\n{\nvec3 surfaceAlbedo=vAlbedoColor.rgb;\nfloat alpha=vAlbedoColor.a;\n#ifdef ALBEDO\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\n#ifdef GAMMAALBEDO\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\n#else\nsurfaceAlbedo*=albedoTexture.rgb;\n#endif\nsurfaceAlbedo*=albedoInfos.y;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nsurfaceAlbedo*=vColor.rgb;\n#endif\n#ifdef DETAIL\nfloat detailAlbedo=2.0*mix(0.5,detailColor.r,vDetailInfos.y);\nsurfaceAlbedo.rgb=surfaceAlbedo.rgb*detailAlbedo*detailAlbedo; \n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\n#ifdef OPACITY\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\n#endif\n#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo;\noutParams.alpha=alpha;\n}\n";
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
7
  /** @hidden */
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockAlbedoOpacity.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,IAAM,MAAM,GAAG,85CAmEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAM,qBAAqB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockAlbedoOpacity\";\nconst shader = `struct albedoOpacityOutParams\r{\rvec3 surfaceAlbedo;\rfloat alpha;\r};\r#define pbr_inline\nvoid albedoOpacityBlock(\rin vec4 vAlbedoColor,\r#ifdef ALBEDO\nin vec4 albedoTexture,\rin vec2 albedoInfos,\r#endif\n#ifdef OPACITY\nin vec4 opacityMap,\rin vec2 vOpacityInfos,\r#endif\n#ifdef DETAIL\nin vec4 detailColor,\rin vec4 vDetailInfos,\r#endif\nout albedoOpacityOutParams outParams\r)\r{\rvec3 surfaceAlbedo=vAlbedoColor.rgb;\rfloat alpha=vAlbedoColor.a;\r#ifdef ALBEDO\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\r#endif\n#ifdef GAMMAALBEDO\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\r#else\nsurfaceAlbedo*=albedoTexture.rgb;\r#endif\nsurfaceAlbedo*=albedoInfos.y;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nsurfaceAlbedo*=vColor.rgb;\r#endif\n#ifdef DETAIL\nfloat detailAlbedo=2.0*mix(0.5,detailColor.r,vDetailInfos.y);\rsurfaceAlbedo.rgb=surfaceAlbedo.rgb*detailAlbedo*detailAlbedo; \r#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\n#ifdef OPACITY\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\r#else\nalpha*=opacityMap.a;\r#endif\nalpha*=vOpacityInfos.y;\r#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\r#endif\n#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\rdiscard;\r#ifndef ALPHABLEND\nalpha=1.0;\r#endif\n#endif\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo;\routParams.alpha=alpha;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const pbrBlockAlbedoOpacity = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockAlbedoOpacity.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,IAAM,MAAM,GAAG,+7CAmEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAM,qBAAqB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockAlbedoOpacity\";\nconst shader = `struct albedoOpacityOutParams\r{\rvec3 surfaceAlbedo;\rfloat alpha;\r};\r#define pbr_inline\nvoid albedoOpacityBlock(\rin vec4 vAlbedoColor,\r#ifdef ALBEDO\nin vec4 albedoTexture,\rin vec2 albedoInfos,\r#endif\n#ifdef OPACITY\nin vec4 opacityMap,\rin vec2 vOpacityInfos,\r#endif\n#ifdef DETAIL\nin vec4 detailColor,\rin vec4 vDetailInfos,\r#endif\nout albedoOpacityOutParams outParams\r)\r{\rvec3 surfaceAlbedo=vAlbedoColor.rgb;\rfloat alpha=vAlbedoColor.a;\r#ifdef ALBEDO\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\r#endif\n#ifdef GAMMAALBEDO\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\r#else\nsurfaceAlbedo*=albedoTexture.rgb;\r#endif\nsurfaceAlbedo*=albedoInfos.y;\r#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nsurfaceAlbedo*=vColor.rgb;\r#endif\n#ifdef DETAIL\nfloat detailAlbedo=2.0*mix(0.5,detailColor.r,vDetailInfos.y);\rsurfaceAlbedo.rgb=surfaceAlbedo.rgb*detailAlbedo*detailAlbedo; \r#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\n#ifdef OPACITY\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\r#else\nalpha*=opacityMap.a;\r#endif\nalpha*=vOpacityInfos.y;\r#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\r#endif\n#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\rdiscard;\r#ifndef ALPHABLEND\nalpha=1.0;\r#endif\n#endif\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo;\routParams.alpha=alpha;\r}\r`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const pbrBlockAlbedoOpacity = { name, shader };\n"]}
@@ -1,7 +1,7 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  var name = "pbrBlockClearcoat";
4
- var shader = "struct clearcoatOutParams\n{\nvec3 specularEnvironmentR0;\nfloat conservationFactor;\nvec3 clearCoatNormalW;\nvec2 clearCoatAARoughnessFactors;\nfloat clearCoatIntensity;\nfloat clearCoatRoughness;\n#ifdef REFLECTION\nvec3 finalClearCoatRadianceScaled;\n#endif\n#ifdef CLEARCOAT_TINT\nvec3 absorption;\nfloat clearCoatNdotVRefract;\nvec3 clearCoatColor;\nfloat clearCoatThickness;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nvec3 energyConservationFactorClearCoat;\n#endif\n#if DEBUGMODE>0\nmat3 TBNClearCoat;\nvec2 clearCoatMapData;\nvec4 clearCoatTintMapData;\nvec4 environmentClearCoatRadiance;\nfloat clearCoatNdotV;\nvec3 clearCoatEnvironmentReflectance;\n#endif\n};\n#ifdef CLEARCOAT\n#define pbr_inline\n#define inline\nvoid clearcoatBlock(\nin vec3 vPositionW,\nin vec3 geometricNormalW,\nin vec3 viewDirectionW,\nin vec2 vClearCoatParams,\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nin vec4 clearCoatMapRoughnessData,\n#endif\nin vec3 specularEnvironmentR0,\n#ifdef CLEARCOAT_TEXTURE\nin vec2 clearCoatMapData,\n#endif\n#ifdef CLEARCOAT_TINT\nin vec4 vClearCoatTintParams,\nin float clearCoatColorAtDistance,\nin