@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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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "decalFragment";
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const shader = `#ifdef DECAL
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#ifdef GAMMADECAL
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decalColor.rgb=toLinearSpace(decalColor.rgb);
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#endif
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#ifdef DECAL_SMOOTHALPHA
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decalColor.a*=decalColor.a;
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#endif
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surfaceAlbedo=mix(surfaceAlbedo.rgb,decalColor.rgb,decalColor.a);
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#endif
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const decalFragment = { name, shader };
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//# sourceMappingURL=decalFragment.js.map
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{"version":3,"file":"decalFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/decalFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;CASd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"decalFragment\";\nconst shader = `#ifdef DECAL\n#ifdef GAMMADECAL\ndecalColor.rgb=toLinearSpace(decalColor.rgb);\n#endif\n#ifdef DECAL_SMOOTHALPHA\ndecalColor.a*=decalColor.a;\n#endif\nsurfaceAlbedo=mix(surfaceAlbedo.rgb,decalColor.rgb,decalColor.a);\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const decalFragment = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "depthPrePass";
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const shader = `#ifdef DEPTHPREPASS
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gl_FragColor= vec4f(0.,0.,0.,1.0);return;
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#endif
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const depthPrePass = { name, shader };
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//# sourceMappingURL=depthPrePass.js.map
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{"version":3,"file":"depthPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/depthPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,cAAc,CAAC;AAC5B,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,YAAY,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"depthPrePass\";\nconst shader = `#ifdef DEPTHPREPASS\ngl_FragColor= vec4f(0.,0.,0.,1.0);return;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const depthPrePass = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "harmonicsFunctions";
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const shader = `#ifdef USESPHERICALFROMREFLECTIONMAP
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#ifdef SPHERICAL_HARMONICS
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fn computeEnvironmentIrradiance(normal: vec3f)->vec3f {return uniforms.vSphericalL00
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+ uniforms.vSphericalL1_1*(normal.y)
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+ uniforms.vSphericalL10*(normal.z)
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+ uniforms.vSphericalL11*(normal.x)
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+ uniforms.vSphericalL2_2*(normal.y*normal.x)
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+ uniforms.vSphericalL2_1*(normal.y*normal.z)
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+ uniforms.vSphericalL20*((3.0*normal.z*normal.z)-1.0)
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+ uniforms.vSphericalL21*(normal.z*normal.x)
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+ uniforms.vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}
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#else
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fn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var Ny: f32=normal.y;var Nz: f32=normal.z;var C1: vec3f=uniforms.vSphericalZZ.rgb;var Cx: vec3f=uniforms.vSphericalX.rgb;var Cy: vec3f=uniforms.vSphericalY.rgb;var Cz: vec3f=uniforms.vSphericalZ.rgb;var Cxx_zz: vec3f=uniforms.vSphericalXX_ZZ.rgb;var Cyy_zz: vec3f=uniforms.vSphericalYY_ZZ.rgb;var Cxy: vec3f=uniforms.vSphericalXY.rgb;var Cyz: vec3f=uniforms.vSphericalYZ.rgb;var Czx: vec3f=uniforms.vSphericalZX.rgb;var a1: vec3f=Cyy_zz*Ny+Cy;var a2: vec3f=Cyz*Nz+a1;var b1: vec3f=Czx*Nz+Cx;var b2: vec3f=Cxy*Ny+b1;var b3: vec3f=Cxx_zz*Nx+b2;var t1: vec3f=Cz *Nz+C1;var t2: vec3f=a2 *Ny+t1;var t3: vec3f=b3 *Nx+t2;return t3;}
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#endif
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#endif
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const harmonicsFunctions = { name, shader };
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//# sourceMappingURL=harmonicsFunctions.js.map
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{"version":3,"file":"harmonicsFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/harmonicsFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"harmonicsFunctions\";\nconst shader = `#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {return uniforms.vSphericalL00\n+ uniforms.vSphericalL1_1*(normal.y)\n+ uniforms.vSphericalL10*(normal.z)\n+ uniforms.vSphericalL11*(normal.x)\n+ uniforms.vSphericalL2_2*(normal.y*normal.x)\n+ uniforms.vSphericalL2_1*(normal.y*normal.z)\n+ uniforms.vSphericalL20*((3.0*normal.z*normal.z)-1.0)\n+ uniforms.vSphericalL21*(normal.z*normal.x)\n+ uniforms.vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}\n#else\nfn computeEnvironmentIrradiance(normal: vec3f)->vec3f {var Nx: f32=normal.x;var Ny: f32=normal.y;var Nz: f32=normal.z;var C1: vec3f=uniforms.vSphericalZZ.rgb;var Cx: vec3f=uniforms.vSphericalX.rgb;var Cy: vec3f=uniforms.vSphericalY.rgb;var Cz: vec3f=uniforms.vSphericalZ.rgb;var Cxx_zz: vec3f=uniforms.vSphericalXX_ZZ.rgb;var Cyy_zz: vec3f=uniforms.vSphericalYY_ZZ.rgb;var Cxy: vec3f=uniforms.vSphericalXY.rgb;var Cyz: vec3f=uniforms.vSphericalYZ.rgb;var Czx: vec3f=uniforms.vSphericalZX.rgb;var a1: vec3f=Cyy_zz*Ny+Cy;var a2: vec3f=Cyz*Nz+a1;var b1: vec3f=Czx*Nz+Cx;var b2: vec3f=Cxy*Ny+b1;var b3: vec3f=Cxx_zz*Nx+b2;var t1: vec3f=Cz *Nz+C1;var t2: vec3f=a2 *Ny+t1;var t3: vec3f=b3 *Nx+t2;return t3;}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const harmonicsFunctions = { name, shader };\n"]}
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@@ -0,0 +1,39 @@
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "hdrFilteringFunctions";
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const shader = `#ifdef NUM_SAMPLES
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#if NUM_SAMPLES>0
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6
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fn radicalInverse_VdC(value: u32)->f32
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7
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{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }
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8
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+
fn hammersley(i: u32,N: u32)->vec2f
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9
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{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}
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10
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fn log4(x: f32)->f32 {return log2(x)/2.;}
