@babylonjs/core 7.40.3 → 7.40.4

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Files changed (144) hide show
  1. package/Audio/sound.js +5 -10
  2. package/Audio/sound.js.map +1 -1
  3. package/Compute/computeEffect.js +6 -14
  4. package/Compute/computeEffect.js.map +1 -1
  5. package/Compute/computeShader.js +2 -9
  6. package/Compute/computeShader.js.map +1 -1
  7. package/Culling/Helper/computeShaderBoundingHelper.js +5 -6
  8. package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
  9. package/Engines/abstractEngine.d.ts +7 -0
  10. package/Engines/abstractEngine.js +7 -2
  11. package/Engines/abstractEngine.js.map +1 -1
  12. package/Engines/engine.js +6 -8
  13. package/Engines/engine.js.map +1 -1
  14. package/Engines/thinEngine.js +6 -1
  15. package/Engines/thinEngine.js.map +1 -1
  16. package/Engines/webgpuEngine.js +6 -1
  17. package/Engines/webgpuEngine.js.map +1 -1
  18. package/FrameGraph/frameGraph.js +4 -9
  19. package/FrameGraph/frameGraph.js.map +1 -1
  20. package/Layers/effectLayer.js +2 -0
  21. package/Layers/effectLayer.js.map +1 -1
  22. package/Layers/glowLayer.js +4 -0
  23. package/Layers/glowLayer.js.map +1 -1
  24. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +5 -0
  25. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +33 -0
  26. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  27. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -4
  28. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  29. package/Materials/Node/nodeMaterial.d.ts +4 -0
  30. package/Materials/Node/nodeMaterial.js +15 -1
  31. package/Materials/Node/nodeMaterial.js.map +1 -1
  32. package/Materials/PBR/pbrBaseMaterial.js +2 -4
  33. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  34. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +3 -2
  35. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  36. package/Materials/Textures/colorGradingTexture.js +5 -2
  37. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  38. package/Materials/effect.functions.d.ts +0 -1
  39. package/Materials/effect.functions.js +0 -19
  40. package/Materials/effect.functions.js.map +1 -1
  41. package/Materials/effect.js +3 -2
  42. package/Materials/effect.js.map +1 -1
  43. package/Materials/effect.webgl.functions.js +2 -1
  44. package/Materials/effect.webgl.functions.js.map +1 -1
  45. package/Materials/material.d.ts +4 -0
  46. package/Materials/material.js +8 -0
  47. package/Materials/material.js.map +1 -1
  48. package/Meshes/abstractMesh.d.ts +5 -0
  49. package/Meshes/abstractMesh.js +15 -0
  50. package/Meshes/abstractMesh.js.map +1 -1
  51. package/Meshes/index.d.ts +1 -0
  52. package/Meshes/index.js +1 -0
  53. package/Meshes/index.js.map +1 -1
  54. package/Meshes/mesh.vertexData.functions.d.ts +6 -0
  55. package/Meshes/mesh.vertexData.functions.js +65 -0
  56. package/Meshes/mesh.vertexData.functions.js.map +1 -0
  57. package/Misc/bitArray.d.ts +26 -0
  58. package/Misc/bitArray.js +53 -0
  59. package/Misc/bitArray.js.map +1 -0
  60. package/Misc/index.d.ts +1 -0
  61. package/Misc/index.js +1 -0
  62. package/Misc/index.js.map +1 -1
  63. package/Misc/screenshotTools.js +7 -9
  64. package/Misc/screenshotTools.js.map +1 -1
  65. package/Misc/timingTools.d.ts +4 -0
  66. package/Misc/timingTools.js +38 -0
  67. package/Misc/timingTools.js.map +1 -1
  68. package/Misc/webRequest.d.ts +1 -1
  69. package/Misc/webRequest.js +1 -1
  70. package/Misc/webRequest.js.map +1 -1
  71. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +7 -5
  72. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  73. package/Rendering/iblCdfGenerator.d.ts +14 -19
  74. package/Rendering/iblCdfGenerator.js +64 -57
  75. package/Rendering/iblCdfGenerator.js.map +1 -1
  76. package/Rendering/index.d.ts +6 -6
  77. package/Rendering/index.js +6 -6
  78. package/Rendering/index.js.map +1 -1
  79. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +6 -6
  80. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  81. package/Shaders/ShadersInclude/helperFunctions.js +1 -0
  82. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  83. package/Shaders/ShadersInclude/pbrBlockReflection.js +2 -3
  84. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  85. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +2 -3
  86. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  87. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +1 -1
  88. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  89. package/Shaders/{iblIcdfx.fragment.d.ts → iblCdfDebug.fragment.d.ts} +1 -1
  90. package/Shaders/{importanceSamplingDebug.fragment.js → iblCdfDebug.fragment.js} +12 -11
  91. package/Shaders/iblCdfDebug.fragment.js.map +1 -0
  92. package/Shaders/iblCdfy.fragment.d.ts +1 -0
  93. package/Shaders/iblCdfy.fragment.js +4 -4
  94. package/Shaders/iblCdfy.fragment.js.map +1 -1
  95. package/Shaders/iblIcdf.fragment.d.ts +6 -0
  96. package/Shaders/iblIcdf.fragment.js +43 -0
  97. package/Shaders/iblIcdf.fragment.js.map +1 -0
  98. package/Shaders/iblScaledLuminance.fragment.d.ts +6 -0
  99. package/Shaders/iblScaledLuminance.fragment.js +25 -0
  100. package/Shaders/iblScaledLuminance.fragment.js.map +1 -0
  101. package/Shaders/iblShadowVoxelTracing.fragment.js +2 -2
  102. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  103. package/Shaders/pbr.fragment.js +2 -4
  104. package/Shaders/pbr.fragment.js.map +1 -1
  105. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +8 -6
  106. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  107. package/ShadersWGSL/ShadersInclude/helperFunctions.js +1 -0
  108. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  109. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +4 -8
  110. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  111. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +4 -8
  112. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  113. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +1 -1
  114. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  115. package/ShadersWGSL/{iblIcdfy.fragment.d.ts → iblCdfDebug.fragment.d.ts} +1 -1
  116. package/ShadersWGSL/{importanceSamplingDebug.fragment.js → iblCdfDebug.fragment.js} +11 -10
  117. package/ShadersWGSL/iblCdfDebug.fragment.js.map +1 -0
  118. package/ShadersWGSL/iblCdfy.fragment.js +8 -7
  119. package/ShadersWGSL/iblCdfy.fragment.js.map +1 -1
  120. package/ShadersWGSL/iblIcdf.fragment.d.ts +6 -0
  121. package/ShadersWGSL/iblIcdf.fragment.js +43 -0
  122. package/ShadersWGSL/iblIcdf.fragment.js.map +1 -0
  123. package/ShadersWGSL/iblScaledLuminance.fragment.d.ts +6 -0
  124. package/ShadersWGSL/iblScaledLuminance.fragment.js +24 -0
  125. package/ShadersWGSL/iblScaledLuminance.fragment.js.map +1 -0
  126. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -3
  127. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  128. package/ShadersWGSL/pbr.fragment.js +4 -8
  129. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  130. package/package.json +1 -1
  131. package/Shaders/iblIcdfx.fragment.js +0 -19
  132. package/Shaders/iblIcdfx.fragment.js.map +0 -1
  133. package/Shaders/iblIcdfy.fragment.d.ts +0 -5
  134. package/Shaders/iblIcdfy.fragment.js +0 -19
  135. package/Shaders/iblIcdfy.fragment.js.map +0 -1
  136. package/Shaders/importanceSamplingDebug.fragment.d.ts +0 -5
  137. package/Shaders/importanceSamplingDebug.fragment.js.map +0 -1
  138. package/ShadersWGSL/iblIcdfx.fragment.d.ts +0 -5
  139. package/ShadersWGSL/iblIcdfx.fragment.js +0 -18
  140. package/ShadersWGSL/iblIcdfx.fragment.js.map +0 -1
  141. package/ShadersWGSL/iblIcdfy.fragment.js +0 -17
