@babylonjs/core 7.16.0 → 7.17.0

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Files changed (213) hide show
  1. package/Animations/animationGroup.d.ts +1 -0
  2. package/Animations/animationGroup.js +4 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Collisions/gpuPicker.js +1 -1
  5. package/Collisions/gpuPicker.js.map +1 -1
  6. package/Compute/computeEffect.js +1 -1
  7. package/Compute/computeEffect.js.map +1 -1
  8. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +32 -0
  9. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +32 -0
  10. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  11. package/Engines/abstractEngine.js +2 -2
  12. package/Engines/abstractEngine.js.map +1 -1
  13. package/Engines/engine.d.ts +1993 -1993
  14. package/Engines/nativeEngine.d.ts +7 -0
  15. package/Engines/nativeEngine.js +24 -1
  16. package/Engines/nativeEngine.js.map +1 -1
  17. package/Engines/thinEngine.js +2 -2
  18. package/Engines/thinEngine.js.map +1 -1
  19. package/Engines/webgpuEngine.js +5 -3
  20. package/Engines/webgpuEngine.js.map +1 -1
  21. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +6 -6
  22. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
  23. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +4 -7
  24. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  25. package/Materials/Node/Blocks/Dual/textureBlock.js +1 -1
  26. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  27. package/Materials/Node/Blocks/Input/inputBlock.js +8 -11
  28. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  29. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +4 -4
  30. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  31. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +46 -40
  32. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  33. package/Materials/Node/Blocks/PBR/iridescenceBlock.d.ts +2 -1
  34. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +10 -9
  35. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  36. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -0
  37. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +85 -69
  38. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  39. package/Materials/Node/Blocks/PBR/reflectionBlock.js +54 -38
  40. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  41. package/Materials/Node/Blocks/PBR/refractionBlock.js +8 -5
  42. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  43. package/Materials/Node/Blocks/PBR/sheenBlock.d.ts +2 -1
  44. package/Materials/Node/Blocks/PBR/sheenBlock.js +40 -32
  45. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  46. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +53 -45
  47. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  48. package/Materials/Node/nodeMaterial.d.ts +2 -1
  49. package/Materials/Node/nodeMaterial.js +4 -1
  50. package/Materials/Node/nodeMaterial.js.map +1 -1
  51. package/Materials/Node/nodeMaterialBuildState.d.ts +1 -0
  52. package/Materials/Node/nodeMaterialBuildState.js +12 -3
  53. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  54. package/Materials/effect.js +2 -2
  55. package/Materials/effect.js.map +1 -1
  56. package/Meshes/Builders/decalBuilder.js +14 -20
  57. package/Meshes/Builders/decalBuilder.js.map +1 -1
  58. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +10 -1
  59. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +50 -11
  60. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  61. package/Meshes/Node/nodeGeometry.d.ts +6 -0
  62. package/Meshes/Node/nodeGeometry.js +7 -0
  63. package/Meshes/Node/nodeGeometry.js.map +1 -1
  64. package/Meshes/mesh.d.ts +1 -0
  65. package/Meshes/mesh.js +138 -134
  66. package/Meshes/mesh.js.map +1 -1
  67. package/Meshes/subMesh.js +1 -1
  68. package/Meshes/subMesh.js.map +1 -1
  69. package/Misc/khronosTextureContainer2.js +1 -1
  70. package/Misc/khronosTextureContainer2.js.map +1 -1
  71. package/Rendering/GlobalIllumination/giRSMManager.js +1 -1
  72. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  73. package/Rendering/edgesRenderer.js +1 -1
  74. package/Rendering/edgesRenderer.js.map +1 -1
  75. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +1 -1
  76. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  77. package/Shaders/ShadersInclude/lightFragment.js +3 -3
  78. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  79. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +1 -1
  80. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  81. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +13 -14
  82. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  83. package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js +4 -5
  84. package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
  85. package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js +4 -5
  86. package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
  87. package/Shaders/ShadersInclude/pbrBlockAnisotropic.js +4 -5
  88. package/Shaders/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
  89. package/Shaders/ShadersInclude/pbrBlockClearcoat.js +34 -35
  90. package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  91. package/Shaders/ShadersInclude/pbrBlockIridescence.js +10 -11
  92. package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -1
  93. package/Shaders/ShadersInclude/pbrBlockReflection.js +23 -24
  94. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  95. package/Shaders/ShadersInclude/pbrBlockReflectivity.js +12 -13
  96. package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  97. package/Shaders/ShadersInclude/pbrBlockSheen.js +31 -32
  98. package/Shaders/ShadersInclude/pbrBlockSheen.js.map +1 -1
  99. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +43 -44
  100. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  101. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  102. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  103. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +1 -1
  104. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  105. package/Shaders/pbr.fragment.js +143 -153
  106. package/Shaders/pbr.fragment.js.map +1 -1
  107. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +3 -3
  108. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  109. package/ShadersWGSL/ShadersInclude/decalFragment.d.ts +5 -0
  110. package/ShadersWGSL/ShadersInclude/decalFragment.js +18 -0
  111. package/ShadersWGSL/ShadersInclude/decalFragment.js.map +1 -0
  112. package/ShadersWGSL/ShadersInclude/depthPrePass.d.ts +5 -0
  113. package/ShadersWGSL/ShadersInclude/depthPrePass.js +12 -0
  114. package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -0