vec4 vClearCoatRefractionParams,\n#ifdef CLEARCOAT_TINT_TEXTURE\nin vec4 clearCoatTintMapData,\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nin vec2 vClearCoatBumpInfos,\nin vec4 clearCoatBumpMapData,\nin vec2 vClearCoatBumpUV,\n#if defined(TANGENT) && defined(NORMAL)\nin mat3 vTBN,\n#else\nin vec2 vClearCoatTangentSpaceParams,\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nin mat4 normalMatrix,\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nin vec3 faceNormal,\n#endif\n#ifdef REFLECTION\nin vec3 vReflectionMicrosurfaceInfos,\nin vec2 vReflectionInfos,\nin vec3 vReflectionColor,\nin vec4 vLightingIntensity,\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\n#else\nin sampler2D reflectionSampler,\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\nin samplerCube reflectionSamplerHigh,\n#else\nin sampler2D reflectionSamplerLow,\nin sampler2D reflectionSamplerHigh,\n#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nin float ambientMonochrome,\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\nin float frontFacingMultiplier,\n#endif\nout clearcoatOutParams outParams\n)\n{\nfloat clearCoatIntensity=vClearCoatParams.x;\nfloat clearCoatRoughness=vClearCoatParams.y;\n#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\n#ifdef CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE\nclearCoatRoughness*=clearCoatMapData.y;\n#endif\n#if DEBUGMODE>0\noutParams.clearCoatMapData=clearCoatMapData;\n#endif\n#endif\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL\nclearCoatRoughness*=clearCoatMapData.y;\n#else\nclearCoatRoughness*=clearCoatMapRoughnessData.y;\n#endif\n#endif\noutParams.clearCoatIntensity=clearCoatIntensity;\noutParams.clearCoatRoughness=clearCoatRoughness;\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatColor=vClearCoatTintParams.rgb;\nfloat clearCoatThickness=vClearCoatTintParams.a;\n#ifdef CLEARCOAT_TINT_TEXTURE\n#ifdef CLEARCOAT_TINT_GAMMATEXTURE\nclearCoatColor*=toLinearSpace(clearCoatTintMapData.rgb);\n#else\nclearCoatColor*=clearCoatTintMapData.rgb;\n#endif\nclearCoatThickness*=clearCoatTintMapData.a;\n#if DEBUGMODE>0\noutParams.clearCoatTintMapData=clearCoatTintMapData;\n#endif\n#endif\noutParams.clearCoatColor=computeColorAtDistanceInMedia(clearCoatColor,clearCoatColorAtDistance);\noutParams.clearCoatThickness=clearCoatThickness;\n#endif\n#ifdef CLEARCOAT_REMAP_F0\nvec3 specularEnvironmentR0Updated=getR0RemappedForClearCoat(specularEnvironmentR0);\n#else\nvec3 specularEnvironmentR0Updated=specularEnvironmentR0;\n#endif\noutParams.specularEnvironmentR0=mix(specularEnvironmentR0,specularEnvironmentR0Updated,clearCoatIntensity);\nvec3 clearCoatNormalW=geometricNormalW;\n#ifdef CLEARCOAT_BUMP\n#ifdef NORMALXYSCALE\nfloat clearCoatNormalScale=1.0;\n#else\nfloat clearCoatNormalScale=vClearCoatBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBNClearCoat=vTBN;\n#else\nvec2 TBNClearCoatUV=vClearCoatBumpUV*frontFacingMultiplier;\nmat3 TBNClearCoat=cotangent_frame(clearCoatNormalW*clearCoatNormalScale,vPositionW,TBNClearCoatUV,vClearCoatTangentSpaceParams);\n#endif\n#if DEBUGMODE>0\noutParams.TBNClearCoat=TBNClearCoat;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nclearCoatNormalW=normalize(clearCoatBumpMapData.xyz *2.0-1.0);\nclearCoatNormalW=normalize(mat3(normalMatrix)*clearCoatNormalW);\n#else\nclearCoatNormalW=perturbNormal(TBNClearCoat,clearCoatBumpMapData.xyz,vClearCoatBumpInfos.y);\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nclearCoatNormalW*=sign(dot(clearCoatNormalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nclearCoatNormalW=clearCoatNormalW*frontFacingMultiplier;\n#endif\noutParams.clearCoatNormalW=clearCoatNormalW;\noutParams.clearCoatAARoughnessFactors=getAARoughnessFactors(clearCoatNormalW.xyz);\nfloat clearCoatNdotVUnclamped=dot(clearCoatNormalW,viewDirectionW);\nfloat clearCoatNdotV=absEps(clearCoatNdotVUnclamped);\n#if DEBUGMODE>0\noutParams.clearCoatNdotV=clearCoatNdotV;\n#endif\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatVRefract=-refract(vPositionW,clearCoatNormalW,vClearCoatRefractionParams.y);\noutParams.clearCoatNdotVRefract=absEps(dot(clearCoatNormalW,clearCoatVRefract));\n#endif\n#if defined(ENVIRONMENTBRDF) && (!defined(REFLECTIONMAP_SKYBOX) || defined(MS_BRDF_ENERGY_CONSERVATION))\nvec3 environmentClearCoatBrdf=getBRDFLookup(clearCoatNdotV,clearCoatRoughness);\n#endif\n#if defined(REFLECTION)\nfloat clearCoatAlphaG=convertRoughnessToAverageSlope(clearCoatRoughness);\n#ifdef SPECULARAA\nclearCoatAlphaG+=outParams.clearCoatAARoughnessFactors.y;\n#endif\nvec4 environmentClearCoatRadiance=vec4(0.,0.,0.,0.);\nvec3 clearCoatReflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),clearCoatNormalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nclearCoatReflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvec3 clearCoatReflectionCoords=clearCoatReflectionVector;\n#else\nvec2 clearCoatReflectionCoords=clearCoatReflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nclearCoatReflectionCoords/=clearCoatReflectionVector.z;\n#endif\nclearCoatReflectionCoords.y=1.0-clearCoatReflectionCoords.y;\n#endif\nsampleReflectionTexture(\nclearCoatAlphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nclearCoatNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nclearCoatRoughness,\n#endif\nreflectionSampler,\nclearCoatReflectionCoords,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nenvironmentClearCoatRadiance\n);\n#if DEBUGMODE>0\noutParams.environmentClearCoatRadiance=environmentClearCoatRadiance;\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromBRDFLookup(vec3(vClearCoatRefractionParams.x),environmentClearCoatBrdf);\n#ifdef RADIANCEOCCLUSION\nfloat clearCoatSeo=environmentRadianceOcclusion(ambientMonochrome,clearCoatNdotVUnclamped);\nclearCoatEnvironmentReflectance*=clearCoatSeo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat clearCoatEho=environmentHorizonOcclusion(-viewDirectionW,clearCoatNormalW,geometricNormalW);\nclearCoatEnvironmentReflectance*=clearCoatEho;\n#endif\n#endif\n#endif\n#else\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromAnalyticalBRDFLookup_Jones(clearCoatNdotV,vec3(1.),vec3(1.),sqrt(1.