@babylonjs/core 7.43.0 → 7.44.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (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
@@ -1 +1 @@
1
- {"version":3,"file":"pbr.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pbr.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,0CAA0C,CAAC;AAClD,OAAO,+BAA+B,CAAC;AACvC,OAAO,sCAAsC,CAAC;AAC9C,OAAO,+BAA+B,CAAC;AACvC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,gCAAgC,CAAC;AACxC,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,0CAA0C,CAAC;AAClD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,2BAA2B,CAAC;AAEnC,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAghBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nvAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,vAlbedoInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,vDecalInfos\n#endif\n);vec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;float alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos\n#endif \n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\nvec3 baseColor=surfaceAlbedo;reflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);vec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nvReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n);float microSurface=reflectivityOut.microSurface;float roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nvAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW \n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nvPositionW\n,normalW\n,alphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionMatrix\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nvSheenColor\n#ifdef SHEEN_ROUGHNESS\n,vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,vSheenInfos.y\n#endif\n,reflectance\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nvIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);float iridescenceIntensity=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nvPositionW\n,geometricNormalW\n,viewDirectionW\n,vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,vClearCoatTintParams\n,clearCoatColorAtDistance\n,vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,vClearCoatBumpInfos\n,clearCoatBumpMapData\n,vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,(gl_FrontFacing ? 1. : -1.)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvec4 translucencyColorMap=texture2D(translucencyColorSampler,vTranslucencyColorUV+uvOffset);\n#endif\nsubSurfaceOut=subSurfaceBlock(\nvSubSurfaceIntensity\n,vThicknessParam\n,vTintColor\n,normalW\n,specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,vPositionW\n,viewDirectionW\n,view\n,vRefractionInfos\n,refractionMatrix\n,vRefractionMicrosurfaceInfos\n,vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,vRefractionPosition\n,vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,vDiffusionDistance\n,vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"pbr.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pbr.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,0CAA0C,CAAC;AAClD,OAAO,+BAA+B,CAAC;AACvC,OAAO,sCAAsC,CAAC;AAC9C,OAAO,+BAA+B,CAAC;AACvC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,gCAAgC,CAAC;AACxC,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,0CAA0C,CAAC;AAClD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,2BAA2B,CAAC;AAEnC,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8gBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nvAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,vAlbedoInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,vDecalInfos\n#endif\n);vec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;float alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos\n#endif \n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\nvec3 baseColor=surfaceAlbedo;reflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);vec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nvReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n);float microSurface=reflectivityOut.microSurface;float roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nvAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW \n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nvPositionW\n,normalW\n,alphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nvSheenColor\n#ifdef SHEEN_ROUGHNESS\n,vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,vSheenInfos.y\n#endif\n,reflectance\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nvIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);float iridescenceIntensity=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nvPositionW\n,geometricNormalW\n,viewDirectionW\n,vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,vClearCoatTintParams\n,clearCoatColorAtDistance\n,vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,vClearCoatBumpInfos\n,clearCoatBumpMapData\n,vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,(gl_FrontFacing ? 1. : -1.)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvec4 translucencyColorMap=texture2D(translucencyColorSampler,vTranslucencyColorUV+uvOffset);\n#endif\nsubSurfaceOut=subSurfaceBlock(\nvSubSurfaceIntensity\n,vThicknessParam\n,vTintColor\n,normalW\n,specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,vPositionW\n,viewDirectionW\n,view\n,vRefractionInfos\n,refractionMatrix\n,vRefractionMicrosurfaceInfos\n,vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,vRefractionPosition\n,vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,vDiffusionDistance\n,vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
@@ -161,11 +161,9 @@ vPositionW: vec3f
161
161
  #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
162
162
  ,vEnvironmentIrradiance: vec3f
163
163
  #endif
164
- #ifdef USESPHERICALFROMREFLECTIONMAP
165
- #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)
164
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
166
165
  ,reflectionMatrix: mat4x4f
167
166
  #endif
168
- #endif
169
167
  #ifdef USEIRRADIANCEMAP
170
168
  #ifdef REFLECTIONMAP_3D
171
169
  ,irradianceSampler: texture_cube<f32>
@@ -238,10 +236,7 @@ alphaG
238
236
  ,vReflectionFilteringInfo
239
237
  #endif
240
238
  );var environmentIrradiance: vec3f= vec3f(0.,0.,0.);
241
- #ifdef USESPHERICALFROMREFLECTIONMAP
242
- #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
243
- environmentIrradiance=vEnvironmentIrradiance;
244
- #else
239
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
245
240
  #ifdef ANISOTROPIC
246
241
  var irradianceVector: vec3f= (reflectionMatrix* vec4f(anisotropicOut.anisotropicNormal,0)).xyz;
247
242
  #else
@@ -253,6 +248,11 @@ irradianceVector.z*=-1.0;
253
248
  #ifdef INVERTCUBICMAP
254
249
  irradianceVector.y*=-1.0;
255
250
  #endif
251
+ #endif
252
+ #ifdef USESPHERICALFROMREFLECTIONMAP
253
+ #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
254
+ environmentIrradiance=vEnvironmentIrradiance;
255
+ #else
256
256
  #if defined(REALTIME_FILTERING)
257
257
  environmentIrradiance=irradiance(reflectionSampler,reflectionSamplerSampler,irradianceVector,vReflectionFilteringInfo
258
258
  #ifdef IBL_CDF_FILTERING
@@ -268,7 +268,12 @@ outParams.irradianceVector=irradianceVector;
268
268
  #endif
269
269
  #endif
270
270
  #elif defined(USEIRRADIANCEMAP)
271
- var environmentIrradiance4: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,reflectionCoords);environmentIrradiance=environmentIrradiance4.rgb;
271
+ #ifdef REFLECTIONMAP_3D
272
+ var environmentIrradiance4: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,irradianceVector);
273
+ #else
274
+ var environmentIrradiance4: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,reflectionCoords);