  115. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.d.ts +5 -0
  116. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js +24 -0
  117. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js.map +1 -0
  118. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.d.ts +5 -0
  119. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +39 -0
  120. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -0
  121. package/ShadersWGSL/ShadersInclude/helperFunctions.js +6 -2
  122. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  123. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +2 -2
  124. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  125. package/ShadersWGSL/ShadersInclude/importanceSampling.d.ts +5 -0
  126. package/ShadersWGSL/ShadersInclude/importanceSampling.js +12 -0
  127. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -0
  128. package/ShadersWGSL/ShadersInclude/lightFragment.js +3 -3
  129. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  130. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +1 -1
  131. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  132. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.d.ts +5 -0
  133. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +139 -0
  134. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -0
  135. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.d.ts +6 -0
  136. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js +81 -0
  137. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -0
  138. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.d.ts +5 -0
  139. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js +37 -0
  140. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -0
  141. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.d.ts +5 -0
  142. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js +35 -0
  143. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -0
  144. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.d.ts +5 -0
  145. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js +46 -0
  146. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js.map +1 -0
  147. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.d.ts +5 -0
  148. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js +267 -0
  149. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js.map +1 -0
  150. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.d.ts +5 -0
  151. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +24 -0
  152. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -0
  153. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.d.ts +5 -0
  154. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js +51 -0
  155. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -0
  156. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.d.ts +5 -0
  157. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js +96 -0
  158. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -0
  159. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.d.ts +5 -0
  160. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +26 -0
  161. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -0
  162. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.d.ts +5 -0
  163. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js +33 -0
  164. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -0
  165. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.d.ts +5 -0
  166. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js +20 -0
  167. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js.map +1 -0
  168. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.d.ts +5 -0
  169. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js +51 -0
  170. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js.map +1 -0
  171. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.d.ts +5 -0
  172. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +19 -0
  173. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -0
  174. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.d.ts +5 -0
  175. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js +19 -0
  176. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js.map +1 -0
  177. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.d.ts +5 -0
  178. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +30 -0
  179. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -0
  180. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.d.ts +5 -0
  181. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js +18 -0
  182. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js.map +1 -0
  183. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.d.ts +5 -0
  184. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +277 -0
  185. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -0
  186. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.d.ts +5 -0
  187. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +120 -0
  188. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -0
  189. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.d.ts +5 -0
  190. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js +195 -0
  191. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js.map +1 -0
  192. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.d.ts +5 -0
  193. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +425 -0
  194. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -0
  195. package/ShadersWGSL/ShadersInclude/pbrDebug.d.ts +5 -0
  196. package/ShadersWGSL/ShadersInclude/pbrDebug.js +193 -0
  197. package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -0
  198. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.d.ts +5 -0
  199. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js +43 -0
  200. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -0
  201. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +5 -0
  202. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +68 -0
  203. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -0
  204. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.d.ts +5 -0
  205. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +30 -0
  206. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -0
  207. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.d.ts +5 -0
  208. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +41 -0
  209. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -0
  210. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.d.ts +5 -0
  211. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js +23 -0
  212. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js.map +1 -0
  213. package/package.json +1 -1
@@ -0,0 +1,43 @@
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+ // Do not edit.
