@babylonjs/core 7.0.0 → 7.2.0

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Files changed (182) hide show
  1. package/Animations/animationGroup.d.ts +1 -1
  2. package/Animations/animationGroup.js +1 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Animations/runtimeAnimation.js +10 -3
  5. package/Animations/runtimeAnimation.js.map +1 -1
  6. package/Compute/computeEffect.d.ts +3 -4
  7. package/Compute/computeEffect.js +40 -33
  8. package/Compute/computeEffect.js.map +1 -1
  9. package/Compute/computeShader.d.ts +2 -2
  10. package/Compute/computeShader.js.map +1 -1
  11. package/Engines/Extensions/engine.computeShader.d.ts +27 -3
  12. package/Engines/Extensions/engine.computeShader.js +1 -1
  13. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  14. package/Engines/Extensions/engine.multiRender.js +1 -1
  15. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  16. package/Engines/Extensions/engine.renderTarget.js +12 -2
  17. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  18. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +1 -2
  19. package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -3
  20. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  21. package/Engines/WebGPU/Extensions/engine.computeShader.js +22 -0
  22. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  23. package/Engines/WebGPU/Extensions/engine.multiRender.js +1 -1
  24. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  25. package/Engines/WebGPU/Extensions/engine.renderTarget.js +3 -1
  26. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  27. package/Engines/WebGPU/webgpuClearQuad.d.ts +2 -2
  28. package/Engines/WebGPU/webgpuClearQuad.js +8 -3
  29. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  30. package/Engines/WebGPU/webgpuComputePipelineContext.js +4 -2
  31. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  32. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -0
  33. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  34. package/Engines/WebGPU/webgpuShaderProcessor.js +15 -0
  35. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  36. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +1 -0
  37. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +10 -2
  38. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  39. package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -1
  40. package/Engines/WebGPU/webgpuTextureManager.js +7 -7
  41. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  42. package/Engines/nativeEngine.d.ts +1 -0
  43. package/Engines/nativeEngine.js.map +1 -1
  44. package/Engines/nullEngine.d.ts +1 -0
  45. package/Engines/nullEngine.js.map +1 -1
  46. package/Engines/renderTargetWrapper.d.ts +14 -2
  47. package/Engines/renderTargetWrapper.js +23 -3
  48. package/Engines/renderTargetWrapper.js.map +1 -1
  49. package/Engines/thinEngine.d.ts +3 -7
  50. package/Engines/thinEngine.js +23 -9
  51. package/Engines/thinEngine.js.map +1 -1
  52. package/Engines/webgpuEngine.d.ts +2 -2
  53. package/Engines/webgpuEngine.js +19 -9
  54. package/Engines/webgpuEngine.js.map +1 -1
  55. package/Gizmos/axisScaleGizmo.js +6 -1
  56. package/Gizmos/axisScaleGizmo.js.map +1 -1
  57. package/Gizmos/boundingBoxGizmo.d.ts +2 -2
  58. package/Gizmos/boundingBoxGizmo.js +27 -17
  59. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  60. package/Gizmos/scaleGizmo.d.ts +6 -0
  61. package/Gizmos/scaleGizmo.js +10 -2
  62. package/Gizmos/scaleGizmo.js.map +1 -1
  63. package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
  64. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  65. package/Lights/Shadows/shadowGenerator.js +17 -2
  66. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  67. package/Materials/Node/Blocks/Dual/textureBlock.js +5 -0
  68. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  69. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +2 -0
  70. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  71. package/Materials/Node/Blocks/addBlock.d.ts +2 -15
  72. package/Materials/Node/Blocks/addBlock.js +4 -32
  73. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  74. package/Materials/Node/Blocks/baseMathBlock.d.ts +26 -0
  75. package/Materials/Node/Blocks/baseMathBlock.js +84 -0
  76. package/Materials/Node/Blocks/baseMathBlock.js.map +1 -0
  77. package/Materials/Node/Blocks/divideBlock.d.ts +2 -15
  78. package/Materials/Node/Blocks/divideBlock.js +4 -32
  79. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  80. package/Materials/Node/Blocks/multiplyBlock.d.ts +2 -15
  81. package/Materials/Node/Blocks/multiplyBlock.js +4 -32
  82. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  83. package/Materials/Node/Blocks/subtractBlock.d.ts +2 -15
  84. package/Materials/Node/Blocks/subtractBlock.js +4 -32
  85. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  86. package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +4 -0
  87. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +7 -0
  88. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  89. package/Materials/PBR/pbrBaseMaterial.js +1 -5
  90. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  91. package/Materials/PBR/pbrClearCoatConfiguration.d.ts +0 -1
  92. package/Materials/PBR/pbrClearCoatConfiguration.js +3 -12
  93. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  94. package/Materials/PBR/pbrIridescenceConfiguration.d.ts +1 -4
  95. package/Materials/PBR/pbrIridescenceConfiguration.js +5 -15
  96. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  97. package/Materials/PBR/pbrSheenConfiguration.d.ts +0 -1
  98. package/Materials/PBR/pbrSheenConfiguration.js +3 -12
  99. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  100. package/Materials/PBR/pbrSubSurfaceConfiguration.js +5 -17
  101. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  102. package/Materials/Textures/baseTexture.d.ts +0 -6
  103. package/Materials/Textures/baseTexture.js +0 -8
  104. package/Materials/Textures/baseTexture.js.map +1 -1
  105. package/Materials/Textures/renderTargetTexture.d.ts +8 -24
  106. package/Materials/Textures/renderTargetTexture.js +13 -8
  107. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  108. package/Materials/Textures/texture.d.ts +5 -8
  109. package/Materials/Textures/texture.js +10 -20
  110. package/Materials/Textures/texture.js.map +1 -1
  111. package/Materials/Textures/textureCreationOptions.d.ts +1 -0
  112. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  113. package/Materials/Textures/thinTexture.js +1 -1
  114. package/Materials/Textures/thinTexture.js.map +1 -1
  115. package/Materials/effect.d.ts +3 -3
  116. package/Materials/effect.js.map +1 -1
  117. package/Materials/shaderMaterial.d.ts +3 -3
  118. package/Materials/shaderMaterial.js.map +1 -1
  119. package/Maths/math.vector.d.ts +12 -0
  120. package/Maths/math.vector.js +17 -2
  121. package/Maths/math.vector.js.map +1 -1
  122. package/Maths/tensor.d.ts +13 -11
  123. package/Maths/tensor.js.map +1 -1
  124. package/Meshes/Builders/greasedLineBuilder.js +14 -0
  125. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  126. package/Meshes/Builders/ribbonBuilder.js +32 -28
  127. package/Meshes/Builders/ribbonBuilder.js.map +1 -1
  128. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +18 -6
  129. package/Meshes/GreasedLine/greasedLineBaseMesh.js +17 -1
  130. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  131. package/Meshes/GreasedLine/greasedLineMesh.d.ts +0 -2
  132. package/Meshes/GreasedLine/greasedLineMesh.js +84 -77
  133. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  134. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +19 -4
  135. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  136. package/Meshes/Node/Blocks/mathBlock.d.ts +6 -0
  137. package/Meshes/Node/Blocks/mathBlock.js +95 -23
  138. package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
  139. package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +4 -0
  140. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +7 -0
  141. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  142. package/Misc/greasedLineTools.d.ts +6 -0
  143. package/Misc/greasedLineTools.js +21 -0
  144. package/Misc/greasedLineTools.js.map +1 -1
  145. package/Rendering/depthPeelingRenderer.js +1 -1
  146. package/Rendering/depthPeelingRenderer.js.map +1 -1
  147. package/Rendering/fluidRenderer/fluidRenderer.js +1 -1
  148. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  149. package/Rendering/reflectiveShadowMap.js +1 -1
  150. package/Rendering/reflectiveShadowMap.js.map +1 -1
  151. package/Shaders/ShadersInclude/pbrBlockClearcoat.js +0 -4
  152. package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  153. package/Shaders/ShadersInclude/pbrBlockIridescence.js +0 -3
  154. package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -1
  155. package/Shaders/ShadersInclude/pbrBlockSheen.js +1 -5
  156. package/Shaders/ShadersInclude/pbrBlockSheen.js.map +1 -1
  157. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +1 -1
  158. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  159. package/Shaders/ShadersInclude/pbrDebug.js +2 -0
  160. package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
  161. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -2
  162. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  163. package/Shaders/greasedLine.vertex.js +3 -3
  164. package/Shaders/greasedLine.vertex.js.map +1 -1
  165. package/Shaders/pbr.fragment.js +4 -4
  166. package/Shaders/pbr.fragment.js.map +1 -1
  167. package/ShadersWGSL/clearQuad.fragment.js +11 -0
  168. package/ShadersWGSL/clearQuad.fragment.js.map +1 -0
  169. package/ShadersWGSL/clearQuad.vertex.js +22 -0
  170. package/ShadersWGSL/clearQuad.vertex.js.map +1 -0
  171. package/XR/features/WebXRHandTracking.d.ts +5 -0
  172. package/XR/features/WebXRHandTracking.js +6 -0
  173. package/XR/features/WebXRHandTracking.js.map +1 -1
  174. package/node.js +1 -6
  175. package/node.js.map +1 -1
  176. package/package.json +1 -1
  177. package/Shaders/clearQuad.fragment.js +0 -10
  178. package/Shaders/clearQuad.fragment.js.map +0 -1
  179. package/Shaders/clearQuad.vertex.js +0 -19
  180. package/Shaders/clearQuad.vertex.js.map +0 -1
  181. /package/{Shaders → ShadersWGSL}/clearQuad.fragment.d.ts +0 -0
  182. /package/{Shaders → ShadersWGSL}/clearQuad.vertex.d.ts +0 -0
@@ -1 +1 @@
1
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{ Scene } from \"core/scene\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { ISceneComponent } from \"core/sceneComponent\";\r\nimport { SceneComponentConstants } from \"core/sceneComponent\";\r\nimport type { SmartArrayNoDuplicate } from \"core/Misc/smartArray\";\r\nimport type { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Buffer } from \"core/Buffers/buffer\";\r\n\r\nimport type { FluidRenderingObject } from \"./fluidRenderingObject\";\r\nimport { FluidRenderingObjectParticleSystem } from \"./fluidRenderingObjectParticleSystem\";\r\nimport { FluidRenderingTargetRenderer } from \"./fluidRenderingTargetRenderer\";\r\nimport { FluidRenderingObjectCustomParticles } from \"./fluidRenderingObjectCustomParticles\";\r\nimport { FluidRenderingDepthTextureCopy } from \"./fluidRenderingDepthTextureCopy\";\r\n\r\nimport \"../../Shaders/fluidRenderingParticleDepth.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleDepth.fragment\";\r\nimport \"../../Shaders/fluidRenderingParticleThickness.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleThickness.fragment\";\r\nimport \"../../Shaders/fluidRenderingParticleDiffuse.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleDiffuse.fragment\";\r\nimport \"../../Shaders/fluidRenderingBilateralBlur.fragment\";\r\nimport \"../../Shaders/fluidRenderingStandardBlur.fragment\";\r\nimport \"../../Shaders/fluidRenderingRender.fragment\";\r\n\r\ndeclare module \"../../abstractScene\" {\r\n export interface AbstractScene {\r\n /** @internal (Backing field) */\r\n _fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Gets or Sets the fluid renderer associated to the scene.\r\n */\r\n fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Enables the fluid renderer and associates it with the scene\r\n * @returns the FluidRenderer\r\n */\r\n enableFluidRenderer(): Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Disables the fluid renderer associated with the scene\r\n */\r\n disableFluidRenderer(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"fluidRenderer\", {\r\n get: function (this: Scene) {\r\n return this._fluidRenderer;\r\n },\r\n set: function (this: Scene, value: Nullable<FluidRenderer>) {\r\n this._fluidRenderer = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableFluidRenderer = function (): Nullable<FluidRenderer> {\r\n if (this._fluidRenderer) {\r\n return this._fluidRenderer;\r\n }\r\n\r\n this._fluidRenderer = new FluidRenderer(this);\r\n\r\n return this._fluidRenderer;\r\n};\r\n\r\nScene.prototype.disableFluidRenderer = function (): void {\r\n this._fluidRenderer?.dispose();\r\n this._fluidRenderer = null;\r\n};\r\n\r\ntype CameraMapForFluidRendering = [Array<FluidRenderingTargetRenderer>, { [key: string]: FluidRenderingDepthTextureCopy }];\r\n\r\nfunction IsParticleSystemObject(obj: FluidRenderingObject): obj is FluidRenderingObjectParticleSystem {\r\n return !!(obj as FluidRenderingObjectParticleSystem).particleSystem;\r\n}\r\n\r\nfunction IsCustomParticlesObject(obj: FluidRenderingObject): obj is FluidRenderingObjectCustomParticles {\r\n return !!(obj as FluidRenderingObjectCustomParticles).addBuffers;\r\n}\r\n\r\n/**\r\n * Defines the fluid renderer scene component responsible to render objects as fluids\r\n */\r\nexport class FluidRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_FLUIDRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_FLUIDRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_FLUIDRENDERER, this, this._afterCameraDraw);\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(_renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n this.scene.fluidRenderer?._prepareRendering();\r\n }\r\n\r\n private _afterCameraDraw(camera: Camera) {\r\n this.scene.fluidRenderer?._render(camera);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const fluidRenderer = this.scene.fluidRenderer;\r\n if (!fluidRenderer) {\r\n return;\r\n }\r\n\r\n const buffers = new Set<Buffer>();\r\n for (let i = 0; i < fluidRenderer.renderObjects.length; ++i) {\r\n const obj = fluidRenderer.renderObjects[i].object;\r\n if (IsCustomParticlesObject(obj)) {\r\n const vbuffers = obj.vertexBuffers;\r\n for (const name in vbuffers) {\r\n buffers.add(vbuffers[name].getWrapperBuffer());\r\n }\r\n }\r\n }\r\n\r\n buffers.forEach((buffer) => {\r\n buffer._rebuild();\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.disableFluidRenderer();\r\n }\r\n}\r\n\r\n/**\r\n * An object rendered as a fluid.