@babylonjs/core 7.43.0 → 7.44.0

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Files changed (178) hide show
  1. package/Actions/actionEvent.d.ts +4 -4
  2. package/Buffers/bufferUtils.d.ts +8 -1
  3. package/Buffers/bufferUtils.js +15 -0
  4. package/Buffers/bufferUtils.js.map +1 -1
  5. package/Culling/Helper/boundingInfoHelper.d.ts +2 -9
  6. package/Culling/Helper/boundingInfoHelper.js +2 -9
  7. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  8. package/Engines/abstractEngine.js +2 -2
  9. package/Engines/abstractEngine.js.map +1 -1
  10. package/Engines/engine.d.ts +5 -2
  11. package/FlowGraph/flowGraphConnection.d.ts +1 -1
  12. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +42 -0
  13. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +78 -0
  14. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -0
  15. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +3 -19
  16. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +3 -49
  17. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
  18. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.d.ts +3 -19
  19. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +3 -49
  20. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
  21. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +3 -19
  22. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +3 -49
  23. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
  24. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -17
  25. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +3 -45
  26. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
  27. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.d.ts +2 -17
  28. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +3 -44
  29. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
  30. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +3 -19
  31. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +3 -49
  32. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
  33. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +47 -0
  34. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +65 -0
  35. package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -0
  36. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  37. package/FrameGraph/Node/Blocks/index.js +1 -0
  38. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  39. package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +29 -0
  40. package/FrameGraph/Tasks/PostProcesses/passTask.js +31 -0
  41. package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -0
  42. package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
  43. package/FrameGraph/index.d.ts +1 -0
  44. package/FrameGraph/index.js +1 -0
  45. package/FrameGraph/index.js.map +1 -1
  46. package/Gizmos/planeRotationGizmo.js +10 -0
  47. package/Gizmos/planeRotationGizmo.js.map +1 -1
  48. package/Inputs/scene.inputManager.js +2 -2
  49. package/Inputs/scene.inputManager.js.map +1 -1
  50. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +6 -2
  51. package/Materials/GreasedLine/greasedLinePluginMaterial.js +8 -2
  52. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  53. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +11 -3
  54. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
  55. package/Materials/GreasedLine/greasedLineSimpleMaterial.d.ts +1 -0
  56. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +1 -0
  57. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  58. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -3
  59. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  60. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +3 -3
  61. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  62. package/Materials/Node/nodeMaterial.d.ts +4 -2
  63. package/Materials/Node/nodeMaterial.js +7 -5
  64. package/Materials/Node/nodeMaterial.js.map +1 -1
  65. package/Materials/PBR/pbrBaseMaterial.js +1 -0
  66. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  67. package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
  68. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  69. package/Materials/Textures/Filtering/hdrIrradianceFiltering.d.ts +69 -0
  70. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js +187 -0
  71. package/Materials/Textures/Filtering/hdrIrradianceFiltering.js.map +1 -0
  72. package/Materials/Textures/hdrCubeTexture.d.ts +5 -1
  73. package/Materials/Textures/hdrCubeTexture.js +29 -3
  74. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  75. package/Materials/Textures/index.d.ts +4 -0
  76. package/Materials/Textures/index.js +4 -0
  77. package/Materials/Textures/index.js.map +1 -1
  78. package/Materials/standardMaterial.d.ts +1 -2
  79. package/Materials/standardMaterial.js +0 -2
  80. package/Materials/standardMaterial.js.map +1 -1
  81. package/Meshes/Builders/planeBuilder.js +2 -2
  82. package/Meshes/Builders/planeBuilder.js.map +1 -1
  83. package/Meshes/Compression/dracoCodec.d.ts +4 -4
  84. package/Meshes/Compression/dracoCodec.js.map +1 -1
  85. package/Meshes/Compression/dracoCompression.d.ts +1 -1
  86. package/Meshes/Compression/dracoCompression.js.map +1 -1
  87. package/Meshes/Compression/dracoCompressionWorker.d.ts +16 -30
  88. package/Meshes/Compression/dracoCompressionWorker.js +128 -22
  89. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  90. package/Meshes/Compression/dracoDecoder.d.ts +4 -9
  91. package/Meshes/Compression/dracoDecoder.js +5 -5
  92. package/Meshes/Compression/dracoDecoder.js.map +1 -1
  93. package/Meshes/Compression/dracoDecoder.types.d.ts +52 -0
  94. package/Meshes/Compression/dracoDecoder.types.js +2 -0
  95. package/Meshes/Compression/dracoDecoder.types.js.map +1 -0
  96. package/Meshes/Compression/dracoEncoder.d.ts +91 -0
  97. package/Meshes/Compression/dracoEncoder.js +239 -0
  98. package/Meshes/Compression/dracoEncoder.js.map +1 -0
  99. package/Meshes/Compression/dracoEncoder.types.d.ts +82 -0
  100. package/Meshes/Compression/dracoEncoder.types.js +2 -0
  101. package/Meshes/Compression/dracoEncoder.types.js.map +1 -0
  102. package/Meshes/Compression/index.d.ts +1 -0
  103. package/Meshes/Compression/index.js +1 -0
  104. package/Meshes/Compression/index.js.map +1 -1
  105. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +92 -2
  106. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +286 -10
  107. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  108. package/Meshes/GreasedLine/greasedLineBaseMesh.js +4 -2
  109. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  110. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
  111. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  112. package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +1 -1
  113. package/Meshes/mesh.d.ts +2 -2
  114. package/Meshes/transformNode.js +2 -0
  115. package/Meshes/transformNode.js.map +1 -1
  116. package/Misc/decorators.serialization.js +2 -0
  117. package/Misc/decorators.serialization.js.map +1 -1
  118. package/Misc/greasedLineTools.d.ts +1 -1
  119. package/Misc/logger.d.ts +2 -1
  120. package/Misc/logger.js +2 -1
  121. package/Misc/logger.js.map +1 -1
  122. package/Morph/morphTargetManager.d.ts +1 -0
  123. package/Morph/morphTargetManager.js +6 -1
  124. package/Morph/morphTargetManager.js.map +1 -1
  125. package/Particles/pointsCloudSystem.d.ts +3 -3
  126. package/Physics/v2/Plugins/havokPlugin.d.ts +2 -2
  127. package/PostProcesses/index.d.ts +1 -0
  128. package/PostProcesses/index.js +1 -0
  129. package/PostProcesses/index.js.map +1 -1
  130. package/PostProcesses/passPostProcess.d.ts +2 -3
  131. package/PostProcesses/passPostProcess.js +36 -48
  132. package/PostProcesses/passPostProcess.js.map +1 -1
  133. package/PostProcesses/thinPassPostProcess.d.ts +48 -0
  134. package/PostProcesses/thinPassPostProcess.js +113 -0
  135. package/PostProcesses/thinPassPostProcess.js.map +1 -0
  136. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +1 -1
  137. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  138. package/Rendering/iblCdfGenerator.d.ts +13 -5
  139. package/Rendering/iblCdfGenerator.js +67 -10
  140. package/Rendering/iblCdfGenerator.js.map +1 -1
  141. package/Shaders/ShadersInclude/gaussianSplatting.js +6 -6
  142. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  143. package/Shaders/ShadersInclude/pbrBlockReflection.js +13 -8
  144. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  145. package/Shaders/gaussianSplatting.vertex.js +2 -1
  146. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  147. package/Shaders/hdrIrradianceFiltering.fragment.d.ts +9 -0
  148. package/Shaders/hdrIrradianceFiltering.fragment.js +25 -0
  149. package/Shaders/hdrIrradianceFiltering.fragment.js.map +1 -0
  150. package/Shaders/hdrIrradianceFiltering.vertex.d.ts +5 -0
  151. package/Shaders/hdrIrradianceFiltering.vertex.js +15 -0
  152. package/Shaders/hdrIrradianceFiltering.vertex.js.map +1 -0
  153. package/Shaders/pbr.fragment.js +1 -3
  154. package/Shaders/pbr.fragment.js.map +1 -1
  155. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +13 -8
  156. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  157. package/ShadersWGSL/greasedLine.fragment.js +9 -3
  158. package/ShadersWGSL/greasedLine.fragment.js.map +1 -1
  159. package/ShadersWGSL/greasedLine.vertex.js +12 -2
  160. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  161. package/ShadersWGSL/hdrIrradianceFiltering.fragment.d.ts +9 -0
  162. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +26 -0
  163. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -0
  164. package/ShadersWGSL/hdrIrradianceFiltering.vertex.d.ts +5 -0
  165. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +16 -0
  166. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -0
  167. package/ShadersWGSL/outline.fragment.js +1 -1
  168. package/ShadersWGSL/outline.fragment.js.map +1 -1
  169. package/ShadersWGSL/passCube.fragment.js +1 -1
  170. package/ShadersWGSL/passCube.fragment.js.map +1 -1
  171. package/ShadersWGSL/pbr.fragment.js +1 -3
  172. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  173. package/XR/features/WebXRDepthSensing.d.ts +24 -2
  174. package/XR/features/WebXRDepthSensing.js +320 -26
  175. package/XR/features/WebXRDepthSensing.js.map +1 -1
  176. package/package.json +1 -1
  177. package/scene.js +9 -5
  178. package/scene.js.map +1 -1
@@ -7,6 +7,7 @@ import { RawTexture } from "../Materials/Textures/rawTexture.js";
7
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  import { Observable } from "../Misc/observable.js";
8
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  import { Engine } from "../Engines/engine.js";
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  import { _WarnImport } from "../Misc/devTools.js";
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+ import { EngineStore } from "../Engines/engineStore.js";
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  /**
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  * Build cdf maps to be used for IBL importance sampling.