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+ import { ShaderStore } from "../../Engines/shaderStore.js";
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+ const name = "pbrDirectLightingFalloffFunctions";
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+ const shader = `fn computeDistanceLightFalloff_Standard(lightOffset: vec3f,range: f32)->f32
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+ {return max(0.,1.0-length(lightOffset)/range);}
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+ fn computeDistanceLightFalloff_Physical(lightDistanceSquared: f32)->f32
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+ {return 1.0/maxEps(lightDistanceSquared);}
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+ fn computeDistanceLightFalloff_GLTF(lightDistanceSquared: f32,inverseSquaredRange: f32)->f32
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+ {var lightDistanceFalloff: f32=1.0/maxEps(lightDistanceSquared);var factor: f32=lightDistanceSquared*inverseSquaredRange;var attenuation: f32=saturate(1.0-factor*factor);attenuation*=attenuation;lightDistanceFalloff*=attenuation;return lightDistanceFalloff;}
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+ fn computeDistanceLightFalloff(lightOffset: vec3f,lightDistanceSquared: f32,range: f32,inverseSquaredRange: f32)->f32
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+ {
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+ #ifdef USEPHYSICALLIGHTFALLOFF
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+ return computeDistanceLightFalloff_Physical(lightDistanceSquared);
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+ #elif defined(USEGLTFLIGHTFALLOFF)
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+ return computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);
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+ #else
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+ return computeDistanceLightFalloff_Standard(lightOffset,range);
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+ #endif
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+ }
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+ fn computeDirectionalLightFalloff_Standard(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32,exponent: f32)->f32
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+ {var falloff: f32=0.0;var cosAngle: f32=maxEps(dot(-lightDirection,directionToLightCenterW));if (cosAngle>=cosHalfAngle)
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+ {falloff=max(0.,pow(cosAngle,exponent));}
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+ return falloff;}
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+ fn computeDirectionalLightFalloff_Physical(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32)->f32
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+ {const kMinusLog2ConeAngleIntensityRatio: f32=6.64385618977;
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+ var concentrationKappa: f32=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);var lightDirectionSpreadSG: vec4f= vec4f(-lightDirection*concentrationKappa,-concentrationKappa);var falloff: f32=exp2(dot( vec4f(directionToLightCenterW,1.0),lightDirectionSpreadSG));return falloff;}
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+ fn computeDirectionalLightFalloff_GLTF(lightDirection: vec3f,directionToLightCenterW: vec3f,lightAngleScale: f32,lightAngleOffset: f32)->f32
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+ {var cd: f32=dot(-lightDirection,directionToLightCenterW);var falloff: f32=saturate(cd*lightAngleScale+lightAngleOffset);falloff*=falloff;return falloff;}
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+ fn computeDirectionalLightFalloff(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32,exponent: f32,lightAngleScale: f32,lightAngleOffset: f32)->f32
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+ {
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+ #ifdef USEPHYSICALLIGHTFALLOFF
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+ return computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);
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+ #elif defined(USEGLTFLIGHTFALLOFF)
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+ return computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);
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+ #else
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+ return computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);
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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 pbrDirectLightingFalloffFunctions = { name, shader };