-clearCoatRoughness));\n#endif\nclearCoatEnvironmentReflectance*=clearCoatIntensity;\n#if DEBUGMODE>0\noutParams.clearCoatEnvironmentReflectance=clearCoatEnvironmentReflectance;\n#endif\noutParams.finalClearCoatRadianceScaled=\nenvironmentClearCoatRadiance.rgb *\nclearCoatEnvironmentReflectance *\nvLightingIntensity.z;\n#endif\n#if defined(CLEARCOAT_TINT)\noutParams.absorption=computeClearCoatAbsorption(outParams.clearCoatNdotVRefract,outParams.clearCoatNdotVRefract,outParams.clearCoatColor,clearCoatThickness,clearCoatIntensity);\n#endif\nfloat fresnelIBLClearCoat=fresnelSchlickGGX(clearCoatNdotV,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);\nfresnelIBLClearCoat*=clearCoatIntensity;\noutParams.conservationFactor=(1.-fresnelIBLClearCoat);\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\noutParams.energyConservationFactorClearCoat=getEnergyConservationFactor(outParams.specularEnvironmentR0,environmentClearCoatBrdf);\n#endif\n}\n#endif\n";
4
+ var shader = "struct clearcoatOutParams\n{\nvec3 specularEnvironmentR0;\nfloat conservationFactor;\nvec3 clearCoatNormalW;\nvec2 clearCoatAARoughnessFactors;\nfloat clearCoatIntensity;\nfloat clearCoatRoughness;\n#ifdef REFLECTION\nvec3 finalClearCoatRadianceScaled;\n#endif\n#ifdef CLEARCOAT_TINT\nvec3 absorption;\nfloat clearCoatNdotVRefract;\nvec3 clearCoatColor;\nfloat clearCoatThickness;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nvec3 energyConservationFactorClearCoat;\n#endif\n#if DEBUGMODE>0\nmat3 TBNClearCoat;\nvec2 clearCoatMapData;\nvec4 clearCoatTintMapData;\nvec4 environmentClearCoatRadiance;\nfloat clearCoatNdotV;\nvec3 clearCoatEnvironmentReflectance;\n#endif\n};\n#ifdef CLEARCOAT\n#define pbr_inline\n#define inline\nvoid clearcoatBlock(\nin vec3 vPositionW,\nin vec3 geometricNormalW,\nin vec3 viewDirectionW,\nin vec2 vClearCoatParams,\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nin vec4 clearCoatMapRoughnessData,\n#endif\nin vec3 specularEnvironmentR0,\n#ifdef CLEARCOAT_TEXTURE\nin vec2 clearCoatMapData,\n#endif\n#ifdef CLEARCOAT_TINT\nin vec4 vClearCoatTintParams,\nin float clearCoatColorAtDistance,\nin vec4 vClearCoatRefractionParams,\n#ifdef CLEARCOAT_TINT_TEXTURE\nin vec4 clearCoatTintMapData,\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nin vec2 vClearCoatBumpInfos,\nin vec4 clearCoatBumpMapData,\nin vec2 vClearCoatBumpUV,\n#if defined(TANGENT) && defined(NORMAL)\nin mat3 vTBN,\n#else\nin vec2 vClearCoatTangentSpaceParams,\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nin mat4 normalMatrix,\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nin vec3 faceNormal,\n#endif\n#ifdef REFLECTION\nin vec3 vReflectionMicrosurfaceInfos,\nin vec2 vReflectionInfos,\nin vec3 vReflectionColor,\nin vec4 vLightingIntensity,\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\n#else\nin sampler2D reflectionSampler,\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\nin samplerCube reflectionSamplerHigh,\n#else\nin sampler2D reflectionSamplerLow,\nin sampler2D reflectionSamplerHigh,\n#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nin float ambientMonochrome,\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\nin float frontFacingMultiplier,\n#endif\nout clearcoatOutParams outParams\n)\n{\nfloat clearCoatIntensity=vClearCoatParams.x;\nfloat clearCoatRoughness=vClearCoatParams.y;\n#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\n#ifdef CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE\nclearCoatRoughness*=clearCoatMapData.y;\n#endif\n#if DEBUGMODE>0\noutParams.clearCoatMapData=clearCoatMapData;\n#endif\n#endif\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL\nclearCoatRoughness*=clearCoatMapData.y;\n#else\nclearCoatRoughness*=clearCoatMapRoughnessData.y;\n#endif\n#endif\noutParams.clearCoatIntensity=clearCoatIntensity;\noutParams.clearCoatRoughness=clearCoatRoughness;\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatColor=vClearCoatTintParams.rgb;\nfloat clearCoatThickness=vClearCoatTintParams.a;\n#ifdef CLEARCOAT_TINT_TEXTURE\n#ifdef CLEARCOAT_TINT_GAMMATEXTURE\nclearCoatColor*=toLinearSpace(clearCoatTintMapData.rgb);\n#else\nclearCoatColor*=clearCoatTintMapData.rgb;\n#endif\nclearCoatThickness*=clearCoatTintMapData.a;\n#if DEBUGMODE>0\noutParams.clearCoatTintMapData=clearCoatTintMapData;\n#endif\n#endif\noutParams.clearCoatColor=computeColorAtDistanceInMedia(clearCoatColor,clearCoatColorAtDistance);\noutParams.clearCoatThickness=clearCoatThickness;\n#endif\n#ifdef CLEARCOAT_REMAP_F0\nvec3 specularEnvironmentR0Updated=getR0RemappedForClearCoat(specularEnvironmentR0);\n#else\nvec3 specularEnvironmentR0Updated=specularEnvironmentR0;\n#endif\noutParams.specularEnvironmentR0=mix(specularEnvironmentR0,specularEnvironmentR0Updated,clearCoatIntensity);\nvec3 clearCoatNormalW=geometricNormalW;\n#ifdef CLEARCOAT_BUMP\n#ifdef NORMALXYSCALE\nfloat clearCoatNormalScale=1.0;\n#else\nfloat clearCoatNormalScale=vClearCoatBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBNClearCoat=vTBN;\n#else\nvec2 TBNClearCoatUV=vClearCoatBumpUV*frontFacingMultiplier;\nmat3 