@babylonjs/core 7.23.0 → 7.23.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (128) hide show
  1. package/Animations/animatable.d.ts +4 -0
  2. package/Animations/animatable.js +21 -13
  3. package/Animations/animatable.js.map +1 -1
  4. package/Collisions/gpuPicker.d.ts +41 -0
  5. package/Collisions/gpuPicker.js +181 -71
  6. package/Collisions/gpuPicker.js.map +1 -1
  7. package/Culling/ray.d.ts +6 -2
  8. package/Culling/ray.js +8 -2
  9. package/Culling/ray.js.map +1 -1
  10. package/Engines/Extensions/engine.cubeTexture.js +1 -1
  11. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  12. package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
  13. package/Engines/Extensions/engine.renderTarget.js +29 -36
  14. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  15. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
  16. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +1 -1
  18. package/Engines/WebGPU/Extensions/engine.renderTarget.js +11 -6
  19. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  20. package/Engines/abstractEngine.js +2 -2
  21. package/Engines/abstractEngine.js.map +1 -1
  22. package/Engines/renderTargetWrapper.d.ts +3 -3
  23. package/Engines/renderTargetWrapper.js +3 -3
  24. package/Engines/renderTargetWrapper.js.map +1 -1
  25. package/Engines/thinEngine.d.ts +2 -1
  26. package/Engines/thinEngine.js +39 -9
  27. package/Engines/thinEngine.js.map +1 -1
  28. package/Gizmos/boundingBoxGizmo.js +20 -9
  29. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  30. package/Layers/effectLayer.d.ts +1 -1
  31. package/Layers/effectLayer.js.map +1 -1
  32. package/Layers/glowLayer.js +6 -1
  33. package/Layers/glowLayer.js.map +1 -1
  34. package/Layers/highlightLayer.js +6 -1
  35. package/Layers/highlightLayer.js.map +1 -1
  36. package/Loading/sceneLoader.d.ts +22 -27
  37. package/Loading/sceneLoader.js +102 -74
  38. package/Loading/sceneLoader.js.map +1 -1
  39. package/Materials/Node/Blocks/Dual/textureBlock.js +1 -1
  40. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  41. package/Materials/Node/nodeMaterial.d.ts +4 -0
  42. package/Materials/Node/nodeMaterial.js +9 -2
  43. package/Materials/Node/nodeMaterial.js.map +1 -1
  44. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -2
  45. package/Materials/Node/nodeMaterialBuildStateSharedData.js +12 -5
  46. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  47. package/Materials/uniformBuffer.d.ts +6 -0
  48. package/Materials/uniformBuffer.js +8 -0
  49. package/Materials/uniformBuffer.js.map +1 -1
  50. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +9 -1
  51. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +20 -3
  52. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  53. package/Meshes/meshUVSpaceRenderer.d.ts +2 -1
  54. package/Meshes/meshUVSpaceRenderer.js +16 -3
  55. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  56. package/Physics/physicsRaycastResult.d.ts +2 -0
  57. package/Physics/physicsRaycastResult.js.map +1 -1
  58. package/Physics/v2/Plugins/havokPlugin.js +1 -1
  59. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  60. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +8 -1
  61. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  62. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +1 -0
  63. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  64. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js +2 -3
  65. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
  66. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +29 -20
  67. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  68. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -2
  69. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  70. package/Rendering/fluidRenderer/fluidRenderer.d.ts +7 -9
  71. package/Rendering/fluidRenderer/fluidRenderer.js +16 -13
  72. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  73. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +9 -1
  74. package/Rendering/fluidRenderer/fluidRenderingObject.js +29 -1
  75. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  76. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +3 -1
  77. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +12 -2
  78. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  79. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +3 -1
  80. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +3 -2
  81. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  82. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +9 -1
  83. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +22 -5
  84. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  85. package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +8 -1
  86. package/Rendering/fluidRenderer/fluidRenderingTextures.js +42 -5
  87. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
  88. package/Rendering/fluidRenderer/index.d.ts +18 -0
  89. package/Rendering/fluidRenderer/index.js +18 -0
  90. package/Rendering/fluidRenderer/index.js.map +1 -1
  91. package/Shaders/ShadersInclude/lightFragment.js +12 -10
  92. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  93. package/ShadersWGSL/ShadersInclude/lightFragment.js +13 -11
  94. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  95. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.d.ts +5 -0
  96. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js +13 -0
  97. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js.map +1 -0
  98. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.d.ts +5 -0
  99. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js +29 -0
  100. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js.map +1 -0
  101. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.d.ts +5 -0
  102. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +22 -0
  103. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -0
  104. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.d.ts +5 -0
  105. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js +12 -0
  106. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js.map +1 -0
  107. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.d.ts +5 -0
  108. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +14 -0
  109. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -0
  110. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.d.ts +5 -0
  111. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js +12 -0
  112. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js.map +1 -0
  113. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.d.ts +5 -0
  114. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +14 -0
  115. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -0
  116. package/ShadersWGSL/fluidRenderingRender.fragment.d.ts +5 -0
  117. package/ShadersWGSL/fluidRenderingRender.fragment.js +101 -0
  118. package/ShadersWGSL/fluidRenderingRender.fragment.js.map +1 -0
  119. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.d.ts +5 -0
