@babylonjs/core 7.44.1 → 7.46.0

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Files changed (254) hide show
  1. package/Buffers/bufferUtils.d.ts +28 -1
  2. package/Buffers/bufferUtils.js +104 -1
  3. package/Buffers/bufferUtils.js.map +1 -1
  4. package/Decorators/nodeDecorator.js +1 -1
  5. package/Decorators/nodeDecorator.js.map +1 -1
  6. package/Engines/Extensions/engine.renderTarget.js +2 -1
  7. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  8. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  9. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  10. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -1
  11. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  12. package/Engines/abstractEngine.js +2 -2
  13. package/Engines/abstractEngine.js.map +1 -1
  14. package/Engines/renderTargetWrapper.js +1 -1
  15. package/Engines/renderTargetWrapper.js.map +1 -1
  16. package/Engines/thinEngine.js +2 -1
  17. package/Engines/thinEngine.js.map +1 -1
  18. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +5 -0
  19. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +7 -0
  20. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  21. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +3 -0
  22. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +13 -0
  23. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  24. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.d.ts +0 -3
  25. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +0 -13
  26. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  27. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +3 -0
  28. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  29. package/FrameGraph/Node/nodeRenderGraph.js +9 -5
  30. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  31. package/FrameGraph/Node/nodeRenderGraphBlock.js +1 -0
  32. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  33. package/FrameGraph/Passes/renderPass.d.ts +11 -0
  34. package/FrameGraph/Passes/renderPass.js +40 -0
  35. package/FrameGraph/Passes/renderPass.js.map +1 -1
  36. package/FrameGraph/Tasks/Layers/baseLayerTask.js +3 -2
  37. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  38. package/FrameGraph/Tasks/Layers/highlightLayerTask.js +1 -1
  39. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
  40. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +1 -1
  41. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  42. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +1 -1
  43. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  44. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +1 -1
  45. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  46. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  47. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  48. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +2 -2
  49. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  50. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +1 -0
  51. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  52. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +2 -1
  53. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  54. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js +1 -0
  55. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -1
  56. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +1 -1
  57. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  58. package/FrameGraph/frameGraph.d.ts +5 -5
  59. package/FrameGraph/frameGraph.js +31 -21
  60. package/FrameGraph/frameGraph.js.map +1 -1
  61. package/FrameGraph/frameGraphTask.d.ts +8 -2
  62. package/FrameGraph/frameGraphTask.js +12 -12
  63. package/FrameGraph/frameGraphTask.js.map +1 -1
  64. package/FrameGraph/frameGraphTextureManager.d.ts +33 -2
  65. package/FrameGraph/frameGraphTextureManager.js +368 -27
  66. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  67. package/Lights/LTC/ltcTextureTool.d.ts +20 -0
  68. package/Lights/LTC/ltcTextureTool.js +24 -0
  69. package/Lights/LTC/ltcTextureTool.js.map +1 -0
  70. package/Lights/Shadows/shadowGenerator.d.ts +10 -0
  71. package/Lights/Shadows/shadowGenerator.js +5 -0
  72. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  73. package/Lights/Shadows/shadowGeneratorSceneComponent.js +6 -0
  74. package/Lights/Shadows/shadowGeneratorSceneComponent.js.map +1 -1
  75. package/Lights/areaLight.d.ts +39 -0
  76. package/Lights/areaLight.js +81 -0
  77. package/Lights/areaLight.js.map +1 -0
  78. package/Lights/index.d.ts +2 -0
  79. package/Lights/index.js +2 -0
  80. package/Lights/index.js.map +1 -1
  81. package/Lights/light.d.ts +8 -0
  82. package/Lights/light.js +10 -0
  83. package/Lights/light.js.map +1 -1
  84. package/Lights/lightConstants.d.ts +4 -0
  85. package/Lights/lightConstants.js +4 -0
  86. package/Lights/lightConstants.js.map +1 -1
  87. package/Lights/rectAreaLight.d.ts +61 -0
  88. package/Lights/rectAreaLight.js +127 -0
  89. package/Lights/rectAreaLight.js.map +1 -0
  90. package/Loading/loadingScreen.d.ts +21 -1
  91. package/Loading/loadingScreen.js +125 -52
  92. package/Loading/loadingScreen.js.map +1 -1
  93. package/Materials/Node/Blocks/Dual/lightBlock.js +2 -0
  94. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  95. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -1
  96. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  97. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +2 -1
  98. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  99. package/Materials/Node/Blocks/debugBlock.d.ts +38 -0
  100. package/Materials/Node/Blocks/debugBlock.js +92 -0
  101. package/Materials/Node/Blocks/debugBlock.js.map +1 -0
  102. package/Materials/Node/Blocks/index.d.ts +1 -0
  103. package/Materials/Node/Blocks/index.js +1 -0
  104. package/Materials/Node/Blocks/index.js.map +1 -1
  105. package/Materials/Node/nodeMaterial.d.ts +2 -0
  106. package/Materials/Node/nodeMaterial.js +20 -2
  107. package/Materials/Node/nodeMaterial.js.map +1 -1
  108. package/Materials/Node/nodeMaterialBlock.d.ts +8 -1
  109. package/Materials/Node/nodeMaterialBlock.js +13 -1
  110. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  111. package/Materials/PBR/index.d.ts +1 -0
  112. package/Materials/PBR/index.js +1 -0
  113. package/Materials/PBR/index.js.map +1 -1
  114. package/Materials/PBR/pbrBRDFConfiguration.d.ts +14 -0
  115. package/Materials/PBR/pbrBRDFConfiguration.js +19 -0
  116. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  117. package/Materials/PBR/pbrBaseMaterial.d.ts +13 -0
  118. package/Materials/PBR/pbrBaseMaterial.js +60 -0
  119. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  120. package/Materials/PBR/pbrMaterial.d.ts +8 -0
  121. package/Materials/PBR/pbrMaterial.js +12 -0
  122. package/Materials/PBR/pbrMaterial.js.map +1 -1
  123. package/Materials/Textures/internalTexture.d.ts +0 -18
  124. package/Materials/Textures/internalTexture.js +0 -46
  125. package/Materials/Textures/internalTexture.js.map +1 -1
  126. package/Materials/Textures/rawTexture.d.ts +6 -2
  127. package/Materials/Textures/rawTexture.js +10 -3
  128. package/Materials/Textures/rawTexture.js.map +1 -1
  129. package/Materials/Textures/textureHelper.functions.d.ts +18 -0
  130. package/Materials/Textures/textureHelper.functions.js +47 -0
  131. package/Materials/Textures/textureHelper.functions.js.map +1 -0
  132. package/Materials/materialFlags.d.ts +6 -0
  133. package/Materials/materialFlags.js +14 -0
  134. package/Materials/materialFlags.js.map +1 -1
  135. package/Materials/materialHelper.functions.js +3 -1
  136. package/Materials/materialHelper.functions.js.map +1 -1
  137. package/Materials/standardMaterial.d.ts +1 -0
  138. package/Materials/standardMaterial.js +14 -0
  139. package/Materials/standardMaterial.js.map +1 -1
  140. package/Meshes/Compression/dracoCompressionWorker.js +0 -1
  141. package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
  142. package/Misc/error.d.ts +6 -0
  143. package/Misc/error.js +10 -0
  144. package/Misc/error.js.map +1 -1
  145. package/Misc/timingTools.d.ts +2 -2
  146. package/Misc/timingTools.js +15 -10
  147. package/Misc/timingTools.js.map +1 -1
  148. package/Particles/gpuParticleSystem.js +8 -2
  149. package/Particles/gpuParticleSystem.js.map +1 -1
  150. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +4 -0
  151. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +66 -16
  152. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  153. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +8 -0
  154. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +16 -0
  155. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  156. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +9 -0
  157. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +28 -11
  158. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  159. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +1 -1
  160. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  161. package/Shaders/ShadersInclude/gaussianSplatting.js +1 -1
  162. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  163. package/Shaders/ShadersInclude/lightFragment.js +19 -1
  164. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  165. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
  166. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  167. package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -0
  168. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  169. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -0
  170. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  171. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -0
  172. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  173. package/Shaders/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
  174. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +14 -1
  175. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  176. package/Shaders/ShadersInclude/ltcHelperFunctions.d.ts +5 -0
  177. package/Shaders/ShadersInclude/ltcHelperFunctions.js +31 -0
  178. package/Shaders/ShadersInclude/ltcHelperFunctions.js.map +1 -0
  179. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +11 -2
  180. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  181. package/Shaders/ShadersInclude/pbrBlockReflection.js +7 -1
  182. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  183. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +6 -0
  184. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  185. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.d.ts +1 -0
  186. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +18 -1
  187. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  188. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +6 -3
