@babylonjs/core 6.14.2 → 6.16.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1070) hide show
  1. package/Actions/actionManager.js +8 -3
  2. package/Actions/actionManager.js.map +1 -1
  3. package/Behaviors/Cameras/framingBehavior.d.ts +2 -1
  4. package/Behaviors/Cameras/framingBehavior.js +3 -1
  5. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  6. package/Bones/skeleton.js +1 -0
  7. package/Bones/skeleton.js.map +1 -1
  8. package/Compute/computeEffect.js +1 -1
  9. package/Compute/computeEffect.js.map +1 -1
  10. package/{Materials/Node/nodeMaterialDecorator.d.ts → Decorators/nodeDecorator.d.ts} +6 -7
  11. package/{Materials/Node/nodeMaterialDecorator.js → Decorators/nodeDecorator.js} +3 -3
  12. package/Decorators/nodeDecorator.js.map +1 -0
  13. package/Engines/Processors/shaderCodeNode.js +1 -1
  14. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  15. package/Engines/WebGL/webGL2ShaderProcessors.js +2 -1
  16. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  17. package/Engines/WebGPU/webgpuShaderProcessor.js +3 -0
  18. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  19. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +11 -10
  20. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  21. package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
  22. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  23. package/Engines/nativeEngine.js +5 -4
  24. package/Engines/nativeEngine.js.map +1 -1
  25. package/Engines/thinEngine.d.ts +2 -0
  26. package/Engines/thinEngine.js +35 -4
  27. package/Engines/thinEngine.js.map +1 -1
  28. package/Engines/webgpuEngine.js +12 -2
  29. package/Engines/webgpuEngine.js.map +1 -1
  30. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.d.ts +34 -0
  31. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js +29 -0
  32. package/FlowGraph/Blocks/Data/flowGraphBinaryOpBlocks.js.map +1 -0
  33. package/FlowGraph/Blocks/Data/index.d.ts +1 -0
  34. package/FlowGraph/Blocks/Data/index.js +2 -0
  35. package/FlowGraph/Blocks/Data/index.js.map +1 -0
  36. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +23 -0
  37. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +51 -0
  38. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -0
  39. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +20 -0
  40. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js +29 -0
  41. package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.js.map +1 -0
  42. package/FlowGraph/Blocks/Event/index.d.ts +2 -0
  43. package/FlowGraph/Blocks/Event/index.js +3 -0
  44. package/FlowGraph/Blocks/Event/index.js.map +1 -0
  45. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.d.ts +43 -0
  46. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js +40 -0
  47. package/FlowGraph/Blocks/Execution/flowGraphForLoopBlock.js.map +1 -0
  48. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.d.ts +18 -0
  49. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js +21 -0
  50. package/FlowGraph/Blocks/Execution/flowGraphLogBlock.js.map +1 -0
  51. package/FlowGraph/Blocks/Execution/index.d.ts +2 -0
  52. package/FlowGraph/Blocks/Execution/index.js +3 -0
  53. package/FlowGraph/Blocks/Execution/index.js.map +1 -0
  54. package/FlowGraph/Blocks/index.d.ts +3 -0
  55. package/FlowGraph/Blocks/index.js +5 -0
  56. package/FlowGraph/Blocks/index.js.map +1 -0
  57. package/FlowGraph/flowGraph.d.ts +34 -0
  58. package/FlowGraph/flowGraph.js +54 -0
  59. package/FlowGraph/flowGraph.js.map +1 -0
  60. package/FlowGraph/flowGraphBlock.d.ts +33 -0
  61. package/FlowGraph/flowGraphBlock.js +39 -0
  62. package/FlowGraph/flowGraphBlock.js.map +1 -0
  63. package/FlowGraph/flowGraphConnection.d.ts +38 -0
  64. package/FlowGraph/flowGraphConnection.js +40 -0
  65. package/FlowGraph/flowGraphConnection.js.map +1 -0
  66. package/FlowGraph/flowGraphDataConnection.d.ts +15 -0
  67. package/FlowGraph/flowGraphDataConnection.js +30 -0
  68. package/FlowGraph/flowGraphDataConnection.js.map +1 -0
  69. package/FlowGraph/flowGraphEventBlock.d.ts +20 -0
  70. package/FlowGraph/flowGraphEventBlock.js +15 -0
  71. package/FlowGraph/flowGraphEventBlock.js.map +1 -0
  72. package/FlowGraph/flowGraphExecutionBlock.d.ts +24 -0
  73. package/FlowGraph/flowGraphExecutionBlock.js +27 -0
  74. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -0
  75. package/FlowGraph/flowGraphSignalConnection.d.ts +14 -0
  76. package/FlowGraph/flowGraphSignalConnection.js +22 -0
  77. package/FlowGraph/flowGraphSignalConnection.js.map +1 -0
  78. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.d.ts +7 -0
  79. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js +8 -0
  80. package/FlowGraph/flowGraphWithOnDoneExecutionBlock.js.map +1 -0
  81. package/FlowGraph/index.d.ts +6 -0
  82. package/FlowGraph/index.js +8 -0
  83. package/FlowGraph/index.js.map +1 -0
  84. package/Gizmos/lightGizmo.d.ts +5 -0
  85. package/Gizmos/lightGizmo.js +21 -7
  86. package/Gizmos/lightGizmo.js.map +1 -1
  87. package/Gizmos/planeRotationGizmo.d.ts +6 -0
  88. package/Gizmos/planeRotationGizmo.js +5 -1
  89. package/Gizmos/planeRotationGizmo.js.map +1 -1
  90. package/Gizmos/rotationGizmo.d.ts +8 -0
  91. package/Gizmos/rotationGizmo.js +15 -0
  92. package/Gizmos/rotationGizmo.js.map +1 -1
  93. package/Layers/layer.js +1 -1
  94. package/Layers/layer.js.map +1 -1
  95. package/Lights/Shadows/cascadedShadowGenerator.d.ts +2 -1
  96. package/Lights/Shadows/cascadedShadowGenerator.js +4 -3
  97. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  98. package/Lights/Shadows/shadowGenerator.d.ts +3 -1
  99. package/Lights/Shadows/shadowGenerator.js +4 -2
  100. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  101. package/Lights/directionalLight.d.ts +1 -1
  102. package/Lights/directionalLight.js.map +1 -1
  103. package/Lights/hemisphericLight.d.ts +1 -1
  104. package/Lights/hemisphericLight.js.map +1 -1
  105. package/Lights/light.d.ts +1 -1
  106. package/Lights/light.js.map +1 -1
  107. package/Lights/pointLight.d.ts +1 -1
  108. package/Lights/pointLight.js.map +1 -1
  109. package/Lights/spotLight.d.ts +1 -1
  110. package/Lights/spotLight.js.map +1 -1
  111. package/Loading/sceneLoader.js +2 -0
  112. package/Loading/sceneLoader.js.map +1 -1
  113. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +13 -13
  114. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  115. package/Materials/Node/Blocks/Dual/fogBlock.js +6 -6
  116. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  117. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +11 -11
  118. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  119. package/Materials/Node/Blocks/Dual/lightBlock.js +16 -16
  120. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  121. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +27 -27
  122. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  123. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  124. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  125. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +8 -8
  126. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  127. package/Materials/Node/Blocks/Dual/textureBlock.js +28 -28
  128. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  129. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -5
  130. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  131. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  132. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  133. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  134. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  135. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  136. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  137. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js +1 -1
  138. package/Materials/Node/Blocks/Fragment/fragDepthBlock.js.map +1 -1
  139. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +15 -15
  140. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  141. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js +1 -1
  142. package/Materials/Node/Blocks/Fragment/frontFacingBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +6 -6
  144. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +13 -13
  146. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +13 -13
  148. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  150. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +5 -5
  152. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  153. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +7 -7
  154. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  155. package/Materials/Node/Blocks/Fragment/twirlBlock.js +3 -3
  156. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/Input/inputBlock.js +11 -11