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  */
@@ -27,6 +28,9 @@ export class IblCdfGenerator {
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  }
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  this._disposeTextures();
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  this._iblSource = source;
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+ if (!source) {
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+ return;
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+ }
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  if (source.isCube) {
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  if (source.isReadyOrNotBlocking()) {
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  this._recreateAssetsFromNewIbl();
@@ -89,33 +93,52 @@ export class IblCdfGenerator {
89
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  }
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  /**
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  * Instanciates the CDF renderer
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- * @param scene Scene to attach to
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+ * @param sceneOrEngine Scene to attach to
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  * @returns The CDF renderer
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  */
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- constructor(scene) {
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+ constructor(sceneOrEngine) {
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  /** Enable the debug view for this pass */
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  this.debugEnabled = false;
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- this._debugSizeParams = new Vector4(0.0, 0.0, 0.0, 0.0);
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+ this._debugSizeParams = new Vector4(0.0, 0.0, 1.0, 1.0);
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  this._debugPassName = "CDF Debug";
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  /**
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  * Observable that triggers when the CDF renderer is ready
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  */
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  this.onGeneratedObservable = new Observable();
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- this._scene = scene;
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- this._engine = scene.getEngine();
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+ if (sceneOrEngine) {
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+ if (IblCdfGenerator._IsScene(sceneOrEngine)) {
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+ this._scene = sceneOrEngine;
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+ }
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+ else {
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+ this._engine = sceneOrEngine;
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+ }
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+ }
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+ else {
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+ this._scene = EngineStore.LastCreatedScene;
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+ }
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+ if (this._scene) {
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+ this._engine = this._scene.getEngine();
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+ }
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  const blackPixels = new Uint16Array([0, 0, 0, 255]);
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- this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false, false, undefined, 2);
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- IblCdfGenerator._SceneComponentInitialization(this._scene);
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+ this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, sceneOrEngine, false, false, undefined, 2);
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+ if (this._scene) {
125
+ IblCdfGenerator._SceneComponentInitialization(this._scene);
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+ }
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  }
110
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  _createTextures() {
111
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  const size = this._iblSource ? { width: this._iblSource.getSize().width, height: this._iblSource.getSize().height } : { width: 1, height: 1 };
112
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  if (!this._iblSource) {
113
- this._iblSource = RawTexture.CreateRTexture(new Uint8Array([255]), 1, 1, this._scene, false, false, 1, 0);
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+ this._iblSource = RawTexture.CreateRTexture(new Uint8Array([255]), 1, 1, this._engine, false, false, 1, 0);
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  this._iblSource.name = "Placeholder IBL Source";
115
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  }
116
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  if (this._iblSource.isCube) {
117
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  size.width *= 4;
118
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  size.height *= 2;
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+ // Force the resolution to be a power of 2 because we rely on the
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+ // auto-mipmap generation for the scaled luminance texture to produce
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+ // a 1x1 mip that represents the true average pixel intensity of the IBL.
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+ size.width = 1 << Math.floor(Math.log2(size.width));
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+ size.height = 1 << Math.floor(Math.log2(size.height));
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  }
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  const isWebGPU = this._engine.isWebGPU;
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  // Create CDF maps (Cumulative Distribution Function) to assist in importance sampling
@@ -126,6 +149,7 @@ export class IblCdfGenerator {
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  type: 1,
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  samplingMode: 1,
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  shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
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+ gammaSpace: false,
129
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  extraInitializationsAsync: async () => {
130
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  if (isWebGPU) {
131
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  await Promise.all([import("../ShadersWGSL/iblCdfx.fragment.js"), import("../ShadersWGSL/iblCdfy.fragment.js"), import("../ShadersWGSL/iblScaledLuminance.fragment.js")]);
@@ -142,6 +166,7 @@ export class IblCdfGenerator {
142
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  type: 2,
143
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  samplingMode: 1,
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  shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
169
+ gammaSpace: false,
145
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  extraInitializationsAsync: async () => {
146
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  if (isWebGPU) {
147
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  await Promise.all([import("../ShadersWGSL/iblIcdf.fragment.js")]);
@@ -203,8 +228,8 @@ export class IblCdfGenerator {
203
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  }
204
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  const isWebGPU = this._engine.isWebGPU;
205
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  const debugOptions = {
206
- width: this._scene.getEngine().getRenderWidth(),
207
- height: this._scene.getEngine().getRenderHeight(),
231
+ width: this._engine.getRenderWidth(),
232
+ height: this._engine.getRenderHeight(),
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  samplingMode: Texture.BILINEAR_SAMPLINGMODE,
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  engine: this._engine,
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  textureType: 0,
@@ -254,6 +279,35 @@ export class IblCdfGenerator {
254
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  this._scaledLuminancePT &&
255
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  this._scaledLuminancePT.isReady());
256
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  }
282
+ /**
283
+ * Explicitly trigger generation of CDF maps when they are ready to render.
284
+ * @returns Promise that resolves when the CDF maps are rendered.
285
+ */
286
+ renderWhenReady() {
287
+ // Once the textures are generated, notify that they are ready to use.