275
+ #endif
276
+ environmentIrradiance=environmentIrradiance4.rgb;
272
277
  #ifdef RGBDREFLECTION
273
278
  environmentIrradiance=fromRGBD(environmentIrradiance4);
274
279
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockReflection.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockReflection.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqRd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflection\";\nconst shader = `#ifdef REFLECTION\nstruct reflectionOutParams\n{environmentRadiance: vec4f\n,environmentIrradiance: vec3f\n#ifdef REFLECTIONMAP_3D\n,reflectionCoords: vec3f\n#else\n,reflectionCoords: vec2f\n#endif\n#ifdef SS_TRANSLUCENCY\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,irradianceVector: vec3f\n#endif\n#endif\n#endif\n};\n#define pbr_inline\n#ifdef REFLECTIONMAP_3D\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec3f\n{var reflectionCoords: vec3f;\n#else\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec2f\n{ \nvar reflectionCoords: vec2f;\n#endif\n#ifdef ANISOTROPIC\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),anisotropicOut.anisotropicNormal);\n#else\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionCoords=reflectionVector;\n#else\nreflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\n#define pbr_inline\nfn sampleReflectionTexture(\nalphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec3f\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec2f\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler\n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#endif \n)->vec4f\n{var environmentRadiance: vec4f;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaGNdotV(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\nvar automaticReflectionLOD: f32=UNPACK_LOD(textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords).a);var requestedReflectionLOD: f32=max(automaticReflectionLOD,reflectionLOD);\n#else\nvar requestedReflectionLOD: f32=reflectionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRadiance= vec4f(radiance(alphaG,reflectionSampler,reflectionSamplerSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#endif\n#else\nvar lodReflectionNormalized: f32=saturate(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x));var lodReflectionNormalizedDoubled: f32=lodReflectionNormalized*2.0;var environmentMid: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);if (lodReflectionNormalizedDoubled<1.0){environmentRadiance=mix(\ntextureSample(reflectionHighSampler,reflectionHighSamplerSampler,reflectionCoords),\nenvironmentMid,\nlodReflectionNormalizedDoubled\n);} else {environmentRadiance=mix(\nenvironmentMid,\ntextureSample(reflectionLowSampler,reflectionLowSamplerSampler,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\nvar envRadiance=environmentRadiance.rgb;\n#ifdef RGBDREFLECTION\nenvRadiance=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvRadiance=toLinearSpaceVec3(environmentRadiance.rgb);\n#endif\nenvRadiance*=vReflectionInfos.x;envRadiance*=vReflectionColor.rgb;return vec4f(envRadiance,environmentRadiance.a);}\n#define pbr_inline\nfn reflectionBlock(\nvPositionW: vec3f\n,normalW: vec3f\n,alphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#ifdef ANISOTROPIC\n,anisotropicOut: anisotropicOutParams\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n#endif\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance: vec3f\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionMatrix: mat4x4f\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,irradianceSampler: texture_cube<f32>\n,irradianceSamplerSampler: sampler \n#else\n,irradianceSampler: texture_2d<f32>\n,irradianceSamplerSampler: sampler \n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler \n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler \n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>\n,icdfSamplerSampler: sampler\n#endif\n#endif\n)->reflectionOutParams\n{var outParams: reflectionOutParams;var environmentRadiance: vec4f= vec4f(0.,0.,0.,0.);\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f= vec3f(0.);\n#else\nvar reflectionCoords: vec2f= vec2f(0.);\n#endif\nreflectionCoords=createReflectionCoords(\nvPositionW,\nnormalW,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif \n);environmentRadiance=sampleReflectionTexture(\nalphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#else\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif \n);var environmentIrradiance: vec3f= vec3f(0.,0.,0.);\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\n#ifdef ANISOTROPIC\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(anisotropicOut.anisotropicNormal,0)).xyz;\n#else\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(normalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,reflectionSamplerSampler,irradianceVector,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#ifdef SS_TRANSLUCENCY\noutParams.irradianceVector=irradianceVector;\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\nvar environmentIrradiance4: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,reflectionCoords);environmentIrradiance=environmentIrradiance4.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance=fromRGBD(environmentIrradiance4);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance=toLinearSpaceVec3(environmentIrradiance.rgb);\n#endif\n#endif\nenvironmentIrradiance*=vReflectionColor.rgb;outParams.environmentRadiance=environmentRadiance;outParams.environmentIrradiance=environmentIrradiance;outParams.reflectionCoords=reflectionCoords;return outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockReflectionWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockReflection.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockReflection.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Rd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflection\";\nconst shader = `#ifdef REFLECTION\nstruct reflectionOutParams\n{environmentRadiance: vec4f\n,environmentIrradiance: vec3f\n#ifdef REFLECTIONMAP_3D\n,reflectionCoords: vec3f\n#else\n,reflectionCoords: vec2f\n#endif\n#ifdef SS_TRANSLUCENCY\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,irradianceVector: vec3f\n#endif\n#endif\n#endif\n};\n#define pbr_inline\n#ifdef REFLECTIONMAP_3D\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec3f\n{var reflectionCoords: vec3f;\n#else\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec2f\n{ \nvar reflectionCoords: vec2f;\n#endif\n#ifdef ANISOTROPIC\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),anisotropicOut.anisotropicNormal);\n#else\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionCoords=reflectionVector;\n#else\nreflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\n#define pbr_inline\nfn sampleReflectionTexture(\nalphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec3f\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec2f\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler\n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#endif \n)->vec4f\n{var environmentRadiance: vec4f;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaGNdotV(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\nvar automaticReflectionLOD: f32=UNPACK_LOD(textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords).a);var requestedReflectionLOD: f32=max(automaticReflectionLOD,reflectionLOD);\n#else\nvar requestedReflectionLOD: f32=reflectionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRadiance= vec4f(radiance(alphaG,reflectionSampler,reflectionSamplerSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#endif\n#else\nvar