  142. package/ShadersWGSL/iblIcdfy.fragment.js.map +0 -1
  143. package/ShadersWGSL/importanceSamplingDebug.fragment.d.ts +0 -5
  144. package/ShadersWGSL/importanceSamplingDebug.fragment.js.map +0 -1
@@ -1,7 +1,9 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import "./ShadersInclude/helperFunctions.js";
3
4
  const name = "iblCdfyPixelShader";
4
5
  const shader = `precision highp sampler2D;precision highp samplerCube;
6
+ #include<helperFunctions>
5
7
  #define PI 3.1415927
6
8
  varying vec2 vUV;
7
9
  #ifdef IBL_USE_CUBE_MAP
@@ -11,12 +13,10 @@ uniform sampler2D iblSource;
11
13
  #endif
12
14
  uniform int iblHeight;
13
15
  #ifdef IBL_USE_CUBE_MAP
14
- vec3 equirectangularToCubemapDirection(vec2 uv) {float longitude=uv.x*2.0*PI-PI;float latitude=PI*0.5-uv.y*PI;vec3 direction;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}
15
- float fetchCube(vec2 uv) {vec3 direction=equirectangularToCubemapDirection(uv);return sin(PI*uv.y)*dot(textureCubeLodEXT(iblSource,direction,0.0).rgb,
16
- vec3(0.3,0.6,0.1));}
16
+ float fetchCube(vec2 uv) {vec3 direction=equirectangularToCubemapDirection(uv);return sin(PI*uv.y)*dot(textureCubeLodEXT(iblSource,direction,0.0).rgb,LuminanceEncodeApprox);}
17
17
  #else
18
18
  float fetchPanoramic(ivec2 Coords,float envmapHeight) {return sin(PI*(float(Coords.y)+0.5)/envmapHeight) *
19
- dot(texelFetch(iblSource,Coords,0).rgb,vec3(0.3,0.6,0.1));}
19
+ dot(texelFetch(iblSource,Coords,0).rgb,LuminanceEncodeApprox);}
20
20
  #endif
21
21
  void main(void) {ivec2 coords=ivec2(gl_FragCoord.x,gl_FragCoord.y);float cdfy=0.0;for (int y=1; y<=coords.y; y++) {
22
22
  #ifdef IBL_USE_CUBE_MAP
@@ -1 +1 @@
1
- {"version":3,"file":"iblCdfy.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblCdfy.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;sCAwBuB,CAAC;AACvC,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblCdfyPixelShader\";\nconst shader = `precision highp sampler2D;precision highp samplerCube;\n#define PI 3.1415927\nvarying vec2 vUV;\n#ifdef IBL_USE_CUBE_MAP\nuniform samplerCube iblSource;\n#else\nuniform sampler2D iblSource;\n#endif\nuniform int iblHeight;\n#ifdef IBL_USE_CUBE_MAP\nvec3 equirectangularToCubemapDirection(vec2 uv) {float longitude=uv.x*2.0*PI-PI;float latitude=PI*0.5-uv.y*PI;vec3 direction;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\nfloat fetchCube(vec2 uv) {vec3 direction=equirectangularToCubemapDirection(uv);return sin(PI*uv.y)*dot(textureCubeLodEXT(iblSource,direction,0.0).rgb,\nvec3(0.3,0.6,0.1));}\n#else\nfloat fetchPanoramic(ivec2 Coords,float envmapHeight) {return sin(PI*(float(Coords.y)+0.5)/envmapHeight) *\ndot(texelFetch(iblSource,Coords,0).rgb,vec3(0.3,0.6,0.1));}\n#endif\nvoid main(void) {ivec2 coords=ivec2(gl_FragCoord.x,gl_FragCoord.y);float cdfy=0.0;for (int y=1; y<=coords.y; y++) {\n#ifdef IBL_USE_CUBE_MAP\nvec2 uv=vec2(vUV.x,(float(y-1)+0.5)/float(iblHeight));cdfy+=fetchCube(uv);\n#else\ncdfy+=fetchPanoramic(ivec2(coords.x,y-1),float(iblHeight));\n#endif\n}\ngl_FragColor=vec4(cdfy,0.0,0.0,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblCdfyPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblCdfy.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblCdfy.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;sCAuBuB,CAAC;AACvC,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"iblCdfyPixelShader\";\nconst shader = `precision highp sampler2D;precision highp samplerCube;\n#include<helperFunctions>\n#define PI 3.1415927\nvarying vec2 vUV;\n#ifdef IBL_USE_CUBE_MAP\nuniform samplerCube iblSource;\n#else\nuniform sampler2D iblSource;\n#endif\nuniform int iblHeight;\n#ifdef IBL_USE_CUBE_MAP\nfloat fetchCube(vec2 uv) {vec3 direction=equirectangularToCubemapDirection(uv);return sin(PI*uv.y)*dot(textureCubeLodEXT(iblSource,direction,0.0).rgb,LuminanceEncodeApprox);}\n#else\nfloat fetchPanoramic(ivec2 Coords,float envmapHeight) {return sin(PI*(float(Coords.y)+0.5)/envmapHeight) *\ndot(texelFetch(iblSource,Coords,0).rgb,LuminanceEncodeApprox);}\n#endif\nvoid main(void) {ivec2 coords=ivec2(gl_FragCoord.x,gl_FragCoord.y);float cdfy=0.0;for (int y=1; y<=coords.y; y++) {\n#ifdef IBL_USE_CUBE_MAP\nvec2 uv=vec2(vUV.x,(float(y-1)+0.5)/float(iblHeight));cdfy+=fetchCube(uv);\n#else\ncdfy+=fetchPanoramic(ivec2(coords.x,y-1),float(iblHeight));\n#endif\n}\ngl_FragColor=vec4(cdfy,0.0,0.0,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblCdfyPixelShader = { name, shader };\n"]}
@@ -0,0 +1,6 @@
1
+ import "./ShadersInclude/helperFunctions";
2
+ /** @internal */
3
+ export declare const iblIcdfPixelShader: {
4
+ name: string;
5
+ shader: string;
6
+ };
@@ -0,0 +1,43 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import "./ShadersInclude/helperFunctions.js";
4
+ const name = "iblIcdfPixelShader";
5
+ const shader = `precision highp sampler2D;
6
+ #include<helperFunctions>
7
+ varying vec2 vUV;
8
+ #ifdef IBL_USE_CUBE_MAP
9
+ uniform samplerCube iblSource;
10
+ #else
11
+ uniform sampler2D iblSource;
12
+ #endif
13
+ uniform sampler2D scaledLuminanceSampler;uniform int iblWidth;uniform int iblHeight;uniform sampler2D cdfx;uniform sampler2D cdfy;float fetchLuminance(vec2 coords) {
14
+ #ifdef IBL_USE_CUBE_MAP
15
+ vec3 direction=equirectangularToCubemapDirection(coords);vec3 color=textureCubeLodEXT(iblSource,direction,0.0).rgb;
16
+ #else
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+ vec3 color=textureLod(iblSource,coords,0.0).rgb;
18
+ #endif
19
+ return dot(color,LuminanceEncodeApprox);}
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+ float fetchCDFx(int x) { return texelFetch(cdfx,ivec2(x,0),0).x; }
21
+ float bisectx(int size,float targetValue) {int a=0,b=size-1;while (b-a>1) {int c=a+b>>1;if (fetchCDFx(c)<targetValue)
22
+ a=c;else
23
+ b=c;}
24
+ return mix(float(a),float(b),
25
+ (targetValue-fetchCDFx(a))/(fetchCDFx(b)-fetchCDFx(a))) /
26
+ float(size-1);}
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+ float fetchCDFy(int y,int invocationId) {return texelFetch(cdfy,ivec2(invocationId,y),0).x;}
28
+ float bisecty(int size,float targetValue,int invocationId) {int a=0,b=size-1;while (b-a>1) {int c=a+b>>1;if (fetchCDFy(c,invocationId)<targetValue)
29
+ a=c;else
30
+ b=c;}
31
+ return mix(float(a),float(b),
32
+ (targetValue-fetchCDFy(a,invocationId)) /
33
+ (fetchCDFy(b,invocationId)-fetchCDFy(a,invocationId))) /
34
+ float(size-1);}
35
+ void main(void) {ivec2 cdfxSize=textureSize(cdfx,0);int cdfWidth=cdfxSize.x;int icdfWidth=cdfWidth-1;ivec2 currentPixel=ivec2(gl_FragCoord.xy);vec3 outputColor=vec3(1.0);if (currentPixel.x==0) {outputColor.x=0.0;} else if (currentPixel.x==icdfWidth-1) {outputColor.x=1.0;} else {float targetValue=fetchCDFx(cdfWidth-1)*vUV.x;outputColor.x=bisectx(cdfWidth,targetValue);}
36
+ ivec2 cdfySize=textureSize(cdfy,0);int cdfHeight=cdfySize.y;if (currentPixel.y==0) {outputColor.y=0.0;} else if (currentPixel.y==cdfHeight-2) {outputColor.y=1.0;} else {float targetValue=fetchCDFy(cdfHeight-1,currentPixel.x)*vUV.y;outputColor.y=max(bisecty(cdfHeight,targetValue,currentPixel.x),0.0);}
37
+ vec2 size=vec2(textureSize(scaledLuminanceSampler,0));float highestMip=floor(log2(size.x));float normalization=texture(scaledLuminanceSampler,vUV,highestMip).r;float pixelLuminance=fetchLuminance(vUV);outputColor.z=pixelLuminance/(2.0*PI*normalization);gl_FragColor=vec4(outputColor,1.0);}
38
+ `;
39
+ // Sideeffect
40
+ ShaderStore.ShadersStore[name] = shader;
41
+ /** @internal */
42
+ export const iblIcdfPixelShader = { name, shader };
43