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11
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const NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f
|
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12
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{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);for(var i: u32=0u; i<NUM_SAMPLES; i++)
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{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);if (NoL>0.) {var pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;
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#ifdef GAMMA_INPUT
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c=toLinearSpaceVec3(c);
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#endif
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result+=c;}}
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result=result*NUM_SAMPLES_FLOAT_INVERSED;return result;}
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fn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f
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{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb;
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if (alphaG==0.) {
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#ifdef GAMMA_INPUT
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c=toLinearSpace(c);
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#endif
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return c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)
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{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;
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#ifdef GAMMA_INPUT
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c=toLinearSpace(c);
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#endif
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result+=c*NoL;}}
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result=result/weight;return result;}}
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#endif
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#endif
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`;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const hdrFilteringFunctions = { name, shader };
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//# sourceMappingURL=hdrFilteringFunctions.js.map
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@@ -0,0 +1 @@
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1
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+
{"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\nfn radicalInverse_VdC(value: u32)->f32 \n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\nfn hammersley(i: u32,N: u32)->vec2f\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\nfn log4(x: f32)->f32 {return log2(x)/2.;}\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);if (NoL>0.) {var pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\nresult+=c;}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;return result;}\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
|
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@@ -2,8 +2,12 @@
|
|
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2
2
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
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3
3
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const name = "helperFunctions";
|
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4
4
|
const shader = `const PI: f32=3.1415926535897932384626433832795;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const HALF_MIN: f32=5.96046448e-08;
|
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5
|
-
const LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3<f32>=vec3<f32> (0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;
|
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6
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-
|
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5
|
+
const LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3<f32>=vec3<f32> (0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}
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6
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+
fn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(0.0),vec3f(1.0));}
|
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+
fn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);}
|
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8
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+
fn maxEps(x: f32)->f32 {return max(x,Epsilon);}
|
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9
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+
fn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}
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|
+
fn absEps(x: f32)->f32 {return abs(x)+Epsilon;}
|
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7
11
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fn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3<f32>=inMatrix[0];let i1: vec3<f32>=inMatrix[1];let i2: vec3<f32>=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(
|
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8
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vec3(i0.x,i1.x,i2.x),
|
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9
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vec3(i0.y,i1.y,i2.y),
|
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const PI: f32=3.1415926535897932384626433832795;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const HALF_MIN: f32=5.96046448e-08; \nconst LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3<f32>=vec3<f32> (0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}\nfn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(0.0),vec3f(1.0));}\nfn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);} \nfn maxEps(x: f32)->f32 {return max(x,Epsilon);}\nfn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}\nfn absEps(x: f32)->f32 {return abs(x)+Epsilon;}\nfn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3<f32>=inMatrix[0];let i1: vec3<f32>=inMatrix[1];let i2: vec3<f32>=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nfn inverseMat3(inMatrix: mat3x3f)->mat3x3f {let a00: f32=inMatrix[0][0];let a01: f32=inMatrix[0][1];let a02: f32=inMatrix[0][2];let a10: f32=inMatrix[1][0];let a11: f32=inMatrix[1][1];let a12: f32=inMatrix[1][2];let a20: f32=inMatrix[2][0];let a21: f32=inMatrix[2][1];let a22: f32=inMatrix[2][2];let b01: f32=a22*a11-a12*a21;let b11: f32=-a22*a10+a12*a20;let b21: f32=a21*a10-a11*a20;let det: f32=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\n#if USE_EXACT_SRGB_CONVERSIONS\nfn toLinearSpaceExact(color: vec3<f32>)->vec3<f32>\n{let nearZeroSection: vec3<f32>=0.0773993808*color;let remainingSection: vec3<f32>=pow(0.947867299*(color+vec3<f32>(0.055)),vec3<f32>(2.4));return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3<f32>(0.04045)));}\nfn toGammaSpaceExact(color: vec3<f32>)->vec3<f32>\n{let nearZeroSection: vec3<f32>=12.92*color;let remainingSection: vec3<f32>=1.055*pow(color,vec3<f32>(0.41666))-vec3<f32>(0.055);return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3<f32>(0.0031308)));}\n#endif\nfn toLinearSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3<f32>(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfn toLinearSpaceVec3(color: vec3<f32>)->vec3<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3<f32>(LinearEncodePowerApprox));\n#endif\n}\nfn toGammaSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3<f32>(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpaceVec3(color: vec3<f32>)->vec3<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3<f32>(GammaEncodePowerApprox));\n#endif\n}\nfn square(value: vec3<f32>)->vec3<f32>\n{return value*value;}\nfn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}\nfn getLuminance(color: vec3<f32>)->f32\n{return clamp(dot(color,LuminanceEncodeApprox),0.,1.);}\nfn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}\nfn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed);let normVariance: f32=varianceAmount/255.0;let dither: f32=mix(-normVariance,normVariance,rand);return dither;}\nconst rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3<f32>)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3<f32> =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(clamp(rgb,vec3<f32>(0.,0.,0.),vec3<f32>(1.,1.,1.)),D); }\nfn fromRGBD(rgbd: vec4<f32>)->vec3<f32> {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}\nfn parallaxCorrectNormal(vertexPos: vec3<f32>,origVec: vec3<f32>,cubeSize: vec3<f32>,cubePos: vec3<f32>)->vec3<f32> {let invOrigVec: vec3<f32>=vec3<f32>(1.0,1.0,1.0)/origVec;let halfSize: vec3<f32>=cubeSize*0.5;let intersecAtMaxPlane: vec3<f32>=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3<f32>=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3<f32>=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3<f32>=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const helperFunctions = { name, shader };\n"]}
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@@ -42,7 +42,7 @@ rgb=ACESFitted(rgb);
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#elif TONEMAPPING==1
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const tonemappingCalibration: f32=1.590579;rgb=1.0-exp2(-tonemappingCalibration*rgb);
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#endif
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-
rgb=toGammaSpaceVec3(rgb);rgb=
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+
rgb=toGammaSpaceVec3(rgb);rgb=saturateVec3(rgb);
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#ifdef CONTRAST
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var resultHighContrast: vec3f=rgb*rgb*(3.0-2.0*rgb);if (uniforms.contrast<1.0) {rgb=mix( vec3f(0.5,0.5,0.5),rgb,uniforms.contrast);} else {rgb=mix(rgb,resultHighContrast,uniforms.contrast-1.0);}
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#endif
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@@ -59,7 +59,7 @@ rgb=mix(rgb,colorTransformOutput,colorTransformSettings.www);
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var luma: f32=getLuminance(rgb);var curveMix: vec2f=clamp( vec2f(luma*3.0-1.5,luma*-3.0+1.5), vec2f(0.0), vec2f(1.0));var colorCurve: vec4f=uniforms.vCameraColorCurveNeutral+curveMix.x*uniforms.vCameraColorCurvePositive-curveMix.y*uniforms.vCameraColorCurveNegative;rgb*=colorCurve.rgb;rgb=mix( vec3f(luma),rgb,colorCurve.a);
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#endif
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#ifdef DITHER
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var rand: f32=getRand(fragmentInputs.position.xy*uniforms.vInverseScreenSize);var dither: f32=mix(-uniforms.ditherIntensity,uniforms.ditherIntensity,rand);rgb=
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var rand: f32=getRand(fragmentInputs.position.xy*uniforms.vInverseScreenSize);var dither: f32=mix(-uniforms.ditherIntensity,uniforms.ditherIntensity,rand);rgb=saturateVec3(rgb+ vec3f(dither));
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#endif
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#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND
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return vec4f(rgb,result.a);}`;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"imageProcessingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/imageProcessingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;6BA6Dc,CAAC;AAC9B,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"imageProcessingFunctions\";\nconst shader = `#if TONEMAPPING==3\nconst PBRNeutralStartCompression: f32=0.8-0.04;const PBRNeutralDesaturation: f32=0.15;fn PBRNeutralToneMapping( color: vec3f )->vec3f {var x: f32=min(color.r,min(color.g,color.b));var offset: f32=select(0.04,x-6.25*x*x,x<0.08);var result=color;result-=offset;var peak: f32=max(result.r,max(result.g,result.b));if (peak<PBRNeutralStartCompression) {return result;}\nvar d: f32=1.-PBRNeutralStartCompression;var newPeak: f32=1.-d*d/(peak+d-PBRNeutralStartCompression);result*=newPeak/peak;var g: f32=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(result,newPeak* vec3f(1,1,1),g);}\n#endif\n#if TONEMAPPING==2\nconst ACESInputMat: mat3x3f= mat3x3f(\nvec3f(0.59719,0.07600,0.02840),\nvec3f(0.35458,0.90834,0.13383),\nvec3f(0.04823,0.01566,0.83777)\n);const ACESOutputMat: mat3x3f= mat3x3f(\nvec3f( 1.60475,-0.10208,-0.00327),\nvec3f(-0.53108, 1.10813,-0.07276),\nvec3f(-0.07367,-0.00605, 1.07602)\n);fn RRTAndODTFit(v: vec3f)->vec3f\n{var a: vec3f=v*(v+0.0245786)-0.000090537;var b: vec3f=v*(0.983729*v+0.4329510)+0.238081;return a/b;}\nfn ACESFitted(color: vec3f)->vec3f\n{var output=ACESInputMat*color;output=RRTAndODTFit(output);output=ACESOutputMat*output;output=saturate(output);return output;}\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS\nfn applyImageProcessing(result: vec4f)->vec4f {\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART\nvar rgb=result.rgb;;\n#ifdef EXPOSURE\nrgb*=uniforms.exposureLinear;\n#endif\n#ifdef VIGNETTE\nvar viewportXY: vec2f=fragmentInputs.position.xy*uniforms.vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;var vignetteXY1: vec3f= vec3f(viewportXY*uniforms.vignetteSettings1.xy+uniforms.vignetteSettings1.zw,1.0);var vignetteTerm: f32=dot(vignetteXY1,vignetteXY1);var vignette: f32=pow(vignetteTerm,uniforms.vignetteSettings2.w);var vignetteColor: vec3f=uniforms.vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvar vignetteColorMultiplier: vec3f=mix(vignetteColor, vec3f(1,1,1),vignette);rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nrgb=mix(vignetteColor,rgb,vignette);\n#endif\n#endif\n#if TONEMAPPING==3\nrgb=PBRNeutralToneMapping(rgb);\n#elif TONEMAPPING==2\nrgb=ACESFitted(rgb);\n#elif TONEMAPPING==1\nconst tonemappingCalibration: f32=1.590579;rgb=1.0-exp2(-tonemappingCalibration*rgb);\n#endif\nrgb=toGammaSpaceVec3(rgb);rgb=
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1
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+