lodReflectionNormalized: f32=saturate(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x));var lodReflectionNormalizedDoubled: f32=lodReflectionNormalized*2.0;var environmentMid: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);if (lodReflectionNormalizedDoubled<1.0){environmentRadiance=mix(\ntextureSample(reflectionHighSampler,reflectionHighSamplerSampler,reflectionCoords),\nenvironmentMid,\nlodReflectionNormalizedDoubled\n);} else {environmentRadiance=mix(\nenvironmentMid,\ntextureSample(reflectionLowSampler,reflectionLowSamplerSampler,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\nvar envRadiance=environmentRadiance.rgb;\n#ifdef RGBDREFLECTION\nenvRadiance=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvRadiance=toLinearSpaceVec3(environmentRadiance.rgb);\n#endif\nenvRadiance*=vReflectionInfos.x;envRadiance*=vReflectionColor.rgb;return vec4f(envRadiance,environmentRadiance.a);}\n#define pbr_inline\nfn reflectionBlock(\nvPositionW: vec3f\n,normalW: vec3f\n,alphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#ifdef ANISOTROPIC\n,anisotropicOut: anisotropicOutParams\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n#endif\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance: vec3f\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix: mat4x4f\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,irradianceSampler: texture_cube<f32>\n,irradianceSamplerSampler: sampler \n#else\n,irradianceSampler: texture_2d<f32>\n,irradianceSamplerSampler: sampler \n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler \n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler \n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>\n,icdfSamplerSampler: sampler\n#endif\n#endif\n)->reflectionOutParams\n{var outParams: reflectionOutParams;var environmentRadiance: vec4f= vec4f(0.,0.,0.,0.);\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f= vec3f(0.);\n#else\nvar reflectionCoords: vec2f= vec2f(0.);\n#endif\nreflectionCoords=createReflectionCoords(\nvPositionW,\nnormalW,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif \n);environmentRadiance=sampleReflectionTexture(\nalphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#else\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif \n);var environmentIrradiance: vec3f= vec3f(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n#ifdef ANISOTROPIC\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(anisotropicOut.anisotropicNormal,0)).xyz;\n#else\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(normalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,reflectionSamplerSampler,irradianceVector,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#ifdef SS_TRANSLUCENCY\noutParams.irradianceVector=irradianceVector;\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvar environmentIrradiance4: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,irradianceVector);\n#else\nvar environmentIrradiance4: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,reflectionCoords);\n#endif\nenvironmentIrradiance=environmentIrradiance4.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance=fromRGBD(environmentIrradiance4);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance=toLinearSpaceVec3(environmentIrradiance.rgb);\n#endif\n#endif\nenvironmentIrradiance*=vReflectionColor.rgb;outParams.environmentRadiance=environmentRadiance;outParams.environmentIrradiance=environmentIrradiance;outParams.reflectionCoords=reflectionCoords;return outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockReflectionWGSL = { name, shader };\n"]}
@@ -6,15 +6,21 @@ const shader = `var grlColors: texture_2d<f32>;var grlColorsSampler: sampler;uni
6
6
  @fragment
7
7
  fn main(input: FragmentInputs)->FragmentOutputs {
8
8
  #define CUSTOM_FRAGMENT_MAIN_BEGIN
9
- let grlColorMode: f32=uniforms.grl_colorModeAndColorDistributionType.x;let grlColorDistributionType: f32=uniforms.grl_colorModeAndColorDistributionType.y;fragmentOutputs.color=vec4(uniforms.grlColor,1.);fragmentOutputs.color.a=step(fragmentInputs.grlCounters,uniforms.grlVisibility);if (fragmentOutputs.color.a==0.0) {discard;}
10
- if (uniforms.grlUseDash==1.0) {let dashPosition=(fragmentInputs.grlCounters+uniforms.grlDashOffset) % uniforms.grlDashArray;fragmentOutputs.color.a*=ceil(dashPosition-(uniforms.grlDashArray*uniforms.grlDashRatio));if (fragmentOutputs.color.a==0.0) {discard;}}
9
+ let grlColorMode: f32=uniforms.grl_colorModeAndColorDistributionType.x;let grlColorDistributionType: f32=uniforms.grl_colorModeAndColorDistributionType.y;var outColor=vec4(uniforms.grlColor,1.);outColor.a=step(fragmentInputs.grlCounters,uniforms.grlVisibility);if (outColor.a==0.0) {discard;}
10
+ if (uniforms.grlUseDash==1.0) {let dashPosition=(fragmentInputs.grlCounters+uniforms.grlDashOffset) % uniforms.grlDashArray;outColor.a*=ceil(dashPosition-(uniforms.grlDashArray*uniforms.grlDashRatio));if (outColor.a==0.0) {discard;}}
11
11
  if (uniforms.grlUseColors==1.) {
12
12
  #ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE
13
13
  let grlColor: vec4f=textureSample(grlColors,grlColorsSampler,vec2f(fragmentInputs.grlCounters,0.));
14
14
  #else
15
15
  let lookup: vec2f=vec2(fract(fragmentInputs.grlColorPointer/uniforms.grlColorsWidth),1.0-floor(fragmentInputs.grlColorPointer/uniforms.grlColorsWidth));let grlColor: vec4f=textureSample(grlColors,grlColorsSampler,lookup);
16
16
  #endif
17
- if (grlColorMode==COLOR_MODE_SET) {fragmentOutputs.color=grlColor;} else if (grlColorMode==COLOR_MODE_ADD) {fragmentOutputs.color+=grlColor;} else if (grlColorMode==COLOR_MODE_MULTIPLY) {fragmentOutputs.color*=grlColor;}}
17
+ if (grlColorMode==COLOR_MODE_SET) {outColor=grlColor;} else if (grlColorMode==COLOR_MODE_ADD) {outColor+=grlColor;} else if (grlColorMode==COLOR_MODE_MULTIPLY) {outColor*=grlColor;}}
18
+ #if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)
19
+ fragmentOutputs.color=outColor;
20
+ #endif
21
+ #if ORDER_INDEPENDENT_TRANSPARENCY
22
+ if (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+outColor.rgb*outColor.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-outColor.a));} else {fragmentOutputs.backColor+=outColor;}
23
+ #endif
18
24
  #define CUSTOM_FRAGMENT_MAIN_END
19
25
  }
20
26
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"greasedLine.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/greasedLine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"greasedLinePixelShader\";\nconst shader = `var grlColors: texture_2d<f32>;var grlColorsSampler: sampler;uniform grlUseColors: f32;uniform grlUseDash: f32;uniform grlDashArray: f32;uniform grlDashOffset: f32;uniform grlDashRatio: f32;uniform grlVisibility: f32;uniform grlColorsWidth: f32;uniform grl_colorModeAndColorDistributionType: vec2f;uniform grlColor: vec3f;varying grlCounters: f32;varying grlColorPointer: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nlet grlColorMode: f32=uniforms.grl_colorModeAndColorDistributionType.x;let grlColorDistributionType: f32=uniforms.grl_colorModeAndColorDistributionType.y;fragmentOutputs.color=vec4(uniforms.grlColor,1.);fragmentOutputs.color.a=step(fragmentInputs.grlCounters,uniforms.grlVisibility);if (fragmentOutputs.color.a==0.0) {discard;}\nif (uniforms.grlUseDash==1.0) {let dashPosition=(fragmentInputs.grlCounters+uniforms.grlDashOffset) % uniforms.grlDashArray;fragmentOutputs.color.a*=ceil(dashPosition-(uniforms.grlDashArray*uniforms.grlDashRatio));if (fragmentOutputs.color.a==0.0) {discard;}}\nif (uniforms.grlUseColors==1.) {\n#ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\nlet grlColor: vec4f=textureSample(grlColors,grlColorsSampler,vec2f(fragmentInputs.grlCounters,0.));\n#else\nlet lookup: vec2f=vec2(fract(fragmentInputs.grlColorPointer/uniforms.grlColorsWidth),1.0-floor(fragmentInputs.grlColorPointer/uniforms.grlColorsWidth));let grlColor: vec4f=textureSample(grlColors,grlColorsSampler,lookup);\n#endif\nif (grlColorMode==COLOR_MODE_SET) {fragmentOutputs.color=grlColor;} else if (grlColorMode==COLOR_MODE_ADD) {fragmentOutputs.color+=grlColor;} else if (grlColorMode==COLOR_MODE_MULTIPLY) {fragmentOutputs.color*=grlColor;}}\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const greasedLinePixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"greasedLine.