@babylonjs/core 8.28.0 → 8.28.2

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Files changed (236) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +6 -0
  4. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  5. package/FrameGraph/frameGraphContext.d.ts +2 -1
  6. package/FrameGraph/frameGraphContext.js +4 -1
  7. package/FrameGraph/frameGraphContext.js.map +1 -1
  8. package/Materials/Background/backgroundMaterial.d.ts +19 -91
  9. package/Materials/Background/backgroundMaterial.js +17 -245
  10. package/Materials/Background/backgroundMaterial.js.map +1 -1
  11. package/Materials/Node/nodeMaterial.d.ts +57 -69
  12. package/Materials/Node/nodeMaterial.js +9 -86
  13. package/Materials/Node/nodeMaterial.js.map +1 -1
  14. package/Materials/PBR/index.d.ts +5 -0
  15. package/Materials/PBR/index.js +5 -0
  16. package/Materials/PBR/index.js.map +1 -1
  17. package/Materials/PBR/openPbrMaterial.d.ts +998 -0
  18. package/Materials/PBR/openPbrMaterial.js +2069 -0
  19. package/Materials/PBR/openPbrMaterial.js.map +1 -0
  20. package/Materials/PBR/pbrBaseMaterial.d.ts +57 -43
  21. package/Materials/PBR/pbrBaseMaterial.js +21 -304
  22. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  23. package/Materials/PBR/pbrMaterial.d.ts +0 -78
  24. package/Materials/PBR/pbrMaterial.js +0 -110
  25. package/Materials/PBR/pbrMaterial.js.map +1 -1
  26. package/Materials/imageProcessing.d.ts +65 -0
  27. package/Materials/imageProcessing.js +162 -0
  28. package/Materials/imageProcessing.js.map +1 -0
  29. package/Materials/imageProcessingConfiguration.defines.d.ts +25 -0
  30. package/Materials/imageProcessingConfiguration.defines.js +27 -0
  31. package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
  32. package/Materials/index.d.ts +2 -0
  33. package/Materials/index.js +2 -0
  34. package/Materials/index.js.map +1 -1
  35. package/Materials/material.d.ts +14 -0
  36. package/Materials/material.js +14 -0
  37. package/Materials/material.js.map +1 -1
  38. package/Materials/materialHelper.functions.d.ts +53 -0
  39. package/Materials/materialHelper.functions.js +297 -0
  40. package/Materials/materialHelper.functions.js.map +1 -1
  41. package/Materials/standardMaterial.d.ts +57 -121
  42. package/Materials/standardMaterial.js +21 -250
  43. package/Materials/standardMaterial.js.map +1 -1
  44. package/Materials/uv.defines.d.ts +22 -0
  45. package/Materials/uv.defines.js +24 -0
  46. package/Materials/uv.defines.js.map +1 -0
  47. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -0
  48. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  49. package/Misc/decorators.d.ts +7 -0
  50. package/Misc/decorators.js +34 -0
  51. package/Misc/decorators.js.map +1 -1
  52. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +10 -1
  53. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  54. package/Particles/Node/Blocks/index.d.ts +2 -0
  55. package/Particles/Node/Blocks/index.js +2 -0
  56. package/Particles/Node/Blocks/index.js.map +1 -1
  57. package/Particles/Node/Blocks/particleInputBlock.js +4 -1
  58. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  59. package/Particles/Node/Blocks/particleLocalVariableBlock.d.ts +38 -0
  60. package/Particles/Node/Blocks/particleLocalVariableBlock.js +108 -0
  61. package/Particles/Node/Blocks/particleLocalVariableBlock.js.map +1 -0
  62. package/Particles/Node/Blocks/particleVectorLengthBlock.d.ts +26 -0
  63. package/Particles/Node/Blocks/particleVectorLengthBlock.js +50 -0
  64. package/Particles/Node/Blocks/particleVectorLengthBlock.js.map +1 -0
  65. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +2 -1
  66. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +45 -0
  67. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  68. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
  69. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  70. package/Rendering/geometryBufferRenderer.js +6 -4
  71. package/Rendering/geometryBufferRenderer.js.map +1 -1
  72. package/Rendering/iblCdfGenerator.js +28 -20
  73. package/Rendering/iblCdfGenerator.js.map +1 -1
  74. package/Rendering/reflectiveShadowMap.d.ts +3 -3
  75. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +1 -1
  76. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  77. package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
  78. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  79. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +34 -0
  80. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  81. package/Shaders/ShadersInclude/importanceSampling.js +4 -0
  82. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  83. package/Shaders/ShadersInclude/openpbrBaseLayerData.d.ts +5 -0
  84. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +127 -0
  85. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -0
  86. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +5 -0
  87. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js +35 -0
  88. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +1 -0
  89. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.d.ts +5 -0
  90. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.js +25 -0
  91. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.js.map +1 -0
  92. package/Shaders/ShadersInclude/openpbrCoatLayerData.d.ts +5 -0
  93. package/Shaders/ShadersInclude/openpbrCoatLayerData.js +59 -0
  94. package/Shaders/ShadersInclude/openpbrCoatLayerData.js.map +1 -0
  95. package/Shaders/ShadersInclude/openpbrConductorReflectance.d.ts +5 -0
  96. package/Shaders/ShadersInclude/openpbrConductorReflectance.js +19 -0
  97. package/Shaders/ShadersInclude/openpbrConductorReflectance.js.map +1 -0
  98. package/Shaders/ShadersInclude/openpbrDielectricReflectance.d.ts +5 -0
  99. package/Shaders/ShadersInclude/openpbrDielectricReflectance.js +30 -0
  100. package/Shaders/ShadersInclude/openpbrDielectricReflectance.js.map +1 -0
  101. package/Shaders/ShadersInclude/openpbrDirectLighting.d.ts +5 -0
  102. package/Shaders/ShadersInclude/openpbrDirectLighting.js +69 -0
  103. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -0
  104. package/Shaders/ShadersInclude/openpbrDirectLightingInit.d.ts +5 -0
  105. package/Shaders/ShadersInclude/openpbrDirectLightingInit.js +80 -0
  106. package/Shaders/ShadersInclude/openpbrDirectLightingInit.js.map +1 -0
  107. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.d.ts +5 -0
  108. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.js +129 -0
  109. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.js.map +1 -0
  110. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.d.ts +5 -0
  111. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +106 -0
  112. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -0
  113. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.d.ts +6 -0
  114. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +115 -0
  115. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -0
  116. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +6 -0
  117. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +72 -0
  118. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -0
  119. package/Shaders/ShadersInclude/openpbrGeometryInfo.d.ts +5 -0
  120. package/Shaders/ShadersInclude/openpbrGeometryInfo.js +46 -0
  121. package/Shaders/ShadersInclude/openpbrGeometryInfo.js.map +1 -0
  122. package/Shaders/ShadersInclude/openpbrIblFunctions.d.ts +5 -0
  123. package/Shaders/ShadersInclude/openpbrIblFunctions.js +221 -0
  124. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -0
  125. package/Shaders/ShadersInclude/openpbrNormalMapFragment.d.ts +5 -0
  126. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +64 -0
  127. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -0
  128. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.d.ts +6 -0
  129. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.js +45 -0
  130. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.js.map +1 -0
  131. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.d.ts +5 -0
  132. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +72 -0
  133. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -0
  134. package/Shaders/ShadersInclude/openpbrNormalMapVertex.d.ts +5 -0
  135. package/Shaders/ShadersInclude/openpbrNormalMapVertex.js +16 -0
  136. package/Shaders/ShadersInclude/openpbrNormalMapVertex.js.map +1 -0
  137. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.d.ts +5 -0
  138. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js +16 -0
  139. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -0
  140. package/Shaders/ShadersInclude/openpbrUboDeclaration.d.ts +7 -0
  141. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +18 -0
  142. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -0
  143. package/Shaders/ShadersInclude/openpbrVertexDeclaration.d.ts +6 -0
  144. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +103 -0
  145. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -0
  146. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +1 -1
  147. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  148. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  149. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  150. package/Shaders/ShadersInclude/pbrHelperFunctions.js +2 -0
  151. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  152. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  153. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  154. package/Shaders/openpbr.fragment.d.ts +54 -0
  155. package/Shaders/openpbr.fragment.js +206 -0
  156. package/Shaders/openpbr.fragment.js.map +1 -0
  157. package/Shaders/openpbr.vertex.d.ts +39 -0
  158. package/Shaders/openpbr.vertex.js +238 -0
  159. package/Shaders/openpbr.vertex.js.map +1 -0
  160. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js +1 -1
  161. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  162. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +1 -1
  163. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  164. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +28 -0
  165. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  166. package/ShadersWGSL/ShadersInclude/importanceSampling.js +4 -0