  189. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  190. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +4 -0
  191. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  192. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  193. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  194. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +5 -2
  195. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  196. package/Shaders/gaussianSplatting.vertex.d.ts +1 -0
  197. package/Shaders/gaussianSplatting.vertex.js +3 -1
  198. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  199. package/Shaders/iblShadowAccumulation.fragment.js +6 -5
  200. package/Shaders/iblShadowAccumulation.fragment.js.map +1 -1
  201. package/Shaders/iblShadowSpatialBlur.fragment.js +3 -3
  202. package/Shaders/iblShadowSpatialBlur.fragment.js.map +1 -1
  203. package/Shaders/iblShadowVoxelTracing.fragment.js +26 -8
  204. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  205. package/Shaders/pbr.fragment.js +11 -3
  206. package/Shaders/pbr.fragment.js.map +1 -1
  207. package/Shaders/pbr.vertex.js +2 -0
  208. package/Shaders/pbr.vertex.js.map +1 -1
  209. package/ShadersWGSL/ShadersInclude/lightFragment.js +19 -1
  210. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  211. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +4 -0
  212. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
  213. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js +3 -0
  214. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  215. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +4 -0
  216. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  217. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
  218. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +12 -1
  219. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  220. package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.d.ts +5 -0
  221. package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js +35 -0
  222. package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js.map +1 -0
  223. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js +10 -1
  224. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  225. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +7 -1
  226. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  227. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +4 -0
  228. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  229. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.d.ts +1 -0
  230. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +18 -1
  231. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  232. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +4 -0
  233. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  234. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +1 -1
  235. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  236. package/ShadersWGSL/glowMapGeneration.fragment.js +1 -2
  237. package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -1
  238. package/ShadersWGSL/iblShadowAccumulation.fragment.js +4 -3
  239. package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
  240. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js +3 -3
  241. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js.map +1 -1
  242. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +26 -8
  243. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  244. package/ShadersWGSL/layer.fragment.js +1 -2
  245. package/ShadersWGSL/layer.fragment.js.map +1 -1
  246. package/ShadersWGSL/pbr.fragment.js +10 -2
  247. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  248. package/ShadersWGSL/pbr.vertex.js +2 -0
  249. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  250. package/Sprites/spriteRenderer.js +1 -0
  251. package/Sprites/spriteRenderer.js.map +1 -1
  252. package/XR/features/WebXRHandTracking.js +2 -2
  253. package/XR/features/WebXRHandTracking.js.map +1 -1
  254. package/package.json +1 -1
@@ -281,7 +281,13 @@ environmentIrradiance=fromRGBD(environmentIrradiance4);
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  environmentIrradiance=toLinearSpaceVec3(environmentIrradiance.rgb);
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  #endif
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  #endif
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- environmentIrradiance*=vReflectionColor.rgb;outParams.environmentRadiance=environmentRadiance;outParams.environmentIrradiance=environmentIrradiance;outParams.reflectionCoords=reflectionCoords;return outParams;}
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+ environmentIrradiance*=vReflectionColor.rgb;
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+ #ifdef MIX_IBL_RADIANCE_WITH_IRRADIANCE
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+ outParams.environmentRadiance=vec4f(mix(environmentRadiance.rgb,environmentIrradiance,alphaG),environmentRadiance.a);
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+ #else
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+ outParams.environmentRadiance=environmentRadiance;
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+ #endif
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+ outParams.environmentIrradiance=environmentIrradiance;outParams.reflectionCoords=reflectionCoords;return outParams;}
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  #endif
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  `;
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  // Sideeffect
@@ -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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;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"]}
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgSd,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;\n#ifdef MIX_IBL_RADIANCE_WITH_IRRADIANCE\noutParams.environmentRadiance=vec4f(mix(environmentRadiance.rgb,environmentIrradiance,alphaG),environmentRadiance.a);\n#else\noutParams.environmentRadiance=environmentRadiance;\n#endif\noutParams.environmentIrradiance=environmentIrradiance;outParams.reflectionCoords=reflectionCoords;return outParams;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrBlockReflectionWGSL = { name, shader };\n"]}
@@ -60,6 +60,10 @@ var visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);
60
60
  var visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */
61
61
  var sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}
62
62
  #endif
63
+ #if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
64
+ fn computeAreaDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {return info.areaLightDiffuse*lightColor;}
65
+ fn computeAreaSpecularLighting(info: preLightingInfo,specularColor: vec3f)->vec3f {var fresnel:vec3f =( specularColor*info.areaLightFresnel.x+( vec3f( 1.0 )-specularColor )*info.areaLightFresnel.y );return specularColor*fresnel*info.areaLightSpecular;}
66
+ #endif
63
67
  `;
64
68
  // Sideeffect
65
69
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef CLEARCOAT\nclearCoat: vec4f,\n#endif\n#ifdef SHEEN\nsheen: vec3f\n#endif\n};fn adjustRoughnessFromLightProperties(roughness: f32,lightRadius: f32,lightDistance: f32)->f32 {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nvar lightRoughness: f32=lightRadius/lightDistance;var totalRoughness: f32=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfn computeHemisphericDiffuseLighting(info: preLightingInfo,lightColor: vec3f,groundColor: vec3f)->vec3f {return mix(groundColor,lightColor,info.NdotL);}\nfn computeDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {var diffuseTerm: f32=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*info.attenuation*info.NdotL*lightColor;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f{var strq: vec4f=textureProjectionMatrix* vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return toLinearSpaceVec3(textureColor);}\n#ifdef SS_TRANSLUCENCY\nfn computeDiffuseAndTransmittedLighting(info: preLightingInfo,lightColor: vec3f,transmittance: vec3f)->vec3f {var NdotL: f32=absEps(info.NdotLUnclamped);var wrapNdotL: f32=computeWrappedDiffuseNdotL(NdotL,0.02);var trAdapt: f32=step(0.,info.NdotLUnclamped);var transmittanceNdotL: vec3f=mix(transmittance*wrapNdotL, vec3f(wrapNdotL),trAdapt);var diffuseTerm: f32=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}\n#endif\n#ifdef SPECULARTERM\nfn computeSpecularLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar smithVisibility: f32=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nvar smithVisibility: f32=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvar specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef ANISOTROPIC\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nfn computeClearCoatLighting(info: preLightingInfo,Ncc: vec3f,geometricRoughnessFactor: f32,clearCoatIntensity: f32,lightColor: vec3f)->vec4f {var NccdotL: f32=saturateEps(dot(Ncc,info.L));var NccdotH: f32=saturateEps(dot(Ncc,info.H));var clearCoatRoughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(clearCoatRoughness);var fresnel: f32=fresnelSchlickGGX(info.VdotH,uniforms.vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);var kelemenVisibility: f32=visibility_Kelemen(info.VdotH);var clearCoatTerm: f32=fresnel*distribution*kelemenVisibility;return vec4f(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nfn computeClearCoatLightingAbsorption(NdotVRefract: f32,L: vec3f,Ncc: vec3f,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var LRefract: vec3f=-refract(L,Ncc,uniforms.vClearCoatRefractionParams.y);var NdotLRefract: f32=saturateEps(dot(Ncc,LRefract));var absorption: vec3f=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nfn computeSheenLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: f32=1.;var distribution: f32=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nvar visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nvar visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nvar sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDirectLightingFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{diffuse: vec3f,\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef CLEARCOAT\nclearCoat: vec4f,\n#endif\n#ifdef SHEEN\nsheen: vec3f\n#endif\n};fn adjustRoughnessFromLightProperties(roughness: f32,lightRadius: f32,lightDistance: f32)->f32 {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nvar lightRoughness: f32=lightRadius/lightDistance;var totalRoughness: f32=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfn computeHemisphericDiffuseLighting(info: preLightingInfo,lightColor: vec3f,groundColor: vec3f)->vec3f {return mix(groundColor,lightColor,info.NdotL);}\nfn computeDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {var diffuseTerm: f32=diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*info.attenuation*info.NdotL*lightColor;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f{var strq: vec4f=textureProjectionMatrix* vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return toLinearSpaceVec3(textureColor);}\n#ifdef SS_TRANSLUCENCY\nfn computeDiffuseAndTransmittedLighting(info: preLightingInfo,lightColor: vec3f,transmittance: vec3f)->vec3f {var NdotL: f32=absEps(info.NdotLUnclamped);var wrapNdotL: f32=computeWrappedDiffuseNdotL(NdotL,0.02);var trAdapt: f32=step(0.,info.NdotLUnclamped);var transmittanceNdotL: vec3f=mix(transmittance*wrapNdotL, vec3f(wrapNdotL),trAdapt);var diffuseTerm: f32=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}\n#endif\n#ifdef SPECULARTERM\nfn computeSpecularLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar smithVisibility: f32=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nvar smithVisibility: f32=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvar specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef ANISOTROPIC\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nfn computeClearCoatLighting(info: preLightingInfo,Ncc: vec3f,geometricRoughnessFactor: f32,clearCoatIntensity: f32,lightColor: vec3f)->vec4f {var NccdotL: f32=saturateEps(dot(Ncc,info.L));var NccdotH: f32=saturateEps(dot(Ncc,info.H));var clearCoatRoughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(clearCoatRoughness);var fresnel: f32=fresnelSchlickGGX(info.VdotH,uniforms.vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);var kelemenVisibility: f32=visibility_Kelemen(info.VdotH);var clearCoatTerm: f32=fresnel*distribution*kelemenVisibility;return vec4f(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nfn computeClearCoatLightingAbsorption(NdotVRefract: f32,L: vec3f,Ncc: vec3f,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var LRefract: vec3f=-refract(L,Ncc,uniforms.vClearCoatRefractionParams.y);var NdotLRefract: f32=saturateEps(dot(Ncc,LRefract));var absorption: vec3f=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nfn computeSheenLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: f32=1.;var distribution: f32=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nvar visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nvar visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nvar sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nfn computeAreaDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {return info.areaLightDiffuse*lightColor;}\nfn computeAreaSpecularLighting(info: preLightingInfo,specularColor: vec3f)->vec3f {var fresnel:vec3f =( specularColor*info.areaLightFresnel.x+( vec3f( 1.0 )-specularColor )*info.areaLightFresnel.y );return specularColor*fresnel*info.areaLightSpecular;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDirectLightingFunctionsWGSL = { name, shader };\n"]}
@@ -1,3 +1,4 @@
1
+ import "./ltcHelperFunctions";
1
2
  /** @internal */
2
3
  export declare const pbrDirectLightingSetupFunctionsWGSL: {
3
4
  name: string;
@@ -1,5 +1,6 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ import "./ltcHelperFunctions.js";
3
4
  const name = "pbrDirectLightingSetupFunctions";
4
5
  const shader = `struct preLightingInfo
5
6
  {lightOffset: vec3f,
@@ -16,13 +17,29 @@ roughness: f32,
16
17
  #ifdef IRIDESCENCE
17
18
  iridescenceIntensity: f32
18
19
  #endif
20
+ #if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
21
+ areaLightDiffuse: vec3f,
22
+ #ifdef SPECULARTERM
23
+ areaLightSpecular: vec3f,
24
+ areaLightFresnel: vec4f
25
+ #endif
26
+ #endif
19
27
  };fn computePointAndSpotPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f,posW: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightOffset=lightData.xyz-posW;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);result.L=normalize(result.lightOffset);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}
20
28
  fn computeDirectionalPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightDistance=length(-lightData.xyz);result.L=normalize(-lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}
21
29
  fn computeHemisphericPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.NdotL=dot(N,lightData.xyz)*0.5+0.5;result.NdotL=saturateEps(result.NdotL);result.NdotLUnclamped=result.NdotL;
22
30
  #ifdef SPECULARTERM
23
31
  result.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));
24
32
  #endif
25
- return result;}`;
33
+ return result;}
34
+ #if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
35
+ #include<ltcHelperFunctions>
36
+ fn computeAreaPreLightingInfo(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightCenter:vec3f,halfWidth:vec3f, halfHeight:vec3f,roughness:f32)->preLightingInfo {var result: preLightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc1Sampler,ltc2,ltc2Sampler,viewDirectionW,vNormal,vPosition,lightCenter,halfWidth,halfHeight,roughness);
37
+ #ifdef SPECULARTERM
38
+ result.areaLightFresnel=data.Fresnel;result.areaLightSpecular=data.Specular;
39
+ #endif
40
+ result.areaLightDiffuse+=data.Diffuse;return result;}
41
+ #endif
42
+ `;
26
43
  // Sideeffect
27
44
  ShaderStore.IncludesShadersStoreWGSL[name] = shader;
28
45
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"pbrDirectLightingSetupFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;gBAqBC,CAAC;AACjB,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingSetupFunctions\";\nconst shader = `struct preLightingInfo\n{lightOffset: vec3f,\nlightDistanceSquared: f32,\nlightDistance: f32,\nattenuation: f32,\nL: vec3f,\nH: vec3f,\nNdotV: f32,\nNdotLUnclamped: f32,\nNdotL: f32,\nVdotH: f32,\nroughness: f32,\n#ifdef IRIDESCENCE\niridescenceIntensity: f32\n#endif\n};fn computePointAndSpotPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f,posW: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightOffset=lightData.xyz-posW;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);result.L=normalize(result.lightOffset);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}\nfn computeDirectionalPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightDistance=length(-lightData.xyz);result.L=normalize(-lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}\nfn computeHemisphericPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.NdotL=dot(N,lightData.xyz)*0.5+0.5;result.NdotL=saturateEps(result.NdotL);result.NdotLUnclamped=result.NdotL;\n#ifdef SPECULARTERM\nresult.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));\n#endif\nreturn result;}`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDirectLightingSetupFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrDirectLightingSetupFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./ltcHelperFunctions\";\n\nconst name = \"pbrDirectLightingSetupFunctions\";\nconst shader = `struct preLightingInfo\n{lightOffset: vec3f,\nlightDistanceSquared: f32,\nlightDistance: f32,\nattenuation: f32,\nL: vec3f,\nH: vec3f,\nNdotV: f32,\nNdotLUnclamped: f32,\nNdotL: f32,\nVdotH: f32,\nroughness: f32,\n#ifdef IRIDESCENCE\niridescenceIntensity: f32\n#endif\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nareaLightDiffuse: vec3f,\n#ifdef SPECULARTERM\nareaLightSpecular: vec3f,\nareaLightFresnel: vec4f\n#endif\n#endif\n};fn computePointAndSpotPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f,posW: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightOffset=lightData.xyz-posW;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);result.L=normalize(result.lightOffset);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}\nfn computeDirectionalPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.lightDistance=length(-lightData.xyz);result.L=normalize(-lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);return result;}\nfn computeHemisphericPreLightingInfo(lightData: vec4f,V: vec3f,N: vec3f)->preLightingInfo {var result: preLightingInfo;result.NdotL=dot(N,lightData.xyz)*0.5+0.5;result.NdotL=saturateEps(result.NdotL);result.NdotLUnclamped=result.NdotL;\n#ifdef SPECULARTERM\nresult.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));\n#endif\nreturn result;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\n#include<ltcHelperFunctions>\nfn computeAreaPreLightingInfo(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,viewDirectionW: vec3f,vNormal:vec3f,vPosition:vec3f,lightCenter:vec3f,halfWidth:vec3f, halfHeight:vec3f,roughness:f32)->preLightingInfo {var result: preLightingInfo;var data: areaLightData=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc1Sampler,ltc2,ltc2Sampler,viewDirectionW,vNormal,vPosition,lightCenter,halfWidth,halfHeight,roughness);\n#ifdef SPECULARTERM\nresult.areaLightFresnel=data.Fresnel;result.areaLightSpecular=data.Specular;\n#endif\nresult.areaLightDiffuse+=data.Diffuse;return result;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrDirectLightingSetupFunctionsWGSL = { name, shader };\n"]}
@@ -4,6 +4,7 @@ import "./samplerFragmentDeclaration.js";
4
4
  import "./samplerFragmentAlternateDeclaration.js";
5
5
  const name = "pbrFragmentSamplersDeclaration";
6
6
  const shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo)
7
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,BASEWEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight)
7
8
  #include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)
8
9
  #include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)
9
10
  #include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)
@@ -67,6 +68,9 @@ varying vDirectionW: vec3f;
67
68
  #ifdef ENVIRONMENTBRDF
68
69
  var environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;
69
70
  #endif
71
+ #if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
72
+ var areaLightsLTC1SamplerSampler: sampler;var areaLightsLTC1Sampler: texture_2d<f32>;var areaLightsLTC2SamplerSampler: sampler;var areaLightsLTC2Sampler: texture_2d<f32>;
73
+ #endif
70
74
  #ifdef SUBSURFACE
71
75
  #ifdef SS_REFRACTION
72
76
  #ifdef SS_REFRACTIONMAP_3D
@@ -1 +1 @@
1
- {"version":3,"file":"pbrFragmentSamplersDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwFd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\nimport \"./samplerFragmentAlternateDeclaration\";\n\nconst name = \"pbrFragmentSamplersDeclaration\";\nconst shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_SAMPLERNAME_,reflectivity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_SAMPLERNAME_,microSurface)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_SAMPLERNAME_,metallicReflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_SAMPLERNAME_,reflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef CLEARCOAT\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_SAMPLERNAME_,clearCoat)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nvar clearCoatRoughnessSamplerSampler: sampler;var clearCoatRoughnessSampler: texture_2d<f32>;\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_SAMPLERNAME_,clearCoatBump)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_SAMPLERNAME_,clearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_SAMPLERNAME_,iridescence)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_SAMPLERNAME_,iridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_SAMPLERNAME_,sheen)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS)\nvar sheenRoughnessSamplerSampler: sampler;var sheenRoughnessSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#include<samplerFragmentDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_SAMPLERNAME_,anisotropy)\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nvar environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#ifdef SS_REFRACTIONMAP_3D\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_cube<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_cube<f32>;\n#endif\n#else\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_2d<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_2d<f32>;\n#endif\n#endif\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_SAMPLERNAME_,thickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_SAMPLERNAME_,refractionIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_SAMPLERNAME_,translucencyIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_SAMPLERNAME_,translucencyColor)\n#endif\n#ifdef IBL_CDF_FILTERING\nvar icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrFragmentSamplersDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrFragmentSamplersDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Fd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\nimport \"./samplerFragmentAlternateDeclaration\";\n\nconst name = \"pbrFragmentSamplersDeclaration\";\nconst shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASEWEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_SAMPLERNAME_,reflectivity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_SAMPLERNAME_,microSurface)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_SAMPLERNAME_,metallicReflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_SAMPLERNAME_,reflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef CLEARCOAT\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_SAMPLERNAME_,clearCoat)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nvar clearCoatRoughnessSamplerSampler: sampler;var clearCoatRoughnessSampler: texture_2d<f32>;\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_SAMPLERNAME_,clearCoatBump)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_SAMPLERNAME_,clearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_SAMPLERNAME_,iridescence)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_SAMPLERNAME_,iridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_SAMPLERNAME_,sheen)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS)\nvar sheenRoughnessSamplerSampler: sampler;var sheenRoughnessSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#include<samplerFragmentDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_SAMPLERNAME_,anisotropy)\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nvar environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;\n#endif\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvar areaLightsLTC1SamplerSampler: sampler;var areaLightsLTC1Sampler: texture_2d<f32>;var areaLightsLTC2SamplerSampler: sampler;var areaLightsLTC2Sampler: texture_2d<f32>;\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#ifdef SS_REFRACTIONMAP_3D\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_cube<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_cube<f32>;\n#endif\n#else\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_2d<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_2d<f32>;\n#endif\n#endif\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_SAMPLERNAME_,thickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_SAMPLERNAME_,refractionIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_SAMPLERNAME_,translucencyIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_SAMPLERNAME_,translucencyColor)\n#endif\n#ifdef IBL_CDF_FILTERING\nvar icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrFragmentSamplersDeclarationWGSL = { name, shader };\n"]}
@@ -3,7 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  import "./sceneUboDeclaration.js";
4
4
  import "./meshUboDeclaration.js";
5
5
  const name = "pbrUboDeclaration";
6
- const shader = `uniform vAlbedoInfos: vec2f;uniform vAmbientInfos: vec4f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vReflectivityInfos: vec3f;uniform vMicroSurfaceSamplerInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vBumpInfos: vec3f;uniform albedoMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform reflectivityMatrix: mat4x4f;uniform microSurfaceSamplerMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionColor: vec3f;uniform vAlbedoColor: vec4f;uniform vLightingIntensity: vec4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform pointSize: f32;uniform vReflectivityColor: vec4f;uniform vEmissiveColor: vec3f;uniform vAmbientColor: vec3f;uniform vDebugMode: vec2f;uniform vMetallicReflectanceFactors: vec4f;uniform vMetallicReflectanceInfos: vec2f;uniform metallicReflectanceMatrix: mat4x4f;uniform vReflectanceInfos: vec2f;uniform reflectanceMatrix: mat4x4f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;
6
+ const shader = `uniform vAlbedoInfos: vec2f;uniform vBaseWeightInfos: vec2f;uniform vAmbientInfos: vec4f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vReflectivityInfos: vec3f;uniform vMicroSurfaceSamplerInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vBumpInfos: vec3f;uniform albedoMatrix: mat4x4f;uniform baseWeightMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform reflectivityMatrix: mat4x4f;uniform microSurfaceSamplerMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionColor: vec3f;uniform vAlbedoColor: vec4f;uniform baseWeight: f32;uniform vLightingIntensity: vec4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform pointSize: f32;uniform vReflectivityColor: vec4f;uniform vEmissiveColor: vec3f;uniform vAmbientColor: vec3f;uniform vDebugMode: vec2f;uniform vMetallicReflectanceFactors: vec4f;uniform vMetallicReflectanceInfos: vec2f;uniform metallicReflectanceMatrix: mat4x4f;uniform vReflectanceInfos: vec2f;uniform reflectanceMatrix: mat4x4f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;
7
7
  #define ADDITIONAL_UBO_DECLARATION
8
8
  #include<sceneUboDeclaration>
9
9
  #include<meshUboDeclaration>
@@ -1 +1 @@
1
- {"version":3,"file":"pbrUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"pbrUboDeclaration\";\nconst shader = `uniform vAlbedoInfos: vec2f;uniform vAmbientInfos: vec4f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vReflectivityInfos: vec3f;uniform vMicroSurfaceSamplerInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vBumpInfos: vec3f;uniform albedoMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform reflectivityMatrix: mat4x4f;uniform microSurfaceSamplerMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionColor: vec3f;uniform vAlbedoColor: vec4f;uniform vLightingIntensity: vec4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform pointSize: f32;uniform vReflectivityColor: vec4f;uniform vEmissiveColor: vec3f;uniform vAmbientColor: vec3f;uniform vDebugMode: vec2f;uniform vMetallicReflectanceFactors: vec4f;uniform vMetallicReflectanceInfos: vec2f;uniform metallicReflectanceMatrix: mat4x4f;uniform vReflectanceInfos: vec2f;uniform reflectanceMatrix: mat4x4f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrUboDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"pbrUboDeclaration\";\nconst shader = `uniform vAlbedoInfos: vec2f;uniform vBaseWeightInfos: vec2f;uniform vAmbientInfos: vec4f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vReflectivityInfos: vec3f;uniform vMicroSurfaceSamplerInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vBumpInfos: vec3f;uniform albedoMatrix: mat4x4f;uniform baseWeightMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform reflectivityMatrix: mat4x4f;uniform microSurfaceSamplerMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionColor: vec3f;uniform vAlbedoColor: vec4f;uniform baseWeight: f32;uniform vLightingIntensity: vec4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform pointSize: f32;uniform vReflectivityColor: vec4f;uniform vEmissiveColor: vec3f;uniform vAmbientColor: vec3f;uniform vDebugMode: vec2f;uniform vMetallicReflectanceFactors: vec4f;uniform vMetallicReflectanceInfos: vec2f;uniform metallicReflectanceMatrix: mat4x4f;uniform vReflectanceInfos: vec2f;uniform reflectanceMatrix: mat4x4f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nShaderStore.IncludesShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const pbrUboDeclarationWGSL = { name, shader };\n"]}
@@ -51,8 +51,7 @@ finalColor=vec4f(finalColor.rgb,finalColor.a*uniforms.opacityIntensity);
51
51
  finalColor=vec4f(finalColor.rgb,finalColor.a*fragmentInputs.vColor.a);
52
52
  #endif
53
53
  #ifdef ALPHATEST
54
- if (finalColor.a<ALPHATESTVALUE)
55
- discard;
54
+ if (finalColor.a<ALPHATESTVALUE) {discard;}
56
55
  #endif
57
56
  #ifdef EMISSIVE
58
57
  var emissive: vec4f=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vUVEmissive);
@@ -1 +1 @@
1
- {"version":3,"file":"glowMapGeneration.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/glowMapGeneration.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"glowMapGenerationPixelShader\";\nconst shader = `#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)\n#include<helperFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vUVDiffuse: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#ifdef OPACITY\nvarying vUVOpacity: vec2f;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;uniform opacityIntensity: f32;\n#endif\n#ifdef EMISSIVE\nvarying vUVEmissive: vec2f;var emissiveSamplerSampler: sampler;var emissiveSampler: texture_2d<f32>;\n#endif\n#ifdef VERTEXALPHA\nvarying vColor: vec4f;\n#endif\nuniform glowColor: vec4f;uniform glowIntensity: f32;\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\nvar finalColor: vec4f=uniforms.glowColor;\n#ifdef DIFFUSE\nvar albedoTexture: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUVDiffuse);\n#ifdef DIFFUSE_ISLINEAR\nalbedoTexture=toGammaSpace(albedoTexture);\n#endif\n#ifdef GLOW\nfinalColor=vec4f(finalColor.rgb,finalColor.a*albedoTexture.a);\n#endif\n#ifdef HIGHLIGHT\nfinalColor=vec4f(finalColor.rgb,albedoTexture.a);\n#endif\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vUVOpacity);\n#ifdef OPACITYRGB\nfinalColor=vec4f(finalColor.rgb,finalColor.a*getLuminance(opacityMap.rgb));\n#else\nfinalColor=vec4f(finalColor.rgb,finalColor.a*opacityMap.a);\n#endif\nfinalColor=vec4f(finalColor.rgb,finalColor.a*uniforms.opacityIntensity);\n#endif\n#ifdef VERTEXALPHA\nfinalColor=vec4f(finalColor.rgb,finalColor.a*fragmentInputs.vColor.a);\n#endif\n#ifdef ALPHATEST\nif (finalColor.a<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifdef EMISSIVE\nvar emissive: vec4f=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vUVEmissive);\n#ifdef EMISSIVE_ISLINEAR\nemissive=toGammaSpace(emissive);\n#endif\nfragmentOutputs.color=emissive*finalColor*uniforms.glowIntensity;\n#else\nfragmentOutputs.color=finalColor*uniforms.glowIntensity;\n#endif\n#ifdef HIGHLIGHT\nfragmentOutputs.color=vec4f(fragmentOutputs.color.rgb,uniforms.glowColor.a);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const glowMapGenerationPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"glowMapGeneration.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/glowMapGeneration.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Dd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"glowMapGenerationPixelShader\";\nconst shader = `#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)\n#include<helperFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vUVDiffuse: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#ifdef OPACITY\nvarying vUVOpacity: vec2f;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;uniform opacityIntensity: f32;\n#endif\n#ifdef EMISSIVE\nvarying vUVEmissive: vec2f;var emissiveSamplerSampler: sampler;var emissiveSampler: texture_2d<f32>;\n#endif\n#ifdef VERTEXALPHA\nvarying vColor: vec4f;\n#endif\nuniform glowColor: vec4f;uniform glowIntensity: f32;\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\nvar finalColor: vec4f=uniforms.glowColor;\n#ifdef DIFFUSE\nvar albedoTexture: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUVDiffuse);\n#ifdef DIFFUSE_ISLINEAR\nalbedoTexture=toGammaSpace(albedoTexture);\n#endif\n#ifdef GLOW\nfinalColor=vec4f(finalColor.rgb,finalColor.a*albedoTexture.a);\n#endif\n#ifdef HIGHLIGHT\nfinalColor=vec4f(finalColor.rgb,albedoTexture.a);\n#endif\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vUVOpacity);\n#ifdef OPACITYRGB\nfinalColor=vec4f(finalColor.rgb,finalColor.a*getLuminance(opacityMap.rgb));\n#else\nfinalColor=vec4f(finalColor.rgb,finalColor.a*opacityMap.a);\n#endif\nfinalColor=vec4f(finalColor.rgb,finalColor.a*uniforms.opacityIntensity);\n#endif\n#ifdef VERTEXALPHA\nfinalColor=vec4f(finalColor.rgb,finalColor.a*fragmentInputs.vColor.a);\n#endif\n#ifdef ALPHATEST\nif (finalColor.a<ALPHATESTVALUE) {discard;}\n#endif\n#ifdef EMISSIVE\nvar emissive: vec4f=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vUVEmissive);\n#ifdef EMISSIVE_ISLINEAR\nemissive=toGammaSpace(emissive);\n#endif\nfragmentOutputs.color=emissive*finalColor*uniforms.glowIntensity;\n#else\nfragmentOutputs.color=finalColor*uniforms.glowIntensity;\n#endif\n#ifdef HIGHLIGHT\nfragmentOutputs.color=vec4f(fragmentOutputs.color.rgb,uniforms.glowColor.a);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const glowMapGenerationPixelShaderWGSL = { name, shader };\n"]}
@@ -10,9 +10,10 @@ return vec2f(max(v.x,w.x),max(v.y,w.y)); }
10
10
  fn lessThan(x: vec2f,y: vec2f)->vec2<bool> {return x<y;}
11
11
  @fragment
12
12
  fn main(input: FragmentInputs)->FragmentOutputs {var reset: bool= bool(resetb);var gbufferRes : vec2f=vec2f(textureDimensions(positionSampler,0));var gbufferPixelCoord: vec2i= vec2i(input.vUV*gbufferRes);var shadowRes : vec2f=vec2f(textureDimensions(spatialBlurSampler,0));var shadowPixelCoord: vec2i= vec2i(input.vUV*shadowRes);var LP: vec4f=textureLoad(positionSampler,gbufferPixelCoord,0);if (0.0==LP.w) {fragmentOutputs.color=vec4f(1.0,0.0,0.0,1.0);return fragmentOutputs;}
13
- var velocityColor: vec2f=textureLoad(motionSampler,gbufferPixelCoord,0).xy;var prevCoord: vec2f=input.vUV+velocityColor;var PrevLP: vec3f=textureSampleLevel(prevPositionSampler,prevPositionSamplerSampler,prevCoord,0.0).xyz;var PrevShadows: vec3f=textureSampleLevel(oldAccumulationSampler,oldAccumulationSamplerSampler,prevCoord,0.0).xyz;var newShadows : vec2f=textureLoad(spatialBlurSampler,shadowPixelCoord,0).xy;PrevShadows.z=select(1.0,max(PrevShadows.z/(1.0+PrevShadows.z),1.0-remanence),!reset && all(lessThan(abs(prevCoord- vec2f(0.5)), vec2f(0.5))) &&
14
- distance(LP.xyz,PrevLP)<5e-2*sceneSize);PrevShadows=max( vec3f(0.0),PrevShadows);fragmentOutputs.color= vec4f(mix(PrevShadows.x,newShadows.x,PrevShadows.z),
15
- mix(PrevShadows.y,newShadows.y,PrevShadows.z),PrevShadows.z,1.0);}`;
13
+ var velocityColor: vec2f=textureLoad(motionSampler,gbufferPixelCoord,0).xy;var prevCoord: vec2f=input.vUV+velocityColor;var PrevLP: vec3f=textureSampleLevel(prevPositionSampler,prevPositionSamplerSampler,prevCoord,0.0).xyz;var PrevShadows: vec4f=textureSampleLevel(oldAccumulationSampler,oldAccumulationSamplerSampler,prevCoord,0.0);var newShadows : vec3f=textureLoad(spatialBlurSampler,shadowPixelCoord,0).xyz;PrevShadows.a=select(1.0,max(PrevShadows.a/(1.0+PrevShadows.a),1.0-remanence),!reset && all(lessThan(abs(prevCoord- vec2f(0.5)), vec2f(0.5))) &&
14
+ distance(LP.xyz,PrevLP)<5e-2*sceneSize);PrevShadows=max( vec4f(0.0),PrevShadows);fragmentOutputs.color= vec4f(mix(PrevShadows.x,newShadows.x,PrevShadows.a),
15
+ mix(PrevShadows.y,newShadows.y,PrevShadows.a),
16
+ mix(PrevShadows.z,newShadows.z,PrevShadows.a),PrevShadows.a);}`;
16
17
  // Sideeffect
17
18
  ShaderStore.ShadersStoreWGSL[name] = shader;
18
19
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowAccumulation.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowAccumulation.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;mEAWoD,CAAC;AACpE,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowAccumulationPixelShader\";\nconst shader = `varying vUV: vec2f;uniform accumulationParameters: vec4f;\n#define remanence uniforms.accumulationParameters.x\n#define resetb uniforms.accumulationParameters.y\n#define sceneSize uniforms.accumulationParameters.z\nvar motionSampler: texture_2d<f32>;var positionSampler: texture_2d<f32>;var spatialBlurSampler : texture_2d<f32>;var oldAccumulationSamplerSampler: sampler;var oldAccumulationSampler: texture_2d<f32>;var prevPositionSamplerSampler: sampler;var prevPositionSampler: texture_2d<f32>;fn max2(v: vec2f,w: vec2f)->vec2f { \nreturn vec2f(max(v.x,w.x),max(v.y,w.y)); }\nfn lessThan(x: vec2f,y: vec2f)->vec2<bool> {return x<y;}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var reset: bool= bool(resetb);var gbufferRes : vec2f=vec2f(textureDimensions(positionSampler,0));var gbufferPixelCoord: vec2i= vec2i(input.vUV*gbufferRes);var shadowRes : vec2f=vec2f(textureDimensions(spatialBlurSampler,0));var shadowPixelCoord: vec2i= vec2i(input.vUV*shadowRes);var LP: vec4f=textureLoad(positionSampler,gbufferPixelCoord,0);if (0.0==LP.w) {fragmentOutputs.color=vec4f(1.0,0.0,0.0,1.0);return fragmentOutputs;}\nvar velocityColor: vec2f=textureLoad(motionSampler,gbufferPixelCoord,0).xy;var prevCoord: vec2f=input.vUV+velocityColor;var PrevLP: vec3f=textureSampleLevel(prevPositionSampler,prevPositionSamplerSampler,prevCoord,0.0).xyz;var PrevShadows: vec3f=textureSampleLevel(oldAccumulationSampler,oldAccumulationSamplerSampler,prevCoord,0.0).xyz;var newShadows : vec2f=textureLoad(spatialBlurSampler,shadowPixelCoord,0).xy;PrevShadows.z=select(1.0,max(PrevShadows.z/(1.0+PrevShadows.z),1.0-remanence),!reset && all(lessThan(abs(prevCoord- vec2f(0.5)), vec2f(0.5))) &&\ndistance(LP.xyz,PrevLP)<5e-2*sceneSize);PrevShadows=max( vec3f(0.0),PrevShadows);fragmentOutputs.color= vec4f(mix(PrevShadows.x,newShadows.x,PrevShadows.z),\nmix(PrevShadows.y,newShadows.y,PrevShadows.z),PrevShadows.z,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowAccumulationPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowAccumulation.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowAccumulation.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;+DAYgD,CAAC;AAChE,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowAccumulationPixelShader\";\nconst shader = `varying vUV: vec2f;uniform accumulationParameters: vec4f;\n#define remanence uniforms.accumulationParameters.x\n#define resetb uniforms.accumulationParameters.y\n#define sceneSize uniforms.accumulationParameters.z\nvar motionSampler: texture_2d<f32>;var positionSampler: texture_2d<f32>;var spatialBlurSampler : texture_2d<f32>;var oldAccumulationSamplerSampler: sampler;var oldAccumulationSampler: texture_2d<f32>;var prevPositionSamplerSampler: sampler;var prevPositionSampler: texture_2d<f32>;fn max2(v: vec2f,w: vec2f)->vec2f { \nreturn vec2f(max(v.x,w.x),max(v.y,w.y)); }\nfn lessThan(x: vec2f,y: vec2f)->vec2<bool> {return x<y;}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var reset: bool= bool(resetb);var gbufferRes : vec2f=vec2f(textureDimensions(positionSampler,0));var gbufferPixelCoord: vec2i= vec2i(input.vUV*gbufferRes);var shadowRes : vec2f=vec2f(textureDimensions(spatialBlurSampler,0));var shadowPixelCoord: vec2i= vec2i(input.vUV*shadowRes);var LP: vec4f=textureLoad(positionSampler,gbufferPixelCoord,0);if (0.0==LP.w) {fragmentOutputs.color=vec4f(1.0,0.0,0.0,1.0);return fragmentOutputs;}\nvar velocityColor: vec2f=textureLoad(motionSampler,gbufferPixelCoord,0).xy;var prevCoord: vec2f=input.vUV+velocityColor;var PrevLP: vec3f=textureSampleLevel(prevPositionSampler,prevPositionSamplerSampler,prevCoord,0.0).xyz;var PrevShadows: vec4f=textureSampleLevel(oldAccumulationSampler,oldAccumulationSamplerSampler,prevCoord,0.0);var newShadows : vec3f=textureLoad(spatialBlurSampler,shadowPixelCoord,0).xyz;PrevShadows.a=select(1.0,max(PrevShadows.a/(1.0+PrevShadows.a),1.0-remanence),!reset && all(lessThan(abs(prevCoord- vec2f(0.5)), vec2f(0.5))) &&\ndistance(LP.xyz,PrevLP)<5e-2*sceneSize);PrevShadows=max( vec4f(0.0),PrevShadows);fragmentOutputs.color= vec4f(mix(PrevShadows.x,newShadows.x,PrevShadows.a),\nmix(PrevShadows.y,newShadows.y,PrevShadows.a),\nmix(PrevShadows.z,newShadows.z,PrevShadows.a),PrevShadows.a);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowAccumulationPixelShaderWGSL = { name, shader };\n"]}
@@ -8,11 +8,11 @@ varying vUV: vec2f;var depthSampler: texture_2d<f32>;var worldNormalSampler: tex
8
8
  const weights=array<f32,5>(0.0625,0.25,0.375,0.25,0.0625);const nbWeights: i32=5;fn max2(v: vec2f,w: vec2f)->vec2f {return vec2f(max(v.x,w.x),max(v.y,w.y));}
9
9
  @fragment
10
10
  fn main(input: FragmentInputs)->FragmentOutputs {var gbufferRes=vec2f(textureDimensions(depthSampler,0));var gbufferPixelCoord= vec2i(fragmentInputs.vUV*gbufferRes);var shadowRes=vec2f(textureDimensions(voxelTracingSampler,0));var shadowPixelCoord= vec2i(fragmentInputs.vUV*shadowRes);var N: vec3f=textureLoad(worldNormalSampler,gbufferPixelCoord,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}
11
- var depth: f32=-textureLoad(depthSampler,gbufferPixelCoord,0).x;var X: vec3f= vec3f(0.0);for(var y: i32=0; y<nbWeights; y++) {for(var x: i32=0; x<nbWeights; x++) {var gBufferCoords: vec2i=gbufferPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var shadowCoords: vec2i=shadowPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var T : vec2f=textureLoad(voxelTracingSampler,shadowCoords,0).xy;var ddepth: f32=-textureLoad(depthSampler,gBufferCoords,0).x-depth;var dN: vec3f=textureLoad(worldNormalSampler,gBufferCoords,0).xyz-N;var w: f32=weights[x]*weights[y] *
11
+ var depth: f32=-textureLoad(depthSampler,gbufferPixelCoord,0).x;var X: vec4f= vec4f(0.0);for(var y: i32=0; y<nbWeights; y++) {for(var x: i32=0; x<nbWeights; x++) {var gBufferCoords: vec2i=gbufferPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var shadowCoords: vec2i=shadowPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var T : vec3f=textureLoad(voxelTracingSampler,shadowCoords,0).xyz;var ddepth: f32=-textureLoad(depthSampler,gBufferCoords,0).x-depth;var dN: vec3f=textureLoad(worldNormalSampler,gBufferCoords,0).xyz-N;var w: f32=weights[x]*weights[y] *
12
12
  exp2(max(-1000.0/(worldScale*worldScale),-0.5) *
13
13
  (ddepth*ddepth) -
14
- 1e1*dot(dN,dN));X+= vec3f(w*T.x,w*T.y,w);}}
15
- fragmentOutputs.color= vec4f(X.x/X.z,X.y/X.z,0.0,1.0);}`;
14
+ 1e1*dot(dN,dN));X+= vec4f(w*T.x,w*T.y,w*T.z,w);}}
15
+ fragmentOutputs.color= vec4f(X.x/X.w,X.y/X.w,X.z/X.w,1.0);}`;
16
16
  // Sideeffect
17
17
  ShaderStore.ShadersStoreWGSL[name] = shader;
18
18
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowSpatialBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowSpatialBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;wDAWyC,CAAC;AACzD,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowSpatialBlurPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;var depthSampler: texture_2d<f32>;var worldNormalSampler: texture_2d<f32>;var voxelTracingSampler : texture_2d<f32>;uniform blurParameters: vec4f;\n#define stridef uniforms.blurParameters.x\n#define worldScale uniforms.blurParameters.y\nconst weights=array<f32,5>(0.0625,0.25,0.375,0.25,0.0625);const nbWeights: i32=5;fn max2(v: vec2f,w: vec2f)->vec2f {return vec2f(max(v.x,w.x),max(v.y,w.y));}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var gbufferRes=vec2f(textureDimensions(depthSampler,0));var gbufferPixelCoord= vec2i(fragmentInputs.vUV*gbufferRes);var shadowRes=vec2f(textureDimensions(voxelTracingSampler,0));var shadowPixelCoord= vec2i(fragmentInputs.vUV*shadowRes);var N: vec3f=textureLoad(worldNormalSampler,gbufferPixelCoord,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar depth: f32=-textureLoad(depthSampler,gbufferPixelCoord,0).x;var X: vec3f= vec3f(0.0);for(var y: i32=0; y<nbWeights; y++) {for(var x: i32=0; x<nbWeights; x++) {var gBufferCoords: vec2i=gbufferPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var shadowCoords: vec2i=shadowPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var T : vec2f=textureLoad(voxelTracingSampler,shadowCoords,0).xy;var ddepth: f32=-textureLoad(depthSampler,gBufferCoords,0).x-depth;var dN: vec3f=textureLoad(worldNormalSampler,gBufferCoords,0).xyz-N;var w: f32=weights[x]*weights[y] *\nexp2(max(-1000.0/(worldScale*worldScale),-0.5) *\n(ddepth*ddepth) -\n1e1*dot(dN,dN));X+= vec3f(w*T.x,w*T.y,w);}}\nfragmentOutputs.color= vec4f(X.x/X.z,X.y/X.z,0.0,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowSpatialBlurPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowSpatialBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowSpatialBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;4DAW6C,CAAC;AAC7D,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowSpatialBlurPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;var depthSampler: texture_2d<f32>;var worldNormalSampler: texture_2d<f32>;var voxelTracingSampler : texture_2d<f32>;uniform blurParameters: vec4f;\n#define stridef uniforms.blurParameters.x\n#define worldScale uniforms.blurParameters.y\nconst weights=array<f32,5>(0.0625,0.25,0.375,0.25,0.0625);const nbWeights: i32=5;fn max2(v: vec2f,w: vec2f)->vec2f {return vec2f(max(v.x,w.x),max(v.y,w.y));}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var gbufferRes=vec2f(textureDimensions(depthSampler,0));var gbufferPixelCoord= vec2i(fragmentInputs.vUV*gbufferRes);var shadowRes=vec2f(textureDimensions(voxelTracingSampler,0));var shadowPixelCoord= vec2i(fragmentInputs.vUV*shadowRes);var N: vec3f=textureLoad(worldNormalSampler,gbufferPixelCoord,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar depth: f32=-textureLoad(depthSampler,gbufferPixelCoord,0).x;var X: vec4f= vec4f(0.0);for(var y: i32=0; y<nbWeights; y++) {for(var x: i32=0; x<nbWeights; x++) {var gBufferCoords: vec2i=gbufferPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var shadowCoords: vec2i=shadowPixelCoord+i32(stridef)*vec2i(x-(nbWeights>>1),y-(nbWeights>>1));var T : vec3f=textureLoad(voxelTracingSampler,shadowCoords,0).xyz;var ddepth: f32=-textureLoad(depthSampler,gBufferCoords,0).x-depth;var dN: vec3f=textureLoad(worldNormalSampler,gBufferCoords,0).xyz-N;var w: f32=weights[x]*weights[y] *\nexp2(max(-1000.0/(worldScale*worldScale),-0.5) *\n(ddepth*ddepth) -\n1e1*dot(dN,dN));X+= vec4f(w*T.x,w*T.y,w*T.z,w);}}\nfragmentOutputs.color= vec4f(X.x/X.w,X.y/X.w,X.z/X.w,1.0);}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowSpatialBlurPixelShaderWGSL = { name, shader };\n"]}
@@ -4,7 +4,11 @@ const name = "iblShadowVoxelTracingPixelShader";
4
4
  const shader = `#define PI 3.1415927
5
5
  varying vUV: vec2f;
6
6
  #define DISABLE_UNIFORMITY_ANALYSIS
7
- var depthSampler: texture_2d<f32>;var worldNormalSampler : texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;uniform shadowParameters: vec4f;
7
+ var depthSampler: texture_2d<f32>;var worldNormalSampler : texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;
8
+ #ifdef COLOR_SHADOWS
9
+ var iblSamplerSampler: sampler;var iblSampler: texture_cube<f32>;
10
+ #endif
11
+ uniform shadowParameters: vec4f;
8
12
  #define SHADOWdirs uniforms.shadowParameters.x
9
13
  #define SHADOWframe uniforms.shadowParameters.y
10
14
  #define SHADOWenvRot uniforms.shadowParameters.w
@@ -128,19 +132,23 @@ var normalizedRotation: f32=envRot/(2.0*PI);var depth : f32=textureLoad(depthSam
128
132
  depth=depth*2.0-1.0;
129
133
  #endif
130
134
  var temp : vec2f=(vec2f(currentPixel)+vec2f(0.5))*2.0/Resolution -
131
- vec2f(1.0);var VP : vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise
132
- : vec3f =
133
- textureLoad(blueNoiseSampler,currentPixel & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));
135
+ vec2f(1.0);var VP : vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise : vec3f=textureLoad(blueNoiseSampler,currentPixel & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));
134
136
  #ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
135
137
  var heat: f32=0.0f;
136
138
  #endif
137
- var shadowAccum: f32=0.0;var specShadowAccum: f32=0.0;var sampleWeight : f32=0;for (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));var T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(T.x,r.y),0.0).y;T.x-=normalizedRotation;L= vec4f(uv_to_normal(T),0);
139
+ var shadowAccum: f32=0.001;var specShadowAccum: f32=0.001;var sampleWeight : f32=0.001;
140
+ #ifdef COLOR_SHADOWS
141
+ var totalLight: vec3f=vec3f(0.001);var shadowedLight: vec3f=vec3f(0.0);
142
+ #endif
143
+ for (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;var T: vec2f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(T.x,r.y),0.0).y;L= vec4f(uv_to_normal(vec2f(T.x-normalizedRotation,T.y)),0);
138
144
  #ifndef RIGHT_HANDED
139
145
  L.z*=-1.0;
140
146
  #endif
141
147
  }
142
- var edge_tint_const=-0.001;var cosNL: f32=dot(N,L.xyz);var opacity: f32=select(0.0,1.0,cosNL<edge_tint_const);if (cosNL>edge_tint_const) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP : vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f =
143
- vec2f(uint2float(hash(dirId*2)),uint2float(hash(dirId*2+1)));
148
+ #ifdef COLOR_SHADOWS
149
+ var lightDir: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var ibl: vec3f=textureSampleLevel(iblSampler,iblSamplerSampler,lightDir,0.0).xyz;var pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;
150
+ #endif
151
+ var cosNL: f32=dot(N,L.xyz);var opacity: f32=0.0;if (cosNL>0.0) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP : vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f=vec2f(uint2float(hash(dirId*2)),uint2float(hash(dirId*2+1)));
144
152
  #ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
145
153
  VoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,
146
154
  uniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,
@@ -159,14 +167,24 @@ var farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0);
159
167
  #endif
160
168
  var ssShadow: f32=uniforms.shadowOpacity.y *
161
169
  screenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,
162
- abs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);shadowAccum+=min(1.0-opacity,cosNL);sampleWeight+=cosNL;var VR : vec3f=abs((uniforms.viewMtx*vec4f(reflect(-L.xyz,N),0.0)).xyz);specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);}
170
+ abs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);
171
+ #ifdef COLOR_SHADOWS
172
+ var light: vec3f=select(vec3f(0.0),vec3f(cosNL)/vec3f(pdf)*ibl,pdf>1e-6);shadowedLight+=light*opacity;totalLight+=light;
173
+ #else
174
+ var rcos: f32=1.0-cosNL;shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;var VR : vec3f=abs((uniforms.viewMtx*vec4f(reflect(-L.xyz,N),0.0)).xyz);specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);
175
+ #endif
176
+ }
163
177
  noise.z=fract(noise.z+GOLD);}
178
+ #ifdef COLOR_SHADOWS
179
+ var shadow: vec3f=(totalLight-shadowedLight)/totalLight;var maxShadow: f32=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);fragmentOutputs.color=vec4f(shadow/maxShadow,1.0);
180
+ #else
164
181
  #ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
165
182
  fragmentOutputs.color =
166
183
  vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,heat/sampleWeight,1.0);
167
184
  #else
168
185
  fragmentOutputs.color=vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,0.0,1.0);
169
186
  #endif
187
+ #endif
170
188
  }`;
171
189
  // Sideeffect
172
190
  ShaderStore.ShadersStoreWGSL[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAsKb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;\n#define DISABLE_UNIFORMITY_ANALYSIS\nvar depthSampler: texture_2d<f32>;var worldNormalSampler : texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;uniform shadowParameters: vec4f;\n#define SHADOWdirs uniforms.shadowParameters.x\n#define SHADOWframe uniforms.shadowParameters.y\n#define SHADOWenvRot uniforms.shadowParameters.w\nuniform voxelBiasParameters : vec4f;\n#define highestMipLevel uniforms.voxelBiasParameters.z\nuniform sssParameters: vec4f;\n#define SSSsamples uniforms.sssParameters.x\n#define SSSstride uniforms.sssParameters.y\n#define SSSmaxDistance uniforms.sssParameters.z\n#define SSSthickness uniforms.sssParameters.w\nuniform shadowOpacity: vec4f;uniform projMtx: mat4x4f;uniform viewMtx: mat4x4f;uniform invProjMtx: mat4x4f;uniform invViewMtx: mat4x4f;uniform wsNormalizationMtx: mat4x4f;uniform invVPMtx: mat4x4f;\n#define PI 3.1415927\n#define GOLD 0.618034\nstruct AABB3f {m_min: vec3f,\nm_max: vec3f,};struct Ray {orig: vec3f,\ndir: vec3f,\ndir_rcp: vec3f,\nt_min: f32,\nt_max: f32,};fn make_ray(origin: vec3f,direction: vec3f,tmin: f32,\ntmax: f32)->Ray {var ray: Ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nfn ray_box_intersection(aabb: AABB3f,ray: Ray ,\ndistance_near: ptr<function,f32>,distance_far: ptr<function,f32>)->bool{var tbot: vec3f=ray.dir_rcp*(aabb.m_min-ray.orig);var ttop: vec3f=ray.dir_rcp*(aabb.m_max-ray.orig);var tmin: vec3f=min(ttop,tbot);var tmax: vec3f=max(ttop,tbot);*distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));*distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return *distance_near<=*distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {heat: f32,\nvoxel_intersect_coords: vec3i,};\n#endif\nfn hash(i: u32)->u32 {var temp=i ^ (i>>16u);temp*=0x7FEB352Du;temp ^= temp>>15u;temp*=0x846CA68Bu;temp ^= temp>>16u;return temp;}\nfn uintBitsToFloat(x: u32)->f32 {return bitcast<f32>(x);}\nfn uint2float(i: u32)->f32 {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nfn plasticSequence(rstate: u32)->vec2f {return vec2f(uint2float(rstate*3242174889u),\nuint2float(rstate*2447445414u));}\nfn goldenSequence(rstate: u32)->f32 {return uint2float(rstate*2654435769u);}\nfn distanceSquared(a: vec2f,b: vec2f)->f32 {var diff: vec2f=a-b;return dot(diff,diff);}\nfn genTB(N: vec3f,T: ptr<function,vec3f>,B: ptr<function,vec3f>) {var s: f32=select(1.0,-1.0,N.z<0.0);var a: f32=-1.0/(s+N.z);var b: f32=N.x*N.y*a;*T= vec3f(1.0+s*N.x*N.x*a,s*b,-s*N.x);*B= vec3f(b,s+N.y*N.y*a,-N.y);}\nfn lessThan(x: vec3f,y: vec3f)->vec3<bool> {return x<y;}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn anyHitVoxels(ray_vs: Ray,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->bool {\n#else\nfn anyHitVoxels(ray_vs: Ray)->bool {\n#endif\nvar stack=array<i32,24>(); \nvar invD: vec3f=ray_vs.dir_rcp;var D: vec3f=ray_vs.dir;var O: vec3f=ray_vs.orig;var negD=vec3i(lessThan(D, vec3f(0,0,0)));var voxel0: i32=negD.x | (negD.y<<1) | (negD.z<<2);var t0: vec3f=-O*invD;var t1=(vec3f(1.0)-O)*invD;var maxLod: i32= i32(highestMipLevel);var stackLevel: i32=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar steps: u32=0u;\n#endif\nstack[stackLevel]=maxLod<<24;stackLevel++;while (stackLevel>0) {stackLevel=stackLevel-1;var elem: i32=stack[stackLevel];var Coords: vec4i =\nvec4i(elem & 0xFF,(elem>>8) & 0xFF,(elem>>16) & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nvar invRes: f32=exp2(f32(Coords.w-maxLod));var bbmin: vec3f=invRes*vec3f(Coords.xyz+negD);var bbmax: vec3f=invRes*vec3f(Coords.xyz-negD+vec3i(1));var mint: vec3f=mix(t0,t1,bbmin);var maxt: vec3f=mix(t0,t1,bbmax);var midt: vec3f=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);var nodeMask: u32= u32(\nround(textureLoad(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;var voxelBit: u32=u32(voxel0);Coords=vec4i((Coords.xyz<<vec3u(1))+negD,Coords.w);var packedCoords: i32 =\nCoords.x | (Coords.y<<8) | (Coords.z<<16) | (Coords.w<<24);if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn false;}\nfn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {return (near*far)/(far-depth*(far-near));}\nfn screenSpaceShadow(csOrigin: vec3f,csDirection: vec3f,csZBufferSize: vec2f,\nnearPlaneZ: f32,farPlaneZ: f32,noise: f32)->f32 {\n#ifdef RIGHT_HANDED\nvar csZDir : f32=-1.0;\n#else \nvar csZDir : f32=1.0;\n#endif\nvar ssSamples: f32=SSSsamples;var ssMaxDist: f32=SSSmaxDistance;var ssStride: f32=SSSstride;var ssThickness: f32=SSSthickness;var rayLength: f32 =\nselect(ssMaxDist,(nearPlaneZ-csOrigin.z)/csDirection.z,\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ);var csEndPoint: vec3f=csOrigin+rayLength*csDirection;var H0: vec4f=uniforms.projMtx*vec4f(csOrigin,1.0);var H1: vec4f=uniforms.projMtx*vec4f(csEndPoint,1.0);var Z0=vec2f(csOrigin.z ,1.0)/H0.w;var Z1=vec2f(csEndPoint.z,1.0)/H1.w;var P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);var P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+= vec2f(select(0.0,0.01,distanceSquared(P0,P1)<0.0001));var delta: vec2f=P1-P0;var permute: bool=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f=ssStride* vec2f(stepDirection,invdx*delta.y);var dZ: vec2f=ssStride*invdx*(Z1-Z0);var opacity: f32=0.0;var P: vec2f=P0+noise*dP;var Z: vec2f=Z0+noise*dZ;var end: f32=P1.x*stepDirection;var rayZMax=csZDir*Z.x/Z.y;var sceneDepth=rayZMax;Z+=dZ;for (var stepCount: f32=0.0; \nopacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount+=1) { \nvar coords=vec2i(select(P,P.yx,permute));sceneDepth=textureLoad(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nvar rayZMin: f32=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));P+=dP;Z+=dZ;}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->f32 {\n#else\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f)->f32 {\n#endif\nvar vxResolution: f32=f32(textureDimensions(voxelGridSampler,0).x);var T: vec3f;var B: vec3f;genTB(wsDirection,&T,&B);var DitherXY: vec2f=sqrt(DitherNoise.x)* vec2f(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));var Dithering : vec3f=(uniforms.voxelBiasParameters.x*wsNormal +\nuniforms.voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;var O: vec3f=0.5*wsOrigin+0.5+Dithering;var ray_vs=make_ray(O,wsDirection,0.0,10.0);var voxel_aabb: AABB3f;voxel_aabb.m_min=vec3f(0);voxel_aabb.m_max=vec3f(1);var near: f32=0;var far: f32=0;if (!ray_box_intersection(voxel_aabb,ray_vs,&near,&far)) {return 0.0;}\nray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs,voxel_march_diagnostic_info));\n#else\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs));\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var nbDirs=u32(SHADOWdirs);var frameId=u32(SHADOWframe);var envRot: f32=SHADOWenvRot;var Resolution: vec2f= vec2f(textureDimensions(depthSampler,0));var currentPixel=vec2i(fragmentInputs.vUV*Resolution);var GlobalIndex =\n(frameId*u32(Resolution.y)+u32(currentPixel.y))*u32(Resolution.x) +\nu32(currentPixel.x);var N : vec3f=textureLoad(worldNormalSampler,currentPixel,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar normalizedRotation: f32=envRot/(2.0*PI);var depth : f32=textureLoad(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvar temp : vec2f=(vec2f(currentPixel)+vec2f(0.5))*2.0/Resolution -\nvec2f(1.0);var VP : vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise\n: vec3f =\ntextureLoad(blueNoiseSampler,currentPixel & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar heat: f32=0.0f;\n#endif\nvar shadowAccum: f32=0.0;var specShadowAccum: f32=0.0;var sampleWeight : f32=0;for (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));var T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(T.x,r.y),0.0).y;T.x-=normalizedRotation;L= vec4f(uv_to_normal(T),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\nvar edge_tint_const=-0.001;var cosNL: f32=dot(N,L.xyz);var opacity: f32=select(0.0,1.0,cosNL<edge_tint_const);if (cosNL>edge_tint_const) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP : vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f =\nvec2f(uint2float(hash(dirId*2)),uint2float(hash(dirId*2+1)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,\nuniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,\nvoxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,uniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvar VL : vec3f=(uniforms.viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0);\n#else\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0);\n#endif\nvar ssShadow: f32=uniforms.shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);shadowAccum+=min(1.0-opacity,cosNL);sampleWeight+=cosNL;var VR : vec3f=abs((uniforms.viewMtx*vec4f(reflect(-L.xyz,N),0.0)).xyz);specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfragmentOutputs.color =\nvec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,heat/sampleWeight,1.0);\n#else\nfragmentOutputs.color=vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,0.0,1.0);\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowVoxelTracingPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwLb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;\n#define DISABLE_UNIFORMITY_ANALYSIS\nvar depthSampler: texture_2d<f32>;var worldNormalSampler : texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;\n#ifdef COLOR_SHADOWS\nvar iblSamplerSampler: sampler;var iblSampler: texture_cube<f32>;\n#endif\nuniform shadowParameters: vec4f;\n#define SHADOWdirs uniforms.shadowParameters.x\n#define SHADOWframe uniforms.shadowParameters.y\n#define SHADOWenvRot uniforms.shadowParameters.w\nuniform voxelBiasParameters : vec4f;\n#define highestMipLevel uniforms.voxelBiasParameters.z\nuniform sssParameters: vec4f;\n#define SSSsamples uniforms.sssParameters.x\n#define SSSstride uniforms.sssParameters.y\n#define SSSmaxDistance uniforms.sssParameters.z\n#define SSSthickness uniforms.sssParameters.w\nuniform shadowOpacity: vec4f;uniform projMtx: mat4x4f;uniform viewMtx: mat4x4f;uniform invProjMtx: mat4x4f;uniform invViewMtx: mat4x4f;uniform wsNormalizationMtx: mat4x4f;uniform invVPMtx: mat4x4f;\n#define PI 3.1415927\n#define GOLD 0.618034\nstruct AABB3f {m_min: vec3f,\nm_max: vec3f,};struct Ray {orig: vec3f,\ndir: vec3f,\ndir_rcp: vec3f,\nt_min: f32,\nt_max: f32,};fn make_ray(origin: vec3f,direction: vec3f,tmin: f32,\ntmax: f32)->Ray {var ray: Ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nfn ray_box_intersection(aabb: AABB3f,ray: Ray ,\ndistance_near: ptr<function,f32>,distance_far: ptr<function,f32>)->bool{var tbot: vec3f=ray.dir_rcp*(aabb.m_min-ray.orig);var ttop: vec3f=ray.dir_rcp*(aabb.m_max-ray.orig);var tmin: vec3f=min(ttop,tbot);var tmax: vec3f=max(ttop,tbot);*distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));*distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return *distance_near<=*distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {heat: f32,\nvoxel_intersect_coords: vec3i,};\n#endif\nfn hash(i: u32)->u32 {var temp=i ^ (i>>16u);temp*=0x7FEB352Du;temp ^= temp>>15u;temp*=0x846CA68Bu;temp ^= temp>>16u;return temp;}\nfn uintBitsToFloat(x: u32)->f32 {return bitcast<f32>(x);}\nfn uint2float(i: u32)->f32 {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nfn plasticSequence(rstate: u32)->vec2f {return vec2f(uint2float(rstate*3242174889u),\nuint2float(rstate*2447445414u));}\nfn goldenSequence(rstate: u32)->f32 {return uint2float(rstate*2654435769u);}\nfn distanceSquared(a: vec2f,b: vec2f)->f32 {var diff: vec2f=a-b;return dot(diff,diff);}\nfn genTB(N: vec3f,T: ptr<function,vec3f>,B: ptr<function,vec3f>) {var s: f32=select(1.0,-1.0,N.z<0.0);var a: f32=-1.0/(s+N.z);var b: f32=N.x*N.y*a;*T= vec3f(1.0+s*N.x*N.x*a,s*b,-s*N.x);*B= vec3f(b,s+N.y*N.y*a,-N.y);}\nfn lessThan(x: vec3f,y: vec3f)->vec3<bool> {return x<y;}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn anyHitVoxels(ray_vs: Ray,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->bool {\n#else\nfn anyHitVoxels(ray_vs: Ray)->bool {\n#endif\nvar stack=array<i32,24>(); \nvar invD: vec3f=ray_vs.dir_rcp;var D: vec3f=ray_vs.dir;var O: vec3f=ray_vs.orig;var negD=vec3i(lessThan(D, vec3f(0,0,0)));var voxel0: i32=negD.x | (negD.y<<1) | (negD.z<<2);var t0: vec3f=-O*invD;var t1=(vec3f(1.0)-O)*invD;var maxLod: i32= i32(highestMipLevel);var stackLevel: i32=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar steps: u32=0u;\n#endif\nstack[stackLevel]=maxLod<<24;stackLevel++;while (stackLevel>0) {stackLevel=stackLevel-1;var elem: i32=stack[stackLevel];var Coords: vec4i =\nvec4i(elem & 0xFF,(elem>>8) & 0xFF,(elem>>16) & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nvar invRes: f32=exp2(f32(Coords.w-maxLod));var bbmin: vec3f=invRes*vec3f(Coords.xyz+negD);var bbmax: vec3f=invRes*vec3f(Coords.xyz-negD+vec3i(1));var mint: vec3f=mix(t0,t1,bbmin);var maxt: vec3f=mix(t0,t1,bbmax);var midt: vec3f=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);var nodeMask: u32= u32(\nround(textureLoad(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;var voxelBit: u32=u32(voxel0);Coords=vec4i((Coords.xyz<<vec3u(1))+negD,Coords.w);var packedCoords: i32 =\nCoords.x | (Coords.y<<8) | (Coords.z<<16) | (Coords.w<<24);if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn false;}\nfn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {return (near*far)/(far-depth*(far-near));}\nfn screenSpaceShadow(csOrigin: vec3f,csDirection: vec3f,csZBufferSize: vec2f,\nnearPlaneZ: f32,farPlaneZ: f32,noise: f32)->f32 {\n#ifdef RIGHT_HANDED\nvar csZDir : f32=-1.0;\n#else \nvar csZDir : f32=1.0;\n#endif\nvar ssSamples: f32=SSSsamples;var ssMaxDist: f32=SSSmaxDistance;var ssStride: f32=SSSstride;var ssThickness: f32=SSSthickness;var rayLength: f32 =\nselect(ssMaxDist,(nearPlaneZ-csOrigin.z)/csDirection.z,\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ);var csEndPoint: vec3f=csOrigin+rayLength*csDirection;var H0: vec4f=uniforms.projMtx*vec4f(csOrigin,1.0);var H1: vec4f=uniforms.projMtx*vec4f(csEndPoint,1.0);var Z0=vec2f(csOrigin.z ,1.0)/H0.w;var Z1=vec2f(csEndPoint.z,1.0)/H1.w;var P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);var P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+= vec2f(select(0.0,0.01,distanceSquared(P0,P1)<0.0001));var delta: vec2f=P1-P0;var permute: bool=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f=ssStride* vec2f(stepDirection,invdx*delta.y);var dZ: vec2f=ssStride*invdx*(Z1-Z0);var opacity: f32=0.0;var P: vec2f=P0+noise*dP;var Z: vec2f=Z0+noise*dZ;var end: f32=P1.x*stepDirection;var rayZMax=csZDir*Z.x/Z.y;var sceneDepth=rayZMax;Z+=dZ;for (var stepCount: f32=0.0; \nopacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount+=1) { \nvar coords=vec2i(select(P,P.yx,permute));sceneDepth=textureLoad(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nvar rayZMin: f32=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));P+=dP;Z+=dZ;}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->f32 {\n#else\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f)->f32 {\n#endif\nvar vxResolution: f32=f32(textureDimensions(voxelGridSampler,0).x);var T: vec3f;var B: vec3f;genTB(wsDirection,&T,&B);var DitherXY: vec2f=sqrt(DitherNoise.x)* vec2f(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));var Dithering : vec3f=(uniforms.voxelBiasParameters.x*wsNormal +\nuniforms.voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;var O: vec3f=0.5*wsOrigin+0.5+Dithering;var ray_vs=make_ray(O,wsDirection,0.0,10.0);var voxel_aabb: AABB3f;voxel_aabb.m_min=vec3f(0);voxel_aabb.m_max=vec3f(1);var near: f32=0;var far: f32=0;if (!ray_box_intersection(voxel_aabb,ray_vs,&near,&far)) {return 0.0;}\nray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs,voxel_march_diagnostic_info));\n#else\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs));\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var nbDirs=u32(SHADOWdirs);var frameId=u32(SHADOWframe);var envRot: f32=SHADOWenvRot;var Resolution: vec2f= vec2f(textureDimensions(depthSampler,0));var currentPixel=vec2i(fragmentInputs.vUV*Resolution);var GlobalIndex =\n(frameId*u32(Resolution.y)+u32(currentPixel.y))*u32(Resolution.x) +\nu32(currentPixel.x);var N : vec3f=textureLoad(worldNormalSampler,currentPixel,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar normalizedRotation: f32=envRot/(2.0*PI);var depth : f32=textureLoad(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvar temp : vec2f=(vec2f(currentPixel)+vec2f(0.5))*2.0/Resolution -\nvec2f(1.0);var VP : vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise : vec3f=textureLoad(blueNoiseSampler,currentPixel & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar heat: f32=0.0f;\n#endif\nvar shadowAccum: f32=0.001;var specShadowAccum: f32=0.001;var sampleWeight : f32=0.001;\n#ifdef COLOR_SHADOWS\nvar totalLight: vec3f=vec3f(0.001);var shadowedLight: vec3f=vec3f(0.0);\n#endif\nfor (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;var T: vec2f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(T.x,r.y),0.0).y;L= vec4f(uv_to_normal(vec2f(T.x-normalizedRotation,T.y)),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\n#ifdef COLOR_SHADOWS\nvar lightDir: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var ibl: vec3f=textureSampleLevel(iblSampler,iblSamplerSampler,lightDir,0.0).xyz;var pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;\n#endif\nvar cosNL: f32=dot(N,L.xyz);var opacity: f32=0.0;if (cosNL>0.0) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP : vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f=vec2f(uint2float(hash(dirId*2)),uint2float(hash(dirId*2+1)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,\nuniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,\nvoxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,uniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvar VL : vec3f=(uniforms.viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0);\n#else\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0);\n#endif\nvar ssShadow: f32=uniforms.shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);\n#ifdef COLOR_SHADOWS\nvar light: vec3f=select(vec3f(0.0),vec3f(cosNL)/vec3f(pdf)*ibl,pdf>1e-6);shadowedLight+=light*opacity;totalLight+=light;\n#else\nvar rcos: f32=1.0-cosNL;shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;var VR : vec3f=abs((uniforms.viewMtx*vec4f(reflect(-L.xyz,N),0.0)).xyz);specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);\n#endif\n}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef COLOR_SHADOWS\nvar shadow: vec3f=(totalLight-shadowedLight)/totalLight;var maxShadow: f32=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);fragmentOutputs.color=vec4f(shadow/maxShadow,1.0);\n#else\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfragmentOutputs.color =\nvec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,heat/sampleWeight,1.0);\n#else\nfragmentOutputs.color=vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,0.0,1.0);\n#endif\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const iblShadowVoxelTracingPixelShaderWGSL = { name, shader };\n"]}
@@ -15,8 +15,7 @@ baseColor=toGammaSpace(baseColor);
15
15
  baseColor=toLinearSpaceVec4(baseColor);
16
16
  #endif
17
17
  #ifdef ALPHATEST
18
- if (baseColor.a<0.4)
19
- discard;
18
+ if (baseColor.a<0.4) {discard;}
20
19
  #endif
21
20
  fragmentOutputs.color=baseColor*uniforms.color;
22
21
  #define CUSTOM_FRAGMENT_MAIN_END
@@ -1 +1 @@
1
- {"version":3,"file":"layer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/layer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;EAkBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"layerPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform color: vec4f;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvar baseColor: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);\n#if defined(CONVERT_TO_GAMMA)\nbaseColor=toGammaSpace(baseColor);\n#elif defined(CONVERT_TO_LINEAR)\nbaseColor=toLinearSpaceVec4(baseColor);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\nfragmentOutputs.color=baseColor*uniforms.color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const layerPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"layer.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/layer.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;EAiBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"layerPixelShader\";\nconst shader = `varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform color: vec4f;\n#include<helperFunctions>\n#define CUSTOM_FRAGMENT_DEFINITIONS\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvar baseColor: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);\n#if defined(CONVERT_TO_GAMMA)\nbaseColor=toGammaSpace(baseColor);\n#elif defined(CONVERT_TO_LINEAR)\nbaseColor=toLinearSpaceVec4(baseColor);\n#endif\n#ifdef ALPHATEST\nif (baseColor.a<0.4) {discard;}\n#endif\nfragmentOutputs.color=baseColor*uniforms.color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @internal */\nexport const layerPixelShaderWGSL = { name, shader };\n"]}
@@ -111,6 +111,9 @@ var albedoOpacityOut: albedoOpacityOutParams;
111
111
  #ifdef ALBEDO
112
112
  var albedoTexture: vec4f=textureSample(albedoSampler,albedoSamplerSampler,fragmentInputs.vAlbedoUV+uvOffset);
113
113
  #endif
114
+ #ifdef BASEWEIGHT
115
+ var baseWeightTexture: vec4f=textureSample(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);
116
+ #endif
114
117
  #ifdef OPACITY
115
118
  var opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);
116
119
  #endif
@@ -123,6 +126,11 @@ uniforms.vAlbedoColor
123
126
  ,albedoTexture
124
127
  ,uniforms.vAlbedoInfos
125
128
  #endif
129
+ ,uniforms.baseWeight
130
+ #ifdef BASEWEIGHT
131
+ ,baseWeightTexture
132
+ ,uniforms.vBaseWeightInfos
133
+ #endif
126
134
  #ifdef OPACITY
127
135
  ,opacityMap
128
136
  ,uniforms.vOpacityInfos
@@ -147,7 +155,7 @@ aoOut=ambientOcclusionBlock(
147
155
  #ifdef AMBIENT
148
156
  ambientOcclusionColorMap,
149
157
  uniforms.vAmbientInfos
150
- #endif
158
+ #endif
151
159
  );
152
160
  #include<pbrBlockLightmapInit>
153
161
  #ifdef UNLIT
@@ -237,7 +245,7 @@ anisotropyMapData,
237
245
  #endif
238
246
  TBN,
239
247
  normalW,
240
- viewDirectionW
248
+ viewDirectionW
241
249
  );
242
250
  #endif
243
251
  #ifdef REFLECTION