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/greasedLine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;CAsBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"greasedLinePixelShader\";\nconst shader = `var grlColors: texture_2d<f32>;var grlColorsSampler: sampler;uniform grlUseColors: f32;uniform grlUseDash: f32;uniform grlDashArray: f32;uniform grlDashOffset: f32;uniform grlDashRatio: f32;uniform grlVisibility: f32;uniform grlColorsWidth: f32;uniform grl_colorModeAndColorDistributionType: vec2f;uniform grlColor: vec3f;varying grlCounters: f32;varying grlColorPointer: f32;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nlet grlColorMode: f32=uniforms.grl_colorModeAndColorDistributionType.x;let grlColorDistributionType: f32=uniforms.grl_colorModeAndColorDistributionType.y;var outColor=vec4(uniforms.grlColor,1.);outColor.a=step(fragmentInputs.grlCounters,uniforms.grlVisibility);if (outColor.a==0.0) {discard;}\nif (uniforms.grlUseDash==1.0) {let dashPosition=(fragmentInputs.grlCounters+uniforms.grlDashOffset) % uniforms.grlDashArray;outColor.a*=ceil(dashPosition-(uniforms.grlDashArray*uniforms.grlDashRatio));if (outColor.a==0.0) {discard;}}\nif (uniforms.grlUseColors==1.) {\n#ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\nlet grlColor: vec4f=textureSample(grlColors,grlColorsSampler,vec2f(fragmentInputs.grlCounters,0.));\n#else\nlet lookup: vec2f=vec2(fract(fragmentInputs.grlColorPointer/uniforms.grlColorsWidth),1.0-floor(fragmentInputs.grlColorPointer/uniforms.grlColorsWidth));let grlColor: vec4f=textureSample(grlColors,grlColorsSampler,lookup);\n#endif\nif (grlColorMode==COLOR_MODE_SET) {outColor=grlColor;} else if (grlColorMode==COLOR_MODE_ADD) {outColor+=grlColor;} else if (grlColorMode==COLOR_MODE_MULTIPLY) {outColor*=grlColor;}}\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=outColor;\n#endif\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+outColor.rgb*outColor.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-outColor.a));} else {fragmentOutputs.backColor+=outColor;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const greasedLinePixelShaderWGSL = { name, shader };\n"]}
@@ -8,7 +8,11 @@ const name = "greasedLineVertexShader";
8
8
  const shader = `#include<instancesDeclaration>
9
9
  #include<sceneUboDeclaration>
10
10
  #include<meshUboDeclaration>
11
- attribute grl_widths: f32;attribute grl_offsets: vec3f;attribute grl_colorPointers: f32;attribute position: vec3f;varying grlCounters: f32;varying grlColorPointer: f32;
11
+ attribute grl_widths: f32;
12
+ #ifdef GREASED_LINE_USE_OFFSETS
13
+ attribute grl_offsets: vec3f;
14
+ #endif
15
+ attribute grl_colorPointers: f32;attribute position: vec3f;varying grlCounters: f32;varying grlColorPointer: f32;
12
16
  #ifdef GREASED_LINE_CAMERA_FACING
13
17
  attribute grl_nextAndCounters: vec4f;attribute grl_previousAndSide: vec4f;uniform grlResolution: vec2f;uniform grlAspect: f32;uniform grlWidth: f32;uniform grlSizeAttenuation: f32;fn grlFix(i: vec4f,aspect: f32)->vec2f {var res=i.xy/i.w;res.x*=aspect;return res;}
14
18
  #else
@@ -21,7 +25,13 @@ fn main(input : VertexInputs)->FragmentInputs {
21
25
  #include<instancesVertex>
22
26
  vertexOutputs.grlColorPointer=input.grl_colorPointers;let grlMatrix: mat4x4f=scene.viewProjection*mesh.world ;
23
27
  #ifdef GREASED_LINE_CAMERA_FACING
24
- let grlBaseWidth: f32=uniforms.grlWidth;let grlPrevious: vec3f=input.grl_previousAndSide.xyz;let grlSide: f32=input.grl_previousAndSide.w;let grlNext: vec3f=input.grl_nextAndCounters.xyz;vertexOutputs.grlCounters=input.grl_nextAndCounters.w;let grlPositionOffset: vec3f=input.grl_offsets;let grlFinalPosition: vec4f=grlMatrix*vec4f(vertexInputs.position+grlPositionOffset ,1.0);let grlPrevPos: vec4f=grlMatrix*vec4f(grlPrevious+grlPositionOffset,1.0);let grlNextPos: vec4f=grlMatrix*vec4f(grlNext+grlPositionOffset,1.0);let grlCurrentP: vec2f=grlFix(grlFinalPosition,uniforms.grlAspect);let grlPrevP: vec2f=grlFix(grlPrevPos,uniforms.grlAspect);let grlNextP: vec2f= grlFix(grlNextPos,uniforms.grlAspect);let grlWidth:f32=grlBaseWidth*input.grl_widths;var grlDir: vec2f;if (all(grlNextP==grlCurrentP)) {grlDir=normalize(grlCurrentP-grlPrevP);} else if (all(grlPrevP==grlCurrentP)) {grlDir=normalize(grlNextP-grlCurrentP);} else {let grlDir1: vec2f=normalize(grlCurrentP-grlPrevP);let grlDir2: vec2f=normalize(grlNextP-grlCurrentP);grlDir=normalize(grlDir1+grlDir2);}
28
+ let grlBaseWidth: f32=uniforms.grlWidth;let grlPrevious: vec3f=input.grl_previousAndSide.xyz;let grlSide: f32=input.grl_previousAndSide.w;let grlNext: vec3f=input.grl_nextAndCounters.xyz;vertexOutputs.grlCounters=input.grl_nextAndCounters.w;
29
+ #ifdef GREASED_LINE_USE_OFFSETS
30
+ var grlPositionOffset: vec3f=input.grl_offsets;
31
+ #else
32
+ var grlPositionOffset=vec3f(0.);
33
+ #endif
34
+ let grlFinalPosition: vec4f=grlMatrix*vec4f(vertexInputs.position+grlPositionOffset ,1.0);let grlPrevPos: vec4f=grlMatrix*vec4f(grlPrevious+grlPositionOffset,1.0);let grlNextPos: vec4f=grlMatrix*vec4f(grlNext+grlPositionOffset,1.0);let grlCurrentP: vec2f=grlFix(grlFinalPosition,uniforms.grlAspect);let grlPrevP: vec2f=grlFix(grlPrevPos,uniforms.grlAspect);let grlNextP: vec2f= grlFix(grlNextPos,uniforms.grlAspect);let grlWidth:f32=grlBaseWidth*input.grl_widths;var grlDir: vec2f;if (all(grlNextP==grlCurrentP)) {grlDir=normalize(grlCurrentP-grlPrevP);} else if (all(grlPrevP==grlCurrentP)) {grlDir=normalize(grlNextP-grlCurrentP);} else {let grlDir1: vec2f=normalize(grlCurrentP-grlPrevP);let grlDir2: vec2f=normalize(grlNextP-grlCurrentP);grlDir=normalize(grlDir1+grlDir2);}
25
35
  var grlNormal: vec4f=vec4f(-grlDir.y,grlDir.x,0.0,1.0);let grlHalfWidth: f32=0.5*grlWidth;
26
36
  #if defined(GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM)
27
37
  grlNormal.x*=-grlHalfWidth;grlNormal.y*=-grlHalfWidth;
@@ -1 +1 @@
1