288
+ this._icdfPT.onGeneratedObservable.addOnce(() => {
289
+ this.onGeneratedObservable.notifyObservers();
290
+ });
291
+ const promises = [];
292
+ const renderTargets = [this._cdfyPT, this._cdfxPT, this._scaledLuminancePT, this._icdfPT];
293
+ renderTargets.forEach((target) => {
294
+ promises.push(new Promise((resolve) => {
295
+ if (target.isReady()) {
296
+ resolve();
297
+ }
298
+ else {
299
+ target.getEffect().executeWhenCompiled(() => {
300
+ resolve();
301
+ });
302
+ }
303
+ }));
304
+ });
305
+ return Promise.all(promises).then(() => {
306
+ renderTargets.forEach((target) => {
307
+ target.render();
308
+ });
309
+ });
310
+ }
257
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  /**
258
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  * Disposes the CDF renderer and associated resources
259
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  */
@@ -265,6 +319,9 @@ export class IblCdfGenerator {
265
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  }
266
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  this.onGeneratedObservable.clear();
267
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  }
322
+ static _IsScene(sceneOrEngine) {
323
+ return sceneOrEngine.getClassName() === "Scene";
324
+ }
268
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  }
269
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  /**
270
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  * @internal
@@ -1 +1 @@
1
- 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{ Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { Vector4 } from \"../Maths/math.vector\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\n\r\n/**\r\n * Build cdf maps to be used for IBL importance sampling.\r\n */\r\nexport class IblCdfGenerator {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n private _cdfyPT: ProceduralTexture;\r\n private _cdfxPT: ProceduralTexture;\r\n private _icdfPT: ProceduralTexture;\r\n private _scaledLuminancePT: ProceduralTexture;\r\n private _iblSource: BaseTexture;\r\n private _dummyTexture: RawTexture;\r\n /**\r\n * Gets the IBL source texture being used by the CDF renderer\r\n */\r\n public get iblSource(): BaseTexture {\r\n return this._iblSource;\r\n }\r\n\r\n /**\r\n * Sets the IBL source texture to be used by the CDF renderer.\r\n * This will trigger recreation of the CDF assets.\r\n */\r\n public set iblSource(source: BaseTexture) {\r\n if (this._iblSource === source) {\r\n return;\r\n }\r\n this._disposeTextures();\r\n this._iblSource = source;\r\n if (source.isCube) {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as CubeTexture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n } else {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as Texture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n }\r\n }\r\n\r\n private _recreateAssetsFromNewIbl() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n\r\n this._createTextures();\r\n\r\n if (this._debugPass) {\r\n // Recreate the debug pass because of the new textures\r\n this._createDebugPass();\r\n }\r\n }\r\n\r\n /**\r\n * Return the cumulative distribution function (CDF) texture\r\n * @returns Return the cumulative distribution function (CDF) texture\r\n */\r\n public getIcdfTexture(): Texture {\r\n return this._icdfPT ? this._icdfPT : this._dummyTexture;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPass: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * The name of the debug pass post process\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n private _debugPassName: string = \"CDF Debug\";\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPass;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"IblCdfGeneratorSceneComponentSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instanciates the CDF renderer\r\n * @param scene Scene to attach to\r\n * @returns The CDF renderer\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n const blackPixels = new Uint16Array([0, 0, 0, 255]);\r\n this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false, false, undefined, Constants.TEXTURETYPE_HALF_FLOAT);\r\n IblCdfGenerator._SceneComponentInitialization(this._scene);\r\n }\r\n\r\n /**\r\n * Observable that triggers when the CDF renderer is ready\r\n */\r\n public onGeneratedObservable: Observable<void> = new Observable<void>();\r\n\r\n private _createTextures() {\r\n const size: TextureSize = this._iblSource ? { width: this._iblSource.getSize().width, height: this._iblSource.getSize().height } : { width: 1, height: 1 };\r\n if (!this._iblSource) {\r\n this._iblSource = RawTexture.CreateRTexture(\r\n new Uint8Array([255]),\r\n 1,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._iblSource.name = \"Placeholder IBL Source\";\r\n }\r\n\r\n if (this._iblSource!.isCube) {\r\n size.width *= 4;\r\n size.height *= 2;\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n // Create CDF maps (Cumulative Distribution Function) to assist in importance sampling\r\n const cdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_R,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblCdfx.fragment\"), import(\"../ShadersWGSL/iblCdfy.fragment\"), import(\"../ShadersWGSL/iblScaledLuminance.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblCdfx.fragment\"), import(\"../Shaders/iblCdfy.fragment\"), import(\"../Shaders/iblScaledLuminance.fragment\")]);\r\n }\r\n },\r\n };\r\n const icdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblIcdf.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblIcdf.fragment\")]);\r\n }\r\n },\r\n };\r\n this._cdfyPT = new ProceduralTexture(\"cdfyTexture\", { width: size.width, height: size.height + 1 }, \"iblCdfy\", this._scene, cdfOptions, false, false);\r\n this._cdfyPT.autoClear = false;\r\n this._cdfyPT.setTexture(\"iblSource\", this._iblSource);\r\n this._cdfyPT.setInt(\"iblHeight\", size.height);\r\n this._cdfyPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._cdfyPT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._cdfyPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n\r\n this._cdfxPT = new ProceduralTexture(\"cdfxTexture\", { width: size.width + 1, height: 1 }, \"iblCdfx\", this._scene, cdfOptions, false, false);\r\n this._cdfxPT.autoClear = false;\r\n this._cdfxPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._cdfxPT.refreshRate = 0;\r\n this._cdfxPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._scaledLuminancePT = new ProceduralTexture(\r\n \"iblScaledLuminance\",\r\n { width: size.width, height: size.height },\r\n \"iblScaledLuminance\",\r\n this._scene,\r\n { ...icdfOptions, samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, generateMipMaps: true },\r\n true,\r\n false\r\n );\r\n this._scaledLuminancePT.autoClear = false;\r\n this._scaledLuminancePT.setTexture(\"iblSource\", this._iblSource);\r\n this._scaledLuminancePT.setInt(\"iblHeight\", size.height);\r\n this._scaledLuminancePT.setInt(\"iblWidth\", size.width);\r\n this._scaledLuminancePT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._scaledLuminancePT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n this._icdfPT = new ProceduralTexture(\"icdfTexture\", { width: size.width, height: size.height }, \"iblIcdf\", this._scene, icdfOptions, false, false);\r\n this._icdfPT.autoClear = false;\r\n this._icdfPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._icdfPT.setTexture(\"cdfx\", this._cdfxPT);\r\n this._icdfPT.setTexture(\"iblSource\", this._iblSource);\r\n this._icdfPT.setTexture(\"scaledLuminanceSampler\", this._scaledLuminancePT);\r\n this._icdfPT.refreshRate = 0;\r\n this._icdfPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._icdfPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (this._iblSource.isCube) {\r\n this._icdfPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n }\r\n\r\n private _disposeTextures() {\r\n this._cdfyPT?.dispose();\r\n this._cdfxPT?.dispose();\r\n this._icdfPT?.dispose();\r\n this._scaledLuminancePT?.dispose();\r\n }\r\n\r\n private _createDebugPass() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._scene.getEngine().getRenderWidth(),\r\n height: this._scene.getEngine().getRenderHeight(),\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"cdfy\", \"icdf\", \"cdfx\", \"iblSource\"],\r\n defines: this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\",\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../ShadersWGSL/iblCdfDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/iblCdfDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPass = new PostProcess(this._debugPassName, \"iblCdfDebug\", debugOptions);\r\n const debugEffect = this._debugPass.getEffect();\r\n if (debugEffect) {\r\n debugEffect.defines = this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\";\r\n }\r\n if (this._iblSource?.isCube) {\r\n this._debugPass.updateEffect(\"#define IBL_USE_CUBE_MAP\\n\");\r\n }\r\n this._debugPass.