\r\n * It consists of the object itself as well as the render target renderer (which is used to generate the textures (render target) needed for fluid rendering)\r\n */\r\nexport interface IFluidRenderingRenderObject {\r\n /** object rendered as a fluid */\r\n object: FluidRenderingObject;\r\n /** target renderer used to render the fluid object */\r\n targetRenderer: FluidRenderingTargetRenderer;\r\n}\r\n\r\n/**\r\n * Class responsible for fluid rendering.\r\n * It is implementing the method described in https://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf\r\n */\r\nexport class FluidRenderer {\r\n /** @internal */\r\n public static _SceneComponentInitialization(scene: Scene) {\r\n let component = scene._getComponent(SceneComponentConstants.NAME_FLUIDRENDERER) as FluidRendererSceneComponent;\r\n if (!component) {\r\n component = new FluidRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _onEngineResizeObserver: Nullable<Observer<Engine>>;\r\n private _cameras: Map<Camera, CameraMapForFluidRendering>;\r\n\r\n /** Retrieves all the render objects managed by the class */\r\n public readonly renderObjects: Array<IFluidRenderingRenderObject>;\r\n\r\n /** Retrieves all the render target renderers managed by the class */\r\n public readonly targetRenderers: FluidRenderingTargetRenderer[];\r\n\r\n /**\r\n * Initializes the class\r\n * @param scene Scene in which the objects are part of\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._onEngineResizeObserver = null;\r\n this.renderObjects = [];\r\n this.targetRenderers = [];\r\n this._cameras = new Map();\r\n\r\n FluidRenderer._SceneComponentInitialization(this._scene);\r\n\r\n this._onEngineResizeObserver = this._engine.onResizeObservable.add(() => {\r\n this._initialize();\r\n });\r\n }\r\n\r\n /**\r\n * Reinitializes the class\r\n * Can be used if you change the object priority (FluidRenderingObject.priority), to make sure the objects are rendered in the right order\r\n */\r\n public recreate(): void {\r\n this._sortRenderingObjects();\r\n this._initialize();\r\n }\r\n\r\n /**\r\n * Gets the render object corresponding to a particle system (null if the particle system is not rendered as a fluid)\r\n * @param ps The particle system\r\n * @returns the render object corresponding to this particle system if any, otherwise null\r\n */\r\n public getRenderObjectFromParticleSystem(ps: IParticleSystem): Nullable<IFluidRenderingRenderObject> {\r\n const index = this._getParticleSystemIndex(ps);\r\n return index !== -1 ? this.renderObjects[index] : null;\r\n }\r\n\r\n /**\r\n * Adds a particle system to the fluid renderer.\r\n * @param ps particle system\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from the particle system and use it as part of the fluid rendering (default: false)\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the particle system\r\n */\r\n public addParticleSystem(ps: IParticleSystem, generateDiffuseTexture?: boolean, targetRenderer?: FluidRenderingTargetRenderer, camera?: Camera): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectParticleSystem(this._scene, ps);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Adds a custom particle set to the fluid renderer.\r\n * @param buffers The list of buffers (should contain at least a \"position\" buffer!)\r\n * @param numParticles Number of particles in each buffer\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from buffers and use it as part of the fluid rendering (default: false). For the texture to be generated correctly, you need a \"color\" buffer in the set!\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the custom particle set\r\n */\r\n public addCustomParticles(\r\n buffers: { [key: string]: FloatArray },\r\n numParticles: number,\r\n generateDiffuseTexture?: boolean,\r\n targetRenderer?: FluidRenderingTargetRenderer,\r\n camera?: Camera\r\n ): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectCustomParticles(this._scene, buffers, numParticles);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Removes a render object from the fluid renderer\r\n * @param renderObject the render object to remove\r\n * @param removeUnusedTargetRenderer True to remove/dispose of the target renderer if it's not used anymore (default: true)\r\n * @returns True if the render object has been found and released, else false\r\n */\r\n public removeRenderObject(renderObject: IFluidRenderingRenderObject, removeUnusedTargetRenderer = true): boolean {\r\n const index = this.renderObjects.indexOf(renderObject);\r\n if (index === -1) {\r\n return false;\r\n }\r\n\r\n renderObject.object.dispose();\r\n\r\n this.renderObjects.splice(index, 1);\r\n\r\n if (removeUnusedTargetRenderer && this._removeUnusedTargetRenderers()) {\r\n this._initialize();\r\n } else {\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _sortRenderingObjects(): void {\r\n this.renderObjects.sort((a, b) => {\r\n return a.object.priority < b.object.priority ? -1 : a.object.priority > b.object.priority ? 1 : 0;\r\n });\r\n }\r\n\r\n private _removeUnusedTargetRenderers(): boolean {\r\n const indexes: { [id: number]: boolean } = {};\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const targetRenderer = this.renderObjects[i].targetRenderer;\r\n indexes[this.targetRenderers.indexOf(targetRenderer)] = true;\r\n }\r\n\r\n let removed = false;\r\n const newList: Array<FluidRenderingTargetRenderer> = [];\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!indexes[i]) {\r\n this.targetRenderers[i].dispose();\r\n removed = true;\r\n } else {\r\n newList.push(this.targetRenderers[i]);\r\n }\r\n }\r\n\r\n if (removed) {\r\n this.targetRenderers.length = 0;\r\n this.targetRenderers.push(...newList);\r\n }\r\n\r\n return removed;\r\n }\r\n\r\n private _getParticleSystemIndex(ps: IParticleSystem): number {\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const obj = this.renderObjects[i].object;\r\n if (IsParticleSystemObject(obj) && obj.particleSystem === ps) {\r\n return i;\r\n }\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n private _initialize(): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n const cameras: Map<Camera, CameraMapForFluidRendering> = new Map();\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n const targetRenderer = this.targetRenderers[i];\r\n\r\n targetRenderer._initialize();\r\n\r\n if (targetRenderer.camera && targetRenderer._renderPostProcess) {\r\n let list = cameras.get(targetRenderer.camera);\r\n if (!list) {\r\n list = [[], {}];\r\n cameras.set(targetRenderer.camera, list);\r\n }\r\n list[0].push(targetRenderer);\r\n targetRenderer.camera.attachPostProcess(targetRenderer._renderPostProcess, i);\r\n }\r\n }\r\n\r\n let iterator = cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = cameras.get(camera)!;\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const [targetRenderers, copyDepthTextures] = list;\r\n\r\n firstPostProcess.onSizeChangedObservable.add(() => {\r\n if (!firstPostProcess.inputTexture.depthStencilTexture) {\r\n firstPostProcess.inputTexture.createDepthStencilTexture(\r\n 0,\r\n true,\r\n this._engine.isStencilEnable,\r\n targetRenderers[0].samples,\r\n this._engine.isStencilEnable ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n `PostProcessRTTDepthStencil-${firstPostProcess.name}`\r\n );\r\n }\r\n for (const targetRenderer of targetRenderers) {\r\n const thicknessRT = targetRenderer._thicknessRenderTarget?.renderTarget;\r\n const thicknessTexture = thicknessRT?.texture;\r\n if (thicknessRT && thicknessTexture) {\r\n const key = thicknessTexture.width + \"_\" + thicknessTexture.height;\r\n let copyDepthTexture = copyDepthTextures[key];\r\n if (!copyDepthTexture) {\r\n copyDepthTexture = copyDepthTextures[key] = new FluidRenderingDepthTextureCopy(this._engine, thicknessTexture.width, thicknessTexture.height);\r\n }\r\n copyDepthTexture.depthRTWrapper._shareDepth(thicknessRT);\r\n }\r\n }\r\n });\r\n }\r\n\r\n // Dispose the CopyDepthTexture instances that we don't need anymore\r\n iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n\r\n const copyDepthTextures = list[1];\r\n\r\n const list2 = cameras.get(camera);\r\n if (!list2) {\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n } else {\r\n for (const key in copyDepthTextures) {\r\n if (!list2[1][key]) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._cameras.clear();\r\n this._cameras = cameras;\r\n\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n private _setParticleSizeForRenderTargets(): void {\r\n const particleSizes = new Map<FluidRenderingTargetRenderer, number>();\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n let curSize = particleSizes.get(renderingObject.targetRenderer);\r\n if (curSize === undefined) {\r\n curSize = 0;\r\n }\r\n particleSizes.set(renderingObject.targetRenderer, Math.max(curSize, renderingObject.object.particleSize));\r\n }\r\n\r\n particleSizes.forEach((particleSize, targetRenderer) => {\r\n if (targetRenderer._depthRenderTarget) {\r\n targetRenderer._depthRenderTarget.particleSize = particleSize;\r\n }\r\n });\r\n }\r\n\r\n private _setUseVelocityForRenderObject(): void {\r\n for (const renderingObject of this.renderObjects) {\r\n renderingObject.object.useVelocity = renderingObject.targetRenderer.useVelocity;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _prepareRendering(): void {\r\n for (const renderer of this.targetRenderers) {\r\n if (renderer.needInitialization) {\r\n this._initialize();\r\n return;\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _render(forCamera?: Camera): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!forCamera || this.targetRenderers[i].camera === forCamera) {\r\n this.targetRenderers[i]._clearTargets();\r\n }\r\n }\r\n\r\n const iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n if (forCamera && camera !== forCamera) {\r\n continue;\r\n }\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const sourceCopyDepth = firstPostProcess.inputTexture?.depthStencilTexture;\r\n if (sourceCopyDepth) {\r\n const [targetRenderers, copyDepthTextures] = list;\r\n for (const targetRenderer of targetRenderers) {\r\n targetRenderer._bgDepthTexture = sourceCopyDepth;\r\n }\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].copy(sourceCopyDepth);\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n if (!forCamera || renderingObject.targetRenderer.camera === forCamera) {\r\n renderingObject.targetRenderer._render(renderingObject.object);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of all the ressources used by the class\r\n */\r\n public dispose(): void {\r\n this._engine.onResizeObservable.remove(this._onEngineResizeObserver);\r\n this._onEngineResizeObserver = null;\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n this.renderObjects[i].object.dispose();\r\n }\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n this._cameras.forEach((list) => {\r\n const copyDepthTextures = list[1];\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n });\r\n\r\n (this.renderObjects as Array<IFluidRenderingRenderObject>) = [];\r\n (this.targetRenderers as FluidRenderingTargetRenderer[]) = [];\r\n this._cameras.clear();\r\n }\r\n}\r\n"]}
1
+ 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{ Scene } from \"core/scene\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { ISceneComponent } from \"core/sceneComponent\";\r\nimport { SceneComponentConstants } from \"core/sceneComponent\";\r\nimport type { SmartArrayNoDuplicate } from \"core/Misc/smartArray\";\r\nimport type { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Buffer } from \"core/Buffers/buffer\";\r\n\r\nimport type { FluidRenderingObject } from \"./fluidRenderingObject\";\r\nimport { FluidRenderingObjectParticleSystem } from \"./fluidRenderingObjectParticleSystem\";\r\nimport { FluidRenderingTargetRenderer } from \"./fluidRenderingTargetRenderer\";\r\nimport { FluidRenderingObjectCustomParticles } from \"./fluidRenderingObjectCustomParticles\";\r\nimport { FluidRenderingDepthTextureCopy } from \"./fluidRenderingDepthTextureCopy\";\r\n\r\nimport \"../../Shaders/fluidRenderingParticleDepth.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleDepth.fragment\";\r\nimport \"../../Shaders/fluidRenderingParticleThickness.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleThickness.fragment\";\r\nimport \"../../Shaders/fluidRenderingParticleDiffuse.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleDiffuse.fragment\";\r\nimport \"../../Shaders/fluidRenderingBilateralBlur.fragment\";\r\nimport \"../../Shaders/fluidRenderingStandardBlur.fragment\";\r\nimport \"../../Shaders/fluidRenderingRender.fragment\";\r\n\r\ndeclare module \"../../abstractScene\" {\r\n export interface AbstractScene {\r\n /** @internal (Backing field) */\r\n _fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Gets or Sets the fluid renderer associated to the scene.\r\n */\r\n fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Enables the fluid renderer and associates it with the scene\r\n * @returns the FluidRenderer\r\n */\r\n enableFluidRenderer(): Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Disables the fluid renderer associated with the scene\r\n */\r\n disableFluidRenderer(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"fluidRenderer\", {\r\n get: function (this: Scene) {\r\n return this._fluidRenderer;\r\n },\r\n set: function (this: Scene, value: Nullable<FluidRenderer>) {\r\n this._fluidRenderer = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableFluidRenderer = function (): Nullable<FluidRenderer> {\r\n if (this._fluidRenderer) {\r\n return this._fluidRenderer;\r\n }\r\n\r\n this._fluidRenderer = new FluidRenderer(this);\r\n\r\n return this._fluidRenderer;\r\n};\r\n\r\nScene.prototype.disableFluidRenderer = function (): void {\r\n this._fluidRenderer?.dispose();\r\n this._fluidRenderer = null;\r\n};\r\n\r\ntype CameraMapForFluidRendering = [Array<FluidRenderingTargetRenderer>, { [key: string]: FluidRenderingDepthTextureCopy }];\r\n\r\nfunction IsParticleSystemObject(obj: FluidRenderingObject): obj is FluidRenderingObjectParticleSystem {\r\n return !!(obj as FluidRenderingObjectParticleSystem).particleSystem;\r\n}\r\n\r\nfunction IsCustomParticlesObject(obj: FluidRenderingObject): obj is FluidRenderingObjectCustomParticles {\r\n return !!(obj as FluidRenderingObjectCustomParticles).addBuffers;\r\n}\r\n\r\n/**\r\n * Defines the fluid renderer scene component responsible to render objects as fluids\r\n */\r\nexport class FluidRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_FLUIDRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_FLUIDRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_FLUIDRENDERER, this, this._afterCameraDraw);\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(_renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n this.scene.fluidRenderer?._prepareRendering();\r\n }\r\n\r\n private _afterCameraDraw(camera: Camera) {\r\n this.scene.fluidRenderer?._render(camera);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const fluidRenderer = this.scene.fluidRenderer;\r\n if (!fluidRenderer) {\r\n return;\r\n }\r\n\r\n const buffers = new Set<Buffer>();\r\n for (let i = 0; i < fluidRenderer.renderObjects.length; ++i) {\r\n const obj = fluidRenderer.renderObjects[i].object;\r\n if (IsCustomParticlesObject(obj)) {\r\n const vbuffers = obj.vertexBuffers;\r\n for (const name in vbuffers) {\r\n buffers.add(vbuffers[name].getWrapperBuffer());\r\n }\r\n }\r\n }\r\n\r\n buffers.forEach((buffer) => {\r\n buffer._rebuild();\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.disableFluidRenderer();\r\n }\r\n}\r\n\r\n/**\r\n * An object rendered as a fluid.