- {"version":3,"file":"greasedLine.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/greasedLine.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\n\nconst name = \"greasedLineVertexShader\";\nconst shader = `#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\nattribute grl_widths: f32;attribute grl_offsets: vec3f;attribute grl_colorPointers: f32;attribute position: vec3f;varying grlCounters: f32;varying grlColorPointer: f32;\n#ifdef GREASED_LINE_CAMERA_FACING\nattribute grl_nextAndCounters: vec4f;attribute grl_previousAndSide: vec4f;uniform grlResolution: vec2f;uniform grlAspect: f32;uniform grlWidth: f32;uniform grlSizeAttenuation: f32;fn grlFix(i: vec4f,aspect: f32)->vec2f {var res=i.xy/i.w;res.x*=aspect;return res;}\n#else\nattribute grl_slopes: vec3f;attribute grl_counters: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nvertexOutputs.grlColorPointer=input.grl_colorPointers;let grlMatrix: mat4x4f=scene.viewProjection*mesh.world ;\n#ifdef GREASED_LINE_CAMERA_FACING\nlet grlBaseWidth: f32=uniforms.grlWidth;let grlPrevious: vec3f=input.grl_previousAndSide.xyz;let grlSide: f32=input.grl_previousAndSide.w;let grlNext: vec3f=input.grl_nextAndCounters.xyz;vertexOutputs.grlCounters=input.grl_nextAndCounters.w;let grlPositionOffset: vec3f=input.grl_offsets;let grlFinalPosition: vec4f=grlMatrix*vec4f(vertexInputs.position+grlPositionOffset ,1.0);let grlPrevPos: vec4f=grlMatrix*vec4f(grlPrevious+grlPositionOffset,1.0);let grlNextPos: vec4f=grlMatrix*vec4f(grlNext+grlPositionOffset,1.0);let grlCurrentP: vec2f=grlFix(grlFinalPosition,uniforms.grlAspect);let grlPrevP: vec2f=grlFix(grlPrevPos,uniforms.grlAspect);let grlNextP: vec2f= grlFix(grlNextPos,uniforms.grlAspect);let grlWidth:f32=grlBaseWidth*input.grl_widths;var grlDir: vec2f;if (all(grlNextP==grlCurrentP)) {grlDir=normalize(grlCurrentP-grlPrevP);} else if (all(grlPrevP==grlCurrentP)) {grlDir=normalize(grlNextP-grlCurrentP);} else {let grlDir1: vec2f=normalize(grlCurrentP-grlPrevP);let grlDir2: vec2f=normalize(grlNextP-grlCurrentP);grlDir=normalize(grlDir1+grlDir2);}\nvar grlNormal: vec4f=vec4f(-grlDir.y,grlDir.x,0.0,1.0);let grlHalfWidth: f32=0.5*grlWidth;\n#if defined(GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM)\ngrlNormal.x*=-grlHalfWidth;grlNormal.y*=-grlHalfWidth;\n#else\ngrlNormal.x*=grlHalfWidth;grlNormal.y*=grlHalfWidth;\n#endif\ngrlNormal*=scene.projection;if (uniforms.grlSizeAttenuation==1.) {grlNormal.x*=grlFinalPosition.w;grlNormal.y*=grlFinalPosition.w;let pr=vec4f(uniforms.grlResolution,0.0,1.0)*scene.projection;grlNormal.x/=pr.x;grlNormal.y/=pr.y;}\nvertexOutputs.position=vec4f(grlFinalPosition.xy+grlNormal.xy*grlSide,grlFinalPosition.z,grlFinalPosition.w);\n#else\nvertexOutputs.grlCounters=input.grl_counters;vertexOutputs.position=grlMatrix*vec4f((vertexInputs.position+input.grl_offsets)+input.grl_slopes*input.grl_widths,1.0) ;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const greasedLineVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"greasedLine.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/greasedLine.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\n\nconst name = \"greasedLineVertexShader\";\nconst shader = `#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\nattribute grl_widths: f32;\n#ifdef GREASED_LINE_USE_OFFSETS\nattribute grl_offsets: vec3f; \n#endif\nattribute grl_colorPointers: f32;attribute position: vec3f;varying grlCounters: f32;varying grlColorPointer: f32;\n#ifdef GREASED_LINE_CAMERA_FACING\nattribute grl_nextAndCounters: vec4f;attribute grl_previousAndSide: vec4f;uniform grlResolution: vec2f;uniform grlAspect: f32;uniform grlWidth: f32;uniform grlSizeAttenuation: f32;fn grlFix(i: vec4f,aspect: f32)->vec2f {var res=i.xy/i.w;res.x*=aspect;return res;}\n#else\nattribute grl_slopes: vec3f;attribute grl_counters: f32;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\n#include<instancesVertex>\nvertexOutputs.grlColorPointer=input.grl_colorPointers;let grlMatrix: mat4x4f=scene.viewProjection*mesh.world ;\n#ifdef GREASED_LINE_CAMERA_FACING\nlet grlBaseWidth: f32=uniforms.grlWidth;let grlPrevious: vec3f=input.grl_previousAndSide.xyz;let grlSide: f32=input.grl_previousAndSide.w;let grlNext: vec3f=input.grl_nextAndCounters.xyz;vertexOutputs.grlCounters=input.grl_nextAndCounters.w;\n#ifdef GREASED_LINE_USE_OFFSETS\nvar grlPositionOffset: vec3f=input.grl_offsets;\n#else\nvar grlPositionOffset=vec3f(0.);\n#endif\nlet grlFinalPosition: vec4f=grlMatrix*vec4f(vertexInputs.position+grlPositionOffset ,1.0);let grlPrevPos: vec4f=grlMatrix*vec4f(grlPrevious+grlPositionOffset,1.0);let grlNextPos: vec4f=grlMatrix*vec4f(grlNext+grlPositionOffset,1.0);let grlCurrentP: vec2f=grlFix(grlFinalPosition,uniforms.grlAspect);let grlPrevP: vec2f=grlFix(grlPrevPos,uniforms.grlAspect);let grlNextP: vec2f= grlFix(grlNextPos,uniforms.grlAspect);let grlWidth:f32=grlBaseWidth*input.grl_widths;var grlDir: vec2f;if (all(grlNextP==grlCurrentP)) {grlDir=normalize(grlCurrentP-grlPrevP);} else if (all(grlPrevP==grlCurrentP)) {grlDir=normalize(grlNextP-grlCurrentP);} else {let grlDir1: vec2f=normalize(grlCurrentP-grlPrevP);let grlDir2: vec2f=normalize(grlNextP-grlCurrentP);grlDir=normalize(grlDir1+grlDir2);}\nvar grlNormal: vec4f=vec4f(-grlDir.y,grlDir.x,0.0,1.0);let grlHalfWidth: f32=0.5*grlWidth;\n#if defined(GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM)\ngrlNormal.x*=-grlHalfWidth;grlNormal.y*=-grlHalfWidth;\n#else\ngrlNormal.x*=grlHalfWidth;grlNormal.y*=grlHalfWidth;\n#endif\ngrlNormal*=scene.projection;if (uniforms.grlSizeAttenuation==1.) {grlNormal.x*=grlFinalPosition.w;grlNormal.y*=grlFinalPosition.w;let pr=vec4f(uniforms.grlResolution,0.0,1.0)*scene.projection;grlNormal.x/=pr.x;grlNormal.y/=pr.y;}\nvertexOutputs.position=vec4f(grlFinalPosition.xy+grlNormal.xy*grlSide,grlFinalPosition.z,grlFinalPosition.w);\n#else\nvertexOutputs.grlCounters=input.grl_counters;vertexOutputs.position=grlMatrix*vec4f((vertexInputs.position+input.grl_offsets)+input.grl_slopes*input.grl_widths,1.0) ;\n#endif\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const greasedLineVertexShaderWGSL = { 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 hdrIrradianceFilteringPixelShaderWGSL: {
7
+ name: string;
8
+ shader: string;
9
+ };
@@ -0,0 +1,26 @@
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
+ var inputTextureSampler: sampler;var inputTexture: texture_cube<f32>;
13
+ #ifdef IBL_CDF_FILTERING
14
+ var icdfTextureSampler: sampler;var icdfTexture: texture_2d<f32>;
15
+ #endif
16
+ uniform vFilteringInfo: vec2f;uniform hdrScale: f32;varying direction: vec3f;@fragment
17
+ fn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=irradiance(inputTexture,inputTextureSampler,input.direction,uniforms.vFilteringInfo
18
+ #ifdef IBL_CDF_FILTERING
19
+ ,icdfTexture,icdfTextureSampler
20
+ #endif
21
+ );fragmentOutputs.color= vec4f(color*uniforms.hdrScale,1.0);}`;
22
+ // Sideeffect
23
+ ShaderStore.ShadersStoreWGSL[name] = shader;
24
+ /** @internal */
25
+ export const hdrIrradianceFilteringPixelShaderWGSL = { name, shader };
26
+ //# sourceMappingURL=hdrIrradianceFiltering.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"hdrIrradianceFiltering.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;8DAa+C,CAAC;AAC/D,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\n\nconst name = \"hdrIrradianceFilteringPixelShader\";\nconst shader = `#include<helperFunctions>\n#include<importanceSampling>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\nvar inputTextureSampler: sampler;var inputTexture: texture_cube<f32>;\n#ifdef IBL_CDF_FILTERING\nvar icdfTextureSampler: sampler;var icdfTexture: texture_2d<f32>;\n#endif\nuniform vFilteringInfo: vec2f;uniform hdrScale: f32;varying direction: vec3f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var color: vec3f=irradiance(inputTexture,inputTextureSampler,input.direction,uniforms.vFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfTexture,icdfTextureSampler\n#endif\n);fragmentOutputs.color= vec4f(color*uniforms.hdrScale,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const hdrIrradianceFilteringPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const hdrIrradianceFilteringVertexShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,16 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "hdrIrradianceFilteringVertexShader";
4
+ const shader = `attribute position: vec2f;varying direction: vec3f;uniform up: vec3f;uniform right: vec3f;uniform front: vec3f;
5
+ #define CUSTOM_VERTEX_DEFINITIONS
6
+ @vertex
7
+ fn main(input : VertexInputs)->FragmentInputs {
8
+ #define CUSTOM_VERTEX_MAIN_BEGIN
9
+ var view: mat3x3f= mat3x3f(uniforms.up,uniforms.right,uniforms.front);vertexOutputs.direction=view*vec3f(input.position,1.0);vertexOutputs.position= vec4f(input.position,0.0,1.0);