  167. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  168. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.d.ts +5 -0
  169. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +126 -0
  170. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -0
  171. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +5 -0
  172. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js +36 -0
  173. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +1 -0
  174. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.d.ts +5 -0
  175. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.js +25 -0
  176. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.js.map +1 -0
  177. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.d.ts +5 -0
  178. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js +59 -0
  179. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js.map +1 -0
  180. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.d.ts +5 -0
  181. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.js +19 -0
  182. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.js.map +1 -0
  183. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.d.ts +5 -0
  184. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js +33 -0
  185. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js.map +1 -0
  186. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.d.ts +5 -0
  187. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +69 -0
  188. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -0
  189. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.d.ts +5 -0
  190. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +80 -0
  191. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -0
  192. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.d.ts +5 -0
  193. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +112 -0
  194. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -0
  195. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +6 -0
  196. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +68 -0
  197. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -0
  198. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.d.ts +5 -0
  199. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js +54 -0
  200. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js.map +1 -0
  201. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.d.ts +5 -0
  202. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +218 -0
  203. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -0
  204. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.d.ts +5 -0
  205. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +64 -0
  206. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -0
  207. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.d.ts +6 -0
  208. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.js +45 -0
  209. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.js.map +1 -0
  210. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.d.ts +5 -0
  211. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +51 -0
  212. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -0
  213. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.d.ts +5 -0
  214. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js +16 -0
  215. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js.map +1 -0
  216. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.d.ts +5 -0
  217. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js +16 -0
  218. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -0
  219. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.d.ts +7 -0
  220. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +17 -0
  221. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -0
  222. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +1 -1
  223. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  224. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  225. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  226. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +2 -0
  227. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  228. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +1 -1
  229. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  230. package/ShadersWGSL/openpbr.fragment.d.ts +52 -0
  231. package/ShadersWGSL/openpbr.fragment.js +193 -0
  232. package/ShadersWGSL/openpbr.fragment.js.map +1 -0
  233. package/ShadersWGSL/openpbr.vertex.d.ts +37 -0
  234. package/ShadersWGSL/openpbr.vertex.js +227 -0
  235. package/ShadersWGSL/openpbr.vertex.js.map +1 -0
  236. package/package.json +1 -1
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1
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{ Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Build cdf maps to be used for IBL importance sampling.\r\n */\r\nexport class IblCdfGenerator {\r\n private _scene: Nullable<Scene>;\r\n private _engine: AbstractEngine;\r\n\r\n private _cdfyPT: ProceduralTexture;\r\n private _cdfxPT: ProceduralTexture;\r\n private _icdfPT: ProceduralTexture;\r\n private _scaledLuminancePT: ProceduralTexture;\r\n private _dominantDirectionPT: ProceduralTexture;\r\n private _iblSource: Nullable<BaseTexture>;\r\n private _dummyTexture: RawTexture;\r\n\r\n private _cachedDominantDirection: Nullable<Vector3> = null;\r\n\r\n /**\r\n * Returns whether the CDF renderer is supported by the current engine\r\n */\r\n public get isSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine.getCaps().texelFetch;\r\n }\r\n\r\n /**\r\n * Gets the IBL source texture being used by the CDF renderer\r\n */\r\n public get iblSource(): Nullable<BaseTexture> {\r\n return this._iblSource;\r\n }\r\n\r\n /**\r\n * Sets the IBL source texture to be used by the CDF renderer.\r\n * This will trigger recreation of the CDF assets.\r\n */\r\n public set iblSource(source: Nullable<BaseTexture>) {\r\n if (this._iblSource === source) {\r\n return;\r\n }\r\n this._disposeTextures();\r\n this._iblSource = source;\r\n if (!source) {\r\n return;\r\n }\r\n if (source.isCube) {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as CubeTexture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n } else {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as Texture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n }\r\n }\r\n\r\n private _recreateAssetsFromNewIbl() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n\r\n this._createTextures();\r\n\r\n if (this._debugPass) {\r\n // Recreate the debug pass because of the new textures\r\n this._createDebugPass();\r\n }\r\n }\r\n\r\n /**\r\n * Return the cumulative distribution function (CDF) texture\r\n * @returns Return the cumulative distribution function (CDF) texture\r\n */\r\n public getIcdfTexture(): Texture {\r\n return this._icdfPT ? this._icdfPT : this._dummyTexture;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPass: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * The name of the debug pass post process\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n private _debugPassName: string = \"CDF Debug\";\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPass;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"IblCdfGeneratorSceneComponentSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instanciates the CDF renderer\r\n * @param sceneOrEngine Scene to attach to\r\n * @returns The CDF renderer\r\n */\r\n constructor(sceneOrEngine: Nullable<Scene | AbstractEngine>) {\r\n if (sceneOrEngine) {\r\n if (IblCdfGenerator._IsScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n } else {\r\n this._engine = sceneOrEngine;\r\n }\r\n } else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n if (this._scene) {\r\n this._engine = this._scene.getEngine();\r\n }\r\n if (!this.isSupported) {\r\n Logger.Warn(\"CDF renderer is not supported by the current engine.\");\r\n return;\r\n }\r\n const blackPixels = new Uint16Array([0, 0, 0, 255]);\r\n this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, sceneOrEngine, false, false, undefined, Constants.TEXTURETYPE_HALF_FLOAT);\r\n if (this._scene) {\r\n IblCdfGenerator._SceneComponentInitialization(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the CDF renderer is ready\r\n */\r\n public onGeneratedObservable: Observable<void> = new Observable<void>();\r\n\r\n private _createTextures() {\r\n const size: TextureSize = this._iblSource ? { width: this._iblSource.getSize().width, height: this._iblSource.getSize().height } : { width: 1, height: 1 };\r\n if (!this._iblSource) {\r\n this._iblSource = RawTexture.CreateRTexture(\r\n new Uint8Array([255]),\r\n 1,\r\n 1,\r\n this._engine,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._iblSource.name = \"Placeholder IBL Source\";\r\n }\r\n\r\n if (this._iblSource.isCube) {\r\n size.width *= 4;\r\n size.height *= 2;\r\n // Force the resolution to be a power of 2 because we rely on the\r\n // auto-mipmap generation for the scaled luminance texture to produce\r\n // a 1x1 mip that represents the true average pixel intensity of the IBL.\r\n size.width = 1 << Math.floor(Math.log2(size.width));\r\n size.height = 1 << Math.floor(Math.log2(size.height));\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n // Create CDF maps (Cumulative Distribution Function) to assist in importance sampling\r\n const cdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_R,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblCdfx.fragment\"), import(\"../ShadersWGSL/iblCdfy.fragment\"), import(\"../ShadersWGSL/iblScaledLuminance.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblCdfx.fragment\"), import(\"../Shaders/iblCdfy.fragment\"), import(\"../Shaders/iblScaledLuminance.fragment\")]);\r\n }\r\n },\r\n };\r\n const icdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblIcdf.fragment\"), import(\"../ShadersWGSL/iblDominantDirection.