{"version":3,"file":"imageProcessingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/imageProcessingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;6BA6Dc,CAAC;AAC9B,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"imageProcessingFunctions\";\nconst shader = `#if TONEMAPPING==3\nconst PBRNeutralStartCompression: f32=0.8-0.04;const PBRNeutralDesaturation: f32=0.15;fn PBRNeutralToneMapping( color: vec3f )->vec3f {var x: f32=min(color.r,min(color.g,color.b));var offset: f32=select(0.04,x-6.25*x*x,x<0.08);var result=color;result-=offset;var peak: f32=max(result.r,max(result.g,result.b));if (peak<PBRNeutralStartCompression) {return result;}\nvar d: f32=1.-PBRNeutralStartCompression;var newPeak: f32=1.-d*d/(peak+d-PBRNeutralStartCompression);result*=newPeak/peak;var g: f32=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(result,newPeak* vec3f(1,1,1),g);}\n#endif\n#if TONEMAPPING==2\nconst ACESInputMat: mat3x3f= mat3x3f(\nvec3f(0.59719,0.07600,0.02840),\nvec3f(0.35458,0.90834,0.13383),\nvec3f(0.04823,0.01566,0.83777)\n);const ACESOutputMat: mat3x3f= mat3x3f(\nvec3f( 1.60475,-0.10208,-0.00327),\nvec3f(-0.53108, 1.10813,-0.07276),\nvec3f(-0.07367,-0.00605, 1.07602)\n);fn RRTAndODTFit(v: vec3f)->vec3f\n{var a: vec3f=v*(v+0.0245786)-0.000090537;var b: vec3f=v*(0.983729*v+0.4329510)+0.238081;return a/b;}\nfn ACESFitted(color: vec3f)->vec3f\n{var output=ACESInputMat*color;output=RRTAndODTFit(output);output=ACESOutputMat*output;output=saturate(output);return output;}\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS\nfn applyImageProcessing(result: vec4f)->vec4f {\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART\nvar rgb=result.rgb;;\n#ifdef EXPOSURE\nrgb*=uniforms.exposureLinear;\n#endif\n#ifdef VIGNETTE\nvar viewportXY: vec2f=fragmentInputs.position.xy*uniforms.vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;var vignetteXY1: vec3f= vec3f(viewportXY*uniforms.vignetteSettings1.xy+uniforms.vignetteSettings1.zw,1.0);var vignetteTerm: f32=dot(vignetteXY1,vignetteXY1);var vignette: f32=pow(vignetteTerm,uniforms.vignetteSettings2.w);var vignetteColor: vec3f=uniforms.vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvar vignetteColorMultiplier: vec3f=mix(vignetteColor, vec3f(1,1,1),vignette);rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nrgb=mix(vignetteColor,rgb,vignette);\n#endif\n#endif\n#if TONEMAPPING==3\nrgb=PBRNeutralToneMapping(rgb);\n#elif TONEMAPPING==2\nrgb=ACESFitted(rgb);\n#elif TONEMAPPING==1\nconst tonemappingCalibration: f32=1.590579;rgb=1.0-exp2(-tonemappingCalibration*rgb);\n#endif\nrgb=toGammaSpaceVec3(rgb);rgb=saturateVec3(rgb);\n#ifdef CONTRAST\nvar resultHighContrast: vec3f=rgb*rgb*(3.0-2.0*rgb);if (uniforms.contrast<1.0) {rgb=mix( vec3f(0.5,0.5,0.5),rgb,uniforms.contrast);} else {rgb=mix(rgb,resultHighContrast,uniforms.contrast-1.0);}\n#endif\n#ifdef COLORGRADING\nvar colorTransformInput: vec3f=rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvar colorTransformOutput: vec3f=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvar colorTransformOutput: vec3f=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nrgb=mix(rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\nvar luma: f32=getLuminance(rgb);var curveMix: vec2f=clamp( vec2f(luma*3.0-1.5,luma*-3.0+1.5), vec2f(0.0), vec2f(1.0));var colorCurve: vec4f=uniforms.vCameraColorCurveNeutral+curveMix.x*uniforms.vCameraColorCurvePositive-curveMix.y*uniforms.vCameraColorCurveNegative;rgb*=colorCurve.rgb;rgb=mix( vec3f(luma),rgb,colorCurve.a);\n#endif\n#ifdef DITHER\nvar rand: f32=getRand(fragmentInputs.position.xy*uniforms.vInverseScreenSize);var dither: f32=mix(-uniforms.ditherIntensity,uniforms.ditherIntensity,rand);rgb=saturateVec3(rgb+ vec3f(dither));\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND\nreturn vec4f(rgb,result.a);}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const imageProcessingFunctions = { name, shader };\n"]}
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@@ -0,0 +1,12 @@
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "importanceSampling";
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const shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}
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fn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}
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fn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f {
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var phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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/** @internal */
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export const importanceSampling = { name, shader };
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//# sourceMappingURL=importanceSampling.js.map
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@@ -0,0 +1 @@
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+
{"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;wKAGyJ,CAAC;AACzK,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f { \nvar phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const importanceSampling = { name, shader };\n"]}
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@@ -6,9 +6,9 @@ const shader = `#ifdef LIGHT{X}
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#else
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#ifdef PBR
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#ifdef SPOTLIGHT{X}
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-
preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
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preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);
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#elif defined(POINTLIGHT{X})
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-
preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
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+
preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);
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#elif defined(HEMILIGHT{X})
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preInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
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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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#endif
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#ifdef PROJECTEDLIGHTTEXTURE{X}
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-
info.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,textureProjectionMatrix{X}
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+
info.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,textureProjectionMatrix{X},vPositionW;
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#endif
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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/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Qd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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},projectionLightTexture{X}Sampler,textureProjectionMatrix{X});\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X} \nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.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(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,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(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,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(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,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},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,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}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
|
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1
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+
{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Qd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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},projectionLightTexture{X}Sampler,textureProjectionMatrix{X},vPositionW;\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X} \nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.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(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,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(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,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(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,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},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,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}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