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"cdfy\", this._cdfyPT);\r\n effect.setTexture(\"icdf\", this._icdfPT);\r\n effect.setTexture(\"cdfx\", this._cdfxPT);\r\n effect.setTexture(\"iblSource\", this._iblSource);\r\n effect.setFloat4(\"sizeParams\", this._debugSizeParams.x, this._debugSizeParams.y, this._debugSizeParams.z, this._debugSizeParams.w);\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the CDF renderer is ready\r\n * @returns true if the CDF renderer is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._iblSource &&\r\n this._iblSource.name !== \"Placeholder IBL Source\" &&\r\n this._iblSource.isReady() &&\r\n this._cdfyPT &&\r\n this._cdfyPT.isReady() &&\r\n this._icdfPT &&\r\n this._icdfPT.isReady() &&\r\n this._cdfxPT &&\r\n this._cdfxPT.isReady() &&\r\n this._scaledLuminancePT &&\r\n this._scaledLuminancePT.isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the CDF renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._dummyTexture.dispose();\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n this.onGeneratedObservable.clear();\r\n }\r\n}\r\n"]}
1
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{ Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { Vector4 } from \"../Maths/math.vector\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Build cdf maps to be used for IBL importance sampling.\r\n */\r\nexport class IblCdfGenerator {\r\n private _scene: Nullable<Scene>;\r\n private _engine: AbstractEngine;\r\n\r\n private _cdfyPT: ProceduralTexture;\r\n private _cdfxPT: ProceduralTexture;\r\n private _icdfPT: ProceduralTexture;\r\n private _scaledLuminancePT: ProceduralTexture;\r\n private _iblSource: Nullable<BaseTexture>;\r\n private _dummyTexture: RawTexture;\r\n /**\r\n * Gets the IBL source texture being used by the CDF renderer\r\n */\r\n public get iblSource(): Nullable<BaseTexture> {\r\n return this._iblSource;\r\n }\r\n\r\n /**\r\n * Sets the IBL source texture to be used by the CDF renderer.\r\n * This will trigger recreation of the CDF assets.\r\n */\r\n public set iblSource(source: Nullable<BaseTexture>) {\r\n if (this._iblSource === source) {\r\n return;\r\n }\r\n this._disposeTextures();\r\n this._iblSource = source;\r\n if (!source) {\r\n return;\r\n }\r\n if (source.isCube) {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as CubeTexture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n } else {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as Texture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n }\r\n }\r\n\r\n private _recreateAssetsFromNewIbl() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n\r\n this._createTextures();\r\n\r\n if (this._debugPass) {\r\n // Recreate the debug pass because of the new textures\r\n this._createDebugPass();\r\n }\r\n }\r\n\r\n /**\r\n * Return the cumulative distribution function (CDF) texture\r\n * @returns Return the cumulative distribution function (CDF) texture\r\n */\r\n public getIcdfTexture(): Texture {\r\n return this._icdfPT ? this._icdfPT : this._dummyTexture;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPass: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * The name of the debug pass post process\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n private _debugPassName: string = \"CDF Debug\";\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPass;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"IblCdfGeneratorSceneComponentSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instanciates the CDF renderer\r\n * @param sceneOrEngine Scene to attach to\r\n * @returns The CDF renderer\r\n */\r\n constructor(sceneOrEngine: Nullable<Scene | AbstractEngine>) {\r\n if (sceneOrEngine) {\r\n if (IblCdfGenerator._IsScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n } else {\r\n this._engine = sceneOrEngine;\r\n }\r\n } else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n if (this._scene) {\r\n this._engine = this._scene.getEngine();\r\n }\r\n const blackPixels = new Uint16Array([0, 0, 0, 255]);\r\n this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, sceneOrEngine, false, false, undefined, Constants.TEXTURETYPE_HALF_FLOAT);\r\n if (this._scene) {\r\n IblCdfGenerator._SceneComponentInitialization(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the CDF renderer is ready\r\n */\r\n public onGeneratedObservable: Observable<void> = new Observable<void>();\r\n\r\n private _createTextures() {\r\n const size: TextureSize = this._iblSource ? { width: this._iblSource.getSize().width, height: this._iblSource.getSize().height } : { width: 1, height: 1 };\r\n if (!this._iblSource) {\r\n this._iblSource = RawTexture.CreateRTexture(\r\n new Uint8Array([255]),\r\n 1,\r\n 1,\r\n this._engine,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._iblSource.name = \"Placeholder IBL Source\";\r\n }\r\n\r\n if (this._iblSource!.isCube) {\r\n size.width *= 4;\r\n size.height *= 2;\r\n // Force the resolution to be a power of 2 because we rely on the\r\n // auto-mipmap generation for the scaled luminance texture to produce\r\n // a 1x1 mip that represents the true average pixel intensity of the IBL.\r\n size.width = 1 << Math.floor(Math.log2(size.width));\r\n size.height = 1 << Math.floor(Math.log2(size.height));\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n // Create CDF maps (Cumulative Distribution Function) to assist in importance sampling\r\n const cdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_R,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblCdfx.fragment\"), import(\"../ShadersWGSL/iblCdfy.fragment\"), import(\"../ShadersWGSL/iblScaledLuminance.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblCdfx.fragment\"), import(\"../Shaders/iblCdfy.fragment\"), import(\"../Shaders/iblScaledLuminance.fragment\")]);\r\n }\r\n },\r\n };\r\n const icdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblIcdf.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblIcdf.fragment\")]);\r\n }\r\n },\r\n };\r\n this._cdfyPT = new ProceduralTexture(\"cdfyTexture\", { width: size.width, height: size.height + 1 }, \"iblCdfy\", this._scene, cdfOptions, false, false);\r\n this._cdfyPT.autoClear = false;\r\n this._cdfyPT.setTexture(\"iblSource\", this._iblSource);\r\n this._cdfyPT.setInt(\"iblHeight\", size.height);\r\n this._cdfyPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._cdfyPT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._cdfyPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n\r\n this._cdfxPT = new ProceduralTexture(\"cdfxTexture\", { width: size.width + 1, height: 1 }, \"iblCdfx\", this._scene, cdfOptions, false, false);\r\n this._cdfxPT.autoClear = false;\r\n this._cdfxPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._cdfxPT.refreshRate = 0;\r\n this._cdfxPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._scaledLuminancePT = new ProceduralTexture(\r\n \"iblScaledLuminance\",\r\n { width: size.width, height: size.height },\r\n \"iblScaledLuminance\",\r\n this._scene,\r\n { ...icdfOptions, samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, generateMipMaps: true },\r\n true,\r\n false\r\n );\r\n this._scaledLuminancePT.autoClear = false;\r\n this._scaledLuminancePT.setTexture(\"iblSource\", this._iblSource);\r\n this._scaledLuminancePT.setInt(\"iblHeight\", size.height);\r\n this._scaledLuminancePT.setInt(\"iblWidth\", size.width);\r\n this._scaledLuminancePT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._scaledLuminancePT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n this._icdfPT = new ProceduralTexture(\"icdfTexture\", { width: size.width, height: size.height }, \"iblIcdf\", this._scene, icdfOptions, false, false);\r\n this._icdfPT.autoClear = false;\r\n this._icdfPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._icdfPT.setTexture(\"cdfx\", this._cdfxPT);\r\n this._icdfPT.setTexture(\"iblSource\", this._iblSource);\r\n this._icdfPT.setTexture(\"scaledLuminanceSampler\", this._scaledLuminancePT);\r\n this._icdfPT.refreshRate = 0;\r\n this._icdfPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._icdfPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (this._iblSource.isCube) {\r\n this._icdfPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n }\r\n\r\n private _disposeTextures() {\r\n this._cdfyPT?.dispose();\r\n this._cdfxPT?.dispose();\r\n this._icdfPT?.dispose();\r\n this._scaledLuminancePT?.dispose();\r\n }\r\n\r\n private _createDebugPass() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"cdfy\", \"icdf\", \"cdfx\", \"iblSource\"],\r\n defines: this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\",\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../ShadersWGSL/iblCdfDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/iblCdfDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPass = new PostProcess(this._debugPassName, \"iblCdfDebug\", debugOptions);\r\n const debugEffect = this._debugPass.getEffect();\r\n if (debugEffect) {\r\n debugEffect.defines = this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\";\r\n }\r\n if (this._iblSource?.isCube) {\r\n this._debugPass.updateEffect(\"#define IBL_USE_CUBE_MAP\\n\");\r\n }\r\n this._debugPass.