+ //# sourceMappingURL=iblIcdf.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"iblIcdf.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblIcdf.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"iblIcdfPixelShader\";\nconst shader = `precision highp sampler2D;\n#include<helperFunctions>\nvarying vec2 vUV;\n#ifdef IBL_USE_CUBE_MAP\nuniform samplerCube iblSource;\n#else\nuniform sampler2D iblSource;\n#endif\nuniform sampler2D scaledLuminanceSampler;uniform int iblWidth;uniform int iblHeight;uniform sampler2D cdfx;uniform sampler2D cdfy;float fetchLuminance(vec2 coords) {\n#ifdef IBL_USE_CUBE_MAP\nvec3 direction=equirectangularToCubemapDirection(coords);vec3 color=textureCubeLodEXT(iblSource,direction,0.0).rgb;\n#else\nvec3 color=textureLod(iblSource,coords,0.0).rgb;\n#endif\nreturn dot(color,LuminanceEncodeApprox);}\nfloat fetchCDFx(int x) { return texelFetch(cdfx,ivec2(x,0),0).x; }\nfloat bisectx(int size,float targetValue) {int a=0,b=size-1;while (b-a>1) {int c=a+b>>1;if (fetchCDFx(c)<targetValue)\na=c;else\nb=c;}\nreturn mix(float(a),float(b),\n(targetValue-fetchCDFx(a))/(fetchCDFx(b)-fetchCDFx(a))) /\nfloat(size-1);}\nfloat fetchCDFy(int y,int invocationId) {return texelFetch(cdfy,ivec2(invocationId,y),0).x;}\nfloat bisecty(int size,float targetValue,int invocationId) {int a=0,b=size-1;while (b-a>1) {int c=a+b>>1;if (fetchCDFy(c,invocationId)<targetValue)\na=c;else\nb=c;}\nreturn mix(float(a),float(b),\n(targetValue-fetchCDFy(a,invocationId)) /\n(fetchCDFy(b,invocationId)-fetchCDFy(a,invocationId))) /\nfloat(size-1);}\nvoid main(void) {ivec2 cdfxSize=textureSize(cdfx,0);int cdfWidth=cdfxSize.x;int icdfWidth=cdfWidth-1;ivec2 currentPixel=ivec2(gl_FragCoord.xy);vec3 outputColor=vec3(1.0);if (currentPixel.x==0) {outputColor.x=0.0;} else if (currentPixel.x==icdfWidth-1) {outputColor.x=1.0;} else {float targetValue=fetchCDFx(cdfWidth-1)*vUV.x;outputColor.x=bisectx(cdfWidth,targetValue);}\nivec2 cdfySize=textureSize(cdfy,0);int cdfHeight=cdfySize.y;if (currentPixel.y==0) {outputColor.y=0.0;} else if (currentPixel.y==cdfHeight-2) {outputColor.y=1.0;} else {float targetValue=fetchCDFy(cdfHeight-1,currentPixel.x)*vUV.y;outputColor.y=max(bisecty(cdfHeight,targetValue,currentPixel.x),0.0);}\nvec2 size=vec2(textureSize(scaledLuminanceSampler,0));float highestMip=floor(log2(size.x));float normalization=texture(scaledLuminanceSampler,vUV,highestMip).r;float pixelLuminance=fetchLuminance(vUV);outputColor.z=pixelLuminance/(2.0*PI*normalization);gl_FragColor=vec4(outputColor,1.0);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblIcdfPixelShader = { name, shader };\n"]}
@@ -0,0 +1,6 @@
1
+ import "./ShadersInclude/helperFunctions";
2
+ /** @internal */
3
+ export declare const iblScaledLuminancePixelShader: {
4
+ name: string;
5
+ shader: string;
6
+ };
@@ -0,0 +1,25 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import "./ShadersInclude/helperFunctions.js";
4
+ const name = "iblScaledLuminancePixelShader";
5
+ const shader = `precision highp sampler2D;precision highp samplerCube;
6
+ #include<helperFunctions>
7
+ varying vec2 vUV;
8
+ #ifdef IBL_USE_CUBE_MAP
9
+ uniform samplerCube iblSource;
10
+ #else
11
+ uniform sampler2D iblSource;
12
+ #endif
13
+ uniform int iblWidth;uniform int iblHeight;float fetchLuminance(vec2 coords) {
14
+ #ifdef IBL_USE_CUBE_MAP
15
+ vec3 direction=equirectangularToCubemapDirection(coords);vec3 color=textureCubeLodEXT(iblSource,direction,0.0).rgb;
16
+ #else
17
+ vec3 color=textureLod(iblSource,coords,0.0).rgb;
18
+ #endif
19
+ return dot(color,LuminanceEncodeApprox);}
20
+ void main(void) {float deform=sin(vUV.y*PI);float luminance=fetchLuminance(vUV);gl_FragColor=vec4(vec3(deform*luminance),1.0);}`;
21
+ // Sideeffect
22
+ ShaderStore.ShadersStore[name] = shader;
23
+ /** @internal */
24
+ export const iblScaledLuminancePixelShader = { name, shader };
25
+ //# sourceMappingURL=iblScaledLuminance.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"iblScaledLuminance.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblScaledLuminance.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;gIAeiH,CAAC;AACjI,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"iblScaledLuminancePixelShader\";\nconst shader = `precision highp sampler2D;precision highp samplerCube;\n#include<helperFunctions>\nvarying vec2 vUV;\n#ifdef IBL_USE_CUBE_MAP\nuniform samplerCube iblSource;\n#else\nuniform sampler2D iblSource;\n#endif\nuniform int iblWidth;uniform int iblHeight;float fetchLuminance(vec2 coords) {\n#ifdef IBL_USE_CUBE_MAP\nvec3 direction=equirectangularToCubemapDirection(coords);vec3 color=textureCubeLodEXT(iblSource,direction,0.0).rgb;\n#else\nvec3 color=textureLod(iblSource,coords,0.0).rgb;\n#endif\nreturn dot(color,LuminanceEncodeApprox);}\nvoid main(void) {float deform=sin(vUV.y*PI);float luminance=fetchLuminance(vUV);gl_FragColor=vec4(vec3(deform*luminance),1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblScaledLuminancePixelShader = { name, shader };\n"]}
@@ -5,7 +5,7 @@ const shader = `precision highp sampler2D;precision highp sampler3D;
5
5
  #define PI 3.1415927
6
6
  varying vec2 vUV;
7
7
  #define DISABLE_UNIFORMITY_ANALYSIS
8
- uniform sampler2D depthSampler;uniform sampler2D worldNormalSampler;uniform sampler2D blueNoiseSampler;uniform sampler2D icdfxSampler;uniform sampler2D icdfySampler;uniform sampler3D voxelGridSampler;uniform vec4 shadowParameters;
8
+ uniform sampler2D depthSampler;uniform sampler2D worldNormalSampler;uniform sampler2D blueNoiseSampler;uniform sampler2D icdfSampler;uniform sampler3D voxelGridSampler;uniform vec4 shadowParameters;
9
9
  #define SHADOWdirs shadowParameters.x
10
10
  #define SHADOWframe shadowParameters.y
11
11
  #define SHADOWenvRot shadowParameters.w
@@ -128,7 +128,7 @@ vec2 temp=(vec2(currentPixel)+vec2(0.5))*2.0/Resolution-vec2(1.0);vec4 VP=invPro
128
128
  #ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
129
129
  float heat=0.0f;
130
130
  #endif
131
- float shadowAccum=0.0;float specShadowAccum=0.0;float sampleWeight=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);
131
+ float shadowAccum=0.0;float specShadowAccum=0.0;float sampleWeight=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(icdfSampler,vec2(r.x,0.0),0.0).x;T.y=textureLod(icdfSampler,vec2(T.x,r.y),0.0).y;T.x-=normalizedRotation;L=vec4(uv_to_normal(T),0);
132
132
  #ifndef RIGHT_HANDED
133
133
  L.z*=-1.0;
134
134
  #endif
@@ -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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgKb,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 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 SHADOWenvRot shadowParameters.w\nuniform vec4 voxelBiasParameters;\n#define highestMipLevel voxelBiasParameters.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 linearizeDepth(float depth,float near,float far) {return (near*far)/(far-depth*(far-near));}\nfloat screenSpaceShadow(vec3 csOrigin,vec3 csDirection,vec2 csZBufferSize,\nfloat nearPlaneZ,float farPlaneZ,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);vec2 Z0=vec2(csOrigin.z ,1.0)/H0.w;vec2 Z1=vec2(csEndPoint.z,1.0)/H1.w;vec2 P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);vec2 P1=csZBufferSize*(0.5*H1.xy*Z1.y+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);vec2 dZ=ssStride*invdx*(Z1-Z0);float opacity=0.0;vec2 P=P0+noise*dP;vec2 Z=Z0+noise*dZ;float end=P1.x*stepDirection;float rayZMax=csZDir*Z.x/Z.y;float sceneDepth=rayZMax;Z+=dZ;for (float stepCount=0.0;opacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount++,P+=dP,\nZ+=dZ) { \nivec2 coords=ivec2(permute ? P.yx : P);sceneDepth=texelFetch(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nfloat rayZMin=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));}\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));float sceneScale=wsNormalizationMtx[0][0];vec3 Dithering =\n(voxelBiasParameters.x*wsNormal+voxelBiasParameters.y*wsDirection +\nDitherXY.