@babylonjs/core 7.26.5 → 7.27.0

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Files changed (32) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +3 -1
  4. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +49 -10
  5. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  6. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +8 -2
  7. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  8. package/Rendering/geometryBufferRenderer.d.ts +30 -0
  9. package/Rendering/geometryBufferRenderer.js +100 -18
  10. package/Rendering/geometryBufferRenderer.js.map +1 -1
  11. package/Rendering/screenSpaceReflections2Configuration.d.ts +4 -0
  12. package/Rendering/screenSpaceReflections2Configuration.js +6 -2
  13. package/Rendering/screenSpaceReflections2Configuration.js.map +1 -1
  14. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +28 -3
  15. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  16. package/Shaders/geometry.fragment.js +4 -5
  17. package/Shaders/geometry.fragment.js.map +1 -1
  18. package/Shaders/iblShadowVoxelTracing.fragment.js +12 -2
  19. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  20. package/Shaders/screenSpaceReflection2.fragment.js +7 -2
  21. package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
  22. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +8 -1
  23. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
  24. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +30 -4
  25. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  26. package/ShadersWGSL/geometry.fragment.js +6 -7
  27. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  28. package/ShadersWGSL/screenSpaceReflection2.fragment.js +7 -2
  29. package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
  30. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js +8 -1
  31. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
  32. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;varying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;varying vec2 vReflectivityUV;\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;uniform sampler2D albedoSampler;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\n#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\n#endif\n#ifdef METALLIC\nuniform float metallic;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform float glossiness;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nuniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<mrtFragmentDeclaration>[SCENE_MRT_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#endif\n#else\nnormalOutput=normalize(vNormalV);\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\n#ifdef PREPASS\n#ifdef PREPASS_DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n#endif\n#if defined(PREPASS_NORMAL) || defined(PREPASS_WORLD_NORMAL)\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\n#endif\n#else\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);gl_FragData[1]=vec4(normalOutput,1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;float roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;roughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;vec3 color=vec3(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\n#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=toLinearSpace(reflectivityColor.xyz);reflectivity.a=1.0;\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness; \n#endif\n#endif\ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const geometryPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;varying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;varying vec2 vReflectivityUV;\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;uniform sampler2D albedoSampler;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\n#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\n#endif\n#ifdef METALLIC\nuniform float metallic;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform float glossiness;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nuniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<mrtFragmentDeclaration>[SCENE_MRT_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#endif\n#else\nnormalOutput=normalize(vNormalV);\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\n#ifdef DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\ngl_FragData[SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;float roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;roughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;vec3 color=vec3(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\n#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=toLinearSpace(reflectivityColor.xyz);reflectivity.a=1.0;\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness; \n#endif\n#endif\ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const geometryPixelShader = { name, shader };\n"]}
@@ -82,7 +82,13 @@ voxel_march_diagnostic_info.heat=float(steps)/24.0;
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  #endif
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  return false;}
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  float screenSpaceShadow(vec3 csOrigin,vec3 csDirection,vec2 csZBufferSize,
85
- float nearPlaneZ,float noise) {float csZDir=projMtx[2][2]>0.0 ? 1.0 : -1.0;float ssSamples=SSSsamples;float ssMaxDist=SSSmaxDistance;float ssStride=SSSstride;float ssThickness=SSSthickness;float rayLength =
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+ float nearPlaneZ,float noise) {
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+ #ifdef RIGHT_HANDED
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+ float csZDir=-1.0;
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+ #else
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+ float csZDir=1.0;
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+ #endif
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+ float ssSamples=SSSsamples;float ssMaxDist=SSSmaxDistance;float ssStride=SSSstride;float ssThickness=SSSthickness;float rayLength =
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  csZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ
87
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  ?
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  (nearPlaneZ-csOrigin.z)/csDirection.z
@@ -129,7 +135,11 @@ vec2 temp=(vec2(PixelCoord)+vec2(0.5))*2.0/Resolution-vec2(1.0);vec2 temp2=vUV*v
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  #ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
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  float heat=0.0f;
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  #endif
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- float shadowAccum=0.0;for (uint i=0u; i<nbDirs; i++) {uint dirId=nbDirs*GlobalIndex+i;vec4 L;{vec2 r=plasticSequence(frameId*nbDirs+i);r=fract(r+vec2(2.0)*abs(noise.xy-vec2(0.5)));vec2 T;T.x=textureLod(icdfxSampler,vec2(r.x,0.0),0.0).x;T.y=textureLod(icdfySampler,vec2(T.x,r.y),0.0).x;T.x-=normalizedRotation;L=vec4(uv_to_normal(T),0);}
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+ float shadowAccum=0.0;for (uint i=0u; i<nbDirs; i++) {uint dirId=nbDirs*GlobalIndex+i;vec4 L;{vec2 r=plasticSequence(frameId*nbDirs+i);r=fract(r+vec2(2.0)*abs(noise.xy-vec2(0.5)));vec2 T;T.x=textureLod(icdfxSampler,vec2(r.x,0.0),0.0).x;T.y=textureLod(icdfySampler,vec2(T.x,r.y),0.0).x;T.x-=normalizedRotation;L=vec4(uv_to_normal(T),0);
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+ #ifndef RIGHT_HANDED
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+ L.z*=-1.0;
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+ #endif
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+ }
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  float edge_tint_const=-0.001;float cosNL=dot(N,L.xyz);float opacity=cosNL<edge_tint_const ? 1.0 : 0.0;if (cosNL>edge_tint_const) {vec4 VP2=VP;VP2.y*=-1.0;vec4 unormWP=invViewMtx*VP2;vec3 WP=(wsNormalizationMtx*unormWP).xyz;vec2 vxNoise =
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  vec2(uint2float(hash(dirId*2u)),uint2float(hash(dirId*2u+1u)));
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  #ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuJb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `precision highp sampler2D;precision highp sampler3D;\n#define PI 3.1415927\nvarying vec2 vUV;\n#define DISABLE_UNIFORMITY_ANALYSIS\nuniform sampler2D depthSampler;uniform sampler2D worldNormalSampler;uniform sampler2D worldPositionSampler;uniform sampler2D blueNoiseSampler;uniform sampler2D icdfxSampler;uniform sampler2D icdfySampler;uniform sampler3D voxelGridSampler;uniform vec4 shadowParameters;\n#define SHADOWdirs shadowParameters.x\n#define SHADOWframe shadowParameters.y\n#define SHADOWdownscale shadowParameters.z\n#define SHADOWenvRot shadowParameters.w\nuniform vec4 offsetDataParameters;\n#define PixelOffset offsetDataParameters.xy\n#define highestMipLevel offsetDataParameters.z\nuniform vec4 sssParameters;\n#define SSSsamples sssParameters.x\n#define SSSstride sssParameters.y\n#define SSSmaxDistance sssParameters.z\n#define SSSthickness sssParameters.w\nuniform vec4 shadowOpacity;uniform mat4 projMtx;uniform mat4 viewMtx;uniform mat4 invProjMtx;uniform mat4 invViewMtx;uniform mat4 wsNormalizationMtx;uniform mat4 invVPMtx;\n#define PI 3.1415927\n#define GOLD 0.618034\nstruct AABB3f {vec3 m_min;vec3 m_max;};struct Ray {vec3 orig;vec3 dir;vec3 dir_rcp;float t_min;float t_max;};Ray make_ray(const vec3 origin,const vec3 direction,const float tmin,\nconst float tmax) {Ray ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nbool ray_box_intersection(const in AABB3f aabb,const in Ray ray,\nout float distance_near,out float distance_far) {vec3 tbot=ray.dir_rcp*(aabb.m_min-ray.orig);vec3 ttop=ray.dir_rcp*(aabb.m_max-ray.orig);vec3 tmin=min(ttop,tbot);vec3 tmax=max(ttop,tbot);distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return distance_near<=distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {float heat;ivec3 voxel_intersect_coords;};\n#endif\nuint hash(uint i) {i ^= i>>16u;i*=0x7FEB352Du;i ^= i>>15u;i*=0x846CA68Bu;i ^= i>>16u;return i;}\nfloat uint2float(uint i) {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.0*PI;float phi=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nvec2 plasticSequence(const uint rstate) {return vec2(uint2float(rstate*3242174889u),\nuint2float(rstate*2447445414u));}\nfloat goldenSequence(const uint rstate) {return uint2float(rstate*2654435769u);}\nfloat distanceSquared(vec2 a,vec2 b) {vec2 diff=a-b;return dot(diff,diff);}\nvoid genTB(const vec3 N,out vec3 T,out vec3 B) {float s=N.z<0.0 ? -1.0 : 1.0;float a=-1.0/(s+N.z);float b=N.x*N.y*a;T=vec3(1.0+s*N.x*N.x*a,s*b,-s*N.x);B=vec3(b,s+N.y*N.y*a,-N.y);}\nint stack[24]; \n#define PUSH(i) stack[stackLevel++]=i; \n#define POP() stack[--stackLevel] \n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nbool anyHitVoxels(const Ray ray_vs,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nbool anyHitVoxels(const Ray ray_vs) {\n#endif\nvec3 invD=ray_vs.dir_rcp;vec3 D=ray_vs.dir;vec3 O=ray_vs.orig;ivec3 negD=ivec3(lessThan(D,vec3(0,0,0)));int voxel0=negD.x | negD.y<<1 | negD.z<<2;vec3 t0=-O*invD,t1=(vec3(1.0)-O)*invD;int maxLod=int(highestMipLevel);int stackLevel=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nuint steps=0u;\n#endif\nPUSH(maxLod<<24);while (stackLevel>0) {int elem=POP();ivec4 Coords =\nivec4(elem & 0xFF,elem>>8 & 0xFF,elem>>16 & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nfloat invRes=exp2(float(Coords.w-maxLod));vec3 bbmin=invRes*vec3(Coords.xyz+negD);vec3 bbmax=invRes*vec3(Coords.xyz-negD+ivec3(1));vec3 mint=mix(t0,t1,bbmin);vec3 maxt=mix(t0,t1,bbmax);vec3 midt=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);int nodeMask=int(\nround(texelFetch(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;int voxelBit=voxel0;Coords.xyz=(Coords.xyz<<1)+negD;int packedCoords =\nCoords.x | Coords.y<<8 | Coords.z<<16 | Coords.w<<24;if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn false;}\nfloat screenSpaceShadow(vec3 csOrigin,vec3 csDirection,vec2 csZBufferSize,\nfloat nearPlaneZ,float noise) {float csZDir=projMtx[2][2]>0.0 ? 