TBNClearCoat=cotangent_frame(clearCoatNormalW*clearCoatNormalScale,vPositionW,TBNClearCoatUV,vClearCoatTangentSpaceParams);\n#endif\n#if DEBUGMODE>0\noutParams.TBNClearCoat=TBNClearCoat;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nclearCoatNormalW=normalize(clearCoatBumpMapData.xyz *2.0-1.0);\nclearCoatNormalW=normalize(mat3(normalMatrix)*clearCoatNormalW);\n#else\nclearCoatNormalW=perturbNormal(TBNClearCoat,clearCoatBumpMapData.xyz,vClearCoatBumpInfos.y);\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nclearCoatNormalW*=sign(dot(clearCoatNormalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nclearCoatNormalW=clearCoatNormalW*frontFacingMultiplier;\n#endif\noutParams.clearCoatNormalW=clearCoatNormalW;\noutParams.clearCoatAARoughnessFactors=getAARoughnessFactors(clearCoatNormalW.xyz);\nfloat clearCoatNdotVUnclamped=dot(clearCoatNormalW,viewDirectionW);\nfloat clearCoatNdotV=absEps(clearCoatNdotVUnclamped);\n#if DEBUGMODE>0\noutParams.clearCoatNdotV=clearCoatNdotV;\n#endif\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatVRefract=refract(-viewDirectionW,clearCoatNormalW,vClearCoatRefractionParams.y);\noutParams.clearCoatNdotVRefract=absEps(dot(clearCoatNormalW,clearCoatVRefract));\n#endif\n#if defined(ENVIRONMENTBRDF) && (!defined(REFLECTIONMAP_SKYBOX) || defined(MS_BRDF_ENERGY_CONSERVATION))\nvec3 environmentClearCoatBrdf=getBRDFLookup(clearCoatNdotV,clearCoatRoughness);\n#endif\n#if defined(REFLECTION)\nfloat clearCoatAlphaG=convertRoughnessToAverageSlope(clearCoatRoughness);\n#ifdef SPECULARAA\nclearCoatAlphaG+=outParams.clearCoatAARoughnessFactors.y;\n#endif\nvec4 environmentClearCoatRadiance=vec4(0.,0.,0.,0.);\nvec3 clearCoatReflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),clearCoatNormalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nclearCoatReflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvec3 clearCoatReflectionCoords=clearCoatReflectionVector;\n#else\nvec2 clearCoatReflectionCoords=clearCoatReflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nclearCoatReflectionCoords/=clearCoatReflectionVector.z;\n#endif\nclearCoatReflectionCoords.y=1.0-clearCoatReflectionCoords.y;\n#endif\nsampleReflectionTexture(\nclearCoatAlphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nclearCoatNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nclearCoatRoughness,\n#endif\nreflectionSampler,\nclearCoatReflectionCoords,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nenvironmentClearCoatRadiance\n);\n#if DEBUGMODE>0\noutParams.environmentClearCoatRadiance=environmentClearCoatRadiance;\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromBRDFLookup(vec3(vClearCoatRefractionParams.x),environmentClearCoatBrdf);\n#ifdef RADIANCEOCCLUSION\nfloat clearCoatSeo=environmentRadianceOcclusion(ambientMonochrome,clearCoatNdotVUnclamped);\nclearCoatEnvironmentReflectance*=clearCoatSeo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat clearCoatEho=environmentHorizonOcclusion(-viewDirectionW,clearCoatNormalW,geometricNormalW);\nclearCoatEnvironmentReflectance*=clearCoatEho;\n#endif\n#endif\n#endif\n#else\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromAnalyticalBRDFLookup_Jones(clearCoatNdotV,vec3(1.),vec3(1.),sqrt(1.-clearCoatRoughness));\n#endif\nclearCoatEnvironmentReflectance*=clearCoatIntensity;\n#if DEBUGMODE>0\noutParams.clearCoatEnvironmentReflectance=clearCoatEnvironmentReflectance;\n#endif\noutParams.finalClearCoatRadianceScaled=\nenvironmentClearCoatRadiance.rgb *\nclearCoatEnvironmentReflectance *\nvLightingIntensity.z;\n#endif\n#if defined(CLEARCOAT_TINT)\noutParams.absorption=computeClearCoatAbsorption(outParams.clearCoatNdotVRefract,outParams.clearCoatNdotVRefract,outParams.clearCoatColor,clearCoatThickness,clearCoatIntensity);\n#endif\nfloat fresnelIBLClearCoat=fresnelSchlickGGX(clearCoatNdotV,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);\nfresnelIBLClearCoat*=clearCoatIntensity;\noutParams.conservationFactor=(1.-fresnelIBLClearCoat);\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\noutParams.energyConservationFactorClearCoat=getEnergyConservationFactor(outParams.specularEnvironmentR0,environmentClearCoatBrdf);\n#endif\n}\n#endif\n";
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
7
  /** @hidden */
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockClearcoat.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockClearcoat.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,IAAM,MAAM,GAAG,svRA6Qd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAM,iBAAiB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockClearcoat\";\nconst shader = `struct clearcoatOutParams\r{\rvec3 specularEnvironmentR0;\rfloat conservationFactor;\rvec3 clearCoatNormalW;\rvec2 clearCoatAARoughnessFactors;\rfloat clearCoatIntensity;\rfloat clearCoatRoughness;\r#ifdef REFLECTION\nvec3 finalClearCoatRadianceScaled;\r#endif\n#ifdef CLEARCOAT_TINT\nvec3 absorption;\rfloat clearCoatNdotVRefract;\rvec3 clearCoatColor;\rfloat clearCoatThickness;\r#endif\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nvec3 energyConservationFactorClearCoat;\r#endif\n#if DEBUGMODE>0\nmat3 TBNClearCoat;\rvec2 clearCoatMapData;\rvec4 clearCoatTintMapData;\rvec4 environmentClearCoatRadiance;\rfloat clearCoatNdotV;\rvec3 clearCoatEnvironmentReflectance;\r#endif\n};\r#ifdef CLEARCOAT\n#define pbr_inline\n#define inline\nvoid clearcoatBlock(\rin vec3 vPositionW,\rin vec3 geometricNormalW,\rin vec3 viewDirectionW,\rin vec2 vClearCoatParams,\r#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nin vec4 clearCoatMapRoughnessData,\r#endif\nin