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblIcdf.fragment\"), import(\"../Shaders/iblDominantDirection.fragment\")]);\r\n }\r\n },\r\n };\r\n this._cdfyPT = new ProceduralTexture(\"cdfyTexture\", { width: size.width, height: size.height + 1 }, \"iblCdfy\", this._scene, cdfOptions, false, false);\r\n this._cdfyPT.autoClear = false;\r\n this._cdfyPT.setTexture(\"iblSource\", this._iblSource);\r\n this._cdfyPT.setInt(\"iblHeight\", size.height);\r\n this._cdfyPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._cdfyPT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._cdfyPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n\r\n this._cdfxPT = new ProceduralTexture(\"cdfxTexture\", { width: size.width + 1, height: 1 }, \"iblCdfx\", this._scene, cdfOptions, false, false);\r\n this._cdfxPT.autoClear = false;\r\n this._cdfxPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._cdfxPT.refreshRate = 0;\r\n this._cdfxPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._scaledLuminancePT = new ProceduralTexture(\r\n \"iblScaledLuminance\",\r\n { width: size.width, height: size.height },\r\n \"iblScaledLuminance\",\r\n this._scene,\r\n { ...cdfOptions, samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, generateMipMaps: true },\r\n true,\r\n false\r\n );\r\n this._scaledLuminancePT.autoClear = false;\r\n this._scaledLuminancePT.setTexture(\"iblSource\", this._iblSource);\r\n this._scaledLuminancePT.setInt(\"iblHeight\", size.height);\r\n this._scaledLuminancePT.setInt(\"iblWidth\", size.width);\r\n this._scaledLuminancePT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._scaledLuminancePT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n this._icdfPT = new ProceduralTexture(\"icdfTexture\", { width: size.width, height: size.height }, \"iblIcdf\", this._scene, icdfOptions, false, false);\r\n this._icdfPT.autoClear = false;\r\n this._icdfPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._icdfPT.setTexture(\"cdfx\", this._cdfxPT);\r\n this._icdfPT.setTexture(\"iblSource\", this._iblSource);\r\n this._icdfPT.setTexture(\"scaledLuminanceSampler\", this._scaledLuminancePT);\r\n this._icdfPT.refreshRate = 0;\r\n this._icdfPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._icdfPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (this._iblSource.isCube) {\r\n this._icdfPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n\r\n this._dominantDirectionPT = new ProceduralTexture(\"iblDominantDirection\", { width: 1, height: 1 }, \"iblDominantDirection\", this._scene, icdfOptions, false, false);\r\n this._dominantDirectionPT.autoClear = false;\r\n this._dominantDirectionPT.setTexture(\"icdfSampler\", this._icdfPT);\r\n this._dominantDirectionPT.refreshRate = 0;\r\n this._dominantDirectionPT.defines = \"#define NUM_SAMPLES 32u\\n\";\r\n }\r\n\r\n private _disposeTextures() {\r\n this._cdfyPT?.dispose();\r\n this._cdfxPT?.dispose();\r\n this._icdfPT?.dispose();\r\n this._scaledLuminancePT?.dispose();\r\n this._dominantDirectionPT?.dispose();\r\n }\r\n\r\n private _createDebugPass() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"cdfy\", \"icdf\", \"cdfx\", \"iblSource\"],\r\n defines: this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\",\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../ShadersWGSL/iblCdfDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/iblCdfDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPass = new PostProcess(this._debugPassName, \"iblCdfDebug\", debugOptions);\r\n const debugEffect = this._debugPass.getEffect();\r\n if (debugEffect) {\r\n debugEffect.defines = this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\";\r\n }\r\n if (this._iblSource?.isCube) {\r\n this._debugPass.updateEffect(\"#define IBL_USE_CUBE_MAP\\n\");\r\n }\r\n this._debugPass.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"cdfy\", this._cdfyPT);\r\n effect.setTexture(\"icdf\", this._icdfPT);\r\n effect.setTexture(\"cdfx\", this._cdfxPT);\r\n effect.setTexture(\"iblSource\", this._iblSource);\r\n effect.setFloat4(\"sizeParams\", this._debugSizeParams.x, this._debugSizeParams.y, this._debugSizeParams.z, this._debugSizeParams.w);\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the CDF renderer is ready\r\n * @returns true if the CDF renderer is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._iblSource &&\r\n this._iblSource.name !== \"Placeholder IBL Source\" &&\r\n this._iblSource.isReady() &&\r\n this._cdfyPT &&\r\n this._cdfyPT.isReady() &&\r\n this._icdfPT &&\r\n this._icdfPT.isReady() &&\r\n this._cdfxPT &&\r\n this._cdfxPT.isReady() &&\r\n this._scaledLuminancePT &&\r\n this._scaledLuminancePT.isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Explicitly trigger generation of CDF maps when they are ready to render.\r\n * @returns Promise that resolves when the CDF maps are rendered.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention, @typescript-eslint/promise-function-async\r\n public renderWhenReady(): Promise<void> {\r\n this._cachedDominantDirection = null;\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n const promises: Array<Promise<void>> = [];\r\n const renderTargets: Array<ProceduralTexture> = [this._cdfyPT, this._cdfxPT, this._scaledLuminancePT, this._icdfPT];\r\n for (const target of renderTargets) {\r\n promises.push(\r\n new Promise((resolve) => {\r\n if (target.isReady()) {\r\n resolve();\r\n } else {\r\n target.getEffect().executeWhenCompiled(() => {\r\n resolve();\r\n });\r\n }\r\n })\r\n );\r\n }\r\n // eslint-disable-next-line github/no-then\r\n return Promise.all(promises).then(() => {\r\n for (const target of renderTargets) {\r\n target.render();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Finds the average direction of the highest intensity areas of the IBL source\r\n * @returns Async promise that resolves to the dominant direction of the IBL source\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async\r\n public findDominantDirection(): Promise<Vector3> {\r\n if (this._cachedDominantDirection) {\r\n return Promise.resolve(this._cachedDominantDirection);\r\n }\r\n return new Promise((resolve) => {\r\n this._dominantDirectionPT.onGeneratedObservable.addOnce(() => {\r\n const data = new Float32Array(4);\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._dominantDirectionPT.readPixels(0, 0, data, true)!.then(() => {\r\n const dominantDirection = new Vector3(data[0], data[1], data[2]);\r\n this._cachedDominantDirection = dominantDirection;\r\n resolve(dominantDirection);\r\n });\r\n });\r\n if (this.isReady()) {\r\n if (this._dominantDirectionPT.isReady()) {\r\n this._dominantDirectionPT.render();\r\n } else {\r\n this._dominantDirectionPT.getEffect().executeWhenCompiled(() => {\r\n this._dominantDirectionPT.render();\r\n });\r\n }\r\n } else {\r\n this.onGeneratedObservable.addOnce(() => {\r\n if (this._dominantDirectionPT.isReady()) {\r\n this._dominantDirectionPT.render();\r\n } else {\r\n this._dominantDirectionPT.getEffect().executeWhenCompiled(() => {\r\n this._dominantDirectionPT.render();\r\n });\r\n }\r\n });\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the CDF renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._dummyTexture.dispose();\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n this.onGeneratedObservable.clear();\r\n }\r\n\r\n private static _IsScene(sceneOrEngine: Scene | AbstractEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
1
+ 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{ Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { _RetryWithInterval } from \"../Misc/timingTools\";\r\n\r\n/**\r\n * Build cdf maps to be used for IBL importance sampling.\r\n */\r\nexport class IblCdfGenerator {\r\n private _scene: Nullable<Scene>;\r\n private _engine: AbstractEngine;\r\n\r\n private _cdfyPT: ProceduralTexture;\r\n private _cdfxPT: ProceduralTexture;\r\n private _icdfPT: ProceduralTexture;\r\n private _scaledLuminancePT: ProceduralTexture;\r\n private _dominantDirectionPT: ProceduralTexture;\r\n private _iblSource: Nullable<BaseTexture>;\r\n private _dummyTexture: RawTexture;\r\n\r\n private _cachedDominantDirection: Nullable<Vector3> = null;\r\n\r\n /**\r\n * Returns whether the CDF renderer is supported by the current engine\r\n */\r\n public get isSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine.getCaps().texelFetch;\r\n }\r\n\r\n /**\r\n * Gets the IBL source texture being used by the CDF renderer\r\n */\r\n public get iblSource(): Nullable<BaseTexture> {\r\n return this._iblSource;\r\n }\r\n\r\n /**\r\n * Sets the IBL source texture to be used by the CDF renderer.\r\n * This will trigger recreation of the CDF assets.\r\n */\r\n public set iblSource(source: Nullable<BaseTexture>) {\r\n if (this._iblSource === source) {\r\n return;\r\n }\r\n this._disposeTextures();\r\n this._iblSource = source;\r\n if (!source) {\r\n return;\r\n }\r\n if (source.isCube) {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as CubeTexture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n } else {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as Texture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n }\r\n }\r\n\r\n private _recreateAssetsFromNewIbl() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n\r\n this._createTextures();\r\n\r\n if (this._debugPass) {\r\n // Recreate the debug pass because of the new textures\r\n this._createDebugPass();\r\n }\r\n }\r\n\r\n /**\r\n * Return the cumulative distribution function (CDF) texture\r\n * @returns Return the cumulative distribution function (CDF) texture\r\n */\r\n public getIcdfTexture(): Texture {\r\n return this._icdfPT ? this._icdfPT : this._dummyTexture;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPass: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * The name of the debug pass post process\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n private _debugPassName: string = \"CDF Debug\";\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPass;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"IblCdfGeneratorSceneComponentSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instanciates the CDF renderer\r\n * @param sceneOrEngine Scene to attach to\r\n * @returns The CDF renderer\r\n */\r\n constructor(sceneOrEngine: Nullable<Scene | AbstractEngine>) {\r\n if (sceneOrEngine) {\r\n if (IblCdfGenerator._IsScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n } else {\r\n this._engine = sceneOrEngine;\r\n }\r\n } else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n if (this._scene) {\r\n this._engine = this._scene.getEngine();\r\n }\r\n if (!this.isSupported) {\r\n Logger.Warn(\"CDF renderer is not supported by the current engine.