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"cdfy\", this._cdfyPT);\r\n effect.setTexture(\"icdf\", this._icdfPT);\r\n effect.setTexture(\"cdfx\", this._cdfxPT);\r\n effect.setTexture(\"iblSource\", this._iblSource);\r\n effect.setFloat4(\"sizeParams\", this._debugSizeParams.x, this._debugSizeParams.y, this._debugSizeParams.z, this._debugSizeParams.w);\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the CDF renderer is ready\r\n * @returns true if the CDF renderer is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._iblSource &&\r\n this._iblSource.name !== \"Placeholder IBL Source\" &&\r\n this._iblSource.isReady() &&\r\n this._cdfyPT &&\r\n this._cdfyPT.isReady() &&\r\n this._icdfPT &&\r\n this._icdfPT.isReady() &&\r\n this._cdfxPT &&\r\n this._cdfxPT.isReady() &&\r\n this._scaledLuminancePT &&\r\n this._scaledLuminancePT.isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Explicitly trigger generation of CDF maps when they are ready to render.\r\n * @returns Promise that resolves when the CDF maps are rendered.\r\n */\r\n public renderWhenReady(): Promise<void> {\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n const promises: Array<Promise<void>> = [];\r\n const renderTargets: Array<ProceduralTexture> = [this._cdfyPT, this._cdfxPT, this._scaledLuminancePT, this._icdfPT];\r\n renderTargets.forEach((target) => {\r\n promises.push(\r\n new Promise((resolve) => {\r\n if (target.isReady()) {\r\n resolve();\r\n } else {\r\n target.getEffect().executeWhenCompiled(() => {\r\n resolve();\r\n });\r\n }\r\n })\r\n );\r\n });\r\n return Promise.all(promises).then(() => {\r\n renderTargets.forEach((target) => {\r\n target.render();\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the CDF renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._dummyTexture.dispose();\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n this.onGeneratedObservable.clear();\r\n }\r\n\r\n private static _IsScene(sceneOrEngine: Scene | AbstractEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
@@ -41,18 +41,18 @@ float x=dir.x;float y=dir.y;float z=dir.z;result+=- SH_C1*y*sh[1]+SH_C1*z*sh[2]-
41
41
  float xx=x*x,yy=y*y,zz=z*z;float xy=x*y,yz=y*z,xz=x*z;result+=
42
42
  SH_C2[0]*xy*sh[4] +
43
43
  SH_C2[1]*yz*sh[5] +
44
- SH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +
44
+ SH_C2[2]*(2.0*zz-xx-yy)*sh[6] +
45
45
  SH_C2[3]*xz*sh[7] +
46
46
  SH_C2[4]*(xx-yy)*sh[8];
47
47
  #if SH_DEGREE>2
48
48
  result+=
49
- SH_C3[0]*y*(3.0f*xx-yy)*sh[9] +
49
+ SH_C3[0]*y*(3.0*xx-yy)*sh[9] +
50
50
  SH_C3[1]*xy*z*sh[10] +
51
- SH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +
52
- SH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +
53
- SH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +
51
+ SH_C3[2]*y*(4.0*zz-xx-yy)*sh[11] +
52
+ SH_C3[3]*z*(2.0*zz-3.0*xx-3.0*yy)*sh[12] +
53
+ SH_C3[4]*x*(4.0*zz-xx-yy)*sh[13] +
54
54
  SH_C3[5]*z*(xx-yy)*sh[14] +
55
- SH_C3[6]*x*(xx-3.0f*yy)*sh[15];
55
+ SH_C3[6]*x*(xx-3.0*yy)*sh[15];
56
56
  #endif
57
57
  #endif
58
58
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;8DA8F+C,CAAC;AAC/D,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"gaussianSplatting\";\nconst shader = `#if !defined(WEBGL2) && !defined(WEBGPU) && !defined(NATIVE)\nmat3 transpose(mat3 matrix) {return mat3(matrix[0][0],matrix[1][0],matrix[2][0],\nmatrix[0][1],matrix[1][1],matrix[2][1],\nmatrix[0][2],matrix[1][2],matrix[2][2]);}\n#endif\nvec2 getDataUV(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return vec2((x+0.5)/textureSize.x,(y+0.5)/textureSize.y);}\n#if SH_DEGREE>0\nivec2 getDataUVint(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return ivec2(uint(x+0.5),uint(y+0.5));}\n#endif\nstruct Splat {vec4 center;vec4 color;vec4 covA;vec4 covB;\n#if SH_DEGREE>0\nuvec4 sh0; \n#endif\n#if SH_DEGREE>1\nuvec4 sh1;\n#endif\n#if SH_DEGREE>2\nuvec4 sh2;\n#endif\n};Splat readSplat(float splatIndex)\n{Splat splat;vec2 splatUV=getDataUV(splatIndex,dataTextureSize);splat.center=texture2D(centersTexture,splatUV);splat.color=texture2D(colorsTexture,splatUV);splat.covA=texture2D(covariancesATexture,splatUV)*splat.center.w;splat.covB=texture2D(covariancesBTexture,splatUV)*splat.center.w;\n#if SH_DEGREE>0\nivec2 splatUVint=getDataUVint(splatIndex,dataTextureSize);splat.sh0=texelFetch(shTexture0,splatUVint,0);\n#endif\n#if SH_DEGREE>1\nsplat.sh1=texelFetch(shTexture1,splatUVint,0);\n#endif\n#if SH_DEGREE>2\nsplat.sh2=texelFetch(shTexture2,splatUVint,0);\n#endif\nreturn splat;}\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nvec3 computeColorFromSHDegree(vec3 dir,const vec3 sh[16])\n{const float SH_C0=0.28209479;const float SH_C1=0.48860251;float SH_C2[5];SH_C2[0]=1.092548430;SH_C2[1]=-1.09254843;SH_C2[2]=0.315391565;SH_C2[3]=-1.09254843;SH_C2[4]=0.546274215;float SH_C3[7];SH_C3[0]=-0.59004358;SH_C3[1]=2.890611442;SH_C3[2]=-0.45704579;SH_C3[3]=0.373176332;SH_C3[4]=-0.45704579;SH_C3[5]=1.445305721;SH_C3[6]=-0.59004358;vec3 result=/*SH_C0**/sh[0];\n#if SH_DEGREE>0\nfloat x=dir.x;float y=dir.y;float z=dir.z;result+=- SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3];\n#if SH_DEGREE>1\nfloat xx=x*x,yy=y*y,zz=z*z;float xy=x*y,yz=y*z,xz=x*z;result+=\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8];\n#if SH_DEGREE>2\nresult+=\nSH_C3[0]*y*(3.0f*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +\nSH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0f*yy)*sh[15];\n#endif\n#endif\n#endif\nreturn result;}\nvec4 decompose(uint value)\n{vec4 components=vec4(\nfloat((value ) & 255u),\nfloat((value>>uint( 8)) & 255u),\nfloat((value>>uint(16)) & 255u),\nfloat((value>>uint(24)) & 255u));return components*vec4(2./255.)-vec4(1.);}\nvec3 computeSH(Splat splat,vec3 color,vec3 dir)\n{vec3 sh[16];sh[0]=color;\n#if SH_DEGREE>0\nvec4 sh00=decompose(splat.sh0.x);vec4 sh01=decompose(splat.sh0.y);vec4 sh02=decompose(splat.sh0.z);sh[1]=vec3(sh00.x,sh00.y,sh00.z);sh[2]=vec3(sh00.w,sh01.x,sh01.y);sh[3]=vec3(sh01.z,sh01.w,sh02.x);\n#endif\n#if SH_DEGREE>1\nvec4 sh03=decompose(splat.sh0.w);vec4 sh04=decompose(splat.sh1.x);vec4 sh05=decompose(splat.sh1.y);sh[4]=vec3(sh02.y,sh02.z,sh02.w);sh[5]=vec3(sh03.x,sh03.y,sh03.z);sh[6]=vec3(sh03.w,sh04.x,sh04.y);sh[7]=vec3(sh04.z,sh04.w,sh05.x);sh[8]=vec3(sh05.y,sh05.z,sh05.w);\n#endif\n#if SH_DEGREE>2\nvec4 sh06=decompose(splat.sh1.z);vec4 sh07=decompose(splat.sh1.w);vec4 sh08=decompose(splat.sh2.x);vec4 sh09=decompose(splat.sh2.y);vec4 sh10=decompose(splat.sh2.z);vec4 sh11=decompose(splat.sh2.w);sh[9]=vec3(sh06.x,sh06.y,sh06.z);sh[10]=vec3(sh06.w,sh07.x,sh07.y);sh[11]=vec3(sh07.z,sh07.w,sh08.x);sh[12]=vec3(sh08.y,sh08.z,sh08.w);sh[13]=vec3(sh09.x,sh09.y,sh09.z);sh[14]=vec3(sh09.w,sh10.x,sh10.y);sh[15]=vec3(sh10.z,sh10.w,sh11.x); \n#endif\nreturn computeColorFromSHDegree(dir,sh);}\n#else\nvec3 computeSH(Splat splat,vec3 color,vec3 dir)\n{return color;}\n#endif\nvec4 gaussianSplatting(vec2 meshPos,vec3 worldPos,vec2 scale,vec3 covA,vec3 covB,mat4 worldMatrix,mat4 viewMatrix,mat4 projectionMatrix)\n{mat4 modelView=viewMatrix*worldMatrix;vec4 camspace=viewMatrix*vec4(worldPos,1.);vec4 pos2d=projectionMatrix*camspace;float bounds=1.2*pos2d.w;if (pos2d.z<-pos2d.w || pos2d.x<-bounds || pos2d.x>bounds\n|| pos2d.y<-bounds || pos2d.y>bounds) {return vec4(0.0,0.0,2.0,1.0);}\nmat3 Vrk=mat3(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z\n);mat3 J=mat3(\nfocal.x/camspace.z,0.,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.,0.,0.