  158. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  159. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +6 -6
  160. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +9 -9
  162. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +1 -1
  164. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  165. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +47 -47
  166. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/PBR/reflectionBlock.js +9 -9
  168. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/PBR/refractionBlock.js +14 -14
  170. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  171. package/Materials/Node/Blocks/PBR/sheenBlock.js +4 -4
  172. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  173. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  174. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  175. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +8 -8
  176. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/Teleport/index.d.ts +2 -0
  178. package/Materials/Node/Blocks/Teleport/index.js +3 -0
  179. package/Materials/Node/Blocks/Teleport/index.js.map +1 -0
  180. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +42 -0
  181. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +83 -0
  182. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -0
  183. package/Materials/Node/Blocks/Teleport/teleportOutBlock.d.ts +59 -0
  184. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +122 -0
  185. package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -0
  186. package/Materials/Node/Blocks/Vertex/bonesBlock.js +5 -5
  187. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/Vertex/instancesBlock.js +11 -11
  189. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +11 -11
  191. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  192. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +39 -39
  193. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +3 -3
  195. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/addBlock.js +1 -1
  197. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/arcTan2Block.js +1 -1
  199. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  200. package/Materials/Node/Blocks/clampBlock.js +4 -4
  201. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  202. package/Materials/Node/Blocks/cloudBlock.js +7 -7
  203. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  204. package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
  205. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  206. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  207. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/conditionalBlock.js +10 -10
  209. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/crossBlock.js +1 -1
  211. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/curveBlock.js +5 -5
  213. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/customBlock.js +4 -4
  215. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  216. package/Materials/Node/Blocks/desaturateBlock.js +4 -4
  217. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  218. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  219. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  220. package/Materials/Node/Blocks/divideBlock.js +1 -1
  221. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  222. package/Materials/Node/Blocks/dotBlock.js +1 -1
  223. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  224. package/Materials/Node/Blocks/elbowBlock.js +1 -1
  225. package/Materials/Node/Blocks/elbowBlock.js.map +1 -1
  226. package/Materials/Node/Blocks/fresnelBlock.js +1 -1
  227. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  228. package/Materials/Node/Blocks/gradientBlock.js +8 -8
  229. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  230. package/Materials/Node/Blocks/index.d.ts +1 -0
  231. package/Materials/Node/Blocks/index.js +1 -0
  232. package/Materials/Node/Blocks/index.js.map +1 -1
  233. package/Materials/Node/Blocks/lengthBlock.js +1 -1
  234. package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
  235. package/Materials/Node/Blocks/lerpBlock.js +1 -1
  236. package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
  237. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
  238. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  239. package/Materials/Node/Blocks/matrixDeterminantBlock.js +1 -1
  240. package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -1
  241. package/Materials/Node/Blocks/matrixTransposeBlock.js +1 -1
  242. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -1
  243. package/Materials/Node/Blocks/maxBlock.js +1 -1
  244. package/Materials/Node/Blocks/maxBlock.js.map +1 -1
  245. package/Materials/Node/Blocks/meshAttributeExistsBlock.js +7 -7
  246. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  247. package/Materials/Node/Blocks/minBlock.js +1 -1
  248. package/Materials/Node/Blocks/minBlock.js.map +1 -1
  249. package/Materials/Node/Blocks/modBlock.js +1 -1
  250. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/multiplyBlock.js +1 -1
  252. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/nLerpBlock.js +1 -1
  254. package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/negateBlock.js +1 -1
  256. package/Materials/Node/Blocks/negateBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/normalBlendBlock.js +6 -6
  258. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/normalizeBlock.js +1 -1
  260. package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
  262. package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/posterizeBlock.js +1 -1
  264. package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/powBlock.js +1 -1
  266. package/Materials/Node/Blocks/powBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/randomNumberBlock.js +1 -1
  268. package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/reciprocalBlock.js +2 -2
  270. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/reflectBlock.js +1 -1
  272. package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/refractBlock.js +1 -1
  274. package/Materials/Node/Blocks/refractBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/remapBlock.js +4 -4
  276. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/replaceColorBlock.js +6 -6
  278. package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
  280. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  281. package/Materials/Node/Blocks/scaleBlock.js +1 -1
  282. package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
  283. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +41 -41
  284. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  285. package/Materials/Node/Blocks/smoothStepBlock.js +1 -1
  286. package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
  287. package/Materials/Node/Blocks/stepBlock.js +1 -1
  288. package/Materials/Node/Blocks/stepBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/subtractBlock.js +1 -1
  290. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/transformBlock.js +13 -14
  292. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/triPlanarBlock.js +17 -17
  294. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/trigonometryBlock.js +2 -2
  296. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/vectorMergerBlock.js +22 -22
  298. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  299. package/Materials/Node/Blocks/vectorSplitterBlock.js +8 -8
  300. package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/viewDirectionBlock.js +1 -1
  302. package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
  303. package/Materials/Node/Blocks/voronoiNoiseBlock.js +5 -5
  304. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  305. package/Materials/Node/Blocks/waveBlock.js +3 -4
  306. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  307. package/Materials/Node/Blocks/worleyNoise3DBlock.js +155 -155
  308. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  309. package/Materials/Node/index.d.ts +1 -1
  310. package/Materials/Node/index.js +1 -1
  311. package/Materials/Node/index.js.map +1 -1
  312. package/Materials/Node/nodeMaterial.d.ts +1 -0
  313. package/Materials/Node/nodeMaterial.js +50 -15
  314. package/Materials/Node/nodeMaterial.js.map +1 -1
  315. package/Materials/Node/nodeMaterialBlock.d.ts +14 -2
  316. package/Materials/Node/nodeMaterialBlock.js +34 -11
  317. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  318. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +1 -1
  319. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  320. package/Materials/Node/nodeMaterialBuildState.js +36 -36
  321. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  322. package/Materials/Node/nodeMaterialBuildStateSharedData.js +4 -4