vec3 specularEnvironmentR0,\r#ifdef CLEARCOAT_TEXTURE\nin vec2 clearCoatMapData,\r#endif\n#ifdef CLEARCOAT_TINT\nin vec4 vClearCoatTintParams,\rin float clearCoatColorAtDistance,\rin vec4 vClearCoatRefractionParams,\r#ifdef CLEARCOAT_TINT_TEXTURE\nin vec4 clearCoatTintMapData,\r#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nin vec2 vClearCoatBumpInfos,\rin vec4 clearCoatBumpMapData,\rin vec2 vClearCoatBumpUV,\r#if defined(TANGENT) && defined(NORMAL)\nin mat3 vTBN,\r#else\nin vec2 vClearCoatTangentSpaceParams,\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nin mat4 normalMatrix,\r#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nin vec3 faceNormal,\r#endif\n#ifdef REFLECTION\nin vec3 vReflectionMicrosurfaceInfos,\rin vec2 vReflectionInfos,\rin vec3 vReflectionColor,\rin vec4 vLightingIntensity,\r#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\r#else\nin sampler2D reflectionSampler,\r#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\rin samplerCube reflectionSamplerHigh,\r#else\nin sampler2D reflectionSamplerLow,\rin sampler2D reflectionSamplerHigh,\r#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\r#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nin float ambientMonochrome,\r#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\nin float frontFacingMultiplier,\r#endif\nout clearcoatOutParams outParams\r)\r{\rfloat clearCoatIntensity=vClearCoatParams.x;\rfloat clearCoatRoughness=vClearCoatParams.y;\r#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\r#ifdef CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE\nclearCoatRoughness*=clearCoatMapData.y;\r#endif\n#if DEBUGMODE>0\noutParams.clearCoatMapData=clearCoatMapData;\r#endif\n#endif\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL\nclearCoatRoughness*=clearCoatMapData.y;\r#else\nclearCoatRoughness*=clearCoatMapRoughnessData.y;\r#endif\n#endif\noutParams.clearCoatIntensity=clearCoatIntensity;\routParams.clearCoatRoughness=clearCoatRoughness;\r#ifdef CLEARCOAT_TINT\nvec3 clearCoatColor=vClearCoatTintParams.rgb;\rfloat clearCoatThickness=vClearCoatTintParams.a;\r#ifdef CLEARCOAT_TINT_TEXTURE\n#ifdef CLEARCOAT_TINT_GAMMATEXTURE\nclearCoatColor*=toLinearSpace(clearCoatTintMapData.rgb);\r#else\nclearCoatColor*=clearCoatTintMapData.rgb;\r#endif\nclearCoatThickness*=clearCoatTintMapData.a;\r#if DEBUGMODE>0\noutParams.clearCoatTintMapData=clearCoatTintMapData;\r#endif\n#endif\noutParams.clearCoatColor=computeColorAtDistanceInMedia(clearCoatColor,clearCoatColorAtDistance);\routParams.clearCoatThickness=clearCoatThickness;\r#endif\n#ifdef CLEARCOAT_REMAP_F0\nvec3 specularEnvironmentR0Updated=getR0RemappedForClearCoat(specularEnvironmentR0);\r#else\nvec3 specularEnvironmentR0Updated=specularEnvironmentR0;\r#endif\noutParams.specularEnvironmentR0=mix(specularEnvironmentR0,specularEnvironmentR0Updated,clearCoatIntensity);\rvec3 clearCoatNormalW=geometricNormalW;\r#ifdef CLEARCOAT_BUMP\n#ifdef NORMALXYSCALE\nfloat clearCoatNormalScale=1.0;\r#else\nfloat clearCoatNormalScale=vClearCoatBumpInfos.y;\r#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBNClearCoat=vTBN;\r#else\nvec2 TBNClearCoatUV=vClearCoatBumpUV*frontFacingMultiplier;\rmat3 TBNClearCoat=cotangent_frame(clearCoatNormalW*clearCoatNormalScale,vPositionW,TBNClearCoatUV,vClearCoatTangentSpaceParams);\r#endif\n#if DEBUGMODE>0\noutParams.TBNClearCoat=TBNClearCoat;\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nclearCoatNormalW=normalize(clearCoatBumpMapData.xyz *2.0-1.0);\rclearCoatNormalW=normalize(mat3(normalMatrix)*clearCoatNormalW);\r#else\nclearCoatNormalW=perturbNormal(TBNClearCoat,clearCoatBumpMapData.xyz,vClearCoatBumpInfos.y);\r#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nclearCoatNormalW*=sign(dot(clearCoatNormalW,faceNormal));\r#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nclearCoatNormalW=clearCoatNormalW*frontFacingMultiplier;\r#endif\noutParams.clearCoatNormalW=clearCoatNormalW;\routParams.clearCoatAARoughnessFactors=getAARoughnessFactors(clearCoatNormalW.xyz);\rfloat clearCoatNdotVUnclamped=dot(clearCoatNormalW,viewDirectionW);\rfloat clearCoatNdotV=absEps(clearCoatNdotVUnclamped);\r#if DEBUGMODE>0\noutParams.clearCoatNdotV=clearCoatNdotV;\r#endif\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatVRefract=-refract(vPositionW,clearCoatNormalW,vClearCoatRefractionParams.y);\routParams.clearCoatNdotVRefract=absEps(dot(clearCoatNormalW,clearCoatVRefract));\r#endif\n#if defined(ENVIRONMENTBRDF) && (!defined(REFLECTIONMAP_SKYBOX) || defined(MS_BRDF_ENERGY_CONSERVATION))\nvec3 environmentClearCoatBrdf=getBRDFLookup(clearCoatNdotV,clearCoatRoughness);\r#endif\n#if defined(REFLECTION)\nfloat clearCoatAlphaG=convertRoughnessToAverageSlope(clearCoatRoughness);\r#ifdef SPECULARAA\nclearCoatAlphaG+=outParams.clearCoatAARoughnessFactors.y;\r#endif\nvec4 environmentClearCoatRadiance=vec4(0.,0.,0.,0.);\rvec3 clearCoatReflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),clearCoatNormalW);\r#ifdef REFLECTIONMAP_OPPOSITEZ\nclearCoatReflectionVector.z*=-1.0;\r#endif\n#ifdef REFLECTIONMAP_3D\nvec3 clearCoatReflectionCoords=clearCoatReflectionVector;\r#else\nvec2 clearCoatReflectionCoords=clearCoatReflectionVector.xy;\r#ifdef REFLECTIONMAP_PROJECTION\nclearCoatReflectionCoords/=clearCoatReflectionVector.z;\r#endif\nclearCoatReflectionCoords.y=1.0-clearCoatReflectionCoords.y;\r#endif\nsampleReflectionTexture(\rclearCoatAlphaG,\rvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\r#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nclearCoatNdotVUnclamped,\r#endif\n#ifdef