\n);mat3 invy=mat3(1,0,0,0,-1,0,0,0,1);mat3 T=invy*transpose(mat3(modelView))*J;mat3 cov2d=transpose(T)*Vrk*T;float mid=(cov2d[0][0]+cov2d[1][1])/2.0;float radius=length(vec2((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));float lambda1=mid+radius,lambda2=mid-radius;if (lambda2<0.0)\n{return vec4(0.0,0.0,2.0,1.0);}\nvec2 diagonalVector=normalize(vec2(cov2d[0][1],lambda1-cov2d[0][0]));vec2 majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;vec2 minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2(diagonalVector.y,-diagonalVector.x);vec2 vCenter=vec2(pos2d);return vec4(\nvCenter \n+ ((meshPos.x*majorAxis\n+ meshPos.y*minorAxis)*invViewport*pos2d.w)*scale,pos2d.zw);}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplatting = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;8DA8F+C,CAAC;AAC/D,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"gaussianSplatting\";\nconst shader = `#if !defined(WEBGL2) && !defined(WEBGPU) && !defined(NATIVE)\nmat3 transpose(mat3 matrix) {return mat3(matrix[0][0],matrix[1][0],matrix[2][0],\nmatrix[0][1],matrix[1][1],matrix[2][1],\nmatrix[0][2],matrix[1][2],matrix[2][2]);}\n#endif\nvec2 getDataUV(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return vec2((x+0.5)/textureSize.x,(y+0.5)/textureSize.y);}\n#if SH_DEGREE>0\nivec2 getDataUVint(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return ivec2(uint(x+0.5),uint(y+0.5));}\n#endif\nstruct Splat {vec4 center;vec4 color;vec4 covA;vec4 covB;\n#if SH_DEGREE>0\nuvec4 sh0; \n#endif\n#if SH_DEGREE>1\nuvec4 sh1;\n#endif\n#if SH_DEGREE>2\nuvec4 sh2;\n#endif\n};Splat readSplat(float splatIndex)\n{Splat splat;vec2 splatUV=getDataUV(splatIndex,dataTextureSize);splat.center=texture2D(centersTexture,splatUV);splat.color=texture2D(colorsTexture,splatUV);splat.covA=texture2D(covariancesATexture,splatUV)*splat.center.w;splat.covB=texture2D(covariancesBTexture,splatUV)*splat.center.w;\n#if SH_DEGREE>0\nivec2 splatUVint=getDataUVint(splatIndex,dataTextureSize);splat.sh0=texelFetch(shTexture0,splatUVint,0);\n#endif\n#if SH_DEGREE>1\nsplat.sh1=texelFetch(shTexture1,splatUVint,0);\n#endif\n#if SH_DEGREE>2\nsplat.sh2=texelFetch(shTexture2,splatUVint,0);\n#endif\nreturn splat;}\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nvec3 computeColorFromSHDegree(vec3 dir,const vec3 sh[16])\n{const float SH_C0=0.28209479;const float SH_C1=0.48860251;float SH_C2[5];SH_C2[0]=1.092548430;SH_C2[1]=-1.09254843;SH_C2[2]=0.315391565;SH_C2[3]=-1.09254843;SH_C2[4]=0.546274215;float SH_C3[7];SH_C3[0]=-0.59004358;SH_C3[1]=2.890611442;SH_C3[2]=-0.45704579;SH_C3[3]=0.373176332;SH_C3[4]=-0.45704579;SH_C3[5]=1.445305721;SH_C3[6]=-0.59004358;vec3 result=/*SH_C0**/sh[0];\n#if SH_DEGREE>0\nfloat x=dir.x;float y=dir.y;float z=dir.z;result+=- SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3];\n#if SH_DEGREE>1\nfloat xx=x*x,yy=y*y,zz=z*z;float xy=x*y,yz=y*z,xz=x*z;result+=\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8];\n#if SH_DEGREE>2\nresult+=\nSH_C3[0]*y*(3.0*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0*zz-3.0*xx-3.0*yy)*sh[12] +\nSH_C3[4]*x*(4.0*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0*yy)*sh[15];\n#endif\n#endif\n#endif\nreturn result;}\nvec4 decompose(uint value)\n{vec4 components=vec4(\nfloat((value ) & 255u),\nfloat((value>>uint( 8)) & 255u),\nfloat((value>>uint(16)) & 255u),\nfloat((value>>uint(24)) & 255u));return components*vec4(2./255.)-vec4(1.);}\nvec3 computeSH(Splat splat,vec3 color,vec3 dir)\n{vec3 sh[16];sh[0]=color;\n#if SH_DEGREE>0\nvec4 sh00=decompose(splat.sh0.x);vec4 sh01=decompose(splat.sh0.y);vec4 sh02=decompose(splat.sh0.z);sh[1]=vec3(sh00.x,sh00.y,sh00.z);sh[2]=vec3(sh00.w,sh01.x,sh01.y);sh[3]=vec3(sh01.z,sh01.w,sh02.x);\n#endif\n#if SH_DEGREE>1\nvec4 sh03=decompose(splat.sh0.w);vec4 sh04=decompose(splat.sh1.x);vec4 sh05=decompose(splat.sh1.y);sh[4]=vec3(sh02.y,sh02.z,sh02.w);sh[5]=vec3(sh03.x,sh03.y,sh03.z);sh[6]=vec3(sh03.w,sh04.x,sh04.y);sh[7]=vec3(sh04.z,sh04.w,sh05.x);sh[8]=vec3(sh05.y,sh05.z,sh05.w);\n#endif\n#if SH_DEGREE>2\nvec4 sh06=decompose(splat.sh1.z);vec4 sh07=decompose(splat.sh1.w);vec4 sh08=decompose(splat.sh2.x);vec4 sh09=decompose(splat.sh2.y);vec4 sh10=decompose(splat.sh2.z);vec4 sh11=decompose(splat.sh2.w);sh[9]=vec3(sh06.x,sh06.y,sh06.z);sh[10]=vec3(sh06.w,sh07.x,sh07.y);sh[11]=vec3(sh07.z,sh07.w,sh08.x);sh[12]=vec3(sh08.y,sh08.z,sh08.w);sh[13]=vec3(sh09.x,sh09.y,sh09.z);sh[14]=vec3(sh09.w,sh10.x,sh10.y);sh[15]=vec3(sh10.z,sh10.w,sh11.x); \n#endif\nreturn computeColorFromSHDegree(dir,sh);}\n#else\nvec3 computeSH(Splat splat,vec3 color,vec3 dir)\n{return color;}\n#endif\nvec4 gaussianSplatting(vec2 meshPos,vec3 worldPos,vec2 scale,vec3 covA,vec3 covB,mat4 worldMatrix,mat4 viewMatrix,mat4 projectionMatrix)\n{mat4 modelView=viewMatrix*worldMatrix;vec4 camspace=viewMatrix*vec4(worldPos,1.);vec4 pos2d=projectionMatrix*camspace;float bounds=1.2*pos2d.w;if (pos2d.z<-pos2d.w || pos2d.x<-bounds || pos2d.x>bounds\n|| pos2d.y<-bounds || pos2d.y>bounds) {return vec4(0.0,0.0,2.0,1.0);}\nmat3 Vrk=mat3(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z\n);mat3 J=mat3(\nfocal.x/camspace.z,0.,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.,0.,0.\n);mat3 invy=mat3(1,0,0,0,-1,0,0,0,1);mat3 T=invy*transpose(mat3(modelView))*J;mat3 cov2d=transpose(T)*Vrk*T;float mid=(cov2d[0][0]+cov2d[1][1])/2.0;float radius=length(vec2((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));float lambda1=mid+radius,lambda2=mid-radius;if (lambda2<0.0)\n{return vec4(0.0,0.0,2.0,1.0);}\nvec2 diagonalVector=normalize(vec2(cov2d[0][1],lambda1-cov2d[0][0]));vec2 majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;vec2 minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2(diagonalVector.y,-diagonalVector.x);vec2 vCenter=vec2(pos2d);return vec4(\nvCenter \n+ ((meshPos.x*majorAxis\n+ meshPos.y*minorAxis)*invViewport*pos2d.w)*scale,pos2d.zw);}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplatting = { name, shader };\n"]}
@@ -147,11 +147,9 @@ in vec3 vPositionW
147
147
  #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
148
148
  ,in vec3 vEnvironmentIrradiance
149
149
  #endif
150
- #ifdef USESPHERICALFROMREFLECTIONMAP
151
- #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)
150
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
152
151
  ,in mat4 reflectionMatrix
153
152
  #endif
154
- #endif
155
153
  #ifdef USEIRRADIANCEMAP
156
154
  #ifdef REFLECTIONMAP_3D
157
155
  ,in samplerCube irradianceSampler
@@ -215,10 +213,7 @@ vReflectionFilteringInfo,
215
213
  #endif
216
214
  environmentRadiance
217
215
  );vec3 environmentIrradiance=vec3(0.,0.,0.);
218
- #ifdef USESPHERICALFROMREFLECTIONMAP
219
- #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
220
- environmentIrradiance=vEnvironmentIrradiance;
221
- #else
216
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
222
217
  #ifdef ANISOTROPIC
223
218
  vec3 irradianceVector=vec3(reflectionMatrix*vec4(anisotropicOut.anisotropicNormal,0)).xyz;
224
219
  #else
@@ -230,6 +225,11 @@ irradianceVector.z*=-1.0;
230
225
  #ifdef INVERTCUBICMAP
231
226
  irradianceVector.y*=-1.0;
232
227
  #endif
228
+ #endif
229
+ #ifdef USESPHERICALFROMREFLECTIONMAP
230
+ #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
231
+ environmentIrradiance=vEnvironmentIrradiance;
232
+ #else
233
233
  #if defined(REALTIME_FILTERING)
234
234
  environmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo
235
235
  #ifdef IBL_CDF_FILTERING
@@ -244,7 +244,12 @@ outParams.irradianceVector=irradianceVector;
244
244
  #endif
245
245
  #endif
246
246
  #elif defined(USEIRRADIANCEMAP)
247
- vec4 environmentIrradiance4=sampleReflection(irradianceSampler,reflectionCoords);environmentIrradiance=environmentIrradiance4.rgb;
247
+ #ifdef REFLECTIONMAP_3D
248
+ vec4 environmentIrradiance4=sampleReflection(irradianceSampler,irradianceVector);
249
+ #else
250
+ vec4 environmentIrradiance4=sampleReflection(irradianceSampler,reflectionCoords);
251
+ #endif
252
+ environmentIrradiance=environmentIrradiance4.rgb;
248
253
  #ifdef RGBDREFLECTION
249
254
  environmentIrradiance.rgb=fromRGBD(environmentIrradiance4);
250
255