  323. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  324. package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
  325. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  326. package/Materials/effect.js +1 -1
  327. package/Materials/effect.js.map +1 -1
  328. package/Materials/effectRenderer.d.ts +4 -0
  329. package/Materials/effectRenderer.js +8 -2
  330. package/Materials/effectRenderer.js.map +1 -1
  331. package/Materials/greasedLinePluginMaterial.d.ts +4 -0
  332. package/Materials/greasedLinePluginMaterial.js +12 -1
  333. package/Materials/greasedLinePluginMaterial.js.map +1 -1
  334. package/Materials/materialPluginManager.js +5 -5
  335. package/Materials/materialPluginManager.js.map +1 -1
  336. package/Materials/meshDebugPluginMaterial.d.ts +4 -15
  337. package/Materials/meshDebugPluginMaterial.js +8 -29
  338. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  339. package/Materials/shadowDepthWrapper.js +5 -5
  340. package/Materials/shadowDepthWrapper.js.map +1 -1
  341. package/Meshes/Builders/boxBuilder.d.ts +31 -0
  342. package/Meshes/Builders/boxBuilder.js +65 -1
  343. package/Meshes/Builders/boxBuilder.js.map +1 -1
  344. package/Meshes/Builders/capsuleBuilder.js +3 -3
  345. package/Meshes/Builders/capsuleBuilder.js.map +1 -1
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  1006. package/Shaders/stereoscopicInterlace.fragment.js.map +1 -1
  1007. package/Shaders/subSurfaceScattering.fragment.js +58 -12
  1008. package/Shaders/subSurfaceScattering.fragment.js.map +1 -1
  1009. package/Shaders/tonemap.fragment.js +21 -9
  1010. package/Shaders/tonemap.fragment.js.map +1 -1
  1011. package/Shaders/velocity.fragment.js +8 -4
  1012. package/Shaders/velocity.fragment.js.map +1 -1
  1013. package/Shaders/velocity.vertex.js +18 -9
  1014. package/Shaders/velocity.vertex.js.map +1 -1
  1015. package/Shaders/volumetricLightScattering.fragment.js +9 -4
  1016. package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
  1017. package/Shaders/volumetricLightScatteringPass.fragment.js +12 -5
  1018. package/Shaders/volumetricLightScatteringPass.fragment.js.map +1 -1
  1019. package/Shaders/volumetricLightScatteringPass.vertex.js +23 -11
  1020. package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
  1021. package/Shaders/vrDistortionCorrection.fragment.js +6 -2
  1022. package/Shaders/vrDistortionCorrection.fragment.js.map +1 -1
  1023. package/Shaders/vrMultiviewToSingleview.fragment.js +4 -2
  1024. package/Shaders/vrMultiviewToSingleview.fragment.js.map +1 -1
  1025. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +24 -12
  1026. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  1027. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -3
  1028. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  1029. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +14 -6
  1030. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  1031. package/ShadersWGSL/ShadersInclude/bonesVertex.js +36 -18
  1032. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  1033. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +20 -7
  1034. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
  1035. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +12 -6
  1036. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  1037. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +12 -6
  1038. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
  1039. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +12 -6
  1040. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  1041. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +14 -7
  1042. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  1043. package/ShadersWGSL/ShadersInclude/instancesVertex.js +16 -8
  1044. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  1045. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +3 -1
  1046. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  1047. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +16 -8
  1048. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  1049. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +8 -4
  1050. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  1051. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +2 -1
  1052. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  1053. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +6 -2
  1054. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  1055. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +8 -3
  1056. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  1057. package/ShadersWGSL/gpuUpdateParticles.compute.js +229 -90
  1058. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  1059. package/ShadersWGSL/postprocess.vertex.js +9 -4
  1060. package/ShadersWGSL/postprocess.vertex.js.map +1 -1
  1061. package/assetContainer.d.ts +7 -0
  1062. package/assetContainer.js +46 -0
  1063. package/assetContainer.js.map +1 -1
  1064. package/index.d.ts +1 -0
  1065. package/index.js +1 -0
  1066. package/index.js.map +1 -1
  1067. package/package.json +1 -1
  1068. package/scene.js +5 -0
  1069. package/scene.js.map +1 -1
  1070. package/Materials/Node/nodeMaterialDecorator.js.map +0 -1
@@ -2,105 +2,184 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "pbrDebug";
4
4
  const shader = `#if DEBUGMODE>0
5
- if (vClipSpacePosition.x/vClipSpacePosition.w>=vDebugMode.x) {
6
- gl_FragColor.rgb=vPositionW.rgb;
5
+ if (vClipSpacePosition.x/vClipSpacePosition.w>=vDebugMode.x) {
6
+ #if DEBUGMODE==1
7
+ gl_FragColor.rgb=vPositionW.rgb;
8
+ #define DEBUGMODE_NORMALIZE
7
9
  #elif DEBUGMODE==2 && defined(NORMAL)
8
- gl_FragColor.rgb=vNormalW.rgb;
10
+ gl_FragColor.rgb=vNormalW.rgb;
11
+ #define DEBUGMODE_NORMALIZE
9
12
  #elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)
10
- gl_FragColor.rgb=TBN[0];
13
+ gl_FragColor.rgb=TBN[0];
14
+ #define DEBUGMODE_NORMALIZE
11
15
  #elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)
12
- gl_FragColor.rgb=TBN[1];
16
+ gl_FragColor.rgb=TBN[1];
17
+ #define DEBUGMODE_NORMALIZE
13
18
  #elif DEBUGMODE==5
14
- gl_FragColor.rgb=normalW;
19
+ gl_FragColor.rgb=normalW;
20
+ #define DEBUGMODE_NORMALIZE
15
21
  #elif DEBUGMODE==6 && defined(MAINUV1)
16
- gl_FragColor.rgb=vec3(vMainUV1,0.0);
17
- gl_FragColor.rgb=vec3(vMainUV2,0.0);
18
- gl_FragColor.rgb=clearcoatOut.TBNClearCoat[0];
22
+ gl_FragColor.rgb=vec3(vMainUV1,0.0);
23
+ #elif DEBUGMODE==7 && defined(MAINUV2)
24
+ gl_FragColor.rgb=vec3(vMainUV2,0.0);
25
+ #elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)
26
+ gl_FragColor.rgb=clearcoatOut.TBNClearCoat[0];
27
+ #define DEBUGMODE_NORMALIZE
19
28
  #elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)
20
- gl_FragColor.rgb=clearcoatOut.TBNClearCoat[1];
29
+ gl_FragColor.rgb=clearcoatOut.TBNClearCoat[1];
30
+ #define DEBUGMODE_NORMALIZE
21
31
  #elif DEBUGMODE==10 && defined(CLEARCOAT)
22
- gl_FragColor.rgb=clearcoatOut.clearCoatNormalW;
32
+ gl_FragColor.rgb=clearcoatOut.clearCoatNormalW;
33
+ #define DEBUGMODE_NORMALIZE
23
34
  #elif DEBUGMODE==11 && defined(ANISOTROPIC)
24
- gl_FragColor.rgb=anisotropicOut.anisotropicNormal;
35
+ gl_FragColor.rgb=anisotropicOut.anisotropicNormal;
36
+ #define DEBUGMODE_NORMALIZE
25
37
  #elif DEBUGMODE==12 && defined(ANISOTROPIC)
26
- gl_FragColor.rgb=anisotropicOut.anisotropicTangent;
38
+ gl_FragColor.rgb=anisotropicOut.anisotropicTangent;
39
+ #define DEBUGMODE_NORMALIZE
27
40
  #elif DEBUGMODE==13 && defined(ANISOTROPIC)
28
- gl_FragColor.rgb=anisotropicOut.anisotropicBitangent;
41
+ gl_FragColor.rgb=anisotropicOut.anisotropicBitangent;
42
+ #define DEBUGMODE_NORMALIZE
29
43
  #elif DEBUGMODE==20 && defined(ALBEDO)
30
- gl_FragColor.rgb=albedoTexture.rgb;
31
- gl_FragColor.rgb=aoOut.ambientOcclusionColorMap.rgb;
32
- gl_FragColor.rgb=opacityMap.rgb;
33
- gl_FragColor.rgb=emissiveColorTex.rgb;
44
+ gl_FragColor.rgb=albedoTexture.rgb;
45
+ #ifndef GAMMAALBEDO
46
+ #define DEBUGMODE_GAMMA
47
+ #endif
48
+ #elif DEBUGMODE==21 && defined(AMBIENT)
49
+ gl_FragColor.rgb=aoOut.ambientOcclusionColorMap.rgb;
50
+ #elif DEBUGMODE==22 && defined(OPACITY)
51
+ gl_FragColor.rgb=opacityMap.rgb;
52
+ #elif DEBUGMODE==23 && defined(EMISSIVE)
53
+ gl_FragColor.rgb=emissiveColorTex.rgb;
54
+ #ifndef GAMMAEMISSIVE
55
+ #define DEBUGMODE_GAMMA
56
+ #endif
34
57
  #elif DEBUGMODE==24 && defined(LIGHTMAP)
35
- gl_FragColor.rgb=lightmapColor.rgb;
58
+ gl_FragColor.rgb=lightmapColor.rgb;
59
+ #ifndef GAMMALIGHTMAP
60
+ #define DEBUGMODE_GAMMA
61
+ #endif
36
62
  #elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)
37
- gl_FragColor.rgb=reflectivityOut.surfaceMetallicColorMap.rgb;
38
- gl_FragColor.rgb=reflectivityOut.surfaceReflectivityColorMap.rgb;
63
+ gl_FragColor.rgb=reflectivityOut.surfaceMetallicColorMap.rgb;