\r\n * It consists of the object itself as well as the render target renderer (which is used to generate the textures (render target) needed for fluid rendering)\r\n */\r\nexport interface IFluidRenderingRenderObject {\r\n /** object rendered as a fluid */\r\n object: FluidRenderingObject;\r\n /** target renderer used to render the fluid object */\r\n targetRenderer: FluidRenderingTargetRenderer;\r\n}\r\n\r\n/**\r\n * Class responsible for fluid rendering.\r\n * It is implementing the method described in https://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf\r\n */\r\nexport class FluidRenderer {\r\n /** @internal */\r\n public static _SceneComponentInitialization(scene: Scene) {\r\n let component = scene._getComponent(SceneComponentConstants.NAME_FLUIDRENDERER) as FluidRendererSceneComponent;\r\n if (!component) {\r\n component = new FluidRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _onEngineResizeObserver: Nullable<Observer<Engine>>;\r\n private _cameras: Map<Camera, CameraMapForFluidRendering>;\r\n\r\n /** Retrieves all the render objects managed by the class */\r\n public readonly renderObjects: Array<IFluidRenderingRenderObject>;\r\n\r\n /** Retrieves all the render target renderers managed by the class */\r\n public readonly targetRenderers: FluidRenderingTargetRenderer[];\r\n\r\n /**\r\n * Initializes the class\r\n * @param scene Scene in which the objects are part of\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._onEngineResizeObserver = null;\r\n this.renderObjects = [];\r\n this.targetRenderers = [];\r\n this._cameras = new Map();\r\n\r\n FluidRenderer._SceneComponentInitialization(this._scene);\r\n\r\n this._onEngineResizeObserver = this._engine.onResizeObservable.add(() => {\r\n this._initialize();\r\n });\r\n }\r\n\r\n /**\r\n * Reinitializes the class\r\n * Can be used if you change the object priority (FluidRenderingObject.priority), to make sure the objects are rendered in the right order\r\n */\r\n public recreate(): void {\r\n this._sortRenderingObjects();\r\n this._initialize();\r\n }\r\n\r\n /**\r\n * Gets the render object corresponding to a particle system (null if the particle system is not rendered as a fluid)\r\n * @param ps The particle system\r\n * @returns the render object corresponding to this particle system if any, otherwise null\r\n */\r\n public getRenderObjectFromParticleSystem(ps: IParticleSystem): Nullable<IFluidRenderingRenderObject> {\r\n const index = this._getParticleSystemIndex(ps);\r\n return index !== -1 ? this.renderObjects[index] : null;\r\n }\r\n\r\n /**\r\n * Adds a particle system to the fluid renderer.\r\n * @param ps particle system\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from the particle system and use it as part of the fluid rendering (default: false)\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the particle system\r\n */\r\n public addParticleSystem(ps: IParticleSystem, generateDiffuseTexture?: boolean, targetRenderer?: FluidRenderingTargetRenderer, camera?: Camera): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectParticleSystem(this._scene, ps);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Adds a custom particle set to the fluid renderer.\r\n * @param buffers The list of buffers (should contain at least a \"position\" buffer!)\r\n * @param numParticles Number of particles in each buffer\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from buffers and use it as part of the fluid rendering (default: false). For the texture to be generated correctly, you need a \"color\" buffer in the set!\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the custom particle set\r\n */\r\n public addCustomParticles(\r\n buffers: { [key: string]: FloatArray },\r\n numParticles: number,\r\n generateDiffuseTexture?: boolean,\r\n targetRenderer?: FluidRenderingTargetRenderer,\r\n camera?: Camera\r\n ): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectCustomParticles(this._scene, buffers, numParticles);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Removes a render object from the fluid renderer\r\n * @param renderObject the render object to remove\r\n * @param removeUnusedTargetRenderer True to remove/dispose of the target renderer if it's not used anymore (default: true)\r\n * @returns True if the render object has been found and released, else false\r\n */\r\n public removeRenderObject(renderObject: IFluidRenderingRenderObject, removeUnusedTargetRenderer = true): boolean {\r\n const index = this.renderObjects.indexOf(renderObject);\r\n if (index === -1) {\r\n return false;\r\n }\r\n\r\n renderObject.object.dispose();\r\n\r\n this.renderObjects.splice(index, 1);\r\n\r\n if (removeUnusedTargetRenderer && this._removeUnusedTargetRenderers()) {\r\n this._initialize();\r\n } else {\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _sortRenderingObjects(): void {\r\n this.renderObjects.sort((a, b) => {\r\n return a.object.priority < b.object.priority ? -1 : a.object.priority > b.object.priority ? 1 : 0;\r\n });\r\n }\r\n\r\n private _removeUnusedTargetRenderers(): boolean {\r\n const indexes: { [id: number]: boolean } = {};\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const targetRenderer = this.renderObjects[i].targetRenderer;\r\n indexes[this.targetRenderers.indexOf(targetRenderer)] = true;\r\n }\r\n\r\n let removed = false;\r\n const newList: Array<FluidRenderingTargetRenderer> = [];\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!indexes[i]) {\r\n this.targetRenderers[i].dispose();\r\n removed = true;\r\n } else {\r\n newList.push(this.targetRenderers[i]);\r\n }\r\n }\r\n\r\n if (removed) {\r\n this.targetRenderers.length = 0;\r\n this.targetRenderers.push(...newList);\r\n }\r\n\r\n return removed;\r\n }\r\n\r\n private _getParticleSystemIndex(ps: IParticleSystem): number {\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const obj = this.renderObjects[i].object;\r\n if (IsParticleSystemObject(obj) && obj.particleSystem === ps) {\r\n return i;\r\n }\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n private _initialize(): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n const cameras: Map<Camera, CameraMapForFluidRendering> = new Map();\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n const targetRenderer = this.targetRenderers[i];\r\n\r\n targetRenderer._initialize();\r\n\r\n if (targetRenderer.camera && targetRenderer._renderPostProcess) {\r\n let list = cameras.get(targetRenderer.camera);\r\n if (!list) {\r\n list = [[], {}];\r\n cameras.set(targetRenderer.camera, list);\r\n }\r\n list[0].push(targetRenderer);\r\n targetRenderer.camera.attachPostProcess(targetRenderer._renderPostProcess, i);\r\n }\r\n }\r\n\r\n let iterator = cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = cameras.get(camera)!;\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const [targetRenderers, copyDepthTextures] = list;\r\n\r\n firstPostProcess.onSizeChangedObservable.add(() => {\r\n if (!firstPostProcess.inputTexture.depthStencilTexture) {\r\n firstPostProcess.inputTexture.createDepthStencilTexture(\r\n 0,\r\n true,\r\n this._engine.isStencilEnable,\r\n targetRenderers[0].samples,\r\n this._engine.isStencilEnable ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n `PostProcessRTTDepthStencil-${firstPostProcess.name}`\r\n );\r\n }\r\n for (const targetRenderer of targetRenderers) {\r\n const thicknessRT = targetRenderer._thicknessRenderTarget?.renderTarget;\r\n const thicknessTexture = thicknessRT?.texture;\r\n if (thicknessRT && thicknessTexture) {\r\n const key = thicknessTexture.width + \"_\" + thicknessTexture.height;\r\n let copyDepthTexture = copyDepthTextures[key];\r\n if (!copyDepthTexture) {\r\n copyDepthTexture = copyDepthTextures[key] = new FluidRenderingDepthTextureCopy(this._engine, thicknessTexture.width, thicknessTexture.height);\r\n }\r\n copyDepthTexture.depthRTWrapper.shareDepth(thicknessRT);\r\n }\r\n }\r\n });\r\n }\r\n\r\n // Dispose the CopyDepthTexture instances that we don't need anymore\r\n iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n\r\n const copyDepthTextures = list[1];\r\n\r\n const list2 = cameras.get(camera);\r\n if (!list2) {\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n } else {\r\n for (const key in copyDepthTextures) {\r\n if (!list2[1][key]) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._cameras.clear();\r\n this._cameras = cameras;\r\n\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n private _setParticleSizeForRenderTargets(): void {\r\n const particleSizes = new Map<FluidRenderingTargetRenderer, number>();\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n let curSize = particleSizes.get(renderingObject.targetRenderer);\r\n if (curSize === undefined) {\r\n curSize = 0;\r\n }\r\n particleSizes.set(renderingObject.targetRenderer, Math.max(curSize, renderingObject.object.particleSize));\r\n }\r\n\r\n particleSizes.forEach((particleSize, targetRenderer) => {\r\n if (targetRenderer._depthRenderTarget) {\r\n targetRenderer._depthRenderTarget.particleSize = particleSize;\r\n }\r\n });\r\n }\r\n\r\n private _setUseVelocityForRenderObject(): void {\r\n for (const renderingObject of this.renderObjects) {\r\n renderingObject.object.useVelocity = renderingObject.targetRenderer.useVelocity;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _prepareRendering(): void {\r\n for (const renderer of this.targetRenderers) {\r\n if (renderer.needInitialization) {\r\n this._initialize();\r\n return;\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _render(forCamera?: Camera): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!forCamera || this.targetRenderers[i].camera === forCamera) {\r\n this.targetRenderers[i]._clearTargets();\r\n }\r\n }\r\n\r\n const iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n if (forCamera && camera !== forCamera) {\r\n continue;\r\n }\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const sourceCopyDepth = firstPostProcess.inputTexture?.depthStencilTexture;\r\n if (sourceCopyDepth) {\r\n const [targetRenderers, copyDepthTextures] = list;\r\n for (const targetRenderer of targetRenderers) {\r\n targetRenderer._bgDepthTexture = sourceCopyDepth;\r\n }\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].copy(sourceCopyDepth);\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n if (!forCamera || renderingObject.targetRenderer.camera === forCamera) {\r\n renderingObject.targetRenderer._render(renderingObject.object);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of all the ressources used by the class\r\n */\r\n public dispose(): void {\r\n this._engine.onResizeObservable.remove(this._onEngineResizeObserver);\r\n this._onEngineResizeObserver = null;\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n this.renderObjects[i].object.dispose();\r\n }\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n this._cameras.forEach((list) => {\r\n const copyDepthTextures = list[1];\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n });\r\n\r\n (this.renderObjects as Array<IFluidRenderingRenderObject>) = [];\r\n (this.targetRenderers as FluidRenderingTargetRenderer[]) = [];\r\n this._cameras.clear();\r\n }\r\n}\r\n"]}
@@ -305,7 +305,7 @@ export class RSMCreatePluginMaterial extends MaterialPluginBase {
305
305
  uniform mat4 rsmTextureProjectionMatrix;
306
306
  uniform vec4 rsmSpotInfo;
307
307
  uniform vec3 rsmLightColor;
308
- unfiorm vec3 rsmLightPosition;
308
+ uniform vec3 rsmLightPosition;
309
309
  #endif`,
310
310
  };
311
311
  }
@@ -1 +1 @@
1
- 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* Reflective Shadow Maps were first described in http://www.klayge.org/material/3_12/GI/rsm.pdf by Carsten Dachsbacher and Marc Stamminger\r\n * The ReflectiveShadowMap class only implements the position / normal / flux texture generation part.\r\n * For the global illumination effect, see the GIRSMManager class.\r\n */\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { MultiRenderTarget } from \"core/Materials/Textures/multiRenderTarget\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { Matrix, TmpVectors } from \"core/Maths/math.vector\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { WebGPURenderTargetWrapper } from \"core/Engines/WebGPU/webgpuRenderTargetWrapper\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { SpotLight } from \"core/Lights/spotLight\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { expandToProperty, serialize } from \"core/Misc/decorators\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport type { DirectionalLight } from \"core/Lights/directionalLight\";\r\n\r\n/**\r\n * Class used to generate the RSM (Reflective Shadow Map) textures for a given light.\r\n * The textures are: position (in world space), normal (in world space) and flux (light intensity)\r\n */\r\nexport class ReflectiveShadowMap {\r\n private _scene: Scene;\r\n private _light: DirectionalLight | SpotLight;\r\n private _lightTransformMatrix: Matrix = Matrix.Identity();\r\n private _mrt: MultiRenderTarget;\r\n private _textureDimensions: { width: number; height: number };\r\n private _regularMatToMatWithPlugin: Map<Material, Material>;\r\n private _counters: Array<{ name: string; value: number }>;\r\n\r\n private _enable = false;\r\n\r\n /**\r\n * Enables or disables the RSM generation.\r\n */\r\n public get enable() {\r\n return this._enable;\r\n }\r\n\r\n public set enable(value: boolean) {\r\n if (this._enable === value) {\r\n return;\r\n }\r\n\r\n this._enable = value;\r\n this._customRenderTarget(value);\r\n }\r\n\r\n /**\r\n * Gets the position texture generated by the RSM process.\r\n */\r\n public get positionWorldTexture() {\r\n return this._mrt.textures[0];\r\n }\r\n\r\n /**\r\n * Gets the normal texture generated by the RSM process.\r\n */\r\n public get normalWorldTexture() {\r\n return this._mrt.textures[1];\r\n }\r\n\r\n /**\r\n * Gets the flux texture generated by the RSM process.\r\n */\r\n public get fluxTexture() {\r\n return this._mrt.textures[2];\r\n }\r\n\r\n /**\r\n * Gets the render list used to generate the RSM textures.\r\n */\r\n public get renderList() {\r\n return this._mrt.renderList;\r\n }\r\n\r\n /**\r\n * Gets the light used to generate the RSM textures.