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockReflection.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Pd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"pbrBlockReflection\";\nconst shader = `#ifdef REFLECTION\nstruct reflectionOutParams\n{vec4 environmentRadiance;vec3 environmentIrradiance;\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords;\n#else\nvec2 reflectionCoords;\n#endif\n#ifdef SS_TRANSLUCENCY\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nvec3 irradianceVector;\n#endif\n#endif\n#endif\n};\n#define pbr_inline\nvoid createReflectionCoords(\nin vec3 vPositionW,\nin vec3 normalW,\n#ifdef ANISOTROPIC\nin anisotropicOutParams anisotropicOut,\n#endif\n#ifdef REFLECTIONMAP_3D\nout vec3 reflectionCoords\n#else\nout vec2 reflectionCoords\n#endif\n)\n{\n#ifdef ANISOTROPIC\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),anisotropicOut.anisotropicNormal);\n#else\nvec3 reflectionVector=computeReflectionCoords(vec4(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\n}\n#define pbr_inline\n#define inline\nvoid sampleReflectionTexture(\nin float alphaG,\nin vec3 vReflectionMicrosurfaceInfos,\nin vec2 vReflectionInfos,\nin vec3 vReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nin float NdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nin float roughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\nconst vec3 reflectionCoords,\n#else\nin sampler2D reflectionSampler,\nconst vec2 reflectionCoords,\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\nin samplerCube reflectionSamplerHigh,\n#else\nin sampler2D reflectionSamplerLow,\nin sampler2D reflectionSamplerHigh,\n#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\n#endif\nout vec4 environmentRadiance\n)\n{\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);float requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#endif\n#else\nfloat lodReflectionNormalized=saturate(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x));float lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;vec4 environmentMid=sampleReflection(reflectionSampler,reflectionCoords);if (lodReflectionNormalizedDoubled<1.0){environmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentMid,\nlodReflectionNormalizedDoubled\n);} else {environmentRadiance=mix(\nenvironmentMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\nenvironmentRadiance.rgb*=vReflectionInfos.x;environmentRadiance.rgb*=vReflectionColor.rgb;}\n#define pbr_inline\n#define inline\nreflectionOutParams reflectionBlock(\nin vec3 vPositionW\n,in vec3 normalW\n,in float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in vec3 vReflectionColor\n#ifdef ANISOTROPIC\n,in anisotropicOutParams anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,in float NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,in float roughness\n#endif\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n#else\n,in sampler2D reflectionSampler\n#endif\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,in vec3 vEnvironmentIrradiance\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,in mat4 reflectionMatrix\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,in samplerCube irradianceSampler\n#else\n,in sampler2D irradianceSampler\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSamplerLow\n,in samplerCube reflectionSamplerHigh\n#else\n,in sampler2D reflectionSamplerLow\n,in sampler2D reflectionSamplerHigh\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,in sampler2D icdfSampler\n#endif\n#endif\n)\n{reflectionOutParams outParams;vec4 environmentRadiance=vec4(0.,0.,0.,0.);\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.);\n#else\nvec2 reflectionCoords=vec2(0.);\n#endif\ncreateReflectionCoords(\nvPositionW,\nnormalW,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\nreflectionCoords\n);sampleReflectionTexture(\nalphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionSampler,\nreflectionCoords,\n#else\nreflectionSampler,\nreflectionCoords,\n#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nenvironmentRadiance\n);vec3 environmentIrradiance=vec3(0.,0.,0.);\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\n#ifdef ANISOTROPIC\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(anisotropicOut.anisotropicNormal,0)).xyz;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(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,irradianceVector,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\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)\nvec4 environmentIrradiance4=sampleReflection(irradianceSampler,reflectionCoords);environmentIrradiance=environmentIrradiance4.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradiance4);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpace(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.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockReflection = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockReflection.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,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 = \"pbrBlockReflection\";\nconst shader = `#ifdef REFLECTION\nstruct reflectionOutParams\n{vec4 environmentRadiance;vec3 environmentIrradiance;\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords;\n#else\nvec2 reflectionCoords;\n#endif\n#ifdef SS_TRANSLUCENCY\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nvec3 irradianceVector;\n#endif\n#endif\n#endif\n};\n#define pbr_inline\nvoid createReflectionCoords(\nin vec3 vPositionW,\nin vec3 normalW,\n#ifdef ANISOTROPIC\nin anisotropicOutParams anisotropicOut,\n#endif\n#ifdef REFLECTIONMAP_3D\nout vec3 reflectionCoords\n#else\nout vec2 reflectionCoords\n#endif\n)\n{\n#ifdef ANISOTROPIC\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),anisotropicOut.anisotropicNormal);\n#else\nvec3 reflectionVector=computeReflectionCoords(vec4(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\n}\n#define pbr_inline\n#define inline\nvoid sampleReflectionTexture(\nin float alphaG,\nin vec3 vReflectionMicrosurfaceInfos,\nin vec2 vReflectionInfos,\nin vec3 vReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nin float NdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nin float roughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\nconst vec3 reflectionCoords,\n#else\nin sampler2D reflectionSampler,\nconst vec2 reflectionCoords,\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\nin samplerCube reflectionSamplerHigh,\n#else\nin sampler2D reflectionSamplerLow,\nin sampler2D reflectionSamplerHigh,\n#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\n#endif\nout vec4 environmentRadiance\n)\n{\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);float requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#endif\n#else\nfloat lodReflectionNormalized=saturate(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x));float lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;vec4 environmentMid=sampleReflection(reflectionSampler,reflectionCoords);if (lodReflectionNormalizedDoubled<1.0){environmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentMid,\nlodReflectionNormalizedDoubled\n);} else {environmentRadiance=mix(\nenvironmentMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\nenvironmentRadiance.rgb*=vReflectionInfos.x;environmentRadiance.rgb*=vReflectionColor.rgb;}\n#define pbr_inline\n#define inline\nreflectionOutParams reflectionBlock(\nin vec3 vPositionW\n,in vec3 normalW\n,in float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in vec3 vReflectionColor\n#ifdef ANISOTROPIC\n,in anisotropicOutParams anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,in float NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,in float roughness\n#endif\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n#else\n,in sampler2D reflectionSampler\n#endif\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,in vec3 vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,in mat4 reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,in samplerCube irradianceSampler\n#else\n,in sampler2D irradianceSampler\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSamplerLow\n,in samplerCube reflectionSamplerHigh\n#else\n,in sampler2D reflectionSamplerLow\n,in sampler2D reflectionSamplerHigh\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,in sampler2D icdfSampler\n#endif\n#endif\n)\n{reflectionOutParams outParams;vec4 environmentRadiance=vec4(0.,0.,0.,0.);\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.);\n#else\nvec2 reflectionCoords=vec2(0.);\n#endif\ncreateReflectionCoords(\nvPositionW,\nnormalW,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\nreflectionCoords\n);sampleReflectionTexture(\nalphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionSampler,\nreflectionCoords,\n#else\nreflectionSampler,\nreflectionCoords,\n#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nenvironmentRadiance\n);vec3 environmentIrradiance=vec3(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n#ifdef ANISOTROPIC\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(anisotropicOut.anisotropicNormal,0)).xyz;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(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#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\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)\n#ifdef REFLECTIONMAP_3D\nvec4 environmentIrradiance4=sampleReflection(irradianceSampler,irradianceVector);\n#else\nvec4 environmentIrradiance4=sampleReflection(irradianceSampler,reflectionCoords);\n#endif\nenvironmentIrradiance=environmentIrradiance4.