  120. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js +13 -0
  121. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js.map +1 -0
  122. package/Sprites/spriteRenderer.d.ts +1 -0
  123. package/Sprites/spriteRenderer.js +7 -2
  124. package/Sprites/spriteRenderer.js.map +1 -1
  125. package/package.json +1 -1
  126. package/scene.d.ts +11 -11
  127. package/scene.js +5 -5
  128. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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type { Camera } from \"core/Cameras/camera\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\n/** @internal */\r\nexport class FluidRenderingTextures {\r\n protected _name: string;\r\n protected _scene: Scene;\r\n protected _camera: Nullable<Camera>;\r\n protected _engine: AbstractEngine;\r\n protected _width: number;\r\n protected _height: number;\r\n protected _blurTextureSizeX: number;\r\n protected _blurTextureSizeY: number;\r\n protected _textureType: number;\r\n protected _textureFormat: number;\r\n protected _blurTextureType: number;\r\n protected _blurTextureFormat: number;\r\n protected _useStandardBlur: boolean;\r\n protected _generateDepthBuffer: boolean;\r\n protected _samples: number;\r\n protected _postProcessRunningIndex: number;\r\n\r\n protected _rt: Nullable<RenderTargetWrapper>;\r\n protected _texture: Nullable<Texture>;\r\n protected _rtBlur: Nullable<RenderTargetWrapper>;\r\n protected _textureBlurred: Nullable<Texture>;\r\n protected _blurPostProcesses: Nullable<PostProcess[]>;\r\n\r\n public enableBlur = true;\r\n\r\n public blurSizeDivisor = 1;\r\n\r\n public blurFilterSize = 7;\r\n\r\n private _blurNumIterations = 3;\r\n\r\n public get blurNumIterations() {\r\n return this._blurNumIterations;\r\n }\r\n\r\n public set blurNumIterations(numIterations: number) {\r\n if (this._blurNumIterations === numIterations) {\r\n return;\r\n }\r\n\r\n this._blurNumIterations = numIterations;\r\n if (this._blurPostProcesses !== null) {\r\n const blurX = this._blurPostProcesses[0];\r\n const blurY = this._blurPostProcesses[1];\r\n\r\n this._blurPostProcesses = [];\r\n for (let i = 0; i < this._blurNumIterations * 2; ++i) {\r\n this._blurPostProcesses[i] = i & 1 ? blurY : blurX;\r\n }\r\n }\r\n }\r\n\r\n public blurMaxFilterSize = 100;\r\n\r\n public blurDepthScale = 10;\r\n\r\n public particleSize = 0.02;\r\n\r\n public onDisposeObservable: Observable<FluidRenderingTextures> = new Observable<FluidRenderingTextures>();\r\n\r\n public get renderTarget() {\r\n return this._rt;\r\n }\r\n\r\n public get renderTargetBlur() {\r\n return this._rtBlur;\r\n }\r\n\r\n public get texture() {\r\n return this._texture;\r\n }\r\n\r\n public get textureBlur() {\r\n return this._textureBlurred;\r\n }\r\n\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n width: number,\r\n height: number,\r\n blurTextureSizeX: number,\r\n blurTextureSizeY: number,\r\n textureType: number = Constants.TEXTURETYPE_FLOAT,\r\n textureFormat: number = Constants.TEXTUREFORMAT_R,\r\n blurTextureType: number = Constants.TEXTURETYPE_FLOAT,\r\n blurTextureFormat: number = Constants.TEXTUREFORMAT_R,\r\n useStandardBlur = false,\r\n camera: Nullable<Camera> = null,\r\n generateDepthBuffer = true,\r\n samples = 1\r\n ) {\r\n this._name = name;\r\n this._scene = scene;\r\n this._camera = camera;\r\n this._engine = scene.getEngine();\r\n this._width = width;\r\n this._height = height;\r\n this._blurTextureSizeX = blurTextureSizeX;\r\n this._blurTextureSizeY = blurTextureSizeY;\r\n this._textureType = textureType;\r\n this._textureFormat = textureFormat;\r\n this._blurTextureType = blurTextureType;\r\n this._blurTextureFormat = blurTextureFormat;\r\n this._useStandardBlur = useStandardBlur;\r\n this._generateDepthBuffer = generateDepthBuffer;\r\n this._samples = samples;\r\n this._postProcessRunningIndex = 0;\r\n this.enableBlur = blurTextureSizeX !== 0 && blurTextureSizeY !== 0;\r\n\r\n this._rt = null;\r\n this._texture = null;\r\n this._rtBlur = null;\r\n this._textureBlurred = null;\r\n this._blurPostProcesses = null;\r\n }\r\n\r\n public initialize(): void {\r\n this.dispose();\r\n\r\n this._createRenderTarget();\r\n\r\n if (this.enableBlur && this._texture) {\r\n const [rtBlur, textureBlurred, blurPostProcesses] = this._createBlurPostProcesses(\r\n this._texture,\r\n this._blurTextureType,\r\n this._blurTextureFormat,\r\n this.blurSizeDivisor,\r\n this._name,\r\n this._useStandardBlur\r\n );\r\n this._rtBlur = rtBlur;\r\n this._textureBlurred = textureBlurred;\r\n this._blurPostProcesses = blurPostProcesses;\r\n }\r\n }\r\n\r\n public applyBlurPostProcesses(): void {\r\n if (this.enableBlur && this._blurPostProcesses) {\r\n this._postProcessRunningIndex = 0;\r\n this._scene.postProcessManager.directRender(this._blurPostProcesses, this._rtBlur, true);\r\n this._engine.unBindFramebuffer(this._rtBlur!);\r\n }\r\n }\r\n\r\n protected _createRenderTarget(): void {\r\n this._rt = this._engine.createRenderTargetTexture(\r\n { width: this._width, height: this._height },\r\n {\r\n generateMipMaps: false,\r\n type: this._textureType,\r\n format: this._textureFormat,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: this._generateDepthBuffer,\r\n generateStencilBuffer: false,\r\n samples: this._samples,\r\n label: `FluidRenderingRTT-${this._name}`,\r\n }\r\n );\r\n\r\n const renderTexture = this._rt.texture!;\r\n\r\n renderTexture.incrementReferences();\r\n\r\n this._texture = new Texture(null, this._scene);\r\n this._texture.name = \"rtt\" + this._name;\r\n this._texture._texture = renderTexture;\r\n this._texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._texture.anisotropicFilteringLevel = 1;\r\n }\r\n\r\n protected _createBlurPostProcesses(\r\n textureBlurSource: ThinTexture,\r\n textureType: number,\r\n textureFormat: number,\r\n blurSizeDivisor: number,\r\n debugName: string,\r\n useStandardBlur = false\r\n ): [RenderTargetWrapper, Texture, PostProcess[]] {\r\n const engine = this._scene.getEngine();\r\n const targetSize = new Vector2(Math.floor(this._blurTextureSizeX / blurSizeDivisor), Math.floor(this._blurTextureSizeY / blurSizeDivisor));\r\n const useBilinearFiltering =\r\n (textureType === Constants.TEXTURETYPE_FLOAT && engine.getCaps().textureFloatLinearFiltering) ||\r\n (textureType === Constants.TEXTURETYPE_HALF_FLOAT && engine.getCaps().textureHalfFloatLinearFiltering);\r\n\r\n const rtBlur = this._engine.createRenderTargetTexture(\r\n { width: targetSize.x, height: targetSize.y },\r\n {\r\n generateMipMaps: false,\r\n type: textureType,\r\n format: textureFormat,\r\n samplingMode: useBilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n samples: this._samples,\r\n label: `FluidRenderingRTTBlur-${debugName}`,\r\n }\r\n );\r\n\r\n const renderTexture = rtBlur.texture!;\r\n\r\n renderTexture.incrementReferences();\r\n\r\n const texture = new Texture(null, this._scene);\r\n texture.name = \"rttBlurred\" + debugName;\r\n texture._texture = renderTexture;\r\n texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n texture.anisotropicFilteringLevel = 1;\r\n\r\n if (useStandardBlur) {\r\n const kernelBlurXPostprocess = new PostProcess(\r\n \"BilateralBlurX\",\r\n \"fluidRenderingStandardBlur\",\r\n [\"filterSize\", \"blurDir\"],\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine,\r\n true,\r\n null,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n textureFormat\r\n );\r\n kernelBlurXPostprocess.samples = this._samples;\r\n kernelBlurXPostprocess.externalTextureSamplerBinding = true;\r\n kernelBlurXPostprocess.onApplyObservable.add((effect) => {\r\n if (this._postProcessRunningIndex === 0) {\r\n effect.setTexture(\"textureSampler\", textureBlurSource);\r\n } else {\r\n effect._bindTexture(\"textureSampler\", kernelBlurXPostprocess.inputTexture.texture);\r\n }\r\n effect.setInt(\"filterSize\", this.blurFilterSize);\r\n effect.setFloat2(\"blurDir\", 1 / this._blurTextureSizeX, 0);\r\n this._postProcessRunningIndex++;\r\n });\r\n kernelBlurXPostprocess.onSizeChangedObservable.add(() => {\r\n kernelBlurXPostprocess._textures.forEach((rt) => {\r\n rt.texture!.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n rt.texture!.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n });\r\n });\r\n this._fixReusablePostProcess(kernelBlurXPostprocess);\r\n\r\n const kernelBlurYPostprocess = new PostProcess(\r\n \"BilateralBlurY\",\r\n \"fluidRenderingStandardBlur\",\r\n [\"filterSize\", \"blurDir\"],\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine,\r\n true,\r\n null,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n textureFormat\r\n );\r\n kernelBlurYPostprocess.samples = this._samples;\r\n kernelBlurYPostprocess.onApplyObservable.add((effect) => {\r\n effect.setInt(\"filterSize\", this.blurFilterSize);\r\n effect.setFloat2(\"blurDir\", 0, 1 / this._blurTextureSizeY);\r\n this._postProcessRunningIndex++;\r\n });\r\n kernelBlurYPostprocess.onSizeChangedObservable.add(() => {\r\n kernelBlurYPostprocess._textures.forEach((rt) => {\r\n rt.texture!.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n rt.texture!.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n });\r\n });\r\n this._fixReusablePostProcess(kernelBlurYPostprocess);\r\n\r\n kernelBlurXPostprocess.autoClear = false;\r\n kernelBlurYPostprocess.autoClear = false;\r\n\r\n const blurList = [];\r\n for (let i = 0; i < this._blurNumIterations * 2; ++i) {\r\n blurList[i] = i & 1 ? kernelBlurYPostprocess : kernelBlurXPostprocess;\r\n }\r\n\r\n return [rtBlur, texture, blurList];\r\n } else {\r\n const uniforms: string[] = [\"maxFilterSize\", \"blurDir\", \"projectedParticleConstant\", \"depthThreshold\"];\r\n\r\n const kernelBlurXPostprocess = new PostProcess(\r\n \"BilateralBlurX\",\r\n \"fluidRenderingBilateralBlur\",\r\n uniforms,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine,\r\n true,\r\n null,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n textureFormat\r\n );\r\n kernelBlurXPostprocess.samples = this._samples;\r\n kernelBlurXPostprocess.externalTextureSamplerBinding = true;\r\n kernelBlurXPostprocess.onApplyObservable.add((effect) => {\r\n if (this._postProcessRunningIndex === 0) {\r\n effect.setTexture(\"textureSampler\", textureBlurSource);\r\n } else {\r\n effect._bindTexture(\"textureSampler\", kernelBlurXPostprocess.inputTexture.texture);\r\n }\r\n effect.setInt(\"maxFilterSize\", this.blurMaxFilterSize);\r\n effect.setFloat2(\"blurDir\", 1 / this._blurTextureSizeX, 0);\r\n effect.setFloat(\"projectedParticleConstant\", this._getProjectedParticleConstant());\r\n effect.setFloat(\"depthThreshold\", this._getDepthThreshold());\r\n this._postProcessRunningIndex++;\r\n });\r\n kernelBlurXPostprocess.onSizeChangedObservable.add(() => {\r\n kernelBlurXPostprocess._textures.forEach((rt) => {\r\n rt.texture!.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n rt.texture!.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n });\r\n });\r\n this._fixReusablePostProcess(kernelBlurXPostprocess);\r\n\r\n const kernelBlurYPostprocess = new PostProcess(\r\n \"BilateralBlurY\",\r\n \"fluidRenderingBilateralBlur\",\r\n uniforms,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine,\r\n true,\r\n null,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n textureFormat\r\n );\r\n kernelBlurYPostprocess.samples = this._samples;\r\n kernelBlurYPostprocess.onApplyObservable.add((effect) => {\r\n effect.setInt(\"maxFilterSize\", this.blurMaxFilterSize);\r\n effect.setFloat2(\"blurDir\", 0, 1 / this._blurTextureSizeY);\r\n effect.setFloat(\"projectedParticleConstant\", this._getProjectedParticleConstant());\r\n effect.setFloat(\"depthThreshold\", this._getDepthThreshold());\r\n this._postProcessRunningIndex++;\r\n });\r\n kernelBlurYPostprocess.onSizeChangedObservable.add(() => {\r\n kernelBlurYPostprocess._textures.forEach((rt) => {\r\n rt.texture!.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n rt.texture!.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n });\r\n });\r\n this._fixReusablePostProcess(kernelBlurYPostprocess);\r\n\r\n kernelBlurXPostprocess.autoClear = false;\r\n kernelBlurYPostprocess.autoClear = false;\r\n\r\n const blurList = [];\r\n for (let i = 0; i < this._blurNumIterations * 2; ++i) {\r\n blurList[i] = i & 1 ? kernelBlurYPostprocess : kernelBlurXPostprocess;\r\n }\r\n\r\n return [rtBlur, texture, blurList];\r\n }\r\n }\r\n\r\n private _fixReusablePostProcess(pp: PostProcess) {\r\n if (!pp.isReusable()) {\r\n return;\r\n }\r\n\r\n pp.onActivateObservable.add(() => {\r\n // undo what calling activate() does which will make sure we will retrieve the right texture when getting the input for the post process\r\n pp._currentRenderTextureInd = (pp._currentRenderTextureInd + 1) % 2;\r\n });\r\n pp.onApplyObservable.add(() => {\r\n // now we can advance to the next texture\r\n pp._currentRenderTextureInd = (pp._currentRenderTextureInd + 1) % 2;\r\n });\r\n }\r\n\r\n private _getProjectedParticleConstant() {\r\n return (this.blurFilterSize * this.particleSize * 0.05 * (this._height / 2)) / Math.tan((this._camera?.fov ?? (45 * Math.PI) / 180) / 2);\r\n }\r\n\r\n private _getDepthThreshold() {\r\n return (this.particleSize / 2) * this.blurDepthScale;\r\n }\r\n\r\n public dispose(): void {\r\n if (this.onDisposeObservable.hasObservers()) {\r\n this.onDisposeObservable.notifyObservers(this);\r\n }\r\n\r\n this._rt?.dispose();\r\n this._rt = null;\r\n this._texture?.dispose();\r\n this._texture = null;\r\n this._rtBlur?.dispose();\r\n this._rtBlur = null;\r\n this._textureBlurred?.dispose();\r\n this._textureBlurred = null;\r\n if (this._blurPostProcesses) {\r\n this._blurPostProcesses[0].dispose();\r\n this._blurPostProcesses[1].dispose();\r\n }\r\n this._blurPostProcesses = null;\r\n }\r\n}\r\n"]}
1