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+ //# sourceMappingURL=pbrDirectLightingFalloffFunctions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbrDirectLightingFalloffFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingFalloffFunctions\";\nconst shader = `fn computeDistanceLightFalloff_Standard(lightOffset: vec3f,range: f32)->f32\n{return max(0.,1.0-length(lightOffset)/range);}\nfn computeDistanceLightFalloff_Physical(lightDistanceSquared: f32)->f32\n{return 1.0/maxEps(lightDistanceSquared);}\nfn computeDistanceLightFalloff_GLTF(lightDistanceSquared: f32,inverseSquaredRange: f32)->f32\n{var lightDistanceFalloff: f32=1.0/maxEps(lightDistanceSquared);var factor: f32=lightDistanceSquared*inverseSquaredRange;var attenuation: f32=saturate(1.0-factor*factor);attenuation*=attenuation;lightDistanceFalloff*=attenuation;return lightDistanceFalloff;}\nfn computeDistanceLightFalloff(lightOffset: vec3f,lightDistanceSquared: f32,range: f32,inverseSquaredRange: f32)->f32\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfn computeDirectionalLightFalloff_Standard(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32,exponent: f32)->f32\n{var falloff: f32=0.0;var cosAngle: f32=maxEps(dot(-lightDirection,directionToLightCenterW));if (cosAngle>=cosHalfAngle)\n{falloff=max(0.,pow(cosAngle,exponent));}\nreturn falloff;}\nfn computeDirectionalLightFalloff_Physical(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32)->f32\n{const kMinusLog2ConeAngleIntensityRatio: f32=6.64385618977; \nvar concentrationKappa: f32=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);var lightDirectionSpreadSG: vec4f= vec4f(-lightDirection*concentrationKappa,-concentrationKappa);var falloff: f32=exp2(dot( vec4f(directionToLightCenterW,1.0),lightDirectionSpreadSG));return falloff;}\nfn computeDirectionalLightFalloff_GLTF(lightDirection: vec3f,directionToLightCenterW: vec3f,lightAngleScale: f32,lightAngleOffset: f32)->f32\n{var cd: f32=dot(-lightDirection,directionToLightCenterW);var falloff: f32=saturate(cd*lightAngleScale+lightAngleOffset);falloff*=falloff;return falloff;}\nfn computeDirectionalLightFalloff(lightDirection: vec3f,directionToLightCenterW: vec3f,cosHalfAngle: f32,exponent: f32,lightAngleScale: f32,lightAngleOffset: f32)->f32\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDirectLightingFalloffFunctions = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const pbrDirectLightingFunctions: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,68 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "pbrDirectLightingFunctions";
4
+ const shader = `#define CLEARCOATREFLECTANCE90 1.0
5
+ struct lightingInfo
6
+ {diffuse: vec3f,
7
+ #ifdef SPECULARTERM
8
+ specular: vec3f,
9
+ #endif
10
+ #ifdef CLEARCOAT
11
+ clearCoat: vec4f,
12
+ #endif
13
+ #ifdef SHEEN
14
+ sheen: vec3f
15
+ #endif
16
+ };fn adjustRoughnessFromLightProperties(roughness: f32,lightRadius: f32,lightDistance: f32)->f32 {
17
+ #if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)
18
+ var lightRoughness: f32=lightRadius/lightDistance;var totalRoughness: f32=saturate(lightRoughness+roughness);return totalRoughness;
19
+ #else
20
+ return roughness;
21
+ #endif
22
+ }
23
+ fn computeHemisphericDiffuseLighting(info: preLightingInfo,lightColor: vec3f,groundColor: vec3f)->vec3f {return mix(groundColor,lightColor,info.NdotL);}
24
+ fn computeDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {var diffuseTerm: f32=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*info.attenuation*info.NdotL*lightColor;}
25
+ 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 toLinearSpaceVec3(textureColor);}
26
+ #ifdef SS_TRANSLUCENCY
27
+ fn computeDiffuseAndTransmittedLighting(info: preLightingInfo,lightColor: vec3f,transmittance: vec3f)->vec3f {var NdotL: f32=absEps(info.NdotLUnclamped);var wrapNdotL: f32=computeWrappedDiffuseNdotL(NdotL,0.02);var trAdapt: f32=step(0.,info.NdotLUnclamped);var transmittanceNdotL: vec3f=mix(transmittance*wrapNdotL, vec3f(wrapNdotL),trAdapt);var diffuseTerm: f32=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}
28
+ #endif
29
+ #ifdef SPECULARTERM
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+ fn computeSpecularLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);
31
+ #ifdef IRIDESCENCE
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+ fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
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+ #endif
34
+ var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);
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+ #ifdef BRDF_V_HEIGHT_CORRELATED
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+ var smithVisibility: f32=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);
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+ #else