64
+ #elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)
65
+ gl_FragColor.rgb=reflectivityOut.surfaceReflectivityColorMap.rgb;
66
+ #define DEBUGMODE_GAMMA
39
67
  #elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)
40
- gl_FragColor.rgb=vec3(clearcoatOut.clearCoatMapData.rg,0.0);
41
- gl_FragColor.rgb=clearcoatOut.clearCoatTintMapData.rgb;
42
- gl_FragColor.rgb=sheenOut.sheenMapData.rgb;
43
- gl_FragColor.rgb=anisotropicOut.anisotropyMapData.rgb;
44
- gl_FragColor.rgb=subSurfaceOut.thicknessMap.rgb;
45
- gl_FragColor.rgb=texture2D(bumpSampler,vBumpUV).rgb;
46
- gl_FragColor.rgb=subSurfaceOut.environmentRefraction.rgb;
68
+ gl_FragColor.rgb=vec3(clearcoatOut.clearCoatMapData.rg,0.0);
69
+ #elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)
70
+ gl_FragColor.rgb=clearcoatOut.clearCoatTintMapData.rgb;
71
+ #elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)
72
+ gl_FragColor.rgb=sheenOut.sheenMapData.rgb;
73
+ #elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)
74
+ gl_FragColor.rgb=anisotropicOut.anisotropyMapData.rgb;
75
+ #elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)
76
+ gl_FragColor.rgb=subSurfaceOut.thicknessMap.rgb;
77
+ #elif DEBUGMODE==32 && defined(BUMP)
78
+ gl_FragColor.rgb=texture2D(bumpSampler,vBumpUV).rgb;
79
+ #elif DEBUGMODE==40 && defined(SS_REFRACTION)
80
+ gl_FragColor.rgb=subSurfaceOut.environmentRefraction.rgb;
81
+ #define DEBUGMODE_GAMMA
47
82
  #elif DEBUGMODE==41 && defined(REFLECTION)
48
- gl_FragColor.rgb=reflectionOut.environmentRadiance.rgb;
83
+ gl_FragColor.rgb=reflectionOut.environmentRadiance.rgb;
84
+ #ifndef GAMMAREFLECTION
85
+ #define DEBUGMODE_GAMMA
86
+ #endif
49
87
  #elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)
50
- gl_FragColor.rgb=clearcoatOut.environmentClearCoatRadiance.rgb;
88
+ gl_FragColor.rgb=clearcoatOut.environmentClearCoatRadiance.rgb;
89
+ #define DEBUGMODE_GAMMA
51
90
  #elif DEBUGMODE==50
52
- gl_FragColor.rgb=diffuseBase.rgb;
91
+ gl_FragColor.rgb=diffuseBase.rgb;
92
+ #define DEBUGMODE_GAMMA
53
93
  #elif DEBUGMODE==51 && defined(SPECULARTERM)
54
- gl_FragColor.rgb=specularBase.rgb;
94
+ gl_FragColor.rgb=specularBase.rgb;
95
+ #define DEBUGMODE_GAMMA
55
96
  #elif DEBUGMODE==52 && defined(CLEARCOAT)
56
- gl_FragColor.rgb=clearCoatBase.rgb;
97
+ gl_FragColor.rgb=clearCoatBase.rgb;
98
+ #define DEBUGMODE_GAMMA
57
99
  #elif DEBUGMODE==53 && defined(SHEEN)
58
- gl_FragColor.rgb=sheenBase.rgb;
100
+ gl_FragColor.rgb=sheenBase.rgb;
101
+ #define DEBUGMODE_GAMMA
59
102
  #elif DEBUGMODE==54 && defined(REFLECTION)
60
- gl_FragColor.rgb=reflectionOut.environmentIrradiance.rgb;
103
+ gl_FragColor.rgb=reflectionOut.environmentIrradiance.rgb;
104
+ #ifndef GAMMAREFLECTION
105
+ #define DEBUGMODE_GAMMA
106
+ #endif
61
107
  #elif DEBUGMODE==60
62
- gl_FragColor.rgb=surfaceAlbedo.rgb;
108
+ gl_FragColor.rgb=surfaceAlbedo.rgb;
109
+ #define DEBUGMODE_GAMMA
63
110
  #elif DEBUGMODE==61
64
- gl_FragColor.rgb=clearcoatOut.specularEnvironmentR0;
111
+ gl_FragColor.rgb=clearcoatOut.specularEnvironmentR0;
112
+ #define DEBUGMODE_GAMMA
65
113
  #elif DEBUGMODE==62 && defined(METALLICWORKFLOW)
66
- gl_FragColor.rgb=vec3(reflectivityOut.metallicRoughness.r);
67
- gl_FragColor.rgb=reflectivityOut.metallicF0;
68
- gl_FragColor.rgb=vec3(roughness);
69
- gl_FragColor.rgb=vec3(alphaG);
70
- gl_FragColor.rgb=vec3(NdotV);
71
- gl_FragColor.rgb=clearcoatOut.clearCoatColor.rgb;
114
+ gl_FragColor.rgb=vec3(reflectivityOut.metallicRoughness.r);
115
+ #elif DEBUGMODE==71 && defined(METALLICWORKFLOW)
116
+ gl_FragColor.rgb=reflectivityOut.metallicF0;
117
+ #elif DEBUGMODE==63
118
+ gl_FragColor.rgb=vec3(roughness);
119
+ #elif DEBUGMODE==64
120
+ gl_FragColor.rgb=vec3(alphaG);
121
+ #elif DEBUGMODE==65
122
+ gl_FragColor.rgb=vec3(NdotV);
123
+ #elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)
124
+ gl_FragColor.rgb=clearcoatOut.clearCoatColor.rgb;
125
+ #define DEBUGMODE_GAMMA
72
126
  #elif DEBUGMODE==67 && defined(CLEARCOAT)
73
- gl_FragColor.rgb=vec3(clearcoatOut.clearCoatRoughness);
74
- gl_FragColor.rgb=vec3(clearcoatOut.clearCoatNdotV);
75
- gl_FragColor.rgb=subSurfaceOut.transmittance;
76
- gl_FragColor.rgb=subSurfaceOut.refractionTransmittance;
77
- gl_FragColor.rgb=vec3(microSurface);
78
- gl_FragColor.rgb=vAlbedoColor.rgb;
127
+ gl_FragColor.rgb=vec3(clearcoatOut.clearCoatRoughness);
128
+ #elif DEBUGMODE==68 && defined(CLEARCOAT)
129
+ gl_FragColor.rgb=vec3(clearcoatOut.clearCoatNdotV);
130
+ #elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)
131
+ gl_FragColor.rgb=subSurfaceOut.transmittance;
132
+ #elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)
133
+ gl_FragColor.rgb=subSurfaceOut.refractionTransmittance;
134
+ #elif DEBUGMODE==72
135
+ gl_FragColor.rgb=vec3(microSurface);
136
+ #elif DEBUGMODE==73
137
+ gl_FragColor.rgb=vAlbedoColor.rgb;
138
+ #define DEBUGMODE_GAMMA
79
139
  #elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)
80
- gl_FragColor.rgb=vReflectivityColor.rgb;
140
+ gl_FragColor.rgb=vReflectivityColor.rgb;
141
+ #define DEBUGMODE_GAMMA
81
142
  #elif DEBUGMODE==75
82
- gl_FragColor.rgb=vEmissiveColor.rgb;
143
+ gl_FragColor.rgb=vEmissiveColor.rgb;
144
+ #define DEBUGMODE_GAMMA
83
145
  #elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)
84
- gl_FragColor.rgb=vec3(seo);
85
- gl_FragColor.rgb=vec3(eho);
86
- gl_FragColor.rgb=vec3(energyConservationFactor);
87
- gl_FragColor.rgb=specularEnvironmentReflectance;
146
+ gl_FragColor.rgb=vec3(seo);
147
+ #elif DEBUGMODE==81 && defined(HORIZONOCCLUSION)
148
+ gl_FragColor.rgb=vec3(eho);
149
+ #elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)
150
+ gl_FragColor.rgb=vec3(energyConservationFactor);
151
+ #elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
152
+ gl_FragColor.rgb=specularEnvironmentReflectance;
153
+ #define DEBUGMODE_GAMMA
88
154
  #elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
89
- gl_FragColor.rgb=clearcoatOut.clearCoatEnvironmentReflectance;
155
+ gl_FragColor.rgb=clearcoatOut.clearCoatEnvironmentReflectance;
156
+ #define DEBUGMODE_GAMMA
90
157
  #elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)
91
- gl_FragColor.rgb=sheenOut.sheenEnvironmentReflectance;
158
+ gl_FragColor.rgb=sheenOut.sheenEnvironmentReflectance;
159
+ #define DEBUGMODE_GAMMA
92
160
  #elif DEBUGMODE==86 && defined(ALPHABLEND)
93
- gl_FragColor.rgb=vec3(luminanceOverAlpha);
94
- gl_FragColor.rgb=vec3(alpha);
95
- gl_FragColor.rgb=vec3(albedoTexture.a);
96
- float stripeWidth=30.;
97
- gl_FragColor.rgb*=vDebugMode.y;
98
- gl_FragColor.rgb=normalize(gl_FragColor.rgb)*0.5+0.5;
161
+ gl_FragColor.rgb=vec3(luminanceOverAlpha);
162
+ #elif DEBUGMODE==87
163
+ gl_FragColor.rgb=vec3(alpha);
164
+ #elif DEBUGMODE==88 && defined(ALBEDO)
165
+ gl_FragColor.rgb=vec3(albedoTexture.a);
166
+ #else
167
+ float stripeWidth=30.;float stripePos=floor((gl_FragCoord.x+gl_FragCoord.y)/stripeWidth);float whichColor=mod(stripePos,2.);vec3 color1=vec3(.6,.2,.2);vec3 color2=vec3(.3,.1,.1);gl_FragColor.rgb=mix(color1,color2,whichColor);
168
+ #endif
169
+ gl_FragColor.rgb*=vDebugMode.y;
170
+ #ifdef DEBUGMODE_NORMALIZE
171
+ gl_FragColor.rgb=normalize(gl_FragColor.rgb)*0.5+0.5;
172
+ #endif
99
173
  #ifdef DEBUGMODE_GAMMA
100
- gl_FragColor.rgb=toGammaSpace(gl_FragColor.rgb);
101
- gl_FragColor.a=1.0;
102
- gl_FragData[0]=toLinearSpace(gl_FragColor);
103
- }
174
+ gl_FragColor.rgb=toGammaSpace(gl_FragColor.rgb);
175
+ #endif
176
+ gl_FragColor.a=1.0;
177
+ #ifdef PREPASS
178
+ gl_FragData[0]=toLinearSpace(gl_FragColor);
179
+ gl_FragData[1]=vec4(0.,0.,0.,0.);
180
+ #endif
181
+ }
182
+ #endif
104
183
  `;
105
184
  // Sideeffect
106
185