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type { Camera } from \"core/Cameras/camera\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/** @internal */\r\nexport class FluidRenderingTextures {\r\n protected _name: string;\r\n protected _scene: Scene;\r\n protected _camera: Nullable<Camera>;\r\n protected _engine: AbstractEngine;\r\n protected _width: number;\r\n protected _height: number;\r\n protected _blurTextureSizeX: number;\r\n protected _blurTextureSizeY: number;\r\n protected _textureType: number;\r\n protected _textureFormat: number;\r\n protected _blurTextureType: number;\r\n protected _blurTextureFormat: number;\r\n protected _useStandardBlur: boolean;\r\n protected _generateDepthBuffer: boolean;\r\n protected _samples: number;\r\n protected _postProcessRunningIndex: number;\r\n\r\n protected _rt: Nullable<RenderTargetWrapper>;\r\n protected _texture: Nullable<Texture>;\r\n protected _rtBlur: Nullable<RenderTargetWrapper>;\r\n protected _textureBlurred: Nullable<Texture>;\r\n protected _blurPostProcesses: Nullable<PostProcess[]>;\r\n\r\n public enableBlur = true;\r\n\r\n public blurSizeDivisor = 1;\r\n\r\n public blurFilterSize = 7;\r\n\r\n private _blurNumIterations = 3;\r\n\r\n public get blurNumIterations() {\r\n return this._blurNumIterations;\r\n }\r\n\r\n public set blurNumIterations(numIterations: number) {\r\n if (this._blurNumIterations === numIterations) {\r\n return;\r\n }\r\n\r\n this._blurNumIterations = numIterations;\r\n if (this._blurPostProcesses !== null) {\r\n const blurX = this._blurPostProcesses[0];\r\n const blurY = this._blurPostProcesses[1];\r\n\r\n this._blurPostProcesses = [];\r\n for (let i = 0; i < this._blurNumIterations * 2; ++i) {\r\n this._blurPostProcesses[i] = i & 1 ? blurY : blurX;\r\n }\r\n }\r\n }\r\n\r\n public blurMaxFilterSize = 100;\r\n\r\n public blurDepthScale = 10;\r\n\r\n public particleSize = 0.02;\r\n\r\n public onDisposeObservable: Observable<FluidRenderingTextures> = new Observable<FluidRenderingTextures>();\r\n\r\n public get renderTarget() {\r\n return this._rt;\r\n }\r\n\r\n public get renderTargetBlur() {\r\n return this._rtBlur;\r\n }\r\n\r\n public get texture() {\r\n return this._texture;\r\n }\r\n\r\n public get textureBlur() {\r\n return this._textureBlurred;\r\n }\r\n\r\n /** Shader language used by the texture */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in the texture\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n width: number,\r\n height: number,\r\n blurTextureSizeX: number,\r\n blurTextureSizeY: number,\r\n textureType: number = Constants.TEXTURETYPE_FLOAT,\r\n textureFormat: number = Constants.TEXTUREFORMAT_R,\r\n blurTextureType: number = Constants.TEXTURETYPE_FLOAT,\r\n blurTextureFormat: number = Constants.TEXTUREFORMAT_R,\r\n useStandardBlur = false,\r\n camera: Nullable<Camera> = null,\r\n generateDepthBuffer = true,\r\n samples = 1,\r\n shaderLanguage?: ShaderLanguage\r\n ) {\r\n this._name = name;\r\n this._scene = scene;\r\n this._camera = camera;\r\n this._engine = scene.getEngine();\r\n this._width = width;\r\n this._height = height;\r\n this._blurTextureSizeX = blurTextureSizeX;\r\n this._blurTextureSizeY = blurTextureSizeY;\r\n this._textureType = textureType;\r\n this._textureFormat = textureFormat;\r\n this._blurTextureType = blurTextureType;\r\n this._blurTextureFormat = blurTextureFormat;\r\n this._useStandardBlur = useStandardBlur;\r\n this._generateDepthBuffer = generateDepthBuffer;\r\n this._samples = samples;\r\n this._postProcessRunningIndex = 0;\r\n this.enableBlur = blurTextureSizeX !== 0 && blurTextureSizeY !== 0;\r\n\r\n this._rt = null;\r\n this._texture = null;\r\n this._rtBlur = null;\r\n this._textureBlurred = null;\r\n this._blurPostProcesses = null;\r\n\r\n this._shaderLanguage = shaderLanguage ?? (this._engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL);\r\n }\r\n\r\n public initialize(): void {\r\n this.dispose();\r\n\r\n this._createRenderTarget();\r\n\r\n if (this.enableBlur && this._texture) {\r\n const [rtBlur, textureBlurred, blurPostProcesses] = this._createBlurPostProcesses(\r\n this._texture,\r\n this._blurTextureType,\r\n this._blurTextureFormat,\r\n this.blurSizeDivisor,\r\n this._name,\r\n this._useStandardBlur\r\n );\r\n this._rtBlur = rtBlur;\r\n this._textureBlurred = textureBlurred;\r\n this._blurPostProcesses = blurPostProcesses;\r\n }\r\n }\r\n\r\n public applyBlurPostProcesses(): void {\r\n if (this.enableBlur && this._blurPostProcesses) {\r\n this._postProcessRunningIndex = 0;\r\n this._scene.postProcessManager.directRender(this._blurPostProcesses, this._rtBlur, true);\r\n this._engine.unBindFramebuffer(this._rtBlur!);\r\n }\r\n }\r\n\r\n protected _createRenderTarget(): void {\r\n this._rt = this._engine.createRenderTargetTexture(\r\n { width: this._width, height: this._height },\r\n {\r\n generateMipMaps: false,\r\n type: this._textureType,\r\n format: this._textureFormat,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: this._generateDepthBuffer,\r\n generateStencilBuffer: false,\r\n samples: this._samples,\r\n label: `FluidRenderingRTT-${this._name}`,\r\n }\r\n );\r\n\r\n const renderTexture = this._rt.texture!;\r\n\r\n renderTexture.incrementReferences();\r\n\r\n this._texture = new Texture(null, this._scene);\r\n this._texture.name = \"rtt\" + this._name;\r\n this._texture._texture = renderTexture;\r\n this._texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._texture.anisotropicFilteringLevel = 1;\r\n }\r\n\r\n protected _createBlurPostProcesses(\r\n textureBlurSource: ThinTexture,\r\n textureType: number,\r\n textureFormat: number,\r\n blurSizeDivisor: number,\r\n debugName: string,\r\n useStandardBlur = false\r\n ): [RenderTargetWrapper, Texture, PostProcess[]] {\r\n const engine = this._scene.getEngine();\r\n const targetSize = new Vector2(Math.floor(this._blurTextureSizeX / blurSizeDivisor), Math.floor(this._blurTextureSizeY / blurSizeDivisor));\r\n const useBilinearFiltering =\r\n (textureType === Constants.TEXTURETYPE_FLOAT && engine.getCaps().textureFloatLinearFiltering) ||\r\n (textureType === Constants.TEXTURETYPE_HALF_FLOAT && engine.getCaps().textureHalfFloatLinearFiltering);\r\n\r\n const rtBlur = this._engine.createRenderTargetTexture(\r\n { width: targetSize.x, height: targetSize.y },\r\n {\r\n generateMipMaps: false,\r\n type: textureType,\r\n format: textureFormat,\r\n samplingMode: useBilinearFiltering ? Constants.TEXTURE_BILINEAR_SAMPLINGMODE : Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n samples: this._samples,\r\n label: `FluidRenderingRTTBlur-${debugName}`,\r\n }\r\n );\r\n\r\n const renderTexture = rtBlur.texture!;\r\n\r\n renderTexture.incrementReferences();\r\n\r\n const texture = new Texture(null, this._scene);\r\n texture.name = \"rttBlurred\" + debugName;\r\n texture._texture = renderTexture;\r\n texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n texture.anisotropicFilteringLevel = 1;\r\n\r\n if (useStandardBlur) {\r\n const kernelBlurXPostprocess = new PostProcess(\r\n \"BilateralBlurX\",\r\n \"fluidRenderingStandardBlur\",\r\n [\"filterSize\", \"blurDir\"],\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine,\r\n true,\r\n null,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n textureFormat,\r\n this._shaderLanguage,\r\n async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../ShadersWGSL/fluidRenderingStandardBlur.fragment\");\r\n } else {\r\n await import(\"../../Shaders/fluidRenderingStandardBlur.fragment\");\r\n }\r\n }\r\n );\r\n kernelBlurXPostprocess.samples = this._samples;\r\n kernelBlurXPostprocess.externalTextureSamplerBinding = true;\r\n kernelBlurXPostprocess.onApplyObservable.add((effect) => {\r\n if (this._postProcessRunningIndex === 0) {\r\n effect.setTexture(\"textureSampler\", textureBlurSource);\r\n } else {\r\n effect._bindTexture(\"textureSampler\", kernelBlurXPostprocess.inputTexture.texture);\r\n }\r\n effect.setInt(\"filterSize\", this.blurFilterSize);\r\n effect.setFloat2(\"blurDir\", 1 / this._blurTextureSizeX, 0);\r\n this._postProcessRunningIndex++;\r\n });\r\n kernelBlurXPostprocess.onSizeChangedObservable.add(() => {\r\n kernelBlurXPostprocess._textures.forEach((rt) => {\r\n rt.texture!.