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);float envRot=SHADOWenvRot;vec2 Resolution=vec2(textureSize(depthSampler,0));ivec2 currentPixel=ivec2(vUV*Resolution);uint GlobalIndex=(frameId*uint(Resolution.y)+uint(currentPixel.y)) *\nuint(Resolution.x) +\nuint(currentPixel.x);vec3 N=texelFetch(worldNormalSampler,currentPixel,0).xyz;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,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvec2 temp=(vec2(currentPixel)+vec2(0.5))*2.0/Resolution-vec2(1.0);vec4 VP=invProjMtx*vec4(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);vec3 noise=texelFetch(blueNoiseSampler,currentPixel & 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;float specShadowAccum=0.0;float sampleWeight=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;\n#ifdef RIGHT_HANDED\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0);\n#else\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0);\n#endif\nfloat ssShadow=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;vec3 VR=-(viewMtx*vec4(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\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),\nspecShadowAccum/float(sampleWeight),heat/float(sampleWeight),1.0);\n#else\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),specShadowAccum/float(sampleWeight),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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAgKb,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 blueNoiseSampler;uniform sampler2D icdfSampler;uniform sampler3D voxelGridSampler;uniform vec4 shadowParameters;\n#define SHADOWdirs shadowParameters.x\n#define SHADOWframe shadowParameters.y\n#define SHADOWenvRot shadowParameters.w\nuniform vec4 voxelBiasParameters;\n#define highestMipLevel voxelBiasParameters.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 linearizeDepth(float depth,float near,float far) {return (near*far)/(far-depth*(far-near));}\nfloat screenSpaceShadow(vec3 csOrigin,vec3 csDirection,vec2 csZBufferSize,\nfloat nearPlaneZ,float farPlaneZ,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);vec2 Z0=vec2(csOrigin.z ,1.0)/H0.w;vec2 Z1=vec2(csEndPoint.z,1.0)/H1.w;vec2 P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);vec2 P1=csZBufferSize*(0.5*H1.xy*Z1.y+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);vec2 dZ=ssStride*invdx*(Z1-Z0);float opacity=0.0;vec2 P=P0+noise*dP;vec2 Z=Z0+noise*dZ;float end=P1.x*stepDirection;float rayZMax=csZDir*Z.x/Z.y;float sceneDepth=rayZMax;Z+=dZ;for (float stepCount=0.0;opacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount++,P+=dP,\nZ+=dZ) { \nivec2 coords=ivec2(permute ? P.yx : P);sceneDepth=texelFetch(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nfloat rayZMin=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));}\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));float sceneScale=wsNormalizationMtx[0][0];vec3 Dithering =\n(voxelBiasParameters.x*wsNormal+voxelBiasParameters.y*wsDirection +\nDitherXY.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);float envRot=SHADOWenvRot;vec2 Resolution=vec2(textureSize(depthSampler,0));ivec2 currentPixel=ivec2(vUV*Resolution);uint GlobalIndex=(frameId*uint(Resolution.y)+uint(currentPixel.y)) *\nuint(Resolution.x) +\nuint(currentPixel.x);vec3 N=texelFetch(worldNormalSampler,currentPixel,0).xyz;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,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvec2 temp=(vec2(currentPixel)+vec2(0.5))*2.0/Resolution-vec2(1.0);vec4 VP=invProjMtx*vec4(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);vec3 noise=texelFetch(blueNoiseSampler,currentPixel & 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;float specShadowAccum=0.0;float sampleWeight=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(icdfSampler,vec2(r.x,0.0),0.0).x;T.y=textureLod(icdfSampler,vec2(T.x,r.y),0.0).y;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;\n#ifdef RIGHT_HANDED\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0);\n#else\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0);\n#endif\nfloat ssShadow=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;vec3 VR=-(viewMtx*vec4(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\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),\nspecShadowAccum/float(sampleWeight),heat/float(sampleWeight),1.0);\n#else\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),specShadowAccum/float(sampleWeight),0.0,1.0);\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const iblShadowVoxelTracingPixelShader = { name, shader };\n"]}
@@ -290,8 +290,7 @@ vPositionW
290
290
  #ifdef REALTIME_FILTERING
291
291
  ,vReflectionFilteringInfo
292
292
  #ifdef IBL_CDF_FILTERING
293
- ,icdfxSampler
294
- ,icdfySampler
293
+ ,icdfSampler
295
294
  #endif
296
295
  #endif
297
296
  );
@@ -498,8 +497,7 @@ vSubSurfaceIntensity
498
497
  ,reflectionSampler
499
498
  ,vReflectionFilteringInfo
500
499
  #ifdef IBL_CDF_FILTERING
501
- ,icdfxSampler
502
- ,icdfySampler
500
+ ,icdfSampler
503
501
  #endif
504
502
  #endif
505
503
  #endif
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nvAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,vAlbedoInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,vDecalInfos\n#endif\n);vec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;float alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos\n#endif \n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\nvec3 baseColor=surfaceAlbedo;reflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);vec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nvReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n);float microSurface=reflectivityOut.microSurface;float roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nvAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW \n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nvPositionW\n,normalW\n,alphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionMatrix\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfxSampler\n,icdfySampler\n#endif\n#endif\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nvSheenColor\n#ifdef SHEEN_ROUGHNESS\n,vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,vSheenInfos.y\n#endif\n,reflectance\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nvIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);float iridescenceIntensity=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nvPositionW\n,geometricNormalW\n,viewDirectionW\n,vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,vClearCoatTintParams\n,clearCoatColorAtDistance\n,vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,vClearCoatBumpInfos\n,clearCoatBumpMapData\n,vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,(gl_FrontFacing ? 1. : -1.)