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+ var smithVisibility: f32=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);
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+ #endif
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+ var specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}
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+ #endif
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+ #ifdef ANISOTROPIC
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+ fn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);
44
+ #ifdef IRIDESCENCE
45
+ fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
46
+ #endif
47
+ var distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}
48
+ #endif
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+ #ifdef CLEARCOAT
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+ fn computeClearCoatLighting(info: preLightingInfo,Ncc: vec3f,geometricRoughnessFactor: f32,clearCoatIntensity: f32,lightColor: vec3f)->vec4f {var NccdotL: f32=saturateEps(dot(Ncc,info.L));var NccdotH: f32=saturateEps(dot(Ncc,info.H));var clearCoatRoughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(clearCoatRoughness);var fresnel: f32=fresnelSchlickGGX(info.VdotH,uniforms.vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);var kelemenVisibility: f32=visibility_Kelemen(info.VdotH);var clearCoatTerm: f32=fresnel*distribution*kelemenVisibility;return vec4f(
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+ clearCoatTerm*info.attenuation*NccdotL*lightColor,
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+ 1.0-fresnel
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+ );}
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+ fn computeClearCoatLightingAbsorption(NdotVRefract: f32,L: vec3f,Ncc: vec3f,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var LRefract: vec3f=-refract(L,Ncc,uniforms.vClearCoatRefractionParams.y);var NdotLRefract: f32=saturateEps(dot(Ncc,LRefract));var absorption: vec3f=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}
55
+ #endif
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+ #ifdef SHEEN
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+ fn computeSheenLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: f32=1.;var distribution: f32=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER
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+ var visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);
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+ #else */
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+ var visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */
61
+ var sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}
62
+ #endif
63
+ `;
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+ // Sideeffect
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+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
66
+ /** @internal */
67
+ export const pbrDirectLightingFunctions = { name, shader };
68
+ //# sourceMappingURL=pbrDirectLightingFunctions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef CLEARCOAT\nclearCoat: vec4f,\n#endif\n#ifdef SHEEN\nsheen: vec3f\n#endif\n};fn adjustRoughnessFromLightProperties(roughness: f32,lightRadius: f32,lightDistance: f32)->f32 {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nvar lightRoughness: f32=lightRadius/lightDistance;var totalRoughness: f32=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfn computeHemisphericDiffuseLighting(info: preLightingInfo,lightColor: vec3f,groundColor: vec3f)->vec3f {return mix(groundColor,lightColor,info.NdotL);}\nfn computeDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {var diffuseTerm: f32=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*info.attenuation*info.NdotL*lightColor;}\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 toLinearSpaceVec3(textureColor);}\n#ifdef SS_TRANSLUCENCY\nfn computeDiffuseAndTransmittedLighting(info: preLightingInfo,lightColor: vec3f,transmittance: vec3f)->vec3f {var NdotL: f32=absEps(info.NdotLUnclamped);var wrapNdotL: f32=computeWrappedDiffuseNdotL(NdotL,0.02);var trAdapt: f32=step(0.,info.NdotLUnclamped);var transmittanceNdotL: vec3f=mix(transmittance*wrapNdotL, vec3f(wrapNdotL),trAdapt);var diffuseTerm: f32=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}\n#endif\n#ifdef SPECULARTERM\nfn computeSpecularLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar smithVisibility: f32=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nvar smithVisibility: f32=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvar specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef ANISOTROPIC\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nfn computeClearCoatLighting(info: preLightingInfo,Ncc: vec3f,geometricRoughnessFactor: f32,clearCoatIntensity: f32,lightColor: vec3f)->vec4f {var NccdotL: f32=saturateEps(dot(Ncc,info.L));var NccdotH: f32=saturateEps(dot(Ncc,info.H));var clearCoatRoughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(clearCoatRoughness);var fresnel: f32=fresnelSchlickGGX(info.VdotH,uniforms.vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);var kelemenVisibility: f32=visibility_Kelemen(info.VdotH);var clearCoatTerm: f32=fresnel*distribution*kelemenVisibility;return vec4f(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nfn computeClearCoatLightingAbsorption(NdotVRefract: f32,L: vec3f,Ncc: vec3f,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var LRefract: vec3f=-refract(L,Ncc,uniforms.vClearCoatRefractionParams.y);var NdotLRefract: f32=saturateEps(dot(Ncc,LRefract));var absorption: vec3f=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nfn computeSheenLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: f32=1.;var distribution: f32=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nvar visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nvar visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nvar sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDirectLightingFunctions = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const pbrDirectLightingSetupFunctions: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,30 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "pbrDirectLightingSetupFunctions";
4
+ const shader = `struct preLightingInfo
5
+ {lightOffset: vec3f,
6
+ lightDistanceSquared: f32,
7
+ lightDistance: f32,
8
+ attenuation: f32,
9
+ L: vec3f,
10
+ H: vec3f,
11
+ NdotV: f32,
12
+ NdotLUnclamped: f32,
13
+ NdotL: f32,
14
+ VdotH: f32,
15
+ roughness: f32,
16
+ #ifdef IRIDESCENCE
17
+ iridescenceIntensity: f32
18
+ #endif
19
+ };fn computePointAndSpotPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f,posW: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightOffset=lightData.xyz-posW;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);result.L=normalize(result.lightOffset);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}
20
+ fn computeDirectionalPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightDistance=length(-lightData.xyz);result.L=normalize(-lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}
21
+ fn computeHemisphericPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.NdotL=dot(N,lightData.xyz)*0.5+0.5;result.NdotL=saturateEps(result.NdotL);result.NdotLUnclamped=result.NdotL;
22
+ #ifdef SPECULARTERM
23
+ result.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));
24
+ #endif
25
+ return result;}`;
26
+ // Sideeffect
27
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
28
+ /** @internal */
29
+ export const pbrDirectLightingSetupFunctions = { name, shader };
30
+ //# sourceMappingURL=pbrDirectLightingSetupFunctions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbrDirectLightingSetupFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;gBAqBC,CAAC;AACjB,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingSetupFunctions\";\nconst shader = `struct preLightingInfo\n{lightOffset: vec3f,\nlightDistanceSquared: f32,\nlightDistance: f32,\nattenuation: f32,\nL: vec3f,\nH: vec3f,\nNdotV: f32,\nNdotLUnclamped: f32,\nNdotL: f32,\nVdotH: f32,\nroughness: f32,\n#ifdef IRIDESCENCE\niridescenceIntensity: f32\n#endif\n};fn computePointAndSpotPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f,posW: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightOffset=lightData.xyz-posW;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);result.L=normalize(result.lightOffset);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}\nfn computeDirectionalPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightDistance=length(-lightData.xyz);result.L=normalize(-lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}\nfn computeHemisphericPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.NdotL=dot(N,lightData.xyz)*0.5+0.5;result.NdotL=saturateEps(result.NdotL);result.NdotLUnclamped=result.NdotL;\n#ifdef SPECULARTERM\nresult.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));\n#endif\nreturn result;}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDirectLightingSetupFunctions = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const pbrHelperFunctions: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,41 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "pbrHelperFunctions";
4
+ const shader = `#define MINIMUMVARIANCE 0.0005
5
+ fn convertRoughnessToAverageSlope(roughness: f32)->f32
6
+ {return roughness*roughness+MINIMUMVARIANCE;}
7
+ fn fresnelGrazingReflectance(reflectance0: f32)->f32 {var reflectance90: f32=saturate(reflectance0*25.0);return reflectance90;}