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"pbrDebug.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDebug.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,UAAU,CAAC;AACxB,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Kd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,QAAQ,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDebug\";\nconst shader = `#if DEBUGMODE>0\nif (vClipSpacePosition.x/vClipSpacePosition.w>=vDebugMode.x) {\r#if DEBUGMODE==1\ngl_FragColor.rgb=vPositionW.rgb;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==2 && defined(NORMAL)\ngl_FragColor.rgb=vNormalW.rgb;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[0];\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[1];\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==5\ngl_FragColor.rgb=normalW;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==6 && defined(MAINUV1)\ngl_FragColor.rgb=vec3(vMainUV1,0.0);\r#elif DEBUGMODE==7 && defined(MAINUV2)\ngl_FragColor.rgb=vec3(vMainUV2,0.0);\r#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[0];\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[1];\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==10 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearcoatOut.clearCoatNormalW;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==11 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicNormal;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==12 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicTangent;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==13 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicBitangent;\r#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==20 && defined(ALBEDO)\ngl_FragColor.rgb=albedoTexture.rgb;\r#elif DEBUGMODE==21 && defined(AMBIENT)\ngl_FragColor.rgb=aoOut.ambientOcclusionColorMap.rgb;\r#elif DEBUGMODE==22 && defined(OPACITY)\ngl_FragColor.rgb=opacityMap.rgb;\r#elif DEBUGMODE==23 && defined(EMISSIVE)\ngl_FragColor.rgb=emissiveColorTex.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==24 && defined(LIGHTMAP)\ngl_FragColor.rgb=lightmapColor.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceMetallicColorMap.rgb;\r#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceReflectivityColorMap.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatMapData.rg,0.0);\r#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ngl_FragColor.rgb=clearcoatOut.clearCoatTintMapData.rgb;\r#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ngl_FragColor.rgb=sheenOut.sheenMapData.rgb;\r#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ngl_FragColor.rgb=anisotropicOut.anisotropyMapData.rgb;\r#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ngl_FragColor.rgb=subSurfaceOut.thicknessMap.rgb;\r#elif DEBUGMODE==32 && defined(BUMP)\ngl_FragColor.rgb=texture2D(bumpSampler,vBumpUV).rgb;\r#elif DEBUGMODE==40 && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.environmentRefraction.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==41 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentRadiance.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)\ngl_FragColor.rgb=clearcoatOut.environmentClearCoatRadiance.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==50\ngl_FragColor.rgb=diffuseBase.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==51 && defined(SPECULARTERM)\ngl_FragColor.rgb=specularBase.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==52 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearCoatBase.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==53 && defined(SHEEN)\ngl_FragColor.rgb=sheenBase.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==54 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentIrradiance.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==60\ngl_FragColor.rgb=surfaceAlbedo.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==61\ngl_FragColor.rgb=clearcoatOut.specularEnvironmentR0;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=vec3(reflectivityOut.metallicRoughness.r);\r#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.metallicF0;\r#elif DEBUGMODE==63\ngl_FragColor.rgb=vec3(roughness);\r#elif DEBUGMODE==64\ngl_FragColor.rgb=vec3(alphaG);\r#elif DEBUGMODE==65\ngl_FragColor.rgb=vec3(NdotV);\r#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\ngl_FragColor.rgb=clearcoatOut.clearCoatColor.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==67 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatRoughness);\r#elif DEBUGMODE==68 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatNdotV);\r#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)\ngl_FragColor.rgb=subSurfaceOut.transmittance;\r#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.refractionTransmittance;\r#elif DEBUGMODE==72\ngl_FragColor.rgb=vec3(microSurface);\r#elif DEBUGMODE==73\ngl_FragColor.rgb=vAlbedoColor.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)\ngl_FragColor.rgb=vReflectivityColor.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==75\ngl_FragColor.rgb=vEmissiveColor.rgb;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)\ngl_FragColor.rgb=vec3(seo);\r#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION)\ngl_FragColor.rgb=vec3(eho);\r#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)\ngl_FragColor.rgb=vec3(energyConservationFactor);\r#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=specularEnvironmentReflectance;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=clearcoatOut.clearCoatEnvironmentReflectance;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)\ngl_FragColor.rgb=sheenOut.sheenEnvironmentReflectance;\r#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==86 && defined(ALPHABLEND)\ngl_FragColor.rgb=vec3(luminanceOverAlpha);\r#elif DEBUGMODE==87\ngl_FragColor.rgb=vec3(alpha);\r#elif DEBUGMODE==88 && defined(ALBEDO)\ngl_FragColor.rgb=vec3(albedoTexture.a);\r#else\nfloat stripeWidth=30.;\rfloat stripePos=floor((gl_FragCoord.x+gl_FragCoord.y)/stripeWidth);\rfloat whichColor=mod(stripePos,2.);\rvec3 color1=vec3(.6,.2,.2);\rvec3 color2=vec3(.3,.1,.1);\rgl_FragColor.rgb=mix(color1,color2,whichColor);\r#endif\ngl_FragColor.rgb*=vDebugMode.y;\r#ifdef DEBUGMODE_NORMALIZE\ngl_FragColor.rgb=normalize(gl_FragColor.rgb)*0.5+0.5;\r#endif\n#ifdef DEBUGMODE_GAMMA\ngl_FragColor.rgb=toGammaSpace(gl_FragColor.rgb);\r#endif\ngl_FragColor.a=1.0;\r#ifdef PREPASS\ngl_FragData[0]=toLinearSpace(gl_FragColor); \rgl_FragData[1]=vec4(0.,0.,0.,0.); \r#endif\n}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrDebug = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrDebug.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDebug.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,UAAU,CAAC;AACxB,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmLd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,QAAQ,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDebug\";\nconst shader = `#if DEBUGMODE>0\nif (vClipSpacePosition.x/vClipSpacePosition.w>=vDebugMode.x) {\n#if DEBUGMODE==1\ngl_FragColor.rgb=vPositionW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==2 && defined(NORMAL)\ngl_FragColor.rgb=vNormalW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==5\ngl_FragColor.rgb=normalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==6 && defined(MAINUV1)\ngl_FragColor.rgb=vec3(vMainUV1,0.0);\n#elif DEBUGMODE==7 && defined(MAINUV2)\ngl_FragColor.rgb=vec3(vMainUV2,0.0);\n#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==10 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearcoatOut.clearCoatNormalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==11 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicNormal;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==12 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicTangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==13 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicBitangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==20 && defined(ALBEDO)\ngl_FragColor.rgb=albedoTexture.rgb;\n#ifndef GAMMAALBEDO\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==21 && defined(AMBIENT)\ngl_FragColor.rgb=aoOut.ambientOcclusionColorMap.rgb;\n#elif DEBUGMODE==22 && defined(OPACITY)\ngl_FragColor.rgb=opacityMap.rgb;\n#elif DEBUGMODE==23 && defined(EMISSIVE)\ngl_FragColor.rgb=emissiveColorTex.rgb;\n#ifndef GAMMAEMISSIVE\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==24 && defined(LIGHTMAP)\ngl_FragColor.rgb=lightmapColor.rgb;\n#ifndef GAMMALIGHTMAP\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceMetallicColorMap.rgb;\n#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceReflectivityColorMap.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatMapData.rg,0.0);\n#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ngl_FragColor.rgb=clearcoatOut.clearCoatTintMapData.rgb;\n#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ngl_FragColor.rgb=sheenOut.sheenMapData.rgb;\n#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ngl_FragColor.rgb=anisotropicOut.anisotropyMapData.rgb;\n#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ngl_FragColor.rgb=subSurfaceOut.thicknessMap.rgb;\n#elif DEBUGMODE==32 && defined(BUMP)\ngl_FragColor.rgb=texture2D(bumpSampler,vBumpUV).rgb;\n#elif DEBUGMODE==40 && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.environmentRefraction.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==41 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentRadiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)\ngl_FragColor.rgb=clearcoatOut.environmentClearCoatRadiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==50\ngl_FragColor.rgb=diffuseBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==51 && defined(SPECULARTERM)\ngl_FragColor.rgb=specularBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==52 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearCoatBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==53 && defined(SHEEN)\ngl_FragColor.rgb=sheenBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==54 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentIrradiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==60\ngl_FragColor.rgb=surfaceAlbedo.