10
+ #define CUSTOM_VERTEX_MAIN_END
11
+ }`;
12
+ // Sideeffect
13
+ ShaderStore.ShadersStoreWGSL[name] = shader;
14
+ /** @internal */
15
+ export const hdrIrradianceFilteringVertexShaderWGSL = { name, shader };
16
+ //# sourceMappingURL=hdrIrradianceFiltering.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"hdrIrradianceFiltering.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/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;;;;;;;EAOb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"hdrIrradianceFilteringVertexShader\";\nconst shader = `attribute position: vec2f;varying direction: vec3f;uniform up: vec3f;uniform right: vec3f;uniform front: vec3f;\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvar view: mat3x3f= mat3x3f(uniforms.up,uniforms.right,uniforms.front);vertexOutputs.direction=view*vec3f(input.position,1.0);vertexOutputs.position= vec4f(input.position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const hdrIrradianceFilteringVertexShaderWGSL = { name, shader };\n"]}
@@ -7,7 +7,7 @@ import "./ShadersInclude/logDepthFragment.js";
7
7
  const name = "outlinePixelShader";
8
8
  const shader = `uniform color: vec4f;
9
9
  #ifdef ALPHATEST
10
- varying vUV: vec2;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
10
+ varying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
11
11
  #endif
12
12
  #include<clipPlaneFragmentDeclaration>
13
13
  #include<logDepthDeclaration>
@@ -1 +1 @@
1
- {"version":3,"file":"outline.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/outline.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;EAiBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\n\nconst name = \"outlinePixelShader\";\nconst shader = `uniform color: vec4f;\n#ifdef ALPHATEST\nvarying vUV: vec2;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUV).a<0.4) {discard;}\n#endif\n#include<logDepthFragment>\nfragmentOutputs.color=uniforms.color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const outlinePixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"outline.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/outline.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;EAiBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\n\nconst name = \"outlinePixelShader\";\nconst shader = `uniform color: vec4f;\n#ifdef ALPHATEST\nvarying vUV: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUV).a<0.4) {discard;}\n#endif\n#include<logDepthFragment>\nfragmentOutputs.color=uniforms.color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const outlinePixelShaderWGSL = { name, shader };\n"]}
@@ -1,7 +1,7 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "passCubePixelShader";
4
- const shader = `varying var vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>;
4
+ const shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>;
5
5
  #define CUSTOM_FRAGMENT_DEFINITIONS
6
6
  @fragment
7
7
  fn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f=input.vUV*2.0-1.0;
@@ -1 +1 @@
1
- {"version":3,"file":"passCube.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/passCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passCubePixelShader\";\nconst shader = `varying var vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f=input.vUV*2.0-1.0;\n#ifdef POSITIVEX\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,-1.001));\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const passCubePixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"passCube.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/passCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"passCubePixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_cube<f32>;\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var uv: vec2f=input.vUV*2.0-1.0;\n#ifdef POSITIVEX\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\nfragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,vec3f(uv,-1.001));\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const passCubePixelShaderWGSL = { name, shader };\n"]}
@@ -264,11 +264,9 @@ fragmentInputs.vPositionW
264
264
  #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
265
265
  ,fragmentInputs.vEnvironmentIrradiance
266
266
  #endif
267
- #ifdef USESPHERICALFROMREFLECTIONMAP
268
- #if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)
267
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
269
268
  ,uniforms.reflectionMatrix
270
269
  #endif
271
- #endif
272
270
  #ifdef USEIRRADIANCEMAP
273
271
  ,irradianceSampler
274
272
  ,irradianceSamplerSampler
@@ -1 +1 @@
1
- {"version":3,"file":"pbr.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/pbr.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,8CAA8C,CAAC;AACtD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,0CAA0C,CAAC;AAClD,OAAO,+BAA+B,CAAC;AACvC,OAAO,sCAAsC,CAAC;AAC9C,OAAO,+BAA+B,CAAC;AACvC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,gCAAgC,CAAC;AACxC,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,0CAA0C,CAAC;AAClD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,2BAA2B,CAAC;AAEnC,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuhBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_BEGIN\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<pbrUboDeclaration>\n#include<pbrFragmentExtraDeclaration>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nvar albedoOpacityOut: albedoOpacityOutParams;\n#ifdef ALBEDO\nvar albedoTexture: vec4f=textureSample(albedoSampler,albedoSamplerSampler,fragmentInputs.vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nuniforms.vAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,uniforms.vAlbedoInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,uniforms.vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,uniforms.vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,uniforms.vDecalInfos\n#endif\n);var surfaceAlbedo: vec3f=albedoOpacityOut.surfaceAlbedo;var alpha: f32=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar aoOut: ambientOcclusionOutParams;\n#ifdef AMBIENT\nvar ambientOcclusionColorMap: vec3f=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nuniforms.vAmbientInfos\n#endif \n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvar diffuseBase: vec3f= vec3f(1.,1.,1.);\n#else\nvar baseColor: vec3f=surfaceAlbedo;var reflectivityOut: reflectivityOutParams;\n#if defined(REFLECTIVITY)\nvar surfaceMetallicOrReflectivityColorMap: vec4f=textureSample(reflectivitySampler,reflectivitySamplerSampler,fragmentInputs.vReflectivityUV+uvOffset);var baseReflectivity: vec4f=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpaceVec4(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap=vec4f(surfaceMetallicOrReflectivityColorMap.rgb*uniforms.vReflectivityInfos.y,surfaceMetallicOrReflectivityColorMap.a);\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvar microSurfaceTexel: vec4f=textureSample(microSurfaceSampler,microSurfaceSamplerSampler,fragmentInputs.vMicroSurfaceSamplerUV+uvOffset)*uniforms.vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvar metallicReflectanceFactors: vec4f=uniforms.vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvar reflectanceFactorsMap: vec4f=textureSample(reflectanceSampler,reflectanceSamplerSampler,fragmentInputs.vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpaceVec4(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*reflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\n#ifdef METALLIC_REFLECTANCE\nvar metallicReflectanceFactorsMap: vec4f=textureSample(metallicReflectanceSampler,metallicReflectanceSamplerSampler,fragmentInputs.vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpaceVec4(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*metallicReflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nuniforms.vReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,uniforms.vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,uniforms.vDetailInfos\n#endif\n);var microSurface: f32=reflectivityOut.microSurface;var roughness: f32=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nvar alphaFresnelOut: alphaFresnelOutParams;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nvar anisotropicOut: anisotropicOutParams;\n#ifdef ANISOTROPIC_TEXTURE\nvar anisotropyMapData: vec3f=textureSample(anisotropySampler,anisotropySamplerSampler,fragmentInputs.vAnisotropyUV+uvOffset).rgb*uniforms.vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nuniforms.vAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW \n);\n#endif\n#ifdef REFLECTION\nvar reflectionOut: reflectionOutParams;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nfragmentInputs.vPositionW\n,normalW\n,alphaG\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n,reflectionSamplerSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,fragmentInputs.vEnvironmentIrradiance\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,uniforms.reflectionMatrix\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nvar sheenOut: sheenOutParams;\n#ifdef SHEEN_TEXTURE\nvar sheenMapData: vec4f=textureSample(sheenSampler,sheenSamplerSampler,fragmentInputs.vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar sheenMapRoughnessData: vec4f=textureSample(sheenRoughnessSampler,sheenRoughnessSamplerSampler,fragmentInputs.vSheenRoughnessUV+uvOffset)*uniforms.vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nuniforms.vSheenColor\n#ifdef SHEEN_ROUGHNESS\n,uniforms.vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,uniforms.vSheenInfos.y\n#endif\n,reflectance\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvar clearCoatMapData: vec2f=textureSample(clearCoatSampler,clearCoatSamplerSampler,fragmentInputs.vClearCoatUV+uvOffset).rg*uniforms.vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\nvar iridescenceOut: iridescenceOutParams;\n#ifdef IRIDESCENCE_TEXTURE\nvar iridescenceMapData: vec2f=textureSample(iridescenceSampler,iridescenceSamplerSampler,fragmentInputs.vIridescenceUV+uvOffset).rg*uniforms.vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvar iridescenceThicknessMapData: vec2f=textureSample(iridescenceThicknessSampler,iridescenceThicknessSamplerSampler,fragmentInputs.vIridescenceThicknessUV+uvOffset).rg*uniforms.vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nuniforms.vIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);var iridescenceIntensity: f32=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nvar clearcoatOut: clearcoatOutParams;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar clearCoatMapRoughnessData: vec4f=textureSample(clearCoatRoughnessSampler,clearCoatRoughnessSamplerSampler,fragmentInputs.vClearCoatRoughnessUV+uvOffset)*uniforms.vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvar clearCoatTintMapData: vec4f=textureSample(clearCoatTintSampler,clearCoatTintSamplerSampler,fragmentInputs.vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvar clearCoatBumpMapData: vec4f=textureSample(clearCoatBumpSampler,clearCoatBumpSamplerSampler,fragmentInputs.vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nfragmentInputs.vPositionW\n,geometricNormalW\n,viewDirectionW\n,uniforms.vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,uniforms.vClearCoatTintParams\n,uniforms.clearCoatColorAtDistance\n,uniforms.vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,uniforms.vClearCoatBumpInfos\n,clearCoatBumpMapData\n,fragmentInputs.vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,uniforms.vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,uniforms.normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,select(-1.,1.,fragmentInputs.frontFacing)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nvar subSurfaceOut: subSurfaceOutParams;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvar thicknessMap: vec4f=textureSample(thicknessSampler,thicknessSamplerSampler,fragmentInputs.vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvar refractionIntensityMap: vec4f=textureSample(refractionIntensitySampler,refractionIntensitySamplerSampler,fragmentInputs.vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvar translucencyIntensityMap: vec4f=textureSample(translucencyIntensitySampler,translucencyIntensitySamplerSampler,fragmentInputs.vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvar translucencyColorMap: vec4f=textureSample(translucencyColorSampler,translucencyColorSamplerSampler,fragmentInputs.vTranslucencyColorUV+uvOffset);\n#endif\nsubSurfaceOut=subSurfaceBlock(\nuniforms.vSubSurfaceIntensity\n,uniforms.vThicknessParam\n,uniforms.vTintColor\n,normalW\n,specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,uniforms.reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,reflectionSamplerSampler\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,fragmentInputs.vPositionW\n,viewDirectionW\n,scene.view\n,uniforms.vRefractionInfos\n,uniforms.refractionMatrix\n,uniforms.vRefractionMicrosurfaceInfos\n,uniforms.vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n,refractionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionLowSampler\n,refractionLowSamplerSampler\n,refractionHighSampler\n,refractionHighSamplerSampler\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,uniforms.vRefractionPosition\n,uniforms.vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,uniforms.vDiffusionDistance\n,uniforms.vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+finalColor.rgb*finalColor.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-finalColor.a));} else {fragmentOutputs.backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbr.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/pbr.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,8CAA8C,CAAC;AACtD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,0CAA0C,CAAC;AAClD,OAAO,+BAA+B,CAAC;AACvC,OAAO,sCAAsC,CAAC;AAC9C,OAAO,+BAA+B,CAAC;AACvC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,gCAAgC,CAAC;AACxC,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,0CAA0C,CAAC;AAClD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,2BAA2B,CAAC;AAEnC,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqhBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_BEGIN\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<pbrUboDeclaration>\n#include<pbrFragmentExtraDeclaration>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nvar albedoOpacityOut: albedoOpacityOutParams;\n#ifdef ALBEDO\nvar albedoTexture: vec4f=textureSample(albedoSampler,albedoSamplerSampler,fragmentInputs.vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nuniforms.vAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,uniforms.vAlbedoInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,uniforms.vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,uniforms.vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,uniforms.vDecalInfos\n#endif\n);var surfaceAlbedo: vec3f=albedoOpacityOut.surfaceAlbedo;var alpha: f32=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar aoOut: ambientOcclusionOutParams;\n#ifdef AMBIENT\nvar ambientOcclusionColorMap: vec3f=textureSample(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nuniforms.vAmbientInfos\n#endif \n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvar diffuseBase: vec3f= vec3f(1.,1.,1.);\n#else\nvar baseColor: vec3f=surfaceAlbedo;var reflectivityOut: reflectivityOutParams;\n#if defined(REFLECTIVITY)\nvar surfaceMetallicOrReflectivityColorMap: vec4f=textureSample(reflectivitySampler,reflectivitySamplerSampler,fragmentInputs.vReflectivityUV+uvOffset);var baseReflectivity: vec4f=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpaceVec4(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap=vec4f(surfaceMetallicOrReflectivityColorMap.rgb*uniforms.vReflectivityInfos.y,surfaceMetallicOrReflectivityColorMap.a);\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvar microSurfaceTexel: vec4f=textureSample(microSurfaceSampler,microSurfaceSamplerSampler,fragmentInputs.vMicroSurfaceSamplerUV+uvOffset)*uniforms.vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvar metallicReflectanceFactors: vec4f=uniforms.vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvar reflectanceFactorsMap: vec4f=textureSample(reflectanceSampler,reflectanceSamplerSampler,fragmentInputs.vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpaceVec4(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*reflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\n#ifdef METALLIC_REFLECTANCE\nvar metallicReflectanceFactorsMap: vec4f=textureSample(metallicReflectanceSampler,metallicReflectanceSamplerSampler,fragmentInputs.vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpaceVec4(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors=vec4f(metallicReflectanceFactors.rgb*metallicReflectanceFactorsMap.rgb,metallicReflectanceFactors.a);\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityOut=reflectivityBlock(\nuniforms.vReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n#ifdef REFLECTIVITY\n,uniforms.vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,uniforms.vDetailInfos\n#endif\n);var microSurface: f32=reflectivityOut.microSurface;var roughness: f32=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nvar alphaFresnelOut: alphaFresnelOutParams;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nvar anisotropicOut: anisotropicOutParams;\n#ifdef ANISOTROPIC_TEXTURE\nvar anisotropyMapData: vec3f=textureSample(anisotropySampler,anisotropySamplerSampler,fragmentInputs.vAnisotropyUV+uvOffset).rgb*uniforms.vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nuniforms.vAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW \n);\n#endif\n#ifdef REFLECTION\nvar reflectionOut: reflectionOutParams;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nfragmentInputs.vPositionW\n,normalW\n,alphaG\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n,reflectionSamplerSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,fragmentInputs.vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nvar sheenOut: sheenOutParams;\n#ifdef SHEEN_TEXTURE\nvar sheenMapData: vec4f=textureSample(sheenSampler,sheenSamplerSampler,fragmentInputs.vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar sheenMapRoughnessData: vec4f=textureSample(sheenRoughnessSampler,sheenRoughnessSamplerSampler,fragmentInputs.vSheenRoughnessUV+uvOffset)*uniforms.vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nuniforms.vSheenColor\n#ifdef SHEEN_ROUGHNESS\n,uniforms.vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,uniforms.vSheenInfos.y\n#endif\n,reflectance\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvar clearCoatMapData: vec2f=textureSample(clearCoatSampler,clearCoatSamplerSampler,fragmentInputs.vClearCoatUV+uvOffset).rg*uniforms.vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\nvar iridescenceOut: iridescenceOutParams;\n#ifdef IRIDESCENCE_TEXTURE\nvar iridescenceMapData: vec2f=textureSample(iridescenceSampler,iridescenceSamplerSampler,fragmentInputs.vIridescenceUV+uvOffset).rg*uniforms.vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvar iridescenceThicknessMapData: vec2f=textureSample(iridescenceThicknessSampler,iridescenceThicknessSamplerSampler,fragmentInputs.vIridescenceThicknessUV+uvOffset).rg*uniforms.vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nuniforms.vIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);var iridescenceIntensity: f32=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nvar clearcoatOut: clearcoatOutParams;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvar clearCoatMapRoughnessData: vec4f=textureSample(clearCoatRoughnessSampler,clearCoatRoughnessSamplerSampler,fragmentInputs.vClearCoatRoughnessUV+uvOffset)*uniforms.vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvar clearCoatTintMapData: vec4f=textureSample(clearCoatTintSampler,clearCoatTintSamplerSampler,fragmentInputs.vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvar clearCoatBumpMapData: vec4f=textureSample(clearCoatBumpSampler,clearCoatBumpSamplerSampler,fragmentInputs.vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nfragmentInputs.vPositionW\n,geometricNormalW\n,viewDirectionW\n,uniforms.vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,uniforms.vClearCoatTintParams\n,uniforms.clearCoatColorAtDistance\n,uniforms.vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,uniforms.vClearCoatBumpInfos\n,clearCoatBumpMapData\n,fragmentInputs.vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,uniforms.vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,uniforms.normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,uniforms.vReflectionMicrosurfaceInfos\n,uniforms.vReflectionInfos\n,uniforms.vReflectionColor\n,uniforms.vLightingIntensity\n,reflectionSampler\n,reflectionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,select(-1.,1.,fragmentInputs.frontFacing)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nvar subSurfaceOut: subSurfaceOutParams;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvar thicknessMap: vec4f=textureSample(thicknessSampler,thicknessSamplerSampler,fragmentInputs.vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvar refractionIntensityMap: vec4f=textureSample(refractionIntensitySampler,refractionIntensitySamplerSampler,fragmentInputs.vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvar translucencyIntensityMap: vec4f=textureSample(translucencyIntensitySampler,translucencyIntensitySamplerSampler,fragmentInputs.vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvar translucencyColorMap: vec4f=textureSample(translucencyColorSampler,translucencyColorSamplerSampler,fragmentInputs.vTranslucencyColorUV+uvOffset);\n#endif\nsubSurfaceOut=subSurfaceBlock(\nuniforms.vSubSurfaceIntensity\n,uniforms.vThicknessParam\n,uniforms.vTintColor\n,normalW\n,specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,uniforms.reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,reflectionSamplerSampler\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,fragmentInputs.vPositionW\n,viewDirectionW\n,scene.view\n,uniforms.vRefractionInfos\n,uniforms.refractionMatrix\n,uniforms.vRefractionMicrosurfaceInfos\n,uniforms.vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n,refractionSamplerSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionLowSampler\n,refractionLowSamplerSampler\n,refractionHighSampler\n,refractionHighSamplerSampler\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,uniforms.vRefractionPosition\n,uniforms.vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,uniforms.vDiffusionDistance\n,uniforms.vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+finalColor.rgb*finalColor.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-finalColor.a));} else {fragmentOutputs.backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrPixelShaderWGSL = { name, shader };\n"]}