8
+ fn getAARoughnessFactors(normalVector: vec3f)->vec2f {
9
+ #ifdef SPECULARAA
10
+ var nDfdx: vec3f=dpdx(normalVector.xyz);var nDfdy: vec3f=dpdy(normalVector.xyz);var slopeSquare: f32=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));var geometricRoughnessFactor: f32=pow(saturate(slopeSquare),0.333);var geometricAlphaGFactor: f32=sqrt(slopeSquare);geometricAlphaGFactor*=0.75;return vec2f(geometricRoughnessFactor,geometricAlphaGFactor);
11
+ #else
12
+ return vec2f(0.);
13
+ #endif
14
+ }
15
+ #ifdef ANISOTROPIC
16
+ #ifdef ANISOTROPIC_LEGACY
17
+ fn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);var alphaB: f32=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}
18
+ fn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var anisotropicFrameDirection: vec3f=select(T,B,anisotropy>=0.0);var anisotropicFrameTangent: vec3f=cross(normalize(anisotropicFrameDirection),V);var anisotropicFrameNormal: vec3f=cross(anisotropicFrameTangent,anisotropicFrameDirection);var anisotropicNormal: vec3f=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}
19
+ #else
20
+ fn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);var alphaB: f32=max(alphaG,MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}
21
+ fn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var bentNormal: vec3f=cross(B,V);bentNormal=normalize(cross(bentNormal,B));var a: f32=square(square(1.0-anisotropy*(1.0-roughness)));bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}
22
+ #endif
23
+ #endif
24
+ #if defined(CLEARCOAT) || defined(SS_REFRACTION)
25
+ fn cocaLambertVec3(alpha: vec3f,distance: f32)->vec3f {return exp(-alpha*distance);}
26
+ fn cocaLambert(NdotVRefract: f32,NdotLRefract: f32,alpha: vec3f,thickness: f32)->vec3f {return cocaLambertVec3(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}
27
+ fn computeColorAtDistanceInMedia(color: vec3f,distance: f32)->vec3f {return -log(color)/distance;}
28
+ fn computeClearCoatAbsorption(NdotVRefract: f32,NdotLRefract: f32,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var clearCoatAbsorption: vec3f=mix( vec3f(1.0),
29
+ cocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),
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+ clearCoatIntensity);return clearCoatAbsorption;}
31
+ #endif
32
+ #ifdef MICROSURFACEAUTOMATIC
33
+ fn computeDefaultMicroSurface(microSurface: f32,reflectivityColor: vec3f)->f32
34
+ {const kReflectivityNoAlphaWorkflow_SmoothnessMax: f32=0.95;var reflectivityLuminance: f32=getLuminance(reflectivityColor);var reflectivityLuma: f32=sqrt(reflectivityLuminance);microSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return microSurface;}
35
+ #endif
36
+ `;
37
+ // Sideeffect
38
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
39
+ /** @internal */
40
+ export const pbrHelperFunctions = { name, shader };
41
+ //# sourceMappingURL=pbrHelperFunctions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbrHelperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrHelperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgCd,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 = \"pbrHelperFunctions\";\nconst shader = `#define MINIMUMVARIANCE 0.0005\nfn convertRoughnessToAverageSlope(roughness: f32)->f32\n{return roughness*roughness+MINIMUMVARIANCE;}\nfn fresnelGrazingReflectance(reflectance0: f32)->f32 {var reflectance90: f32=saturate(reflectance0*25.0);return reflectance90;}\nfn getAARoughnessFactors(normalVector: vec3f)->vec2f {\n#ifdef SPECULARAA\nvar nDfdx: vec3f=dpdx(normalVector.xyz);var nDfdy: vec3f=dpdy(normalVector.xyz);var slopeSquare: f32=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));var geometricRoughnessFactor: f32=pow(saturate(slopeSquare),0.333);var geometricAlphaGFactor: f32=sqrt(slopeSquare);geometricAlphaGFactor*=0.75;return vec2f(geometricRoughnessFactor,geometricAlphaGFactor);\n#else\nreturn vec2f(0.);\n#endif\n}\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_LEGACY\nfn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);var alphaB: f32=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}\nfn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var anisotropicFrameDirection: vec3f=select(T,B,anisotropy>=0.0);var anisotropicFrameTangent: vec3f=cross(normalize(anisotropicFrameDirection),V);var anisotropicFrameNormal: vec3f=cross(anisotropicFrameTangent,anisotropicFrameDirection);var anisotropicNormal: vec3f=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}\n#else\nfn getAnisotropicRoughness(alphaG: f32,anisotropy: f32)->vec2f {var alphaT: f32=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);var alphaB: f32=max(alphaG,MINIMUMVARIANCE);return vec2f(alphaT,alphaB);}\nfn getAnisotropicBentNormals(T: vec3f,B: vec3f,N: vec3f,V: vec3f,anisotropy: f32,roughness: f32)->vec3f {var bentNormal: vec3f=cross(B,V);bentNormal=normalize(cross(bentNormal,B));var a: f32=square(square(1.0-anisotropy*(1.0-roughness)));bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}\n#endif\n#endif\n#if defined(CLEARCOAT) || defined(SS_REFRACTION)\nfn cocaLambertVec3(alpha: vec3f,distance: f32)->vec3f {return exp(-alpha*distance);}\nfn cocaLambert(NdotVRefract: f32,NdotLRefract: f32,alpha: vec3f,thickness: f32)->vec3f {return cocaLambertVec3(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}\nfn computeColorAtDistanceInMedia(color: vec3f,distance: f32)->vec3f {return -log(color)/distance;}\nfn computeClearCoatAbsorption(NdotVRefract: f32,NdotLRefract: f32,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var clearCoatAbsorption: vec3f=mix( vec3f(1.0),\ncocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),\nclearCoatIntensity);return clearCoatAbsorption;}\n#endif\n#ifdef MICROSURFACEAUTOMATIC\nfn computeDefaultMicroSurface(microSurface: f32,reflectivityColor: vec3f)->f32\n{const kReflectivityNoAlphaWorkflow_SmoothnessMax: f32=0.95;var reflectivityLuminance: f32=getLuminance(reflectivityColor);var reflectivityLuma: f32=sqrt(reflectivityLuminance);microSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return microSurface;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrHelperFunctions = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const pbrIBLFunctions: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,23 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "pbrIBLFunctions";
4
+ const shader = `#if defined(REFLECTION) || defined(SS_REFRACTION)
5
+ fn getLodFromAlphaG(cubeMapDimensionPixels: f32,microsurfaceAverageSlope: f32)->f32 {var microsurfaceAverageSlopeTexels: f32=cubeMapDimensionPixels*microsurfaceAverageSlope;var lod: f32=log2(microsurfaceAverageSlopeTexels);return lod;}
6
+ fn getLinearLodFromRoughness(cubeMapDimensionPixels: f32,roughness: f32)->f32 {var lod: f32=log2(cubeMapDimensionPixels)*roughness;return lod;}
7
+ #endif
8
+ #if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION)
9
+ fn environmentRadianceOcclusion(ambientOcclusion: f32,NdotVUnclamped: f32)->f32 {var temp: f32=NdotVUnclamped+ambientOcclusion;return saturate(temp*temp-1.0+ambientOcclusion);}
10
+ #endif
11
+ #if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION)
12
+ fn environmentHorizonOcclusion(view: vec3f,normal: vec3f,geometricNormal: vec3f)->f32 {var reflection: vec3f=reflect(view,normal);var temp: f32=saturate(1.0+1.1*dot(reflection,geometricNormal));return temp*temp;}
13
+ #endif
14
+ #if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)
15
+ #define UNPACK_LOD(x) (1.0-x)*255.0
16
+ fn getLodFromAlphaG(cubeMapDimensionPixels: f32,alphaG: f32,NdotV: f32)->f32 {var microsurfaceAverageSlope: f32=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);}
17
+ #endif
18
+ `;
19
+ // Sideeffect
20
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
21
+ /** @internal */
22
+ export const pbrIBLFunctions = { name, shader };
23
+ //# sourceMappingURL=pbrIBLFunctions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbrIBLFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrIBLFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,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 = \"pbrIBLFunctions\";\nconst shader = `#if defined(REFLECTION) || defined(SS_REFRACTION)\nfn getLodFromAlphaG(cubeMapDimensionPixels: f32,microsurfaceAverageSlope: f32)->f32 {var microsurfaceAverageSlopeTexels: f32=cubeMapDimensionPixels*microsurfaceAverageSlope;var lod: f32=log2(microsurfaceAverageSlopeTexels);return lod;}\nfn getLinearLodFromRoughness(cubeMapDimensionPixels: f32,roughness: f32)->f32 {var lod: f32=log2(cubeMapDimensionPixels)*roughness;return lod;}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION)\nfn environmentRadianceOcclusion(ambientOcclusion: f32,NdotVUnclamped: f32)->f32 {var temp: f32=NdotVUnclamped+ambientOcclusion;return saturate(temp*temp-1.0+ambientOcclusion);}\n#endif\n#if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION)\nfn environmentHorizonOcclusion(view: vec3f,normal: vec3f,geometricNormal: vec3f)->f32 {var reflection: vec3f=reflect(view,normal);var temp: f32=saturate(1.0+1.1*dot(reflection,geometricNormal));return temp*temp;}\n#endif\n#if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)\n#define UNPACK_LOD(x) (1.0-x)*255.0\nfn getLodFromAlphaG(cubeMapDimensionPixels: f32,alphaG: f32,NdotV: f32)->f32 {var microsurfaceAverageSlope: f32=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrIBLFunctions = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "7.16.0",
3
+ "version": "7.17.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",