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n rt.texture!.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n });\r\n });\r\n this._fixReusablePostProcess(kernelBlurXPostprocess);\r\n\r\n const kernelBlurYPostprocess = new PostProcess(\r\n \"BilateralBlurY\",\r\n \"fluidRenderingStandardBlur\",\r\n [\"filterSize\", \"blurDir\"],\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine,\r\n true,\r\n null,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n textureFormat,\r\n this._shaderLanguage,\r\n async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../ShadersWGSL/fluidRenderingStandardBlur.fragment\");\r\n } else {\r\n await import(\"../../Shaders/fluidRenderingStandardBlur.fragment\");\r\n }\r\n }\r\n );\r\n kernelBlurYPostprocess.samples = this._samples;\r\n kernelBlurYPostprocess.onApplyObservable.add((effect) => {\r\n effect.setInt(\"filterSize\", this.blurFilterSize);\r\n effect.setFloat2(\"blurDir\", 0, 1 / this._blurTextureSizeY);\r\n this._postProcessRunningIndex++;\r\n });\r\n kernelBlurYPostprocess.onSizeChangedObservable.add(() => {\r\n kernelBlurYPostprocess._textures.forEach((rt) => {\r\n rt.texture!.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n rt.texture!.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n });\r\n });\r\n this._fixReusablePostProcess(kernelBlurYPostprocess);\r\n\r\n kernelBlurXPostprocess.autoClear = false;\r\n kernelBlurYPostprocess.autoClear = false;\r\n\r\n const blurList = [];\r\n for (let i = 0; i < this._blurNumIterations * 2; ++i) {\r\n blurList[i] = i & 1 ? kernelBlurYPostprocess : kernelBlurXPostprocess;\r\n }\r\n\r\n return [rtBlur, texture, blurList];\r\n } else {\r\n const uniforms: string[] = [\"maxFilterSize\", \"blurDir\", \"projectedParticleConstant\", \"depthThreshold\"];\r\n\r\n const kernelBlurXPostprocess = new PostProcess(\r\n \"BilateralBlurX\",\r\n \"fluidRenderingBilateralBlur\",\r\n uniforms,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine,\r\n true,\r\n null,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n textureFormat,\r\n this._shaderLanguage,\r\n async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../ShadersWGSL/fluidRenderingBilateralBlur.fragment\");\r\n } else {\r\n await import(\"../../Shaders/fluidRenderingBilateralBlur.fragment\");\r\n }\r\n }\r\n );\r\n kernelBlurXPostprocess.samples = this._samples;\r\n kernelBlurXPostprocess.externalTextureSamplerBinding = true;\r\n kernelBlurXPostprocess.onApplyObservable.add((effect) => {\r\n if (this._postProcessRunningIndex === 0) {\r\n effect.setTexture(\"textureSampler\", textureBlurSource);\r\n } else {\r\n effect._bindTexture(\"textureSampler\", kernelBlurXPostprocess.inputTexture.texture);\r\n }\r\n effect.setInt(\"maxFilterSize\", this.blurMaxFilterSize);\r\n effect.setFloat2(\"blurDir\", 1 / this._blurTextureSizeX, 0);\r\n effect.setFloat(\"projectedParticleConstant\", this._getProjectedParticleConstant());\r\n effect.setFloat(\"depthThreshold\", this._getDepthThreshold());\r\n this._postProcessRunningIndex++;\r\n });\r\n kernelBlurXPostprocess.onSizeChangedObservable.add(() => {\r\n kernelBlurXPostprocess._textures.forEach((rt) => {\r\n rt.texture!.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n rt.texture!.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n });\r\n });\r\n this._fixReusablePostProcess(kernelBlurXPostprocess);\r\n\r\n const kernelBlurYPostprocess = new PostProcess(\r\n \"BilateralBlurY\",\r\n \"fluidRenderingBilateralBlur\",\r\n uniforms,\r\n null,\r\n 1,\r\n null,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine,\r\n true,\r\n null,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n textureFormat,\r\n this._shaderLanguage,\r\n async () => {\r\n if (this.shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../../ShadersWGSL/fluidRenderingBilateralBlur.fragment\");\r\n } else {\r\n await import(\"../../Shaders/fluidRenderingBilateralBlur.fragment\");\r\n }\r\n }\r\n );\r\n kernelBlurYPostprocess.samples = this._samples;\r\n kernelBlurYPostprocess.onApplyObservable.add((effect) => {\r\n effect.setInt(\"maxFilterSize\", this.blurMaxFilterSize);\r\n effect.setFloat2(\"blurDir\", 0, 1 / this._blurTextureSizeY);\r\n effect.setFloat(\"projectedParticleConstant\", this._getProjectedParticleConstant());\r\n effect.setFloat(\"depthThreshold\", this._getDepthThreshold());\r\n this._postProcessRunningIndex++;\r\n });\r\n kernelBlurYPostprocess.onSizeChangedObservable.add(() => {\r\n kernelBlurYPostprocess._textures.forEach((rt) => {\r\n rt.texture!.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n rt.texture!.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n });\r\n });\r\n this._fixReusablePostProcess(kernelBlurYPostprocess);\r\n\r\n kernelBlurXPostprocess.autoClear = false;\r\n kernelBlurYPostprocess.autoClear = false;\r\n\r\n const blurList = [];\r\n for (let i = 0; i < this._blurNumIterations * 2; ++i) {\r\n blurList[i] = i & 1 ? kernelBlurYPostprocess : kernelBlurXPostprocess;\r\n }\r\n\r\n return [rtBlur, texture, blurList];\r\n }\r\n }\r\n\r\n private _fixReusablePostProcess(pp: PostProcess) {\r\n if (!pp.isReusable()) {\r\n return;\r\n }\r\n\r\n pp.onActivateObservable.add(() => {\r\n // undo what calling activate() does which will make sure we will retrieve the right texture when getting the input for the post process\r\n pp._currentRenderTextureInd = (pp._currentRenderTextureInd + 1) % 2;\r\n });\r\n pp.onApplyObservable.add(() => {\r\n // now we can advance to the next texture\r\n pp._currentRenderTextureInd = (pp._currentRenderTextureInd + 1) % 2;\r\n });\r\n }\r\n\r\n private _getProjectedParticleConstant() {\r\n return (this.blurFilterSize * this.particleSize * 0.05 * (this._height / 2)) / Math.tan((this._camera?.fov ?? (45 * Math.PI) / 180) / 2);\r\n }\r\n\r\n private _getDepthThreshold() {\r\n return (this.particleSize / 2) * this.blurDepthScale;\r\n }\r\n\r\n public dispose(): void {\r\n if (this.onDisposeObservable.hasObservers()) {\r\n this.onDisposeObservable.notifyObservers(this);\r\n }\r\n\r\n this._rt?.dispose();\r\n this._rt = null;\r\n this._texture?.dispose();\r\n this._texture = null;\r\n this._rtBlur?.dispose();\r\n this._rtBlur = null;\r\n this._textureBlurred?.dispose();\r\n this._textureBlurred = null;\r\n if (this._blurPostProcesses) {\r\n this._blurPostProcesses[0].dispose();\r\n this._blurPostProcesses[1].dispose();\r\n }\r\n this._blurPostProcesses = null;\r\n }\r\n}\r\n"]}