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==61\ngl_FragColor.rgb=clearcoatOut.specularEnvironmentR0;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=vec3(reflectivityOut.metallicRoughness.r);\n#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.metallicF0;\n#elif DEBUGMODE==63\ngl_FragColor.rgb=vec3(roughness);\n#elif DEBUGMODE==64\ngl_FragColor.rgb=vec3(alphaG);\n#elif DEBUGMODE==65\ngl_FragColor.rgb=vec3(NdotV);\n#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\ngl_FragColor.rgb=clearcoatOut.clearCoatColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==67 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatRoughness);\n#elif DEBUGMODE==68 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatNdotV);\n#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)\ngl_FragColor.rgb=subSurfaceOut.transmittance;\n#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.refractionTransmittance;\n#elif DEBUGMODE==72\ngl_FragColor.rgb=vec3(microSurface);\n#elif DEBUGMODE==73\ngl_FragColor.rgb=vAlbedoColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)\ngl_FragColor.rgb=vReflectivityColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==75\ngl_FragColor.rgb=vEmissiveColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)\ngl_FragColor.rgb=vec3(seo);\n#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION)\ngl_FragColor.rgb=vec3(eho);\n#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)\ngl_FragColor.rgb=vec3(energyConservationFactor);\n#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=specularEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=clearcoatOut.clearCoatEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)\ngl_FragColor.rgb=sheenOut.sheenEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==86 && defined(ALPHABLEND)\ngl_FragColor.rgb=vec3(luminanceOverAlpha);\n#elif DEBUGMODE==87\ngl_FragColor.rgb=vec3(alpha);\n#elif DEBUGMODE==88 && defined(ALBEDO)\ngl_FragColor.rgb=vec3(albedoTexture.a);\n#else\nfloat stripeWidth=30.;float stripePos=floor((gl_FragCoord.x+gl_FragCoord.y)/stripeWidth);float whichColor=mod(stripePos,2.);vec3 color1=vec3(.6,.2,.2);vec3 color2=vec3(.3,.1,.1);gl_FragColor.rgb=mix(color1,color2,whichColor);\n#endif\ngl_FragColor.rgb*=vDebugMode.y;\n#ifdef DEBUGMODE_NORMALIZE\ngl_FragColor.rgb=normalize(gl_FragColor.rgb)*0.5+0.5;\n#endif\n#ifdef DEBUGMODE_GAMMA\ngl_FragColor.rgb=toGammaSpace(gl_FragColor.rgb);\n#endif\ngl_FragColor.a=1.0;\n#ifdef PREPASS\ngl_FragData[0]=toLinearSpace(gl_FragColor); \ngl_FragData[1]=vec4(0.,0.,0.,0.); \n#endif\n}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrDebug = { name, shader };\n"]}
@@ -1,14 +1,40 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "pbrDirectLightingFalloffFunctions";
4
- const shader = `float computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)
5
- return computeDistanceLightFalloff_Physical(lightDistanceSquared);
6
- return computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);
7
- return computeDistanceLightFalloff_Standard(lightOffset,range);
8
- }
9
- return computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);
10
- return computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);
11
- return computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);
4
+ const shader = `float computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)
5
+ {return max(0.,1.0-length(lightOffset)/range);}
6
+ float computeDistanceLightFalloff_Physical(float lightDistanceSquared)
7
+ {return 1.0/maxEps(lightDistanceSquared);}
8
+ float computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)
9
+ {float lightDistanceFalloff=1.0/maxEps(lightDistanceSquared);float factor=lightDistanceSquared*inverseSquaredRange;float attenuation=saturate(1.0-factor*factor);attenuation*=attenuation;lightDistanceFalloff*=attenuation;return lightDistanceFalloff;}
10
+ float computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)
11
+ {
12
+ #ifdef USEPHYSICALLIGHTFALLOFF
13
+ return computeDistanceLightFalloff_Physical(lightDistanceSquared);
14
+ #elif defined(USEGLTFLIGHTFALLOFF)
15
+ return computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);
16
+ #else
17
+ return computeDistanceLightFalloff_Standard(lightOffset,range);
18
+ #endif
19
+ }
20
+ float computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)
21
+ {float falloff=0.0;float cosAngle=maxEps(dot(-lightDirection,directionToLightCenterW));if (cosAngle>=cosHalfAngle)
22
+ {falloff=max(0.,pow(cosAngle,exponent));}
23
+ return falloff;}
24
+ float computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)
25
+ {const float kMinusLog2ConeAngleIntensityRatio=6.64385618977;
26
+ float concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);vec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);float falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));return falloff;}
27
+ float computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)
28
+ {float cd=dot(-lightDirection,directionToLightCenterW);float falloff=saturate(cd*lightAngleScale+lightAngleOffset);falloff*=falloff;return falloff;}
29
+ float computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)
30
+ {
31
+ #ifdef USEPHYSICALLIGHTFALLOFF
32
+ return computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);
33
+ #elif defined(USEGLTFLIGHTFALLOFF)
34
+ return computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);
35
+ #else
36
+ return computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);
37
+ #endif
12
38
  }`;
13
39
  // Sideeffect
14
40
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"pbrDirectLightingFalloffFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA6Db,CAAC;AACH,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingFalloffFunctions\";\nconst shader = `float computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)\r{\rreturn max(0.,1.0-length(lightOffset)/range);\r}\rfloat computeDistanceLightFalloff_Physical(float lightDistanceSquared)\r{\rreturn 1.0/maxEps(lightDistanceSquared);\r}\rfloat computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)\r{\rfloat lightDistanceFalloff=1.0/maxEps(lightDistanceSquared);\rfloat factor=lightDistanceSquared*inverseSquaredRange;\rfloat attenuation=saturate(1.0-factor*factor);\rattenuation*=attenuation;\rlightDistanceFalloff*=attenuation;\rreturn lightDistanceFalloff;\r}\rfloat computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)\r{\r#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\r#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\r#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\r#endif\n}\rfloat computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)\r{\rfloat falloff=0.0;\rfloat cosAngle=maxEps(dot(-lightDirection,directionToLightCenterW));\rif (cosAngle>=cosHalfAngle)\r{\rfalloff=max(0.,pow(cosAngle,exponent));\r}\rreturn falloff;\r}\rfloat computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)\r{\rconst float kMinusLog2ConeAngleIntensityRatio=6.64385618977; \rfloat concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);\rvec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);\rfloat falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));\rreturn falloff;\r}\rfloat computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)\r{\rfloat cd=dot(-lightDirection,directionToLightCenterW);\rfloat falloff=saturate(cd*lightAngleScale+lightAngleOffset);\rfalloff*=falloff;\rreturn falloff;\r}\rfloat computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)\r{\r#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\r#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\r#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\r#endif\n}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrDirectLightingFalloffFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrDirectLightingFalloffFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingFalloffFunctions\";\nconst shader = `float computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)\n{return max(0.,1.0-length(lightOffset)/range);}\nfloat computeDistanceLightFalloff_Physical(float lightDistanceSquared)\n{return 1.0/maxEps(lightDistanceSquared);}\nfloat computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)\n{float lightDistanceFalloff=1.0/maxEps(lightDistanceSquared);float factor=lightDistanceSquared*inverseSquaredRange;float attenuation=saturate(1.0-factor*factor);attenuation*=attenuation;lightDistanceFalloff*=attenuation;return lightDistanceFalloff;}\nfloat computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfloat computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)\n{float falloff=0.0;float cosAngle=maxEps(dot(-lightDirection,directionToLightCenterW));if (cosAngle>=cosHalfAngle)\n{falloff=max(0.,pow(cosAngle,exponent));}\nreturn falloff;}\nfloat computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)\n{const float kMinusLog2ConeAngleIntensityRatio=6.64385618977; \nfloat concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);vec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);float falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));return falloff;}\nfloat computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)\n{float cd=dot(-lightDirection,directionToLightCenterW);float falloff=saturate(cd*lightAngleScale+lightAngleOffset);falloff*=falloff;return falloff;}\nfloat computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrDirectLightingFalloffFunctions = { name, shader };\n"]}
@@ -2,34 +2,65 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "pbrDirectLightingFunctions";
4
4
  const shader = `#define CLEARCOATREFLECTANCE90 1.0
5
- struct lightingInfo
6
- vec3 specular;
5
+ struct lightingInfo
6
+ {vec3 diffuse;
7
+ #ifdef SPECULARTERM
8
+ vec3 specular;
9
+ #endif
7
10
  #ifdef CLEARCOAT
8
- vec4 clearCoat;
11
+ vec4 clearCoat;
12
+ #endif
9
13
  #ifdef SHEEN
10
- vec3 sheen;
11
- };
12
- float lightRoughness=lightRadius/lightDistance;
13
- return roughness;
14
- }
15
- vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){
16
- vec3 computeDiffuseAndTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {
14
+ vec3 sheen;
15
+ #endif
16
+ };float adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {
17
+ #if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)
18
+ float lightRoughness=lightRadius/lightDistance;float totalRoughness=saturate(lightRoughness+roughness);return totalRoughness;
19
+ #else
20
+ return roughness;
21
+ #endif
22
+ }
23
+ vec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {return mix(groundColor,lightColor,info.NdotL);}
24
+ vec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {float diffuseTerm=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*info.attenuation*info.NdotL*lightColor;}
25
+ #define inline
26
+ vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){vec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return toLinearSpace(textureColor);}
27
+ #ifdef SS_TRANSLUCENCY
28
+ vec3 computeDiffuseAndTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {float NdotL=absEps(info.NdotLUnclamped);float wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);float trAdapt=step(0.,info.NdotLUnclamped);vec3 transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);float diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}
29
+ #endif
17
30
  #ifdef SPECULARTERM
18
- vec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {
19
- fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
20
- float distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);
21
- float smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);
22
- float smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);
23
- vec3 specTerm=fresnel*distribution*smithVisibility;
31
+ vec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);
32
+ #ifdef IRIDESCENCE
33
+ fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
34
+ #endif
35
+ float distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);
36
+ #ifdef BRDF_V_HEIGHT_CORRELATED
37
+ float smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);
38
+ #else
39
+ float smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);
40
+ #endif
41
+ vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}
42
+ #endif
24
43
  #ifdef ANISOTROPIC
25
- vec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {
26
- fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
27
- float distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);
44
+ vec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);
45
+ #ifdef IRIDESCENCE
46
+ fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
47
+ #endif
48
+ float distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}
49
+ #endif
28
50
  #ifdef CLEARCOAT
29
- vec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {
51
+ vec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {float NccdotL=saturateEps(dot(Ncc,info.L));float NccdotH=saturateEps(dot(Ncc,info.H));float clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);float fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;float distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);float kelemenVisibility=visibility_Kelemen(info.VdotH);float clearCoatTerm=fresnel*distribution*kelemenVisibility;return vec4(
52
+ clearCoatTerm*info.attenuation*NccdotL*lightColor,
53
+ 1.0-fresnel
54
+ );}
55
+ vec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);float NdotLRefract=saturateEps(dot(Ncc,LRefract));vec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}
56
+ #endif
30
57
  #ifdef SHEEN
31
- vec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {
32
- float visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);
58
+ vec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);float fresnel=1.;float distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER
59
+ float visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);
60
+ #else */
61
+ float visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */
62
+ float sheenTerm=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}
63
+ #endif
33
64
  `;
34
65
  // Sideeffect
35
66
  ShaderStore.IncludesShadersStore[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Hd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\r{\rvec3 diffuse;\r#ifdef SPECULARTERM\nvec3 specular;\r#endif\n#ifdef CLEARCOAT\nvec4 clearCoat;\r#endif\n#ifdef SHEEN\nvec3 sheen;\r#endif\n};\rfloat adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {\r#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nfloat lightRoughness=lightRadius/lightDistance;\rfloat totalRoughness=saturate(lightRoughness+roughness);\rreturn totalRoughness;\r#else\nreturn roughness;\r#endif\n}\rvec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {\rreturn mix(groundColor,lightColor,info.NdotL);\r}\rvec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {\rfloat diffuseTerm=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);\rreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;\r}\r#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\rvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\rstrq/=strq.w;\rvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\rreturn toLinearSpace(textureColor);\r}\r#ifdef SS_TRANSLUCENCY\nvec3 computeDiffuseAndTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {\rfloat NdotL=absEps(info.NdotLUnclamped);\rfloat wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);\rfloat trAdapt=step(0.,info.NdotLUnclamped);\rvec3 transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);\rfloat diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);\rreturn diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;\r}\r#endif\n#ifdef SPECULARTERM\nvec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\rfloat NdotH=saturateEps(dot(N,info.H));\rfloat roughness=max(info.roughness,geometricRoughnessFactor);\rfloat alphaG=convertRoughnessToAverageSlope(roughness);\rvec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\r#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\r#endif\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\r#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\r#else\nfloat smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\r#endif\nvec3 specTerm=fresnel*distribution*smithVisibility;\rreturn specTerm*info.attenuation*info.NdotL*lightColor;\r}\r#endif\n#ifdef ANISOTROPIC\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\rfloat NdotH=saturateEps(dot(N,info.H));\rfloat TdotH=dot(T,info.H);\rfloat BdotH=dot(B,info.H);\rfloat TdotV=dot(T,V);\rfloat BdotV=dot(B,V);\rfloat TdotL=dot(T,info.L);\rfloat BdotL=dot(B,info.L);\rfloat alphaG=convertRoughnessToAverageSlope(info.roughness);\rvec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);\ralphaTB=max(alphaTB,square(geometricRoughnessFactor));\rvec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\r#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\r#endif\nfloat distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);\rfloat smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);\rvec3 specTerm=fresnel*distribution*smithVisibility;\rreturn specTerm*info.attenuation*info.NdotL*lightColor;\r}\r#endif\n#ifdef CLEARCOAT\nvec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {\rfloat