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradiance4);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpace(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.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockReflection = { name, shader };\n"]}
@@ -31,7 +31,8 @@ varying vec4 vColor;varying vec2 vPosition;
31
31
  #include<gaussianSplatting>
32
32
  void main () {Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPos=world*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position;
33
33
  #if SH_DEGREE>0
34
- vec3 dir=normalize(worldPos.xyz-vEyePosition.xyz);vColor.xyz=computeSH(splat,splat.color.xyz,dir);
34
+ vec3 dir=normalize(worldPos.xyz-vEyePosition.xyz);dir.y*=-1.;
35
+ vColor.xyz=computeSH(splat,splat.color.xyz,dir);
35
36
  #endif
36
37
  gl_Position=gaussianSplatting(position,worldPos.xyz,vec2(1.,1.),covA,covB,world,view,projection);
37
38
  #include<clipPlaneVertex>
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Bd,CAAC;AACF,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/gaussianSplattingVertexDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<__decl__gaussianSplattingVertex>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute float splatIndex;uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;\n#if SH_DEGREE>0\nuniform highp usampler2D shTexture0;\n#endif\n#if SH_DEGREE>1\nuniform highp usampler2D shTexture1;\n#endif\n#if SH_DEGREE>2\nuniform highp usampler2D shTexture2;\n#endif\nvarying vec4 vColor;varying vec2 vPosition;\n#include<gaussianSplatting>\nvoid main () {Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPos=world*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position;\n#if SH_DEGREE>0\nvec3 dir=normalize(worldPos.xyz-vEyePosition.xyz);vColor.xyz=computeSH(splat,splat.color.xyz,dir);\n#endif\ngl_Position=gaussianSplatting(position,worldPos.xyz,vec2(1.,1.),covA,covB,world,view,projection);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplattingVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,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/gaussianSplattingVertexDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<__decl__gaussianSplattingVertex>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\nattribute float splatIndex;uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;\n#if SH_DEGREE>0\nuniform highp usampler2D shTexture0;\n#endif\n#if SH_DEGREE>1\nuniform highp usampler2D shTexture1;\n#endif\n#if SH_DEGREE>2\nuniform highp usampler2D shTexture2;\n#endif\nvarying vec4 vColor;varying vec2 vPosition;\n#include<gaussianSplatting>\nvoid main () {Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPos=world*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position;\n#if SH_DEGREE>0\nvec3 dir=normalize(worldPos.xyz-vEyePosition.xyz);dir.y*=-1.; \nvColor.xyz=computeSH(splat,splat.color.xyz,dir);\n#endif\ngl_Position=gaussianSplatting(position,worldPos.xyz,vec2(1.,1.),covA,covB,world,view,projection);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplattingVertexShader = { name, shader };\n"]}
@@ -0,0 +1,9 @@
1
+ import "./ShadersInclude/helperFunctions";
2
+ import "./ShadersInclude/importanceSampling";
3
+ import "./ShadersInclude/pbrBRDFFunctions";
4
+ import "./ShadersInclude/hdrFilteringFunctions";
5
+ /** @internal */
6
+ export declare const hdrIrradianceFilteringPixelShader: {
7
+ name: string;
8
+ shader: string;
9
+ };
@@ -0,0 +1,25 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import "./ShadersInclude/helperFunctions.js";
4
+ import "./ShadersInclude/importanceSampling.js";
5
+ import "./ShadersInclude/pbrBRDFFunctions.js";
6
+ import "./ShadersInclude/hdrFilteringFunctions.js";
7
+ const name = "hdrIrradianceFilteringPixelShader";
8
+ const shader = `#include<helperFunctions>
9
+ #include<importanceSampling>
10
+ #include<pbrBRDFFunctions>
11
+ #include<hdrFilteringFunctions>
12
+ uniform samplerCube inputTexture;
13
+ #ifdef IBL_CDF_FILTERING
14
+ uniform sampler2D icdfTexture;
15
+ #endif
16
+ uniform vec2 vFilteringInfo;uniform float hdrScale;varying vec3 direction;void main() {vec3 color=irradiance(inputTexture,direction,vFilteringInfo
17
+ #ifdef IBL_CDF_FILTERING
18
+ ,icdfTexture
19
+ #endif
20
+ );gl_FragColor=vec4(color*hdrScale,1.0);}`;
21
+ // Sideeffect
22
+ ShaderStore.ShadersStore[name] = shader;
23
+ /** @internal */
24
+ export const hdrIrradianceFilteringPixelShader = { name, shader };
25
+ //# sourceMappingURL=hdrIrradianceFiltering.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"hdrIrradianceFiltering.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/hdrIrradianceFiltering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAEhD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;0CAY2B,CAAC;AAC3C,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\n\nconst name = \"hdrIrradianceFilteringPixelShader\";\nconst shader = `#include<helperFunctions>\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nuniform samplerCube inputTexture;\n#ifdef IBL_CDF_FILTERING\nuniform sampler2D icdfTexture;\n#endif\nuniform vec2 vFilteringInfo;uniform float hdrScale;varying vec3 direction;void main() {vec3 color=irradiance(inputTexture,direction,vFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfTexture\n#endif\n);gl_FragColor=vec4(color*hdrScale,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const hdrIrradianceFilteringPixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const hdrIrradianceFilteringVertexShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,15 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "hdrIrradianceFilteringVertexShader";
4
+ const shader = `attribute vec2 position;varying vec3 direction;uniform vec3 up;uniform vec3 right;uniform vec3 front;
5
+ #define CUSTOM_VERTEX_DEFINITIONS
6
+ void main(void) {
7
+ #define CUSTOM_VERTEX_MAIN_BEGIN
8
+ mat3 view=mat3(up,right,front);direction=view*vec3(position,1.0);gl_Position=vec4(position,0.0,1.0);
9
+ #define CUSTOM_VERTEX_MAIN_END
10
+ }`;
11
+ // Sideeffect
12
+ ShaderStore.ShadersStore[name] = shader;
13
+ /** @internal */
14
+ export const hdrIrradianceFilteringVertexShader = { name, shader };
15
+ //# sourceMappingURL=hdrIrradianceFiltering.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"hdrIrradianceFiltering.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/hdrIrradianceFiltering.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"hdrIrradianceFilteringVertexShader\";\nconst shader = `attribute vec2 position;varying vec3 direction;uniform vec3 up;uniform vec3 right;uniform vec3 front;\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nmat3 view=mat3(up,right,front);direction=view*vec3(position,1.0);gl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const hdrIrradianceFilteringVertexShader = { name, shader };\n"]}
@@ -275,11 +275,9 @@ vPositionW
275
275
  #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
276
276
  ,vEnvironmentIrradiance
277
277
  #endif
278
- #ifdef USESPHERICALFROMREFLECTIONMAP
279
- #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)
278
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
280
279
  ,reflectionMatrix
281
280
  #endif
282
- #endif
283
281
  #ifdef USEIRRADIANCEMAP
284
282
  ,irradianceSampler
285
283
  #endif