@@ -3,3 +3,21 @@ export * from "./fluidRenderingObject";
3
3
  export * from "./fluidRenderingObjectParticleSystem";
4
4
  export * from "./fluidRenderingObjectCustomParticles";
5
5
  export * from "./fluidRenderingTargetRenderer";
6
+ export * from "../../Shaders/fluidRenderingParticleDepth.vertex";
7
+ export * from "../../Shaders/fluidRenderingParticleDepth.fragment";
8
+ export * from "../../Shaders/fluidRenderingParticleThickness.vertex";
9
+ export * from "../../Shaders/fluidRenderingParticleThickness.fragment";
10
+ export * from "../../Shaders/fluidRenderingParticleDiffuse.vertex";
11
+ export * from "../../Shaders/fluidRenderingParticleDiffuse.fragment";
12
+ export * from "../../Shaders/fluidRenderingBilateralBlur.fragment";
13
+ export * from "../../Shaders/fluidRenderingStandardBlur.fragment";
14
+ export * from "../../Shaders/fluidRenderingRender.fragment";
15
+ export * from "../../ShadersWGSL/fluidRenderingParticleDepth.vertex";
16
+ export * from "../../ShadersWGSL/fluidRenderingParticleDepth.fragment";
17
+ export * from "../../ShadersWGSL/fluidRenderingParticleThickness.vertex";
18
+ export * from "../../ShadersWGSL/fluidRenderingParticleThickness.fragment";
19
+ export * from "../../ShadersWGSL/fluidRenderingParticleDiffuse.vertex";
20
+ export * from "../../ShadersWGSL/fluidRenderingParticleDiffuse.fragment";
21
+ export * from "../../ShadersWGSL/fluidRenderingBilateralBlur.fragment";
22
+ export * from "../../ShadersWGSL/fluidRenderingStandardBlur.fragment";
23
+ export * from "../../ShadersWGSL/fluidRenderingRender.fragment";
@@ -3,4 +3,22 @@ export * from "./fluidRenderingObject.js";
3
3
  export * from "./fluidRenderingObjectParticleSystem.js";
4
4
  export * from "./fluidRenderingObjectCustomParticles.js";
5
5
  export * from "./fluidRenderingTargetRenderer.js";
6
+ export * from "../../Shaders/fluidRenderingParticleDepth.vertex.js";
7
+ export * from "../../Shaders/fluidRenderingParticleDepth.fragment.js";
8
+ export * from "../../Shaders/fluidRenderingParticleThickness.vertex.js";
9
+ export * from "../../Shaders/fluidRenderingParticleThickness.fragment.js";
10
+ export * from "../../Shaders/fluidRenderingParticleDiffuse.vertex.js";
11
+ export * from "../../Shaders/fluidRenderingParticleDiffuse.fragment.js";
12
+ export * from "../../Shaders/fluidRenderingBilateralBlur.fragment.js";
13
+ export * from "../../Shaders/fluidRenderingStandardBlur.fragment.js";
14
+ export * from "../../Shaders/fluidRenderingRender.fragment.js";
15
+ export * from "../../ShadersWGSL/fluidRenderingParticleDepth.vertex.js";
16
+ export * from "../../ShadersWGSL/fluidRenderingParticleDepth.fragment.js";
17
+ export * from "../../ShadersWGSL/fluidRenderingParticleThickness.vertex.js";
18
+ export * from "../../ShadersWGSL/fluidRenderingParticleThickness.fragment.js";
19
+ export * from "../../ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js";
20
+ export * from "../../ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js";
21
+ export * from "../../ShadersWGSL/fluidRenderingBilateralBlur.fragment.js";
22
+ export * from "../../ShadersWGSL/fluidRenderingStandardBlur.fragment.js";
23
+ export * from "../../ShadersWGSL/fluidRenderingRender.fragment.js";
6
24
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Rendering/fluidRenderer/index.ts"],"names":[],"mappings":"AAAA,cAAc,iBAAiB,CAAC;AAChC,cAAc,wBAAwB,CAAC;AACvC,cAAc,sCAAsC,CAAC;AACrD,cAAc,uCAAuC,CAAC;AACtD,cAAc,gCAAgC,CAAC","sourcesContent":["export * from \"./fluidRenderer\";\r\nexport * from \"./fluidRenderingObject\";\r\nexport * from \"./fluidRenderingObjectParticleSystem\";\r\nexport * from \"./fluidRenderingObjectCustomParticles\";\r\nexport * from \"./fluidRenderingTargetRenderer\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Rendering/fluidRenderer/index.ts"],"names":[],"mappings":"AAAA,cAAc,iBAAiB,CAAC;AAChC,cAAc,wBAAwB,CAAC;AACvC,cAAc,sCAAsC,CAAC;AACrD,cAAc,uCAAuC,CAAC;AACtD,cAAc,gCAAgC,CAAC;AAE/C,cAAc,kDAAkD,CAAC;AACjE,cAAc,oDAAoD,CAAC;AACnE,cAAc,sDAAsD,CAAC;AACrE,cAAc,wDAAwD,CAAC;AACvE,cAAc,oDAAoD,CAAC;AACnE,cAAc,sDAAsD,CAAC;AACrE,cAAc,oDAAoD,CAAC;AACnE,cAAc,mDAAmD,CAAC;AAClE,cAAc,6CAA6C,CAAC;AAC5D,cAAc,sDAAsD,CAAC;AACrE,cAAc,wDAAwD,CAAC;AACvE,cAAc,0DAA0D,CAAC;AACzE,cAAc,4DAA4D,CAAC;AAC3E,cAAc,wDAAwD,CAAC;AACvE,cAAc,0DAA0D,CAAC;AACzE,cAAc,wDAAwD,CAAC;AACvE,cAAc,uDAAuD,CAAC;AACtE,cAAc,iDAAiD,CAAC","sourcesContent":["export * from \"./fluidRenderer\";\r\nexport * from \"./fluidRenderingObject\";\r\nexport * from \"./fluidRenderingObjectParticleSystem\";\r\nexport * from \"./fluidRenderingObjectCustomParticles\";\r\nexport * from \"./fluidRenderingTargetRenderer\";\r\n\r\nexport * from \"../../Shaders/fluidRenderingParticleDepth.vertex\";\r\nexport * from \"../../Shaders/fluidRenderingParticleDepth.fragment\";\r\nexport * from \"../../Shaders/fluidRenderingParticleThickness.vertex\";\r\nexport * from \"../../Shaders/fluidRenderingParticleThickness.fragment\";\r\nexport * from \"../../Shaders/fluidRenderingParticleDiffuse.vertex\";\r\nexport * from \"../../Shaders/fluidRenderingParticleDiffuse.fragment\";\r\nexport * from \"../../Shaders/fluidRenderingBilateralBlur.fragment\";\r\nexport * from \"../../Shaders/fluidRenderingStandardBlur.fragment\";\r\nexport * from \"../../Shaders/fluidRenderingRender.fragment\";\r\nexport * from \"../../ShadersWGSL/fluidRenderingParticleDepth.vertex\";\r\nexport * from \"../../ShadersWGSL/fluidRenderingParticleDepth.fragment\";\r\nexport * from \"../../ShadersWGSL/fluidRenderingParticleThickness.vertex\";\r\nexport * from \"../../ShadersWGSL/fluidRenderingParticleThickness.fragment\";\r\nexport * from \"../../ShadersWGSL/fluidRenderingParticleDiffuse.vertex\";\r\nexport * from \"../../ShadersWGSL/fluidRenderingParticleDiffuse.fragment\";\r\nexport * from \"../../ShadersWGSL/fluidRenderingBilateralBlur.fragment\";\r\nexport * from \"../../ShadersWGSL/fluidRenderingStandardBlur.fragment\";\r\nexport * from \"../../ShadersWGSL/fluidRenderingRender.fragment\";\r\n"]}
@@ -4,6 +4,8 @@ const name = "lightFragment";
4
4
  const shader = `#ifdef LIGHT{X}
5
5
  #if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})
6
6
  #else
7
+ vec4 diffuse{X}=light{X}.vLightDiffuse;
8
+ #define CUSTOM_LIGHT{X}_COLOR
7
9
  #ifdef PBR
8
10
  #ifdef SPOTLIGHT{X}
9
11
  preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);
@@ -47,17 +49,17 @@ preInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSp
47
49
  preInfo.iridescenceIntensity=iridescenceIntensity;
48
50
  #endif
49
51