\r\n */\r\n public get light() {\r\n return this._light;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the light parameters should be recomputed even if the light parameters (position, direction) did not change.\r\n * You should not set this value to true, except for debugging purpose (if you want to see changes from the inspector, for eg).\r\n * Instead, you should call updateLightParameters() explicitely at the right time (once the light parameters changed).\r\n */\r\n public forceUpdateLightParameters = false;\r\n\r\n /**\r\n * Creates a new RSM for the given light.\r\n * @param scene The scene\r\n * @param light The light to use to generate the RSM textures\r\n * @param textureDimensions The dimensions of the textures to generate. Default: \\{ width: 512, height: 512 \\}\r\n */\r\n constructor(scene: Scene, light: DirectionalLight | SpotLight, textureDimensions = { width: 512, height: 512 }) {\r\n this._scene = scene;\r\n this._light = light;\r\n this._textureDimensions = textureDimensions;\r\n this._regularMatToMatWithPlugin = new Map();\r\n this._counters = [{ name: \"RSM Generation \" + light.name, value: 0 }];\r\n\r\n this._createMultiRenderTarget();\r\n this._recomputeLightTransformationMatrix();\r\n\r\n this.enable = true;\r\n }\r\n\r\n /**\r\n * Sets the dimensions of the textures to generate.\r\n * @param dimensions The dimensions of the textures to generate.\r\n */\r\n public setTextureDimensions(dimensions: { width: number; height: number }) {\r\n const renderList = this._mrt.renderList;\r\n\r\n this._textureDimensions = dimensions;\r\n this._disposeMultiRenderTarget();\r\n this._createMultiRenderTarget();\r\n\r\n renderList?.forEach((mesh) => {\r\n this._addMeshToMRT(mesh);\r\n });\r\n }\r\n\r\n /**\r\n * Adds the given mesh to the render list used to generate the RSM textures.\r\n * @param mesh The mesh to add to the render list used to generate the RSM textures. If not provided, all scene meshes will be added to the render list.\r\n */\r\n public addMesh(mesh?: AbstractMesh) {\r\n if (mesh) {\r\n this._addMeshToMRT(mesh);\r\n } else {\r\n this._scene.meshes.forEach((mesh) => {\r\n this._addMeshToMRT(mesh);\r\n });\r\n }\r\n this._recomputeLightTransformationMatrix();\r\n }\r\n\r\n /**\r\n * Recomputes the light transformation matrix. Call this method if you manually changed the light position / direction / etc. and you want to update the RSM textures accordingly.\r\n * You should also call this method if you add/remove meshes to/from the render list.\r\n */\r\n public updateLightParameters() {\r\n this._recomputeLightTransformationMatrix();\r\n }\r\n\r\n /**\r\n * Gets the light transformation matrix used to generate the RSM textures.\r\n */\r\n public get lightTransformationMatrix() {\r\n if (this.forceUpdateLightParameters) {\r\n this.updateLightParameters();\r\n }\r\n return this._lightTransformMatrix;\r\n }\r\n\r\n /**\r\n * Gets the GPU time spent to generate the RSM textures.\r\n */\r\n public get countersGPU(): Array<{ name: string; value: number }> {\r\n return this._counters;\r\n }\r\n\r\n /**\r\n * Disposes the RSM.\r\n */\r\n public dispose() {\r\n this._disposeMultiRenderTarget();\r\n }\r\n\r\n protected _createMultiRenderTarget() {\r\n const name = this._light.name;\r\n\r\n const caps = this._scene.getEngine().getCaps();\r\n\r\n const fluxTextureType = caps.rg11b10ufColorRenderable ? Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV : Constants.TEXTURETYPE_HALF_FLOAT;\r\n const fluxTextureFormat = caps.rg11b10ufColorRenderable ? Constants.TEXTUREFORMAT_RGB : Constants.TEXTUREFORMAT_RGBA;\r\n\r\n this._mrt = new MultiRenderTarget(\r\n \"RSMmrt_\" + name,\r\n this._textureDimensions,\r\n 3, // number of RTT - position / normal / flux\r\n this._scene,\r\n {\r\n types: [Constants.TEXTURETYPE_HALF_FLOAT, Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV, fluxTextureType],\r\n samplingModes: [Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURE_BILINEAR_SAMPLINGMODE],\r\n generateMipMaps: false,\r\n targetTypes: [Constants.TEXTURE_2D, Constants.TEXTURE_2D, Constants.TEXTURE_2D],\r\n formats: [Constants.TEXTUREFORMAT_RGBA, Constants.TEXTUREFORMAT_RGBA, fluxTextureFormat],\r\n },\r\n [\"RSMPosition_\" + name, \"RSMNormal_\" + name, \"RSMFlux_\" + name]\r\n );\r\n\r\n this._mrt.renderList = [];\r\n this._mrt.clearColor = new Color4(0, 0, 0, 1);\r\n this._mrt.noPrePassRenderer = true;\r\n\r\n let sceneUBO: UniformBuffer;\r\n let currentSceneUBO: UniformBuffer;\r\n\r\n const useUBO = this._scene.getEngine().supportsUniformBuffers;\r\n\r\n if (useUBO) {\r\n sceneUBO = this._scene.createSceneUniformBuffer(`Scene for RSM (light \"${name}\")`);\r\n }\r\n\r\n let shadowEnabled: boolean;\r\n\r\n this._mrt.onBeforeBindObservable.add(() => {\r\n currentSceneUBO = this._scene.getSceneUniformBuffer();\r\n shadowEnabled = this._light.shadowEnabled;\r\n this._light.shadowEnabled = false; // we render from the light point of view, so we won't have any shadow anyway!\r\n });\r\n\r\n this._mrt.onBeforeRenderObservable.add((faceIndex: number) => {\r\n if (sceneUBO) {\r\n this._scene.setSceneUniformBuffer(sceneUBO);\r\n }\r\n const viewMatrix = this._light.getViewMatrix(faceIndex);\r\n const projectionMatrix = this._light.getProjectionMatrix(viewMatrix || undefined, this._mrt.renderList || undefined);\r\n if (viewMatrix && projectionMatrix) {\r\n this._scene.setTransformMatrix(viewMatrix, projectionMatrix);\r\n }\r\n if (useUBO) {\r\n this._scene.getSceneUniformBuffer().unbindEffect();\r\n this._scene.finalizeSceneUbo();\r\n }\r\n });\r\n\r\n this._mrt.onAfterUnbindObservable.add(() => {\r\n if (sceneUBO) {\r\n this._scene.setSceneUniformBuffer(currentSceneUBO);\r\n }\r\n this._scene.updateTransformMatrix(); // restore the view/projection matrices of the active camera\r\n this._light.shadowEnabled = shadowEnabled;\r\n this._counters[0].value = (this._mrt.renderTarget as WebGPURenderTargetWrapper).gpuTimeInFrame?.counter.lastSecAverage ?? 0;\r\n });\r\n\r\n this._customRenderTarget(true);\r\n }\r\n\r\n protected _customRenderTarget(add: boolean) {\r\n const idx = this._scene.customRenderTargets.indexOf(this._mrt);\r\n if (add) {\r\n if (idx === -1) {\r\n this._scene.customRenderTargets.push(this._mrt);\r\n }\r\n } else if (idx !== -1) {\r\n this._scene.customRenderTargets.splice(idx, 1);\r\n }\r\n }\r\n\r\n protected _recomputeLightTransformationMatrix() {\r\n const viewMatrix = this._light.getViewMatrix();\r\n const projectionMatrix = this._light.getProjectionMatrix(viewMatrix || undefined, this._mrt.renderList || undefined);\r\n if (viewMatrix && projectionMatrix) {\r\n viewMatrix.multiplyToRef(projectionMatrix, this._lightTransformMatrix);\r\n }\r\n }\r\n\r\n protected _addMeshToMRT(mesh: AbstractMesh) {\r\n this._mrt.renderList?.push(mesh);\r\n\r\n const material = mesh.material;\r\n if (mesh.getTotalVertices() === 0 || !material) {\r\n return;\r\n }\r\n\r\n let rsmMaterial = this._regularMatToMatWithPlugin.get(material);\r\n if (!rsmMaterial) {\r\n rsmMaterial = material.clone(\"RSMCreate_\" + material.name) || undefined;\r\n if (rsmMaterial) {\r\n // Disable the prepass renderer for this material\r\n Object.defineProperty(rsmMaterial, \"canRenderToMRT\", {\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n (rsmMaterial as any).disableLighting = true;\r\n\r\n const rsmCreatePlugin = new RSMCreatePluginMaterial(rsmMaterial);\r\n\r\n rsmCreatePlugin.isEnabled = true;\r\n rsmCreatePlugin.light = this._light;\r\n\r\n this._regularMatToMatWithPlugin.set(material, rsmMaterial);\r\n }\r\n }\r\n\r\n this._mrt.setMaterialForRendering(mesh, rsmMaterial);\r\n }\r\n\r\n protected _disposeMultiRenderTarget() {\r\n this._customRenderTarget(false);\r\n this._mrt.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nclass MaterialRSMCreateDefines extends MaterialDefines {\r\n public RSMCREATE = false;\r\n public RSMCREATE_PROJTEXTURE = false;\r\n public RSMCREATE_LIGHT_IS_SPOT = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the creation of the RSM textures\r\n */\r\nexport class RSMCreatePluginMaterial extends MaterialPluginBase {\r\n private _varAlbedoName: string;\r\n private _lightColor = new Color3();\r\n private _hasProjectionTexture = false;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public static readonly Name = \"RSMCreate\";\r\n\r\n /**\r\n * Defines the light that should be used to generate the RSM textures.\r\n */\r\n @serialize()\r\n public light: DirectionalLight | SpotLight;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the plugin is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n protected _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /**\r\n * Create a new RSMCreatePluginMaterial\r\n * @param material Parent material of the plugin\r\n */\r\n constructor(material: Material | StandardMaterial | PBRBaseMaterial) {\r\n super(material, RSMCreatePluginMaterial.Name, 300, new MaterialRSMCreateDefines());\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n\r\n this._varAlbedoName = material instanceof PBRBaseMaterial ? \"surfaceAlbedo\" : \"baseColor.rgb\";\r\n }\r\n\r\n public prepareDefines(defines: MaterialRSMCreateDefines) {\r\n defines.RSMCREATE = this._isEnabled;\r\n\r\n this._hasProjectionTexture = false;\r\n\r\n const isSpot = this.light.getTypeID() === Light.LIGHTTYPEID_SPOTLIGHT;\r\n if (isSpot) {\r\n const spot = this.light as SpotLight;\r\n this._hasProjectionTexture = spot.projectionTexture ? spot.projectionTexture.isReady() : false;\r\n }\r\n\r\n defines.RSMCREATE_PROJTEXTURE = this._hasProjectionTexture;\r\n defines.RSMCREATE_LIGHT_IS_SPOT = isSpot;\r\n }\r\n\r\n public getClassName() {\r\n return \"RSMCreatePluginMaterial\";\r\n }\r\n\r\n public getUniforms() {\r\n return {\r\n ubo: [\r\n { name: \"rsmTextureProjectionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"rsmSpotInfo\", size: 4, type: \"vec4\" },\r\n { name: \"rsmLightColor\", size: 3, type: \"vec3\" },\r\n { name: \"rsmLightPosition\", size: 3, type: \"vec3\" },\r\n ],\r\n fragment: `#ifdef RSMCREATE\r\n uniform mat4 rsmTextureProjectionMatrix;\r\n uniform vec4 rsmSpotInfo;\r\n uniform vec3 rsmLightColor;\r\n unfiorm vec3 rsmLightPosition;\r\n #endif`,\r\n };\r\n }\r\n\r\n public getSamplers(samplers: string[]) {\r\n samplers.push(\"rsmTextureProjectionSampler\");\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n this.light.diffuse.scaleToRef(this.light.getScaledIntensity(), this._lightColor);\r\n uniformBuffer.updateColor3(\"rsmLightColor\", this._lightColor);\r\n\r\n if (this.light.getTypeID() === Light.LIGHTTYPEID_SPOTLIGHT) {\r\n const spot = this.light as SpotLight;\r\n\r\n if (this._hasProjectionTexture) {\r\n uniformBuffer.updateMatrix(\"rsmTextureProjectionMatrix\", spot.projectionTextureMatrix);\r\n uniformBuffer.setTexture(\"rsmTextureProjectionSampler\", spot.projectionTexture);\r\n }\r\n\r\n const normalizeDirection = TmpVectors.Vector3[0];\r\n\r\n if (spot.computeTransformedInformation()) {\r\n uniformBuffer.updateFloat3(\"rsmLightPosition\", this.light.transformedPosition.x, this.light.transformedPosition.y, this.light.transformedPosition.z);\r\n spot.transformedDirection.normalizeToRef(normalizeDirection);\r\n } else {\r\n uniformBuffer.updateFloat3(\"rsmLightPosition\", this.light.position.x, this.light.position.y, this.light.position.z);\r\n spot.direction.normalizeToRef(normalizeDirection);\r\n }\r\n\r\n uniformBuffer.updateFloat4(\"rsmSpotInfo\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(spot.angle * 0.5));\r\n }\r\n }\r\n\r\n public getCustomCode(shaderType: string) {\r\n return shaderType === \"vertex\"\r\n ? null\r\n : {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEGIN: `\r\n #ifdef RSMCREATE\r\n #extension GL_EXT_draw_buffers : require\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RSMCREATE\r\n #ifdef RSMCREATE_PROJTEXTURE\r\n uniform highp sampler2D rsmTextureProjectionSampler; \r\n #endif\r\n layout(location = 0) out highp vec4 glFragData[3];\r\n vec4 glFragColor;\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n #ifdef RSMCREATE\r\n vec3 rsmColor = ${this._varAlbedoName} * rsmLightColor;\r\n #ifdef RSMCREATE_PROJTEXTURE\r\n {\r\n vec4 strq = rsmTextureProjectionMatrix * vec4(vPositionW, 1.0);\r\n strq /= strq.w;\r\n rsmColor *= texture2D(rsmTextureProjectionSampler, strq.xy).rgb;\r\n }\r\n #endif\r\n #ifdef RSMCREATE_LIGHT_IS_SPOT\r\n {\r\n float cosAngle = max(0., dot(rsmSpotInfo.xyz, normalize(vPositionW - rsmLightPosition)));\r\n rsmColor = sign(cosAngle - rsmSpotInfo.w) * rsmColor;\r\n }\r\n #endif\r\n glFragData[0] = vec4(vPositionW, 1.);\r\n glFragData[1] = vec4(normalize(normalW) * 0.5 + 0.5, 1.);\r\n glFragData[2] = vec4(rsmColor, 1.);\r\n #endif\r\n `,\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.RSMCreatePluginMaterial`, RSMCreatePluginMaterial);\r\n"]}
1
+ 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* Reflective Shadow Maps were first described in http://www.klayge.org/material/3_12/GI/rsm.pdf by Carsten Dachsbacher and Marc Stamminger\r\n * The ReflectiveShadowMap class only implements the position / normal / flux texture generation part.\r\n * For the global illumination effect, see the GIRSMManager class.\r\n */\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { MultiRenderTarget } from \"core/Materials/Textures/multiRenderTarget\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { Matrix, TmpVectors } from \"core/Maths/math.vector\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { WebGPURenderTargetWrapper } from \"core/Engines/WebGPU/webgpuRenderTargetWrapper\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport type { SpotLight } from \"core/Lights/spotLight\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { expandToProperty, serialize } from \"core/Misc/decorators\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Light } from \"core/Lights/light\";\r\nimport type { DirectionalLight } from \"core/Lights/directionalLight\";\r\n\r\n/**\r\n * Class used to generate the RSM (Reflective Shadow Map) textures for a given light.\r\n * The textures are: position (in world space), normal (in world space) and flux (light intensity)\r\n */\r\nexport class ReflectiveShadowMap {\r\n private _scene: Scene;\r\n private _light: DirectionalLight | SpotLight;\r\n private _lightTransformMatrix: Matrix = Matrix.Identity();\r\n private _mrt: MultiRenderTarget;\r\n private _textureDimensions: { width: number; height: number };\r\n private _regularMatToMatWithPlugin: Map<Material, Material>;\r\n private _counters: Array<{ name: string; value: number }>;\r\n\r\n private _enable = false;\r\n\r\n /**\r\n * Enables or disables the RSM generation.\r\n */\r\n public get enable() {\r\n return this._enable;\r\n }\r\n\r\n public set enable(value: boolean) {\r\n if (this._enable === value) {\r\n return;\r\n }\r\n\r\n this._enable = value;\r\n this._customRenderTarget(value);\r\n }\r\n\r\n /**\r\n * Gets the position texture generated by the RSM process.\r\n */\r\n public get positionWorldTexture() {\r\n return this._mrt.textures[0];\r\n }\r\n\r\n /**\r\n * Gets the normal texture generated by the RSM process.\r\n */\r\n public get normalWorldTexture() {\r\n return this._mrt.textures[1];\r\n }\r\n\r\n /**\r\n * Gets the flux texture generated by the RSM process.\r\n */\r\n public get fluxTexture() {\r\n return this._mrt.textures[2];\r\n }\r\n\r\n /**\r\n * Gets the render list used to generate the RSM textures.\r\n */\r\n public get renderList() {\r\n return this._mrt.renderList;\r\n }\r\n\r\n /**\r\n * Gets the light used to generate the RSM textures.\r\n */\r\n public get light() {\r\n return this._light;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the light parameters should be recomputed even if the light parameters (position, direction) did not change.\r\n * You should not set this value to true, except for debugging purpose (if you want to see changes from the inspector, for eg).\r\n * Instead, you should call updateLightParameters() explicitely at the right time (once the light parameters changed).\r\n */\r\n public forceUpdateLightParameters = false;\r\n\r\n /**\r\n * Creates a new RSM for the given light.\r\n * @param scene The scene\r\n * @param light The light to use to generate the RSM textures\r\n * @param textureDimensions The dimensions of the textures to generate. Default: \\{ width: 512, height: 512 \\}\r\n */\r\n constructor(scene: Scene, light: DirectionalLight | SpotLight, textureDimensions = { width: 512, height: 512 }) {\r\n this._scene = scene;\r\n this._light = light;\r\n this._textureDimensions = textureDimensions;\r\n this._regularMatToMatWithPlugin = new Map();\r\n this._counters = [{ name: \"RSM Generation \" + light.name, value: 0 }];\r\n\r\n this._createMultiRenderTarget();\r\n this._recomputeLightTransformationMatrix();\r\n\r\n this.enable = true;\r\n }\r\n\r\n /**\r\n * Sets the dimensions of the textures to generate.\r\n * @param dimensions The dimensions of the textures to generate.\r\n */\r\n public setTextureDimensions(dimensions: { width: number; height: number }) {\r\n const renderList = this._mrt.renderList;\r\n\r\n this._textureDimensions = dimensions;\r\n this._disposeMultiRenderTarget();\r\n this._createMultiRenderTarget();\r\n\r\n renderList?.forEach((mesh) => {\r\n this._addMeshToMRT(mesh);\r\n });\r\n }\r\n\r\n /**\r\n * Adds the given mesh to the render list used to generate the RSM textures.\r\n * @param mesh The mesh to add to the render list used to generate the RSM textures. If not provided, all scene meshes will be added to the render list.\r\n */\r\n public addMesh(mesh?: AbstractMesh) {\r\n if (mesh) {\r\n this._addMeshToMRT(mesh);\r\n } else {\r\n this._scene.meshes.forEach((mesh) => {\r\n this._addMeshToMRT(mesh);\r\n });\r\n }\r\n this._recomputeLightTransformationMatrix();\r\n }\r\n\r\n /**\r\n * Recomputes the light transformation matrix. Call this method if you manually changed the light position / direction / etc. and you want to update the RSM textures accordingly.\r\n * You should also call this method if you add/remove meshes to/from the render list.\r\n */\r\n public updateLightParameters() {\r\n this._recomputeLightTransformationMatrix();\r\n }\r\n\r\n /**\r\n * Gets the light transformation matrix used to generate the RSM textures.\r\n */\r\n public get lightTransformationMatrix() {\r\n if (this.forceUpdateLightParameters) {\r\n this.updateLightParameters();\r\n }\r\n return this._lightTransformMatrix;\r\n }\r\n\r\n /**\r\n * Gets the GPU time spent to generate the RSM textures.\r\n */\r\n public get countersGPU(): Array<{ name: string; value: number }> {\r\n return this._counters;\r\n }\r\n\r\n /**\r\n * Disposes the RSM.\r\n */\r\n public dispose() {\r\n this._disposeMultiRenderTarget();\r\n }\r\n\r\n protected _createMultiRenderTarget() {\r\n const name = this._light.name;\r\n\r\n const caps = this._scene.getEngine().getCaps();\r\n\r\n const fluxTextureType = caps.rg11b10ufColorRenderable ? Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV : Constants.TEXTURETYPE_HALF_FLOAT;\r\n const fluxTextureFormat = caps.rg11b10ufColorRenderable ? Constants.TEXTUREFORMAT_RGB : Constants.TEXTUREFORMAT_RGBA;\r\n\r\n this._mrt = new MultiRenderTarget(\r\n \"RSMmrt_\" + name,\r\n this._textureDimensions,\r\n 3, // number of RTT - position / normal / flux\r\n this._scene,\r\n {\r\n types: [Constants.TEXTURETYPE_HALF_FLOAT, Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV, fluxTextureType],\r\n samplingModes: [Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURE_BILINEAR_SAMPLINGMODE],\r\n generateMipMaps: false,\r\n targetTypes: [Constants.TEXTURE_2D, Constants.TEXTURE_2D, Constants.TEXTURE_2D],\r\n formats: [Constants.TEXTUREFORMAT_RGBA, Constants.TEXTUREFORMAT_RGBA, fluxTextureFormat],\r\n },\r\n [\"RSMPosition_\" + name, \"RSMNormal_\" + name, \"RSMFlux_\" + name]\r\n );\r\n\r\n this._mrt.renderList = [];\r\n this._mrt.clearColor = new Color4(0, 0, 0, 1);\r\n this._mrt.noPrePassRenderer = true;\r\n\r\n let sceneUBO: UniformBuffer;\r\n let currentSceneUBO: UniformBuffer;\r\n\r\n const useUBO = this._scene.getEngine().supportsUniformBuffers;\r\n\r\n if (useUBO) {\r\n sceneUBO = this._scene.createSceneUniformBuffer(`Scene for RSM (light \"${name}\")`);\r\n }\r\n\r\n let shadowEnabled: boolean;\r\n\r\n this._mrt.onBeforeBindObservable.add(() => {\r\n currentSceneUBO = this._scene.getSceneUniformBuffer();\r\n shadowEnabled = this._light.shadowEnabled;\r\n this._light.shadowEnabled = false; // we render from the light point of view, so we won't have any shadow anyway!\r\n });\r\n\r\n this._mrt.onBeforeRenderObservable.add((faceIndex: number) => {\r\n if (sceneUBO) {\r\n this._scene.setSceneUniformBuffer(sceneUBO);\r\n }\r\n const viewMatrix = this._light.getViewMatrix(faceIndex);\r\n const projectionMatrix = this._light.getProjectionMatrix(viewMatrix || undefined, this._mrt.renderList || undefined);\r\n if (viewMatrix && projectionMatrix) {\r\n this._scene.setTransformMatrix(viewMatrix, projectionMatrix);\r\n }\r\n if (useUBO) {\r\n this._scene.getSceneUniformBuffer().unbindEffect();\r\n this._scene.finalizeSceneUbo();\r\n }\r\n });\r\n\r\n this._mrt.onAfterUnbindObservable.add(() => {\r\n if (sceneUBO) {\r\n this._scene.setSceneUniformBuffer(currentSceneUBO);\r\n }\r\n this._scene.updateTransformMatrix(); // restore the view/projection matrices of the active camera\r\n this._light.shadowEnabled = shadowEnabled;\r\n this._counters[0].value = (this._mrt.renderTarget as WebGPURenderTargetWrapper).gpuTimeInFrame?.counter.lastSecAverage ?? 0;\r\n });\r\n\r\n this._customRenderTarget(true);\r\n }\r\n\r\n protected _customRenderTarget(add: boolean) {\r\n const idx = this._scene.customRenderTargets.indexOf(this._mrt);\r\n if (add) {\r\n if (idx === -1) {\r\n this._scene.customRenderTargets.push(this._mrt);\r\n }\r\n } else if (idx !== -1) {\r\n this._scene.customRenderTargets.splice(idx, 1);\r\n }\r\n }\r\n\r\n protected _recomputeLightTransformationMatrix() {\r\n const viewMatrix = this._light.getViewMatrix();\r\n const projectionMatrix = this._light.getProjectionMatrix(viewMatrix || undefined, this._mrt.renderList || undefined);\r\n if (viewMatrix && projectionMatrix) {\r\n viewMatrix.multiplyToRef(projectionMatrix, this._lightTransformMatrix);\r\n }\r\n }\r\n\r\n protected _addMeshToMRT(mesh: AbstractMesh) {\r\n this._mrt.renderList?.push(mesh);\r\n\r\n const material = mesh.material;\r\n if (mesh.getTotalVertices() === 0 || !material) {\r\n return;\r\n }\r\n\r\n let rsmMaterial = this._regularMatToMatWithPlugin.get(material);\r\n if (!rsmMaterial) {\r\n rsmMaterial = material.clone(\"RSMCreate_\" + material.name) || undefined;\r\n if (rsmMaterial) {\r\n // Disable the prepass renderer for this material\r\n Object.defineProperty(rsmMaterial, \"canRenderToMRT\", {\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n });\r\n\r\n (rsmMaterial as any).disableLighting = true;\r\n\r\n const rsmCreatePlugin = new RSMCreatePluginMaterial(rsmMaterial);\r\n\r\n rsmCreatePlugin.isEnabled = true;\r\n rsmCreatePlugin.light = this._light;\r\n\r\n this._regularMatToMatWithPlugin.set(material, rsmMaterial);\r\n }\r\n }\r\n\r\n this._mrt.setMaterialForRendering(mesh, rsmMaterial);\r\n }\r\n\r\n protected _disposeMultiRenderTarget() {\r\n this._customRenderTarget(false);\r\n this._mrt.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nclass MaterialRSMCreateDefines extends MaterialDefines {\r\n public RSMCREATE = false;\r\n public RSMCREATE_PROJTEXTURE = false;\r\n public RSMCREATE_LIGHT_IS_SPOT = false;\r\n}\r\n\r\n/**\r\n * Plugin that implements the creation of the RSM textures\r\n */\r\nexport class RSMCreatePluginMaterial extends MaterialPluginBase {\r\n private _varAlbedoName: string;\r\n private _lightColor = new Color3();\r\n private _hasProjectionTexture = false;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public static readonly Name = \"RSMCreate\";\r\n\r\n /**\r\n * Defines the light that should be used to generate the RSM textures.\r\n */\r\n @serialize()\r\n public light: DirectionalLight | SpotLight;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the plugin is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n protected _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /**\r\n * Create a new RSMCreatePluginMaterial\r\n * @param material Parent material of the plugin\r\n */\r\n constructor(material: Material | StandardMaterial | PBRBaseMaterial) {\r\n super(material, RSMCreatePluginMaterial.Name, 300, new MaterialRSMCreateDefines());\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n\r\n this._varAlbedoName = material instanceof PBRBaseMaterial ? \"surfaceAlbedo\" : \"baseColor.rgb\";\r\n }\r\n\r\n public prepareDefines(defines: MaterialRSMCreateDefines) {\r\n defines.RSMCREATE = this._isEnabled;\r\n\r\n this._hasProjectionTexture = false;\r\n\r\n const isSpot = this.light.getTypeID() === Light.LIGHTTYPEID_SPOTLIGHT;\r\n if (isSpot) {\r\n const spot = this.light as SpotLight;\r\n this._hasProjectionTexture = spot.projectionTexture ? spot.projectionTexture.isReady() : false;\r\n }\r\n\r\n defines.RSMCREATE_PROJTEXTURE = this._hasProjectionTexture;\r\n defines.RSMCREATE_LIGHT_IS_SPOT = isSpot;\r\n }\r\n\r\n public getClassName() {\r\n return \"RSMCreatePluginMaterial\";\r\n }\r\n\r\n public getUniforms() {\r\n return {\r\n ubo: [\r\n { name: \"rsmTextureProjectionMatrix\", size: 16, type: \"mat4\" },\r\n { name: \"rsmSpotInfo\", size: 4, type: \"vec4\" },\r\n { name: \"rsmLightColor\", size: 3, type: \"vec3\" },\r\n { name: \"rsmLightPosition\", size: 3, type: \"vec3\" },\r\n ],\r\n fragment: `#ifdef RSMCREATE\r\n uniform mat4 rsmTextureProjectionMatrix;\r\n uniform vec4 rsmSpotInfo;\r\n uniform vec3 rsmLightColor;\r\n uniform vec3 rsmLightPosition;\r\n #endif`,\r\n };\r\n }\r\n\r\n public getSamplers(samplers: string[]) {\r\n samplers.push(\"rsmTextureProjectionSampler\");\r\n }\r\n\r\n public bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (!this._isEnabled) {\r\n return;\r\n }\r\n\r\n this.light.diffuse.scaleToRef(this.light.getScaledIntensity(), this._lightColor);\r\n uniformBuffer.updateColor3(\"rsmLightColor\", this._lightColor);\r\n\r\n if (this.light.getTypeID() === Light.LIGHTTYPEID_SPOTLIGHT) {\r\n const spot = this.light as SpotLight;\r\n\r\n if (this._hasProjectionTexture) {\r\n uniformBuffer.updateMatrix(\"rsmTextureProjectionMatrix\", spot.projectionTextureMatrix);\r\n uniformBuffer.setTexture(\"rsmTextureProjectionSampler\", spot.projectionTexture);\r\n }\r\n\r\n const normalizeDirection = TmpVectors.Vector3[0];\r\n\r\n if (spot.computeTransformedInformation()) {\r\n uniformBuffer.updateFloat3(\"rsmLightPosition\", this.light.transformedPosition.x, this.light.transformedPosition.y, this.light.transformedPosition.z);\r\n spot.transformedDirection.normalizeToRef(normalizeDirection);\r\n } else {\r\n uniformBuffer.updateFloat3(\"rsmLightPosition\", this.light.position.x, this.light.position.y, this.light.position.z);\r\n spot.direction.normalizeToRef(normalizeDirection);\r\n }\r\n\r\n uniformBuffer.updateFloat4(\"rsmSpotInfo\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(spot.angle * 0.5));\r\n }\r\n }\r\n\r\n public getCustomCode(shaderType: string) {\r\n return shaderType === \"vertex\"\r\n ? null\r\n : {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEGIN: `\r\n #ifdef RSMCREATE\r\n #extension GL_EXT_draw_buffers : require\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RSMCREATE\r\n #ifdef RSMCREATE_PROJTEXTURE\r\n uniform highp sampler2D rsmTextureProjectionSampler; \r\n #endif\r\n layout(location = 0) out highp vec4 glFragData[3];\r\n vec4 glFragColor;\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\r\n #ifdef RSMCREATE\r\n vec3 rsmColor = ${this._varAlbedoName} * rsmLightColor;\r\n #ifdef RSMCREATE_PROJTEXTURE\r\n {\r\n vec4 strq = rsmTextureProjectionMatrix * vec4(vPositionW, 1.0);\r\n strq /= strq.w;\r\n rsmColor *= texture2D(rsmTextureProjectionSampler, strq.xy).rgb;\r\n }\r\n #endif\r\n #ifdef RSMCREATE_LIGHT_IS_SPOT\r\n {\r\n float cosAngle = max(0., dot(rsmSpotInfo.xyz, normalize(vPositionW - rsmLightPosition)));\r\n rsmColor = sign(cosAngle - rsmSpotInfo.w) * rsmColor;\r\n }\r\n #endif\r\n glFragData[0] = vec4(vPositionW, 1.);\r\n glFragData[1] = vec4(normalize(normalW) * 0.5 + 0.5, 1.);\r\n glFragData[2] = vec4(rsmColor, 1.);\r\n #endif\r\n `,\r\n };\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.RSMCreatePluginMaterial`, RSMCreatePluginMaterial);\r\n"]}
@@ -111,12 +111,8 @@ outParams.clearCoatMapData=clearCoatMapData;
111
111
  #endif
112
112
  #endif
113
113
  #if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)
114
- #ifdef CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL
115
- clearCoatRoughness*=clearCoatMapData.y;
116
- #else
117
114
  clearCoatRoughness*=clearCoatMapRoughnessData.y;
118
115
  #endif
119
- #endif
120
116
  outParams.clearCoatIntensity=clearCoatIntensity;outParams.clearCoatRoughness=clearCoatRoughness;
121
117
  #ifdef CLEARCOAT_TINT
122
118
  vec3 clearCoatColor=vClearCoatTintParams.rgb;float clearCoatThickness=vClearCoatTintParams.a;
