@babylonjs/core 7.16.0 → 7.17.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- 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 +5 -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/Input/inputBlock.js +8 -11
- package/Materials/Node/Blocks/Input/inputBlock.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 +8 -5
- 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/effect.js +2 -2
- package/Materials/effect.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +14 -20
- 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 = "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
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{"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"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "pbrDirectLightingFunctions";
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const shader = `#define CLEARCOATREFLECTANCE90 1.0
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struct lightingInfo
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{diffuse: vec3f,
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#ifdef SPECULARTERM
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specular: vec3f,
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#endif
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#ifdef CLEARCOAT
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clearCoat: vec4f,
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#endif
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#ifdef SHEEN
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sheen: vec3f
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#endif
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};fn adjustRoughnessFromLightProperties(roughness: f32,lightRadius: f32,lightDistance: f32)->f32 {
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#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)
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var lightRoughness: f32=lightRadius/lightDistance;var totalRoughness: f32=saturate(lightRoughness+roughness);return totalRoughness;
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#else
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return roughness;
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#endif
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}
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fn computeHemisphericDiffuseLighting(info: preLightingInfo,lightColor: vec3f,groundColor: vec3f)->vec3f {return mix(groundColor,lightColor,info.NdotL);}
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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;}
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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 toLinearSpaceVec3(textureColor);}
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#ifdef SS_TRANSLUCENCY
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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;}
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#endif
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#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);
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#ifdef IRIDESCENCE
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fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
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#endif
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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);
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#ifdef IRIDESCENCE
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fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
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#endif
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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;}
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#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;}
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#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 */
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var sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}
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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 pbrDirectLightingFunctions = { name, shader };
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//# sourceMappingURL=pbrDirectLightingFunctions.js.map
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{"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"]}
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@@ -0,0 +1,30 @@
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// Do not edit.
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2
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import { ShaderStore } from "../../Engines/shaderStore.js";
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3
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const name = "pbrDirectLightingSetupFunctions";
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const shader = `struct preLightingInfo
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{lightOffset: vec3f,
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lightDistanceSquared: f32,
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7
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lightDistance: f32,
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attenuation: f32,
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L: vec3f,
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H: vec3f,
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NdotV: f32,
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NdotLUnclamped: f32,
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NdotL: f32,
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VdotH: f32,
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roughness: f32,
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#ifdef IRIDESCENCE
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iridescenceIntensity: f32
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#endif
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};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;}
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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;}
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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;
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22
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+
#ifdef SPECULARTERM
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23
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result.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));
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24
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#endif
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25
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return result;}`;
|
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26
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// Sideeffect
|
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27
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+
ShaderStore.IncludesShadersStoreWGSL[name] = shader;
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28
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/** @internal */
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29
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+
export const pbrDirectLightingSetupFunctions = { name, shader };
|
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30
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//# sourceMappingURL=pbrDirectLightingSetupFunctions.js.map
|
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@@ -0,0 +1 @@
|
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1
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+
{"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"]}
|
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@@ -0,0 +1,41 @@
|
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1
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+
// Do not edit.
|
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2
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+
import { ShaderStore } from "../../Engines/shaderStore.js";
|
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3
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+
const name = "pbrHelperFunctions";
|
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4
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+
const shader = `#define MINIMUMVARIANCE 0.0005
|
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5
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+
fn convertRoughnessToAverageSlope(roughness: f32)->f32
|
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6
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+
{return roughness*roughness+MINIMUMVARIANCE;}
|
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7
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+
fn fresnelGrazingReflectance(reflectance0: f32)->f32 {var reflectance90: f32=saturate(reflectance0*25.0);return reflectance90;}
|
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8
|
+
fn getAARoughnessFactors(normalVector: vec3f)->vec2f {
|
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9
|
+
#ifdef SPECULARAA
|
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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);
|
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11
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+
#else
|
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12
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+
return vec2f(0.);
|
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#endif
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14
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}
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15
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#ifdef ANISOTROPIC
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16
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#ifdef ANISOTROPIC_LEGACY
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17
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+
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);}
|
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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;}
|
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|
+
#else
|
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20
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+
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);}
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21
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+
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;}
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+
#endif
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#endif
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#if defined(CLEARCOAT) || defined(SS_REFRACTION)
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fn cocaLambertVec3(alpha: vec3f,distance: f32)->vec3f {return exp(-alpha*distance);}
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+
fn cocaLambert(NdotVRefract: f32,NdotLRefract: f32,alpha: vec3f,thickness: f32)->vec3f {return cocaLambertVec3(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}
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fn computeColorAtDistanceInMedia(color: vec3f,distance: f32)->vec3f {return -log(color)/distance;}
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+
fn computeClearCoatAbsorption(NdotVRefract: f32,NdotLRefract: f32,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var clearCoatAbsorption: vec3f=mix( vec3f(1.0),
|
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+
cocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),
|
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clearCoatIntensity);return clearCoatAbsorption;}
|
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#endif
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#ifdef MICROSURFACEAUTOMATIC
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fn computeDefaultMicroSurface(microSurface: f32,reflectivityColor: vec3f)->f32
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+
{const kReflectivityNoAlphaWorkflow_SmoothnessMax: f32=0.95;var reflectivityLuminance: f32=getLuminance(reflectivityColor);var reflectivityLuma: f32=sqrt(reflectivityLuminance);microSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return microSurface;}
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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 pbrHelperFunctions = { name, shader };
|
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+
//# sourceMappingURL=pbrHelperFunctions.js.map
|
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@@ -0,0 +1 @@
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1
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+
{"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 +1,23 @@
|
|
|
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"]}
|