\");\r\n return;\r\n }\r\n const blackPixels = new Uint16Array([0, 0, 0, 255]);\r\n this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, sceneOrEngine, false, false, undefined, Constants.TEXTURETYPE_HALF_FLOAT);\r\n if (this._scene) {\r\n IblCdfGenerator._SceneComponentInitialization(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the CDF renderer is ready\r\n */\r\n public onGeneratedObservable: Observable<void> = new Observable<void>();\r\n\r\n private _createTextures() {\r\n const size: TextureSize = this._iblSource ? { width: this._iblSource.getSize().width, height: this._iblSource.getSize().height } : { width: 1, height: 1 };\r\n if (!this._iblSource) {\r\n this._iblSource = RawTexture.CreateRTexture(\r\n new Uint8Array([255]),\r\n 1,\r\n 1,\r\n this._engine,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._iblSource.name = \"Placeholder IBL Source\";\r\n }\r\n\r\n if (this._iblSource.isCube) {\r\n size.width *= 4;\r\n size.height *= 2;\r\n // Force the resolution to be a power of 2 because we rely on the\r\n // auto-mipmap generation for the scaled luminance texture to produce\r\n // a 1x1 mip that represents the true average pixel intensity of the IBL.\r\n size.width = 1 << Math.floor(Math.log2(size.width));\r\n size.height = 1 << Math.floor(Math.log2(size.height));\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n // Create CDF maps (Cumulative Distribution Function) to assist in importance sampling\r\n const cdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_R,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblCdfx.fragment\"), import(\"../ShadersWGSL/iblCdfy.fragment\"), import(\"../ShadersWGSL/iblScaledLuminance.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblCdfx.fragment\"), import(\"../Shaders/iblCdfy.fragment\"), import(\"../Shaders/iblScaledLuminance.fragment\")]);\r\n }\r\n },\r\n };\r\n const icdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblIcdf.fragment\"), import(\"../ShadersWGSL/iblDominantDirection.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblIcdf.fragment\"), import(\"../Shaders/iblDominantDirection.fragment\")]);\r\n }\r\n },\r\n };\r\n this._cdfyPT = new ProceduralTexture(\"cdfyTexture\", { width: size.width, height: size.height + 1 }, \"iblCdfy\", this._scene, cdfOptions, false, false);\r\n this._cdfyPT.autoClear = false;\r\n this._cdfyPT.setTexture(\"iblSource\", this._iblSource);\r\n this._cdfyPT.setInt(\"iblHeight\", size.height);\r\n this._cdfyPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._cdfyPT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._cdfyPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n\r\n this._cdfxPT = new ProceduralTexture(\"cdfxTexture\", { width: size.width + 1, height: 1 }, \"iblCdfx\", this._scene, cdfOptions, false, false);\r\n this._cdfxPT.autoClear = false;\r\n this._cdfxPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._cdfxPT.refreshRate = 0;\r\n this._cdfxPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._scaledLuminancePT = new ProceduralTexture(\r\n \"iblScaledLuminance\",\r\n { width: size.width, height: size.height },\r\n \"iblScaledLuminance\",\r\n this._scene,\r\n { ...cdfOptions, samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, generateMipMaps: true },\r\n true,\r\n false\r\n );\r\n this._scaledLuminancePT.autoClear = false;\r\n this._scaledLuminancePT.setTexture(\"iblSource\", this._iblSource);\r\n this._scaledLuminancePT.setInt(\"iblHeight\", size.height);\r\n this._scaledLuminancePT.setInt(\"iblWidth\", size.width);\r\n this._scaledLuminancePT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._scaledLuminancePT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n this._icdfPT = new ProceduralTexture(\"icdfTexture\", { width: size.width, height: size.height }, \"iblIcdf\", this._scene, icdfOptions, false, false);\r\n this._icdfPT.autoClear = false;\r\n this._icdfPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._icdfPT.setTexture(\"cdfx\", this._cdfxPT);\r\n this._icdfPT.setTexture(\"iblSource\", this._iblSource);\r\n this._icdfPT.setTexture(\"scaledLuminanceSampler\", this._scaledLuminancePT);\r\n this._icdfPT.refreshRate = 0;\r\n this._icdfPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._icdfPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (this._iblSource.isCube) {\r\n this._icdfPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n\r\n this._dominantDirectionPT = new ProceduralTexture(\"iblDominantDirection\", { width: 1, height: 1 }, \"iblDominantDirection\", this._scene, icdfOptions, false, false);\r\n this._dominantDirectionPT.autoClear = false;\r\n this._dominantDirectionPT.setTexture(\"icdfSampler\", this._icdfPT);\r\n this._dominantDirectionPT.refreshRate = 0;\r\n this._dominantDirectionPT.defines = \"#define NUM_SAMPLES 32u\\n\";\r\n }\r\n\r\n private _disposeTextures() {\r\n this._cdfyPT?.dispose();\r\n this._cdfxPT?.dispose();\r\n this._icdfPT?.dispose();\r\n this._scaledLuminancePT?.dispose();\r\n this._dominantDirectionPT?.dispose();\r\n }\r\n\r\n private _createDebugPass() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"cdfy\", \"icdf\", \"cdfx\", \"iblSource\"],\r\n defines: this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\",\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../ShadersWGSL/iblCdfDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/iblCdfDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPass = new PostProcess(this._debugPassName, \"iblCdfDebug\", debugOptions);\r\n const debugEffect = this._debugPass.getEffect();\r\n if (debugEffect) {\r\n debugEffect.defines = this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\";\r\n }\r\n if (this._iblSource?.isCube) {\r\n this._debugPass.updateEffect(\"#define IBL_USE_CUBE_MAP\\n\");\r\n }\r\n this._debugPass.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"cdfy\", this._cdfyPT);\r\n effect.setTexture(\"icdf\", this._icdfPT);\r\n effect.setTexture(\"cdfx\", this._cdfxPT);\r\n effect.setTexture(\"iblSource\", this._iblSource);\r\n effect.setFloat4(\"sizeParams\", this._debugSizeParams.x, this._debugSizeParams.y, this._debugSizeParams.z, this._debugSizeParams.w);\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the CDF renderer is ready\r\n * @returns true if the CDF renderer is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._iblSource &&\r\n this._iblSource.name !== \"Placeholder IBL Source\" &&\r\n this._iblSource.isReady() &&\r\n this._cdfyPT &&\r\n this._cdfyPT.isReady() &&\r\n this._icdfPT &&\r\n this._icdfPT.isReady() &&\r\n this._cdfxPT &&\r\n this._cdfxPT.isReady() &&\r\n this._scaledLuminancePT &&\r\n this._scaledLuminancePT.isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Explicitly trigger generation of CDF maps when they are ready to render.\r\n * @returns Promise that resolves when the CDF maps are rendered.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention, @typescript-eslint/promise-function-async\r\n public renderWhenReady(): Promise<void> {\r\n this._cachedDominantDirection = null;\r\n\r\n // Even if a IBL source must be set before calling this function, _icdfPT may not yet be created because the creation may be asynchronous (see @set iblSource).\r\n const icdfPTPromise = new Promise((resolve, reject) => {\r\n _RetryWithInterval(\r\n () => !!this._icdfPT,\r\n () => resolve(void 0),\r\n () => reject(new Error(\"Waiting for _icdfPT creation failed\"))\r\n );\r\n });\r\n\r\n // eslint-disable-next-line github/no-then, @typescript-eslint/promise-function-async\r\n return icdfPTPromise.then(() => {\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n const promises: Array<Promise<void>> = [];\r\n const renderTargets: Array<ProceduralTexture> = [this._cdfyPT, this._cdfxPT, this._scaledLuminancePT, this._icdfPT];\r\n for (const target of renderTargets) {\r\n promises.push(\r\n new Promise((resolve) => {\r\n if (target.isReady()) {\r\n resolve();\r\n } else {\r\n target.getEffect().executeWhenCompiled(() => {\r\n resolve();\r\n });\r\n }\r\n })\r\n );\r\n }\r\n // eslint-disable-next-line github/no-then\r\n return Promise.all(promises).then(() => {\r\n for (const target of renderTargets) {\r\n target.render();\r\n }\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Finds the average direction of the highest intensity areas of the IBL source\r\n * @returns Async promise that resolves to the dominant direction of the IBL source\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async\r\n public findDominantDirection(): Promise<Vector3> {\r\n if (this._cachedDominantDirection) {\r\n return Promise.resolve(this._cachedDominantDirection);\r\n }\r\n return new Promise((resolve) => {\r\n this._dominantDirectionPT.onGeneratedObservable.addOnce(() => {\r\n const data = new Float32Array(4);\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._dominantDirectionPT.readPixels(0, 0, data, true)!.then(() => {\r\n const dominantDirection = new Vector3(data[0], data[1], data[2]);\r\n this._cachedDominantDirection = dominantDirection;\r\n resolve(dominantDirection);\r\n });\r\n });\r\n if (this.isReady()) {\r\n if (this._dominantDirectionPT.isReady()) {\r\n this._dominantDirectionPT.render();\r\n } else {\r\n this._dominantDirectionPT.getEffect().executeWhenCompiled(() => {\r\n this._dominantDirectionPT.render();\r\n });\r\n }\r\n } else {\r\n this.onGeneratedObservable.addOnce(() => {\r\n if (this._dominantDirectionPT.isReady()) {\r\n this._dominantDirectionPT.render();\r\n } else {\r\n this._dominantDirectionPT.getEffect().executeWhenCompiled(() => {\r\n this._dominantDirectionPT.render();\r\n });\r\n }\r\n });\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the CDF renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._dummyTexture.dispose();\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n this.onGeneratedObservable.clear();\r\n }\r\n\r\n private static _IsScene(sceneOrEngine: Scene | AbstractEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
@@ -32,15 +32,15 @@ export declare class ReflectiveShadowMap {
32
32
  /**
33
33
  * Gets the position texture generated by the RSM process.