  #ifdef HEMILIGHT{X}
50
- info.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);
52
+ info.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);
51
53
  #elif defined(SS_TRANSLUCENCY)
52
- info.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);
54
+ info.diffuse=computeDiffuseAndTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);
53
55
  #else
54
- info.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);
56
+ info.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);
55
57
  #endif
56
58
  #ifdef SPECULARTERM
57
59
  #ifdef ANISOTROPIC
58
- info.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);
60
+ info.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);
59
61
  #else
60
- info.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);
62
+ info.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);
61
63
  #endif
62
64
  #endif
63
65
  #ifdef SHEEN
@@ -70,7 +72,7 @@ preInfo.roughness=sheenOut.sheenRoughness;
70
72
  preInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
71
73
  #endif
72
74
  #endif
73
- info.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);
75
+ info.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);
74
76
  #endif
75
77
  #ifdef CLEARCOAT
76
78
  #ifdef HEMILIGHT{X}
@@ -78,7 +80,7 @@ preInfo.roughness=clearcoatOut.clearCoatRoughness;
78
80
  #else
79
81
  preInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
80
82
  #endif
81
- info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);
83
+ info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);
82
84
  #ifdef CLEARCOAT_TINT
83
85
  absorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;
84
86
  #ifdef SPECULARTERM
@@ -95,11 +97,11 @@ info.sheen*=info.clearCoat.w;
95
97
  #endif
96
98
  #else
97
99
  #ifdef SPOTLIGHT{X}
98
- info=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);
100
+ info=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);
99
101
  #elif defined(HEMILIGHT{X})
100
- info=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);
102
+ info=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);
101
103
  #elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})
102
- info=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);
104
+ info=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);
103
105
  #endif
104
106
  #endif
105
107
  #ifdef PROJECTEDLIGHTTEXTURE{X}
@@ -1 +1 @@
1
- {"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);preInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);preInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\n#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;float nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
1
+ {"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvec4 diffuse{X}=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);preInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);preInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;float nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
@@ -4,6 +4,8 @@ const name = "lightFragment";
4
4
  const shader = `#ifdef LIGHT{X}
5
5
  #if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})
6
6
  #else
7
+ var diffuse{X}: vec4f=light{X}.vLightDiffuse;
8
+ #define CUSTOM_LIGHT{X}_COLOR
7
9
  #ifdef PBR
8
10
  #ifdef SPOTLIGHT{X}
9
11
  preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,input.vPositionW);
@@ -47,17 +49,17 @@ preInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSp
47
49
  preInfo.iridescenceIntensity=iridescenceIntensity;
48
50
  #endif
49
51
  #ifdef HEMILIGHT{X}
50
- info.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);
52
+ info.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);
51
53
  #elif defined(SS_TRANSLUCENCY)
52
- info.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);
54
+ info.diffuse=computeDiffuseAndTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);
53
55
  #else
54
- info.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);
56
+ info.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);
55
57
  #endif
56
58
  #ifdef SPECULARTERM
57
59
  #ifdef ANISOTROPIC
58
- info.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);
60
+ info.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);
59
61
  #else
60
- info.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);
62
+ info.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);
61
63
  #endif
62
64
  #endif
63
65
  #ifdef SHEEN
@@ -70,7 +72,7 @@ preInfo.roughness=sheenOut.sheenRoughness;
70
72
  preInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
71
73
  #endif
72
74
  #endif
73
- info.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);
75
+ info.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);
74
76
  #endif
75
77
  #ifdef CLEARCOAT
76
78
  #ifdef HEMILIGHT{X}
@@ -78,7 +80,7 @@ preInfo.roughness=clearcoatOut.clearCoatRoughness;
78
80
  #else
79
81
  preInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
80
82
  #endif
81
- info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);
83
+ info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);
82
84
  #ifdef CLEARCOAT_TINT
83
85
  absorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;
84
86
  #ifdef SPECULARTERM
@@ -95,11 +97,11 @@ info.sheen*=info.clearCoat.w;
95
97
  #endif
96
98
  #else
97
99
  #ifdef SPOTLIGHT{X}
98
- info=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);
100
+ info=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);
99
101
  #elif defined(HEMILIGHT{X})
100
- info=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);
102
+ info=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);
101
103
  #elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})
102
- info=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);
104
+ info=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);
103
105
  #endif
104
106
  #endif
105
107
  #ifdef PROJECTEDLIGHTTEXTURE{X}
@@ -107,7 +109,7 @@ info.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},
107
109
  #endif
108
110
  #endif
109
111
  #ifdef SHADOW{X}
110
- #ifdef SHADOWCSMDEBUG{X}
112
+ #ifdef SHADOWCSMDEBUG{X}
111
113
  var shadowDebug{X}: vec3f;
112
114
  #endif
113
115
  #ifdef SHADOWCSM{X}
@@ -1 +1 @@
1