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvec4 translucencyColorMap=texture2D(translucencyColorSampler,vTranslucencyColorUV+uvOffset);\n#endif\nsubSurfaceOut=subSurfaceBlock(\nvSubSurfaceIntensity\n,vThicknessParam\n,vTintColor\n,normalW\n,specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfxSampler\n,icdfySampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,vPositionW\n,viewDirectionW\n,view\n,vRefractionInfos\n,refractionMatrix\n,vRefractionMicrosurfaceInfos\n,vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,vRefractionPosition\n,vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,vDiffusionDistance\n,vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nvAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,vAlbedoInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,vDecalInfos\n#endif\n);vec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;float alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos\n#endif \n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\nvec3 baseColor=surfaceAlbedo;reflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);vec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nvReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n);float microSurface=reflectivityOut.microSurface;float roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nvAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW \n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nvPositionW\n,normalW\n,alphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionMatrix\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nvSheenColor\n#ifdef SHEEN_ROUGHNESS\n,vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,vSheenInfos.y\n#endif\n,reflectance\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nvIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);float iridescenceIntensity=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nvPositionW\n,geometricNormalW\n,viewDirectionW\n,vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,vClearCoatTintParams\n,clearCoatColorAtDistance\n,vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,vClearCoatBumpInfos\n,clearCoatBumpMapData\n,vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,(gl_FrontFacing ? 1. : -1.)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvec4 translucencyColorMap=texture2D(translucencyColorSampler,vTranslucencyColorUV+uvOffset);\n#endif\nsubSurfaceOut=subSurfaceBlock(\nvSubSurfaceIntensity\n,vThicknessParam\n,vTintColor\n,normalW\n,specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,vPositionW\n,viewDirectionW\n,view\n,vRefractionInfos\n,refractionMatrix\n,vRefractionMicrosurfaceInfos\n,vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,vRefractionPosition\n,vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,vDiffusionDistance\n,vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
@@ -8,9 +8,10 @@ fn radicalInverse_VdC(value: u32)->f32
8
8
  fn hammersley(i: u32,N: u32)->vec2f
9
9
  {return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}
10
10
  fn log4(x: f32)->f32 {return log2(x)/2.;}
11
+ fn 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;}
11
12
  const NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f
12
13
  #ifdef IBL_CDF_FILTERING
13
- ,icdfxSampler: texture_2d<f32>,icdfxSamplerSampler: sampler,icdfySampler: texture_2d<f32>,icdfySamplerSampler: sampler
14
+ ,icdfSampler: texture_2d<f32>,icdfSamplerSampler: sampler
14
15
  #endif
15
16
  )->vec3f
16
17
  {var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);
@@ -20,21 +21,22 @@ var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangen
20
21
  var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);for(var i: u32=0u; i<NUM_SAMPLES; i++)
21
22
  {var Xi: vec2f=hammersley(i,NUM_SAMPLES);
22
23
  #ifdef IBL_CDF_FILTERING
23
- var T: vec2f;T.x=textureSampleLevel(icdfxSampler,icdfxSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfySampler,icdfySamplerSampler,vec2(T.x,Xi.y),0.0).x;T.x=1.0-fract(T.x+0.25);vec3 Ls=uv_to_normal(T);float NoL=dot(n,Ls);
24
+ var T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(T.x,Xi.y),0.0).y;var Ls: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var NoL: f32=dot(n,Ls);
24
25
  #else
25
26
  var Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);
26
27
  #endif
27
- if (NoL>0.) {var pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);
28
+ if (NoL>0.) {
28
29
  #ifdef IBL_CDF_FILTERING
29
- var c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,mipLevel).rgb;
30
+ var pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,0.0).rgb;
30
31
  #else
31
- var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;
32
+ var pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;
32
33
  #endif
33
34
  #ifdef GAMMA_INPUT
34
35
  c=toLinearSpaceVec3(c);
35
36
  #endif
36
37
  #ifdef IBL_CDF_FILTERING
37
- result+=c*NoL;
38
+ var light: vec3f=vec3f(0.0);if (pdf>1e-6) {light=vec3f(1.0)/vec3f(pdf)*c;}
39
+ result+=NoL*light;
38
40
  #else
39
41
  result+=c;
40
42
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\nfn radicalInverse_VdC(value: u32)->f32 \n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\nfn hammersley(i: u32,N: u32)->vec2f\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\nfn log4(x: f32)->f32 {return log2(x)/2.;}\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfxSampler: texture_2d<f32>,icdfxSamplerSampler: sampler,icdfySampler: texture_2d<f32>,icdfySamplerSampler: sampler\n#endif\n)->vec3f\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);\n#ifndef IBL_CDF_FILTERING\nvar tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);\n#endif\nvar maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);\n#ifdef IBL_CDF_FILTERING\nvar T: vec2f;T.x=textureSampleLevel(icdfxSampler,icdfxSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfySampler,icdfySamplerSampler,vec2(T.x,Xi.y),0.0).x;T.x=1.0-fract(T.x+0.25);vec3 Ls=uv_to_normal(T);float NoL=dot(n,Ls);\n#else\nvar Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);\n#endif\nif (NoL>0.) {var pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);\n#ifdef IBL_CDF_FILTERING\nvar c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,mipLevel).rgb;\n#else\nvar c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\n#endif\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\n#ifdef IBL_CDF_FILTERING\nresult+=c*NoL;\n#else\nresult+=c;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;return result;}\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const hdrFilteringFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\nfn radicalInverse_VdC(value: u32)->f32 \n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\nfn hammersley(i: u32,N: u32)->vec2f\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\nfn log4(x: f32)->f32 {return log2(x)/2.;}\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;}\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>,icdfSamplerSampler: sampler\n#endif\n)->vec3f\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);\n#ifndef IBL_CDF_FILTERING\nvar tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);\n#endif\nvar maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);\n#ifdef IBL_CDF_FILTERING\nvar T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(T.x,Xi.y),0.0).y;var Ls: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var NoL: f32=dot(n,Ls);\n#else\nvar Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);\n#endif\nif (NoL>0.) {\n#ifdef IBL_CDF_FILTERING\nvar pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,0.0).rgb;\n#else\nvar pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\n#endif\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\n#ifdef IBL_CDF_FILTERING\nvar light: vec3f=vec3f(0.0);if (pdf>1e-6) {light=vec3f(1.0)/vec3f(pdf)*c;}\nresult+=NoL*light;\n#else\nresult+=c;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;return result;}\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const hdrFilteringFunctionsWGSL = { name, shader };\n"]}
@@ -73,6 +73,7 @@ fn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed)
73
73
  const rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3<f32>)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3<f32> =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(clamp(rgb,vec3<f32>(0.,0.,0.),vec3<f32>(1.,1.,1.)),D); }
74
74
  fn fromRGBD(rgbd: vec4<f32>)->vec3<f32> {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}
75
75
