@babylonjs/core 7.15.2 → 7.16.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animationGroup.d.ts +1 -0
- package/Animations/animationGroup.js +4 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Collisions/gpuPicker.js +1 -1
- package/Collisions/gpuPicker.js.map +1 -1
- package/Compute/computeEffect.js +1 -1
- package/Compute/computeEffect.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +32 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +32 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +1993 -1993
- package/Engines/nativeEngine.d.ts +7 -0
- package/Engines/nativeEngine.js +24 -1
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +3 -3
- package/Engines/webgpuEngine.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +6 -6
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +4 -7
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js +4 -4
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js +46 -40
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.d.ts +2 -1
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js +10 -9
- package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +85 -69
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +54 -38
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +2 -2
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.d.ts +2 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +40 -32
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +53 -45
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +2 -1
- package/Materials/Node/nodeMaterial.js +4 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +1 -0
- package/Materials/Node/nodeMaterialBuildState.js +12 -3
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Textures/rawTexture.d.ts +5 -0
- package/Materials/Textures/rawTexture.js +13 -0
- package/Materials/Textures/rawTexture.js.map +1 -1
- package/Materials/effect.js +2 -2
- package/Materials/effect.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +12 -12
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +10 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +50 -11
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/Node/nodeGeometry.d.ts +6 -0
- package/Meshes/Node/nodeGeometry.js +7 -0
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Meshes/mesh.d.ts +1 -0
- package/Meshes/mesh.js +138 -134
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/subMesh.js +1 -1
- package/Meshes/subMesh.js.map +1 -1
- package/Misc/khronosTextureContainer2.js +1 -1
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Rendering/GlobalIllumination/giRSMManager.js +1 -1
- package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
- package/Rendering/edgesRenderer.js +1 -1
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +3 -3
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js +1 -1
- package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +13 -14
- package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js +4 -5
- package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js +4 -5
- package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAnisotropic.js +4 -5
- package/Shaders/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockClearcoat.js +34 -35
- package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockIridescence.js +10 -11
- package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflection.js +23 -24
- package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflectivity.js +12 -13
- package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockSheen.js +31 -32
- package/Shaders/ShadersInclude/pbrBlockSheen.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js +43 -44
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
- package/Shaders/pbr.fragment.js +143 -153
- package/Shaders/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +3 -3
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/decalFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/decalFragment.js +18 -0
- package/ShadersWGSL/ShadersInclude/decalFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/depthPrePass.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/depthPrePass.js +12 -0
- package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/harmonicsFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js +24 -0
- package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +39 -0
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/helperFunctions.js +6 -2
- package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +2 -2
- package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/importanceSampling.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/importanceSampling.js +12 -0
- package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightFragment.js +3 -3
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +139 -0
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.d.ts +6 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js +81 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js +37 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js +35 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js +46 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js +267 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +24 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js +51 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js +96 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +26 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js +33 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js +20 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js +51 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +19 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js +19 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +30 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js +18 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +277 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +120 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockSheen.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js +195 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +425 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrDebug.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrDebug.js +193 -0
- package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js +43 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +68 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +30 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +41 -0
- package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js +23 -0
- package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js.map +1 -0
- package/package.json +1 -1
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type { Camera } from \"core/Cameras/camera\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { InternalTexture } from \"core/Materials/Textures/internalTexture\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { Matrix, Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nimport type { FluidRenderingObject } from \"./fluidRenderingObject\";\r\nimport { FluidRenderingTextures } from \"./fluidRenderingTextures\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\n\r\n/**\r\n * Textures that can be displayed as a debugging tool\r\n */\r\nexport const enum FluidRenderingDebug {\r\n DepthTexture,\r\n DepthBlurredTexture,\r\n ThicknessTexture,\r\n ThicknessBlurredTexture,\r\n DiffuseTexture,\r\n Normals,\r\n DiffuseRendering,\r\n}\r\n\r\n/**\r\n * Class used to render an object as a fluid thanks to different render target textures (depth, thickness, diffuse)\r\n */\r\nexport class FluidRenderingTargetRenderer {\r\n protected _scene: Scene;\r\n protected _camera: Nullable<Camera>;\r\n protected _engine: AbstractEngine;\r\n\r\n protected _invProjectionMatrix: Matrix;\r\n protected _depthClearColor: Color4;\r\n protected _thicknessClearColor: Color4;\r\n\r\n protected _needInitialization: boolean;\r\n\r\n /**\r\n * Returns true if the class needs to be reinitialized (because of changes in parameterization)\r\n */\r\n public get needInitialization() {\r\n return this._needInitialization;\r\n }\r\n\r\n private _generateDiffuseTexture = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the diffuse texture should be generated and used for the rendering\r\n */\r\n public get generateDiffuseTexture() {\r\n return this._generateDiffuseTexture;\r\n }\r\n\r\n public set generateDiffuseTexture(generate: boolean) {\r\n if (this._generateDiffuseTexture === generate) {\r\n return;\r\n }\r\n\r\n this._generateDiffuseTexture = generate;\r\n this._needInitialization = true;\r\n }\r\n\r\n /**\r\n * Fluid color. Not used if generateDiffuseTexture is true\r\n */\r\n public fluidColor = new Color3(0.085, 0.6375, 0.765);\r\n\r\n /**\r\n * Density of the fluid (positive number). The higher the value, the more opaque the fluid.\r\n */\r\n public density = 2;\r\n\r\n /**\r\n * Strength of the refraction (positive number, but generally between 0 and 0.3).\r\n */\r\n public refractionStrength = 0.1;\r\n\r\n /**\r\n * Strength of the fresnel effect (value between 0 and 1). Lower the value if you want to soften the specular effect\r\n */\r\n public fresnelClamp = 1.0;\r\n\r\n /**\r\n * Strength of the specular power (positive number). Increase the value to make the specular effect more concentrated\r\n */\r\n public specularPower = 250;\r\n\r\n /**\r\n * Minimum thickness of the particles (positive number). If useFixedThickness is true, minimumThickness is the thickness used\r\n */\r\n public minimumThickness = 0;\r\n\r\n /**\r\n * Direction of the light. The fluid is assumed to be lit by a directional light\r\n */\r\n public dirLight: Vector3 = new Vector3(-2, -1, 1).normalize();\r\n\r\n private _debugFeature: FluidRenderingDebug = FluidRenderingDebug.DepthBlurredTexture;\r\n\r\n /**\r\n * Gets or sets the feature (texture) to be debugged. Not used if debug is false\r\n */\r\n public get debugFeature() {\r\n return this._debugFeature;\r\n }\r\n\r\n public set debugFeature(feature: FluidRenderingDebug) {\r\n if (this._debugFeature === feature) {\r\n return;\r\n }\r\n\r\n this._needInitialization = true;\r\n this._debugFeature = feature;\r\n }\r\n\r\n private _debug = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if we should display a specific texture (given by debugFeature) for debugging purpose\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(debug: boolean) {\r\n if (this._debug === debug) {\r\n return;\r\n }\r\n\r\n this._debug = debug;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _environmentMap?: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets or sets the environment map used for the reflection part of the shading\r\n * If null, no map will be used. If undefined, the scene.environmentMap will be used (if defined)\r\n */\r\n public get environmentMap() {\r\n return this._environmentMap;\r\n }\r\n\r\n public set environmentMap(map: Nullable<BaseTexture> | undefined) {\r\n if (this._environmentMap === map) {\r\n return;\r\n }\r\n\r\n this._needInitialization = true;\r\n this._environmentMap = map;\r\n }\r\n\r\n private _enableBlurDepth = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the