LINEARSPECULARREFLECTION\nclearCoatRoughness,\r#endif\nreflectionSampler,\rclearCoatReflectionCoords,\r#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\nenvironmentClearCoatRadiance\r);\r#if DEBUGMODE>0\noutParams.environmentClearCoatRadiance=environmentClearCoatRadiance;\r#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromBRDFLookup(vec3(vClearCoatRefractionParams.x),environmentClearCoatBrdf);\r#ifdef RADIANCEOCCLUSION\nfloat clearCoatSeo=environmentRadianceOcclusion(ambientMonochrome,clearCoatNdotVUnclamped);\rclearCoatEnvironmentReflectance*=clearCoatSeo;\r#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat clearCoatEho=environmentHorizonOcclusion(-viewDirectionW,clearCoatNormalW,geometricNormalW);\rclearCoatEnvironmentReflectance*=clearCoatEho;\r#endif\n#endif\n#endif\n#else\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromAnalyticalBRDFLookup_Jones(clearCoatNdotV,vec3(1.),vec3(1.),sqrt(1.-clearCoatRoughness));\r#endif\nclearCoatEnvironmentReflectance*=clearCoatIntensity;\r#if DEBUGMODE>0\noutParams.clearCoatEnvironmentReflectance=clearCoatEnvironmentReflectance;\r#endif\noutParams.finalClearCoatRadianceScaled=\renvironmentClearCoatRadiance.rgb *\rclearCoatEnvironmentReflectance *\rvLightingIntensity.z;\r#endif\n#if defined(CLEARCOAT_TINT)\noutParams.absorption=computeClearCoatAbsorption(outParams.clearCoatNdotVRefract,outParams.clearCoatNdotVRefract,outParams.clearCoatColor,clearCoatThickness,clearCoatIntensity);\r#endif\nfloat fresnelIBLClearCoat=fresnelSchlickGGX(clearCoatNdotV,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);\rfresnelIBLClearCoat*=clearCoatIntensity;\routParams.conservationFactor=(1.-fresnelIBLClearCoat);\r#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\noutParams.energyConservationFactorClearCoat=getEnergyConservationFactor(outParams.specularEnvironmentR0,environmentClearCoatBrdf);\r#endif\n}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const pbrBlockClearcoat = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockClearcoat.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockClearcoat.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,IAAM,MAAM,GAAG,0vRA6Qd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAM,iBAAiB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockClearcoat\";\nconst shader = `struct clearcoatOutParams\r{\rvec3 specularEnvironmentR0;\rfloat conservationFactor;\rvec3 clearCoatNormalW;\rvec2 clearCoatAARoughnessFactors;\rfloat clearCoatIntensity;\rfloat clearCoatRoughness;\r#ifdef REFLECTION\nvec3 finalClearCoatRadianceScaled;\r#endif\n#ifdef CLEARCOAT_TINT\nvec3 absorption;\rfloat clearCoatNdotVRefract;\rvec3 clearCoatColor;\rfloat clearCoatThickness;\r#endif\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nvec3 energyConservationFactorClearCoat;\r#endif\n#if DEBUGMODE>0\nmat3 TBNClearCoat;\rvec2 clearCoatMapData;\rvec4 clearCoatTintMapData;\rvec4 environmentClearCoatRadiance;\rfloat clearCoatNdotV;\rvec3 clearCoatEnvironmentReflectance;\r#endif\n};\r#ifdef CLEARCOAT\n#define pbr_inline\n#define inline\nvoid clearcoatBlock(\rin vec3 vPositionW,\rin vec3 geometricNormalW,\rin vec3 viewDirectionW,\rin vec2 vClearCoatParams,\r#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nin vec4 clearCoatMapRoughnessData,\r#endif\nin vec3 specularEnvironmentR0,\r#ifdef CLEARCOAT_TEXTURE\nin vec2 clearCoatMapData,\r#endif\n#ifdef CLEARCOAT_TINT\nin vec4 vClearCoatTintParams,\rin float clearCoatColorAtDistance,\rin vec4 vClearCoatRefractionParams,\r#ifdef CLEARCOAT_TINT_TEXTURE\nin vec4 clearCoatTintMapData,\r#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nin vec2 vClearCoatBumpInfos,\rin vec4 clearCoatBumpMapData,\rin vec2 vClearCoatBumpUV,\r#if defined(TANGENT) && defined(NORMAL)\nin mat3 vTBN,\r#else\nin vec2 vClearCoatTangentSpaceParams,\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nin mat4 normalMatrix,\r#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nin vec3 faceNormal,\r#endif\n#ifdef REFLECTION\nin vec3 vReflectionMicrosurfaceInfos,\rin vec2 vReflectionInfos,\rin vec3 vReflectionColor,\rin vec4 vLightingIntensity,\r#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\r#else\nin sampler2D reflectionSampler,\r#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\rin samplerCube reflectionSamplerHigh,\r#else\nin sampler2D reflectionSamplerLow,\rin sampler2D reflectionSamplerHigh,\r#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\r#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nin float ambientMonochrome,\r#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\nin float frontFacingMultiplier,\r#endif\nout clearcoatOutParams outParams\r)\r{\rfloat clearCoatIntensity=vClearCoatParams.x;\rfloat clearCoatRoughness=vClearCoatParams.y;\r#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\r#ifdef CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE\nclearCoatRoughness*=clearCoatMapData.y;\r#endif\n#if DEBUGMODE>0\noutParams.clearCoatMapData=clearCoatMapData;\r#endif\n#endif\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL\nclearCoatRoughness*=clearCoatMapData.y;\r#else\nclearCoatRoughness*=clearCoatMapRoughnessData.y;\r#endif\n#endif\noutParams.clearCoatIntensity=clearCoatIntensity;\routParams.clearCoatRoughness=clearCoatRoughness;\r#ifdef CLEARCOAT_TINT\nvec3 clearCoatColor=vClearCoatTintParams.rgb;\rfloat clearCoatThickness=vClearCoatTintParams.a;\r#ifdef CLEARCOAT_TINT_TEXTURE\n#ifdef CLEARCOAT_TINT_GAMMATEXTURE\nclearCoatColor*=toLinearSpace(clearCoatTintMapData.rgb);\r#else\nclearCoatColor*=clearCoatTintMapData.rgb;\r#endif\nclearCoatThickness*=clearCoatTintMapData.a;\r#if