  fn parallaxCorrectNormal(vertexPos: vec3<f32>,origVec: vec3<f32>,cubeSize: vec3<f32>,cubePos: vec3<f32>)->vec3<f32> {let invOrigVec: vec3<f32>=vec3<f32>(1.0,1.0,1.0)/origVec;let halfSize: vec3<f32>=cubeSize*0.5;let intersecAtMaxPlane: vec3<f32>=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3<f32>=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3<f32>=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3<f32>=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}
76
+ fn equirectangularToCubemapDirection(uv : vec2f)->vec3f {var longitude : f32=uv.x*2.0*PI-PI;var latitude : f32=PI*0.5-uv.y*PI;var direction : vec3f;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}
76
77
  `;
77
78
  // Sideeffect
78
79
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const PI: f32=3.1415926535897932384626433832795;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const HALF_MIN: f32=5.96046448e-08; \nconst LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3<f32>=vec3<f32> (0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn square(x: f32)->f32 {return x*x;}\nfn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}\nfn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(0.0),vec3f(1.0));}\nfn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);} \nfn maxEps(x: f32)->f32 {return max(x,Epsilon);}\nfn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}\nfn absEps(x: f32)->f32 {return abs(x)+Epsilon;}\nfn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3<f32>=inMatrix[0];let i1: vec3<f32>=inMatrix[1];let i2: vec3<f32>=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nfn inverseMat3(inMatrix: mat3x3f)->mat3x3f {let a00: f32=inMatrix[0][0];let a01: f32=inMatrix[0][1];let a02: f32=inMatrix[0][2];let a10: f32=inMatrix[1][0];let a11: f32=inMatrix[1][1];let a12: f32=inMatrix[1][2];let a20: f32=inMatrix[2][0];let a21: f32=inMatrix[2][1];let a22: f32=inMatrix[2][2];let b01: f32=a22*a11-a12*a21;let b11: f32=-a22*a10+a12*a20;let b21: f32=a21*a10-a11*a20;let det: f32=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\n#if USE_EXACT_SRGB_CONVERSIONS\nfn toLinearSpaceExact(color: vec3<f32>)->vec3<f32>\n{let nearZeroSection: vec3<f32>=0.0773993808*color;let remainingSection: vec3<f32>=pow(0.947867299*(color+vec3<f32>(0.055)),vec3<f32>(2.4));return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3<f32>(0.04045)));}\nfn toGammaSpaceExact(color: vec3<f32>)->vec3<f32>\n{let nearZeroSection: vec3<f32>=12.92*color;let remainingSection: vec3<f32>=1.055*pow(color,vec3<f32>(0.41666))-vec3<f32>(0.055);return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3<f32>(0.0031308)));}\n#endif\nfn toLinearSpace(color: f32)->f32\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nvar nearZeroSection=0.0773993808*color;var remainingSection=pow(0.947867299*(color+0.055),2.4);return select(remainingSection,nearZeroSection,color<=0.04045);\n#else\nreturn pow(color,LinearEncodePowerApprox);\n#endif\n}\nfn toLinearSpaceVec3(color: vec3<f32>)->vec3<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3<f32>(LinearEncodePowerApprox));\n#endif\n}\nfn toLinearSpaceVec4(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4f(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4f(pow(color.rgb,vec3f(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3<f32>(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpaceVec3(color: vec3<f32>)->vec3<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3<f32>(GammaEncodePowerApprox));\n#endif\n}\nfn squareVec3(value: vec3<f32>)->vec3<f32>\n{return value*value;}\nfn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}\nfn getLuminance(color: vec3<f32>)->f32\n{return clamp(dot(color,LuminanceEncodeApprox),0.,1.);}\nfn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}\nfn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed);let normVariance: f32=varianceAmount/255.0;let dither: f32=mix(-normVariance,normVariance,rand);return dither;}\nconst rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3<f32>)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3<f32> =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(clamp(rgb,vec3<f32>(0.,0.,0.),vec3<f32>(1.,1.,1.)),D); }\nfn fromRGBD(rgbd: vec4<f32>)->vec3<f32> {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}\nfn parallaxCorrectNormal(vertexPos: vec3<f32>,origVec: vec3<f32>,cubeSize: vec3<f32>,cubePos: vec3<f32>)->vec3<f32> {let invOrigVec: vec3<f32>=vec3<f32>(1.0,1.0,1.0)/origVec;let halfSize: vec3<f32>=cubeSize*0.5;let intersecAtMaxPlane: vec3<f32>=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3<f32>=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3<f32>=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3<f32>=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const helperFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const PI: f32=3.1415926535897932384626433832795;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const HALF_MIN: f32=5.96046448e-08; \nconst LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3<f32>=vec3<f32> (0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn square(x: f32)->f32 {return x*x;}\nfn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}\nfn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(0.0),vec3f(1.0));}\nfn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);} \nfn maxEps(x: f32)->f32 {return max(x,Epsilon);}\nfn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}\nfn absEps(x: f32)->f32 {return abs(x)+Epsilon;}\nfn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3<f32>=inMatrix[0];let i1: vec3<f32>=inMatrix[1];let i2: vec3<f32>=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nfn inverseMat3(inMatrix: mat3x3f)->mat3x3f {let a00: f32=inMatrix[0][0];let a01: f32=inMatrix[0][1];let a02: f32=inMatrix[0][2];let a10: f32=inMatrix[1][0];let a11: f32=inMatrix[1][1];let a12: f32=inMatrix[1][2];let a20: f32=inMatrix[2][0];let a21: f32=inMatrix[2][1];let a22: f32=inMatrix[2][2];let b01: f32=a22*a11-a12*a21;let b11: f32=-a22*a10+a12*a20;let b21: f32=a21*a10-a11*a20;let det: f32=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\n#if USE_EXACT_SRGB_CONVERSIONS\nfn toLinearSpaceExact(color: vec3<f32>)->vec3<f32>\n{let nearZeroSection: vec3<f32>=0.0773993808*color;let remainingSection: vec3<f32>=pow(0.947867299*(color+vec3<f32>(0.055)),vec3<f32>(2.4));return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3<f32>(0.04045)));}\nfn toGammaSpaceExact(color: vec3<f32>)->vec3<f32>\n{let nearZeroSection: vec3<f32>=12.92*color;let remainingSection: vec3<f32>=1.055*pow(color,vec3<f32>(0.41666))-vec3<f32>(0.055);return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3<f32>(0.0031308)));}\n#endif\nfn toLinearSpace(color: f32)->f32\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nvar nearZeroSection=0.0773993808*color;var remainingSection=pow(0.947867299*(color+0.055),2.4);return select(remainingSection,nearZeroSection,color<=0.04045);\n#else\nreturn pow(color,LinearEncodePowerApprox);\n#endif\n}\nfn toLinearSpaceVec3(color: vec3<f32>)->vec3<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3<f32>(LinearEncodePowerApprox));\n#endif\n}\nfn toLinearSpaceVec4(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4f(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4f(pow(color.rgb,vec3f(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3<f32>(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpaceVec3(color: vec3<f32>)->vec3<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3<f32>(GammaEncodePowerApprox));\n#endif\n}\nfn squareVec3(value: vec3<f32>)->vec3<f32>\n{return value*value;}\nfn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}\nfn getLuminance(color: vec3<f32>)->f32\n{return