34
34
  */
35
- get positionWorldTexture(): import("..").Texture;
35
+ get positionWorldTexture(): import("../index.js").Texture;
36
36
  /**
37
37
  * Gets the normal texture generated by the RSM process.
38
38
  */
39
- get normalWorldTexture(): import("..").Texture;
39
+ get normalWorldTexture(): import("../index.js").Texture;
40
40
  /**
41
41
  * Gets the flux texture generated by the RSM process.
42
42
  */
43
- get fluxTexture(): import("..").Texture;
43
+ get fluxTexture(): import("../index.js").Texture;
44
44
  /**
45
45
  * Gets the render list used to generate the RSM textures.
46
46
  */
@@ -3,7 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  import "./sceneUboDeclaration.js";
4
4
  const name = "backgroundUboDeclaration";
5
5
  const shader = `layout(std140,column_major) uniform;uniform Material
6
- {uniform vec4 vPrimaryColor;uniform vec4 vPrimaryColorShadow;uniform vec2 vDiffuseInfos;uniform vec2 vReflectionInfos;uniform mat4 diffuseMatrix;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;uniform float fFovMultiplier;uniform float pointSize;uniform float shadowLevel;uniform float alpha;uniform vec3 vBackgroundCenter;uniform vec4 vReflectionControl;uniform vec2 projectedGroundInfos;};
6
+ {uniform vec4 vPrimaryColor;uniform vec4 vPrimaryColorShadow;uniform vec2 vDiffuseInfos;uniform mat4 diffuseMatrix;uniform float fFovMultiplier;uniform float pointSize;uniform float shadowLevel;uniform float alpha;uniform vec3 vBackgroundCenter;uniform vec4 vReflectionControl;uniform vec2 projectedGroundInfos;uniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;};
7
7
  #include<sceneUboDeclaration>
8
8
  `;
9
9
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"backgroundUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/backgroundUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAE/B,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\n\nconst name = \"backgroundUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material\n{uniform vec4 vPrimaryColor;uniform vec4 vPrimaryColorShadow;uniform vec2 vDiffuseInfos;uniform vec2 vReflectionInfos;uniform mat4 diffuseMatrix;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;uniform float fFovMultiplier;uniform float pointSize;uniform float shadowLevel;uniform float alpha;uniform vec3 vBackgroundCenter;uniform vec4 vReflectionControl;uniform vec2 projectedGroundInfos;};\n#include<sceneUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const backgroundUboDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"backgroundUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/backgroundUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAE/B,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\n\nconst name = \"backgroundUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material\n{uniform vec4 vPrimaryColor;uniform vec4 vPrimaryColorShadow;uniform vec2 vDiffuseInfos;uniform mat4 diffuseMatrix;uniform float fFovMultiplier;uniform float pointSize;uniform float shadowLevel;uniform float alpha;uniform vec3 vBackgroundCenter;uniform vec4 vReflectionControl;uniform vec2 projectedGroundInfos;uniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;};\n#include<sceneUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const backgroundUboDeclaration = { name, shader };\n"]}
@@ -4,7 +4,7 @@ import "./sceneUboDeclaration.js";
4
4
  import "./meshUboDeclaration.js";
5
5
  const name = "defaultUboDeclaration";
6
6
  const shader = `layout(std140,column_major) uniform;uniform Material
7
- {vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vReflectionInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 reflectionMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;vec4 cameraInfo;
7
+ {vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;vec4 cameraInfo;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionPosition;vec3 vReflectionSize;
8
8
  #define ADDITIONAL_UBO_DECLARATION
9
9
  };
10
10
  #include<sceneUboDeclaration>
@@ -1 +1 @@
1
- {"version":3,"file":"defaultUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/defaultUboDeclaration.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,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;CAMd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,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 = \"defaultUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material\n{vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vReflectionInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 reflectionMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;vec4 cameraInfo;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const defaultUboDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"defaultUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/defaultUboDeclaration.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,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;CAMd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,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 = \"defaultUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material\n{vec4 diffuseLeftColor;vec4 diffuseRightColor;vec4 opacityParts;vec4 reflectionLeftColor;vec4 reflectionRightColor;vec4 refractionLeftColor;vec4 refractionRightColor;vec4 emissiveLeftColor;vec4 emissiveRightColor;vec2 vDiffuseInfos;vec2 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec2 vSpecularInfos;vec3 vBumpInfos;mat4 diffuseMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 specularMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;float pointSize;float alphaCutOff;mat4 refractionMatrix;vec4 vRefractionInfos;vec3 vRefractionPosition;vec3 vRefractionSize;vec4 vSpecularColor;vec3 vEmissiveColor;vec4 vDiffuseColor;vec3 vAmbientColor;vec4 cameraInfo;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionPosition;vec3 vReflectionSize;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const defaultUboDeclaration = { name, shader };\n"]}
@@ -112,6 +112,40 @@ c=toLinearSpace(c);
112
112
  #endif
113
113
  result+=c*NoL;}}
114
114
  result=result/weight;return result;}}
115
+ #ifdef ANISOTROPIC
116
+ #define inline
117
+ vec3 radianceAnisotropic(
118
+ float alphaTangent,
119
+ float alphaBitangent,
120
+ samplerCube inputTexture,
121
+ vec3 inputView,
122
+ vec3 inputTangent,
123
+ vec3 inputBitangent,
124
+ vec3 inputNormal,
125
+ vec2 filteringInfo,
126
+ vec2 noiseInput
127
+ )
128
+ {vec3 V=inputView;vec3 N=inputNormal;vec3 T=inputTangent;vec3 B=inputBitangent;vec3 R=reflect(-V,N);if (alphaTangent==0. && alphaBitangent==0.) {vec3 c=textureCube(inputTexture,R).rgb;
129
+ #if GAMMA_INPUT
130
+ c=toLinearSpace(c);
131
+ #endif
132
+ return c;}
133
+ vec3 result=vec3(0.);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float effectiveDim=dim0*sqrt(alphaTangent*alphaBitangent);float omegaP=(4.*PI)/(6.*effectiveDim*effectiveDim);const float noiseScale=clamp(log2(float(NUM_SAMPLES))/12.0f,0.0f,1.0f);float weight=0.;
134
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
135
+ for(uint i=0u; i<NUM_SAMPLES; ++i)
136
+ #else
137
+ for(int i=0; i<NUM_SAMPLES; ++i)
138
+ #endif
139
+ {vec2 Xi=hammersley(i,NUM_SAMPLES);Xi=fract(Xi+noiseInput*mix(0.5f,0.015f,noiseScale));
140
+ vec3 H_tangent=hemisphereImportanceSampleDggxAnisotropic(Xi,alphaTangent,alphaBitangent);vec3 H=normalize(H_tangent.x*T+H_tangent.y*B+H_tangent.z*N);vec3 L=normalize(2.0*dot(V,H)*H-V);float NoH=max(dot(N,H),0.001);float VoH=max(dot(V,H),0.001);float NoL=max(dot(N,L),0.001);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_BurleyGGX_Anisotropic(
141
+ H_tangent.z,H_tangent.x,H_tangent.y,vec2(alphaTangent,alphaBitangent)
142
+ );float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,L,mipLevel).rgb;
143
+ #if GAMMA_INPUT
144
+ c=toLinearSpace(c);
145
+ #endif
146
+ result+=c*NoL;}}
147
+ result=result/weight;return result;}
148
+ #endif
115
149
  #endif
116
150
  #endif
117
151
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#if NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfloat radicalInverse_VdC(uint bits) \n{bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }\nvec2 hammersley(uint i,uint N)\n{return vec2(float(i)/float(N),radicalInverse_VdC(i));}\n#else\nfloat vanDerCorpus(int n,int base)\n{float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)\n{if(n>0)\n{denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}\nreturn result;}\nvec2 hammersley(int i,int N)\n{return vec2(float(i)/float(N),vanDerCorpus(i,2));}\n#endif\nfloat log4(float x) {return log2(x)/2.;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.*PI;float phi=uvRange.y*PI;float sinPhi=sin(phi);N.x=cos(theta)*sinPhi;N.z=sin(theta)*sinPhi;N.y=cos(phi);return N;}\nconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;\n#define inline\nvec3 irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\nsamplerCube inputTexture,\n#endif\nvec3 inputN,vec2 filteringInfo,\nfloat diffuseRoughness,\nvec3 surfaceAlbedo,\nvec3 inputV\n#if IBL_CDF_FILTERING\n,sampler2D icdfSampler\n#endif\n)\n{vec3 n=normalize(inputN);vec3 result=vec3(0.);\n#ifndef IBL_CDF_FILTERING\nvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);mat3 tbnInverse=mat3(tangent.x,bitangent.x,n.x,tangent.y,bitangent.y,n.y,tangent.z,bitangent.z,n.z);\n#endif\nfloat maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);\n#if IBL_CDF_FILTERING\nvec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));float NoL=dot(n,Ls);float NoV=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(inputV+Ls)*0.5;float VoH=dot(inputV,H);\n#endif\n#else\nvec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);float NoL=Ls.z; \nvec3 V=tbnInverse*inputV;float NoV=V.z; \n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(V+Ls)*0.5;float VoH=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#if IBL_CDF_FILTERING\nfloat pdf=texture2D(icdfSampler,T).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.).rgb;\n#else\nfloat pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nvec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#if IBL_CDF_FILTERING\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\n#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{vec3 n=normalize(inputN);vec3 c=textureCube(inputTexture,n).rgb; \nif (alphaG==0.) {\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {vec3 result=vec3(0.);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);float weight=0.;\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);float NoV=1.;float NoH=H.z;float NoH2=H.z*H.z;float NoL=2.*NoH2-1.;vec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#if NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfloat radicalInverse_VdC(uint bits) \n{bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }\nvec2 hammersley(uint i,uint N)\n{return vec2(float(i)/float(N),radicalInverse_VdC(i));}\n#else\nfloat vanDerCorpus(int n,int base)\n{float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)\n{if(n>0)\n{denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}\nreturn result;}\nvec2 hammersley(int i,int N)\n{return vec2(float(i)/float(N),vanDerCorpus(i,2));}\n#endif\nfloat log4(float x) {return log2(x)/2.;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.*PI;float phi=uvRange.y*PI;float sinPhi=sin(phi);N.x=cos(theta)*sinPhi;N.z=sin(theta)*sinPhi;N.y=cos(phi);return N;}\nconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;\n#define inline\nvec3 irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\nsamplerCube inputTexture,\n#endif\nvec3 inputN,vec2 filteringInfo,\nfloat diffuseRoughness,\nvec3 surfaceAlbedo,\nvec3 inputV\n#if IBL_CDF_FILTERING\n,sampler2D icdfSampler\n#endif\n)\n{vec3 n=normalize(inputN);vec3 result=vec3(0.);\n#ifndef IBL_CDF_FILTERING\nvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);mat3 tbnInverse=mat3(tangent.x,bitangent.x,n.x,tangent.y,bitangent.y,n.y,tangent.z,bitangent.z,n.z);\n#endif\nfloat maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);\n#if IBL_CDF_FILTERING\nvec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));float NoL=dot(n,Ls);float NoV=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(inputV+Ls)*0.5;float VoH=dot(inputV,H);\n#endif\n#else\nvec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);float NoL=Ls.z; \nvec3 V=tbnInverse*inputV;float NoV=V.z; \n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(V+Ls)*0.5;float VoH=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#if IBL_CDF_FILTERING\nfloat pdf=texture2D(icdfSampler,T).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.).rgb;\n#else\nfloat pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nvec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#if IBL_CDF_FILTERING\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\n#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{vec3 n=normalize(inputN);vec3 c=textureCube(inputTexture,n).rgb; \nif (alphaG==0.) {\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {vec3 result=vec3(0.);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);float weight=0.;\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);float NoV=1.;float NoH=H.z;float NoH2=H.z*H.z;float NoL=2.*NoH2-1.;vec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#ifdef ANISOTROPIC\n#define inline\nvec3 radianceAnisotropic(\nfloat alphaTangent, \nfloat alphaBitangent, \nsamplerCube inputTexture,\nvec3 inputView, \nvec3 inputTangent, \nvec3 inputBitangent, \nvec3 inputNormal, \nvec2 filteringInfo,\nvec2 noiseInput \n)\n{vec3 V=inputView;vec3 N=inputNormal;vec3 T=inputTangent;vec3 B=inputBitangent;vec3 R=reflect(-V,N);if (alphaTangent==0. && alphaBitangent==0.) {vec3 c=textureCube(inputTexture,R).rgb;\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;}\nvec3 result=vec3(0.);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float effectiveDim=dim0*sqrt(alphaTangent*alphaBitangent);float omegaP=(4.*PI)/(6.*effectiveDim*effectiveDim);const float noiseScale=clamp(log2(float(NUM_SAMPLES))/12.0f,0.0f,1.0f);float weight=0.;\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);Xi=fract(Xi+noiseInput*mix(0.5f,0.015f,noiseScale)); \nvec3 H_tangent=hemisphereImportanceSampleDggxAnisotropic(Xi,alphaTangent,alphaBitangent);vec3 H=normalize(H_tangent.x*T+H_tangent.y*B+H_tangent.z*N);vec3 L=normalize(2.0*dot(V,H)*H-V);float NoH=max(dot(N,H),0.001);float VoH=max(dot(V,H),0.001);float NoL=max(dot(N,L),0.001);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_BurleyGGX_Anisotropic(\nH_tangent.z,H_tangent.x,H_tangent.y,vec2(alphaTangent,alphaBitangent)\n);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,L,mipLevel).rgb;\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
@@ -3,6 +3,10 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "importanceSampling";
4
4
  const shader = `vec3 hemisphereCosSample(vec2 u) {float phi=2.*PI*u.x;float cosTheta2=1.-u.y;float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}
5
5
  vec3 hemisphereImportanceSampleDggx(vec2 u,float a) {float phi=2.*PI*u.x;float cosTheta2=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}
6
+ vec3 hemisphereImportanceSampleDggxAnisotropic(vec2 Xi,float alphaTangent,float alphaBitangent)
7
+ {alphaTangent=max(alphaTangent,0.0001);alphaBitangent=max(alphaBitangent,0.0001);float phi=atan(alphaBitangent/alphaTangent*tan(2.0*3.14159265*Xi.x));if (Xi.x>0.5) phi+=3.14159265;
8
+ float cosPhi=cos(phi);float sinPhi=sin(phi);float alpha2=(cosPhi*cosPhi)/(alphaTangent*alphaTangent) +
9
+ (sinPhi*sinPhi)/(alphaBitangent*alphaBitangent);float tanTheta2=Xi.y/(1.0-Xi.y)/alpha2;float cosTheta=1.0/sqrt(1.0+tanTheta2);float sinTheta=sqrt(max(0.0,1.0-cosTheta*cosTheta));return vec3(sinTheta*cosPhi,sinTheta*sinPhi,cosTheta);}
6
10
  vec3 hemisphereImportanceSampleDCharlie(vec2 u,float a) {
7
11
  float phi=2.*PI*u.x;float sinTheta=pow(u.y,a/(2.*a+1.));float cosTheta=sqrt(1.-sinTheta*sinTheta);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;
8
12
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;8JAG+I,CAAC;AAC/J,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `vec3 hemisphereCosSample(vec2 u) {float phi=2.*PI*u.x;float cosTheta2=1.-u.y;float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nvec3 hemisphereImportanceSampleDggx(vec2 u,float a) {float phi=2.*PI*u.x;float cosTheta2=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nvec3 hemisphereImportanceSampleDCharlie(vec2 u,float a) { \nfloat phi=2.*PI*u.x;float sinTheta=pow(u.y,a/(2.*a+1.));float cosTheta=sqrt(1.-sinTheta*sinTheta);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const importanceSampling = { name, shader };\n"]}
1
+ {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;8JAO+I,CAAC;AAC/J,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `vec3 hemisphereCosSample(vec2 u) {float phi=2.*PI*u.x;float cosTheta2=1.-u.y;float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nvec3 hemisphereImportanceSampleDggx(vec2 u,float a) {float phi=2.*PI*u.x;float cosTheta2=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nvec3 hemisphereImportanceSampleDggxAnisotropic(vec2 Xi,float alphaTangent,float alphaBitangent)\n{alphaTangent=max(alphaTangent,0.0001);alphaBitangent=max(alphaBitangent,0.0001);float phi=atan(alphaBitangent/alphaTangent*tan(2.0*3.14159265*Xi.x));if (Xi.x>0.5) phi+=3.14159265; \nfloat cosPhi=cos(phi);float sinPhi=sin(phi);float alpha2=(cosPhi*cosPhi)/(alphaTangent*alphaTangent) +\n(sinPhi*sinPhi)/(alphaBitangent*alphaBitangent);float tanTheta2=Xi.y/(1.0-Xi.y)/alpha2;float cosTheta=1.0/sqrt(1.0+tanTheta2);float sinTheta=sqrt(max(0.0,1.0-cosTheta*cosTheta));return vec3(sinTheta*cosPhi,sinTheta*sinPhi,cosTheta);}\nvec3 hemisphereImportanceSampleDCharlie(vec2 u,float a) { \nfloat phi=2.*PI*u.x;float sinTheta=pow(u.y,a/(2.*a+1.));float cosTheta=sqrt(1.-sinTheta*sinTheta);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const importanceSampling = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrBaseLayerData: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,127 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrBaseLayerData";
4
+ const shader = `vec3 base_color=vec3(0.8);float base_metalness=0.0;float base_diffuse_roughness=0.0;float specular_weight=1.0;float specular_roughness=0.3;vec3 specular_color=vec3(1.0);float specular_roughness_anisotropy=0.0;float specular_ior=1.5;float alpha=1.0;vec2 geometry_tangent=vec2(1.0,0.0);
5
+ #ifdef BASE_WEIGHT
6
+ vec4 baseWeightFromTexture=texture2D(baseWeightSampler,vBaseWeightUV+uvOffset);
7
+ #endif
8
+ #ifdef BASE_COLOR
9
+ vec4 baseColorFromTexture=texture2D(baseColorSampler,vBaseColorUV+uvOffset);
10
+ #endif
11
+ #ifdef BASE_METALNESS
12
+ vec4 metallicFromTexture=texture2D(baseMetalnessSampler,vBaseMetalnessUV+uvOffset);
13
+ #endif
14
+ #if defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS)
15
+ float roughnessFromTexture=metallicFromTexture.g;
16
+ #elif defined(SPECULAR_ROUGHNESS)
17
+ float roughnessFromTexture=texture2D(specularRoughnessSampler,vSpecularRoughnessUV+uvOffset).r;
18
+ #endif
19
+ #ifdef GEOMETRY_TANGENT
20
+ vec3 geometryTangentFromTexture=texture2D(geometryTangentSampler,vGeometryTangentUV+uvOffset).rgb;
21
+ #endif
22
+ #ifdef SPECULAR_ROUGHNESS_ANISOTROPY
23
+ float anisotropyFromTexture=texture2D(specularRoughnessAnisotropySampler,vSpecularRoughnessAnisotropyUV+uvOffset).r*vSpecularRoughnessAnisotropyInfos.y;
24
+ #endif
25
+ #ifdef BASE_DIFFUSE_ROUGHNESS
26
+ float baseDiffuseRoughnessFromTexture=texture2D(baseDiffuseRoughnessSampler,vBaseDiffuseRoughnessUV+uvOffset).r;
27
+ #endif
28
+ #ifdef GEOMETRY_OPACITY
29
+ vec4 opacityFromTexture=texture2D(opacitySampler,vOpacityUV+uvOffset);
30
+ #endif
31
+ #ifdef DECAL
32
+ vec4 decalFromTexture=texture2D(decalSampler,vDecalUV+uvOffset);
33
+ #endif
34
+ #ifdef SPECULAR_COLOR
35
+ vec4 specularColorFromTexture=texture2D(specularColorSampler,vSpecularColorUV+uvOffset);
36
+ #endif
37
+ #ifdef SPECULAR_WEIGHT
38
+ #ifdef SPECULAR_WEIGHT_IN_ALPHA
39
+ float specularWeightFromTexture=texture2D(specularWeightSampler,vSpecularWeightUV+uvOffset).a;
40
+ #else
41
+ float specularWeightFromTexture=texture2D(specularWeightSampler,vSpecularWeightUV+uvOffset).r;
42
+ #endif
43
+ #endif
44
+ #ifdef ANISOTROPIC
45
+ vec3 noise=texture2D(blueNoiseSampler,gl_FragCoord.xy/256.0).xyz;
46
+ #endif
47
+ base_color=vBaseColor.rgb;
48
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
49
+ base_color*=vColor.rgb;
50
+ #endif
51
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
52
+ alpha*=vColor.a;
53
+ #endif
54
+ base_color*=vec3(vBaseWeight);alpha=vBaseColor.a;base_metalness=vReflectanceInfo.x;base_diffuse_roughness=vBaseDiffuseRoughness;specular_roughness=vReflectanceInfo.y;specular_color=vSpecularColor.rgb;specular_weight=vReflectanceInfo.a;specular_ior=vReflectanceInfo.z;specular_roughness_anisotropy=vSpecularAnisotropy.b;geometry_tangent=vSpecularAnisotropy.rg;
55
+ #ifdef BASE_COLOR
56
+ #ifdef BASE_COLOR_GAMMA
57
+ base_color*=toLinearSpace(baseColorFromTexture.rgb);
58
+ #else
59
+ base_color*=baseColorFromTexture.rgb;
60
+ #endif
61
+ base_color*=vBaseColorInfos.y;
62
+ #endif
63
+ #ifdef BASE_WEIGHT
64
+ base_color*=baseWeightFromTexture.r;
65
+ #endif
66
+ #if defined(BASE_COLOR) && defined(ALPHA_FROM_BASE_COLOR_TEXTURE)
67
+ alpha*=baseColorFromTexture.a;
68
+ #elif defined(GEOMETRY_OPACITY)
69
+ alpha*=opacityFromTexture.r;alpha*=vGeometryOpacityInfos.y;
70
+ #endif
71
+ #ifdef ALPHATEST
72
+ #if DEBUGMODE != 88
73
+ if (alpha<ALPHATESTVALUE)
74
+ discard;
75
+ #endif
76
+ #ifndef ALPHABLEND
77
+ alpha=1.0;
78
+ #endif
79
+ #endif
80
+ #ifdef BASE_METALNESS
81
+ #ifdef METALLNESSSTOREINMETALMAPBLUE
82
+ base_metalness*=metallicFromTexture.b;
83
+ #else
84
+ base_metalness*=metallicFromTexture.r;
85
+ #endif
86
+ #endif
87
+ #ifdef BASE_DIFFUSE_ROUGHNESS
88
+ base_diffuse_roughness*=baseDiffuseRoughnessFromTexture*vBaseDiffuseRoughnessInfos.y;
89
+ #endif
90
+ #ifdef SPECULAR_COLOR
91
+ #ifdef SPECULAR_COLOR_GAMMA
92
+ specular_color*=toLinearSpace(specularColorFromTexture.rgb);
93
+ #else
94
+ specular_color*=specularColorFromTexture.rgb;
95
+ #endif
96
+ #endif
97
+ #ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE
98
+ specular_weight*=specularColorFromTexture.a;
99
+ #elif defined(SPECULAR_WEIGHT)
100
+ specular_weight*=specularWeightFromTexture;
101
+ #endif
102
+ #if defined(SPECULAR_ROUGHNESS) || (defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS))
103
+ specular_roughness*=roughnessFromTexture;
104
+ #endif
105
+ #ifdef GEOMETRY_TANGENT
106
+ {vec2 tangentFromTexture=normalize(geometryTangentFromTexture.xy*2.0-1.0);float tangent_angle_texture=atan(tangentFromTexture.y,tangentFromTexture.x);float tangent_angle_uniform=atan(geometry_tangent.y,geometry_tangent.x);float tangent_angle=tangent_angle_texture+tangent_angle_uniform;geometry_tangent=vec2(cos(tangent_angle),sin(tangent_angle));}
107
+ #endif
108
+ #if defined(GEOMETRY_TANGENT) && \