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@@ -49,7 +49,7 @@ result.diffuse=mix(groundColor,diffuseColor,ndl);
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var angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;
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#endif
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return result;}
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-
fn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(
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fn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}`;
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// Sideeffect
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ShaderStore.IncludesShadersStoreWGSL[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/ShadersWGSL/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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+
{"version":3,"file":"lightsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;qWAgDsV,CAAC;AACtW,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef NDOTL\nndl: f32,\n#endif\n};fn computeLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var lightVectorW: vec3f;var attenuation: f32=1.0;if (lightData.w==0.)\n{var direction: vec3f=lightData.xyz-vPositionW;var attenuation: f32=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);}\nelse\n{lightVectorW=normalize(-lightData.xyz);}\nvar ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nfn computeSpotLighting(viewDirectionW: vec3f,vNormal: vec3f ,lightData: vec4f,lightDirection: vec4f,diffuseColor: vec3f,specularColor: vec3f,range: f32,glossiness: f32)->lightingInfo {var result: lightingInfo;var direction: vec3f=lightData.xyz-vPositionW;var lightVectorW: vec3f=normalize(direction);var attenuation: f32=max(0.,1.0-length(direction)/range);var cosAngle: f32=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w)\n{cosAngle=max(0.,pow(cosAngle,lightData.w));attenuation*=cosAngle;var ndl: f32=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\nvar angleW: vec3f=normalize(viewDirectionW+lightVectorW);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;}\nresult.diffuse=vec3f(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3f(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;}\nfn computeHemisphericLighting(viewDirectionW: vec3f,vNormal: vec3f,lightData: vec4f,diffuseColor: vec3f,specularColor: vec3f,groundColor: vec3f,glossiness: f32)->lightingInfo {var result: lightingInfo;var ndl: f32=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\nvar angleW: vec3f=normalize(viewDirectionW+lightData.xyz);var specComp: f32=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor;\n#endif\nreturn result;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f {var strq: vec4f=textureProjectionMatrix*vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return textureColor;}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightsFragmentFunctions = { name, shader };\n"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "pbrBRDFFunctions";
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const shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25
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#ifdef MS_BRDF_ENERGY_CONSERVATION
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fn getEnergyConservationFactor(specularEnvironmentR0: vec3f,environmentBrdf: vec3f)->vec3f {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}
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7
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#endif
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#ifdef ENVIRONMENTBRDF
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9
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fn getBRDFLookup(NdotV: f32,perceptualRoughness: f32)->vec3f {var UV: vec2f= vec2f(NdotV,perceptualRoughness);var brdfLookup: vec4f= textureSample(environmentBrdfSampler,environmentBrdfSamplerSampler,UV);
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#ifdef ENVIRONMENTBRDF_RGBD
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brdfLookup.rgb=fromRGBD(brdfLookup.rgba);
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#endif
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return brdfLookup.rgb;}
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fn getReflectanceFromBRDFWithEnvLookup(specularEnvironmentR0: vec3f,specularEnvironmentR90: vec3f,environmentBrdf: vec3f)->vec3f {
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#ifdef BRDF_V_HEIGHT_CORRELATED
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var reflectance: vec3f=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;
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#else
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var reflectance: vec3f=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;
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#endif
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return reflectance;}
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fn getReflectanceFromBRDFLookup(specularEnvironmentR0: vec3f,environmentBrdf: vec3f)->vec3f {
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#ifdef BRDF_V_HEIGHT_CORRELATED
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var reflectance: vec3f=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);
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#else
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var reflectance: vec3f=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;
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#endif
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return reflectance;}
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#endif
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/* NOT USED
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#if defined(SHEEN) && defined(SHEEN_SOFTER)
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fn getBRDFLookupCharlieSheen(NdotV: f32,perceptualRoughness: f32)->f32
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32
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{var c: f32=1.0-NdotV;var c3: f32=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}
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#endif
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*/
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#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)
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fn getReflectanceFromAnalyticalBRDFLookup_Jones(VdotN: f32,reflectance0: vec3f,reflectance90: vec3f,smoothness: f32)->vec3f
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37
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{var weight: f32=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}
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#endif
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#if defined(SHEEN) && defined(ENVIRONMENTBRDF)
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/**
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* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.