clamp(dot(color,LuminanceEncodeApprox),0.,1.);}\nfn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}\nfn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed);let normVariance: f32=varianceAmount/255.0;let dither: f32=mix(-normVariance,normVariance,rand);return dither;}\nconst rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3<f32>)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3<f32> =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(clamp(rgb,vec3<f32>(0.,0.,0.),vec3<f32>(1.,1.,1.)),D); }\nfn fromRGBD(rgbd: vec4<f32>)->vec3<f32> {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}\nfn parallaxCorrectNormal(vertexPos: vec3<f32>,origVec: vec3<f32>,cubeSize: vec3<f32>,cubePos: vec3<f32>)->vec3<f32> {let invOrigVec: vec3<f32>=vec3<f32>(1.0,1.0,1.0)/origVec;let halfSize: vec3<f32>=cubeSize*0.5;let intersecAtMaxPlane: vec3<f32>=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3<f32>=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3<f32>=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3<f32>=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\nfn equirectangularToCubemapDirection(uv : vec2f)->vec3f {var longitude : f32=uv.x*2.0*PI-PI;var latitude : f32=PI*0.5-uv.y*PI;var direction : vec3f;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const helperFunctionsWGSL = { name, shader };\n"]}
@@ -191,10 +191,8 @@ vPositionW: vec3f
191
191
  #ifdef REALTIME_FILTERING
192
192
  ,vReflectionFilteringInfo: vec2f
193
193
  #ifdef IBL_CDF_FILTERING
194
- ,icdfxSampler: texture_2d<f32>
195
- ,icdfxSamplerSampler: sampler
196
- ,icdfySampler: texture_2d<f32>
197
- ,icdfySamplerSampler: sampler
194
+ ,icdfSampler: texture_2d<f32>
195
+ ,icdfSamplerSampler: sampler
198
196
  #endif
199
197
  #endif
200
198
  )->reflectionOutParams
@@ -258,10 +256,8 @@ irradianceVector.y*=-1.0;
258
256
  #if defined(REALTIME_FILTERING)
259
257
  environmentIrradiance=irradiance(reflectionSampler,reflectionSamplerSampler,irradianceVector,vReflectionFilteringInfo
260
258
  #ifdef IBL_CDF_FILTERING
261
- ,icdfxSampler
262
- ,icdfxSamplerSampler
263
- ,icdfySampler
264
- ,icdfySamplerSampler
259
+ ,icdfSampler
260
+ ,icdfSamplerSampler
265
261
  #endif
266
262
  );
267
263
  #else
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockReflection.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockReflection.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyRd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflection\";\nconst shader = `#ifdef REFLECTION\nstruct reflectionOutParams\n{environmentRadiance: vec4f\n,environmentIrradiance: vec3f\n#ifdef REFLECTIONMAP_3D\n,reflectionCoords: vec3f\n#else\n,reflectionCoords: vec2f\n#endif\n#ifdef SS_TRANSLUCENCY\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,irradianceVector: vec3f\n#endif\n#endif\n#endif\n};\n#define pbr_inline\n#ifdef REFLECTIONMAP_3D\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec3f\n{var reflectionCoords: vec3f;\n#else\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec2f\n{ \nvar reflectionCoords: vec2f;\n#endif\n#ifdef ANISOTROPIC\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),anisotropicOut.anisotropicNormal);\n#else\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionCoords=reflectionVector;\n#else\nreflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\n#define pbr_inline\nfn sampleReflectionTexture(\nalphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec3f\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec2f\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler\n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#endif \n)->vec4f\n{var environmentRadiance: vec4f;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaGNdotV(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\nvar automaticReflectionLOD: f32=UNPACK_LOD(textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords).a);var requestedReflectionLOD: f32=max(automaticReflectionLOD,reflectionLOD);\n#else\nvar requestedReflectionLOD: f32=reflectionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRadiance= vec4f(radiance(alphaG,reflectionSampler,reflectionSamplerSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#endif\n#else\nvar lodReflectionNormalized: f32=saturate(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x));var lodReflectionNormalizedDoubled: f32=lodReflectionNormalized*2.0;var environmentMid: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);if (lodReflectionNormalizedDoubled<1.0){environmentRadiance=mix(\ntextureSample(reflectionHighSampler,reflectionHighSamplerSampler,reflectionCoords),\nenvironmentMid,\nlodReflectionNormalizedDoubled\n);} else {environmentRadiance=mix(\nenvironmentMid,\ntextureSample(reflectionLowSampler,reflectionLowSamplerSampler,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\nvar envRadiance=environmentRadiance.rgb;\n#ifdef RGBDREFLECTION\nenvRadiance=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvRadiance=toLinearSpaceVec3(environmentRadiance.rgb);\n#endif\nenvRadiance*=vReflectionInfos.x;envRadiance*=vReflectionColor.rgb;return vec4f(envRadiance,environmentRadiance.a);}\n#define pbr_inline\nfn reflectionBlock(\nvPositionW: vec3f\n,normalW: vec3f\n,alphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#ifdef ANISOTROPIC\n,anisotropicOut: anisotropicOutParams\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n#endif\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance: vec3f\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionMatrix: mat4x4f\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,irradianceSampler: texture_cube<f32>\n,irradianceSamplerSampler: sampler \n#else\n,irradianceSampler: texture_2d<f32>\n,irradianceSamplerSampler: sampler \n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler \n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler \n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfxSampler: texture_2d<f32>\n,icdfxSamplerSampler: sampler\n,icdfySampler: texture_2d<f32>\n,icdfySamplerSampler: sampler\n#endif\n#endif\n)->reflectionOutParams\n{var outParams: reflectionOutParams;var environmentRadiance: vec4f= vec4f(0.,0.,0.,0.);\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f= vec3f(0.);\n#else\nvar reflectionCoords: vec2f= vec2f(0.);\n#endif\nreflectionCoords=createReflectionCoords(\nvPositionW,\nnormalW,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif \n);environmentRadiance=sampleReflectionTexture(\nalphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#else\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif \n);var environmentIrradiance: vec3f= vec3f(0.,0.,0.);\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\n#ifdef ANISOTROPIC\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(anisotropicOut.anisotropicNormal,0)).xyz;\n#else\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(normalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,reflectionSamplerSampler,irradianceVector,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfxSampler\n,icdfxSamplerSampler\n,icdfySampler\n,icdfySamplerSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#ifdef SS_TRANSLUCENCY\noutParams.irradianceVector=irradianceVector;\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\nvar environmentIrradiance4: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,reflectionCoords);environmentIrradiance=environmentIrradiance4.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance=fromRGBD(environmentIrradiance4);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance=toLinearSpaceVec3(environmentIrradiance.rgb);\n#endif\n#endif\nenvironmentIrradiance*=vReflectionColor.rgb;outParams.environmentRadiance=environmentRadiance;outParams.environmentIrradiance=environmentIrradiance;outParams.reflectionCoords=reflectionCoords;return outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockReflectionWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockReflection.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockReflection.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqRd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflection\";\nconst shader = `#ifdef REFLECTION\nstruct reflectionOutParams\n{environmentRadiance: vec4f\n,environmentIrradiance: vec3f\n#ifdef REFLECTIONMAP_3D\n,reflectionCoords: vec3f\n#else\n,reflectionCoords: vec2f\n#endif\n#ifdef SS_TRANSLUCENCY\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,irradianceVector: vec3f\n#endif\n#endif\n#endif\n};\n#define pbr_inline\n#ifdef REFLECTIONMAP_3D\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec3f\n{var reflectionCoords: vec3f;\n#else\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec2f\n{ \nvar reflectionCoords: vec2f;\n#endif\n#ifdef ANISOTROPIC\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),anisotropicOut.anisotropicNormal);\n#else\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionCoords=reflectionVector;\n#else\nreflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\n#define pbr_inline\nfn sampleReflectionTexture(\nalphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec3f\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec2f\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler\n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#endif \n)->vec4f\n{var environmentRadiance: vec4f;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaGNdotV(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\nvar automaticReflectionLOD: f32=UNPACK_LOD(textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords).a);var requestedReflectionLOD: f32=max(automaticReflectionLOD,reflectionLOD);\n#else\nvar requestedReflectionLOD: f32=reflectionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRadiance= vec4f(radiance(alphaG,reflectionSampler,reflectionSamplerSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#endif\n#else\nvar lodReflectionNormalized: f32=saturate(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x));var lodReflectionNormalizedDoubled: f32=lodReflectionNormalized*2.0;var environmentMid: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);if (lodReflectionNormalizedDoubled<1.0){environmentRadiance=mix(\ntextureSample(reflectionHighSampler,reflectionHighSamplerSampler,reflectionCoords),\nenvironmentMid,\nlodReflectionNormalizedDoubled\n);} else {environmentRadiance=mix(\nenvironmentMid,\ntextureSample(reflectionLowSampler,reflectionLowSamplerSampler,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\nvar envRadiance=environmentRadiance.rgb;\n#ifdef RGBDREFLECTION\nenvRadiance=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvRadiance=toLinearSpaceVec3(environmentRadiance.rgb);\n#endif\nenvRadiance*=vReflectionInfos.x;envRadiance*=vReflectionColor.rgb;return vec4f(envRadiance,environmentRadiance.a);}\n#define pbr_inline\nfn reflectionBlock(\nvPositionW: vec3f\n,normalW: vec3f\n,alphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#ifdef ANISOTROPIC\n,anisotropicOut: anisotropicOutParams\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n#endif\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance: vec3f\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionMatrix: mat4x4f\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,irradianceSampler: texture_cube<f32>\n,irradianceSamplerSampler: sampler \n#else\n,irradianceSampler: texture_2d<f32>\n,irradianceSamplerSampler: sampler \n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler \n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler \n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>\n,icdfSamplerSampler: sampler\n#endif\n#endif\n)->reflectionOutParams\n{var outParams: reflectionOutParams;var environmentRadiance: vec4f= vec4f(0.,0.,0.,0.);\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f= vec3f(0.);\n#else\nvar reflectionCoords: vec2f= vec2f(0.);\n#endif\nreflectionCoords=createReflectionCoords(\nvPositionW,\nnormalW,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif \n);environmentRadiance=sampleReflectionTexture(\nalphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#else\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif \n);var environmentIrradiance: vec3f= vec3f(0.,0.,0.);\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\n#ifdef ANISOTROPIC\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(anisotropicOut.anisotropicNormal,0)).xyz;\n#else\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(normalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,reflectionSamplerSampler,irradianceVector,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#ifdef SS_TRANSLUCENCY\noutParams.irradianceVector=irradianceVector;\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\nvar environmentIrradiance4: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,reflectionCoords);environmentIrradiance=environmentIrradiance4.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance=fromRGBD(environmentIrradiance4);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance=toLinearSpaceVec3(environmentIrradiance.rgb);\n#endif\n#endif\nenvironmentIrradiance*=vReflectionColor.rgb;outParams.environmentRadiance=environmentRadiance;outParams.environmentIrradiance=environmentIrradiance;outParams.reflectionCoords=reflectionCoords;return outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockReflectionWGSL = { name, shader };\n"]}
@@ -156,10 +156,8 @@ vSubSurfaceIntensity: vec3f
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  ,reflectionSamplerSampler: sampler
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  ,vReflectionFilteringInfo: vec2f
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  #ifdef IBL_CDF_FILTERING
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- ,icdfxSampler: texture_2d<f32>
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- ,icdfxSamplerSampler: sampler
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- ,icdfySampler: texture_2d<f32>
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- ,icdfySamplerSampler: sampler
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+ ,icdfSampler: texture_2d<f32>
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+ ,icdfSamplerSampler: sampler
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  #endif
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  #endif
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  #endif
@@ -393,10 +391,8 @@ var irradianceVector: vec3f=irradianceVector_;
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  #if defined(REALTIME_FILTERING)
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  var refractionIrradiance: vec3f=irradiance(reflectionSampler,reflectionSamplerSampler,-irradianceVector,vReflectionFilteringInfo
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  #ifdef IBL_CDF_FILTERING
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- ,icdfxSampler
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- ,icdfxSamplerSampler
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- ,icdfySampler
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- ,icdfySamplerSampler
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+ ,icdfSampler
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+ ,icdfSamplerSampler
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  #endif
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  );
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  #else