DEBUGMODE>0\noutParams.clearCoatTintMapData=clearCoatTintMapData;\r#endif\n#endif\noutParams.clearCoatColor=computeColorAtDistanceInMedia(clearCoatColor,clearCoatColorAtDistance);\routParams.clearCoatThickness=clearCoatThickness;\r#endif\n#ifdef CLEARCOAT_REMAP_F0\nvec3 specularEnvironmentR0Updated=getR0RemappedForClearCoat(specularEnvironmentR0);\r#else\nvec3 specularEnvironmentR0Updated=specularEnvironmentR0;\r#endif\noutParams.specularEnvironmentR0=mix(specularEnvironmentR0,specularEnvironmentR0Updated,clearCoatIntensity);\rvec3 clearCoatNormalW=geometricNormalW;\r#ifdef CLEARCOAT_BUMP\n#ifdef NORMALXYSCALE\nfloat clearCoatNormalScale=1.0;\r#else\nfloat clearCoatNormalScale=vClearCoatBumpInfos.y;\r#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBNClearCoat=vTBN;\r#else\nvec2 TBNClearCoatUV=vClearCoatBumpUV*frontFacingMultiplier;\rmat3 TBNClearCoat=cotangent_frame(clearCoatNormalW*clearCoatNormalScale,vPositionW,TBNClearCoatUV,vClearCoatTangentSpaceParams);\r#endif\n#if DEBUGMODE>0\noutParams.TBNClearCoat=TBNClearCoat;\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nclearCoatNormalW=normalize(clearCoatBumpMapData.xyz *2.0-1.0);\rclearCoatNormalW=normalize(mat3(normalMatrix)*clearCoatNormalW);\r#else\nclearCoatNormalW=perturbNormal(TBNClearCoat,clearCoatBumpMapData.xyz,vClearCoatBumpInfos.y);\r#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nclearCoatNormalW*=sign(dot(clearCoatNormalW,faceNormal));\r#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nclearCoatNormalW=clearCoatNormalW*frontFacingMultiplier;\r#endif\noutParams.clearCoatNormalW=clearCoatNormalW;\routParams.clearCoatAARoughnessFactors=getAARoughnessFactors(clearCoatNormalW.xyz);\rfloat clearCoatNdotVUnclamped=dot(clearCoatNormalW,viewDirectionW);\rfloat clearCoatNdotV=absEps(clearCoatNdotVUnclamped);\r#if DEBUGMODE>0\noutParams.clearCoatNdotV=clearCoatNdotV;\r#endif\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatVRefract=refract(-viewDirectionW,clearCoatNormalW,vClearCoatRefractionParams.y);\routParams.clearCoatNdotVRefract=absEps(dot(clearCoatNormalW,clearCoatVRefract));\r#endif\n#if defined(ENVIRONMENTBRDF) && (!defined(REFLECTIONMAP_SKYBOX) || defined(MS_BRDF_ENERGY_CONSERVATION))\nvec3 environmentClearCoatBrdf=getBRDFLookup(clearCoatNdotV,clearCoatRoughness);\r#endif\n#if defined(REFLECTION)\nfloat clearCoatAlphaG=convertRoughnessToAverageSlope(clearCoatRoughness);\r#ifdef SPECULARAA\nclearCoatAlphaG+=outParams.clearCoatAARoughnessFactors.y;\r#endif\nvec4 environmentClearCoatRadiance=vec4(0.,0.,0.,0.);\rvec3 clearCoatReflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),clearCoatNormalW);\r#ifdef REFLECTIONMAP_OPPOSITEZ\nclearCoatReflectionVector.z*=-1.0;\r#endif\n#ifdef REFLECTIONMAP_3D\nvec3 clearCoatReflectionCoords=clearCoatReflectionVector;\r#else\nvec2 clearCoatReflectionCoords=clearCoatReflectionVector.xy;\r#ifdef REFLECTIONMAP_PROJECTION\nclearCoatReflectionCoords/=clearCoatReflectionVector.z;\r#endif\nclearCoatReflectionCoords.y=1.0-clearCoatReflectionCoords.y;\r#endif\nsampleReflectionTexture(\rclearCoatAlphaG,\rvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\r#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nclearCoatNdotVUnclamped,\r#endif\n#ifdef LINEARSPECULARREFLECTION\nclearCoatRoughness,\r#endif\nreflectionSampler,\rclearCoatReflectionCoords,\r#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\nenvironmentClearCoatRadiance\r);\r#if DEBUGMODE>0\noutParams.environmentClearCoatRadiance=environmentClearCoatRadiance;\r#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromBRDFLookup(vec3(vClearCoatRefractionParams.x),environmentClearCoatBrdf);\r#ifdef RADIANCEOCCLUSION\nfloat clearCoatSeo=environmentRadianceOcclusion(ambientMonochrome,clearCoatNdotVUnclamped);\rclearCoatEnvironmentReflectance*=clearCoatSeo;\r#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat clearCoatEho=environmentHorizonOcclusion(-viewDirectionW,clearCoatNormalW,geometricNormalW);\rclearCoatEnvironmentReflectance*=clearCoatEho;\r#endif\n#endif\n#endif\n#else\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromAnalyticalBRDFLookup_Jones(clearCoatNdotV,vec3(1.),vec3(1.),sqrt(1.-clearCoatRoughness));\r#endif\nclearCoatEnvironmentReflectance*=clearCoatIntensity;\r#if DEBUGMODE>0\noutParams.clearCoatEnvironmentReflectance=clearCoatEnvironmentReflectance;\r#endif\noutParams.finalClearCoatRadianceScaled=\renvironmentClearCoatRadiance.rgb *\rclearCoatEnvironmentReflectance *\rvLightingIntensity.z;\r#endif\n#if defined(CLEARCOAT_TINT)\noutParams.absorption=computeClearCoatAbsorption(outParams.clearCoatNdotVRefract,outParams.clearCoatNdotVRefract,outParams.clearCoatColor,clearCoatThickness,clearCoatIntensity);\r#endif\nfloat fresnelIBLClearCoat=fresnelSchlickGGX(clearCoatNdotV,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);\rfresnelIBLClearCoat*=clearCoatIntensity;\routParams.conservationFactor=(1.-fresnelIBLClearCoat);\r#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\noutParams.energyConservationFactorClearCoat=getEnergyConservationFactor(outParams.specularEnvironmentR0,environmentClearCoatBrdf);\r#endif\n}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const pbrBlockClearcoat = { name, shader };\n"]}
@@ -1,7 +1,7 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  var name = "vertexColorMixing";
4
- var shader = "#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvColor=vec4(1.0);\n#ifdef VERTEXCOLOR\nvColor*=color;\n#endif\n#ifdef INSTANCESCOLOR\nvColor*=instanceColor;\n#endif\n#endif\n";
4