1.0 : -1.0;float ssSamples=SSSsamples;float ssMaxDist=SSSmaxDistance;float ssStride=SSSstride;float ssThickness=SSSthickness;float rayLength =\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ\n? \n(nearPlaneZ-csOrigin.z)/csDirection.z\n: ssMaxDist;vec3 csEndPoint=csOrigin+rayLength*csDirection;vec4 H0=projMtx*vec4(csOrigin,1.0);vec4 H1=projMtx*vec4(csEndPoint,1.0);\n#ifndef IS_NDC_HALF_ZRANGE\nfloat Z0=(0.5*H0.z/H0.w+0.5);float Z1=(0.5*H1.z/H1.w+0.5);\n#else\nfloat Z0=(H0.z/H0.w);float Z1=(H1.z/H1.w);\n#endif\nvec2 P0=csZBufferSize*(0.5*H0.xy/H0.w+0.5);vec2 P1=csZBufferSize*(0.5*H1.xy/H1.w+0.5);P1+=vec2(distanceSquared(P0,P1)<0.0001 ? 0.01 : 0.0);vec2 delta=P1-P0;bool permute=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nfloat stepDirection=sign(delta.x);float invdx=stepDirection/delta.x;vec2 dP=ssStride*vec2(stepDirection,invdx*delta.y);float dZ=ssStride*invdx*(Z1-Z0);float opacity=0.0;vec2 P=P0+noise*dP;float Z=Z0+noise*dZ;float end=P1.x*stepDirection;Z+=dZ;for (float stepCount=0.0;opacity<1.0 && P.x*stepDirection<end && stepCount<ssSamples;stepCount++,P+=dP,\nZ+=dZ) { \nivec2 coords=ivec2(permute ? P.yx : P);float sceneDepth=texelFetch(depthSampler,coords,0).x;float thicknessScale=pow(1.0-sceneDepth,1.6);opacity +=\nmax(opacity,step(Z+dZ,sceneDepth+thicknessScale*ssThickness) *\nstep(sceneDepth,Z));}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise) {\n#endif\nfloat vxResolution=float(textureSize(voxelGridSampler,0).x);vec3 T,B;genTB(wsDirection,T,B);vec2 DitherXY=sqrt(DitherNoise.x)*vec2(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));vec3 Dithering =\n(2.0*wsNormal+3.0*wsDirection+DitherXY.x*T+DitherXY.y*B) /\nvxResolution;vec3 O=0.5*wsOrigin+0.5+Dithering;Ray ray_vs=make_ray(O,wsDirection,0.0,10.0);AABB3f voxel_aabb;voxel_aabb.m_min=vec3(0);voxel_aabb.m_max=vec3(1);float near,far;if (!ray_box_intersection(voxel_aabb,ray_vs,near,far))\nreturn 0.0;ray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn anyHitVoxels(ray_vs,voxel_march_diagnostic_info) ? 1.0f : 0.0f;\n#else\nreturn anyHitVoxels(ray_vs) ? 1.0f : 0.0f;\n#endif\n}\nvoid main(void) {uint nbDirs=uint(SHADOWdirs);uint frameId=uint(SHADOWframe);int downscale=int(SHADOWdownscale);float envRot=SHADOWenvRot;vec2 Resolution=vec2(textureSize(depthSampler,0));ivec2 currentPixel=ivec2(vUV*Resolution);ivec2 PixelCoord=ivec2(vec2(currentPixel*downscale)+PixelOffset.xy);uint GlobalIndex =\n(frameId*uint(Resolution.y)+uint(PixelCoord.y))*uint(Resolution.x) +\nuint(PixelCoord.x);vec3 N=texelFetch(worldNormalSampler,PixelCoord,0).xyz;N=N*vec3(2.0)-vec3(1.0);if (length(N)<0.01) {glFragColor=vec4(1.0,1.0,0.0,1.0);return;}\nfloat normalizedRotation=envRot/(2.0*PI);float depth=texelFetch(depthSampler,PixelCoord,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvec2 temp=(vec2(PixelCoord)+vec2(0.5))*2.0/Resolution-vec2(1.0);vec2 temp2=vUV*vec2(2.0)-vec2(1.0);vec4 VP=invProjMtx*vec4(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);vec3 noise=texelFetch(blueNoiseSampler,PixelCoord & 0xFF,0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat heat=0.0f;\n#endif\nfloat shadowAccum=0.0;for (uint i=0u; i<nbDirs; i++) {uint dirId=nbDirs*GlobalIndex+i;vec4 L;{vec2 r=plasticSequence(frameId*nbDirs+i);r=fract(r+vec2(2.0)*abs(noise.xy-vec2(0.5)));vec2 T;T.x=textureLod(icdfxSampler,vec2(r.x,0.0),0.0).x;T.y=textureLod(icdfySampler,vec2(T.x,r.y),0.0).x;T.x-=normalizedRotation;L=vec4(uv_to_normal(T),0);}\nfloat edge_tint_const=-0.001;float cosNL=dot(N,L.xyz);float opacity=cosNL<edge_tint_const ? 1.0 : 0.0;if (cosNL>edge_tint_const) {vec4 VP2=VP;VP2.y*=-1.0;vec4 unormWP=invViewMtx*VP2;vec3 WP=(wsNormalizationMtx*unormWP).xyz;vec2 vxNoise =\nvec2(uint2float(hash(dirId*2u)),uint2float(hash(dirId*2u+1u)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,\nshadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,\nvoxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvec3 VL=(viewMtx*L).xyz;float nearPlaneZ =\n-projMtx[3][2]/projMtx[2][2]; \nfloat ssShadow=shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);shadowAccum+=min(1.0-opacity,smoothstep(-0.1,0.2,cosNL));} else {shadowAccum+=min(1.0-opacity,smoothstep(-0.1,0.2,cosNL));}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\ngl_FragColor =\nvec4(shadowAccum/float(nbDirs),heat/float(nbDirs),0.0,1.0);\n#else\ngl_FragColor=vec4(shadowAccum/float(nbDirs),0.0,0.0,1.0);\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowVoxelTracingPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAiKb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `precision highp sampler2D;precision highp sampler3D;\n#define PI 3.1415927\nvarying vec2 vUV;\n#define DISABLE_UNIFORMITY_ANALYSIS\nuniform sampler2D depthSampler;uniform sampler2D worldNormalSampler;uniform sampler2D worldPositionSampler;uniform sampler2D blueNoiseSampler;uniform sampler2D icdfxSampler;uniform sampler2D icdfySampler;uniform sampler3D voxelGridSampler;uniform vec4 shadowParameters;\n#define SHADOWdirs shadowParameters.x\n#define SHADOWframe shadowParameters.y\n#define SHADOWdownscale shadowParameters.z\n#define SHADOWenvRot shadowParameters.w\nuniform vec4 offsetDataParameters;\n#define PixelOffset offsetDataParameters.xy\n#define highestMipLevel offsetDataParameters.z\nuniform vec4 sssParameters;\n#define SSSsamples sssParameters.x\n#define SSSstride sssParameters.y\n#define SSSmaxDistance sssParameters.z\n#define SSSthickness sssParameters.w\nuniform vec4 shadowOpacity;uniform mat4 projMtx;uniform mat4 viewMtx;uniform mat4 invProjMtx;uniform mat4 invViewMtx;uniform mat4 wsNormalizationMtx;uniform mat4 invVPMtx;\n#define PI 3.1415927\n#define GOLD 0.618034\nstruct AABB3f {vec3 m_min;vec3 m_max;};struct Ray {vec3 orig;vec3 dir;vec3 dir_rcp;float t_min;float t_max;};Ray make_ray(const vec3 origin,const vec3 direction,const float tmin,\nconst float tmax) {Ray ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nbool ray_box_intersection(const in AABB3f aabb,const in Ray ray,\nout float distance_near,out float distance_far) {vec3 tbot=ray.dir_rcp*(aabb.m_min-ray.orig);vec3 ttop=ray.dir_rcp*(aabb.m_max-ray.orig);vec3 tmin=min(ttop,tbot);vec3 tmax=max(ttop,tbot);distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return distance_near<=distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {float heat;ivec3 voxel_intersect_coords;};\n#endif\nuint hash(uint i) {i ^= i>>16u;i*=0x7FEB352Du;i ^= i>>15u;i*=0x846CA68Bu;i ^= i>>16u;return i;}\nfloat uint2float(uint i) {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.0*PI;float phi=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nvec2 plasticSequence(const uint rstate) {return vec2(uint2float(rstate*3242174889u),\nuint2float(rstate*2447445414u));}\nfloat goldenSequence(const uint rstate) {return uint2float(rstate*2654435769u);}\nfloat distanceSquared(vec2 a,vec2 b) {vec2 diff=a-b;return dot(diff,diff);}\nvoid genTB(const vec3 N,out vec3 T,out vec3 B) {float s=N.z<0.0 ? -1.0 : 1.0;float a=-1.0/(s+N.z);float b=N.x*N.y*a;T=vec3(1.0+s*N.x*N.x*a,s*b,-s*N.x);B=vec3(b,s+N.y*N.y*a,-N.y);}\nint stack[24]; \n#define PUSH(i) stack[stackLevel++]=i; \n#define POP() stack[--stackLevel] \n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nbool anyHitVoxels(const Ray ray_vs,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nbool anyHitVoxels(const Ray ray_vs) {\n#endif\nvec3 invD=ray_vs.dir_rcp;vec3 D=ray_vs.dir;vec3 O=ray_vs.orig;ivec3 negD=ivec3(lessThan(D,vec3(0,0,0)));int voxel0=negD.x | negD.y<<1 | negD.z<<2;vec3 t0=-O*invD,t1=(vec3(1.0)-O)*invD;int maxLod=int(highestMipLevel);int stackLevel=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nuint steps=0u;\n#endif\nPUSH(maxLod<<24);while (stackLevel>0) {int elem=POP();ivec4 Coords =\nivec4(elem & 0xFF,elem>>8 & 0xFF,elem>>16 & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nfloat invRes=exp2(float(Coords.w-maxLod));vec3 bbmin=invRes*vec3(Coords.xyz+negD);vec3 bbmax=invRes*vec3(Coords.xyz-negD+ivec3(1));vec3 mint=mix(t0,t1,bbmin);vec3 maxt=mix(t0,t1,bbmax);vec3 midt=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);int nodeMask=int(\nround(texelFetch(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;int voxelBit=voxel0;Coords.xyz=(Coords.xyz<<1)+negD;int packedCoords =\nCoords.x | Coords.y<<8 | Coords.z<<16 | Coords.w<<24;if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn false;}\nfloat screenSpaceShadow(vec3 csOrigin,vec3 csDirection,vec2 csZBufferSize,\nfloat nearPlaneZ,float noise) {\n#ifdef RIGHT_HANDED\nfloat csZDir=-1.0;\n#else \nfloat csZDir=1.0;\n#endif\nfloat ssSamples=SSSsamples;float ssMaxDist=SSSmaxDistance;float ssStride=SSSstride;float ssThickness=SSSthickness;float rayLength =\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ\n? \n(nearPlaneZ-csOrigin.z)/csDirection.z\n: ssMaxDist;vec3 csEndPoint=csOrigin+rayLength*csDirection;vec4 H0=projMtx*vec4(csOrigin,1.0);vec4 H1=projMtx*vec4(csEndPoint,1.0);\n#ifndef IS_NDC_HALF_ZRANGE\nfloat Z0=(0.5*H0.z/H0.w+0.5);float Z1=(0.5*H1.z/H1.w+0.5);\n#else\nfloat Z0=(H0.z/H0.w);float Z1=(H1.z/H1.w);\n#endif\nvec2 P0=csZBufferSize*(0.5*H0.xy/H0.w+0.5);vec2 P1=csZBufferSize*(0.5*H1.xy/H1.w+0.5);P1+=vec2(distanceSquared(P0,P1)<0.0001 ? 0.01 : 0.0);vec2 delta=P1-P0;bool permute=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nfloat stepDirection=sign(delta.x);float invdx=stepDirection/delta.x;vec2 dP=ssStride*vec2(stepDirection,invdx*delta.y);float dZ=ssStride*invdx*(Z1-Z0);float opacity=0.0;vec2 P=P0+noise*dP;float Z=Z0+noise*dZ;float end=P1.x*stepDirection;Z+=dZ;for (float stepCount=0.0;opacity<1.0 && P.x*stepDirection<end && stepCount<ssSamples;stepCount++,P+=dP,\nZ+=dZ) { \nivec2 coords=ivec2(permute ? P.yx : P);float sceneDepth=texelFetch(depthSampler,coords,0).x;float thicknessScale=pow(1.0-sceneDepth,1.6);opacity +=\nmax(opacity,step(Z+dZ,sceneDepth+thicknessScale*ssThickness) *\nstep(sceneDepth,Z));}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise) {\n#endif\nfloat vxResolution=float(textureSize(voxelGridSampler,0).x);vec3 T,B;genTB(wsDirection,T,B);vec2 DitherXY=sqrt(DitherNoise.x)*vec2(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));vec3 Dithering =\n(2.0*wsNormal+3.0*wsDirection+DitherXY.x*T+DitherXY.y*B) /\nvxResolution;vec3 O=0.5*wsOrigin+0.5+Dithering;Ray ray_vs=make_ray(O,wsDirection,0.0,10.0);AABB3f voxel_aabb;voxel_aabb.m_min=vec3(0);voxel_aabb.m_max=vec3(1);float near,far;if (!ray_box_intersection(voxel_aabb,ray_vs,near,far))\nreturn 0.0;ray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn anyHitVoxels(ray_vs,voxel_march_diagnostic_info) ? 1.0f : 0.0f;\n#else\nreturn anyHitVoxels(ray_vs) ? 1.0f : 0.0f;\n#endif\n}\nvoid main(void) {uint nbDirs=uint(SHADOWdirs);uint frameId=uint(SHADOWframe);int downscale=int(SHADOWdownscale);float envRot=SHADOWenvRot;vec2 Resolution=vec2(textureSize(depthSampler,0));ivec2 currentPixel=ivec2(vUV*Resolution);ivec2 PixelCoord=ivec2(vec2(currentPixel*downscale)+PixelOffset.xy);uint GlobalIndex =\n(frameId*uint(Resolution.y)+uint(PixelCoord.y))*uint(Resolution.x) +\nuint(PixelCoord.x);vec3 N=texelFetch(worldNormalSampler,PixelCoord,0).xyz;N=N*vec3(2.0)-vec3(1.0);if (length(N)<0.01) {glFragColor=vec4(1.0,1.0,0.0,1.0);return;}\nfloat normalizedRotation=envRot/(2.0*PI);float depth=texelFetch(depthSampler,PixelCoord,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvec2 temp=(vec2(PixelCoord)+vec2(0.5))*2.0/Resolution-vec2(1.0);vec2 temp2=vUV*vec2(2.0)-vec2(1.0);vec4 VP=invProjMtx*vec4(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);vec3 noise=texelFetch(blueNoiseSampler,PixelCoord & 0xFF,0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat heat=0.0f;\n#endif\nfloat shadowAccum=0.0;for (uint i=0u; i<nbDirs; i++) {uint dirId=nbDirs*GlobalIndex+i;vec4 L;{vec2 r=plasticSequence(frameId*nbDirs+i);r=fract(r+vec2(2.0)*abs(noise.xy-vec2(0.5)));vec2 T;T.x=textureLod(icdfxSampler,vec2(r.x,0.0),0.0).x;T.y=textureLod(icdfySampler,vec2(T.x,r.y),0.0).x;T.x-=normalizedRotation;L=vec4(uv_to_normal(T),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\nfloat edge_tint_const=-0.001;float cosNL=dot(N,L.xyz);float opacity=cosNL<edge_tint_const ? 1.0 : 0.0;if (cosNL>edge_tint_const) {vec4 VP2=VP;VP2.y*=-1.0;vec4 unormWP=invViewMtx*VP2;vec3 WP=(wsNormalizationMtx*unormWP).xyz;vec2 vxNoise =\nvec2(uint2float(hash(dirId*2u)),uint2float(hash(dirId*2u+1u)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,\nshadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,\nvoxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvec3 VL=(viewMtx*L).xyz;float nearPlaneZ =\n-projMtx[3][2]/projMtx[2][2]; \nfloat ssShadow=shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);shadowAccum+=min(1.0-opacity,smoothstep(-0.1,0.2,cosNL));} else {shadowAccum+=min(1.0-opacity,smoothstep(-0.1,0.2,cosNL));}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\ngl_FragColor =\nvec4(shadowAccum/float(nbDirs),heat/float(nbDirs),0.0,1.0);\n#else\ngl_FragColor=vec4(shadowAccum/float(nbDirs),0.0,0.0,1.0);\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowVoxelTracingPixelShader = { name, shader };\n"]}
@@ -23,7 +23,7 @@ uniform samplerCube envCubeSampler;
23
23
  uniform vec3 vReflectionPosition;uniform vec3 vReflectionSize;
24
24
  #endif
25
25
  #endif
26
- uniform mat4 view;uniform mat4 invView;uniform mat4 projection;uniform mat4 invProjectionMatrix;uniform mat4 projectionPixel;uniform float nearPlaneZ;uniform float stepSize;uniform float maxSteps;uniform float strength;uniform float thickness;uniform float roughnessFactor;uniform float reflectionSpecularFalloffExponent;uniform float maxDistance;uniform float selfCollisionNumSkip;uniform float reflectivityThreshold;
26
+ uniform mat4 view;uniform mat4 invView;uniform mat4 projection;uniform mat4 invProjectionMatrix;uniform mat4 projectionPixel;uniform float nearPlaneZ;uniform float farPlaneZ;uniform float stepSize;uniform float maxSteps;uniform float strength;uniform float thickness;uniform float roughnessFactor;uniform float reflectionSpecularFalloffExponent;uniform float maxDistance;uniform float selfCollisionNumSkip;uniform float reflectivityThreshold;
27
27
  #include<helperFunctions>
28
28
  #include<pbrBRDFFunctions>
29
29
  #include<screenSpaceRayTrace>
@@ -67,7 +67,11 @@ csNormal=csNormal*2.0-1.0;
67
67
  #ifdef SSR_NORMAL_IS_IN_WORLDSPACE
68
68
  csNormal=(view*vec4(csNormal,0.0)).xyz;
69
69
  #endif
70
- float depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;vec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);
70
+ float depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;
71
+ #ifdef SSRAYTRACE_SCREENSPACE_DEPTH
72
+ depth=linearizeDepth(depth,nearPlaneZ,farPlaneZ);
73
+ #endif
74
+ vec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);
71
75
  #ifdef ORTHOGRAPHIC_CAMERA
72
76
  vec3 csViewDirection=vec3(0.,0.,1.);
73
77
  #else
@@ -118,6 +122,7 @@ backSizeFactor,
118
122
  #endif
119
123
  thickness,
120
124
  nearPlaneZ,
125
+ farPlaneZ,
121
126
  stepSize,
122
127
  jitter,
123
128
  maxSteps,
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceReflection2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/screenSpaceReflection2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Jd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2PixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,lod) texture2DLodEXT(s,c,lod)\n#define TEXTURECUBEFUNC(s,c,lod) textureLod(s,c,lod)\n#else\n#define TEXTUREFUNC(s,c,bias) texture2D(s,c,bias)\n#define TEXTURECUBEFUNC(s,c,bias) textureCube(s,c,bias)\n#endif\nuniform sampler2D textureSampler;varying vec2 vUV;\n#ifdef SSR_SUPPORTED\nuniform sampler2D reflectivitySampler;uniform sampler2D normalSampler;uniform sampler2D depthSampler;\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nuniform sampler2D backDepthSampler;uniform float backSizeFactor;\n#endif\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nuniform samplerCube envCubeSampler;\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nuniform vec3 vReflectionPosition;uniform vec3 vReflectionSize;\n#endif\n#endif\nuniform mat4 view;uniform mat4 invView;uniform mat4 projection;uniform mat4 invProjectionMatrix;uniform mat4 projectionPixel;uniform float nearPlaneZ;uniform float stepSize;uniform float maxSteps;uniform float strength;uniform float thickness;uniform float roughnessFactor;uniform float reflectionSpecularFalloffExponent;uniform float maxDistance;uniform float selfCollisionNumSkip;uniform float reflectivityThreshold;\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nvec3 hash(vec3 a)\n{a=fract(a*0.8);a+=dot(a,a.yxz+19.19);return fract((a.xxy+a.yxx)*a.zyx);}\nfloat computeAttenuationForIntersection(ivec2 hitPixel,vec2 hitUV,vec3 vsRayOrigin,vec3 vsHitPoint,vec3 reflectionVector,float maxRayDistance,float numIterations) {float attenuation=1.0;\n#ifdef SSR_ATTENUATE_SCREEN_BORDERS\nvec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-hitUV.xy));attenuation*=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_DISTANCE\nattenuation*=1.0-clamp(distance(vsRayOrigin,vsHitPoint)/maxRayDistance,0.0,1.0);\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_NUMITERATIONS\nattenuation*=1.0-(numIterations/maxSteps);\n#endif\n#ifdef SSR_ATTENUATE_BACKFACE_REFLECTION\nvec3 reflectionNormal=texelFetch(normalSampler,hitPixel,0).xyz;float directionBasedAttenuation=smoothstep(-0.17,0.0,dot(reflectionNormal,-reflectionVector));attenuation*=directionBasedAttenuation;\n#endif\nreturn attenuation;}\n#endif\nvoid main()\n{\n#ifdef SSR_SUPPORTED\nvec4 colorFull=TEXTUREFUNC(textureSampler,vUV,0.0);vec3 color=colorFull.rgb;vec4 reflectivity=TEXTUREFUNC(reflectivitySampler,vUV,0.0);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=reflectivityThreshold) {\n#ifdef SSR_USE_BLUR\ngl_FragColor=vec4(0.);\n#else\ngl_FragColor=colorFull;\n#endif\nreturn;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpace(color);\n#endif\nvec2 texSize=vec2(textureSize(depthSampler,0));vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz; \n#ifdef SSR_DECODE_NORMAL\ncsNormal=csNormal*2.0-1.0;\n#endif\n#ifdef SSR_NORMAL_IS_IN_WORLDSPACE\ncsNormal=(view*vec4(csNormal,0.0)).xyz;\n#endif\nfloat depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;vec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);\n#ifdef ORTHOGRAPHIC_CAMERA\nvec3 csViewDirection=vec3(0.,0.,1.);\n#else\nvec3 csViewDirection=normalize(csPosition);\n#endif\nvec3 csReflectedVector=reflect(csViewDirection,csNormal);\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nvec3 wReflectedVector=vec3(invView*vec4(csReflectedVector,0.0));\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nvec4 worldPos=invView*vec4(csPosition,1.0);wReflectedVector=parallaxCorrectNormal(worldPos.xyz,normalize(wReflectedVector),vReflectionSize,vReflectionPosition);\n#endif\n#ifdef SSR_INVERTCUBICMAP\nwReflectedVector.y*=-1.0;\n#endif\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nwReflectedVector.z*=-1.0;\n#endif\nvec3 envColor=TEXTURECUBEFUNC(envCubeSampler,wReflectedVector,0.0).xyz;\n#ifdef SSR_ENVIRONMENT_CUBE_IS_GAMMASPACE\nenvColor=toLinearSpace(envColor);\n#endif\n#else\nvec3 envColor=color;\n#endif\nfloat reflectionAttenuation=1.0;bool rayHasHit=false;vec2 startPixel;vec2 hitPixel;vec3 hitPoint;float numIterations;\n#ifdef SSRAYTRACE_DEBUG\nvec3 debugColor;\n#endif\n#ifdef SSR_ATTENUATE_FACING_CAMERA\nreflectionAttenuation*=1.0-smoothstep(0.25,0.5,dot(-csViewDirection,csReflectedVector));\n#endif\nif (reflectionAttenuation>0.0) {\n#ifdef SSR_USE_BLUR\nvec3 jitt=vec3(0.);\n#else\nfloat roughness=1.0-reflectivity.a;vec3 jitt=mix(vec3(0.0),hash(csPosition)-vec3(0.5),roughness)*roughnessFactor; \n#endif\nvec2 uv2=vUV*texSize;float c=(uv2.x+uv2.y)*0.25;float jitter=mod(c,1.0); \nrayHasHit=traceScreenSpaceRay1(\ncsPosition,\nnormalize(csReflectedVector+jitt),\nprojectionPixel,\ndepthSampler,\ntexSize,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nbackDepthSampler,\nbackSizeFactor,\n#endif\nthickness,\nnearPlaneZ,\nstepSize,\njitter,\nmaxSteps,\nmaxDistance,\nselfCollisionNumSkip,\nstartPixel,\nhitPixel,\nhitPoint,\nnumIterations\n#ifdef SSRAYTRACE_DEBUG\n,debugColor\n#endif\n);}\n#ifdef SSRAYTRACE_DEBUG\ngl_FragColor=vec4(debugColor,1.);return;\n#endif\nvec3 F0=reflectivity.rgb;vec3 fresnel=fresnelSchlickGGX(max(dot(csNormal,-csViewDirection),0.0),F0,vec3(1.));vec3 SSR=envColor;if (rayHasHit) {vec3 reflectedColor=texelFetch(textureSampler,ivec2(hitPixel),0).rgb;\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\nreflectedColor=toLinearSpace(reflectedColor);\n#endif\nreflectionAttenuation*=computeAttenuationForIntersection(ivec2(hitPixel),hitPixel/texSize,csPosition,hitPoint,csReflectedVector,maxDistance,numIterations);SSR=reflectedColor*reflectionAttenuation+(1.0-reflectionAttenuation)*envColor;}\n#ifndef SSR_BLEND_WITH_FRESNEL\nSSR*=fresnel;\n#endif\n#ifdef SSR_USE_BLUR\nfloat blur_radius=0.0;float roughness=1.0-reflectivity.a*(1.0-roughnessFactor);if (roughness>0.001) {float cone_angle=min(roughness,0.999)*3.14159265*0.5;float cone_len=distance(startPixel,hitPixel);float op_len=2.0*tan(cone_angle)*cone_len; \nfloat a=op_len;float h=cone_len;float a2=a*a;float fh2=4.0f*h*h;blur_radius=(a*(sqrt(a2+fh2)-a))/(4.0f*h);}\ngl_FragColor=vec4(SSR,blur_radius/255.0); \n#else\n#ifdef SSR_BLEND_WITH_FRESNEL\nvec3 reflectionMultiplier=clamp(pow(fresnel*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#else\nvec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#endif\nvec3 colorMultiplier=1.0-reflectionMultiplier;vec3 finalColor=(color*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpace(finalColor);\n#endif\ngl_FragColor=vec4(finalColor,colorFull.a);\n#endif\n#else\ngl_FragColor=TEXTUREFUNC(textureSampler,vUV,0.0);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2PixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"screenSpaceReflection2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/screenSpaceReflection2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmKd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2PixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,lod) texture2DLodEXT(s,c,lod)\n#define TEXTURECUBEFUNC(s,c,lod) textureLod(s,c,lod)\n#else\n#define TEXTUREFUNC(s,c,bias) texture2D(s,c,bias)\n#define TEXTURECUBEFUNC(s,c,bias) textureCube(s,c,bias)\n#endif\nuniform sampler2D textureSampler;varying vec2 vUV;\n#ifdef SSR_SUPPORTED\nuniform sampler2D reflectivitySampler;uniform sampler2D normalSampler;uniform sampler2D depthSampler;\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nuniform sampler2D backDepthSampler;uniform float backSizeFactor;\n#endif\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nuniform samplerCube envCubeSampler;\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nuniform vec3 vReflectionPosition;uniform vec3 vReflectionSize;\n#endif\n#endif\nuniform mat4 view;uniform mat4 invView;uniform mat4 projection;uniform mat4 invProjectionMatrix;uniform mat4 projectionPixel;uniform float nearPlaneZ;uniform float farPlaneZ;uniform float stepSize;uniform float maxSteps;uniform float strength;uniform float thickness;uniform float roughnessFactor;uniform float reflectionSpecularFalloffExponent;uniform float maxDistance;uniform float selfCollisionNumSkip;uniform float reflectivityThreshold;\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nvec3 hash(vec3 a)\n{a=fract(a*0.8);a+=dot(a,a.yxz+19.19);return fract((a.xxy+a.yxx)*a.zyx);}\nfloat computeAttenuationForIntersection(ivec2 hitPixel,vec2 hitUV,vec3 vsRayOrigin,vec3 vsHitPoint,vec3 reflectionVector,float maxRayDistance,float numIterations) {float attenuation=1.0;\n#ifdef SSR_ATTENUATE_SCREEN_BORDERS\nvec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-hitUV.xy));attenuation*=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_DISTANCE\nattenuation*=1.0-clamp(distance(vsRayOrigin,vsHitPoint)/maxRayDistance,0.0,1.0);\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_NUMITERATIONS\nattenuation*=1.0-(numIterations/maxSteps);\n#endif\n#ifdef SSR_ATTENUATE_BACKFACE_REFLECTION\nvec3 reflectionNormal=texelFetch(normalSampler,hitPixel,0).xyz;float directionBasedAttenuation=smoothstep(-0.17,0.0,dot(reflectionNormal,-reflectionVector));attenuation*=directionBasedAttenuation;\n#endif\nreturn attenuation;}\n#endif\nvoid main()\n{\n#ifdef SSR_SUPPORTED\nvec4 colorFull=TEXTUREFUNC(textureSampler,vUV,0.0);vec3 color=colorFull.rgb;vec4 reflectivity=TEXTUREFUNC(reflectivitySampler,vUV,0.0);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=reflectivityThreshold) {\n#ifdef SSR_USE_BLUR\ngl_FragColor=vec4(0.);\n#else\ngl_FragColor=colorFull;\n#endif\nreturn;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpace(color);\n#endif\nvec2 texSize=vec2(textureSize(depthSampler,0));vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz; \n#ifdef SSR_DECODE_NORMAL\ncsNormal=csNormal*2.0-1.0;\n#endif\n#ifdef SSR_NORMAL_IS_IN_WORLDSPACE\ncsNormal=(view*vec4(csNormal,0.0)).xyz;\n#endif\nfloat depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\ndepth=linearizeDepth(depth,nearPlaneZ,farPlaneZ);\n#endif\nvec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);\n#ifdef ORTHOGRAPHIC_CAMERA\nvec3 csViewDirection=vec3(0.,0.,1.);\n#else\nvec3 csViewDirection=normalize(csPosition);\n#endif\nvec3 csReflectedVector=reflect(csViewDirection,csNormal);\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nvec3 wReflectedVector=vec3(invView*vec4(csReflectedVector,0.0));\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nvec4 worldPos=invView*vec4(csPosition,1.0);wReflectedVector=parallaxCorrectNormal(worldPos.xyz,normalize(wReflectedVector),vReflectionSize,vReflectionPosition);\n#endif\n#ifdef SSR_INVERTCUBICMAP\nwReflectedVector.y*=-1.0;\n#endif\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nwReflectedVector.z*=-1.0;\n#endif\nvec3 envColor=TEXTURECUBEFUNC(envCubeSampler,wReflectedVector,0.0).xyz;\n#ifdef SSR_ENVIRONMENT_CUBE_IS_GAMMASPACE\nenvColor=toLinearSpace(envColor);\n#endif\n#else\nvec3 envColor=color;\n#endif\nfloat reflectionAttenuation=1.0;bool rayHasHit=false;vec2 startPixel;vec2 hitPixel;vec3 hitPoint;float numIterations;\n#ifdef SSRAYTRACE_DEBUG\nvec3 debugColor;\n#endif\n#ifdef SSR_ATTENUATE_FACING_CAMERA\nreflectionAttenuation*=1.0-smoothstep(0.25,0.5,dot(-csViewDirection,csReflectedVector));\n#endif\nif (reflectionAttenuation>0.0) {\n#ifdef SSR_USE_BLUR\nvec3 jitt=vec3(0.);\n#else\nfloat roughness=1.0-reflectivity.a;vec3 jitt=mix(vec3(0.0),hash(csPosition)-vec3(0.5),roughness)*roughnessFactor; \n#endif\nvec2 uv2=vUV*texSize;float c=(uv2.x+uv2.y)*0.25;float jitter=mod(c,1.0); \nrayHasHit=traceScreenSpaceRay1(\ncsPosition,\nnormalize(csReflectedVector+jitt),\nprojectionPixel,\ndepthSampler,\ntexSize,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nbackDepthSampler,\nbackSizeFactor,\n#endif\nthickness,\nnearPlaneZ,\nfarPlaneZ,\nstepSize,\njitter,\nmaxSteps,\nmaxDistance,\nselfCollisionNumSkip,\nstartPixel,\nhitPixel,\nhitPoint,\nnumIterations\n#ifdef SSRAYTRACE_DEBUG\n,debugColor\n#endif\n);}\n#ifdef SSRAYTRACE_DEBUG\ngl_FragColor=vec4(debugColor,1.);return;\n#endif\nvec3 F0=reflectivity.rgb;vec3 fresnel=fresnelSchlickGGX(max(dot(csNormal,-csViewDirection),0.0),F0,vec3(1.));vec3 SSR=envColor;if (rayHasHit) {vec3 reflectedColor=texelFetch(textureSampler,ivec2(hitPixel),0).rgb;\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\nreflectedColor=toLinearSpace(reflectedColor);\n#endif\nreflectionAttenuation*=computeAttenuationForIntersection(ivec2(hitPixel),hitPixel/texSize,csPosition,hitPoint,csReflectedVector,maxDistance,numIterations);SSR=reflectedColor*reflectionAttenuation+(1.0-reflectionAttenuation)*envColor;}\n#ifndef SSR_BLEND_WITH_FRESNEL\nSSR*=fresnel;\n#endif\n#ifdef SSR_USE_BLUR\nfloat blur_radius=0.0;float roughness=1.0-reflectivity.a*(1.0-roughnessFactor);if (roughness>0.001) {float cone_angle=min(roughness,0.999)*3.14159265*0.5;float cone_len=distance(startPixel,hitPixel);float op_len=2.0*tan(cone_angle)*cone_len; \nfloat a=op_len;float h=cone_len;float a2=a*a;float fh2=4.0f*h*h;blur_radius=(a*(sqrt(a2+fh2)-a))/(4.0f*h);}\ngl_FragColor=vec4(SSR,blur_radius/255.0); \n#else\n#ifdef SSR_BLEND_WITH_FRESNEL\nvec3 reflectionMultiplier=clamp(pow(fresnel*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#else\nvec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#endif\nvec3 colorMultiplier=1.0-reflectionMultiplier;vec3 finalColor=(color*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpace(finalColor);\n#endif\ngl_FragColor=vec4(finalColor,colorFull.a);\n#endif\n#else\ngl_FragColor=TEXTUREFUNC(textureSampler,vUV,0.0);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2PixelShader = { name, shader };\n"]}
@@ -11,6 +11,9 @@ uniform sampler2D mainSampler;uniform sampler2D reflectivitySampler;uniform floa
11
11
  #include<pbrBRDFFunctions>
12
12
  #include<screenSpaceRayTrace>
13
13
  uniform mat4 projection;uniform mat4 invProjectionMatrix;uniform sampler2D normalSampler;uniform sampler2D depthSampler;
14
+ #ifdef SSRAYTRACE_SCREENSPACE_DEPTH
15
+ uniform float nearPlaneZ;uniform float farPlaneZ;
16
+ #endif
14
17
  #endif
15
18
  void main()
16
19
  {
@@ -25,7 +28,11 @@ if (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=reflectivityThreshol
25
28
  color=toLinearSpace(color);
26
29
  #endif
27
30
  #ifdef SSR_BLEND_WITH_FRESNEL
28
- vec2 texSize=vec2(textureSize(depthSampler,0));vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz;float depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;vec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);vec3 csViewDirection=normalize(csPosition);vec3 F0=reflectivity.rgb;vec3 fresnel=fresnelSchlickGGX(max(dot(csNormal,-csViewDirection),0.0),F0,vec3(1.));vec3 reflectionMultiplier=clamp(pow(fresnel*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);
31
+ vec2 texSize=vec2(textureSize(depthSampler,0));vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz;float depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;
32
+ #ifdef SSRAYTRACE_SCREENSPACE_DEPTH
33
+ depth=linearizeDepth(depth,nearPlaneZ,farPlaneZ);
34
+ #endif
35
+ vec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);vec3 csViewDirection=normalize(csPosition);vec3 F0=reflectivity.rgb;vec3 fresnel=fresnelSchlickGGX(max(dot(csNormal,-csViewDirection),0.0),F0,vec3(1.));vec3 reflectionMultiplier=clamp(pow(fresnel*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);
29
36
  #else
30
37
  vec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);
31
38
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceReflection2BlurCombiner.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/screenSpaceReflection2BlurCombiner.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,+CAA+C,CAAC;AAC7D,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6CAA6C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2BlurCombinerPixelShader\";\nconst shader = `uniform sampler2D textureSampler; \nuniform sampler2D mainSampler;uniform sampler2D reflectivitySampler;uniform float strength;uniform float reflectionSpecularFalloffExponent;uniform float reflectivityThreshold;varying vec2 vUV;\n#include<helperFunctions>\n#ifdef SSR_BLEND_WITH_FRESNEL\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nuniform mat4 projection;uniform mat4 invProjectionMatrix;uniform sampler2D normalSampler;uniform sampler2D depthSampler;\n#endif\nvoid main()\n{\n#ifdef SSRAYTRACE_DEBUG\ngl_FragColor=texture2D(textureSampler,vUV);\n#else\nvec3 SSR=texture2D(textureSampler,vUV).rgb;vec4 color=texture2D(mainSampler,vUV);vec4 reflectivity=texture2D(reflectivitySampler,vUV);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=reflectivityThreshold) {gl_FragColor=color;return;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpace(color);\n#endif\n#ifdef SSR_BLEND_WITH_FRESNEL\nvec2 texSize=vec2(textureSize(depthSampler,0));vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz;float depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;vec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);vec3 csViewDirection=normalize(csPosition);vec3 F0=reflectivity.rgb;vec3 fresnel=fresnelSchlickGGX(max(dot(csNormal,-csViewDirection),0.0),F0,vec3(1.));vec3 reflectionMultiplier=clamp(pow(fresnel*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#else\nvec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#endif\nvec3 colorMultiplier=1.0-reflectionMultiplier;vec3 finalColor=(color.rgb*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpace(finalColor);\n#endif\ngl_FragColor=vec4(finalColor,color.a);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2BlurCombinerPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"screenSpaceReflection2BlurCombiner.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/screenSpaceReflection2BlurCombiner.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,+CAA+C,CAAC;AAC7D,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6CAA6C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2BlurCombinerPixelShader\";\nconst shader = `uniform sampler2D textureSampler; \nuniform sampler2D mainSampler;uniform sampler2D reflectivitySampler;uniform float strength;uniform float reflectionSpecularFalloffExponent;uniform float reflectivityThreshold;varying vec2 vUV;\n#include<helperFunctions>\n#ifdef SSR_BLEND_WITH_FRESNEL\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nuniform mat4 projection;uniform mat4 invProjectionMatrix;uniform sampler2D normalSampler;uniform sampler2D depthSampler;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nuniform float nearPlaneZ;uniform float farPlaneZ;\n#endif\n#endif\nvoid main()\n{\n#ifdef SSRAYTRACE_DEBUG\ngl_FragColor=texture2D(textureSampler,vUV);\n#else\nvec3 SSR=texture2D(textureSampler,vUV).rgb;vec4 color=texture2D(mainSampler,vUV);vec4 reflectivity=texture2D(reflectivitySampler,vUV);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=reflectivityThreshold) {gl_FragColor=color;return;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpace(color);\n#endif\n#ifdef SSR_BLEND_WITH_FRESNEL\nvec2 texSize=vec2(textureSize(depthSampler,0));vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz;float depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\ndepth=linearizeDepth(depth,nearPlaneZ,farPlaneZ);\n#endif\nvec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);vec3 csViewDirection=normalize(csPosition);vec3 F0=reflectivity.rgb;vec3 fresnel=fresnelSchlickGGX(max(dot(csNormal,-csViewDirection),0.0),F0,vec3(1.));vec3 reflectionMultiplier=clamp(pow(fresnel*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#else\nvec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#endif\nvec3 colorMultiplier=1.0-reflectionMultiplier;vec3 finalColor=(color.rgb*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpace(finalColor);\n#endif\ngl_FragColor=vec4(finalColor,color.a);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2BlurCombinerPixelShader = { name, shader };\n"]}
@@ -4,6 +4,15 @@ const name = "screenSpaceRayTrace";
4
4
  const shader = `fn distanceSquared(a: vec2f,b: vec2f)->f32 {
5
5
  var temp=a-b;
6
6
  return dot(temp,temp); }
7
+ #ifdef SSRAYTRACE_SCREENSPACE_DEPTH
8
+ fn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {
9
+ #ifdef SSRAYTRACE_RIGHT_HANDED_SCENE
10
+ return -(near*far)/(far-depth*(far-near));
11
+ #else
12
+ return (near*far)/(far-depth*(far-near));
13
+ #endif
14
+ }
15
+ #endif
7
16
  /**
8
17
  \param csOrigin Camera-space ray origin,which must be
9
18
  within the view volume and must have z>0.01 and project within the valid screen rectangle
@@ -14,7 +23,8 @@ within the view volume and must have z>0.01 and project within the valid screen
14
23
  \param csZBufferSize Dimensions of csZBuffer
15
24
  \param csZThickness Camera space csZThickness to ascribe to each pixel in the depth buffer
16
25
  \param nearPlaneZ Positive number. Doesn't have to be THE actual near plane,just a reasonable value
17
- for clipping rays headed towards the camera
26
+ for clipping rays headed towards the camera. Should be the actual near plane if screen-space depth is enabled.
27
+ \param farPlaneZ The far plane for the camera. Used when screen-space depth is enabled.
18
28
  \param stride Step in horizontal or vertical pixels between samples. This is a var because: f32 integer math is slow on GPUs,but should be set to an integer>=1
19
29
  \param jitterFraction Number between 0 and 1 for how far to bump the ray in stride units
20
30
  to conceal banding artifacts,plus the stride ray offset.
@@ -38,6 +48,7 @@ csZBackSizeFactor: f32,
38
48
  #endif
39
49
  csZThickness: f32,
40
50
  nearPlaneZ: f32,
51
+ farPlaneZ: f32,
41
52
  stride: f32,
42
53
  jitterFraction: f32,
43
54
  maxSteps: f32,
@@ -74,15 +85,26 @@ sceneZMax != 0.0);pqk+=dPQK
74
85
  {*hitPixel=select(pqk.xy,pqk.yx,permute);rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;if (rayZMin>rayZMax) {
75
86
  var t: f32=rayZMin; rayZMin=rayZMax; rayZMax=t;}
76
87
  sceneZMax=textureLoad(csZBuffer,vec2<i32>(*hitPixel),0).r;
88
+ #ifdef SSRAYTRACE_SCREENSPACE_DEPTH
89
+ sceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);
90
+ #endif
77
91
  #ifdef SSRAYTRACE_RIGHT_HANDED_SCENE
78
92
  #ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER
79
- var sceneBackZ: f32=textureLoad(csZBackBuffer,vec2<i32>(*hitPixel/csZBackSizeFactor),0).r;hit=(rayZMax>=sceneBackZ-csZThickness) && (rayZMin<=sceneZMax);
93
+ var sceneBackZ: f32=textureLoad(csZBackBuffer,vec2<i32>(*hitPixel/csZBackSizeFactor),0).r;
94
+ #ifdef SSRAYTRACE_SCREENSPACE_DEPTH
95
+ sceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);
96
+ #endif
97
+ hit=(rayZMax>=sceneBackZ-csZThickness) && (rayZMin<=sceneZMax);
80
98
  #else
81
99
  hit=(rayZMax>=sceneZMax-csZThickness) && (rayZMin<=sceneZMax);
82
100
  #endif
83
101
  #else
84
102
  #ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER
85
- var sceneBackZ: f32=textureLoad(csZBackBuffer,vec2<i32>(*hitPixel/csZBackSizeFactor),0).r;hit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax) && (sceneZMax != 0.0);
103
+ var sceneBackZ: f32=textureLoad(csZBackBuffer,vec2<i32>(*hitPixel/csZBackSizeFactor),0).r;
104
+ #ifdef SSRAYTRACE_SCREENSPACE_DEPTH
105
+ sceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);
106
+ #endif
107
+ hit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax) && (sceneZMax != 0.0);
86
108
  #else
87
109
  hit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);
88
110
  #endif
@@ -93,7 +115,11 @@ pqk-=dPQK;stepCount-=1.0;if (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.
93
115
  if (stride>1.0 && hit) {pqk-=dPQK;stepCount-=1.0;var invStride: f32=1.0/stride;dPQK*=invStride;var refinementStepCount: f32=0.0;prevZMaxEstimate=pqk.z/pqk.w;rayZMax=prevZMaxEstimate;sceneZMax=rayZMax+1e7;for (;refinementStepCount<=1.0 ||
94
116
  ((refinementStepCount<=stride*1.4) &&
95
117
  (rayZMax<sceneZMax) && (sceneZMax != 0.0));pqk+=dPQK)
96
- {rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;rayZMax=max(rayZMax,rayZMin);*hitPixel=select(pqk.xy,pqk.yx,permute);sceneZMax=textureLoad(csZBuffer,vec2<i32>(*hitPixel),0).r;refinementStepCount+=1.0;}
118
+ {rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;rayZMax=max(rayZMax,rayZMin);*hitPixel=select(pqk.xy,pqk.yx,permute);sceneZMax=textureLoad(csZBuffer,vec2<i32>(*hitPixel),0).r;
119
+ #ifdef SSRAYTRACE_SCREENSPACE_DEPTH
120
+ sceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);
121
+ #endif
122
+ refinementStepCount+=1.0;}
97
123
  pqk-=dPQK;refinementStepCount-=1.0;stepCount+=refinementStepCount/stride;}
98
124
  #endif
99
125
  Q0=vec3f(Q0.xy+dQ.xy*stepCount,pqk.z);*csHitPoint=Q0/pqk.w;*numIterations=stepCount+1.0;
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuHd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"screenSpaceRayTrace\";\nconst shader = `fn distanceSquared(a: vec2f,b: vec2f)->f32 { \nvar temp=a-b; \nreturn dot(temp,temp); }\n/**\n\\param csOrigin Camera-space ray origin,which must be \nwithin the view volume and must have z>0.01 and project within the valid screen rectangle\n\\param csDirection Unit length camera-space ray direction\n\\param projectToPixelMatrix A projection matrix that maps to **pixel** coordinates \n(**not** [-1,+1] normalized device coordinates).\n\\param csZBuffer The camera-space Z buffer\n\\param csZBufferSize Dimensions of csZBuffer\n\\param csZThickness Camera space csZThickness to ascribe to each pixel in the depth buffer\n\\param nearPlaneZ Positive number. Doesn't have to be THE actual near plane,just a reasonable value\nfor clipping rays headed towards the camera\n\\param stride Step in horizontal or vertical pixels between samples. This is a var because: f32 integer math is slow on GPUs,but should be set to an integer>=1\n\\param jitterFraction Number between 0 and 1 for how far to bump the ray in stride units\nto conceal banding artifacts,plus the stride ray offset.\n\\param maxSteps Maximum number of iterations. Higher gives better images but may be slow\n\\param maxRayTraceDistance Maximum camera-space distance to trace before returning a miss\n\\param selfCollisionNumSkip Number of steps to skip at start when raytracing to avar self: voidnull collisions.\n1 is a reasonable value,depending on the scene you may need to set this value to 2\n\\param hitPixel Pixel coordinates of the first intersection with the scene\n\\param numIterations number of iterations performed\n\\param csHitPovar Camera: i32 space location of the ray hit\n*/\nfn traceScreenSpaceRay1(\ncsOrigin: vec3f,\ncsDirection: vec3f,\nprojectToPixelMatrix: mat4x4f,\ncsZBuffer: texture_2d<f32>,\ncsZBufferSize: vec2f,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\ncsZBackBuffer: texture_2d<f32>,\ncsZBackSizeFactor: f32,\n#endif\ncsZThickness: f32,\nnearPlaneZ: f32,\nstride: f32,\njitterFraction: f32,\nmaxSteps: f32,\nmaxRayTraceDistance: f32,\nselfCollisionNumSkip: f32,\nstartPixel: ptr<function,vec2f>,\nhitPixel: ptr<function,vec2f>,\ncsHitPoint: ptr<function,vec3f>,\nnumIterations: ptr<function,f32>\n#ifdef SSRAYTRACE_DEBUG\n,debugColor: ptr<function,vec3f>\n#endif\n)->bool\n{\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nvar rayLength: f32=select(maxRayTraceDistance,(-nearPlaneZ-csOrigin.z)/csDirection.z,(csOrigin.z+csDirection.z*maxRayTraceDistance)>-nearPlaneZ);\n#else\nvar rayLength: f32=select(maxRayTraceDistance,(nearPlaneZ-csOrigin.z)/csDirection.z,(csOrigin.z+csDirection.z*maxRayTraceDistance)<nearPlaneZ);\n#endif\nvar csEndPoint: vec3f=csOrigin+csDirection*rayLength;*hitPixel= vec2f(-1.0,-1.0);var H0: vec4f=projectToPixelMatrix* vec4f(csOrigin,1.0);var H1: vec4f=projectToPixelMatrix* vec4f(csEndPoint,1.0);var k0: f32=1.0/H0.w;var k1: f32=1.0/H1.w;var Q0: vec3f=csOrigin*k0;var Q1: vec3f=csEndPoint*k1;var P0: vec2f=H0.xy*k0;var P1: vec2f=H1.xy*k1;\n#ifdef SSRAYTRACE_CLIP_TO_FRUSTUM\nvar xMax: f32=csZBufferSize.x-0.5;var xMin=0.5;var yMax=csZBufferSize.y-0.5;var yMin=0.5;var alpha: f32=0.0;if ((P1.y>yMax) || (P1.y<yMin)) {alpha=(P1.y-select(yMin,yMax,(P1.y>yMax)))/(P1.y-P0.y);}\nif ((P1.x>xMax) || (P1.x<xMin)) {alpha=max(alpha,(P1.x-select(xMin,xMax,(P1.x>xMax)))/(P1.x-P0.x));}\nP1=mix(P1,P0,alpha); k1=mix(k1,k0,alpha); Q1=mix(Q1,Q0,alpha);\n#endif\nP1+= vec2f(select(0.0,0.01,distanceSquared(P0,P1)<0.0001));var delta: vec2f=P1-P0;var permute: bool=false;if (abs(delta.x)<abs(delta.y)) { \npermute=true;delta=delta.yx;P0=P0.yx;P1=P1.yx; }\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f= vec2f(stepDirection,delta.y*invdx);var dQ: vec3f=(Q1-Q0)*invdx;var dk: f32=(k1-k0)*invdx;var zMin: f32=min(csEndPoint.z,csOrigin.z);var zMax: f32=max(csEndPoint.z,csOrigin.z);dP*=stride; dQ*=stride; dk*=stride;P0+=dP*jitterFraction; Q0+=dQ*jitterFraction; k0+=dk*jitterFraction;var pqk: vec4f= vec4f(P0,Q0.z,k0);var dPQK: vec4f= vec4f(dP,dQ.z,dk);*startPixel=select(P0.xy,P0.yx,permute);var prevZMaxEstimate: f32=csOrigin.z;var rayZMin: f32=prevZMaxEstimate;var rayZMax=prevZMaxEstimate;var sceneZMax: f32=rayZMax+1e4;var end: f32=P1.x*stepDirection;var hit: bool=false;var stepCount: f32;for (stepCount=0.0;(stepCount<=selfCollisionNumSkip) ||\n((pqk.x*stepDirection)<=end &&\nstepCount<maxSteps &&\n!hit &&\nsceneZMax != 0.0);pqk+=dPQK \n)\n{*hitPixel=select(pqk.xy,pqk.yx,permute);rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;if (rayZMin>rayZMax) { \nvar t: f32=rayZMin; rayZMin=rayZMax; rayZMax=t;}\nsceneZMax=textureLoad(csZBuffer,vec2<i32>(*hitPixel),0).r;\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nvar sceneBackZ: f32=textureLoad(csZBackBuffer,vec2<i32>(*hitPixel/csZBackSizeFactor),0).r;hit=(rayZMax>=sceneBackZ-csZThickness) && (rayZMin<=sceneZMax);\n#else\nhit=(rayZMax>=sceneZMax-csZThickness) && (rayZMin<=sceneZMax);\n#endif\n#else\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nvar sceneBackZ: f32=textureLoad(csZBackBuffer,vec2<i32>(*hitPixel/csZBackSizeFactor),0).r;hit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax) && (sceneZMax != 0.0);\n#else\nhit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);\n#endif\n#endif\nstepCount+=1.0;}\npqk-=dPQK;stepCount-=1.0;if (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.0)>=maxSteps || sceneZMax==0.0) {hit=false;}\n#ifdef SSRAYTRACE_ENABLE_REFINEMENT\nif (stride>1.0 && hit) {pqk-=dPQK;stepCount-=1.0;var invStride: f32=1.0/stride;dPQK*=invStride;var refinementStepCount: f32=0.0;prevZMaxEstimate=pqk.z/pqk.w;rayZMax=prevZMaxEstimate;sceneZMax=rayZMax+1e7;for (;refinementStepCount<=1.0 ||\n((refinementStepCount<=stride*1.4) &&\n(rayZMax<sceneZMax) && (sceneZMax != 0.0));pqk+=dPQK)\n{rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;rayZMax=max(rayZMax,rayZMin);*hitPixel=select(pqk.xy,pqk.yx,permute);sceneZMax=textureLoad(csZBuffer,vec2<i32>(*hitPixel),0).r;refinementStepCount+=1.0;}\npqk-=dPQK;refinementStepCount-=1.0;stepCount+=refinementStepCount/stride;}\n#endif\nQ0=vec3f(Q0.xy+dQ.xy*stepCount,pqk.z);*csHitPoint=Q0/pqk.w;*numIterations=stepCount+1.0;\n#ifdef SSRAYTRACE_DEBUG\nif (((pqk.x+dPQK.x)*stepDirection)>end) {*debugColor= vec3f(0,0,1);} else if ((stepCount+1.0)>=maxSteps) {*debugColor= vec3f(1,0,0);} else if (sceneZMax==0.0) {*debugColor= vec3f(1,1,0);} else {*debugColor= vec3f(0,stepCount/maxSteps,0);}\n#endif\nreturn hit;}\n/**\ntexCoord: in the [0,1] range\ndepth: depth in view space (range [znear,zfar]])\n*/\nfn computeViewPosFromUVDepth(texCoord: vec2f,depth: f32,projection: mat4x4f,invProjectionMatrix: mat4x4f)->vec3f {var xy=texCoord*2.0-1.0;var z: f32;\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef ORTHOGRAPHIC_CAMERA\nz=-projection[2].z*depth+projection[3].z;\n#else\nz=-projection[2].z-projection[3].z/depth;\n#endif\n#else\n#ifdef ORTHOGRAPHIC_CAMERA\nz=projection[2].z*depth+projection[3].z;\n#else\nz=projection[2].z+projection[3].z/depth;\n#endif\n#endif\nvar w=1.0;var ndc=vec4f(xy,z,w);var eyePos: vec4f=invProjectionMatrix*ndc;var result=eyePos.xyz/eyePos.w;return result;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const screenSpaceRayTraceWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"screenSpaceRayTrace.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiJd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"screenSpaceRayTrace\";\nconst shader = `fn distanceSquared(a: vec2f,b: vec2f)->f32 { \nvar temp=a-b; \nreturn dot(temp,temp); }\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nfn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nreturn -(near*far)/(far-depth*(far-near));\n#else\nreturn (near*far)/(far-depth*(far-near));\n#endif\n}\n#endif\n/**\n\\param csOrigin Camera-space ray origin,which must be \nwithin the view volume and must have z>0.01 and project within the valid screen rectangle\n\\param csDirection Unit length camera-space ray direction\n\\param projectToPixelMatrix A projection matrix that maps to **pixel** coordinates \n(**not** [-1,+1] normalized device coordinates).\n\\param csZBuffer The camera-space Z buffer\n\\param csZBufferSize Dimensions of csZBuffer\n\\param csZThickness Camera space csZThickness to ascribe to each pixel in the depth buffer\n\\param nearPlaneZ Positive number. Doesn't have to be THE actual near plane,just a reasonable value\nfor clipping rays headed towards the camera. Should be the actual near plane if screen-space depth is enabled.\n\\param farPlaneZ The far plane for the camera. Used when screen-space depth is enabled.\n\\param stride Step in horizontal or vertical pixels between samples. This is a var because: f32 integer math is slow on GPUs,but should be set to an integer>=1\n\\param jitterFraction Number between 0 and 1 for how far to bump the ray in stride units\nto conceal banding artifacts,plus the stride ray offset.\n\\param maxSteps Maximum number of iterations. Higher gives better images but may be slow\n\\param maxRayTraceDistance Maximum camera-space distance to trace before returning a miss\n\\param selfCollisionNumSkip Number of steps to skip at start when raytracing to avar self: voidnull collisions.\n1 is a reasonable value,depending on the scene you may need to set this value to 2\n\\param hitPixel Pixel coordinates of the first intersection with the scene\n\\param numIterations number of iterations performed\n\\param csHitPovar Camera: i32 space location of the ray hit\n*/\nfn traceScreenSpaceRay1(\ncsOrigin: vec3f,\ncsDirection: vec3f,\nprojectToPixelMatrix: mat4x4f,\ncsZBuffer: texture_2d<f32>,\ncsZBufferSize: vec2f,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\ncsZBackBuffer: texture_2d<f32>,\ncsZBackSizeFactor: f32,\n#endif\ncsZThickness: f32,\nnearPlaneZ: f32,\nfarPlaneZ: f32,\nstride: f32,\njitterFraction: f32,\nmaxSteps: f32,\nmaxRayTraceDistance: f32,\nselfCollisionNumSkip: f32,\nstartPixel: ptr<function,vec2f>,\nhitPixel: ptr<function,vec2f>,\ncsHitPoint: ptr<function,vec3f>,\nnumIterations: ptr<function,f32>\n#ifdef SSRAYTRACE_DEBUG\n,debugColor: ptr<function,vec3f>\n#endif\n)->bool\n{\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nvar rayLength: f32=select(maxRayTraceDistance,(-nearPlaneZ-csOrigin.z)/csDirection.z,(csOrigin.z+csDirection.z*maxRayTraceDistance)>-nearPlaneZ);\n#else\nvar rayLength: f32=select(maxRayTraceDistance,(nearPlaneZ-csOrigin.z)/csDirection.z,(csOrigin.z+csDirection.z*maxRayTraceDistance)<nearPlaneZ);\n#endif\nvar csEndPoint: vec3f=csOrigin+csDirection*rayLength;*hitPixel= vec2f(-1.0,-1.0);var H0: vec4f=projectToPixelMatrix* vec4f(csOrigin,1.0);var H1: vec4f=projectToPixelMatrix* vec4f(csEndPoint,1.0);var k0: f32=1.0/H0.w;var k1: f32=1.0/H1.w;var Q0: vec3f=csOrigin*k0;var Q1: vec3f=csEndPoint*k1;var P0: vec2f=H0.xy*k0;var P1: vec2f=H1.xy*k1;\n#ifdef SSRAYTRACE_CLIP_TO_FRUSTUM\nvar xMax: f32=csZBufferSize.x-0.5;var xMin=0.5;var yMax=csZBufferSize.y-0.5;var yMin=0.5;var alpha: f32=0.0;if ((P1.y>yMax) || (P1.y<yMin)) {alpha=(P1.y-select(yMin,yMax,(P1.y>yMax)))/(P1.y-P0.y);}\nif ((P1.x>xMax) || (P1.x<xMin)) {alpha=max(alpha,(P1.x-select(xMin,xMax,(P1.x>xMax)))/(P1.x-P0.x));}\nP1=mix(P1,P0,alpha); k1=mix(k1,k0,alpha); Q1=mix(Q1,Q0,alpha);\n#endif\nP1+= vec2f(select(0.0,0.01,distanceSquared(P0,P1)<0.0001));var delta: vec2f=P1-P0;var permute: bool=false;if (abs(delta.x)<abs(delta.y)) { \npermute=true;delta=delta.yx;P0=P0.yx;P1=P1.yx; }\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f= vec2f(stepDirection,delta.y*invdx);var dQ: vec3f=(Q1-Q0)*invdx;var dk: f32=(k1-k0)*invdx;var zMin: f32=min(csEndPoint.z,csOrigin.z);var zMax: f32=max(csEndPoint.z,csOrigin.z);dP*=stride; dQ*=stride; dk*=stride;P0+=dP*jitterFraction; Q0+=dQ*jitterFraction; k0+=dk*jitterFraction;var pqk: vec4f= vec4f(P0,Q0.z,k0);var dPQK: vec4f= vec4f(dP,dQ.z,dk);*startPixel=select(P0.xy,P0.yx,permute);var prevZMaxEstimate: f32=csOrigin.z;var rayZMin: f32=prevZMaxEstimate;var rayZMax=prevZMaxEstimate;var sceneZMax: f32=rayZMax+1e4;var end: f32=P1.x*stepDirection;var hit: bool=false;var stepCount: f32;for (stepCount=0.0;(stepCount<=selfCollisionNumSkip) ||\n((pqk.x*stepDirection)<=end &&\nstepCount<maxSteps &&\n!hit &&\nsceneZMax != 0.0);pqk+=dPQK \n)\n{*hitPixel=select(pqk.xy,pqk.yx,permute);rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;if (rayZMin>rayZMax) { \nvar t: f32=rayZMin; rayZMin=rayZMax; rayZMax=t;}\nsceneZMax=textureLoad(csZBuffer,vec2<i32>(*hitPixel),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);\n#endif\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nvar sceneBackZ: f32=textureLoad(csZBackBuffer,vec2<i32>(*hitPixel/csZBackSizeFactor),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);\n#endif\nhit=(rayZMax>=sceneBackZ-csZThickness) && (rayZMin<=sceneZMax);\n#else\nhit=(rayZMax>=sceneZMax-csZThickness) && (rayZMin<=sceneZMax);\n#endif\n#else\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nvar sceneBackZ: f32=textureLoad(csZBackBuffer,vec2<i32>(*hitPixel/csZBackSizeFactor),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneBackZ=linearizeDepth(sceneBackZ,nearPlaneZ,farPlaneZ);\n#endif\nhit=(rayZMin<=sceneBackZ+csZThickness) && (rayZMax>=sceneZMax) && (sceneZMax != 0.0);\n#else\nhit=(rayZMin<=sceneZMax+csZThickness) && (rayZMax>=sceneZMax);\n#endif\n#endif\nstepCount+=1.0;}\npqk-=dPQK;stepCount-=1.0;if (((pqk.x+dPQK.x)*stepDirection)>end || (stepCount+1.0)>=maxSteps || sceneZMax==0.0) {hit=false;}\n#ifdef SSRAYTRACE_ENABLE_REFINEMENT\nif (stride>1.0 && hit) {pqk-=dPQK;stepCount-=1.0;var invStride: f32=1.0/stride;dPQK*=invStride;var refinementStepCount: f32=0.0;prevZMaxEstimate=pqk.z/pqk.w;rayZMax=prevZMaxEstimate;sceneZMax=rayZMax+1e7;for (;refinementStepCount<=1.0 ||\n((refinementStepCount<=stride*1.4) &&\n(rayZMax<sceneZMax) && (sceneZMax != 0.0));pqk+=dPQK)\n{rayZMin=prevZMaxEstimate;rayZMax=(dPQK.z*0.5+pqk.z)/(dPQK.w*0.5+pqk.w);rayZMax=clamp(rayZMax,zMin,zMax);prevZMaxEstimate=rayZMax;rayZMax=max(rayZMax,rayZMin);*hitPixel=select(pqk.xy,pqk.yx,permute);sceneZMax=textureLoad(csZBuffer,vec2<i32>(*hitPixel),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nsceneZMax=linearizeDepth(sceneZMax,nearPlaneZ,farPlaneZ);\n#endif\nrefinementStepCount+=1.0;}\npqk-=dPQK;refinementStepCount-=1.0;stepCount+=refinementStepCount/stride;}\n#endif\nQ0=vec3f(Q0.xy+dQ.xy*stepCount,pqk.z);*csHitPoint=Q0/pqk.w;*numIterations=stepCount+1.0;\n#ifdef SSRAYTRACE_DEBUG\nif (((pqk.x+dPQK.x)*stepDirection)>end) {*debugColor= vec3f(0,0,1);} else if ((stepCount+1.0)>=maxSteps) {*debugColor= vec3f(1,0,0);} else if (sceneZMax==0.0) {*debugColor= vec3f(1,1,0);} else {*debugColor= vec3f(0,stepCount/maxSteps,0);}\n#endif\nreturn hit;}\n/**\ntexCoord: in the [0,1] range\ndepth: depth in view space (range [znear,zfar]])\n*/\nfn computeViewPosFromUVDepth(texCoord: vec2f,depth: f32,projection: mat4x4f,invProjectionMatrix: mat4x4f)->vec3f {var xy=texCoord*2.0-1.0;var z: f32;\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\n#ifdef ORTHOGRAPHIC_CAMERA\nz=-projection[2].z*depth+projection[3].z;\n#else\nz=-projection[2].z-projection[3].z/depth;\n#endif\n#else\n#ifdef ORTHOGRAPHIC_CAMERA\nz=projection[2].z*depth+projection[3].z;\n#else\nz=projection[2].z+projection[3].z/depth;\n#endif\n#endif\nvar w=1.0;var ndc=vec4f(xy,z,w);var eyePos: vec4f=invProjectionMatrix*ndc;var result=eyePos.xyz/eyePos.w;return result;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const screenSpaceRayTraceWGSL = { name, shader };\n"]}
@@ -74,15 +74,14 @@ normalOutput=normalize(input.vNormalV);
74
74
  normalOutput=normalOutput*0.5+0.5;
75
75
  #endif
76
76
  var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;
77
- #ifdef PREPASS
78
- #ifdef PREPASS_DEPTH
79
- fragData[DEPTH_INDEX]= vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);
77
+ #ifdef DEPTH
78
+ fragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);
80
79
  #endif
81
- #if defined(PREPASS_NORMAL) || defined(PREPASS_WORLD_NORMAL)
82
- fragData[NORMAL_INDEX]= vec4f(normalOutput,1.0);
80
+ #ifdef NORMAL
81
+ fragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);
83
82
  #endif
84
- #else
85
- fragData[0]= vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);fragData[1]= vec4f(normalOutput,1.0);
83
+ #ifdef SCREENSPACE_DEPTH
84
+ fragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);
86
85
  #endif
87
86
  #ifdef POSITION
88
87
  fragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqJd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#ifdef BUMP\nvarying vWorldView: mat4x4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#ifdef VELOCITY\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( vec3f(input.vWorldView* vec4f(normalW,0.0)));\n#endif\n#else\nnormalOutput=normalize(input.vNormalV);\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS \n#ifdef PREPASS_DEPTH\nfragData[DEPTH_INDEX]= vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#if defined(PREPASS_NORMAL) || defined(PREPASS_WORLD_NORMAL)\nfragData[NORMAL_INDEX]= vec4f(normalOutput,1.0);\n#endif\n#else\nfragData[0]= vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);fragData[1]= vec4f(normalOutput,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const geometryPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoJd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#ifdef BUMP\nvarying vWorldView: mat4x4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#ifdef VELOCITY\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( vec3f(input.vWorldView* vec4f(normalW,0.0)));\n#endif\n#else\nnormalOutput=normalize(input.vNormalV);\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const geometryPixelShaderWGSL = { name, shader };\n"]}
@@ -16,7 +16,7 @@ var envCubeSamplerSampler: sampler;var envCubeSampler: texture_cube<f32>;
16
16
  uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;
17
17
  #endif
18
18
  #endif
19
- uniform view: mat4x4f;uniform invView: mat4x4f;uniform projection: mat4x4f;uniform invProjectionMatrix: mat4x4f;uniform projectionPixel: mat4x4f;uniform nearPlaneZ: f32;uniform stepSize: f32;uniform maxSteps: f32;uniform strength: f32;uniform thickness: f32;uniform roughnessFactor: f32;uniform reflectionSpecularFalloffExponent: f32;uniform maxDistance: f32;uniform selfCollisionNumSkip: f32;uniform reflectivityThreshold: f32;
19
+ uniform view: mat4x4f;uniform invView: mat4x4f;uniform projection: mat4x4f;uniform invProjectionMatrix: mat4x4f;uniform projectionPixel: mat4x4f;uniform nearPlaneZ: f32;uniform farPlaneZ: f32;uniform stepSize: f32;uniform maxSteps: f32;uniform strength: f32;uniform thickness: f32;uniform roughnessFactor: f32;uniform reflectionSpecularFalloffExponent: f32;uniform maxDistance: f32;uniform selfCollisionNumSkip: f32;uniform reflectivityThreshold: f32;
20
20
  #include<helperFunctions>
21
21
  #include<pbrBRDFFunctions>
22
22
  #include<screenSpaceRayTrace>
@@ -59,7 +59,11 @@ csNormal=csNormal*2.0-1.0;
59
59
  #ifdef SSR_NORMAL_IS_IN_WORLDSPACE
60
60
  csNormal=(uniforms.view* vec4f(csNormal,0.0)).xyz;
61
61
  #endif
62
- var depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;var csPosition: vec3f=computeViewPosFromUVDepth(input.vUV,depth,uniforms.projection,uniforms.invProjectionMatrix);
62
+ var depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;
63
+ #ifdef SSRAYTRACE_SCREENSPACE_DEPTH
64
+ depth=linearizeDepth(depth,uniforms.nearPlaneZ,uniforms.farPlaneZ);
65
+ #endif
66
+ var csPosition: vec3f=computeViewPosFromUVDepth(input.vUV,depth,uniforms.projection,uniforms.invProjectionMatrix);
63
67
  #ifdef ORTHOGRAPHIC_CAMERA
64
68
  var csViewDirection: vec3f= vec3f(0.,0.,1.);
65
69
  #else
@@ -110,6 +114,7 @@ uniforms.backSizeFactor,
110
114
  #endif
111
115
  uniforms.thickness,
112
116
  uniforms.nearPlaneZ,
117
+ uniforms.farPlaneZ,
113
118
  uniforms.stepSize,
114
119
  jitter,
115
120
  uniforms.maxSteps,
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceReflection2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/screenSpaceReflection2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsJd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2PixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;varying vUV: vec2f;\n#ifdef SSR_SUPPORTED\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;var normalSampler: texture_2d<f32>;var depthSampler: texture_2d<f32>;\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nvar backDepthSampler: texture_2d<f32>;uniform backSizeFactor: f32;\n#endif\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nvar envCubeSamplerSampler: sampler;var envCubeSampler: texture_cube<f32>;\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nuniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;\n#endif\n#endif\nuniform view: mat4x4f;uniform invView: mat4x4f;uniform projection: mat4x4f;uniform invProjectionMatrix: mat4x4f;uniform projectionPixel: mat4x4f;uniform nearPlaneZ: f32;uniform stepSize: f32;uniform maxSteps: f32;uniform strength: f32;uniform thickness: f32;uniform roughnessFactor: f32;uniform reflectionSpecularFalloffExponent: f32;uniform maxDistance: f32;uniform selfCollisionNumSkip: f32;uniform reflectivityThreshold: f32;\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nfn hash(a: vec3f)->vec3f\n{var result=fract(a*0.8);result+=dot(result,result.yxz+19.19);return fract((result.xxy+result.yxx)*result.zyx);}\nfn computeAttenuationForIntersection(ihitPixel: vec2f,hitUV: vec2f,vsRayOrigin: vec3f,vsHitPoint: vec3f,reflectionVector: vec3f,maxRayDistance: f32,numIterations: f32)->f32 {var attenuation: f32=1.0;\n#ifdef SSR_ATTENUATE_SCREEN_BORDERS\nvar dCoords: vec2f=smoothstep(vec2f(0.2),vec2f(0.6),abs( vec2f(0.5,0.5)-hitUV.xy));attenuation*=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_DISTANCE\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_NUMITERATIONS\nattenuation*=1.0-(numIterations/uniforms.maxSteps);\n#endif\n#ifdef SSR_ATTENUATE_BACKFACE_REFLECTION\nvar reflectionNormal: vec3f=texelFetch(normalSampler,hitPixel,0).xyz;var directionBasedAttenuation: f32=smoothstep(-0.17,0.0,dot(reflectionNormal,-reflectionVector));attenuation*=directionBasedAttenuation;\n#endif\nreturn attenuation;}\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#ifdef SSR_SUPPORTED\nvar colorFull: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);var color: vec3f=colorFull.rgb;var reflectivity: vec4f=textureSampleLevel(reflectivitySampler,reflectivitySamplerSampler,input.vUV,0.0);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=uniforms.reflectivityThreshold) {\n#ifdef SSR_USE_BLUR\nfragmentOutputs.color= vec4f(0.);\n#else\nfragmentOutputs.color=colorFull;\n#endif\nreturn fragmentOutputs;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpaceVec3(color);\n#endif\nvar texSize: vec2f= vec2f(textureDimensions(depthSampler,0));var csNormal: vec3f=textureLoad(normalSampler,vec2<i32>(input.vUV*texSize),0).xyz; \n#ifdef SSR_DECODE_NORMAL\ncsNormal=csNormal*2.0-1.0;\n#endif\n#ifdef SSR_NORMAL_IS_IN_WORLDSPACE\ncsNormal=(uniforms.view* vec4f(csNormal,0.0)).xyz;\n#endif\nvar depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;var csPosition: vec3f=computeViewPosFromUVDepth(input.vUV,depth,uniforms.projection,uniforms.invProjectionMatrix);\n#ifdef ORTHOGRAPHIC_CAMERA\nvar csViewDirection: vec3f= vec3f(0.,0.,1.);\n#else\nvar csViewDirection: vec3f=normalize(csPosition);\n#endif\nvar csReflectedVector: vec3f=reflect(csViewDirection,csNormal);\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nvar wReflectedVector: vec3f=(uniforms.invView* vec4f(csReflectedVector,0.0)).xyz;\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nvar worldPos: vec4f=uniforms.invView* vec4f(csPosition,1.0);wReflectedVector=parallaxCorrectNormal(worldPos.xyz,normalize(wReflectedVector),uniforms.vReflectionSize,uniforms.vReflectionPosition);\n#endif\n#ifdef SSR_INVERTCUBICMAP\nwReflectedVector.y*=-1.0;\n#endif\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nwReflectedVector.z*=-1.0;\n#endif\nvar envColor: vec3f=textureSampleLevel(envCubeSampler,envCubeSamplerSampler,wReflectedVector,0.0).xyz;\n#ifdef SSR_ENVIRONMENT_CUBE_IS_GAMMASPACE\nenvColor=toLinearSpaceVec3(envColor);\n#endif\n#else\nvar envColor: vec3f=color;\n#endif\nvar reflectionAttenuation: f32=1.0;var rayHasHit: bool=false;var startPixel: vec2f;var hitPixel: vec2f;var hitPoint: vec3f;var numIterations: f32;\n#ifdef SSRAYTRACE_DEBUG\nvar debugColor: vec3f;\n#endif\n#ifdef SSR_ATTENUATE_FACING_CAMERA\nreflectionAttenuation*=1.0-smoothstep(0.25,0.5,dot(-csViewDirection,csReflectedVector));\n#endif\nif (reflectionAttenuation>0.0) {\n#ifdef SSR_USE_BLUR\nvar jitt: vec3f= vec3f(0.);\n#else\nvar roughness: f32=1.0-reflectivity.a;var jitt: vec3f=mix( vec3f(0.0),hash(csPosition)- vec3f(0.5),roughness)*uniforms.roughnessFactor; \n#endif\nvar uv2: vec2f=input.vUV*texSize;var c: f32=(uv2.x+uv2.y)*0.25;var jitter: f32=((c)%(1.0)); \nrayHasHit=traceScreenSpaceRay1(\ncsPosition,\nnormalize(csReflectedVector+jitt),\nuniforms.projectionPixel,\ndepthSampler,\ntexSize,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nbackDepthSampler,\nuniforms.backSizeFactor,\n#endif\nuniforms.thickness,\nuniforms.nearPlaneZ,\nuniforms.stepSize,\njitter,\nuniforms.maxSteps,\nuniforms.maxDistance,\nuniforms.selfCollisionNumSkip,\n&startPixel,\n&hitPixel,\n&hitPoint,\n&numIterations\n#ifdef SSRAYTRACE_DEBUG\n,&debugColor\n#endif\n);}\n#ifdef SSRAYTRACE_DEBUG\nfragmentOutputs.color= vec4f(debugColor,1.);return fragmentOutputs;\n#endif\nvar F0: vec3f=reflectivity.rgb;var fresnel: vec3f=fresnelSchlickGGXVec3(max(dot(csNormal,-csViewDirection),0.0),F0, vec3f(1.));var SSR: vec3f=envColor;if (rayHasHit) {var reflectedColor: vec3f=textureLoad(textureSampler,vec2<i32>(hitPixel),0).rgb;\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\nreflectedColor=toLinearSpaceVec3(reflectedColor);\n#endif\nreflectionAttenuation*=computeAttenuationForIntersection(hitPixel,hitPixel/texSize,csPosition,hitPoint,csReflectedVector,uniforms.maxDistance,numIterations);SSR=reflectedColor*reflectionAttenuation+(1.0-reflectionAttenuation)*envColor;}\n#ifndef SSR_BLEND_WITH_FRESNEL\nSSR*=fresnel;\n#endif\n#ifdef SSR_USE_BLUR\nvar blur_radius: f32=0.0;var roughness: f32=1.0-reflectivity.a*(1.0-uniforms.roughnessFactor);if (roughness>0.001) {var cone_angle: f32=min(roughness,0.999)*3.14159265*0.5;var cone_len: f32=distance(startPixel,hitPixel);var op_len: f32=2.0*tan(cone_angle)*cone_len; \nvar a: f32=op_len;var h: f32=cone_len;var a2: f32=a*a;var fh2: f32=4.0f*h*h;blur_radius=(a*(sqrt(a2+fh2)-a))/(4.0f*h);}\nfragmentOutputs.color= vec4f(SSR,blur_radius/255.0); \n#else\n#ifdef SSR_BLEND_WITH_FRESNEL\nvar reflectionMultiplier: vec3f=clamp(pow(fresnel*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));\n#else\nvar reflectionMultiplier: vec3f=clamp(pow(reflectivity.rgb*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));\n#endif\nvar colorMultiplier: vec3f=1.0-reflectionMultiplier;var finalColor: vec3f=(color*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpaceVec3(finalColor);\n#endif\nfragmentOutputs.color= vec4f(finalColor,colorFull.a);\n#endif\n#else\nfragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2PixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"screenSpaceReflection2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/screenSpaceReflection2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Jd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2PixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;varying vUV: vec2f;\n#ifdef SSR_SUPPORTED\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;var normalSampler: texture_2d<f32>;var depthSampler: texture_2d<f32>;\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nvar backDepthSampler: texture_2d<f32>;uniform backSizeFactor: f32;\n#endif\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nvar envCubeSamplerSampler: sampler;var envCubeSampler: texture_cube<f32>;\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nuniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;\n#endif\n#endif\nuniform view: mat4x4f;uniform invView: mat4x4f;uniform projection: mat4x4f;uniform invProjectionMatrix: mat4x4f;uniform projectionPixel: mat4x4f;uniform nearPlaneZ: f32;uniform farPlaneZ: f32;uniform stepSize: f32;uniform maxSteps: f32;uniform strength: f32;uniform thickness: f32;uniform roughnessFactor: f32;uniform reflectionSpecularFalloffExponent: f32;uniform maxDistance: f32;uniform selfCollisionNumSkip: f32;uniform reflectivityThreshold: f32;\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nfn hash(a: vec3f)->vec3f\n{var result=fract(a*0.8);result+=dot(result,result.yxz+19.19);return fract((result.xxy+result.yxx)*result.zyx);}\nfn computeAttenuationForIntersection(ihitPixel: vec2f,hitUV: vec2f,vsRayOrigin: vec3f,vsHitPoint: vec3f,reflectionVector: vec3f,maxRayDistance: f32,numIterations: f32)->f32 {var attenuation: f32=1.0;\n#ifdef SSR_ATTENUATE_SCREEN_BORDERS\nvar dCoords: vec2f=smoothstep(vec2f(0.2),vec2f(0.6),abs( vec2f(0.5,0.5)-hitUV.xy));attenuation*=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_DISTANCE\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_NUMITERATIONS\nattenuation*=1.0-(numIterations/uniforms.maxSteps);\n#endif\n#ifdef SSR_ATTENUATE_BACKFACE_REFLECTION\nvar reflectionNormal: vec3f=texelFetch(normalSampler,hitPixel,0).xyz;var directionBasedAttenuation: f32=smoothstep(-0.17,0.0,dot(reflectionNormal,-reflectionVector));attenuation*=directionBasedAttenuation;\n#endif\nreturn attenuation;}\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#ifdef SSR_SUPPORTED\nvar colorFull: vec4f=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);var color: vec3f=colorFull.rgb;var reflectivity: vec4f=textureSampleLevel(reflectivitySampler,reflectivitySamplerSampler,input.vUV,0.0);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=uniforms.reflectivityThreshold) {\n#ifdef SSR_USE_BLUR\nfragmentOutputs.color= vec4f(0.);\n#else\nfragmentOutputs.color=colorFull;\n#endif\nreturn fragmentOutputs;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpaceVec3(color);\n#endif\nvar texSize: vec2f= vec2f(textureDimensions(depthSampler,0));var csNormal: vec3f=textureLoad(normalSampler,vec2<i32>(input.vUV*texSize),0).xyz; \n#ifdef SSR_DECODE_NORMAL\ncsNormal=csNormal*2.0-1.0;\n#endif\n#ifdef SSR_NORMAL_IS_IN_WORLDSPACE\ncsNormal=(uniforms.view* vec4f(csNormal,0.0)).xyz;\n#endif\nvar depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\ndepth=linearizeDepth(depth,uniforms.nearPlaneZ,uniforms.farPlaneZ);\n#endif\nvar csPosition: vec3f=computeViewPosFromUVDepth(input.vUV,depth,uniforms.projection,uniforms.invProjectionMatrix);\n#ifdef ORTHOGRAPHIC_CAMERA\nvar csViewDirection: vec3f= vec3f(0.,0.,1.);\n#else\nvar csViewDirection: vec3f=normalize(csPosition);\n#endif\nvar csReflectedVector: vec3f=reflect(csViewDirection,csNormal);\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nvar wReflectedVector: vec3f=(uniforms.invView* vec4f(csReflectedVector,0.0)).xyz;\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nvar worldPos: vec4f=uniforms.invView* vec4f(csPosition,1.0);wReflectedVector=parallaxCorrectNormal(worldPos.xyz,normalize(wReflectedVector),uniforms.vReflectionSize,uniforms.vReflectionPosition);\n#endif\n#ifdef SSR_INVERTCUBICMAP\nwReflectedVector.y*=-1.0;\n#endif\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nwReflectedVector.z*=-1.0;\n#endif\nvar envColor: vec3f=textureSampleLevel(envCubeSampler,envCubeSamplerSampler,wReflectedVector,0.0).xyz;\n#ifdef SSR_ENVIRONMENT_CUBE_IS_GAMMASPACE\nenvColor=toLinearSpaceVec3(envColor);\n#endif\n#else\nvar envColor: vec3f=color;\n#endif\nvar reflectionAttenuation: f32=1.0;var rayHasHit: bool=false;var startPixel: vec2f;var hitPixel: vec2f;var hitPoint: vec3f;var numIterations: f32;\n#ifdef SSRAYTRACE_DEBUG\nvar debugColor: vec3f;\n#endif\n#ifdef SSR_ATTENUATE_FACING_CAMERA\nreflectionAttenuation*=1.0-smoothstep(0.25,0.5,dot(-csViewDirection,csReflectedVector));\n#endif\nif (reflectionAttenuation>0.0) {\n#ifdef SSR_USE_BLUR\nvar jitt: vec3f= vec3f(0.);\n#else\nvar roughness: f32=1.0-reflectivity.a;var jitt: vec3f=mix( vec3f(0.0),hash(csPosition)- vec3f(0.5),roughness)*uniforms.roughnessFactor; \n#endif\nvar uv2: vec2f=input.vUV*texSize;var c: f32=(uv2.x+uv2.y)*0.25;var jitter: f32=((c)%(1.0)); \nrayHasHit=traceScreenSpaceRay1(\ncsPosition,\nnormalize(csReflectedVector+jitt),\nuniforms.projectionPixel,\ndepthSampler,\ntexSize,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nbackDepthSampler,\nuniforms.backSizeFactor,\n#endif\nuniforms.thickness,\nuniforms.nearPlaneZ,\nuniforms.farPlaneZ,\nuniforms.stepSize,\njitter,\nuniforms.maxSteps,\nuniforms.maxDistance,\nuniforms.selfCollisionNumSkip,\n&startPixel,\n&hitPixel,\n&hitPoint,\n&numIterations\n#ifdef SSRAYTRACE_DEBUG\n,&debugColor\n#endif\n);}\n#ifdef SSRAYTRACE_DEBUG\nfragmentOutputs.color= vec4f(debugColor,1.);return fragmentOutputs;\n#endif\nvar F0: vec3f=reflectivity.rgb;var fresnel: vec3f=fresnelSchlickGGXVec3(max(dot(csNormal,-csViewDirection),0.0),F0, vec3f(1.));var SSR: vec3f=envColor;if (rayHasHit) {var reflectedColor: vec3f=textureLoad(textureSampler,vec2<i32>(hitPixel),0).rgb;\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\nreflectedColor=toLinearSpaceVec3(reflectedColor);\n#endif\nreflectionAttenuation*=computeAttenuationForIntersection(hitPixel,hitPixel/texSize,csPosition,hitPoint,csReflectedVector,uniforms.maxDistance,numIterations);SSR=reflectedColor*reflectionAttenuation+(1.0-reflectionAttenuation)*envColor;}\n#ifndef SSR_BLEND_WITH_FRESNEL\nSSR*=fresnel;\n#endif\n#ifdef SSR_USE_BLUR\nvar blur_radius: f32=0.0;var roughness: f32=1.0-reflectivity.a*(1.0-uniforms.roughnessFactor);if (roughness>0.001) {var cone_angle: f32=min(roughness,0.999)*3.14159265*0.5;var cone_len: f32=distance(startPixel,hitPixel);var op_len: f32=2.0*tan(cone_angle)*cone_len; \nvar a: f32=op_len;var h: f32=cone_len;var a2: f32=a*a;var fh2: f32=4.0f*h*h;blur_radius=(a*(sqrt(a2+fh2)-a))/(4.0f*h);}\nfragmentOutputs.color= vec4f(SSR,blur_radius/255.0); \n#else\n#ifdef SSR_BLEND_WITH_FRESNEL\nvar reflectionMultiplier: vec3f=clamp(pow(fresnel*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));\n#else\nvar reflectionMultiplier: vec3f=clamp(pow(reflectivity.rgb*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));\n#endif\nvar colorMultiplier: vec3f=1.0-reflectionMultiplier;var finalColor: vec3f=(color*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpaceVec3(finalColor);\n#endif\nfragmentOutputs.color= vec4f(finalColor,colorFull.a);\n#endif\n#else\nfragmentOutputs.color=textureSampleLevel(textureSampler,textureSamplerSampler,input.vUV,0.0);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2PixelShaderWGSL = { name, shader };\n"]}
@@ -11,6 +11,9 @@ var mainSamplerSampler: sampler;var mainSampler: texture_2d<f32>;var reflectivit
11
11
  #include<pbrBRDFFunctions>
12
12
  #include<screenSpaceRayTrace>
13
13
  uniform projection: mat4x4f;uniform invProjectionMatrix: mat4x4f;var normalSampler: texture_2d<f32>;var depthSampler: texture_2d<f32>;
14
+ #ifdef SSRAYTRACE_SCREENSPACE_DEPTH
15
+ uniform nearPlaneZ: f32;uniform farPlaneZ: f32;
16
+ #endif
14
17
  #endif
15
18
  @fragment
16
19
  fn main(input: FragmentInputs)->FragmentOutputs {
@@ -25,7 +28,11 @@ if (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=uniforms.reflectivit
25
28
  color=toLinearSpaceVec4(color);
26
29
  #endif
27
30
  #ifdef SSR_BLEND_WITH_FRESNEL
28
- var texSize: vec2f= vec2f(textureDimensions(depthSampler,0));var csNormal: vec3f=textureLoad(normalSampler,vec2<i32>(input.vUV*texSize),0).xyz;var depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;var csPosition: vec3f=computeViewPosFromUVDepth(input.vUV,depth,uniforms.projection,uniforms.invProjectionMatrix);var csViewDirection: vec3f=normalize(csPosition);var F0: vec3f=reflectivity.rgb;var fresnel: vec3f=fresnelSchlickGGXVec3(max(dot(csNormal,-csViewDirection),0.0),F0, vec3f(1.));var reflectionMultiplier: vec3f=clamp(pow(fresnel*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));
31
+ var texSize: vec2f= vec2f(textureDimensions(depthSampler,0));var csNormal: vec3f=textureLoad(normalSampler,vec2<i32>(input.vUV*texSize),0).xyz;var depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;
32
+ #ifdef SSRAYTRACE_SCREENSPACE_DEPTH
33
+ depth=linearizeDepth(depth,uniforms.nearPlaneZ,uniforms.farPlaneZ);
34
+ #endif
35
+ var csPosition: vec3f=computeViewPosFromUVDepth(input.vUV,depth,uniforms.projection,uniforms.invProjectionMatrix);var csViewDirection: vec3f=normalize(csPosition);var F0: vec3f=reflectivity.rgb;var fresnel: vec3f=fresnelSchlickGGXVec3(max(dot(csNormal,-csViewDirection),0.0),F0, vec3f(1.));var reflectionMultiplier: vec3f=clamp(pow(fresnel*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));
29
36
  #else
30
37
  var reflectionMultiplier: vec3f=clamp(pow(reflectivity.rgb*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));
31
38
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceReflection2BlurCombiner.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,+CAA+C,CAAC;AAC7D,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,iDAAiD,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2BlurCombinerPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>; \nvar mainSamplerSampler: sampler;var mainSampler: texture_2d<f32>;var reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;uniform strength: f32;uniform reflectionSpecularFalloffExponent: f32;uniform reflectivityThreshold: f32;varying vUV: vec2f;\n#include<helperFunctions>\n#ifdef SSR_BLEND_WITH_FRESNEL\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nuniform projection: mat4x4f;uniform invProjectionMatrix: mat4x4f;var normalSampler: texture_2d<f32>;var depthSampler: texture_2d<f32>;\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#ifdef SSRAYTRACE_DEBUG\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);\n#else\nvar SSR: vec3f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var color: vec4f=textureSample(mainSampler,textureSamplerSampler,input.vUV);var reflectivity: vec4f=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vUV);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=uniforms.reflectivityThreshold) {fragmentOutputs.color=color;return fragmentOutputs;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpaceVec4(color);\n#endif\n#ifdef SSR_BLEND_WITH_FRESNEL\nvar texSize: vec2f= vec2f(textureDimensions(depthSampler,0));var csNormal: vec3f=textureLoad(normalSampler,vec2<i32>(input.vUV*texSize),0).xyz;var depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;var csPosition: vec3f=computeViewPosFromUVDepth(input.vUV,depth,uniforms.projection,uniforms.invProjectionMatrix);var csViewDirection: vec3f=normalize(csPosition);var F0: vec3f=reflectivity.rgb;var fresnel: vec3f=fresnelSchlickGGXVec3(max(dot(csNormal,-csViewDirection),0.0),F0, vec3f(1.));var reflectionMultiplier: vec3f=clamp(pow(fresnel*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));\n#else\nvar reflectionMultiplier: vec3f=clamp(pow(reflectivity.rgb*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));\n#endif\nvar colorMultiplier: vec3f=1.0-reflectionMultiplier;var finalColor: vec3f=(color.rgb*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpaceVec3(finalColor);\n#endif\nfragmentOutputs.color= vec4f(finalColor,color.a);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2BlurCombinerPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"screenSpaceReflection2BlurCombiner.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,+CAA+C,CAAC;AAC7D,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,iDAAiD,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2BlurCombinerPixelShader\";\nconst shader = `var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>; \nvar mainSamplerSampler: sampler;var mainSampler: texture_2d<f32>;var reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;uniform strength: f32;uniform reflectionSpecularFalloffExponent: f32;uniform reflectivityThreshold: f32;varying vUV: vec2f;\n#include<helperFunctions>\n#ifdef SSR_BLEND_WITH_FRESNEL\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nuniform projection: mat4x4f;uniform invProjectionMatrix: mat4x4f;var normalSampler: texture_2d<f32>;var depthSampler: texture_2d<f32>;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nuniform nearPlaneZ: f32;uniform farPlaneZ: f32;\n#endif\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#ifdef SSRAYTRACE_DEBUG\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);\n#else\nvar SSR: vec3f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var color: vec4f=textureSample(mainSampler,textureSamplerSampler,input.vUV);var reflectivity: vec4f=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vUV);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=uniforms.reflectivityThreshold) {fragmentOutputs.color=color;return fragmentOutputs;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpaceVec4(color);\n#endif\n#ifdef SSR_BLEND_WITH_FRESNEL\nvar texSize: vec2f= vec2f(textureDimensions(depthSampler,0));var csNormal: vec3f=textureLoad(normalSampler,vec2<i32>(input.vUV*texSize),0).xyz;var depth: f32=textureLoad(depthSampler,vec2<i32>(input.vUV*texSize),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\ndepth=linearizeDepth(depth,uniforms.nearPlaneZ,uniforms.farPlaneZ);\n#endif\nvar csPosition: vec3f=computeViewPosFromUVDepth(input.vUV,depth,uniforms.projection,uniforms.invProjectionMatrix);var csViewDirection: vec3f=normalize(csPosition);var F0: vec3f=reflectivity.rgb;var fresnel: vec3f=fresnelSchlickGGXVec3(max(dot(csNormal,-csViewDirection),0.0),F0, vec3f(1.));var reflectionMultiplier: vec3f=clamp(pow(fresnel*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));\n#else\nvar reflectionMultiplier: vec3f=clamp(pow(reflectivity.rgb*uniforms.strength, vec3f(uniforms.reflectionSpecularFalloffExponent)),vec3f(0.0),vec3f(1.0));\n#endif\nvar colorMultiplier: vec3f=1.0-reflectionMultiplier;var finalColor: vec3f=(color.rgb*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpaceVec3(finalColor);\n#endif\nfragmentOutputs.color= vec4f(finalColor,color.a);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2BlurCombinerPixelShaderWGSL = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "7.26.5",
3
+ "version": "7.27.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",