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockClearcoat.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockClearcoat.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuPd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockClearcoat\";\nconst shader = `struct clearcoatOutParams\n{vec3 specularEnvironmentR0;float conservationFactor;vec3 clearCoatNormalW;vec2 clearCoatAARoughnessFactors;float clearCoatIntensity;float clearCoatRoughness;\n#ifdef REFLECTION\nvec3 finalClearCoatRadianceScaled;\n#endif\n#ifdef CLEARCOAT_TINT\nvec3 absorption;float clearCoatNdotVRefract;vec3 clearCoatColor;float clearCoatThickness;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nvec3 energyConservationFactorClearCoat;\n#endif\n#if DEBUGMODE>0\n#ifdef CLEARCOAT_BUMP\nmat3 TBNClearCoat;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData;\n#endif\n#ifdef REFLECTION\nvec4 environmentClearCoatRadiance;vec3 clearCoatEnvironmentReflectance;\n#endif\nfloat clearCoatNdotV;\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{float clearCoatIntensity=vClearCoatParams.x;float 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;outParams.clearCoatRoughness=clearCoatRoughness;\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatColor=vClearCoatTintParams.rgb;float 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);outParams.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);vec3 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;mat3 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);clearCoatNormalW=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;outParams.clearCoatAARoughnessFactors=getAARoughnessFactors(clearCoatNormalW.xyz);float clearCoatNdotVUnclamped=dot(clearCoatNormalW,viewDirectionW);float clearCoatNdotV=absEps(clearCoatNdotVUnclamped);\n#if DEBUGMODE>0\noutParams.clearCoatNdotV=clearCoatNdotV;\n#endif\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatVRefract=refract(-viewDirectionW,clearCoatNormalW,vClearCoatRefractionParams.y);outParams.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.);vec3 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 HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat clearCoatEho=environmentHorizonOcclusion(-viewDirectionW,clearCoatNormalW,geometricNormalW);clearCoatEnvironmentReflectance*=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);fresnelIBLClearCoat*=clearCoatIntensity;outParams.conservationFactor=(1.-fresnelIBLClearCoat);\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\noutParams.energyConservationFactorClearCoat=getEnergyConservationFactor(outParams.specularEnvironmentR0,environmentClearCoatBrdf);\n#endif\n}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockClearcoat = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockClearcoat.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockClearcoat.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmPd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockClearcoat\";\nconst shader = `struct clearcoatOutParams\n{vec3 specularEnvironmentR0;float conservationFactor;vec3 clearCoatNormalW;vec2 clearCoatAARoughnessFactors;float clearCoatIntensity;float clearCoatRoughness;\n#ifdef REFLECTION\nvec3 finalClearCoatRadianceScaled;\n#endif\n#ifdef CLEARCOAT_TINT\nvec3 absorption;float clearCoatNdotVRefract;vec3 clearCoatColor;float clearCoatThickness;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nvec3 energyConservationFactorClearCoat;\n#endif\n#if DEBUGMODE>0\n#ifdef CLEARCOAT_BUMP\nmat3 TBNClearCoat;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData;\n#endif\n#ifdef REFLECTION\nvec4 environmentClearCoatRadiance;vec3 clearCoatEnvironmentReflectance;\n#endif\nfloat clearCoatNdotV;\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{float clearCoatIntensity=vClearCoatParams.x;float 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)\nclearCoatRoughness*=clearCoatMapRoughnessData.y;\n#endif\noutParams.clearCoatIntensity=clearCoatIntensity;outParams.clearCoatRoughness=clearCoatRoughness;\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatColor=vClearCoatTintParams.rgb;float 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);outParams.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);vec3 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;mat3 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);clearCoatNormalW=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;outParams.clearCoatAARoughnessFactors=getAARoughnessFactors(clearCoatNormalW.xyz);float clearCoatNdotVUnclamped=dot(clearCoatNormalW,viewDirectionW);float clearCoatNdotV=absEps(clearCoatNdotVUnclamped);\n#if DEBUGMODE>0\noutParams.clearCoatNdotV=clearCoatNdotV;\n#endif\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatVRefract=refract(-viewDirectionW,clearCoatNormalW,vClearCoatRefractionParams.y);outParams.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.);vec3 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 HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat clearCoatEho=environmentHorizonOcclusion(-viewDirectionW,clearCoatNormalW,geometricNormalW);clearCoatEnvironmentReflectance*=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);fresnelIBLClearCoat*=clearCoatIntensity;outParams.conservationFactor=(1.-fresnelIBLClearCoat);\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\noutParams.energyConservationFactorClearCoat=getEnergyConservationFactor(outParams.specularEnvironmentR0,environmentClearCoatBrdf);\n#endif\n}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockClearcoat = { name, shader };\n"]}
@@ -27,9 +27,6 @@ out iridescenceOutParams outParams
27
27
  {float iridescenceIntensity=vIridescenceParams.x;float iridescenceIOR=vIridescenceParams.y;float iridescenceThicknessMin=vIridescenceParams.z;float iridescenceThicknessMax=vIridescenceParams.w;float iridescenceThicknessWeight=1.;
28
28
  #ifdef IRIDESCENCE_TEXTURE
29
29
  iridescenceIntensity*=iridescenceMapData.x;
30
- #ifdef IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE
31
- iridescenceThicknessWeight=iridescenceMapData.g;
32
- #endif
33
30
  #endif
34
31
  #if defined(IRIDESCENCE_THICKNESS_TEXTURE)
35
32
  iridescenceThicknessWeight=iridescenceThicknessMapData.g;
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockIridescence.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockIridescence.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockIridescence\";\nconst shader = `struct iridescenceOutParams\n{float iridescenceIntensity;float iridescenceIOR;float iridescenceThickness;vec3 specularEnvironmentR0;};\n#ifdef IRIDESCENCE\n#define pbr_inline\n#define inline\nvoid iridescenceBlock(\nin vec4 vIridescenceParams,\nin float viewAngle,\nin vec3 specularEnvironmentR0,\n#ifdef IRIDESCENCE_TEXTURE\nin vec2 iridescenceMapData,\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nin vec2 iridescenceThicknessMapData,\n#endif\n#ifdef CLEARCOAT\nin float NdotVUnclamped,\n#ifdef CLEARCOAT_TEXTURE\nin vec2 clearCoatMapData,\n#endif\n#endif\nout iridescenceOutParams outParams\n)\n{float iridescenceIntensity=vIridescenceParams.x;float iridescenceIOR=vIridescenceParams.y;float iridescenceThicknessMin=vIridescenceParams.z;float iridescenceThicknessMax=vIridescenceParams.w;float iridescenceThicknessWeight=1.;\n#ifdef IRIDESCENCE_TEXTURE\niridescenceIntensity*=iridescenceMapData.x;\n#ifdef IRIDESCENCE_USE_THICKNESS_FROM_MAINTEXTURE\niridescenceThicknessWeight=iridescenceMapData.g;\n#endif\n#endif\n#if defined(IRIDESCENCE_THICKNESS_TEXTURE)\niridescenceThicknessWeight=iridescenceThicknessMapData.g;\n#endif\nfloat iridescenceThickness=mix(iridescenceThicknessMin,iridescenceThicknessMax,iridescenceThicknessWeight);float topIor=1.; \n#ifdef CLEARCOAT\nfloat clearCoatIntensity=vClearCoatParams.x;\n#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\n#endif\ntopIor=mix(1.0,vClearCoatRefractionParams.w-1.,clearCoatIntensity);viewAngle=sqrt(1.0+square(1.0/topIor)*(square(NdotVUnclamped)-1.0));\n#endif\nvec3 iridescenceFresnel=evalIridescence(topIor,iridescenceIOR,viewAngle,iridescenceThickness,specularEnvironmentR0);outParams.specularEnvironmentR0=mix(specularEnvironmentR0,iridescenceFresnel,iridescenceIntensity);outParams.iridescenceIntensity=iridescenceIntensity;outParams.iridescenceThickness=iridescenceThickness;outParams.iridescenceIOR=iridescenceIOR;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockIridescence = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockIridescence.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockIridescence.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockIridescence\";\nconst shader = `struct iridescenceOutParams\n{float iridescenceIntensity;float iridescenceIOR;float iridescenceThickness;vec3 specularEnvironmentR0;};\n#ifdef IRIDESCENCE\n#define pbr_inline\n#define inline\nvoid iridescenceBlock(\nin vec4 vIridescenceParams,\nin float viewAngle,\nin vec3 specularEnvironmentR0,\n#ifdef IRIDESCENCE_TEXTURE\nin vec2 iridescenceMapData,\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nin vec2 iridescenceThicknessMapData,\n#endif\n#ifdef CLEARCOAT\nin float NdotVUnclamped,\n#ifdef CLEARCOAT_TEXTURE\nin vec2 clearCoatMapData,\n#endif\n#endif\nout iridescenceOutParams outParams\n)\n{float iridescenceIntensity=vIridescenceParams.x;float iridescenceIOR=vIridescenceParams.y;float iridescenceThicknessMin=vIridescenceParams.z;float iridescenceThicknessMax=vIridescenceParams.w;float iridescenceThicknessWeight=1.;\n#ifdef IRIDESCENCE_TEXTURE\niridescenceIntensity*=iridescenceMapData.x;\n#endif\n#if defined(IRIDESCENCE_THICKNESS_TEXTURE)\niridescenceThicknessWeight=iridescenceThicknessMapData.g;\n#endif\nfloat iridescenceThickness=mix(iridescenceThicknessMin,iridescenceThicknessMax,iridescenceThicknessWeight);float topIor=1.; \n#ifdef CLEARCOAT\nfloat clearCoatIntensity=vClearCoatParams.x;\n#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\n#endif\ntopIor=mix(1.0,vClearCoatRefractionParams.w-1.,clearCoatIntensity);viewAngle=sqrt(1.0+square(1.0/topIor)*(square(NdotVUnclamped)-1.0));\n#endif\nvec3 iridescenceFresnel=evalIridescence(topIor,iridescenceIOR,viewAngle,iridescenceThickness,specularEnvironmentR0);outParams.specularEnvironmentR0=mix(specularEnvironmentR0,iridescenceFresnel,iridescenceIntensity);outParams.iridescenceIntensity=iridescenceIntensity;outParams.iridescenceThickness=iridescenceThickness;outParams.iridescenceIOR=iridescenceIOR;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockIridescence = { name, shader };\n"]}
@@ -28,7 +28,7 @@ void sheenBlock(
28
28
  in vec4 vSheenColor,
29
29
  #ifdef SHEEN_ROUGHNESS
30
30
  in float vSheenRoughness,
31
- #if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)
31
+ #if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)
32
32
  in vec4 sheenMapRoughnessData,
33
33
  #endif
34
34
  #endif
@@ -109,12 +109,8 @@ float sheenRoughness=vSheenRoughness;
109
109
  sheenRoughness*=sheenMapData.a;
110
110
  #endif
111
111
  #elif defined(SHEEN_TEXTURE_ROUGHNESS)
112
- #ifdef SHEEN_TEXTURE_ROUGHNESS_IDENTICAL
113
- sheenRoughness*=sheenMapData.a;
114
- #else
115
112
  sheenRoughness*=sheenMapRoughnessData.a;
116
113
  #endif
117
- #endif
118
114
  #else
119
115
  float sheenRoughness=roughness;
120
116
  #ifdef SHEEN_TEXTURE
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockSheen.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockSheen.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsLd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockSheen\";\nconst shader = `#ifdef SHEEN\nstruct sheenOutParams\n{float sheenIntensity;vec3 sheenColor;float sheenRoughness;\n#ifdef SHEEN_LINKWITHALBEDO\nvec3 surfaceAlbedo;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\nfloat sheenAlbedoScaling;\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nvec3 finalSheenRadianceScaled;\n#endif\n#if DEBUGMODE>0\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData;\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nvec3 sheenEnvironmentReflectance;\n#endif\n#endif\n};\n#define pbr_inline\n#define inline\nvoid sheenBlock(\nin vec4 vSheenColor,\n#ifdef SHEEN_ROUGHNESS\nin float vSheenRoughness,\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nin vec4 sheenMapRoughnessData,\n#endif\n#endif\nin float roughness,\n#ifdef SHEEN_TEXTURE\nin vec4 sheenMapData,\nin float sheenMapLevel,\n#endif\nin float reflectance,\n#ifdef SHEEN_LINKWITHALBEDO\nin vec3 baseColor,\nin vec3 surfaceAlbedo,\n#endif\n#ifdef ENVIRONMENTBRDF\nin float NdotV,\nin vec3 environmentBrdf,\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nin vec2 AARoughnessFactors,\nin vec3 vReflectionMicrosurfaceInfos,\nin vec2 vReflectionInfos,\nin vec3 vReflectionColor,\nin vec4 vLightingIntensity,\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\nin vec3 reflectionCoords,\n#else\nin sampler2D reflectionSampler,\nin vec2 reflectionCoords,\n#endif\nin float NdotVUnclamped,\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#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nin float seo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\nin float eho,\n#endif\n#endif\nout sheenOutParams outParams\n)\n{float sheenIntensity=vSheenColor.a;\n#ifdef SHEEN_TEXTURE\n#if DEBUGMODE>0\noutParams.sheenMapData=sheenMapData;\n#endif\n#endif\n#ifdef SHEEN_LINKWITHALBEDO\nfloat sheenFactor=pow5(1.0-sheenIntensity);vec3 sheenColor=baseColor.rgb*(1.0-sheenFactor);float sheenRoughness=sheenIntensity;outParams.surfaceAlbedo=surfaceAlbedo*sheenFactor;\n#ifdef SHEEN_TEXTURE\nsheenIntensity*=sheenMapData.a;\n#endif\n#else\nvec3 sheenColor=vSheenColor.rgb;\n#ifdef SHEEN_TEXTURE\n#ifdef SHEEN_GAMMATEXTURE\nsheenColor.rgb*=toLinearSpace(sheenMapData.rgb);\n#else\nsheenColor.rgb*=sheenMapData.rgb;\n#endif\nsheenColor.rgb*=sheenMapLevel;\n#endif\n#ifdef SHEEN_ROUGHNESS\nfloat sheenRoughness=vSheenRoughness;\n#ifdef SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE\n#if defined(SHEEN_TEXTURE)\nsheenRoughness*=sheenMapData.a;\n#endif\n#elif defined(SHEEN_TEXTURE_ROUGHNESS)\n#ifdef SHEEN_TEXTURE_ROUGHNESS_IDENTICAL\nsheenRoughness*=sheenMapData.a;\n#else\nsheenRoughness*=sheenMapRoughnessData.a;\n#endif\n#endif\n#else\nfloat sheenRoughness=roughness;\n#ifdef SHEEN_TEXTURE\nsheenIntensity*=sheenMapData.a;\n#endif\n#endif\n#if !defined(SHEEN_ALBEDOSCALING)\nsheenIntensity*=(1.-reflectance);\n#endif\nsheenColor*=sheenIntensity;\n#endif\n#ifdef ENVIRONMENTBRDF\n/*#ifdef SHEEN_SOFTER\nvec3 environmentSheenBrdf=vec3(0.,0.,getBRDFLookupCharlieSheen(NdotV,sheenRoughness));\n#else*/\n#ifdef SHEEN_ROUGHNESS\nvec3 environmentSheenBrdf=getBRDFLookup(NdotV,sheenRoughness);\n#else\nvec3 environmentSheenBrdf=environmentBrdf;\n#endif\n/*#endif*/\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nfloat sheenAlphaG=convertRoughnessToAverageSlope(sheenRoughness);\n#ifdef SPECULARAA\nsheenAlphaG+=AARoughnessFactors.y;\n#endif\nvec4 environmentSheenRadiance=vec4(0.,0.,0.,0.);sampleReflectionTexture(\nsheenAlphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nsheenRoughness,\n#endif\nreflectionSampler,\nreflectionCoords,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nenvironmentSheenRadiance\n);vec3 sheenEnvironmentReflectance=getSheenReflectanceFromBRDFLookup(sheenColor,environmentSheenBrdf);\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nsheenEnvironmentReflectance*=seo;\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\nsheenEnvironmentReflectance*=eho;\n#endif\n#if DEBUGMODE>0\noutParams.sheenEnvironmentReflectance=sheenEnvironmentReflectance;\n#endif\noutParams.finalSheenRadianceScaled=\nenvironmentSheenRadiance.rgb *\nsheenEnvironmentReflectance *\nvLightingIntensity.z;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\noutParams.sheenAlbedoScaling=1.0-sheenIntensity*max(max(sheenColor.r,sheenColor.g),sheenColor.b)*environmentSheenBrdf.b;\n#endif\noutParams.sheenIntensity=sheenIntensity;outParams.sheenColor=sheenColor;outParams.sheenRoughness=sheenRoughness;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockSheen = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockSheen.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockSheen.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkLd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockSheen\";\nconst shader = `#ifdef SHEEN\nstruct sheenOutParams\n{float sheenIntensity;vec3 sheenColor;float sheenRoughness;\n#ifdef SHEEN_LINKWITHALBEDO\nvec3 surfaceAlbedo;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\nfloat sheenAlbedoScaling;\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nvec3 finalSheenRadianceScaled;\n#endif\n#if DEBUGMODE>0\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData;\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nvec3 sheenEnvironmentReflectance;\n#endif\n#endif\n};\n#define pbr_inline\n#define inline\nvoid sheenBlock(\nin vec4 vSheenColor,\n#ifdef SHEEN_ROUGHNESS\nin float vSheenRoughness,\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nin vec4 sheenMapRoughnessData,\n#endif\n#endif\nin float roughness,\n#ifdef SHEEN_TEXTURE\nin vec4 sheenMapData,\nin float sheenMapLevel,\n#endif\nin float reflectance,\n#ifdef SHEEN_LINKWITHALBEDO\nin vec3 baseColor,\nin vec3 surfaceAlbedo,\n#endif\n#ifdef ENVIRONMENTBRDF\nin float NdotV,\nin vec3 environmentBrdf,\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nin vec2 AARoughnessFactors,\nin vec3 vReflectionMicrosurfaceInfos,\nin vec2 vReflectionInfos,\nin vec3 vReflectionColor,\nin vec4 vLightingIntensity,\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\nin vec3 reflectionCoords,\n#else\nin sampler2D reflectionSampler,\nin vec2 reflectionCoords,\n#endif\nin float NdotVUnclamped,\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#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nin float seo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\nin float eho,\n#endif\n#endif\nout sheenOutParams outParams\n)\n{float sheenIntensity=vSheenColor.a;\n#ifdef SHEEN_TEXTURE\n#if DEBUGMODE>0\noutParams.sheenMapData=sheenMapData;\n#endif\n#endif\n#ifdef SHEEN_LINKWITHALBEDO\nfloat sheenFactor=pow5(1.0-sheenIntensity);vec3 sheenColor=baseColor.rgb*(1.0-sheenFactor);float sheenRoughness=sheenIntensity;outParams.surfaceAlbedo=surfaceAlbedo*sheenFactor;\n#ifdef SHEEN_TEXTURE\nsheenIntensity*=sheenMapData.a;\n#endif\n#else\nvec3 sheenColor=vSheenColor.rgb;\n#ifdef SHEEN_TEXTURE\n#ifdef SHEEN_GAMMATEXTURE\nsheenColor.rgb*=toLinearSpace(sheenMapData.rgb);\n#else\nsheenColor.rgb*=sheenMapData.rgb;\n#endif\nsheenColor.rgb*=sheenMapLevel;\n#endif\n#ifdef SHEEN_ROUGHNESS\nfloat sheenRoughness=vSheenRoughness;\n#ifdef SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE\n#if defined(SHEEN_TEXTURE)\nsheenRoughness*=sheenMapData.a;\n#endif\n#elif defined(SHEEN_TEXTURE_ROUGHNESS)\nsheenRoughness*=sheenMapRoughnessData.a;\n#endif\n#else\nfloat sheenRoughness=roughness;\n#ifdef SHEEN_TEXTURE\nsheenIntensity*=sheenMapData.a;\n#endif\n#endif\n#if !defined(SHEEN_ALBEDOSCALING)\nsheenIntensity*=(1.-reflectance);\n#endif\nsheenColor*=sheenIntensity;\n#endif\n#ifdef ENVIRONMENTBRDF\n/*#ifdef SHEEN_SOFTER\nvec3 environmentSheenBrdf=vec3(0.,0.,getBRDFLookupCharlieSheen(NdotV,sheenRoughness));\n#else*/\n#ifdef SHEEN_ROUGHNESS\nvec3 environmentSheenBrdf=getBRDFLookup(NdotV,sheenRoughness);\n#else\nvec3 environmentSheenBrdf=environmentBrdf;\n#endif\n/*#endif*/\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nfloat sheenAlphaG=convertRoughnessToAverageSlope(sheenRoughness);\n#ifdef SPECULARAA\nsheenAlphaG+=AARoughnessFactors.y;\n#endif\nvec4 environmentSheenRadiance=vec4(0.,0.,0.,0.);sampleReflectionTexture(\nsheenAlphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nsheenRoughness,\n#endif\nreflectionSampler,\nreflectionCoords,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nenvironmentSheenRadiance\n);vec3 sheenEnvironmentReflectance=getSheenReflectanceFromBRDFLookup(sheenColor,environmentSheenBrdf);\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nsheenEnvironmentReflectance*=seo;\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\nsheenEnvironmentReflectance*=eho;\n#endif\n#if DEBUGMODE>0\noutParams.sheenEnvironmentReflectance=sheenEnvironmentReflectance;\n#endif\noutParams.finalSheenRadianceScaled=\nenvironmentSheenRadiance.rgb *\nsheenEnvironmentReflectance *\nvLightingIntensity.z;\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(SHEEN_ALBEDOSCALING)\noutParams.sheenAlbedoScaling=1.0-sheenIntensity*max(max(sheenColor.r,sheenColor.g),sheenColor.b)*environmentSheenBrdf.b;\n#endif\noutParams.sheenIntensity=sheenIntensity;outParams.sheenColor=sheenColor;outParams.sheenRoughness=sheenRoughness;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockSheen = { name, shader };\n"]}
@@ -244,7 +244,7 @@ translucencyIntensity*=thicknessMap.b;
244
244
  #else
245
245
  float thickness=vThicknessParam.y;
246
246
  #endif
247
- #ifdef SS_REFRACTIONINTENSITY_TEXTURE
247
+ #if defined(SS_REFRACTION) && defined(SS_REFRACTIONINTENSITY_TEXTURE)
248
248
  #ifdef SS_USE_GLTF_TEXTURES
249
249
  refractionIntensity*=refractionIntensityMap.r;
250
250
  #else
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockSubSurface.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockSubSurface.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Xd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockSubSurface\";\nconst shader = `struct subSurfaceOutParams\n{vec3 specularEnvironmentReflectance;\n#ifdef SS_REFRACTION\nvec3 finalRefraction;vec3 surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nfloat alpha;\n#endif\n#ifdef REFLECTION\nfloat refractionFactorForIrradiance;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvec3 transmittance;float translucencyIntensity;\n#ifdef REFLECTION\nvec3 refractionIrradiance;\n#endif\n#endif\n#if DEBUGMODE>0\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap;\n#endif\n#ifdef SS_REFRACTION\nvec4 environmentRefraction;vec3 refractionTransmittance;\n#endif\n#endif\n};\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#define pbr_inline\n#define inline\nvec4 sampleEnvironmentRefraction(\nin float ior\n,in float thickness\n,in float refractionLOD\n,in vec3 normalW\n,in vec3 vPositionW\n,in vec3 viewDirectionW\n,in mat4 view\n,in vec4 vRefractionInfos\n,in mat4 refractionMatrix\n,in vec4 vRefractionMicrosurfaceInfos\n,in float alphaG\n#ifdef SS_REFRACTIONMAP_3D\n,in samplerCube refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,in samplerCube refractionSamplerLow\n,in samplerCube refractionSamplerHigh\n#endif\n#else\n,in sampler2D refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,in sampler2D refractionSamplerLow\n,in sampler2D refractionSamplerHigh\n#endif\n#endif\n#ifdef ANISOTROPIC\n,in anisotropicOutParams anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,in vec3 refractionPosition\n,in vec3 refractionSize\n#endif\n) {vec4 environmentRefraction=vec4(0.,0.,0.,0.);\n#ifdef ANISOTROPIC\nvec3 refractionVector=refract(-viewDirectionW,anisotropicOut.anisotropicNormal,ior);\n#else\nvec3 refractionVector=refract(-viewDirectionW,normalW,ior);\n#endif\n#ifdef SS_REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n#ifdef SS_REFRACTIONMAP_3D\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,refractionSize,refractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;vec3 refractionCoords=refractionVector;refractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\n#ifdef SS_USE_THICKNESS_AS_DEPTH\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*thickness,1.0)));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\n#endif\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODBASEDMICROSFURACE\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef SS_LODINREFRACTIONALPHA\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);float requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\n#if defined(REALTIME_FILTERING) && defined(SS_REFRACTIONMAP_3D)\nenvironmentRefraction=vec4(radiance(alphaG,refractionSampler,refractionCoords,vRefractionFilteringInfo),1.0);\n#else\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#endif\n#else\nfloat lodRefractionNormalized=saturate(refractionLOD/log2(vRefractionMicrosurfaceInfos.x));float lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;vec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);if (lodRefractionNormalizedDoubled<1.0){environmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);} else {environmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);}\n#endif\n#ifdef SS_RGBDREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef SS_GAMMAREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\nreturn environmentRefraction;}\n#endif\n#define pbr_inline\n#define inline\nvoid subSurfaceBlock(\nin vec3 vSubSurfaceIntensity,\nin vec2 vThicknessParam,\nin vec4 vTintColor,\nin vec3 normalW,\nin vec3 specularEnvironmentReflectance,\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nin vec4 thicknessMap,\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nin vec4 refractionIntensityMap,\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nin vec4 translucencyIntensityMap,\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nin mat4 reflectionMatrix,\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nin vec3 irradianceVector_,\n#endif\n#if defined(REALTIME_FILTERING)\nin samplerCube reflectionSampler,\nin vec2 vReflectionFilteringInfo,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\nin samplerCube irradianceSampler,\n#else\nin sampler2D irradianceSampler,\n#endif\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nin vec3 surfaceAlbedo,\n#endif\n#ifdef SS_REFRACTION\nin vec3 vPositionW,\nin vec3 viewDirectionW,\nin mat4 view,\nin vec4 vRefractionInfos,\nin mat4 refractionMatrix,\nin vec4 vRefractionMicrosurfaceInfos,\nin vec4 vLightingIntensity,\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nin float alpha,\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nin float NdotVUnclamped,\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nin float roughness,\n#endif\nin float alphaG,\n#ifdef SS_REFRACTIONMAP_3D\nin samplerCube refractionSampler,\n#ifndef LODBASEDMICROSFURACE\nin samplerCube refractionSamplerLow,\nin samplerCube refractionSamplerHigh,\n#endif\n#else\nin sampler2D refractionSampler,\n#ifndef LODBASEDMICROSFURACE\nin sampler2D refractionSamplerLow,\nin sampler2D refractionSamplerHigh,\n#endif\n#endif\n#ifdef ANISOTROPIC\nin anisotropicOutParams anisotropicOut,\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vRefractionFilteringInfo,\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nin vec3 refractionPosition,\nin vec3 refractionSize,\n#endif\n#ifdef SS_DISPERSION\nin float dispersion,\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nin vec3 vDiffusionDistance,\n#endif\nout subSurfaceOutParams outParams\n)\n{outParams.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#ifdef SS_REFRACTION\nfloat refractionIntensity=vSubSurfaceIntensity.x;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nrefractionIntensity*=(1.0-alpha);outParams.alpha=1.0;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nfloat translucencyIntensity=vSubSurfaceIntensity.y;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n#if defined(SS_USE_GLTF_TEXTURES)\nfloat thickness=thicknessMap.g*vThicknessParam.y+vThicknessParam.x;\n#else\nfloat thickness=thicknessMap.r*vThicknessParam.y+vThicknessParam.x;\n#endif\n#if DEBUGMODE>0\noutParams.thicknessMap=thicknessMap;\n#endif\n#ifdef SS_MASK_FROM_THICKNESS_TEXTURE\n#if defined(SS_REFRACTION) && defined(SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE)\n#if defined(SS_USE_GLTF_TEXTURES)\nrefractionIntensity*=thicknessMap.r;\n#else\nrefractionIntensity*=thicknessMap.g;\n#endif\n#endif\n#if defined(SS_TRANSLUCENCY) && defined(SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE)\ntranslucencyIntensity*=thicknessMap.b;\n#endif\n#endif\n#else\nfloat thickness=vThicknessParam.y;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n#ifdef SS_USE_GLTF_TEXTURES\nrefractionIntensity*=refractionIntensityMap.r;\n#else\nrefractionIntensity*=refractionIntensityMap.g;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensity*=translucencyIntensityMap.b;\n#endif\n#ifdef SS_TRANSLUCENCY\nthickness=maxEps(thickness);vec3 transmittance=transmittanceBRDF_Burley(vTintColor.rgb,vDiffusionDistance,thickness);transmittance*=translucencyIntensity;outParams.transmittance=transmittance;outParams.translucencyIntensity=translucencyIntensity;\n#endif\n#ifdef SS_REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\n#ifdef SS_HAS_THICKNESS\nfloat ior=vRefractionInfos.y;\n#else\nfloat ior=vRefractionMicrosurfaceInfos.w;\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nfloat refractionAlphaG=alphaG;refractionAlphaG=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));float refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,refractionAlphaG,NdotVUnclamped);\n#elif defined(SS_LINEARSPECULARREFRACTION)\nfloat refractionRoughness=alphaG;refractionRoughness=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));float refractionLOD=getLinearLodFromRoughness(vRefractionMicrosurfaceInfos.x,refractionRoughness);\n#else\nfloat refractionAlphaG=alphaG;refractionAlphaG=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));float refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,refractionAlphaG);\n#endif\nfloat refraction_ior=vRefractionInfos.y;\n#ifdef SS_DISPERSION\nfloat realIOR=1.0/refraction_ior;float iorDispersionSpread=0.04*dispersion*(realIOR-1.0);vec3 iors=vec3(1.0/(realIOR-iorDispersionSpread),refraction_ior,1.0/(realIOR+iorDispersionSpread));for (int i=0; i<3; i++) {refraction_ior=iors[i];\n#endif\nvec4 envSample=sampleEnvironmentRefraction(refraction_ior,thickness,refractionLOD,normalW,vPositionW,viewDirectionW,view,vRefractionInfos,refractionMatrix,vRefractionMicrosurfaceInfos,alphaG\n#ifdef SS_REFRACTIONMAP_3D\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#else\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,refractionPosition\n,refractionSize\n#endif\n);\n#ifdef SS_DISPERSION\nenvironmentRefraction[i]=envSample[i];}\n#else\nenvironmentRefraction=envSample;\n#endif\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n#ifdef SS_REFRACTION\nvec3 refractionTransmittance=vec3(refractionIntensity);\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec3 volumeAlbedo=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);refractionTransmittance*=cocaLambert(volumeAlbedo,thickness);\n#elif defined(SS_LINKREFRACTIONTOTRANSPARENCY)\nfloat maxChannel=max(max(surfaceAlbedo.r,surfaceAlbedo.g),surfaceAlbedo.b);vec3 volumeAlbedo=saturate(maxChannel*surfaceAlbedo);environmentRefraction.rgb*=volumeAlbedo;\n#else\nvec3 volumeAlbedo=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);refractionTransmittance*=cocaLambert(volumeAlbedo,vThicknessParam.y);\n#endif\n#ifdef SS_ALBEDOFORREFRACTIONTINT\nenvironmentRefraction.rgb*=surfaceAlbedo.rgb;\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo*(1.