+ var shader = "#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvColor=vec4(1.0);\n#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvColor*=color;\n#else\nvColor.rgb*=color.rgb;\n#endif\n#endif\n#ifdef INSTANCESCOLOR\nvColor*=instanceColor;\n#endif\n#endif\n";
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
7
  /** @hidden */
@@ -1 +1 @@
1
- {"version":3,"file":"vertexColorMixing.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/vertexColorMixing.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,IAAM,MAAM,GAAG,qLASd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAM,iBAAiB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvColor=vec4(1.0);\r#ifdef VERTEXCOLOR\nvColor*=color;\r#endif\n#ifdef INSTANCESCOLOR\nvColor*=instanceColor;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const vertexColorMixing = { name, shader };\n"]}
1
+ {"version":3,"file":"vertexColorMixing.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Shaders/ShadersInclude/vertexColorMixing.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,IAAM,MAAM,GAAG,gPAad,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAM,iBAAiB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"vertexColorMixing\";\nconst shader = `#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvColor=vec4(1.0);\r#ifdef VERTEXCOLOR\n#ifdef VERTEXALPHA\nvColor*=color;\r#else\nvColor.rgb*=color.rgb;\r#endif\n#endif\n#ifdef INSTANCESCOLOR\nvColor*=instanceColor;\r#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport const vertexColorMixing = { name, shader };\n"]}
@@ -28,7 +28,7 @@ import "./ShadersInclude/lightFragment.js";
28
28
  import "./ShadersInclude/logDepthFragment.js";
29
29
  import "./ShadersInclude/fogFragment.js";
30
30
  var name = "defaultPixelShader";
31
- var shader = "#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#define RECIPROCAL_PI2 0.15915494\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<oitFragment>\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\nfloat alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef DETAIL\nbaseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\n#endif\nlightmapColor.rgb*=vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec4 refractionColor=vec4(0.,0.,0.,1.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0) {\nrefractionColor=textureCube(refractionCubeSampler,refractionVector);\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\n#endif\nrefractionColor.rgb*=vRefractionInfos.x;\n#endif\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\n#endif\nreflectionColor.rgb*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor.rgb;\n#else\ncolor.rgb+=lightmapColor.rgb;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\ncolor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;\ngl_FragData[0]=color; \n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=abs(a-b);\nvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\ngl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4((view*vec4(normalW,0.0)).rgb,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(specularMapColor.rgb,specularMapColor.a*writeGeometryInfo);\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo);\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=color;\n#endif\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {\nfrontColor.rgb+=color.rgb*color.a*alphaMultiplier;\nfrontColor.a=1.0-alphaMultiplier*(1.0-color.a);\n} else {\nbackColor+=color;\n}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
31
+ var shader = "#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#define RECIPROCAL_PI2 0.15915494\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nvarying vec4 vColor;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<oitFragment>\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\nfloat alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef DETAIL\nbaseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\n#endif\nlightmapColor.rgb*=vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\nvec4 refractionColor=vec4(0.,0.,0.,1.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0) {\nrefractionColor=textureCube(refractionCubeSampler,refractionVector);\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\n#endif\nrefractionColor.rgb*=vRefractionInfos.x;\n#endif\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\n#endif\nreflectionColor.rgb*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR)\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor.rgb;\n#else\ncolor.rgb+=lightmapColor.rgb;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\ncolor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;\ngl_FragData[0]=color; \n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=abs(a-b);\nvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\ngl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4((view*vec4(normalW,0.0)).rgb,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULARTERM)\n#if defined(SPECULAR)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(specularMapColor)*writeGeometryInfo; \n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(specularColor,1.0)*writeGeometryInfo;\n#endif\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=color;\n#endif\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {\nfrontColor.rgb+=color.rgb*color.a*alphaMultiplier;\nfrontColor.a=1.0-alphaMultiplier*(1.0-color.a);\n} else {\nbackColor+=color;\n}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
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  // Sideeffect
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  ShaderStore.ShadersStore[name] = shader;
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  /** @hidden */