- {"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Qd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,input.vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,input.vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);preInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);preInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb,light{X}.vLightGround);\n#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,light{X}.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,light{X}.vLightDiffuse.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light{X}.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},input.vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X} \nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightFragmentWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgRd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvar diffuse{X}: vec4f=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,input.vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,input.vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);preInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);preInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);preInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#ifdef HEMILIGHT{X}\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(SS_TRANSLUCENCY)\ninfo.diffuse=computeDiffuseAndTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},input.vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X}\nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(input.vPositionW,light{X}.vLightData.xyz,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const lightFragmentWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluidRenderingBilateralBlurPixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,13 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "fluidRenderingBilateralBlurPixelShader";
4
+ const shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform maxFilterSize: i32;uniform blurDir: vec2f;uniform projectedParticleConstant: f32;uniform depthThreshold: f32;varying vUV: vec2f;@fragment
5
+ fn main(input: FragmentInputs)->FragmentOutputs {var depth: f32=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.).x;if (depth>=1e6 || depth<=0.) {fragmentOutputs.color=vec4f(vec3f(depth),1.);return fragmentOutputs;}
6
+ var filterSize: i32=min(uniforms.maxFilterSize,i32(ceil(uniforms.projectedParticleConstant/depth)));var sigma: f32=f32(filterSize)/3.0;var two_sigma2: f32=2.0*sigma*sigma;var sigmaDepth: f32=uniforms.depthThreshold/3.0;var two_sigmaDepth2: f32=2.0*sigmaDepth*sigmaDepth;var sum: f32=0.;var wsum: f32=0.;var sumVel: f32=0.;for (var x: i32=-filterSize; x<=filterSize; x++) {var coords: vec2f=vec2f(f32(x));var sampleDepthVel: vec2f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).rg;var r: f32=dot(coords,coords);var w: f32=exp(-r/two_sigma2);var rDepth: f32=sampleDepthVel.r-depth;var wd: f32=exp(-rDepth*rDepth/two_sigmaDepth2);sum+=sampleDepthVel.r*w*wd;sumVel+=sampleDepthVel.g*w*wd;wsum+=w*wd;}
7
+ fragmentOutputs.color=vec4f(sum/wsum,sumVel/wsum,0.,1.);}
8
+ `;
9
+ // Sideeffect
10
+ ShaderStore.ShadersStoreWGSL[name] = shader;
11
+ /** @internal */
12
+ export const fluidRenderingBilateralBlurPixelShaderWGSL = { name, shader };
13
+ //# sourceMappingURL=fluidRenderingBilateralBlur.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluidRenderingBilateralBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingBilateralBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,0CAA0C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingBilateralBlurPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform maxFilterSize: i32;uniform blurDir: vec2f;uniform projectedParticleConstant: f32;uniform depthThreshold: f32;varying vUV: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var depth: f32=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.).x;if (depth>=1e6 || depth<=0.) {fragmentOutputs.color=vec4f(vec3f(depth),1.);return fragmentOutputs;}\nvar filterSize: i32=min(uniforms.maxFilterSize,i32(ceil(uniforms.projectedParticleConstant/depth)));var sigma: f32=f32(filterSize)/3.0;var two_sigma2: f32=2.0*sigma*sigma;var sigmaDepth: f32=uniforms.depthThreshold/3.0;var two_sigmaDepth2: f32=2.0*sigmaDepth*sigmaDepth;var sum: f32=0.;var wsum: f32=0.;var sumVel: f32=0.;for (var x: i32=-filterSize; x<=filterSize; x++) {var coords: vec2f=vec2f(f32(x));var sampleDepthVel: vec2f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV+coords*uniforms.blurDir,0.).rg;var r: f32=dot(coords,coords);var w: f32=exp(-r/two_sigma2);var rDepth: f32=sampleDepthVel.r-depth;var wd: f32=exp(-rDepth*rDepth/two_sigmaDepth2);sum+=sampleDepthVel.r*w*wd;sumVel+=sampleDepthVel.g*w*wd;wsum+=w*wd;}\nfragmentOutputs.color=vec4f(sum/wsum,sumVel/wsum,0.,1.);}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fluidRenderingBilateralBlurPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluidRenderingParticleDepthPixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,29 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "fluidRenderingParticleDepthPixelShader";
4
+ const shader = `uniform projection: mat4x4f;varying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;
5
+ #ifdef FLUIDRENDERING_VELOCITY
6
+ varying velocityNorm: f32;
7
+ #endif
8
+ @fragment
9
+ fn main(input: FragmentInputs)->FragmentOutputs {var normalxy: vec2f=input.uv*2.0-1.0;var r2: f32=dot(normalxy,normalxy);if (r2>1.0) {discard;}
10
+ var normal: vec3f=vec3f(normalxy,sqrt(1.0-r2));
11
+ #ifndef FLUIDRENDERING_RHS
12
+ normal.z=-normal.z;
13
+ #endif
14
+ var realViewPos: vec4f=vec4f(input.viewPos+normal*input.sphereRadius,1.0);var clipSpacePos: vec4f=uniforms.projection*realViewPos;fragmentOutputs.fragDepth=clipSpacePos.z/clipSpacePos.w;
15
+ #ifdef FLUIDRENDERING_RHS
16
+ realViewPos.z=-realViewPos.z;
17
+ #endif
18
+ #ifdef FLUIDRENDERING_VELOCITY
19
+ fragmentOutputs.color=vec4f(realViewPos.z,input.velocityNorm,0.,1.);
20
+ #else
21
+ fragmentOutputs.color=vec4f(realViewPos.z,0.,0.,1.);
22
+ #endif
23
+ }
24
+ `;
25
+ // Sideeffect
26
+ ShaderStore.ShadersStoreWGSL[name] = shader;
27
+ /** @internal */
28
+ export const fluidRenderingParticleDepthPixelShaderWGSL = { name, shader };
29
+ //# sourceMappingURL=fluidRenderingParticleDepth.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fluidRenderingParticleDepth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/fluidRenderingParticleDepth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wCAAwC,CAAC;AACtD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;CAoBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,0CAA0C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthPixelShader\";\nconst shader = `uniform projection: mat4x4f;varying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;\n#ifdef FLUIDRENDERING_VELOCITY\nvarying velocityNorm: f32;\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var normalxy: vec2f=input.uv*2.0-1.0;var r2: f32=dot(normalxy,normalxy);if (r2>1.0) {discard;}\nvar normal: vec3f=vec3f(normalxy,sqrt(1.0-r2));\n#ifndef FLUIDRENDERING_RHS\nnormal.z=-normal.z;\n#endif\nvar realViewPos: vec4f=vec4f(input.viewPos+normal*input.sphereRadius,1.0);var clipSpacePos: vec4f=uniforms.projection*realViewPos;fragmentOutputs.fragDepth=clipSpacePos.z/clipSpacePos.w;\n#ifdef FLUIDRENDERING_RHS\nrealViewPos.z=-realViewPos.z;\n#endif\n#ifdef FLUIDRENDERING_VELOCITY\nfragmentOutputs.color=vec4f(realViewPos.z,input.velocityNorm,0.,1.);\n#else\nfragmentOutputs.color=vec4f(realViewPos.z,0.,0.,1.);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const fluidRenderingParticleDepthPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const fluidRenderingParticleDepthVertexShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };