@babylonjs/core 7.32.2 → 7.32.4

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Files changed (69) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/Materials/Node/Blocks/Input/inputBlock.js +17 -9
  4. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  5. package/Materials/Node/nodeMaterial.js +3 -0
  6. package/Materials/Node/nodeMaterial.js.map +1 -1
  7. package/Misc/webRequest.d.ts +4 -0
  8. package/Misc/webRequest.js +6 -0
  9. package/Misc/webRequest.js.map +1 -1
  10. package/Rendering/IBLShadows/iblShadowsAccumulationPass.d.ts +35 -11
  11. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +131 -117
  12. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  13. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js +0 -1
  14. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
  15. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +60 -0
  16. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +166 -0
  17. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -0
  18. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +97 -56
  19. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +356 -308
  20. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  21. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.d.ts +20 -6
  22. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +67 -35
  23. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  24. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +9 -4
  25. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +84 -66
  26. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  27. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +31 -6
  28. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +108 -60
  29. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  30. package/Rendering/geometryBufferRenderer.d.ts +15 -0
  31. package/Rendering/geometryBufferRenderer.js +48 -5
  32. package/Rendering/geometryBufferRenderer.js.map +1 -1
  33. package/Shaders/ShadersInclude/instancesDeclaration.js +2 -4
  34. package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
  35. package/Shaders/ShadersInclude/instancesVertex.js +3 -6
  36. package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
  37. package/Shaders/geometry.fragment.js +5 -1
  38. package/Shaders/geometry.fragment.js.map +1 -1
  39. package/Shaders/geometry.vertex.js +3 -3
  40. package/Shaders/geometry.vertex.js.map +1 -1
  41. package/Shaders/iblShadowAccumulation.fragment.js +7 -11
  42. package/Shaders/iblShadowAccumulation.fragment.js.map +1 -1
  43. package/Shaders/iblShadowGBufferDebug.fragment.js +2 -3
  44. package/Shaders/iblShadowGBufferDebug.fragment.js.map +1 -1
  45. package/Shaders/iblShadowSpatialBlur.fragment.js +5 -5
  46. package/Shaders/iblShadowSpatialBlur.fragment.js.map +1 -1
  47. package/Shaders/iblShadowVoxelTracing.fragment.js +31 -32
  48. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  49. package/Shaders/iblShadowsCombine.fragment.js +2 -2
  50. package/Shaders/iblShadowsCombine.fragment.js.map +1 -1
  51. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +2 -4
  52. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  53. package/ShadersWGSL/ShadersInclude/instancesVertex.js +3 -6
  54. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  55. package/ShadersWGSL/geometry.fragment.js +7 -1
  56. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  57. package/ShadersWGSL/geometry.vertex.js +3 -3
  58. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  59. package/ShadersWGSL/iblShadowAccumulation.fragment.js +5 -10
  60. package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
  61. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +2 -3
  62. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
  63. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js +5 -5
  64. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js.map +1 -1
  65. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +45 -33
  66. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  67. package/ShadersWGSL/iblShadowsCombine.fragment.js +6 -2
  68. package/ShadersWGSL/iblShadowsCombine.fragment.js.map +1 -1
  69. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowAccumulation.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowAccumulation.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;uBAeQ,CAAC;AACxB,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowAccumulationPixelShader\";\nconst shader = `varying vUV: vec2f;uniform accumulationParameters: vec4f;\n#define remanence uniforms.accumulationParameters.x\n#define resetb uniforms.accumulationParameters.y\nvar motionSampler: texture_2d<f32>; \nvar localPositionSampler: texture_2d<f32>; \nvar textureSampler: texture_2d<f32>; \nvar oldAccumulationSamplerSampler: sampler;var oldAccumulationSampler: texture_2d<f32>; \nvar prevLocalPositionSamplerSampler: sampler;var prevLocalPositionSampler: texture_2d<f32>; \nfn max2(v: vec2f,w: vec2f)->vec2f { \nreturn vec2f(max(v.x,w.x),max(v.y,w.y)); }\nfn lessThan(x: vec2f,y: vec2f)->vec2<bool> {return x<y;}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var reset: bool= bool(resetb);var Resolution: vec2f= vec2f(textureDimensions(textureSampler,0));var currentPixel: vec2i= vec2i(input.vUV*Resolution);var LP: vec4f=textureLoad(localPositionSampler,currentPixel,0);if (0.0==LP.w) {fragmentOutputs.color=vec4f(1.0,0.0,0.0,1.0);return fragmentOutputs;}\nvar velocityColor: vec2f=textureLoad(motionSampler,currentPixel,0).xy;var prevCoord: vec2f=input.vUV+velocityColor;var PrevLP: vec3f=textureSampleLevel(prevLocalPositionSampler,prevLocalPositionSamplerSampler,prevCoord,0.0).xyz;var PrevShadows: vec2f=textureSampleLevel(oldAccumulationSampler,oldAccumulationSamplerSampler,prevCoord,0.0).xy;var newShadows: f32=textureLoad(textureSampler,currentPixel,0).x;PrevShadows.y=select(1.0,max(PrevShadows.y/(1.0+PrevShadows.y),1.0-remanence),!reset && all(lessThan(abs(prevCoord- vec2f(0.5)), vec2f(0.5))) &&\ndistance(LP.xyz,PrevLP)<5e-2);PrevShadows=max( vec2f(0.0),PrevShadows);fragmentOutputs.color= vec4f(mix(PrevShadows.x,newShadows,PrevShadows.y),\nPrevShadows.y,0,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowAccumulationPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowAccumulation.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowAccumulation.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;mEAUoD,CAAC;AACpE,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowAccumulationPixelShader\";\nconst shader = `varying vUV: vec2f;uniform accumulationParameters: vec4f;\n#define remanence uniforms.accumulationParameters.x\n#define resetb uniforms.accumulationParameters.y\nvar motionSampler: texture_2d<f32>;var positionSampler: texture_2d<f32>;var spatialBlurSampler : texture_2d<f32>;var oldAccumulationSamplerSampler: sampler;var oldAccumulationSampler: texture_2d<f32>;var prevPositionSamplerSampler: sampler;var prevPositionSampler: texture_2d<f32>;fn max2(v: vec2f,w: vec2f)->vec2f { \nreturn vec2f(max(v.x,w.x),max(v.y,w.y)); }\nfn lessThan(x: vec2f,y: vec2f)->vec2<bool> {return x<y;}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var reset: bool= bool(resetb);var gbufferRes : vec2f=vec2f(textureDimensions(positionSampler,0));var gbufferPixelCoord: vec2i= vec2i(input.vUV*gbufferRes);var shadowRes : vec2f=vec2f(textureDimensions(spatialBlurSampler,0));var shadowPixelCoord: vec2i= vec2i(input.vUV*shadowRes);var LP: vec4f=textureLoad(positionSampler,gbufferPixelCoord,0);if (0.0==LP.w) {fragmentOutputs.color=vec4f(1.0,0.0,0.0,1.0);return fragmentOutputs;}\nvar velocityColor: vec2f=textureLoad(motionSampler,gbufferPixelCoord,0).xy;var prevCoord: vec2f=input.vUV+velocityColor;var PrevLP: vec3f=textureSampleLevel(prevPositionSampler,prevPositionSamplerSampler,prevCoord,0.0).xyz;var PrevShadows: vec3f=textureSampleLevel(oldAccumulationSampler,oldAccumulationSamplerSampler,prevCoord,0.0).xyz;var newShadows : vec2f=textureLoad(spatialBlurSampler,shadowPixelCoord,0).xy;PrevShadows.z=select(1.0,max(PrevShadows.z/(1.0+PrevShadows.z),1.0-remanence),!reset && all(lessThan(abs(prevCoord- vec2f(0.5)), vec2f(0.5))) &&\ndistance(LP.xyz,PrevLP)<5e-2);PrevShadows=max( vec3f(0.0),PrevShadows);fragmentOutputs.color= vec4f(mix(PrevShadows.x,newShadows.x,PrevShadows.z),\nmix(PrevShadows.y,newShadows.y,PrevShadows.z),PrevShadows.z,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowAccumulationPixelShaderWGSL = { name, shader };\n"]}
@@ -1,15 +1,14 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "iblShadowGBufferDebugPixelShader";
4
- const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var prePass_NdcDepthSampler: sampler;var prePass_NdcDepth: texture_2d<f32>;var prePass_WorldNormalSampler: sampler;var prePass_WorldNormal: texture_2d<f32>;var prePass_PositionSampler: sampler;var prePass_Position: texture_2d<f32>;var prePass_LocalPositionSampler: sampler;var prePass_LocalPosition: texture_2d<f32>;var prePass_VelocityLinearSampler: sampler;var prePass_VelocityLinear: texture_2d<f32>;uniform sizeParams: vec4f;uniform maxDepth: f32;
4
+ const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var depthSampler: sampler;var depthTexture: texture_2d<f32>;var normalSampler: sampler;var normalTexture: texture_2d<f32>;var positionSampler: sampler;var positionTexture: texture_2d<f32>;var velocitySampler: sampler;var velocityTexture: texture_2d<f32>;uniform sizeParams: vec4f;uniform maxDepth: f32;
5
5
  #define offsetX uniforms.sizeParams.x
6
6
  #define offsetY uniforms.sizeParams.y
7
7
  #define widthScale uniforms.sizeParams.z
8
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  #define heightScale uniforms.sizeParams.w
9
9
  @fragment
10
10
  fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =
11
- vec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth: vec4f=textureSample(prePass_NdcDepth,prePass_NdcDepthSampler,input.vUV);var worldNormal: vec4f=textureSample(prePass_WorldNormal,prePass_WorldNormalSampler,input.vUV);var worldPosition: vec4f=textureSample(prePass_Position,prePass_PositionSampler,input.vUV);var localPosition: vec4f=textureSample(prePass_LocalPosition,prePass_LocalPositionSampler,input.vUV);var velocityLinear: vec4f=textureSample(prePass_VelocityLinear,prePass_VelocityLinearSampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.2) {
12
- fragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.4) {velocityLinear=vec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5,velocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.6) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else if (uv.x<=0.8) {fragmentOutputs.color=vec4f(localPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`;
11
+ vec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth: vec4f=textureSample(depthTexture,depthSampler,input.vUV);var worldNormal: vec4f=textureSample(normalTexture,normalSampler,input.vUV);var worldPosition: vec4f=textureSample(positionTexture,positionSampler,input.vUV);var velocityLinear: vec4f=textureSample(velocityTexture,velocitySampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.25) {fragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.5) {velocityLinear=vec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5,velocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.75) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`;
13
12
  // Sideeffect
14
13
  ShaderStore.ShadersStoreWGSL[name] = shader;
15
14
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowGBufferDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowGBufferDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;ibAQka,CAAC;AAClb,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowGBufferDebugPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var prePass_NdcDepthSampler: sampler;var prePass_NdcDepth: texture_2d<f32>;var prePass_WorldNormalSampler: sampler;var prePass_WorldNormal: texture_2d<f32>;var prePass_PositionSampler: sampler;var prePass_Position: texture_2d<f32>;var prePass_LocalPositionSampler: sampler;var prePass_LocalPosition: texture_2d<f32>;var prePass_VelocityLinearSampler: sampler;var prePass_VelocityLinear: texture_2d<f32>;uniform sizeParams: vec4f;uniform maxDepth: f32;\n#define offsetX uniforms.sizeParams.x\n#define offsetY uniforms.sizeParams.y\n#define widthScale uniforms.sizeParams.z\n#define heightScale uniforms.sizeParams.w\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =\nvec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth: vec4f=textureSample(prePass_NdcDepth,prePass_NdcDepthSampler,input.vUV);var worldNormal: vec4f=textureSample(prePass_WorldNormal,prePass_WorldNormalSampler,input.vUV);var worldPosition: vec4f=textureSample(prePass_Position,prePass_PositionSampler,input.vUV);var localPosition: vec4f=textureSample(prePass_LocalPosition,prePass_LocalPositionSampler,input.vUV);var velocityLinear: vec4f=textureSample(prePass_VelocityLinear,prePass_VelocityLinearSampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.2) { \nfragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.4) {velocityLinear=vec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5,velocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.6) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else if (uv.x<=0.8) {fragmentOutputs.color=vec4f(localPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowGBufferDebugPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowGBufferDebug.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowGBufferDebug.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;y7BAO06B,CAAC;AAC17B,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowGBufferDebugPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;var depthSampler: sampler;var depthTexture: texture_2d<f32>;var normalSampler: sampler;var normalTexture: texture_2d<f32>;var positionSampler: sampler;var positionTexture: texture_2d<f32>;var velocitySampler: sampler;var velocityTexture: texture_2d<f32>;uniform sizeParams: vec4f;uniform maxDepth: f32;\n#define offsetX uniforms.sizeParams.x\n#define offsetY uniforms.sizeParams.y\n#define widthScale uniforms.sizeParams.z\n#define heightScale uniforms.sizeParams.w\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f =\nvec2f((offsetX+input.vUV.x)*widthScale,(offsetY+input.vUV.y)*heightScale);var backgroundColour: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgba;var depth: vec4f=textureSample(depthTexture,depthSampler,input.vUV);var worldNormal: vec4f=textureSample(normalTexture,normalSampler,input.vUV);var worldPosition: vec4f=textureSample(positionTexture,positionSampler,input.vUV);var velocityLinear: vec4f=textureSample(velocityTexture,velocitySampler,input.vUV);if (uv.x<0.0 || uv.x>1.0 || uv.y<0.0 || uv.y>1.0) {fragmentOutputs.color=backgroundColour;} else {if (uv.x<=0.25) {fragmentOutputs.color=vec4f(depth.rgb,1.0);} else if (uv.x<=0.5) {velocityLinear=vec4f(velocityLinear.r*0.5+0.5,velocityLinear.g*0.5+0.5,velocityLinear.b,velocityLinear.a);fragmentOutputs.color=vec4f(velocityLinear.rgb,1.0);} else if (uv.x<=0.75) {fragmentOutputs.color=vec4f(worldPosition.rgb,1.0);} else {fragmentOutputs.color=vec4f(worldNormal.rgb,1.0);}}}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowGBufferDebugPixelShaderWGSL = { name, shader };\n"]}
@@ -2,17 +2,17 @@
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "iblShadowSpatialBlurPixelShader";
4
4
  const shader = `#define PI 3.1415927
5
- varying vUV: vec2f;var linearDepthSampler: texture_2d<f32>;var worldNormalSampler: texture_2d<f32>;var textureSampler: texture_2d<f32>;uniform blurParameters: vec4f;
5
+ varying vUV: vec2f;var depthSampler: texture_2d<f32>;var worldNormalSampler: texture_2d<f32>;var voxelTracingSampler : texture_2d<f32>;uniform blurParameters: vec4f;
6
6
  #define stridef uniforms.blurParameters.x
7
7
  #define worldScale uniforms.blurParameters.y
8
8
  const weights=array<f32,5>(0.0625,0.25,0.375,0.25,0.0625);const nbWeights: i32=5;fn max2(v: vec2f,w: vec2f)->vec2f {return vec2f(max(v.x,w.x),max(v.y,w.y));}
9
9
  @fragment
10
- fn main(input: FragmentInputs)->FragmentOutputs {var Resolution=vec2f(textureDimensions(linearDepthSampler,0));var PixelCoord= vec2i(fragmentInputs.vUV*Resolution);var N: vec3f=textureLoad(worldNormalSampler,PixelCoord,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}
11
- var depth: f32=-textureLoad(linearDepthSampler,PixelCoord,0).x;var X: vec2f= vec2f(0.0);for(var y: i32=0; y<nbWeights; y++) {for(var x: i32=0; x<nbWeights; x++) {var Coords: vec2i=PixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var T: vec2f=textureLoad(textureSampler,Coords,0).xy;var ddepth: f32=-textureLoad(linearDepthSampler,Coords,0).x-depth;var dN: vec3f=textureLoad(worldNormalSampler,Coords,0).xyz-N;var w: f32=weights[x]*weights[y] *
10
+ fn main(input: FragmentInputs)->FragmentOutputs {var gbufferRes=vec2f(textureDimensions(depthSampler,0));var gbufferPixelCoord= vec2i(fragmentInputs.vUV*gbufferRes);var shadowRes=vec2f(textureDimensions(voxelTracingSampler,0));var shadowPixelCoord= vec2i(fragmentInputs.vUV*shadowRes);var N: vec3f=textureLoad(worldNormalSampler,gbufferPixelCoord,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}
11
+ var depth: f32=-textureLoad(depthSampler,gbufferPixelCoord,0).x;var X: vec3f= vec3f(0.0);for(var y: i32=0; y<nbWeights; y++) {for(var x: i32=0; x<nbWeights; x++) {var gBufferCoords: vec2i=gbufferPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var shadowCoords: vec2i=shadowPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var T : vec2f=textureLoad(voxelTracingSampler,shadowCoords,0).xy;var ddepth: f32=-textureLoad(depthSampler,gBufferCoords,0).x-depth;var dN: vec3f=textureLoad(worldNormalSampler,gBufferCoords,0).xyz-N;var w: f32=weights[x]*weights[y] *
12
12
  exp2(max(-1000.0/(worldScale*worldScale),-0.5) *
13
13
  (ddepth*ddepth) -
14
- 1e1*dot(dN,dN));X+= vec2f(w*T.x,w);}}
15
- fragmentOutputs.color= vec4f(X.x/X.y,1.0,0.0,1.0);}`;
14
+ 1e1*dot(dN,dN));X+= vec3f(w*T.x,w*T.y,w);}}
15
+ fragmentOutputs.color= vec4f(X.x/X.z,X.y/X.z,0.0,1.0);}`;
16
16
  // Sideeffect
17
17
  ShaderStore.ShadersStoreWGSL[name] = shader;
18
18
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowSpatialBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowSpatialBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;oDAWqC,CAAC;AACrD,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowSpatialBlurPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;var linearDepthSampler: texture_2d<f32>;var worldNormalSampler: texture_2d<f32>;var textureSampler: texture_2d<f32>;uniform blurParameters: vec4f;\n#define stridef uniforms.blurParameters.x\n#define worldScale uniforms.blurParameters.y\nconst weights=array<f32,5>(0.0625,0.25,0.375,0.25,0.0625);const nbWeights: i32=5;fn max2(v: vec2f,w: vec2f)->vec2f {return vec2f(max(v.x,w.x),max(v.y,w.y));}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var Resolution=vec2f(textureDimensions(linearDepthSampler,0));var PixelCoord= vec2i(fragmentInputs.vUV*Resolution);var N: vec3f=textureLoad(worldNormalSampler,PixelCoord,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar depth: f32=-textureLoad(linearDepthSampler,PixelCoord,0).x;var X: vec2f= vec2f(0.0);for(var y: i32=0; y<nbWeights; y++) {for(var x: i32=0; x<nbWeights; x++) {var Coords: vec2i=PixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var T: vec2f=textureLoad(textureSampler,Coords,0).xy;var ddepth: f32=-textureLoad(linearDepthSampler,Coords,0).x-depth;var dN: vec3f=textureLoad(worldNormalSampler,Coords,0).xyz-N;var w: f32=weights[x]*weights[y] *\nexp2(max(-1000.0/(worldScale*worldScale),-0.5) *\n(ddepth*ddepth) -\n1e1*dot(dN,dN));X+= vec2f(w*T.x,w);}}\nfragmentOutputs.color= vec4f(X.x/X.y,1.0,0.0,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowSpatialBlurPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowSpatialBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowSpatialBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;wDAWyC,CAAC;AACzD,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowSpatialBlurPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;var depthSampler: texture_2d<f32>;var worldNormalSampler: texture_2d<f32>;var voxelTracingSampler : texture_2d<f32>;uniform blurParameters: vec4f;\n#define stridef uniforms.blurParameters.x\n#define worldScale uniforms.blurParameters.y\nconst weights=array<f32,5>(0.0625,0.25,0.375,0.25,0.0625);const nbWeights: i32=5;fn max2(v: vec2f,w: vec2f)->vec2f {return vec2f(max(v.x,w.x),max(v.y,w.y));}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var gbufferRes=vec2f(textureDimensions(depthSampler,0));var gbufferPixelCoord= vec2i(fragmentInputs.vUV*gbufferRes);var shadowRes=vec2f(textureDimensions(voxelTracingSampler,0));var shadowPixelCoord= vec2i(fragmentInputs.vUV*shadowRes);var N: vec3f=textureLoad(worldNormalSampler,gbufferPixelCoord,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar depth: f32=-textureLoad(depthSampler,gbufferPixelCoord,0).x;var X: vec3f= vec3f(0.0);for(var y: i32=0; y<nbWeights; y++) {for(var x: i32=0; x<nbWeights; x++) {var gBufferCoords: vec2i=gbufferPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var shadowCoords: vec2i=shadowPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var T : vec2f=textureLoad(voxelTracingSampler,shadowCoords,0).xy;var ddepth: f32=-textureLoad(depthSampler,gBufferCoords,0).x-depth;var dN: vec3f=textureLoad(worldNormalSampler,gBufferCoords,0).xyz-N;var w: f32=weights[x]*weights[y] *\nexp2(max(-1000.0/(worldScale*worldScale),-0.5) *\n(ddepth*ddepth) -\n1e1*dot(dN,dN));X+= vec3f(w*T.x,w*T.y,w);}}\nfragmentOutputs.color= vec4f(X.x/X.z,X.y/X.z,0.0,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowSpatialBlurPixelShaderWGSL = { name, shader };\n"]}
@@ -4,14 +4,12 @@ const name = "iblShadowVoxelTracingPixelShader";
4
4
  const shader = `#define PI 3.1415927
5
5
  varying vUV: vec2f;
6
6
  #define DISABLE_UNIFORMITY_ANALYSIS
7
- var depthSampler: texture_2d<f32>;var worldNormalSampler: texture_2d<f32>;var worldPositionSampler: texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfxSamplerSampler: sampler;var icdfxSampler: texture_2d<f32>;var icdfySamplerSampler: sampler;var icdfySampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;uniform shadowParameters: vec4f;
7
+ var depthSampler: texture_2d<f32>;var worldNormalSampler : texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfxSamplerSampler: sampler;var icdfxSampler: texture_2d<f32>;var icdfySamplerSampler: sampler;var icdfySampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;uniform shadowParameters: vec4f;
8
8
  #define SHADOWdirs uniforms.shadowParameters.x
9
9
  #define SHADOWframe uniforms.shadowParameters.y
10
- #define SHADOWdownscale uniforms.shadowParameters.z
11
10
  #define SHADOWenvRot uniforms.shadowParameters.w
12
- uniform offsetDataParameters: vec4f;
13
- #define PixelOffset uniforms.offsetDataParameters.xy
14
- #define highestMipLevel uniforms.offsetDataParameters.z
11
+ uniform voxelBiasParameters : vec4f;
12
+ #define highestMipLevel uniforms.voxelBiasParameters.z
15
13
  uniform sssParameters: vec4f;
16
14
  #define SSSsamples uniforms.sssParameters.x
17
15
  #define SSSstride uniforms.sssParameters.y
@@ -85,21 +83,21 @@ voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(m
85
83
  *voxel_march_diagnostic_info.heat= f32(steps)/24.0;
86
84
  #endif
87
85
  return false;}
86
+ fn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {return (near*far)/(far-depth*(far-near));}
88
87
  fn screenSpaceShadow(csOrigin: vec3f,csDirection: vec3f,csZBufferSize: vec2f,
89
- nearPlaneZ: f32,noise: f32)->f32 {var csZDir: f32=select(-1.0,1.0,uniforms.projMtx[2][2]>0.0);var ssSamples: f32=SSSsamples;var ssMaxDist: f32=SSSmaxDistance;var ssStride: f32=SSSstride;var ssThickness: f32=SSSthickness;var rayLength: f32 =
90
- select(ssMaxDist,(nearPlaneZ-csOrigin.z)/csDirection.z,
91
- csZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ);var csEndPoint: vec3f=csOrigin+rayLength*csDirection;var H0: vec4f=uniforms.projMtx* vec4f(csOrigin,1.0);var H1: vec4f=uniforms.projMtx* vec4f(csEndPoint,1.0);
92
- #ifndef IS_NDC_HALF_ZRANGE
93
- var Z0=(0.5*H0.z/H0.w+0.5);var Z1=(0.5*H1.z/H1.w+0.5);
94
- #else
95
- var Z0=(H0.z/H0.w);var Z1=(H1.z/H1.w);
88
+ nearPlaneZ: f32,farPlaneZ: f32,noise: f32)->f32 {
89
+ #ifdef RIGHT_HANDED
90
+ var csZDir : f32=-1.0;
91
+ #else
92
+ var csZDir : f32=1.0;
96
93
  #endif
97
- var P0=csZBufferSize*(0.5*H0.xy/H0.w+0.5);var P1=csZBufferSize*(0.5*H1.xy/H1.w+0.5);P1+= 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)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}
98
- var stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f=ssStride* vec2f(stepDirection,invdx*delta.y);var dZ=ssStride*invdx*(Z1-Z0);var opacity: f32=0.0;var P: vec2f=P0+noise*dP;var Z=Z0+noise*dZ;var end: f32=P1.x*stepDirection;Z+=dZ;for (var stepCount: f32=0.0;
99
- opacity<1.0 && P.x*stepDirection<end && stepCount<ssSamples;stepCount+=1) {
100
- var coords=vec2i(select(P,P.yx,permute));var sceneDepth=textureLoad(depthSampler,coords,0).x;var thicknessScale=pow(1.0-sceneDepth,1.6);opacity +=
101
- max(opacity,step(Z+dZ,sceneDepth+thicknessScale*ssThickness) *
102
- step(sceneDepth,Z));P+=dP;Z+=dZ;}
94
+ var ssSamples: f32=SSSsamples;var ssMaxDist: f32=SSSmaxDistance;var ssStride: f32=SSSstride;var ssThickness: f32=SSSthickness;var rayLength: f32 =
95
+ select(ssMaxDist,(nearPlaneZ-csOrigin.z)/csDirection.z,
96
+ csZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ);var csEndPoint: vec3f=csOrigin+rayLength*csDirection;var H0: vec4f=uniforms.projMtx*vec4f(csOrigin,1.0);var H1: vec4f=uniforms.projMtx*vec4f(csEndPoint,1.0);var Z0=vec2f(csOrigin.z ,1.0)/H0.w;var Z1=vec2f(csEndPoint.z,1.0)/H1.w;var P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);var P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+= 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)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}
97
+ var stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f=ssStride* vec2f(stepDirection,invdx*delta.y);var dZ: vec2f=ssStride*invdx*(Z1-Z0);var opacity: f32=0.0;var P: vec2f=P0+noise*dP;var Z: vec2f=Z0+noise*dZ;var end: f32=P1.x*stepDirection;var rayZMax=csZDir*Z.x/Z.y;var sceneDepth=rayZMax;Z+=dZ;for (var stepCount: f32=0.0;
98
+ opacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount+=1) {
99
+ var coords=vec2i(select(P,P.yx,permute));sceneDepth=textureLoad(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}
100
+ var rayZMin: f32=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));P+=dP;Z+=dZ;}
103
101
  return opacity;}
104
102
  #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
105
103
  fn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,
@@ -110,8 +108,9 @@ fn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,
110
108
  DitherNoise: vec2f)->f32 {
111
109
  #endif
112
110
  var vxResolution: f32=f32(textureDimensions(voxelGridSampler,0).x);var T: vec3f;var B: vec3f;genTB(wsDirection,&T,&B);var DitherXY: vec2f=sqrt(DitherNoise.x)* vec2f(cos(2.0*PI*DitherNoise.y),
113
- sin(2.0*PI*DitherNoise.y));var Dithering: vec3f =
114
- (2.0*wsNormal+3.0*wsDirection+DitherXY.x*T+DitherXY.y*B) /
111
+ sin(2.0*PI*DitherNoise.y));var Dithering : vec3f=(uniforms.voxelBiasParameters.x*wsNormal +
112
+ uniforms.voxelBiasParameters.y*wsDirection +
113
+ DitherXY.x*T+DitherXY.y*B) /
115
114
  vxResolution;var O: vec3f=0.5*wsOrigin+0.5+Dithering;var ray_vs=make_ray(O,wsDirection,0.0,10.0);var voxel_aabb: AABB3f;voxel_aabb.m_min=vec3f(0);voxel_aabb.m_max=vec3f(1);var near: f32=0;var far: f32=0;if (!ray_box_intersection(voxel_aabb,ray_vs,&near,&far)) {return 0.0;}
116
115
  ray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);
117
116
  #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
@@ -121,19 +120,26 @@ return select(0.0f,1.0f,anyHitVoxels(ray_vs));
121
120
  #endif
122
121
  }
123
122
  @fragment
124
- fn main(input: FragmentInputs)->FragmentOutputs {var nbDirs=u32(SHADOWdirs);var frameId=u32(SHADOWframe);var downscale=i32(SHADOWdownscale);var envRot: f32=SHADOWenvRot;var Resolution: vec2f= vec2f(textureDimensions(depthSampler,0));var currentPixel=vec2i(fragmentInputs.vUV*Resolution);var PixelCoord=vec2i(vec2f(currentPixel*downscale)+PixelOffset.xy);var GlobalIndex =
125
- (frameId*u32(Resolution.y)+u32(PixelCoord.y))*u32(Resolution.x) +
126
- u32(PixelCoord.x);var N: vec3f=textureLoad(worldNormalSampler,PixelCoord,0).xyz;N=N* vec3f(2.0)-vec3f(1.0);if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}
127
- var normalizedRotation: f32=envRot/(2.0*PI);var depth: f32=textureLoad(depthSampler,PixelCoord,0).x;
123
+ fn main(input: FragmentInputs)->FragmentOutputs {var nbDirs=u32(SHADOWdirs);var frameId=u32(SHADOWframe);var envRot: f32=SHADOWenvRot;var Resolution: vec2f= vec2f(textureDimensions(depthSampler,0));var currentPixel=vec2i(fragmentInputs.vUV*Resolution);var GlobalIndex =
124
+ (frameId*u32(Resolution.y)+u32(currentPixel.y))*u32(Resolution.x) +
125
+ u32(currentPixel.x);var N : vec3f=textureLoad(worldNormalSampler,currentPixel,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}
126
+ var normalizedRotation: f32=envRot/(2.0*PI);var depth : f32=textureLoad(depthSampler,currentPixel,0).x;
128
127
  #ifndef IS_NDC_HALF_ZRANGE
129
128
  depth=depth*2.0-1.0;
130
129
  #endif
131
- var temp: vec2f=(vec2f(PixelCoord)+vec2f(0.5))*2.0/Resolution-vec2f(1.0);var temp2: vec2f=fragmentInputs.vUV*vec2f(2.0)-vec2f(1.0);var VP: vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise: vec3f=textureLoad(blueNoiseSampler,PixelCoord & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));
130
+ var temp : vec2f=(vec2f(currentPixel)+vec2f(0.5))*2.0/Resolution -
131
+ vec2f(1.0);var VP : vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise
132
+ : vec3f =
133
+ textureLoad(blueNoiseSampler,currentPixel & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));
132
134
  #ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
133
135
  var heat: f32=0.0f;
134
136
  #endif
135
- var shadowAccum: f32=0.0;for (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));var T: vec2f;T.x=textureSampleLevel(icdfxSampler,icdfxSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfySampler,icdfySamplerSampler,vec2f(T.x,r.y),0.0).x;T.x-=normalizedRotation;L= vec4f(uv_to_normal(T),0);}
136
- var edge_tint_const=-0.001;var cosNL: f32=dot(N,L.xyz);var opacity: f32=select(0.0,1.0,cosNL<edge_tint_const);if (cosNL>edge_tint_const) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP: vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f =
137
+ var shadowAccum: f32=0.0;var specShadowAccum: f32=0.0;var sampleWeight : f32=0;for (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));var T: vec2f;T.x=textureSampleLevel(icdfxSampler,icdfxSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfySampler,icdfySamplerSampler,vec2f(T.x,r.y),0.0).x;T.x-=normalizedRotation;L= vec4f(uv_to_normal(T),0);
138
+ #ifndef RIGHT_HANDED
139
+ L.z*=-1.0;
140
+ #endif
141
+ }
142
+ var edge_tint_const=-0.001;var cosNL: f32=dot(N,L.xyz);var opacity: f32=select(0.0,1.0,cosNL<edge_tint_const);if (cosNL>edge_tint_const) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP : vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f =
137
143
  vec2f(uint2float(hash(dirId*2)),uint2float(hash(dirId*2+1)));
138
144
  #ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
139
145
  VoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,
@@ -143,17 +149,23 @@ voxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;
143
149
  opacity =
144
150
  max(opacity,uniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));
145
151
  #endif
146
- var VL: vec3f=(uniforms.viewMtx*L).xyz;var nearPlaneZ: f32 =
147
- -uniforms.projMtx[3][2]/uniforms.projMtx[2][2];
152
+ var VL : vec3f=(uniforms.viewMtx*L).xyz;
153
+ #ifdef RIGHT_HANDED
154
+ var nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0);
155
+ var farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0);
156
+ #else
157
+ var nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0);
158
+ var farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0);
159
+ #endif
148
160
  var ssShadow: f32=uniforms.shadowOpacity.y *
149
- screenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,
150
- abs(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));}
161
+ screenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,
162
+ abs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);shadowAccum+=min(1.0-opacity,cosNL);sampleWeight+=cosNL;var VR : vec3f=-(uniforms.viewMtx*vec4f(reflect(-L.xyz,N),0.0)).xyz;specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);}
151
163
  noise.z=fract(noise.z+GOLD);}
152
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  #ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
153
165
  fragmentOutputs.color =
154
- vec4f(shadowAccum/ f32(nbDirs),heat/ f32(nbDirs),0.0,1.0);
166
+ vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,heat/sampleWeight,1.0);
155
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  #else
156
- fragmentOutputs.color= vec4f(shadowAccum/ f32(nbDirs),0.0,0.0,1.0);
168
+ fragmentOutputs.color=vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,0.0,1.0);
157
169
  #endif
158
170
  }`;
159
171
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Jb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;\n#define DISABLE_UNIFORMITY_ANALYSIS\nvar depthSampler: texture_2d<f32>;var worldNormalSampler: texture_2d<f32>;var worldPositionSampler: texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfxSamplerSampler: sampler;var icdfxSampler: texture_2d<f32>;var icdfySamplerSampler: sampler;var icdfySampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;uniform shadowParameters: vec4f;\n#define SHADOWdirs uniforms.shadowParameters.x\n#define SHADOWframe uniforms.shadowParameters.y\n#define SHADOWdownscale uniforms.shadowParameters.z\n#define SHADOWenvRot uniforms.shadowParameters.w\nuniform offsetDataParameters: vec4f;\n#define PixelOffset uniforms.offsetDataParameters.xy\n#define highestMipLevel uniforms.offsetDataParameters.z\nuniform sssParameters: vec4f;\n#define SSSsamples uniforms.sssParameters.x\n#define SSSstride uniforms.sssParameters.y\n#define SSSmaxDistance uniforms.sssParameters.z\n#define SSSthickness uniforms.sssParameters.w\nuniform shadowOpacity: vec4f;uniform projMtx: mat4x4f;uniform viewMtx: mat4x4f;uniform invProjMtx: mat4x4f;uniform invViewMtx: mat4x4f;uniform wsNormalizationMtx: mat4x4f;uniform invVPMtx: mat4x4f;\n#define PI 3.1415927\n#define GOLD 0.618034\nstruct AABB3f {m_min: vec3f,\nm_max: vec3f,};struct Ray {orig: vec3f,\ndir: vec3f,\ndir_rcp: vec3f,\nt_min: f32,\nt_max: f32,};fn make_ray(origin: vec3f,direction: vec3f,tmin: f32,\ntmax: f32)->Ray {var ray: Ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nfn ray_box_intersection(aabb: AABB3f,ray: Ray ,\ndistance_near: ptr<function,f32>,distance_far: ptr<function,f32>)->bool{var tbot: vec3f=ray.dir_rcp*(aabb.m_min-ray.orig);var ttop: vec3f=ray.dir_rcp*(aabb.m_max-ray.orig);var tmin: vec3f=min(ttop,tbot);var tmax: vec3f=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 {heat: f32,\nvoxel_intersect_coords: vec3i,};\n#endif\nfn hash(i: u32)->u32 {var temp=i ^ (i>>16u);temp*=0x7FEB352Du;temp ^= temp>>15u;temp*=0x846CA68Bu;temp ^= temp>>16u;return temp;}\nfn uintBitsToFloat(x: u32)->f32 {return bitcast<f32>(x);}\nfn uint2float(i: u32)->f32 {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nfn plasticSequence(rstate: u32)->vec2f {return vec2f(uint2float(rstate*3242174889u),\nuint2float(rstate*2447445414u));}\nfn goldenSequence(rstate: u32)->f32 {return uint2float(rstate*2654435769u);}\nfn distanceSquared(a: vec2f,b: vec2f)->f32 {var diff: vec2f=a-b;return dot(diff,diff);}\nfn genTB(N: vec3f,T: ptr<function,vec3f>,B: ptr<function,vec3f>) {var s: f32=select(1.0,-1.0,N.z<0.0);var a: f32=-1.0/(s+N.z);var b: f32=N.x*N.y*a;*T= vec3f(1.0+s*N.x*N.x*a,s*b,-s*N.x);*B= vec3f(b,s+N.y*N.y*a,-N.y);}\nfn lessThan(x: vec3f,y: vec3f)->vec3<bool> {return x<y;}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn anyHitVoxels(ray_vs: Ray,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->bool {\n#else\nfn anyHitVoxels(ray_vs: Ray)->bool {\n#endif\nvar stack=array<i32,24>(); \nvar invD: vec3f=ray_vs.dir_rcp;var D: vec3f=ray_vs.dir;var O: vec3f=ray_vs.orig;var negD=vec3i(lessThan(D, vec3f(0,0,0)));var voxel0: i32=negD.x | (negD.y<<1) | (negD.z<<2);var t0: vec3f=-O*invD;var t1=(vec3f(1.0)-O)*invD;var maxLod: i32= i32(highestMipLevel);var stackLevel: i32=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar steps: u32=0u;\n#endif\nstack[stackLevel]=maxLod<<24;stackLevel++;while (stackLevel>0) {stackLevel=stackLevel-1;var elem: i32=stack[stackLevel];var Coords: vec4i =\nvec4i(elem & 0xFF,(elem>>8) & 0xFF,(elem>>16) & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nvar invRes: f32=exp2(f32(Coords.w-maxLod));var bbmin: vec3f=invRes*vec3f(Coords.xyz+negD);var bbmax: vec3f=invRes*vec3f(Coords.xyz-negD+vec3i(1));var mint: vec3f=mix(t0,t1,bbmin);var maxt: vec3f=mix(t0,t1,bbmax);var midt: vec3f=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);var nodeMask: u32= u32(\nround(textureLoad(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;var voxelBit: u32=u32(voxel0);Coords=vec4i((Coords.xyz<<vec3u(1))+negD,Coords.w);var packedCoords: i32 =\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((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn false;}\nfn screenSpaceShadow(csOrigin: vec3f,csDirection: vec3f,csZBufferSize: vec2f,\nnearPlaneZ: f32,noise: f32)->f32 {var csZDir: f32=select(-1.0,1.0,uniforms.projMtx[2][2]>0.0);var ssSamples: f32=SSSsamples;var ssMaxDist: f32=SSSmaxDistance;var ssStride: f32=SSSstride;var ssThickness: f32=SSSthickness;var rayLength: f32 =\nselect(ssMaxDist,(nearPlaneZ-csOrigin.z)/csDirection.z,\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ);var csEndPoint: vec3f=csOrigin+rayLength*csDirection;var H0: vec4f=uniforms.projMtx* vec4f(csOrigin,1.0);var H1: vec4f=uniforms.projMtx* vec4f(csEndPoint,1.0);\n#ifndef IS_NDC_HALF_ZRANGE\nvar Z0=(0.5*H0.z/H0.w+0.5);var Z1=(0.5*H1.z/H1.w+0.5);\n#else\nvar Z0=(H0.z/H0.w);var Z1=(H1.z/H1.w);\n#endif\nvar P0=csZBufferSize*(0.5*H0.xy/H0.w+0.5);var P1=csZBufferSize*(0.5*H1.xy/H1.w+0.5);P1+= 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)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f=ssStride* vec2f(stepDirection,invdx*delta.y);var dZ=ssStride*invdx*(Z1-Z0);var opacity: f32=0.0;var P: vec2f=P0+noise*dP;var Z=Z0+noise*dZ;var end: f32=P1.x*stepDirection;Z+=dZ;for (var stepCount: f32=0.0; \nopacity<1.0 && P.x*stepDirection<end && stepCount<ssSamples;stepCount+=1) { \nvar coords=vec2i(select(P,P.yx,permute));var sceneDepth=textureLoad(depthSampler,coords,0).x;var thicknessScale=pow(1.0-sceneDepth,1.6);opacity +=\nmax(opacity,step(Z+dZ,sceneDepth+thicknessScale*ssThickness) *\nstep(sceneDepth,Z));P+=dP;Z+=dZ;}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->f32 {\n#else\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f)->f32 {\n#endif\nvar vxResolution: f32=f32(textureDimensions(voxelGridSampler,0).x);var T: vec3f;var B: vec3f;genTB(wsDirection,&T,&B);var DitherXY: vec2f=sqrt(DitherNoise.x)* vec2f(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));var Dithering: vec3f =\n(2.0*wsNormal+3.0*wsDirection+DitherXY.x*T+DitherXY.y*B) /\nvxResolution;var O: vec3f=0.5*wsOrigin+0.5+Dithering;var ray_vs=make_ray(O,wsDirection,0.0,10.0);var voxel_aabb: AABB3f;voxel_aabb.m_min=vec3f(0);voxel_aabb.m_max=vec3f(1);var near: f32=0;var far: f32=0;if (!ray_box_intersection(voxel_aabb,ray_vs,&near,&far)) {return 0.0;}\nray_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 select(0.0f,1.0f,anyHitVoxels(ray_vs,voxel_march_diagnostic_info));\n#else\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs));\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var nbDirs=u32(SHADOWdirs);var frameId=u32(SHADOWframe);var downscale=i32(SHADOWdownscale);var envRot: f32=SHADOWenvRot;var Resolution: vec2f= vec2f(textureDimensions(depthSampler,0));var currentPixel=vec2i(fragmentInputs.vUV*Resolution);var PixelCoord=vec2i(vec2f(currentPixel*downscale)+PixelOffset.xy);var GlobalIndex =\n(frameId*u32(Resolution.y)+u32(PixelCoord.y))*u32(Resolution.x) +\nu32(PixelCoord.x);var N: vec3f=textureLoad(worldNormalSampler,PixelCoord,0).xyz;N=N* vec3f(2.0)-vec3f(1.0);if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar normalizedRotation: f32=envRot/(2.0*PI);var depth: f32=textureLoad(depthSampler,PixelCoord,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvar temp: vec2f=(vec2f(PixelCoord)+vec2f(0.5))*2.0/Resolution-vec2f(1.0);var temp2: vec2f=fragmentInputs.vUV*vec2f(2.0)-vec2f(1.0);var VP: vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise: vec3f=textureLoad(blueNoiseSampler,PixelCoord & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar heat: f32=0.0f;\n#endif\nvar shadowAccum: f32=0.0;for (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));var T: vec2f;T.x=textureSampleLevel(icdfxSampler,icdfxSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfySampler,icdfySamplerSampler,vec2f(T.x,r.y),0.0).x;T.x-=normalizedRotation;L= vec4f(uv_to_normal(T),0);}\nvar edge_tint_const=-0.001;var cosNL: f32=dot(N,L.xyz);var opacity: f32=select(0.0,1.0,cosNL<edge_tint_const);if (cosNL>edge_tint_const) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP: vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f =\nvec2f(uint2float(hash(dirId*2)),uint2float(hash(dirId*2+1)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,\nuniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,\nvoxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,uniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvar VL: vec3f=(uniforms.viewMtx*L).xyz;var nearPlaneZ: f32 =\n-uniforms.projMtx[3][2]/uniforms.projMtx[2][2]; \nvar ssShadow: f32=uniforms.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\nfragmentOutputs.color =\nvec4f(shadowAccum/ f32(nbDirs),heat/ f32(nbDirs),0.0,1.0);\n#else\nfragmentOutputs.color= vec4f(shadowAccum/ f32(nbDirs),0.0,0.0,1.0);\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowVoxelTracingPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAsKb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;\n#define DISABLE_UNIFORMITY_ANALYSIS\nvar depthSampler: texture_2d<f32>;var worldNormalSampler : texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfxSamplerSampler: sampler;var icdfxSampler: texture_2d<f32>;var icdfySamplerSampler: sampler;var icdfySampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;uniform shadowParameters: vec4f;\n#define SHADOWdirs uniforms.shadowParameters.x\n#define SHADOWframe uniforms.shadowParameters.y\n#define SHADOWenvRot uniforms.shadowParameters.w\nuniform voxelBiasParameters : vec4f;\n#define highestMipLevel uniforms.voxelBiasParameters.z\nuniform sssParameters: vec4f;\n#define SSSsamples uniforms.sssParameters.x\n#define SSSstride uniforms.sssParameters.y\n#define SSSmaxDistance uniforms.sssParameters.z\n#define SSSthickness uniforms.sssParameters.w\nuniform shadowOpacity: vec4f;uniform projMtx: mat4x4f;uniform viewMtx: mat4x4f;uniform invProjMtx: mat4x4f;uniform invViewMtx: mat4x4f;uniform wsNormalizationMtx: mat4x4f;uniform invVPMtx: mat4x4f;\n#define PI 3.1415927\n#define GOLD 0.618034\nstruct AABB3f {m_min: vec3f,\nm_max: vec3f,};struct Ray {orig: vec3f,\ndir: vec3f,\ndir_rcp: vec3f,\nt_min: f32,\nt_max: f32,};fn make_ray(origin: vec3f,direction: vec3f,tmin: f32,\ntmax: f32)->Ray {var ray: Ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nfn ray_box_intersection(aabb: AABB3f,ray: Ray ,\ndistance_near: ptr<function,f32>,distance_far: ptr<function,f32>)->bool{var tbot: vec3f=ray.dir_rcp*(aabb.m_min-ray.orig);var ttop: vec3f=ray.dir_rcp*(aabb.m_max-ray.orig);var tmin: vec3f=min(ttop,tbot);var tmax: vec3f=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 {heat: f32,\nvoxel_intersect_coords: vec3i,};\n#endif\nfn hash(i: u32)->u32 {var temp=i ^ (i>>16u);temp*=0x7FEB352Du;temp ^= temp>>15u;temp*=0x846CA68Bu;temp ^= temp>>16u;return temp;}\nfn uintBitsToFloat(x: u32)->f32 {return bitcast<f32>(x);}\nfn uint2float(i: u32)->f32 {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nfn plasticSequence(rstate: u32)->vec2f {return vec2f(uint2float(rstate*3242174889u),\nuint2float(rstate*2447445414u));}\nfn goldenSequence(rstate: u32)->f32 {return uint2float(rstate*2654435769u);}\nfn distanceSquared(a: vec2f,b: vec2f)->f32 {var diff: vec2f=a-b;return dot(diff,diff);}\nfn genTB(N: vec3f,T: ptr<function,vec3f>,B: ptr<function,vec3f>) {var s: f32=select(1.0,-1.0,N.z<0.0);var a: f32=-1.0/(s+N.z);var b: f32=N.x*N.y*a;*T= vec3f(1.0+s*N.x*N.x*a,s*b,-s*N.x);*B= vec3f(b,s+N.y*N.y*a,-N.y);}\nfn lessThan(x: vec3f,y: vec3f)->vec3<bool> {return x<y;}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn anyHitVoxels(ray_vs: Ray,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->bool {\n#else\nfn anyHitVoxels(ray_vs: Ray)->bool {\n#endif\nvar stack=array<i32,24>(); \nvar invD: vec3f=ray_vs.dir_rcp;var D: vec3f=ray_vs.dir;var O: vec3f=ray_vs.orig;var negD=vec3i(lessThan(D, vec3f(0,0,0)));var voxel0: i32=negD.x | (negD.y<<1) | (negD.z<<2);var t0: vec3f=-O*invD;var t1=(vec3f(1.0)-O)*invD;var maxLod: i32= i32(highestMipLevel);var stackLevel: i32=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar steps: u32=0u;\n#endif\nstack[stackLevel]=maxLod<<24;stackLevel++;while (stackLevel>0) {stackLevel=stackLevel-1;var elem: i32=stack[stackLevel];var Coords: vec4i =\nvec4i(elem & 0xFF,(elem>>8) & 0xFF,(elem>>16) & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nvar invRes: f32=exp2(f32(Coords.w-maxLod));var bbmin: vec3f=invRes*vec3f(Coords.xyz+negD);var bbmax: vec3f=invRes*vec3f(Coords.xyz-negD+vec3i(1));var mint: vec3f=mix(t0,t1,bbmin);var maxt: vec3f=mix(t0,t1,bbmax);var midt: vec3f=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);var nodeMask: u32= u32(\nround(textureLoad(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;var voxelBit: u32=u32(voxel0);Coords=vec4i((Coords.xyz<<vec3u(1))+negD,Coords.w);var packedCoords: i32 =\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((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn false;}\nfn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {return (near*far)/(far-depth*(far-near));}\nfn screenSpaceShadow(csOrigin: vec3f,csDirection: vec3f,csZBufferSize: vec2f,\nnearPlaneZ: f32,farPlaneZ: f32,noise: f32)->f32 {\n#ifdef RIGHT_HANDED\nvar csZDir : f32=-1.0;\n#else \nvar csZDir : f32=1.0;\n#endif\nvar ssSamples: f32=SSSsamples;var ssMaxDist: f32=SSSmaxDistance;var ssStride: f32=SSSstride;var ssThickness: f32=SSSthickness;var rayLength: f32 =\nselect(ssMaxDist,(nearPlaneZ-csOrigin.z)/csDirection.z,\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ);var csEndPoint: vec3f=csOrigin+rayLength*csDirection;var H0: vec4f=uniforms.projMtx*vec4f(csOrigin,1.0);var H1: vec4f=uniforms.projMtx*vec4f(csEndPoint,1.0);var Z0=vec2f(csOrigin.z ,1.0)/H0.w;var Z1=vec2f(csEndPoint.z,1.0)/H1.w;var P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);var P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+= 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)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f=ssStride* vec2f(stepDirection,invdx*delta.y);var dZ: vec2f=ssStride*invdx*(Z1-Z0);var opacity: f32=0.0;var P: vec2f=P0+noise*dP;var Z: vec2f=Z0+noise*dZ;var end: f32=P1.x*stepDirection;var rayZMax=csZDir*Z.x/Z.y;var sceneDepth=rayZMax;Z+=dZ;for (var stepCount: f32=0.0; \nopacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount+=1) { \nvar coords=vec2i(select(P,P.yx,permute));sceneDepth=textureLoad(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nvar rayZMin: f32=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));P+=dP;Z+=dZ;}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->f32 {\n#else\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f)->f32 {\n#endif\nvar vxResolution: f32=f32(textureDimensions(voxelGridSampler,0).x);var T: vec3f;var B: vec3f;genTB(wsDirection,&T,&B);var DitherXY: vec2f=sqrt(DitherNoise.x)* vec2f(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));var Dithering : vec3f=(uniforms.voxelBiasParameters.x*wsNormal +\nuniforms.voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;var O: vec3f=0.5*wsOrigin+0.5+Dithering;var ray_vs=make_ray(O,wsDirection,0.0,10.0);var voxel_aabb: AABB3f;voxel_aabb.m_min=vec3f(0);voxel_aabb.m_max=vec3f(1);var near: f32=0;var far: f32=0;if (!ray_box_intersection(voxel_aabb,ray_vs,&near,&far)) {return 0.0;}\nray_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 select(0.0f,1.0f,anyHitVoxels(ray_vs,voxel_march_diagnostic_info));\n#else\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs));\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var nbDirs=u32(SHADOWdirs);var frameId=u32(SHADOWframe);var envRot: f32=SHADOWenvRot;var Resolution: vec2f= vec2f(textureDimensions(depthSampler,0));var currentPixel=vec2i(fragmentInputs.vUV*Resolution);var GlobalIndex =\n(frameId*u32(Resolution.y)+u32(currentPixel.y))*u32(Resolution.x) +\nu32(currentPixel.x);var N : vec3f=textureLoad(worldNormalSampler,currentPixel,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar normalizedRotation: f32=envRot/(2.0*PI);var depth : f32=textureLoad(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvar temp : vec2f=(vec2f(currentPixel)+vec2f(0.5))*2.0/Resolution -\nvec2f(1.0);var VP : vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise\n: vec3f =\ntextureLoad(blueNoiseSampler,currentPixel & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar heat: f32=0.0f;\n#endif\nvar shadowAccum: f32=0.0;var specShadowAccum: f32=0.0;var sampleWeight : f32=0;for (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));var T: vec2f;T.x=textureSampleLevel(icdfxSampler,icdfxSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfySampler,icdfySamplerSampler,vec2f(T.x,r.y),0.0).x;T.x-=normalizedRotation;L= vec4f(uv_to_normal(T),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\nvar edge_tint_const=-0.001;var cosNL: f32=dot(N,L.xyz);var opacity: f32=select(0.0,1.0,cosNL<edge_tint_const);if (cosNL>edge_tint_const) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP : vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f =\nvec2f(uint2float(hash(dirId*2)),uint2float(hash(dirId*2+1)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,\nuniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,\nvoxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,uniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvar VL : vec3f=(uniforms.viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0);\n#else\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0);\n#endif\nvar ssShadow: f32=uniforms.shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);shadowAccum+=min(1.0-opacity,cosNL);sampleWeight+=cosNL;var VR : vec3f=-(uniforms.viewMtx*vec4f(reflect(-L.xyz,N),0.0)).xyz;specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfragmentOutputs.color =\nvec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,heat/sampleWeight,1.0);\n#else\nfragmentOutputs.color=vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,0.0,1.0);\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowVoxelTracingPixelShaderWGSL = { name, shader };\n"]}
@@ -1,8 +1,12 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "iblShadowsCombinePixelShader";
4
- const shader = `varying vUV: vec2f;var sceneTextureSampler: sampler;var sceneTexture: texture_2d<f32>;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform shadowOpacity: f32;@fragment
5
- fn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=textureSample(sceneTexture,sceneTextureSampler,input.vUV).rgb;var shadow: vec3f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var shadowValue: f32=mix(1.0,shadow.x,uniforms.shadowOpacity);fragmentOutputs.color=vec4f(color*shadowValue,1.0);}`;
4
+ const shader = `varying vUV: vec2f;var shadowSamplerSampler : sampler;var shadowSampler : texture_2d<f32>;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform shadowOpacity: f32;@fragment
5
+ fn main(input: FragmentInputs)->FragmentOutputs {var shadow
6
+ : vec3f =
7
+ textureSample(shadowSampler,shadowSamplerSampler,input.vUV).rgb;var color
8
+ : vec3f =
9
+ textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var shadowValue: f32=mix(1.0,shadow.x,uniforms.shadowOpacity);fragmentOutputs.color=vec4f(color*shadowValue,1.0);}`;
6
10
  // Sideeffect
7
11
  ShaderStore.ShadersStoreWGSL[name] = shader;
8
12
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowsCombine.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowsCombine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;uUACwT,CAAC;AACxU,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"iblShadowsCombinePixelShader\";\nconst shader = `varying vUV: vec2f;var sceneTextureSampler: sampler;var sceneTexture: texture_2d<f32>;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform shadowOpacity: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=textureSample(sceneTexture,sceneTextureSampler,input.vUV).rgb;var shadow: vec3f=textureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var shadowValue: f32=mix(1.0,shadow.x,uniforms.shadowOpacity);fragmentOutputs.color=vec4f(color*shadowValue,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowsCombinePixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowsCombine.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowsCombine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;qLAKsK,CAAC;AACtL,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = \"iblShadowsCombinePixelShader\";\nconst shader = `varying vUV: vec2f;var shadowSamplerSampler : sampler;var shadowSampler : texture_2d<f32>;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform shadowOpacity: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var shadow\n: vec3f =\ntextureSample(shadowSampler,shadowSamplerSampler,input.vUV).rgb;var color\n: vec3f =\ntextureSample(textureSampler,textureSamplerSampler,input.vUV).rgb;var shadowValue: f32=mix(1.0,shadow.x,uniforms.shadowOpacity);fragmentOutputs.color=vec4f(color*shadowValue,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowsCombinePixelShaderWGSL = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "7.32.2",
3
+ "version": "7.32.4",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",