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* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table
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*/
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fn getSheenReflectanceFromBRDFLookup(reflectance0: vec3f,environmentBrdf: vec3f)->vec3f {var sheenEnvironmentReflectance: vec3f=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}
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#endif
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fn fresnelSchlickGGXVec3(VdotH: f32,reflectance0: vec3f,reflectance90: vec3f)->vec3f
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{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}
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fn fresnelSchlickGGX(VdotH: f32,reflectance0: f32,reflectance90: f32)->f32
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{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}
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#ifdef CLEARCOAT
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fn getR0RemappedForClearCoat(f0: vec3f)->vec3f {
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#ifdef CLEARCOAT_DEFAULTIOR
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#ifdef MOBILE
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return saturate(f0*(f0*0.526868+0.529324)-0.0482256);
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#else
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return saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);
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#endif
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#else
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var s: vec3f=sqrt(f0);var t: vec3f=(uniforms.vClearCoatRefractionParams.z+uniforms.vClearCoatRefractionParams.w*s)/(uniforms.vClearCoatRefractionParams.w+uniforms.vClearCoatRefractionParams.z*s);return square(t);
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#endif
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}
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#endif
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#ifdef IRIDESCENCE
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const XYZ_TO_REC709: mat3x3f= mat3x3f(
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3.2404542,-0.9692660, 0.0556434,
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-1.5371385, 1.8760108,-0.2040259,
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-0.4985314, 0.0415560, 1.0572252
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);fn getIORTfromAirToSurfaceR0(f0: vec3f)->vec3f {var sqrtF0: vec3f=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}
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fn getR0fromIORs(iorT: vec3f,iorI: f32)->vec3f {return square((iorT- vec3f(iorI))/(iorT+ vec3f(iorI)));}
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fn getR0fromIORs(iorT: f32,iorI: f32)->f32 {return square((iorT-iorI)/(iorT+iorI));}
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fn evalSensitivity(opd: f32,shift: vec3f)->vec3f {var phase: f32=2.0*PI*opd*1.0e-9;const val: vec3f= vec3f(5.4856e-13,4.4201e-13,5.2481e-13);const pos: vec3f= vec3f(1.6810e+06,1.7953e+06,2.2084e+06);const var: vec3f= vec3f(4.3278e+09,9.3046e+09,6.6121e+09);var xyz: vec3f=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;var srgb: vec3f=XYZ_TO_REC709*xyz;return srgb;}
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72
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fn evalIridescence(outsideIOR: f32,eta2: f32,cosTheta1: f32,thinFilmThickness: f32,baseF0: vec3f)->vec3f {var I: vec3f= vec3f(1.0);var iridescenceIOR: f32=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));var sinTheta2Sq: f32=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));var cosTheta2Sq: f32=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}
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73
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var cosTheta2: f32=sqrt(cosTheta2Sq);var R0: f32=getR0fromIORs(iridescenceIOR,outsideIOR);var R12: f32=fresnelSchlickGGX(cosTheta1,R0,1.);var R21: f32=R12;var T121: f32=1.0-R12;var phi12: f32=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;var phi21: f32=PI-phi12;var baseIOR: vec3f=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999));
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var R1: vec3f=getR0fromIORs(baseIOR,iridescenceIOR);var R23: vec3f=fresnelSchlickGGXVec3(cosTheta2,R1, vec3f(1.));var phi23: vec3f= vec3f(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;var opd: f32=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;var phi: vec3f= vec3f(phi21)+phi23;var R123: vec3f=clamp(R12*R23,1e-5,0.9999);var r123: vec3f=sqrt(R123);var Rs: vec3f=square(T121)*R23/( vec3f(1.0)-R123);var C0: vec3f=R12+Rs;I=C0;var Cm: vec3f=Rs-T121;for (var m: i32=1; m<=2; ++m)
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75
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{Cm*=r123;var Sm: vec3f=2.0*evalSensitivity( f32(m)*opd, f32(m)*phi);I+=Cm*Sm;}
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76
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+
return max(I, vec3f(0.0));}
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#endif
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fn normalDistributionFunction_TrowbridgeReitzGGX(NdotH: f32,alphaG: f32)->f32
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{var a2: f32=alphaG*alphaG;var d: f32=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}
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80
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#ifdef SHEEN
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81
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fn normalDistributionFunction_CharlieSheen(NdotH: f32,alphaG: f32)->f32
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82
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+
{var invR: f32=1./alphaG;var cos2h: f32=NdotH*NdotH;var sin2h: f32=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}
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83
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#endif
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84
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#ifdef ANISOTROPIC
|
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85
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+
fn normalDistributionFunction_BurleyGGX_Anisotropic(NdotH: f32,TdotH: f32,BdotH: f32,alphaTB: vec2f)->f32 {var a2: f32=alphaTB.x*alphaTB.y;var v: vec3f= vec3f(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);var v2: f32=dot(v,v);var w2: f32=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}
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86
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+
#endif
|
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87
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+
#ifdef BRDF_V_HEIGHT_CORRELATED
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88
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+
fn smithVisibility_GGXCorrelated(NdotL: f32,NdotV: f32,alphaG: f32)->f32 {
|
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89
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+
#ifdef MOBILE
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90
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var GGXV: f32=NdotL*(NdotV*(1.0-alphaG)+alphaG);var GGXL: f32=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);
|
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91
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+
#else
|
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92
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+
var a2: f32=alphaG*alphaG;var GGXV: f32=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);var GGXL: f32=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);
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93
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#endif
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94
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+
}
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95
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#else
|
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96
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fn smithVisibilityG1_TrowbridgeReitzGGXFast(dot: f32,alphaG: f32)->f32
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97
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+
{
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98
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#ifdef MOBILE
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99
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return 1.0/(dot+alphaG+(1.0-alphaG)*dot ));
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100
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#else
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101
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var alphaSquared: f32=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));
|
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102
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+
#endif
|
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103
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+
}
|
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104
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+
fn smithVisibility_TrowbridgeReitzGGXFast(NdotL: f32,NdotV: f32,alphaG: f32)->f32
|
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105
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+
{var visibility: f32=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}
|
|
106
|
+
#endif
|
|
107
|
+
#ifdef ANISOTROPIC
|
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108
|
+
fn smithVisibility_GGXCorrelated_Anisotropic(NdotL: f32,NdotV: f32,TdotV: f32,BdotV: f32,TdotL: f32,BdotL: f32,alphaTB: vec2f)->f32 {var lambdaV: f32=NdotL*length( vec3f(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));var lambdaL: f32=NdotV*length( vec3f(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));var v: f32=0.5/(lambdaV+lambdaL);return v;}
|
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109
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+
#endif
|
|
110
|
+
#ifdef CLEARCOAT
|
|
111
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+
fn visibility_Kelemen(VdotH: f32)->f32 {return 0.25/(VdotH*VdotH); }
|
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112
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#endif
|
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113
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+
#ifdef SHEEN
|
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114
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+
fn visibility_Ashikhmin(NdotL: f32,NdotV: f32)->f32
|
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115
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+
{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}
|
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116
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+
/* NOT USED
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117
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+
#ifdef SHEEN_SOFTER
|
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118
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+
fn l(x: f32,alphaG: f32)->f32
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119
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+
{var oneMinusAlphaSq: f32=(1.0-alphaG)*(1.0-alphaG);var a: f32=mix(21.5473,25.3245,oneMinusAlphaSq);var b: f32=mix(3.82987,3.32435,oneMinusAlphaSq);var c: f32=mix(0.19823,0.16801,oneMinusAlphaSq);var d: f32=mix(-1.97760,-1.27393,oneMinusAlphaSq);var e: f32=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}
|
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120
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+
fn lambdaSheen(cosTheta: f32,alphaG: f32)->f32
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121
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+
{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}
|
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122
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+
fn visibility_CharlieSheen(NdotL: f32,NdotV: f32,alphaG: f32)->f32
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123
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{var G: f32=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}
|
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124
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+
#endif
|
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125
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+
*/
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126
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+
#endif
|
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127
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+
fn diffuseBRDF_Burley(NdotL: f32,NdotV: f32,VdotH: f32,roughness: f32)->f32 {var diffuseFresnelNV: f32=pow5(saturateEps(1.0-NdotL));var diffuseFresnelNL: f32=pow5(saturateEps(1.0-NdotV));var diffuseFresnel90: f32=0.5+2.0*VdotH*VdotH*roughness;var fresnel: f32 =
|
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128
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+
(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *
|
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129
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+
(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}
|
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130
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+
#ifdef SS_TRANSLUCENCY
|
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131
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+
fn transmittanceBRDF_Burley(tintColor: vec3f,diffusionDistance: vec3f,thickness: f32)->vec3f {var S: vec3f=1./maxEpsVec3(diffusionDistance);var temp: vec3f=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}
|
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132
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+
fn computeWrappedDiffuseNdotL(NdotL: f32,w: f32)->f32 {var t: f32=1.0+w;var invt2: f32=1.0/(t*t);return saturate((NdotL+w)*invt2);}
|
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133
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+
#endif
|
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134
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+
`;
|
|
135
|
+
// Sideeffect
|
|
136
|
+
ShaderStore.IncludesShadersStoreWGSL[name] = shader;
|
|
137
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+
/** @internal */
|
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138
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+
export const pbrBRDFFunctions = { name, shader };
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139
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+
//# sourceMappingURL=pbrBRDFFunctions.js.map
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|
@@ -0,0 +1 @@
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|
|
1
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{"version":3,"file":"pbrBRDFFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBRDFFunctions\";\nconst shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nfn getEnergyConservationFactor(specularEnvironmentR0: vec3f,environmentBrdf: vec3f)->vec3f {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\n#endif\n#ifdef ENVIRONMENTBRDF\nfn getBRDFLookup(NdotV: f32,perceptualRoughness: f32)->vec3f {var UV: vec2f= vec2f(NdotV,perceptualRoughness);var brdfLookup: vec4f= textureSample(environmentBrdfSampler,environmentBrdfSamplerSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;}\nfn getReflectanceFromBRDFWithEnvLookup(specularEnvironmentR0: vec3f,specularEnvironmentR90: vec3f,environmentBrdf: vec3f)->vec3f {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar reflectance: vec3f=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#else\nvar reflectance: vec3f=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;}\nfn getReflectanceFromBRDFLookup(specularEnvironmentR0: vec3f,environmentBrdf: vec3f)->vec3f {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar reflectance: vec3f=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvar reflectance: vec3f=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfn getBRDFLookupCharlieSheen(NdotV: f32,perceptualRoughness: f32)->f32\n{var c: f32=1.0-NdotV;var c3: f32=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nfn getReflectanceFromAnalyticalBRDFLookup_Jones(VdotN: f32,reflectance0: vec3f,reflectance90: vec3f,smoothness: f32)->vec3f\n{var weight: f32=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nfn getSheenReflectanceFromBRDFLookup(reflectance0: vec3f,environmentBrdf: vec3f)->vec3f {var sheenEnvironmentReflectance: vec3f=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\n#endif\nfn fresnelSchlickGGXVec3(VdotH: f32,reflectance0: vec3f,reflectance90: vec3f)->vec3f\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\nfn fresnelSchlickGGX(VdotH: f32,reflectance0: f32,reflectance90: f32)->f32\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\n#ifdef CLEARCOAT\nfn getR0RemappedForClearCoat(f0: vec3f)->vec3f {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvar s: vec3f=sqrt(f0);var t: vec3f=(uniforms.vClearCoatRefractionParams.z+uniforms.vClearCoatRefractionParams.w*s)/(uniforms.vClearCoatRefractionParams.w+uniforms.vClearCoatRefractionParams.z*s);return square(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst XYZ_TO_REC709: mat3x3f= mat3x3f(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);fn getIORTfromAirToSurfaceR0(f0: vec3f)->vec3f {var sqrtF0: vec3f=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\nfn getR0fromIORs(iorT: vec3f,iorI: f32)->vec3f {return square((iorT- vec3f(iorI))/(iorT+ vec3f(iorI)));}\nfn getR0fromIORs(iorT: f32,iorI: f32)->f32 {return square((iorT-iorI)/(iorT+iorI));}\nfn evalSensitivity(opd: f32,shift: vec3f)->vec3f {var phase: f32=2.0*PI*opd*1.0e-9;const val: vec3f= vec3f(5.4856e-13,4.4201e-13,5.2481e-13);const pos: vec3f= vec3f(1.6810e+06,1.7953e+06,2.2084e+06);const var: vec3f= vec3f(4.3278e+09,9.3046e+09,6.6121e+09);var xyz: vec3f=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;var srgb: vec3f=XYZ_TO_REC709*xyz;return srgb;}\nfn evalIridescence(outsideIOR: f32,eta2: f32,cosTheta1: f32,thinFilmThickness: f32,baseF0: vec3f)->vec3f {var I: vec3f= vec3f(1.0);var iridescenceIOR: f32=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));var sinTheta2Sq: f32=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));var cosTheta2Sq: f32=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\nvar cosTheta2: f32=sqrt(cosTheta2Sq);var R0: f32=getR0fromIORs(iridescenceIOR,outsideIOR);var R12: f32=fresnelSchlickGGX(cosTheta1,R0,1.);var R21: f32=R12;var T121: f32=1.0-R12;var phi12: f32=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;var phi21: f32=PI-phi12;var baseIOR: vec3f=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \nvar R1: vec3f=getR0fromIORs(baseIOR,iridescenceIOR);var R23: vec3f=fresnelSchlickGGXVec3(cosTheta2,R1, vec3f(1.));var phi23: vec3f= vec3f(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;var opd: f32=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;var phi: vec3f= vec3f(phi21)+phi23;var R123: vec3f=clamp(R12*R23,1e-5,0.9999);var r123: vec3f=sqrt(R123);var Rs: vec3f=square(T121)*R23/( vec3f(1.0)-R123);var C0: vec3f=R12+Rs;I=C0;var Cm: vec3f=Rs-T121;for (var m: i32=1; m<=2; ++m)\n{Cm*=r123;var Sm: vec3f=2.0*evalSensitivity( f32(m)*opd, f32(m)*phi);I+=Cm*Sm;}\nreturn max(I, vec3f(0.0));}\n#endif\nfn normalDistributionFunction_TrowbridgeReitzGGX(NdotH: f32,alphaG: f32)->f32\n{var a2: f32=alphaG*alphaG;var d: f32=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\n#ifdef SHEEN\nfn normalDistributionFunction_CharlieSheen(NdotH: f32,alphaG: f32)->f32\n{var invR: f32=1./alphaG;var cos2h: f32=NdotH*NdotH;var sin2h: f32=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\n#endif\n#ifdef ANISOTROPIC\nfn normalDistributionFunction_BurleyGGX_Anisotropic(NdotH: f32,TdotH: f32,BdotH: f32,alphaTB: vec2f)->f32 {var a2: f32=alphaTB.x*alphaTB.y;var v: vec3f= vec3f(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);var v2: f32=dot(v,v);var w2: f32=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfn smithVisibility_GGXCorrelated(NdotL: f32,NdotV: f32,alphaG: f32)->f32 {\n#ifdef MOBILE\nvar GGXV: f32=NdotL*(NdotV*(1.0-alphaG)+alphaG);var GGXL: f32=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\n#else\nvar a2: f32=alphaG*alphaG;var GGXV: f32=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);var GGXL: f32=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfn smithVisibilityG1_TrowbridgeReitzGGXFast(dot: f32,alphaG: f32)->f32\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nvar alphaSquared: f32=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfn smithVisibility_TrowbridgeReitzGGXFast(NdotL: f32,NdotV: f32,alphaG: f32)->f32\n{var visibility: f32=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\n#endif\n#ifdef ANISOTROPIC\nfn smithVisibility_GGXCorrelated_Anisotropic(NdotL: f32,NdotV: f32,TdotV: f32,BdotV: f32,TdotL: f32,BdotL: f32,alphaTB: vec2f)->f32 {var lambdaV: f32=NdotL*length( vec3f(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));var lambdaL: f32=NdotV*length( vec3f(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));var v: f32=0.5/(lambdaV+lambdaL);return v;}\n#endif\n#ifdef CLEARCOAT\nfn visibility_Kelemen(VdotH: f32)->f32 {return 0.25/(VdotH*VdotH); }\n#endif\n#ifdef SHEEN\nfn visibility_Ashikhmin(NdotL: f32,NdotV: f32)->f32\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfn l(x: f32,alphaG: f32)->f32\n{var oneMinusAlphaSq: f32=(1.0-alphaG)*(1.0-alphaG);var a: f32=mix(21.5473,25.3245,oneMinusAlphaSq);var b: f32=mix(3.82987,3.32435,oneMinusAlphaSq);var c: f32=mix(0.19823,0.16801,oneMinusAlphaSq);var d: f32=mix(-1.97760,-1.27393,oneMinusAlphaSq);var e: f32=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\nfn lambdaSheen(cosTheta: f32,alphaG: f32)->f32\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\nfn visibility_CharlieSheen(NdotL: f32,NdotV: f32,alphaG: f32)->f32\n{var G: f32=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\n#endif\n*/\n#endif\nfn diffuseBRDF_Burley(NdotL: f32,NdotV: f32,VdotH: f32,roughness: f32)->f32 {var diffuseFresnelNV: f32=pow5(saturateEps(1.0-NdotL));var diffuseFresnelNL: f32=pow5(saturateEps(1.0-NdotV));var diffuseFresnel90: f32=0.5+2.0*VdotH*VdotH*roughness;var fresnel: f32 =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\n#ifdef SS_TRANSLUCENCY\nfn transmittanceBRDF_Burley(tintColor: vec3f,diffusionDistance: vec3f,thickness: f32)->vec3f {var S: vec3f=1./maxEpsVec3(diffusionDistance);var temp: vec3f=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\nfn computeWrappedDiffuseNdotL(NdotL: f32,w: f32)->f32 {var t: f32=1.0+w;var invt2: f32=1.0/(t*t);return saturate((NdotL+w)*invt2);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBRDFFunctions = { name, shader };\n"]}
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