-refractionIntensity);\n#ifdef REFLECTION\noutParams.refractionFactorForIrradiance=(1.-refractionIntensity);\n#endif\n#ifdef UNUSED_MULTIPLEBOUNCES\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);outParams.specularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,refractionIntensity);\n#endif\nrefractionTransmittance*=1.0-outParams.specularEnvironmentReflectance;\n#if DEBUGMODE>0\noutParams.refractionTransmittance=refractionTransmittance;\n#endif\noutParams.finalRefraction=environmentRefraction.rgb*refractionTransmittance*vLightingIntensity.z;\n#if DEBUGMODE>0\noutParams.environmentRefraction=environmentRefraction;\n#endif\n#endif\n#if defined(REFLECTION) && defined(SS_TRANSLUCENCY)\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX) || !defined(USESPHERICALFROMREFLECTIONMAP)\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#else\nvec3 irradianceVector=irradianceVector_;\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP)\n#if defined(REALTIME_FILTERING)\nvec3 refractionIrradiance=irradiance(reflectionSampler,-irradianceVector,vReflectionFilteringInfo);\n#else\nvec3 refractionIrradiance=computeEnvironmentIrradiance(-irradianceVector);\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvec3 irradianceCoords=irradianceVector;\n#else\nvec2 irradianceCoords=irradianceVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nirradianceCoords/=irradianceVector.z;\n#endif\nirradianceCoords.y=1.0-irradianceCoords.y;\n#endif\nvec4 refractionIrradiance=sampleReflection(irradianceSampler,-irradianceCoords);\n#ifdef RGBDREFLECTION\nrefractionIrradiance.rgb=fromRGBD(refractionIrradiance);\n#endif\n#ifdef GAMMAREFLECTION\nrefractionIrradiance.rgb=toLinearSpace(refractionIrradiance.rgb);\n#endif\n#else\nvec4 refractionIrradiance=vec4(0.);\n#endif\nrefractionIrradiance.rgb*=transmittance;\n#ifdef SS_ALBEDOFORTRANSLUCENCYTINT\nrefractionIrradiance.rgb*=surfaceAlbedo.rgb;\n#endif\noutParams.refractionIrradiance=refractionIrradiance.rgb;\n#endif\n}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockSubSurface = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockSubSurface.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockSubSurface.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Xd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockSubSurface\";\nconst shader = `struct subSurfaceOutParams\n{vec3 specularEnvironmentReflectance;\n#ifdef SS_REFRACTION\nvec3 finalRefraction;vec3 surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nfloat alpha;\n#endif\n#ifdef REFLECTION\nfloat refractionFactorForIrradiance;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvec3 transmittance;float translucencyIntensity;\n#ifdef REFLECTION\nvec3 refractionIrradiance;\n#endif\n#endif\n#if DEBUGMODE>0\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap;\n#endif\n#ifdef SS_REFRACTION\nvec4 environmentRefraction;vec3 refractionTransmittance;\n#endif\n#endif\n};\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#define pbr_inline\n#define inline\nvec4 sampleEnvironmentRefraction(\nin float ior\n,in float thickness\n,in float refractionLOD\n,in vec3 normalW\n,in vec3 vPositionW\n,in vec3 viewDirectionW\n,in mat4 view\n,in vec4 vRefractionInfos\n,in mat4 refractionMatrix\n,in vec4 vRefractionMicrosurfaceInfos\n,in float alphaG\n#ifdef SS_REFRACTIONMAP_3D\n,in samplerCube refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,in samplerCube refractionSamplerLow\n,in samplerCube refractionSamplerHigh\n#endif\n#else\n,in sampler2D refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,in sampler2D refractionSamplerLow\n,in sampler2D refractionSamplerHigh\n#endif\n#endif\n#ifdef ANISOTROPIC\n,in anisotropicOutParams anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,in vec3 refractionPosition\n,in vec3 refractionSize\n#endif\n) {vec4 environmentRefraction=vec4(0.,0.,0.,0.);\n#ifdef ANISOTROPIC\nvec3 refractionVector=refract(-viewDirectionW,anisotropicOut.anisotropicNormal,ior);\n#else\nvec3 refractionVector=refract(-viewDirectionW,normalW,ior);\n#endif\n#ifdef SS_REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n#ifdef SS_REFRACTIONMAP_3D\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,refractionSize,refractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;vec3 refractionCoords=refractionVector;refractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\n#ifdef SS_USE_THICKNESS_AS_DEPTH\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*thickness,1.0)));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\n#endif\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODBASEDMICROSFURACE\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef SS_LODINREFRACTIONALPHA\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);float requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\n#if defined(REALTIME_FILTERING) && defined(SS_REFRACTIONMAP_3D)\nenvironmentRefraction=vec4(radiance(alphaG,refractionSampler,refractionCoords,vRefractionFilteringInfo),1.0);\n#else\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#endif\n#else\nfloat lodRefractionNormalized=saturate(refractionLOD/log2(vRefractionMicrosurfaceInfos.x));float lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;vec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);if (lodRefractionNormalizedDoubled<1.0){environmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);} else {environmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);}\n#endif\n#ifdef SS_RGBDREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef SS_GAMMAREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\nreturn environmentRefraction;}\n#endif\n#define pbr_inline\n#define inline\nvoid subSurfaceBlock(\nin vec3 vSubSurfaceIntensity,\nin vec2 vThicknessParam,\nin vec4 vTintColor,\nin vec3 normalW,\nin vec3 specularEnvironmentReflectance,\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nin vec4 thicknessMap,\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nin vec4 refractionIntensityMap,\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nin vec4 translucencyIntensityMap,\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nin mat4 reflectionMatrix,\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nin vec3 irradianceVector_,\n#endif\n#if defined(REALTIME_FILTERING)\nin samplerCube reflectionSampler,\nin vec2 vReflectionFilteringInfo,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\nin samplerCube irradianceSampler,\n#else\nin sampler2D irradianceSampler,\n#endif\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nin vec3 surfaceAlbedo,\n#endif\n#ifdef SS_REFRACTION\nin vec3 vPositionW,\nin vec3 viewDirectionW,\nin mat4 view,\nin vec4 vRefractionInfos,\nin mat4 refractionMatrix,\nin vec4 vRefractionMicrosurfaceInfos,\nin vec4 vLightingIntensity,\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nin float alpha,\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nin float NdotVUnclamped,\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nin float roughness,\n#endif\nin float alphaG,\n#ifdef SS_REFRACTIONMAP_3D\nin samplerCube refractionSampler,\n#ifndef LODBASEDMICROSFURACE\nin samplerCube refractionSamplerLow,\nin samplerCube refractionSamplerHigh,\n#endif\n#else\nin sampler2D refractionSampler,\n#ifndef LODBASEDMICROSFURACE\nin sampler2D refractionSamplerLow,\nin sampler2D refractionSamplerHigh,\n#endif\n#endif\n#ifdef ANISOTROPIC\nin anisotropicOutParams anisotropicOut,\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vRefractionFilteringInfo,\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nin vec3 refractionPosition,\nin vec3 refractionSize,\n#endif\n#ifdef SS_DISPERSION\nin float dispersion,\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nin vec3 vDiffusionDistance,\n#endif\nout subSurfaceOutParams outParams\n)\n{outParams.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#ifdef SS_REFRACTION\nfloat refractionIntensity=vSubSurfaceIntensity.x;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nrefractionIntensity*=(1.0-alpha);outParams.alpha=1.0;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nfloat translucencyIntensity=vSubSurfaceIntensity.y;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n#if defined(SS_USE_GLTF_TEXTURES)\nfloat thickness=thicknessMap.g*vThicknessParam.y+vThicknessParam.x;\n#else\nfloat thickness=thicknessMap.r*vThicknessParam.y+vThicknessParam.x;\n#endif\n#if DEBUGMODE>0\noutParams.thicknessMap=thicknessMap;\n#endif\n#ifdef SS_MASK_FROM_THICKNESS_TEXTURE\n#if defined(SS_REFRACTION) && defined(SS_REFRACTION_USE_INTENSITY_FROM_TEXTURE)\n#if defined(SS_USE_GLTF_TEXTURES)\nrefractionIntensity*=thicknessMap.r;\n#else\nrefractionIntensity*=thicknessMap.g;\n#endif\n#endif\n#if defined(SS_TRANSLUCENCY) && defined(SS_TRANSLUCENCY_USE_INTENSITY_FROM_TEXTURE)\ntranslucencyIntensity*=thicknessMap.b;\n#endif\n#endif\n#else\nfloat thickness=vThicknessParam.y;\n#endif\n#if defined(SS_REFRACTION) && defined(SS_REFRACTIONINTENSITY_TEXTURE)\n#ifdef SS_USE_GLTF_TEXTURES\nrefractionIntensity*=refractionIntensityMap.r;\n#else\nrefractionIntensity*=refractionIntensityMap.g;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensity*=translucencyIntensityMap.b;\n#endif\n#ifdef SS_TRANSLUCENCY\nthickness=maxEps(thickness);vec3 transmittance=transmittanceBRDF_Burley(vTintColor.rgb,vDiffusionDistance,thickness);transmittance*=translucencyIntensity;outParams.transmittance=transmittance;outParams.translucencyIntensity=translucencyIntensity;\n#endif\n#ifdef SS_REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\n#ifdef SS_HAS_THICKNESS\nfloat ior=vRefractionInfos.y;\n#else\nfloat ior=vRefractionMicrosurfaceInfos.w;\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nfloat refractionAlphaG=alphaG;refractionAlphaG=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));float refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,refractionAlphaG,NdotVUnclamped);\n#elif defined(SS_LINEARSPECULARREFRACTION)\nfloat refractionRoughness=alphaG;refractionRoughness=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));float refractionLOD=getLinearLodFromRoughness(vRefractionMicrosurfaceInfos.x,refractionRoughness);\n#else\nfloat refractionAlphaG=alphaG;refractionAlphaG=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));float refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,refractionAlphaG);\n#endif\nfloat refraction_ior=vRefractionInfos.y;\n#ifdef SS_DISPERSION\nfloat realIOR=1.0/refraction_ior;float iorDispersionSpread=0.04*dispersion*(realIOR-1.0);vec3 iors=vec3(1.0/(realIOR-iorDispersionSpread),refraction_ior,1.0/(realIOR+iorDispersionSpread));for (int i=0; i<3; i++) {refraction_ior=iors[i];\n#endif\nvec4 envSample=sampleEnvironmentRefraction(refraction_ior,thickness,refractionLOD,normalW,vPositionW,viewDirectionW,view,vRefractionInfos,refractionMatrix,vRefractionMicrosurfaceInfos,alphaG\n#ifdef SS_REFRACTIONMAP_3D\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#else\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,refractionPosition\n,refractionSize\n#endif\n);\n#ifdef SS_DISPERSION\nenvironmentRefraction[i]=envSample[i];}\n#else\nenvironmentRefraction=envSample;\n#endif\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n#ifdef SS_REFRACTION\nvec3 refractionTransmittance=vec3(refractionIntensity);\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec3 volumeAlbedo=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);refractionTransmittance*=cocaLambert(volumeAlbedo,thickness);\n#elif defined(SS_LINKREFRACTIONTOTRANSPARENCY)\nfloat maxChannel=max(max(surfaceAlbedo.r,surfaceAlbedo.g),surfaceAlbedo.b);vec3 volumeAlbedo=saturate(maxChannel*surfaceAlbedo);environmentRefraction.rgb*=volumeAlbedo;\n#else\nvec3 volumeAlbedo=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);refractionTransmittance*=cocaLambert(volumeAlbedo,vThicknessParam.y);\n#endif\n#ifdef SS_ALBEDOFORREFRACTIONTINT\nenvironmentRefraction.rgb*=surfaceAlbedo.rgb;\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo*(1.-refractionIntensity);\n#ifdef REFLECTION\noutParams.refractionFactorForIrradiance=(1.-refractionIntensity);\n#endif\n#ifdef UNUSED_MULTIPLEBOUNCES\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);outParams.specularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,refractionIntensity);\n#endif\nrefractionTransmittance*=1.0-outParams.specularEnvironmentReflectance;\n#if DEBUGMODE>0\noutParams.refractionTransmittance=refractionTransmittance;\n#endif\noutParams.finalRefraction=environmentRefraction.rgb*refractionTransmittance*vLightingIntensity.z;\n#if DEBUGMODE>0\noutParams.environmentRefraction=environmentRefraction;\n#endif\n#endif\n#if defined(REFLECTION) && defined(SS_TRANSLUCENCY)\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX) || !defined(USESPHERICALFROMREFLECTIONMAP)\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#else\nvec3 irradianceVector=irradianceVector_;\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP)\n#if defined(REALTIME_FILTERING)\nvec3 refractionIrradiance=irradiance(reflectionSampler,-irradianceVector,vReflectionFilteringInfo);\n#else\nvec3 refractionIrradiance=computeEnvironmentIrradiance(-irradianceVector);\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvec3 irradianceCoords=irradianceVector;\n#else\nvec2 irradianceCoords=irradianceVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nirradianceCoords/=irradianceVector.z;\n#endif\nirradianceCoords.y=1.0-irradianceCoords.y;\n#endif\nvec4 refractionIrradiance=sampleReflection(irradianceSampler,-irradianceCoords);\n#ifdef RGBDREFLECTION\nrefractionIrradiance.rgb=fromRGBD(refractionIrradiance);\n#endif\n#ifdef GAMMAREFLECTION\nrefractionIrradiance.rgb=toLinearSpace(refractionIrradiance.rgb);\n#endif\n#else\nvec4 refractionIrradiance=vec4(0.);\n#endif\nrefractionIrradiance.rgb*=transmittance;\n#ifdef SS_ALBEDOFORTRANSLUCENCYTINT\nrefractionIrradiance.rgb*=surfaceAlbedo.rgb;\n#endif\noutParams.refractionIrradiance=refractionIrradiance.rgb;\n#endif\n}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockSubSurface = { name, shader };\n"]}
@@ -163,6 +163,8 @@ gl_FragColor.rgb=vec3(luminanceOverAlpha);
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  gl_FragColor.rgb=vec3(alpha);
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  #elif DEBUGMODE==88 && defined(ALBEDO)
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  gl_FragColor.rgb=vec3(albedoTexture.a);
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+ #elif DEBUGMODE==89
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+ gl_FragColor.rgb=aoOut.ambientOcclusionColor.rgb;
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  #else
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  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);
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  #endif