NccdotL=saturateEps(dot(Ncc,info.L));\rfloat NccdotH=saturateEps(dot(Ncc,info.H));\rfloat clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);\rfloat alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);\rfloat fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);\rfresnel*=clearCoatIntensity;\rfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);\rfloat kelemenVisibility=visibility_Kelemen(info.VdotH);\rfloat clearCoatTerm=fresnel*distribution*kelemenVisibility;\rreturn vec4(\rclearCoatTerm*info.attenuation*NccdotL*lightColor,\r1.0-fresnel\r);\r}\rvec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {\rvec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);\rfloat NdotLRefract=saturateEps(dot(Ncc,LRefract));\rvec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);\rreturn absorption;\r}\r#endif\n#ifdef SHEEN\nvec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {\rfloat NdotH=saturateEps(dot(N,info.H));\rfloat roughness=max(info.roughness,geometricRoughnessFactor);\rfloat alphaG=convertRoughnessToAverageSlope(roughness);\rfloat fresnel=1.;\rfloat distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);\r/*#ifdef SHEEN_SOFTER\rfloat visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\r#else */\nfloat visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);\r/* #endif */\rfloat sheenTerm=fresnel*distribution*visibility;\rreturn sheenTerm*info.attenuation*info.NdotL*lightColor;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrDirectLightingFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{vec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef CLEARCOAT\nvec4 clearCoat;\n#endif\n#ifdef SHEEN\nvec3 sheen;\n#endif\n};float adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nfloat lightRoughness=lightRadius/lightDistance;float totalRoughness=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nvec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {return mix(groundColor,lightColor,info.NdotL);}\nvec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {float diffuseTerm=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*info.attenuation*info.NdotL*lightColor;}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){vec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return toLinearSpace(textureColor);}\n#ifdef SS_TRANSLUCENCY\nvec3 computeDiffuseAndTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {float NdotL=absEps(info.NdotLUnclamped);float wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);float trAdapt=step(0.,info.NdotLUnclamped);vec3 transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);float diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}\n#endif\n#ifdef SPECULARTERM\nvec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nfloat smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef ANISOTROPIC\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nvec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {float NccdotL=saturateEps(dot(Ncc,info.L));float NccdotH=saturateEps(dot(Ncc,info.H));float clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);float fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;float distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);float kelemenVisibility=visibility_Kelemen(info.VdotH);float clearCoatTerm=fresnel*distribution*kelemenVisibility;return vec4(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nvec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);float NdotLRefract=saturateEps(dot(Ncc,LRefract));vec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nvec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);float fresnel=1.;float distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nfloat visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nfloat visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nfloat sheenTerm=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrDirectLightingFunctions = { name, shader };\n"]}
@@ -1,11 +1,18 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "pbrDirectLightingSetupFunctions";
4
- const shader = `struct preLightingInfo
5
- float iridescenceIntensity;
6
- };
7
- result.L=normalize(lightData.xyz);
8
- return result;
4
+ const shader = `struct preLightingInfo
5
+ {vec3 lightOffset;float lightDistanceSquared;float lightDistance;float attenuation;vec3 L;vec3 H;float NdotV;float NdotLUnclamped;float NdotL;float VdotH;float roughness;
6
+ #ifdef IRIDESCENCE
7
+ float iridescenceIntensity;
8
+ #endif
9
+ };preLightingInfo computePointAndSpotPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {preLightingInfo result;result.lightOffset=lightData.xyz-vPositionW;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);result.L=normalize(result.lightOffset);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}
10
+ preLightingInfo computeDirectionalPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {preLightingInfo result;result.lightDistance=length(-lightData.xyz);result.L=normalize(-lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}
11
+ preLightingInfo computeHemisphericPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {preLightingInfo result;result.NdotL=dot(N,lightData.xyz)*0.5+0.5;result.NdotL=saturateEps(result.NdotL);result.NdotLUnclamped=result.NdotL;
12
+ #ifdef SPECULARTERM
13
+ result.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));
14
+ #endif
15
+ return result;}`;
9
16
  // Sideeffect
10
17
  ShaderStore.IncludesShadersStore[name] = shader;
11
18
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"pbrDirectLightingSetupFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkDb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingSetupFunctions\";\nconst shader = `struct preLightingInfo\r{\rvec3 lightOffset;\rfloat lightDistanceSquared;\rfloat lightDistance;\rfloat attenuation;\rvec3 L;\rvec3 H;\rfloat NdotV;\rfloat NdotLUnclamped;\rfloat NdotL;\rfloat VdotH;\rfloat roughness;\r#ifdef IRIDESCENCE\nfloat iridescenceIntensity;\r#endif\n};\rpreLightingInfo computePointAndSpotPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\rpreLightingInfo result;\rresult.lightOffset=lightData.xyz-vPositionW;\rresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\rresult.lightDistance=sqrt(result.lightDistanceSquared);\rresult.L=normalize(result.lightOffset);\rresult.H=normalize(V+result.L);\rresult.VdotH=saturate(dot(V,result.H));\rresult.NdotLUnclamped=dot(N,result.L);\rresult.NdotL=saturateEps(result.NdotLUnclamped);\rreturn result;\r}\rpreLightingInfo computeDirectionalPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\rpreLightingInfo result;\rresult.lightDistance=length(-lightData.xyz);\rresult.L=normalize(-lightData.xyz);\rresult.H=normalize(V+result.L);\rresult.VdotH=saturate(dot(V,result.H));\rresult.NdotLUnclamped=dot(N,result.L);\rresult.NdotL=saturateEps(result.NdotLUnclamped);\rreturn result;\r}\rpreLightingInfo computeHemisphericPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {\rpreLightingInfo result;\rresult.NdotL=dot(N,lightData.xyz)*0.5+0.5;\rresult.NdotL=saturateEps(result.NdotL);\rresult.NdotLUnclamped=result.NdotL;\r#ifdef SPECULARTERM\nresult.L=normalize(lightData.xyz);\rresult.H=normalize(V+result.L);\rresult.VdotH=saturate(dot(V,result.H));\r#endif\nreturn result;\r}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrDirectLightingSetupFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrDirectLightingSetupFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;gBAWC,CAAC;AACjB,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingSetupFunctions\";\nconst shader = `struct preLightingInfo\n{vec3 lightOffset;float lightDistanceSquared;float lightDistance;float attenuation;vec3 L;vec3 H;float NdotV;float NdotLUnclamped;float NdotL;float VdotH;float roughness;\n#ifdef IRIDESCENCE\nfloat iridescenceIntensity;\n#endif\n};preLightingInfo computePointAndSpotPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {preLightingInfo result;result.lightOffset=lightData.xyz-vPositionW;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);result.L=normalize(result.lightOffset);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}\npreLightingInfo computeDirectionalPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {preLightingInfo result;result.lightDistance=length(-lightData.xyz);result.L=normalize(-lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}\npreLightingInfo computeHemisphericPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {preLightingInfo result;result.NdotL=dot(N,lightData.xyz)*0.5+0.5;result.NdotL=saturateEps(result.NdotL);result.NdotLUnclamped=result.NdotL;\n#ifdef SPECULARTERM\nresult.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));\n#endif\nreturn result;}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrDirectLightingSetupFunctions = { name, shader };\n"]}