depth texture should be blurred\r\n */\r\n public get enableBlurDepth() {\r\n return this._enableBlurDepth;\r\n }\r\n\r\n public set enableBlurDepth(enable: boolean) {\r\n if (this._enableBlurDepth === enable) {\r\n return;\r\n }\r\n\r\n this._enableBlurDepth = enable;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurDepthSizeDivisor = 1;\r\n\r\n /**\r\n * Gets or sets the depth size divisor (positive number, generally between 1 and 4), which is used as a divisor when creating the texture used for blurring the depth\r\n * For eg. if blurDepthSizeDivisor=2, the texture used to blur the depth will be half the size of the depth texture\r\n */\r\n public get blurDepthSizeDivisor() {\r\n return this._blurDepthSizeDivisor;\r\n }\r\n\r\n public set blurDepthSizeDivisor(scale: number) {\r\n if (this._blurDepthSizeDivisor === scale) {\r\n return;\r\n }\r\n\r\n this._blurDepthSizeDivisor = scale;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurDepthFilterSize = 7;\r\n\r\n /**\r\n * Size of the kernel used to filter the depth blur texture (positive number, generally between 1 and 20 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurDepthFilterSize() {\r\n return this._blurDepthFilterSize;\r\n }\r\n\r\n public set blurDepthFilterSize(filterSize: number) {\r\n if (this._blurDepthFilterSize === filterSize) {\r\n return;\r\n }\r\n\r\n this._blurDepthFilterSize = filterSize;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurDepthNumIterations = 3;\r\n\r\n /**\r\n * Number of blurring iterations used to generate the depth blur texture (positive number, generally between 1 and 10 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurDepthNumIterations() {\r\n return this._blurDepthNumIterations;\r\n }\r\n\r\n public set blurDepthNumIterations(numIterations: number) {\r\n if (this._blurDepthNumIterations === numIterations) {\r\n return;\r\n }\r\n\r\n this._blurDepthNumIterations = numIterations;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurDepthMaxFilterSize = 100;\r\n\r\n /**\r\n * Maximum size of the kernel used to blur the depth texture (positive number, generally between 1 and 200 - higher values will require more processing power from the GPU when the particles are larger on screen)\r\n */\r\n public get blurDepthMaxFilterSize() {\r\n return this._blurDepthMaxFilterSize;\r\n }\r\n\r\n public set blurDepthMaxFilterSize(maxFilterSize: number) {\r\n if (this._blurDepthMaxFilterSize === maxFilterSize) {\r\n return;\r\n }\r\n\r\n this._blurDepthMaxFilterSize = maxFilterSize;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurDepthDepthScale = 10;\r\n\r\n /**\r\n * Depth weight in the calculation when applying the bilateral blur to generate the depth blur texture (positive number, generally between 0 and 100)\r\n */\r\n public get blurDepthDepthScale() {\r\n return this._blurDepthDepthScale;\r\n }\r\n\r\n public set blurDepthDepthScale(scale: number) {\r\n if (this._blurDepthDepthScale === scale) {\r\n return;\r\n }\r\n\r\n this._blurDepthDepthScale = scale;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _enableBlurThickness = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the thickness texture should be blurred\r\n */\r\n public get enableBlurThickness() {\r\n return this._enableBlurThickness;\r\n }\r\n\r\n public set enableBlurThickness(enable: boolean) {\r\n if (this._enableBlurThickness === enable) {\r\n return;\r\n }\r\n\r\n this._enableBlurThickness = enable;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurThicknessSizeDivisor = 1;\r\n\r\n /**\r\n * Gets or sets the thickness size divisor (positive number, generally between 1 and 4), which is used as a divisor when creating the texture used for blurring the thickness\r\n * For eg. if blurThicknessSizeDivisor=2, the texture used to blur the thickness will be half the size of the thickness texture\r\n */\r\n public get blurThicknessSizeDivisor() {\r\n return this._blurThicknessSizeDivisor;\r\n }\r\n\r\n public set blurThicknessSizeDivisor(scale: number) {\r\n if (this._blurThicknessSizeDivisor === scale) {\r\n return;\r\n }\r\n\r\n this._blurThicknessSizeDivisor = scale;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurThicknessFilterSize = 5;\r\n\r\n /**\r\n * Size of the kernel used to filter the thickness blur texture (positive number, generally between 1 and 20 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurThicknessFilterSize() {\r\n return this._blurThicknessFilterSize;\r\n }\r\n\r\n public set blurThicknessFilterSize(filterSize: number) {\r\n if (this._blurThicknessFilterSize === filterSize) {\r\n return;\r\n }\r\n\r\n this._blurThicknessFilterSize = filterSize;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurThicknessNumIterations = 1;\r\n\r\n /**\r\n * Number of blurring iterations used to generate the thickness blur texture (positive number, generally between 1 and 10 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurThicknessNumIterations() {\r\n return this._blurThicknessNumIterations;\r\n }\r\n\r\n public set blurThicknessNumIterations(numIterations: number) {\r\n if (this._blurThicknessNumIterations === numIterations) {\r\n return;\r\n }\r\n\r\n this._blurThicknessNumIterations = numIterations;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _useFixedThickness = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that a fixed thickness should be used instead of generating a thickness texture\r\n */\r\n public get useFixedThickness() {\r\n return this._useFixedThickness;\r\n }\r\n\r\n public set useFixedThickness(use: boolean) {\r\n if (this._useFixedThickness === use) {\r\n return;\r\n }\r\n\r\n this._useFixedThickness = use;\r\n this._needInitialization = true;\r\n }\r\n\r\n /** @internal */\r\n public _bgDepthTexture: Nullable<InternalTexture>;\r\n\r\n /** @internal */\r\n public _onUseVelocityChanged = new Observable<FluidRenderingTargetRenderer>();\r\n\r\n private _useVelocity = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the velocity should be used when rendering the particles as a fluid.\r\n * Note: the vertex buffers must contain a \"velocity\" buffer for this to work!\r\n */\r\n public get useVelocity() {\r\n return this._useVelocity;\r\n }\r\n\r\n public set useVelocity(use: boolean) {\r\n if (this._useVelocity === use) {\r\n return;\r\n }\r\n\r\n this._useVelocity = use;\r\n this._needInitialization = true;\r\n this._onUseVelocityChanged.notifyObservers(this);\r\n }\r\n\r\n private _depthMapSize: Nullable<number> = null;\r\n\r\n /**\r\n * Defines the size of the depth texture.\r\n * If null, the texture will have the size of the screen\r\n */\r\n public get depthMapSize() {\r\n return this._depthMapSize;\r\n }\r\n\r\n public set depthMapSize(size: Nullable<number>) {\r\n if (this._depthMapSize === size) {\r\n return;\r\n }\r\n\r\n this._depthMapSize = size;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _thicknessMapSize: Nullable<number> = null;\r\n\r\n /**\r\n * Defines the size of the thickness texture.\r\n * If null, the texture will have the size of the screen\r\n */\r\n public get thicknessMapSize() {\r\n return this._thicknessMapSize;\r\n }\r\n\r\n public set thicknessMapSize(size: Nullable<number>) {\r\n if (this._thicknessMapSize === size) {\r\n return;\r\n }\r\n\r\n this._thicknessMapSize = size;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _diffuseMapSize: Nullable<number> = null;\r\n\r\n /**\r\n * Defines the size of the diffuse texture.\r\n * If null, the texture will have the size of the screen\r\n */\r\n public get diffuseMapSize() {\r\n return this._diffuseMapSize;\r\n }\r\n\r\n public set diffuseMapSize(size: Nullable<number>) {\r\n if (this._diffuseMapSize === size) {\r\n return;\r\n }\r\n\r\n this._diffuseMapSize = size;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _samples = 1;\r\n\r\n /**\r\n * Gets or sets the number of samples used by MSAA\r\n * Note: changing this value in WebGL does not work because depth/stencil textures can't be created with MSAA (see https://github.com/BabylonJS/Babylon.js/issues/12444)\r\n */\r\n public get samples() {\r\n return this._samples;\r\n }\r\n\r\n public set samples(samples: number) {\r\n if (this._samples === samples) {\r\n return;\r\n }\r\n\r\n this._samples = samples;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _compositeMode = false;\r\n\r\n /**\r\n * If compositeMode is true (default: false), when the alpha value of the background (the scene rendered without the fluid objects) is 0, the final alpha value of the pixel will be set to the thickness value.\r\n * This way, it is possible to composite the fluid rendering on top of the HTML background.\r\n */\r\n public get compositeMode() {\r\n return this._compositeMode;\r\n }\r\n\r\n public set compositeMode(value: boolean) {\r\n if (this._compositeMode === value) {\r\n return;\r\n }\r\n\r\n this._compositeMode = value;\r\n this._needInitialization = true;\r\n }\r\n\r\n /**\r\n * Gets the camera used for the rendering\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n /** @internal */\r\n public _renderPostProcess: Nullable<PostProcess>;\r\n\r\n /** @internal */\r\n public _depthRenderTarget: Nullable<FluidRenderingTextures>;\r\n\r\n /** @internal */\r\n public _diffuseRenderTarget: Nullable<FluidRenderingTextures>;\r\n\r\n /** @internal */\r\n public _thicknessRenderTarget: Nullable<FluidRenderingTextures>;\r\n\r\n /**\r\n * Creates an instance of the class\r\n * @param scene Scene used to render the fluid object into\r\n * @param camera Camera used to render the fluid object. If not provided, use the active camera of the scene instead\r\n */\r\n constructor(scene: Scene, camera?: Camera) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._camera = camera ?? scene.activeCamera;\r\n this._needInitialization = true;\r\n this._bgDepthTexture = null;\r\n\r\n this._invProjectionMatrix = new Matrix();\r\n this._depthClearColor = new Color4(1e6, 1e6, 1e6, 1);\r\n this._thicknessClearColor = new Color4(0, 0, 0, 1);\r\n\r\n this._depthRenderTarget = null;\r\n this._diffuseRenderTarget = null;\r\n this._thicknessRenderTarget = null;\r\n\r\n this._renderPostProcess = null;\r\n }\r\n\r\n /** @internal */\r\n public _initialize(): void {\r\n this.dispose();\r\n\r\n this._needInitialization = false;\r\n\r\n const depthWidth = this._depthMapSize ?? this._engine.getRenderWidth();\r\n const depthHeight =\r\n this._depthMapSize !== null ? Math.round((this._depthMapSize * this._engine.getRenderHeight()) / this._engine.getRenderWidth()) : this._engine.getRenderHeight();\r\n\r\n this._depthRenderTarget = new FluidRenderingTextures(\r\n \"Depth\",\r\n this._scene,\r\n depthWidth,\r\n depthHeight,\r\n depthWidth,\r\n depthHeight,\r\n Constants.TEXTURETYPE_FLOAT,\r\n Constants.TEXTUREFORMAT_RG,\r\n Constants.TEXTURETYPE_FLOAT,\r\n Constants.TEXTUREFORMAT_RG,\r\n false,\r\n this._camera,\r\n true,\r\n this._samples\r\n );\r\n\r\n this._initializeRenderTarget(this._depthRenderTarget);\r\n\r\n if (this.generateDiffuseTexture) {\r\n const diffuseWidth = this._diffuseMapSize ?? this._engine.getRenderWidth();\r\n const diffuseHeight =\r\n this._diffuseMapSize !== null\r\n ? Math.round((this._diffuseMapSize * this._engine.getRenderHeight()) / this._engine.getRenderWidth())\r\n : this._engine.getRenderHeight();\r\n\r\n this._diffuseRenderTarget = new FluidRenderingTextures(\r\n \"Diffuse\",\r\n this._scene,\r\n diffuseWidth,\r\n diffuseHeight,\r\n 0,\r\n 0,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n true,\r\n this._camera,\r\n true,\r\n this._samples\r\n );\r\n\r\n this._initializeRenderTarget(this._diffuseRenderTarget);\r\n }\r\n\r\n const thicknessWidth = this._thicknessMapSize ?? this._engine.getRenderWidth();\r\n const thicknessHeight =\r\n this._thicknessMapSize !== null\r\n ? Math.round((this._thicknessMapSize * this._engine.getRenderHeight()) / this._engine.getRenderWidth())\r\n : this._engine.getRenderHeight();\r\n\r\n if (!this._useFixedThickness) {\r\n this._thicknessRenderTarget = new FluidRenderingTextures(\r\n \"Thickness\",\r\n this._scene,\r\n thicknessWidth,\r\n thicknessHeight,\r\n thicknessWidth,\r\n thicknessHeight,\r\n Constants.TEXTURETYPE_HALF_FLOAT,\r\n Constants.TEXTUREFORMAT_R,\r\n Constants.TEXTURETYPE_HALF_FLOAT,\r\n Constants.TEXTUREFORMAT_R,\r\n true,\r\n this._camera,\r\n false,\r\n this._samples\r\n );\r\n\r\n this._initializeRenderTarget(this._thicknessRenderTarget);\r\n }\r\n\r\n this._createLiquidRenderingPostProcess();\r\n }\r\n\r\n protected _setBlurParameters(renderTarget: Nullable<FluidRenderingTextures> = null): void {\r\n if (renderTarget === null || renderTarget === this._depthRenderTarget) {\r\n this._setBlurDepthParameters();\r\n }\r\n if (renderTarget === null || renderTarget === this._thicknessRenderTarget) {\r\n this._setBlurThicknessParameters();\r\n }\r\n }\r\n\r\n protected _setBlurDepthParameters(): void {\r\n if (!this._depthRenderTarget) {\r\n return;\r\n }\r\n this._depthRenderTarget.blurFilterSize = this.blurDepthFilterSize;\r\n this._depthRenderTarget.blurMaxFilterSize = this.blurDepthMaxFilterSize;\r\n this._depthRenderTarget.blurNumIterations = this.blurDepthNumIterations;\r\n this._depthRenderTarget.blurDepthScale = this.blurDepthDepthScale;\r\n }\r\n\r\n protected _setBlurThicknessParameters(): void {\r\n if (!this._thicknessRenderTarget) {\r\n return;\r\n }\r\n this._thicknessRenderTarget.blurFilterSize = this.blurThicknessFilterSize;\r\n this._thicknessRenderTarget.blurNumIterations = this.blurThicknessNumIterations;\r\n }\r\n\r\n protected _initializeRenderTarget(renderTarget: FluidRenderingTextures): void {\r\n if (renderTarget !== this._diffuseRenderTarget) {\r\n renderTarget.enableBlur = renderTarget === this._depthRenderTarget ? this.enableBlurDepth : this.enableBlurThickness;\r\n renderTarget.blurSizeDivisor = renderTarget === this._depthRenderTarget ? this.blurDepthSizeDivisor : this.blurThicknessSizeDivisor;\r\n }\r\n\r\n this._setBlurParameters(renderTarget);\r\n\r\n renderTarget.initialize();\r\n }\r\n\r\n protected _createLiquidRenderingPostProcess(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n const uniformNames = [\r\n \"viewMatrix\",\r\n \"projectionMatrix\",\r\n \"invProjectionMatrix\",\r\n \"texelSize\",\r\n \"dirLight\",\r\n \"cameraFar\",\r\n \"density\",\r\n \"refractionStrength\",\r\n \"fresnelClamp\",\r\n \"specularPower\",\r\n ];\r\n const samplerNames = [\"depthSampler\"];\r\n const defines = [];\r\n\r\n this.dispose(true);\r\n\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n const texture = this._depthRenderTarget!.enableBlur ? this._depthRenderTarget!.textureBlur! : this._depthRenderTarget!.texture!;\r\n const texelSize = new Vector2(1 / texture.getSize().width, 1 / texture.getSize().height);\r\n\r\n if (this._scene.useRightHandedSystem) {\r\n defines.push(\"#define FLUIDRENDERING_RHS\");\r\n }\r\n\r\n if (this._environmentMap !== null) {\r\n const envMap = this._environmentMap ?? this._scene.environmentTexture;\r\n if (envMap) {\r\n samplerNames.push(\"reflectionSampler\");\r\n defines.push(\"#define FLUIDRENDERING_ENVIRONMENT\");\r\n }\r\n }\r\n\r\n if (this._diffuseRenderTarget) {\r\n samplerNames.push(\"diffuseSampler\");\r\n defines.push(\"#define FLUIDRENDERING_DIFFUSETEXTURE\");\r\n } else {\r\n uniformNames.push(\"diffuseColor\");\r\n }\r\n\r\n if (this._useVelocity) {\r\n samplerNames.push(\"velocitySampler\");\r\n defines.push(\"#define FLUIDRENDERING_VELOCITY\");\r\n }\r\n\r\n if (this._useFixedThickness) {\r\n uniformNames.push(\"thickness\");\r\n samplerNames.push(\"bgDepthSampler\");\r\n defines.push(\"#define FLUIDRENDERING_FIXED_THICKNESS\");\r\n } else {\r\n uniformNames.push(\"minimumThickness\");\r\n samplerNames.push(\"thicknessSampler\");\r\n }\r\n\r\n if (this._compositeMode) {\r\n defines.push(\"#define FLUIDRENDERING_COMPOSITE_MODE\");\r\n }\r\n\r\n if (this._debug) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG\");\r\n if (this._debugFeature === FluidRenderingDebug.Normals) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_SHOWNORMAL\");\r\n } else if (this._debugFeature === FluidRenderingDebug.DiffuseRendering) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_DIFFUSERENDERING\");\r\n } else {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_TEXTURE\");\r\n samplerNames.push(\"debugSampler\");\r\n if (this._debugFeature === FluidRenderingDebug.DepthTexture || this._debugFeature === FluidRenderingDebug.DepthBlurredTexture) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_DEPTH\");\r\n }\r\n }\r\n }\r\n\r\n this._renderPostProcess = new PostProcess(\r\n \"FluidRendering\",\r\n \"fluidRenderingRender\",\r\n uniformNames,\r\n samplerNames,\r\n 1,\r\n null,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n undefined,\r\n undefined,\r\n true,\r\n undefined\r\n );\r\n this._renderPostProcess.updateEffect(defines.join(\"\\n\"));\r\n\r\n this._renderPostProcess.samples = this._samples;\r\n const engineWebGPU = engine as WebGPUEngine;\r\n const setTextureSampler = engineWebGPU.setTextureSampler;\r\n this._renderPostProcess.onApplyObservable.add((effect) => {\r\n this._invProjectionMatrix.copyFrom(this._scene.getProjectionMatrix());\r\n this._invProjectionMatrix.invert();\r\n\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"textureSamplerSampler\", this._renderPostProcess!.inputTexture.texture);\r\n }\r\n\r\n if (!this._depthRenderTarget!.enableBlur) {\r\n effect.setTexture(\"depthSampler\", this._depthRenderTarget!.texture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"depthSamplerSampler\", this._depthRenderTarget!.texture?.getInternalTexture() ?? null);\r\n }\r\n } else {\r\n effect.setTexture(\"depthSampler\", this._depthRenderTarget!.textureBlur);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"depthSamplerSampler\", this._depthRenderTarget!.textureBlur?.getInternalTexture() ?? null);\r\n }\r\n }\r\n if (this._diffuseRenderTarget) {\r\n if (!this._diffuseRenderTarget.enableBlur) {\r\n effect.setTexture(\"diffuseSampler\", this._diffuseRenderTarget.texture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"diffuseSamplerSampler\", this._diffuseRenderTarget.texture?.getInternalTexture() ?? null);\r\n }\r\n } else {\r\n effect.setTexture(\"diffuseSampler\", this._diffuseRenderTarget.textureBlur);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"diffuseSamplerSampler\", this._diffuseRenderTarget.textureBlur?.getInternalTexture() ?? null);\r\n }\r\n }\r\n } else {\r\n effect.setColor3(\"diffuseColor\", this.fluidColor);\r\n }\r\n if (this._useFixedThickness) {\r\n effect.setFloat(\"thickness\", this.minimumThickness);\r\n effect._bindTexture(\"bgDepthSampler\", this._bgDepthTexture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"bgDepthSamplerSampler\", this._bgDepthTexture ?? null);\r\n }\r\n } else {\r\n if (!this._thicknessRenderTarget!.enableBlur) {\r\n effect.setTexture(\"thicknessSampler\", this._thicknessRenderTarget!.texture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"thicknessSamplerSampler\", this._thicknessRenderTarget!.texture?.getInternalTexture() ?? null);\r\n }\r\n } else {\r\n effect.setTexture(\"thicknessSampler\", this._thicknessRenderTarget!.textureBlur);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"thicknessSamplerSampler\", this._thicknessRenderTarget!.textureBlur?.getInternalTexture() ?? null);\r\n }\r\n }\r\n effect.setFloat(\"minimumThickness\", this.minimumThickness);\r\n }\r\n\r\n if (this._environmentMap !== null) {\r\n const envMap = this._environmentMap ?? this._scene.environmentTexture;\r\n if (envMap) {\r\n effect.setTexture(\"reflectionSampler\", envMap);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"reflectionSamplerSampler\", envMap?.getInternalTexture() ?? null);\r\n }\r\n }\r\n }\r\n\r\n effect.setMatrix(\"viewMatrix\", this._scene.getViewMatrix());\r\n effect.setMatrix(\"invProjectionMatrix\", this._invProjectionMatrix);\r\n effect.setMatrix(\"projectionMatrix\", this._scene.getProjectionMatrix());\r\n effect.setVector2(\"texelSize\", texelSize);\r\n effect.setFloat(\"density\", this.density);\r\n effect.setFloat(\"refractionStrength\", this.refractionStrength);\r\n effect.setFloat(\"fresnelClamp\", this.fresnelClamp);\r\n effect.setFloat(\"specularPower\", this.specularPower);\r\n\r\n effect.setVector3(\"dirLight\", this.dirLight);\r\n\r\n effect.setFloat(\"cameraFar\", this._camera!.maxZ);\r\n\r\n if (this._debug) {\r\n let texture: Nullable<ThinTexture> = null;\r\n switch (this._debugFeature) {\r\n case FluidRenderingDebug.DepthTexture:\r\n texture = this._depthRenderTarget!.texture;\r\n break;\r\n case FluidRenderingDebug.DepthBlurredTexture:\r\n texture = this._depthRenderTarget!.enableBlur ? this._depthRenderTarget!.textureBlur : this._depthRenderTarget!.texture;\r\n break;\r\n case FluidRenderingDebug.ThicknessTexture:\r\n texture = this._thicknessRenderTarget?.texture ?? null;\r\n break;\r\n case FluidRenderingDebug.ThicknessBlurredTexture:\r\n texture = this._thicknessRenderTarget?.enableBlur ? this._thicknessRenderTarget?.textureBlur ?? null : this._thicknessRenderTarget?.texture ?? null;\r\n break;\r\n case FluidRenderingDebug.DiffuseTexture:\r\n if (this._diffuseRenderTarget) {\r\n texture = this._diffuseRenderTarget.texture;\r\n }\r\n break;\r\n }\r\n if (this._debugFeature !== FluidRenderingDebug.Normals) {\r\n effect.setTexture(\"debugSampler\", texture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"debugSamplerSampler\", texture?.getInternalTexture() ?? null);\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /** @internal */\r\n public _clearTargets(): void {\r\n if (this._depthRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._depthRenderTarget.renderTarget);\r\n this._engine.clear(this._depthClearColor, true, true, false);\r\n this._engine.unBindFramebuffer(this._depthRenderTarget.renderTarget);\r\n }\r\n\r\n if (this._diffuseRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n this._engine.clear(this._thicknessClearColor, true, true, false);\r\n this._engine.unBindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n }\r\n\r\n if (this._thicknessRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n // we don't clear the depth buffer because it is the depth buffer that is coming from the scene and that we reuse in the thickness rendering pass\r\n this._engine.clear(this._thicknessClearColor, true, false, false);\r\n this._engine.unBindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _render(fluidObject: FluidRenderingObject): void {\r\n if (this._needInitialization || !fluidObject.isReady()) {\r\n return;\r\n }\r\n\r\n const currentRenderTarget = this._engine._currentRenderTarget;\r\n\r\n this._engine.setState(false, undefined, undefined, undefined, true);\r\n this._engine.setDepthBuffer(true);\r\n this._engine.setDepthWrite(true);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n // Render the particles in the depth texture\r\n if (this._depthRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._depthRenderTarget.renderTarget);\r\n\r\n fluidObject.renderDepthTexture();\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.unBindFramebuffer(this._depthRenderTarget.renderTarget);\r\n }\r\n\r\n // Render the particles in the diffuse texture\r\n if (this._diffuseRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n\r\n fluidObject.renderDiffuseTexture();\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.unBindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n }\r\n\r\n // Render the particles in the thickness texture\r\n if (this._thicknessRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n\r\n fluidObject.renderThicknessTexture();\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.unBindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n }\r\n\r\n // Run the blur post processes\r\n this._depthRenderTarget?.applyBlurPostProcesses();\r\n this._diffuseRenderTarget?.applyBlurPostProcesses();\r\n this._thicknessRenderTarget?.applyBlurPostProcesses();\r\n\r\n if (currentRenderTarget) {\r\n this._engine.bindFramebuffer(currentRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Releases all the ressources used by the class\r\n * @param onlyPostProcesses If true, releases only the ressources used by the render post processes\r\n */\r\n public dispose(onlyPostProcesses = false): void {\r\n if (!onlyPostProcesses) {\r\n this._depthRenderTarget?.dispose();\r\n this._depthRenderTarget = null;\r\n\r\n this._diffuseRenderTarget?.dispose();\r\n this._diffuseRenderTarget = null;\r\n\r\n this._thicknessRenderTarget?.dispose();\r\n this._thicknessRenderTarget = null;\r\n }\r\n\r\n if (this._renderPostProcess && this._camera) {\r\n this._camera.detachPostProcess(this._renderPostProcess);\r\n }\r\n this._renderPostProcess?.dispose();\r\n this._renderPostProcess = null;\r\n\r\n this._needInitialization = false;\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { Camera } from \"core/Cameras/camera\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { InternalTexture } from \"core/Materials/Textures/internalTexture\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { Matrix, Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nimport type { FluidRenderingObject } from \"./fluidRenderingObject\";\r\nimport { FluidRenderingTextures } from \"./fluidRenderingTextures\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\n\r\n/**\r\n * Textures that can be displayed as a debugging tool\r\n */\r\nexport const enum FluidRenderingDebug {\r\n DepthTexture,\r\n DepthBlurredTexture,\r\n ThicknessTexture,\r\n ThicknessBlurredTexture,\r\n DiffuseTexture,\r\n Normals,\r\n DiffuseRendering,\r\n}\r\n\r\n/**\r\n * Class used to render an object as a fluid thanks to different render target textures (depth, thickness, diffuse)\r\n */\r\nexport class FluidRenderingTargetRenderer {\r\n protected _scene: Scene;\r\n protected _camera: Nullable<Camera>;\r\n protected _engine: AbstractEngine;\r\n\r\n protected _invProjectionMatrix: Matrix;\r\n protected _depthClearColor: Color4;\r\n protected _thicknessClearColor: Color4;\r\n\r\n protected _needInitialization: boolean;\r\n\r\n /**\r\n * Returns true if the class needs to be reinitialized (because of changes in parameterization)\r\n */\r\n public get needInitialization() {\r\n return this._needInitialization;\r\n }\r\n\r\n private _generateDiffuseTexture = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the diffuse texture should be generated and used for the rendering\r\n */\r\n public get generateDiffuseTexture() {\r\n return this._generateDiffuseTexture;\r\n }\r\n\r\n public set generateDiffuseTexture(generate: boolean) {\r\n if (this._generateDiffuseTexture === generate) {\r\n return;\r\n }\r\n\r\n this._generateDiffuseTexture = generate;\r\n this._needInitialization = true;\r\n }\r\n\r\n /**\r\n * Fluid color. Not used if generateDiffuseTexture is true\r\n */\r\n public fluidColor = new Color3(0.085, 0.6375, 0.765);\r\n\r\n /**\r\n * Density of the fluid (positive number). The higher the value, the more opaque the fluid.\r\n */\r\n public density = 2;\r\n\r\n /**\r\n * Strength of the refraction (positive number, but generally between 0 and 0.3).\r\n */\r\n public refractionStrength = 0.1;\r\n\r\n /**\r\n * Strength of the fresnel effect (value between 0 and 1). Lower the value if you want to soften the specular effect\r\n */\r\n public fresnelClamp = 1.0;\r\n\r\n /**\r\n * Strength of the specular power (positive number). Increase the value to make the specular effect more concentrated\r\n */\r\n public specularPower = 250;\r\n\r\n /**\r\n * Minimum thickness of the particles (positive number). If useFixedThickness is true, minimumThickness is the thickness used\r\n */\r\n public minimumThickness = 0;\r\n\r\n /**\r\n * Direction of the light. The fluid is assumed to be lit by a directional light\r\n */\r\n public dirLight: Vector3 = new Vector3(-2, -1, 1).normalize();\r\n\r\n private _debugFeature: FluidRenderingDebug = FluidRenderingDebug.DepthBlurredTexture;\r\n\r\n /**\r\n * Gets or sets the feature (texture) to be debugged. Not used if debug is false\r\n */\r\n public get debugFeature() {\r\n return this._debugFeature;\r\n }\r\n\r\n public set debugFeature(feature: FluidRenderingDebug) {\r\n if (this._debugFeature === feature) {\r\n return;\r\n }\r\n\r\n this._needInitialization = true;\r\n this._debugFeature = feature;\r\n }\r\n\r\n private _debug = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if we should display a specific texture (given by debugFeature) for debugging purpose\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(debug: boolean) {\r\n if (this._debug === debug) {\r\n return;\r\n }\r\n\r\n this._debug = debug;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _environmentMap?: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets or sets the environment map used for the reflection part of the shading\r\n * If null, no map will be used. If undefined, the scene.environmentMap will be used (if defined)\r\n */\r\n public get environmentMap() {\r\n return this._environmentMap;\r\n }\r\n\r\n public set environmentMap(map: Nullable<BaseTexture> | undefined) {\r\n if (this._environmentMap === map) {\r\n return;\r\n }\r\n\r\n this._needInitialization = true;\r\n this._environmentMap = map;\r\n }\r\n\r\n private _enableBlurDepth = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the depth texture should be blurred\r\n */\r\n public get enableBlurDepth() {\r\n return this._enableBlurDepth;\r\n }\r\n\r\n public set enableBlurDepth(enable: boolean) {\r\n if (this._enableBlurDepth === enable) {\r\n return;\r\n }\r\n\r\n this._enableBlurDepth = enable;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurDepthSizeDivisor = 1;\r\n\r\n /**\r\n * Gets or sets the depth size divisor (positive number, generally between 1 and 4), which is used as a divisor when creating the texture used for blurring the depth\r\n * For eg. if blurDepthSizeDivisor=2, the texture used to blur the depth will be half the size of the depth texture\r\n */\r\n public get blurDepthSizeDivisor() {\r\n return this._blurDepthSizeDivisor;\r\n }\r\n\r\n public set blurDepthSizeDivisor(scale: number) {\r\n if (this._blurDepthSizeDivisor === scale) {\r\n return;\r\n }\r\n\r\n this._blurDepthSizeDivisor = scale;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurDepthFilterSize = 7;\r\n\r\n /**\r\n * Size of the kernel used to filter the depth blur texture (positive number, generally between 1 and 20 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurDepthFilterSize() {\r\n return this._blurDepthFilterSize;\r\n }\r\n\r\n public set blurDepthFilterSize(filterSize: number) {\r\n if (this._blurDepthFilterSize === filterSize) {\r\n return;\r\n }\r\n\r\n this._blurDepthFilterSize = filterSize;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurDepthNumIterations = 3;\r\n\r\n /**\r\n * Number of blurring iterations used to generate the depth blur texture (positive number, generally between 1 and 10 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurDepthNumIterations() {\r\n return this._blurDepthNumIterations;\r\n }\r\n\r\n public set blurDepthNumIterations(numIterations: number) {\r\n if (this._blurDepthNumIterations === numIterations) {\r\n return;\r\n }\r\n\r\n this._blurDepthNumIterations = numIterations;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurDepthMaxFilterSize = 100;\r\n\r\n /**\r\n * Maximum size of the kernel used to blur the depth texture (positive number, generally between 1 and 200 - higher values will require more processing power from the GPU when the particles are larger on screen)\r\n */\r\n public get blurDepthMaxFilterSize() {\r\n return this._blurDepthMaxFilterSize;\r\n }\r\n\r\n public set blurDepthMaxFilterSize(maxFilterSize: number) {\r\n if (this._blurDepthMaxFilterSize === maxFilterSize) {\r\n return;\r\n }\r\n\r\n this._blurDepthMaxFilterSize = maxFilterSize;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurDepthDepthScale = 10;\r\n\r\n /**\r\n * Depth weight in the calculation when applying the bilateral blur to generate the depth blur texture (positive number, generally between 0 and 100)\r\n */\r\n public get blurDepthDepthScale() {\r\n return this._blurDepthDepthScale;\r\n }\r\n\r\n public set blurDepthDepthScale(scale: number) {\r\n if (this._blurDepthDepthScale === scale) {\r\n return;\r\n }\r\n\r\n this._blurDepthDepthScale = scale;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _enableBlurThickness = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the thickness texture should be blurred\r\n */\r\n public get enableBlurThickness() {\r\n return this._enableBlurThickness;\r\n }\r\n\r\n public set enableBlurThickness(enable: boolean) {\r\n if (this._enableBlurThickness === enable) {\r\n return;\r\n }\r\n\r\n this._enableBlurThickness = enable;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurThicknessSizeDivisor = 1;\r\n\r\n /**\r\n * Gets or sets the thickness size divisor (positive number, generally between 1 and 4), which is used as a divisor when creating the texture used for blurring the thickness\r\n * For eg. if blurThicknessSizeDivisor=2, the texture used to blur the thickness will be half the size of the thickness texture\r\n */\r\n public get blurThicknessSizeDivisor() {\r\n return this._blurThicknessSizeDivisor;\r\n }\r\n\r\n public set blurThicknessSizeDivisor(scale: number) {\r\n if (this._blurThicknessSizeDivisor === scale) {\r\n return;\r\n }\r\n\r\n this._blurThicknessSizeDivisor = scale;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurThicknessFilterSize = 5;\r\n\r\n /**\r\n * Size of the kernel used to filter the thickness blur texture (positive number, generally between 1 and 20 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurThicknessFilterSize() {\r\n return this._blurThicknessFilterSize;\r\n }\r\n\r\n public set blurThicknessFilterSize(filterSize: number) {\r\n if (this._blurThicknessFilterSize === filterSize) {\r\n return;\r\n }\r\n\r\n this._blurThicknessFilterSize = filterSize;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurThicknessNumIterations = 1;\r\n\r\n /**\r\n * Number of blurring iterations used to generate the thickness blur texture (positive number, generally between 1 and 10 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurThicknessNumIterations() {\r\n return this._blurThicknessNumIterations;\r\n }\r\n\r\n public set blurThicknessNumIterations(numIterations: number) {\r\n if (this._blurThicknessNumIterations === numIterations) {\r\n return;\r\n }\r\n\r\n this._blurThicknessNumIterations = numIterations;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _useFixedThickness = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that a fixed thickness should be used instead of generating a thickness texture\r\n */\r\n public get useFixedThickness() {\r\n return this._useFixedThickness;\r\n }\r\n\r\n public set useFixedThickness(use: boolean) {\r\n if (this._useFixedThickness === use) {\r\n return;\r\n }\r\n\r\n this._useFixedThickness = use;\r\n this._needInitialization = true;\r\n }\r\n\r\n /** @internal */\r\n public _bgDepthTexture: Nullable<InternalTexture>;\r\n\r\n /** @internal */\r\n public _onUseVelocityChanged = new Observable<FluidRenderingTargetRenderer>();\r\n\r\n private _useVelocity = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the velocity should be used when rendering the particles as a fluid.\r\n * Note: the vertex buffers must contain a \"velocity\" buffer for this to work!\r\n */\r\n public get useVelocity() {\r\n return this._useVelocity;\r\n }\r\n\r\n public set useVelocity(use: boolean) {\r\n if (this._useVelocity === use) {\r\n return;\r\n }\r\n\r\n this._useVelocity = use;\r\n this._needInitialization = true;\r\n this._onUseVelocityChanged.notifyObservers(this);\r\n }\r\n\r\n private _depthMapSize: Nullable<number> = null;\r\n\r\n /**\r\n * Defines the size of the depth texture.\r\n * If null, the texture will have the size of the screen\r\n */\r\n public get depthMapSize() {\r\n return this._depthMapSize;\r\n }\r\n\r\n public set depthMapSize(size: Nullable<number>) {\r\n if (this._depthMapSize === size) {\r\n return;\r\n }\r\n\r\n this._depthMapSize = size;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _thicknessMapSize: Nullable<number> = null;\r\n\r\n /**\r\n * Defines the size of the thickness texture.\r\n * If null, the texture will have the size of the screen\r\n */\r\n public get thicknessMapSize() {\r\n return this._thicknessMapSize;\r\n }\r\n\r\n public set thicknessMapSize(size: Nullable<number>) {\r\n if (this._thicknessMapSize === size) {\r\n return;\r\n }\r\n\r\n this._thicknessMapSize = size;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _diffuseMapSize: Nullable<number> = null;\r\n\r\n /**\r\n * Defines the size of the diffuse texture.\r\n * If null, the texture will have the size of the screen\r\n */\r\n public get diffuseMapSize() {\r\n return this._diffuseMapSize;\r\n }\r\n\r\n public set diffuseMapSize(size: Nullable<number>) {\r\n if (this._diffuseMapSize === size) {\r\n return;\r\n }\r\n\r\n this._diffuseMapSize = size;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _samples = 1;\r\n\r\n /**\r\n * Gets or sets the number of samples used by MSAA\r\n * Note: changing this value in WebGL does not work because depth/stencil textures can't be created with MSAA (see https://github.com/BabylonJS/Babylon.js/issues/12444)\r\n */\r\n public get samples() {\r\n return this._samples;\r\n }\r\n\r\n public set samples(samples: number) {\r\n if (this._samples === samples) {\r\n return;\r\n }\r\n\r\n this._samples = samples;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _compositeMode = false;\r\n\r\n /**\r\n * If compositeMode is true (default: false), when the alpha value of the background (the scene rendered without the fluid objects) is 0, the final alpha value of the pixel will be set to the thickness value.\r\n * This way, it is possible to composite the fluid rendering on top of the HTML background.\r\n */\r\n public get compositeMode() {\r\n return this._compositeMode;\r\n }\r\n\r\n public set compositeMode(value: boolean) {\r\n if (this._compositeMode === value) {\r\n return;\r\n }\r\n\r\n this._compositeMode = value;\r\n this._needInitialization = true;\r\n }\r\n\r\n /**\r\n * Gets the camera used for the rendering\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n /** @internal */\r\n public _renderPostProcess: Nullable<PostProcess>;\r\n\r\n /** @internal */\r\n public _depthRenderTarget: Nullable<FluidRenderingTextures>;\r\n\r\n /** @internal */\r\n public _diffuseRenderTarget: Nullable<FluidRenderingTextures>;\r\n\r\n /** @internal */\r\n public _thicknessRenderTarget: Nullable<FluidRenderingTextures>;\r\n\r\n /**\r\n * Creates an instance of the class\r\n * @param scene Scene used to render the fluid object into\r\n * @param camera Camera used to render the fluid object. If not provided, use the active camera of the scene instead\r\n */\r\n constructor(scene: Scene, camera?: Camera) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._camera = camera ?? scene.activeCamera;\r\n this._needInitialization = true;\r\n this._bgDepthTexture = null;\r\n\r\n this._invProjectionMatrix = new Matrix();\r\n this._depthClearColor = new Color4(1e6, 1e6, 1e6, 1);\r\n this._thicknessClearColor = new Color4(0, 0, 0, 1);\r\n\r\n this._depthRenderTarget = null;\r\n this._diffuseRenderTarget = null;\r\n this._thicknessRenderTarget = null;\r\n\r\n this._renderPostProcess = null;\r\n }\r\n\r\n /** @internal */\r\n public _initialize(): void {\r\n this.dispose();\r\n\r\n this._needInitialization = false;\r\n\r\n const depthWidth = this._depthMapSize ?? this._engine.getRenderWidth();\r\n const depthHeight =\r\n this._depthMapSize !== null ? Math.round((this._depthMapSize * this._engine.getRenderHeight()) / this._engine.getRenderWidth()) : this._engine.getRenderHeight();\r\n\r\n this._depthRenderTarget = new FluidRenderingTextures(\r\n \"Depth\",\r\n this._scene,\r\n depthWidth,\r\n depthHeight,\r\n depthWidth,\r\n depthHeight,\r\n Constants.TEXTURETYPE_FLOAT,\r\n Constants.TEXTUREFORMAT_RG,\r\n Constants.TEXTURETYPE_FLOAT,\r\n Constants.TEXTUREFORMAT_RG,\r\n false,\r\n this._camera,\r\n true,\r\n this._samples\r\n );\r\n\r\n this._initializeRenderTarget(this._depthRenderTarget);\r\n\r\n if (this.generateDiffuseTexture) {\r\n const diffuseWidth = this._diffuseMapSize ?? this._engine.getRenderWidth();\r\n const diffuseHeight =\r\n this._diffuseMapSize !== null\r\n ? Math.round((this._diffuseMapSize * this._engine.getRenderHeight()) / this._engine.getRenderWidth())\r\n : this._engine.getRenderHeight();\r\n\r\n this._diffuseRenderTarget = new FluidRenderingTextures(\r\n \"Diffuse\",\r\n this._scene,\r\n diffuseWidth,\r\n diffuseHeight,\r\n 0,\r\n 0,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n true,\r\n this._camera,\r\n true,\r\n this._samples\r\n );\r\n\r\n this._initializeRenderTarget(this._diffuseRenderTarget);\r\n }\r\n\r\n const thicknessWidth = this._thicknessMapSize ?? this._engine.getRenderWidth();\r\n const thicknessHeight =\r\n this._thicknessMapSize !== null\r\n ? Math.round((this._thicknessMapSize * this._engine.getRenderHeight()) / this._engine.getRenderWidth())\r\n : this._engine.getRenderHeight();\r\n\r\n if (!this._useFixedThickness) {\r\n this._thicknessRenderTarget = new FluidRenderingTextures(\r\n \"Thickness\",\r\n this._scene,\r\n thicknessWidth,\r\n thicknessHeight,\r\n thicknessWidth,\r\n thicknessHeight,\r\n Constants.TEXTURETYPE_HALF_FLOAT,\r\n Constants.TEXTUREFORMAT_R,\r\n Constants.TEXTURETYPE_HALF_FLOAT,\r\n Constants.TEXTUREFORMAT_R,\r\n true,\r\n this._camera,\r\n false,\r\n this._samples\r\n );\r\n\r\n this._initializeRenderTarget(this._thicknessRenderTarget);\r\n }\r\n\r\n this._createLiquidRenderingPostProcess();\r\n }\r\n\r\n protected _setBlurParameters(renderTarget: Nullable<FluidRenderingTextures> = null): void {\r\n if (renderTarget === null || renderTarget === this._depthRenderTarget) {\r\n this._setBlurDepthParameters();\r\n }\r\n if (renderTarget === null || renderTarget === this._thicknessRenderTarget) {\r\n this._setBlurThicknessParameters();\r\n }\r\n }\r\n\r\n protected _setBlurDepthParameters(): void {\r\n if (!this._depthRenderTarget) {\r\n return;\r\n }\r\n this._depthRenderTarget.blurFilterSize = this.blurDepthFilterSize;\r\n this._depthRenderTarget.blurMaxFilterSize = this.blurDepthMaxFilterSize;\r\n this._depthRenderTarget.blurNumIterations = this.blurDepthNumIterations;\r\n this._depthRenderTarget.blurDepthScale = this.blurDepthDepthScale;\r\n }\r\n\r\n protected _setBlurThicknessParameters(): void {\r\n if (!this._thicknessRenderTarget) {\r\n return;\r\n }\r\n this._thicknessRenderTarget.blurFilterSize = this.blurThicknessFilterSize;\r\n this._thicknessRenderTarget.blurNumIterations = this.blurThicknessNumIterations;\r\n }\r\n\r\n protected _initializeRenderTarget(renderTarget: FluidRenderingTextures): void {\r\n if (renderTarget !== this._diffuseRenderTarget) {\r\n renderTarget.enableBlur = renderTarget === this._depthRenderTarget ? this.enableBlurDepth : this.enableBlurThickness;\r\n renderTarget.blurSizeDivisor = renderTarget === this._depthRenderTarget ? this.blurDepthSizeDivisor : this.blurThicknessSizeDivisor;\r\n }\r\n\r\n this._setBlurParameters(renderTarget);\r\n\r\n renderTarget.initialize();\r\n }\r\n\r\n protected _createLiquidRenderingPostProcess(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n const uniformNames = [\r\n \"viewMatrix\",\r\n \"projectionMatrix\",\r\n \"invProjectionMatrix\",\r\n \"texelSize\",\r\n \"dirLight\",\r\n \"cameraFar\",\r\n \"density\",\r\n \"refractionStrength\",\r\n \"fresnelClamp\",\r\n \"specularPower\",\r\n ];\r\n const samplerNames = [\"depthSampler\"];\r\n const defines = [];\r\n\r\n this.dispose(true);\r\n\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n const texture = this._depthRenderTarget!.enableBlur ? this._depthRenderTarget!.textureBlur! : this._depthRenderTarget!.texture!;\r\n const texelSize = new Vector2(1 / texture.getSize().width, 1 / texture.getSize().height);\r\n\r\n if (this._scene.useRightHandedSystem) {\r\n defines.push(\"#define FLUIDRENDERING_RHS\");\r\n }\r\n\r\n if (this._environmentMap !== null) {\r\n const envMap = this._environmentMap ?? this._scene.environmentTexture;\r\n if (envMap) {\r\n samplerNames.push(\"reflectionSampler\");\r\n defines.push(\"#define FLUIDRENDERING_ENVIRONMENT\");\r\n }\r\n }\r\n\r\n if (this._diffuseRenderTarget) {\r\n samplerNames.push(\"diffuseSampler\");\r\n defines.push(\"#define FLUIDRENDERING_DIFFUSETEXTURE\");\r\n } else {\r\n uniformNames.push(\"diffuseColor\");\r\n }\r\n\r\n if (this._useVelocity) {\r\n samplerNames.push(\"velocitySampler\");\r\n defines.push(\"#define FLUIDRENDERING_VELOCITY\");\r\n }\r\n\r\n if (this._useFixedThickness) {\r\n uniformNames.push(\"thickness\");\r\n samplerNames.push(\"bgDepthSampler\");\r\n defines.push(\"#define FLUIDRENDERING_FIXED_THICKNESS\");\r\n } else {\r\n uniformNames.push(\"minimumThickness\");\r\n samplerNames.push(\"thicknessSampler\");\r\n }\r\n\r\n if (this._compositeMode) {\r\n defines.push(\"#define FLUIDRENDERING_COMPOSITE_MODE\");\r\n }\r\n\r\n if (this._debug) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG\");\r\n if (this._debugFeature === FluidRenderingDebug.Normals) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_SHOWNORMAL\");\r\n } else if (this._debugFeature === FluidRenderingDebug.DiffuseRendering) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_DIFFUSERENDERING\");\r\n } else {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_TEXTURE\");\r\n samplerNames.push(\"debugSampler\");\r\n if (this._debugFeature === FluidRenderingDebug.DepthTexture || this._debugFeature === FluidRenderingDebug.DepthBlurredTexture) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_DEPTH\");\r\n }\r\n }\r\n }\r\n\r\n this._renderPostProcess = new PostProcess(\r\n \"FluidRendering\",\r\n \"fluidRenderingRender\",\r\n uniformNames,\r\n samplerNames,\r\n 1,\r\n null,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n undefined,\r\n undefined,\r\n true,\r\n undefined\r\n );\r\n this._renderPostProcess.updateEffect(defines.join(\"\\n\"));\r\n\r\n this._renderPostProcess.samples = this._samples;\r\n const engineWebGPU = engine as WebGPUEngine;\r\n const setTextureSampler = engineWebGPU.setTextureSampler;\r\n this._renderPostProcess.onApplyObservable.add((effect) => {\r\n this._invProjectionMatrix.copyFrom(this._scene.getProjectionMatrix());\r\n this._invProjectionMatrix.invert();\r\n\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"textureSamplerSampler\", this._renderPostProcess!.inputTexture.texture);\r\n }\r\n\r\n if (!this._depthRenderTarget!.enableBlur) {\r\n effect.setTexture(\"depthSampler\", this._depthRenderTarget!.texture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"depthSamplerSampler\", this._depthRenderTarget!.texture?.getInternalTexture() ?? null);\r\n }\r\n } else {\r\n effect.setTexture(\"depthSampler\", this._depthRenderTarget!.textureBlur);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"depthSamplerSampler\", this._depthRenderTarget!.textureBlur?.getInternalTexture() ?? null);\r\n }\r\n }\r\n if (this._diffuseRenderTarget) {\r\n if (!this._diffuseRenderTarget.enableBlur) {\r\n effect.setTexture(\"diffuseSampler\", this._diffuseRenderTarget.texture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"diffuseSamplerSampler\", this._diffuseRenderTarget.texture?.getInternalTexture() ?? null);\r\n }\r\n } else {\r\n effect.setTexture(\"diffuseSampler\", this._diffuseRenderTarget.textureBlur);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"diffuseSamplerSampler\", this._diffuseRenderTarget.textureBlur?.getInternalTexture() ?? null);\r\n }\r\n }\r\n } else {\r\n effect.setColor3(\"diffuseColor\", this.fluidColor);\r\n }\r\n if (this._useFixedThickness) {\r\n effect.setFloat(\"thickness\", this.minimumThickness);\r\n effect._bindTexture(\"bgDepthSampler\", this._bgDepthTexture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"bgDepthSamplerSampler\", this._bgDepthTexture ?? null);\r\n }\r\n } else {\r\n if (!this._thicknessRenderTarget!.enableBlur) {\r\n effect.setTexture(\"thicknessSampler\", this._thicknessRenderTarget!.texture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"thicknessSamplerSampler\", this._thicknessRenderTarget!.texture?.getInternalTexture() ?? null);\r\n }\r\n } else {\r\n effect.setTexture(\"thicknessSampler\", this._thicknessRenderTarget!.textureBlur);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"thicknessSamplerSampler\", this._thicknessRenderTarget!.textureBlur?.getInternalTexture() ?? null);\r\n }\r\n }\r\n effect.setFloat(\"minimumThickness\", this.minimumThickness);\r\n }\r\n\r\n if (this._environmentMap !== null) {\r\n const envMap = this._environmentMap ?? this._scene.environmentTexture;\r\n if (envMap) {\r\n effect.setTexture(\"reflectionSampler\", envMap);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"reflectionSamplerSampler\", envMap?.getInternalTexture() ?? null);\r\n }\r\n }\r\n }\r\n\r\n effect.setMatrix(\"viewMatrix\", this._scene.getViewMatrix());\r\n effect.setMatrix(\"invProjectionMatrix\", this._invProjectionMatrix);\r\n effect.setMatrix(\"projectionMatrix\", this._scene.getProjectionMatrix());\r\n effect.setVector2(\"texelSize\", texelSize);\r\n effect.setFloat(\"density\", this.density);\r\n effect.setFloat(\"refractionStrength\", this.refractionStrength);\r\n effect.setFloat(\"fresnelClamp\", this.fresnelClamp);\r\n effect.setFloat(\"specularPower\", this.specularPower);\r\n\r\n effect.setVector3(\"dirLight\", this.dirLight);\r\n\r\n effect.setFloat(\"cameraFar\", this._camera!.maxZ);\r\n\r\n if (this._debug) {\r\n let texture: Nullable<ThinTexture> = null;\r\n switch (this._debugFeature) {\r\n case FluidRenderingDebug.DepthTexture:\r\n texture = this._depthRenderTarget!.texture;\r\n break;\r\n case FluidRenderingDebug.DepthBlurredTexture:\r\n texture = this._depthRenderTarget!.enableBlur ? this._depthRenderTarget!.textureBlur : this._depthRenderTarget!.texture;\r\n break;\r\n case FluidRenderingDebug.ThicknessTexture:\r\n texture = this._thicknessRenderTarget?.texture ?? null;\r\n break;\r\n case FluidRenderingDebug.ThicknessBlurredTexture:\r\n texture = this._thicknessRenderTarget?.enableBlur ? (this._thicknessRenderTarget?.textureBlur ?? null) : (this._thicknessRenderTarget?.texture ?? null);\r\n break;\r\n case FluidRenderingDebug.DiffuseTexture:\r\n if (this._diffuseRenderTarget) {\r\n texture = this._diffuseRenderTarget.texture;\r\n }\r\n break;\r\n }\r\n if (this._debugFeature !== FluidRenderingDebug.Normals) {\r\n effect.setTexture(\"debugSampler\", texture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"debugSamplerSampler\", texture?.getInternalTexture() ?? null);\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /** @internal */\r\n public _clearTargets(): void {\r\n if (this._depthRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._depthRenderTarget.renderTarget);\r\n this._engine.clear(this._depthClearColor, true, true, false);\r\n this._engine.unBindFramebuffer(this._depthRenderTarget.renderTarget);\r\n }\r\n\r\n if (this._diffuseRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n this._engine.clear(this._thicknessClearColor, true, true, false);\r\n this._engine.unBindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n }\r\n\r\n if (this._thicknessRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n // we don't clear the depth buffer because it is the depth buffer that is coming from the scene and that we reuse in the thickness rendering pass\r\n this._engine.clear(this._thicknessClearColor, true, false, false);\r\n this._engine.unBindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _render(fluidObject: FluidRenderingObject): void {\r\n if (this._needInitialization || !fluidObject.isReady()) {\r\n return;\r\n }\r\n\r\n const currentRenderTarget = this._engine._currentRenderTarget;\r\n\r\n this._engine.setState(false, undefined, undefined, undefined, true);\r\n this._engine.setDepthBuffer(true);\r\n this._engine.setDepthWrite(true);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n // Render the particles in the depth texture\r\n if (this._depthRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._depthRenderTarget.renderTarget);\r\n\r\n fluidObject.renderDepthTexture();\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.unBindFramebuffer(this._depthRenderTarget.renderTarget);\r\n }\r\n\r\n // Render the particles in the diffuse texture\r\n if (this._diffuseRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n\r\n fluidObject.renderDiffuseTexture();\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.unBindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n }\r\n\r\n // Render the particles in the thickness texture\r\n if (this._thicknessRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n\r\n fluidObject.renderThicknessTexture();\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.unBindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n }\r\n\r\n // Run the blur post processes\r\n this._depthRenderTarget?.applyBlurPostProcesses();\r\n this._diffuseRenderTarget?.applyBlurPostProcesses();\r\n this._thicknessRenderTarget?.applyBlurPostProcesses();\r\n\r\n if (currentRenderTarget) {\r\n this._engine.bindFramebuffer(currentRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Releases all the ressources used by the class\r\n * @param onlyPostProcesses If true, releases only the ressources used by the render post processes\r\n */\r\n public dispose(onlyPostProcesses = false): void {\r\n if (!onlyPostProcesses) {\r\n this._depthRenderTarget?.dispose();\r\n this._depthRenderTarget = null;\r\n\r\n this._diffuseRenderTarget?.dispose();\r\n this._diffuseRenderTarget = null;\r\n\r\n this._thicknessRenderTarget?.dispose();\r\n this._thicknessRenderTarget = null;\r\n }\r\n\r\n if (this._renderPostProcess && this._camera) {\r\n this._camera.detachPostProcess(this._renderPostProcess);\r\n }\r\n this._renderPostProcess?.dispose();\r\n this._renderPostProcess = null;\r\n\r\n this._needInitialization = false;\r\n }\r\n}\r\n"]}
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@@ -6,9 +6,9 @@ const shader = `#ifdef LIGHT{X}
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6
6
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#else
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7
7
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#ifdef PBR
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8
8
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#ifdef SPOTLIGHT{X}
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9
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-
preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
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9
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+
preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);
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10
10
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#elif defined(POINTLIGHT{X})
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11
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-
preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
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11
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+
preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);
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12
12
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#elif defined(HEMILIGHT{X})
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13
13
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preInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
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14
14
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#elif defined(DIRLIGHT{X})
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@@ -103,7 +103,7 @@ info=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightD
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#endif
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104
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#endif
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105
105
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#ifdef PROJECTEDLIGHTTEXTURE{X}
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106
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-
info.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X});
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106
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+
info.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);
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#endif
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108
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#endif
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#ifdef SHADOW{X}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsQd,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 = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);preInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);preInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\n#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X});\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;float nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
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{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsQd,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 = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);preInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);preInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\n#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;float nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
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@@ -50,7 +50,7 @@ vec3 angleW=normalize(viewDirectionW+lightData.xyz);float specComp=max(0.,dot(vN
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#endif
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return result;}
|
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#define inline
|
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|
-
vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){vec4 strq=textureProjectionMatrix*vec4(
|
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53
|
+
vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return textureColor;}`;
|
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// Sideeffect
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ShaderStore.IncludesShadersStore[name] = shader;
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/** @internal */
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"lightsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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1
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+
{"version":3,"file":"lightsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;0QAiD2P,CAAC;AAC3Q,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightsFragmentFunctions\";\nconst shader = `struct lightingInfo\n{vec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};lightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 lightVectorW;float attenuation=1.0;if (lightData.w==0.)\n{vec3 direction=lightData.xyz-vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 direction=lightData.xyz-vPositionW;vec3 lightVectorW=normalize(direction);float attenuation=max(0.,1.0-length(direction)/range);float cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;float ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {lightingInfo result;float ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return textureColor;}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightsFragmentFunctions = { name, shader };\n"]}
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@@ -5,27 +5,26 @@ const name = "pbrBlockAlbedoOpacity";
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5
5
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const shader = `struct albedoOpacityOutParams
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{vec3 surfaceAlbedo;float alpha;};
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#define pbr_inline
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-
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-
in vec4 vAlbedoColor
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+
albedoOpacityOutParams albedoOpacityBlock(
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in vec4 vAlbedoColor
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#ifdef ALBEDO
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-
in vec4 albedoTexture
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in vec2 albedoInfos
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,in vec4 albedoTexture
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,in vec2 albedoInfos
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#endif
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#ifdef OPACITY
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-
in vec4 opacityMap
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in vec2 vOpacityInfos
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,in vec4 opacityMap
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,in vec2 vOpacityInfos
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#endif
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#ifdef DETAIL
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-
in vec4 detailColor
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in vec4 vDetailInfos
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,in vec4 detailColor
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,in vec4 vDetailInfos
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#endif
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#ifdef DECAL
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-
in vec4 decalColor
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-
in vec4 vDecalInfos
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-
#endif
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-
out albedoOpacityOutParams outParams
|
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+
,in vec4 decalColor
|
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+
,in vec4 vDecalInfos
|
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+
#endif
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|
)
|
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-
{vec3 surfaceAlbedo=vAlbedoColor.rgb;float alpha=vAlbedoColor.a;
|
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+
{albedoOpacityOutParams outParams;vec3 surfaceAlbedo=vAlbedoColor.rgb;float alpha=vAlbedoColor.a;
|
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|
#ifdef ALBEDO
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#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)
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alpha*=albedoTexture.a;
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@@ -72,7 +71,7 @@ alpha=1.0;
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#endif
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#endif
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#endif
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-
outParams.surfaceAlbedo=surfaceAlbedo;outParams.alpha=alpha;}
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+
outParams.surfaceAlbedo=surfaceAlbedo;outParams.alpha=alpha;return outParams;}
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`;
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// Sideeffect
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"pbrBlockAlbedoOpacity.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,iBAAiB,CAAC;AAEzB,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG
|
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1
|
+
{"version":3,"file":"pbrBlockAlbedoOpacity.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,iBAAiB,CAAC;AAEzB,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./decalFragment\";\n\nconst name = \"pbrBlockAlbedoOpacity\";\nconst shader = `struct albedoOpacityOutParams\n{vec3 surfaceAlbedo;float alpha;};\n#define pbr_inline\nalbedoOpacityOutParams albedoOpacityBlock(\nin vec4 vAlbedoColor\n#ifdef ALBEDO\n,in vec4 albedoTexture\n,in vec2 albedoInfos\n#endif\n#ifdef OPACITY\n,in vec4 opacityMap\n,in vec2 vOpacityInfos\n#endif\n#ifdef DETAIL\n,in vec4 detailColor\n,in vec4 vDetailInfos\n#endif\n#ifdef DECAL\n,in vec4 decalColor\n,in vec4 vDecalInfos\n#endif \n)\n{albedoOpacityOutParams outParams;vec3 surfaceAlbedo=vAlbedoColor.rgb;float alpha=vAlbedoColor.a;\n#ifdef ALBEDO\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\n#ifdef GAMMAALBEDO\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\n#else\nsurfaceAlbedo*=albedoTexture.rgb;\n#endif\nsurfaceAlbedo*=albedoInfos.y;\n#endif\n#ifndef DECAL_AFTER_DETAIL\n#include<decalFragment>\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nsurfaceAlbedo*=vColor.rgb;\n#endif\n#ifdef DETAIL\nfloat detailAlbedo=2.0*mix(0.5,detailColor.r,vDetailInfos.y);surfaceAlbedo.rgb=surfaceAlbedo.rgb*detailAlbedo*detailAlbedo; \n#endif\n#ifdef DECAL_AFTER_DETAIL\n#include<decalFragment>\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALBEDO\n#ifdef OPACITY\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#if !defined(SS_LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST \n#if DEBUGMODE != 88\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo;outParams.alpha=alpha;return outParams;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockAlbedoOpacity = { name, shader };\n"]}
|
|
@@ -6,14 +6,13 @@ const shader = `#ifdef ALPHAFRESNEL
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6
6
|
struct alphaFresnelOutParams
|
|
7
7
|
{float alpha;};
|
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8
8
|
#define pbr_inline
|
|
9
|
-
|
|
9
|
+
alphaFresnelOutParams alphaFresnelBlock(
|
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10
10
|
in vec3 normalW,
|
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11
11
|
in vec3 viewDirectionW,
|
|
12
12
|
in float alpha,
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13
|
-
in float microSurface
|
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14
|
-
out alphaFresnelOutParams outParams
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+
in float microSurface
|
|
15
14
|
)
|
|
16
|
-
{float opacityPerceptual=alpha;
|
|
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|
+
{alphaFresnelOutParams outParams;float opacityPerceptual=alpha;
|
|
17
16
|
#ifdef LINEARALPHAFRESNEL
|
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17
|
float opacity0=opacityPerceptual;
|
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|
#else
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|
@@ -27,7 +26,7 @@ discard;
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|
outParams.alpha=1.0;
|
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|
#endif
|
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|
#endif
|
|
30
|
-
}
|
|
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|
+
return outParams;}
|
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|
#endif
|
|
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|
#endif
|
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32
|
`;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrBlockAlphaFresnel.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockAlphaFresnel.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG
|
|
1
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+
{"version":3,"file":"pbrBlockAlphaFresnel.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockAlphaFresnel.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockAlphaFresnel\";\nconst shader = `#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nstruct alphaFresnelOutParams\n{float alpha;};\n#define pbr_inline\nalphaFresnelOutParams alphaFresnelBlock(\nin vec3 normalW,\nin vec3 viewDirectionW,\nin float alpha,\nin float microSurface\n)\n{alphaFresnelOutParams outParams;float opacityPerceptual=alpha;\n#ifdef LINEARALPHAFRESNEL\nfloat opacity0=opacityPerceptual;\n#else\nfloat opacity0=opacityPerceptual*opacityPerceptual;\n#endif\nfloat opacity90=fresnelGrazingReflectance(opacity0);vec3 normalForward=faceforward(normalW,-viewDirectionW,normalW);outParams.alpha=getReflectanceFromAnalyticalBRDFLookup_Jones(saturate(dot(viewDirectionW,normalForward)),vec3(opacity0),vec3(opacity90),sqrt(microSurface)).x;\n#ifdef ALPHATEST\nif (outParams.alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\noutParams.alpha=1.0;\n#endif\n#endif\nreturn outParams;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockAlphaFresnel = { name, shader };\n"]}
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@@ -8,14 +8,13 @@ vec3 ambientOcclusionColorMap;
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8
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#endif
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9
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};
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10
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#define pbr_inline
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-
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+
ambientOcclusionOutParams ambientOcclusionBlock(
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#ifdef AMBIENT
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in vec3 ambientOcclusionColorMap_,
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-
in vec4 vAmbientInfos
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+
in vec4 vAmbientInfos
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#endif
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-
out ambientOcclusionOutParams outParams
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)
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-
{vec3 ambientOcclusionColor=vec3(1.,1.,1.);
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+
{ambientOcclusionOutParams outParams;vec3 ambientOcclusionColor=vec3(1.,1.,1.);
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#ifdef AMBIENT
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vec3 ambientOcclusionColorMap=ambientOcclusionColorMap_*vAmbientInfos.y;
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#ifdef AMBIENTINGRAYSCALE
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@@ -26,7 +25,7 @@ ambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbien
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outParams.ambientOcclusionColorMap=ambientOcclusionColorMap;
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#endif
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#endif
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-
outParams.ambientOcclusionColor=ambientOcclusionColor;}
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+
outParams.ambientOcclusionColor=ambientOcclusionColor;return outParams;}
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStore[name] = shader;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"pbrBlockAmbientOcclusion.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG
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1
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+
{"version":3,"file":"pbrBlockAmbientOcclusion.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockAmbientOcclusion\";\nconst shader = `struct ambientOcclusionOutParams\n{vec3 ambientOcclusionColor;\n#if DEBUGMODE>0 && defined(AMBIENT)\nvec3 ambientOcclusionColorMap;\n#endif\n};\n#define pbr_inline\nambientOcclusionOutParams ambientOcclusionBlock(\n#ifdef AMBIENT\nin vec3 ambientOcclusionColorMap_,\nin vec4 vAmbientInfos\n#endif\n)\n{ambientOcclusionOutParams outParams;vec3 ambientOcclusionColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=ambientOcclusionColorMap_*vAmbientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\n#if DEBUGMODE>0\noutParams.ambientOcclusionColorMap=ambientOcclusionColorMap;\n#endif\n#endif\noutParams.ambientOcclusionColor=ambientOcclusionColor;return outParams;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockAmbientOcclusion = { name, shader };\n"]}
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@@ -9,7 +9,7 @@ vec3 anisotropyMapData;
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#endif
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10
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};
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#define pbr_inline
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12
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-
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+
anisotropicOutParams anisotropicBlock(
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in vec3 vAnisotropy,
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in float roughness,
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#ifdef ANISOTROPIC_TEXTURE
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@@ -17,10 +17,9 @@ in vec3 anisotropyMapData,
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#endif
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in mat3 TBN,
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in vec3 normalW,
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in vec3 viewDirectionW
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-
out anisotropicOutParams outParams
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+
in vec3 viewDirectionW
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)
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-
{float anisotropy=vAnisotropy.b;vec3 anisotropyDirection=vec3(vAnisotropy.xy,0.);
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+
{anisotropicOutParams outParams;float anisotropy=vAnisotropy.b;vec3 anisotropyDirection=vec3(vAnisotropy.xy,0.);
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#ifdef ANISOTROPIC_TEXTURE
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anisotropy*=anisotropyMapData.b;
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#if DEBUGMODE>0
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@@ -33,7 +32,7 @@ anisotropyDirection.rg*=anisotropyMapData.rg;
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anisotropyDirection.xy=mat2(anisotropyDirection.x,anisotropyDirection.y,-anisotropyDirection.y,anisotropyDirection.x)*normalize(anisotropyMapData.rg);
|
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#endif
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|
#endif
|
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36
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-
mat3 anisoTBN=mat3(normalize(TBN[0]),normalize(TBN[1]),normalize(TBN[2]));vec3 anisotropicTangent=normalize(anisoTBN*anisotropyDirection);vec3 anisotropicBitangent=normalize(cross(anisoTBN[2],anisotropicTangent));outParams.anisotropy=anisotropy;outParams.anisotropicTangent=anisotropicTangent;outParams.anisotropicBitangent=anisotropicBitangent;outParams.anisotropicNormal=getAnisotropicBentNormals(anisotropicTangent,anisotropicBitangent,normalW,viewDirectionW,anisotropy,roughness);}
|
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35
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+
mat3 anisoTBN=mat3(normalize(TBN[0]),normalize(TBN[1]),normalize(TBN[2]));vec3 anisotropicTangent=normalize(anisoTBN*anisotropyDirection);vec3 anisotropicBitangent=normalize(cross(anisoTBN[2],anisotropicTangent));outParams.anisotropy=anisotropy;outParams.anisotropicTangent=anisotropicTangent;outParams.anisotropicBitangent=anisotropicBitangent;outParams.anisotropicNormal=getAnisotropicBentNormals(anisotropicTangent,anisotropicBitangent,normalW,viewDirectionW,anisotropy,roughness);return outParams;}
|
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37
36
|
#endif
|
|
38
37
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`;
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|
39
38
|
// Sideeffect
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrBlockAnisotropic.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockAnisotropic.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG
|
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1
|
+
{"version":3,"file":"pbrBlockAnisotropic.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockAnisotropic.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiCd,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 = \"pbrBlockAnisotropic\";\nconst shader = `#ifdef ANISOTROPIC\nstruct anisotropicOutParams\n{float anisotropy;vec3 anisotropicTangent;vec3 anisotropicBitangent;vec3 anisotropicNormal;\n#if DEBUGMODE>0 && defined(ANISOTROPIC_TEXTURE)\nvec3 anisotropyMapData;\n#endif\n};\n#define pbr_inline\nanisotropicOutParams anisotropicBlock(\nin vec3 vAnisotropy,\nin float roughness,\n#ifdef ANISOTROPIC_TEXTURE\nin vec3 anisotropyMapData,\n#endif\nin mat3 TBN,\nin vec3 normalW,\nin vec3 viewDirectionW\n)\n{anisotropicOutParams outParams;float anisotropy=vAnisotropy.b;vec3 anisotropyDirection=vec3(vAnisotropy.xy,0.);\n#ifdef ANISOTROPIC_TEXTURE\nanisotropy*=anisotropyMapData.b;\n#if DEBUGMODE>0\noutParams.anisotropyMapData=anisotropyMapData;\n#endif\nanisotropyMapData.rg=anisotropyMapData.rg*2.0-1.0;\n#ifdef ANISOTROPIC_LEGACY\nanisotropyDirection.rg*=anisotropyMapData.rg;\n#else\nanisotropyDirection.xy=mat2(anisotropyDirection.x,anisotropyDirection.y,-anisotropyDirection.y,anisotropyDirection.x)*normalize(anisotropyMapData.rg);\n#endif\n#endif\nmat3 anisoTBN=mat3(normalize(TBN[0]),normalize(TBN[1]),normalize(TBN[2]));vec3 anisotropicTangent=normalize(anisoTBN*anisotropyDirection);vec3 anisotropicBitangent=normalize(cross(anisoTBN[2],anisotropicTangent));outParams.anisotropy=anisotropy;outParams.anisotropicTangent=anisotropicTangent;outParams.anisotropicBitangent=anisotropicBitangent;outParams.anisotropicNormal=getAnisotropicBentNormals(anisotropicTangent,anisotropicBitangent,normalW,viewDirectionW,anisotropy,roughness);return outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockAnisotropic = { name, shader };\n"]}
|