109
+ defined(SPECULAR_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)
110
+ specular_roughness_anisotropy*=geometryTangentFromTexture.b;
111
+ #elif defined(SPECULAR_ROUGHNESS_ANISOTROPY)
112
+ specular_roughness_anisotropy*=anisotropyFromTexture;
113
+ #endif
114
+ #ifdef DETAIL
115
+ float detailRoughness=mix(0.5,detailColor.b,vDetailInfos.w);float loLerp=mix(0.,specular_roughness,detailRoughness*2.);float hiLerp=mix(specular_roughness,1.,(detailRoughness-0.5)*2.);specular_roughness=mix(loLerp,hiLerp,step(detailRoughness,0.5));
116
+ #endif
117
+ #ifdef USE_GLTF_STYLE_ANISOTROPY
118
+ float baseAlpha=specular_roughness*specular_roughness;float roughnessT=mix(baseAlpha,1.0,specular_roughness_anisotropy*specular_roughness_anisotropy);float roughnessB=baseAlpha;specular_roughness_anisotropy=1.0-roughnessB/max(roughnessT,0.00001);specular_roughness=sqrt(roughnessT/sqrt(2.0/(1.0+(1.0-specular_roughness_anisotropy)*(1.0-specular_roughness_anisotropy))));
119
+ #endif
120
+ `;
121
+ // Sideeffect
122
+ if (!ShaderStore.IncludesShadersStore[name]) {
123
+ ShaderStore.IncludesShadersStore[name] = shader;
124
+ }
125
+ /** @internal */
126
+ export const openpbrBaseLayerData = { name, shader };
127
+ //# sourceMappingURL=openpbrBaseLayerData.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrBaseLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrBaseLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBaseLayerData\";\nconst shader = `vec3 base_color=vec3(0.8);float base_metalness=0.0;float base_diffuse_roughness=0.0;float specular_weight=1.0;float specular_roughness=0.3;vec3 specular_color=vec3(1.0);float specular_roughness_anisotropy=0.0;float specular_ior=1.5;float alpha=1.0;vec2 geometry_tangent=vec2(1.0,0.0);\n#ifdef BASE_WEIGHT\nvec4 baseWeightFromTexture=texture2D(baseWeightSampler,vBaseWeightUV+uvOffset);\n#endif\n#ifdef BASE_COLOR\nvec4 baseColorFromTexture=texture2D(baseColorSampler,vBaseColorUV+uvOffset);\n#endif\n#ifdef BASE_METALNESS\nvec4 metallicFromTexture=texture2D(baseMetalnessSampler,vBaseMetalnessUV+uvOffset);\n#endif\n#if defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS)\nfloat roughnessFromTexture=metallicFromTexture.g;\n#elif defined(SPECULAR_ROUGHNESS)\nfloat roughnessFromTexture=texture2D(specularRoughnessSampler,vSpecularRoughnessUV+uvOffset).r;\n#endif\n#ifdef GEOMETRY_TANGENT\nvec3 geometryTangentFromTexture=texture2D(geometryTangentSampler,vGeometryTangentUV+uvOffset).rgb;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nfloat anisotropyFromTexture=texture2D(specularRoughnessAnisotropySampler,vSpecularRoughnessAnisotropyUV+uvOffset).r*vSpecularRoughnessAnisotropyInfos.y;\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nfloat baseDiffuseRoughnessFromTexture=texture2D(baseDiffuseRoughnessSampler,vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\n#ifdef GEOMETRY_OPACITY\nvec4 opacityFromTexture=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalFromTexture=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\n#ifdef SPECULAR_COLOR\nvec4 specularColorFromTexture=texture2D(specularColorSampler,vSpecularColorUV+uvOffset);\n#endif\n#ifdef SPECULAR_WEIGHT\n#ifdef SPECULAR_WEIGHT_IN_ALPHA\nfloat specularWeightFromTexture=texture2D(specularWeightSampler,vSpecularWeightUV+uvOffset).a;\n#else\nfloat specularWeightFromTexture=texture2D(specularWeightSampler,vSpecularWeightUV+uvOffset).r;\n#endif\n#endif\n#ifdef ANISOTROPIC\nvec3 noise=texture2D(blueNoiseSampler,gl_FragCoord.xy/256.0).xyz;\n#endif\nbase_color=vBaseColor.rgb;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbase_color*=vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\nbase_color*=vec3(vBaseWeight);alpha=vBaseColor.a;base_metalness=vReflectanceInfo.x;base_diffuse_roughness=vBaseDiffuseRoughness;specular_roughness=vReflectanceInfo.y;specular_color=vSpecularColor.rgb;specular_weight=vReflectanceInfo.a;specular_ior=vReflectanceInfo.z;specular_roughness_anisotropy=vSpecularAnisotropy.b;geometry_tangent=vSpecularAnisotropy.rg;\n#ifdef BASE_COLOR\n#ifdef BASE_COLOR_GAMMA\nbase_color*=toLinearSpace(baseColorFromTexture.rgb);\n#else\nbase_color*=baseColorFromTexture.rgb;\n#endif\nbase_color*=vBaseColorInfos.y;\n#endif\n#ifdef BASE_WEIGHT\nbase_color*=baseWeightFromTexture.r;\n#endif\n#if defined(BASE_COLOR) && defined(ALPHA_FROM_BASE_COLOR_TEXTURE)\nalpha*=baseColorFromTexture.a;\n#elif defined(GEOMETRY_OPACITY)\nalpha*=opacityFromTexture.r;alpha*=vGeometryOpacityInfos.y;\n#endif\n#ifdef ALPHATEST\n#if DEBUGMODE != 88\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n#ifdef BASE_METALNESS\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nbase_metalness*=metallicFromTexture.b;\n#else\nbase_metalness*=metallicFromTexture.r;\n#endif\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nbase_diffuse_roughness*=baseDiffuseRoughnessFromTexture*vBaseDiffuseRoughnessInfos.y;\n#endif\n#ifdef SPECULAR_COLOR\n#ifdef SPECULAR_COLOR_GAMMA\nspecular_color*=toLinearSpace(specularColorFromTexture.rgb);\n#else\nspecular_color*=specularColorFromTexture.rgb;\n#endif\n#endif\n#ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE\nspecular_weight*=specularColorFromTexture.a;\n#elif defined(SPECULAR_WEIGHT)\nspecular_weight*=specularWeightFromTexture;\n#endif\n#if defined(SPECULAR_ROUGHNESS) || (defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS))\nspecular_roughness*=roughnessFromTexture;\n#endif\n#ifdef GEOMETRY_TANGENT\n{vec2 tangentFromTexture=normalize(geometryTangentFromTexture.xy*2.0-1.0);float tangent_angle_texture=atan(tangentFromTexture.y,tangentFromTexture.x);float tangent_angle_uniform=atan(geometry_tangent.y,geometry_tangent.x);float tangent_angle=tangent_angle_texture+tangent_angle_uniform;geometry_tangent=vec2(cos(tangent_angle),sin(tangent_angle));}\n#endif\n#if defined(GEOMETRY_TANGENT) && \\\ndefined(SPECULAR_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)\nspecular_roughness_anisotropy*=geometryTangentFromTexture.b;\n#elif defined(SPECULAR_ROUGHNESS_ANISOTROPY)\nspecular_roughness_anisotropy*=anisotropyFromTexture;\n#endif\n#ifdef DETAIL\nfloat detailRoughness=mix(0.5,detailColor.b,vDetailInfos.w);float loLerp=mix(0.,specular_roughness,detailRoughness*2.);float hiLerp=mix(specular_roughness,1.,(detailRoughness-0.5)*2.);specular_roughness=mix(loLerp,hiLerp,step(detailRoughness,0.5));\n#endif\n#ifdef USE_GLTF_STYLE_ANISOTROPY\nfloat baseAlpha=specular_roughness*specular_roughness;float roughnessT=mix(baseAlpha,1.0,specular_roughness_anisotropy*specular_roughness_anisotropy);float roughnessB=baseAlpha;specular_roughness_anisotropy=1.0-roughnessB/max(roughnessT,0.00001);specular_roughness=sqrt(roughnessT/sqrt(2.0/(1.0+(1.0-specular_roughness_anisotropy)*(1.0-specular_roughness_anisotropy))));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrBaseLayerData = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrBlockAmbientOcclusion: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,35 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrBlockAmbientOcclusion";
4
+ const shader = `struct ambientOcclusionOutParams
5
+ {vec3 ambientOcclusionColor;
6
+ #if DEBUGMODE>0 && defined(AMBIENT_OCCLUSION)
7
+ vec3 ambientOcclusionColorMap;
8
+ #endif
9
+ };
10
+ #define pbr_inline
11
+ ambientOcclusionOutParams ambientOcclusionBlock(
12
+ #ifdef AMBIENT_OCCLUSION
13
+ in vec3 ambientOcclusionColorMap_,
14
+ in vec2 ambientInfos
15
+ #endif
16
+ )
17
+ {ambientOcclusionOutParams outParams;vec3 ambientOcclusionColor=vec3(1.,1.,1.);
18
+ #ifdef AMBIENT_OCCLUSION
19
+ vec3 ambientOcclusionColorMap=ambientOcclusionColorMap_*ambientInfos.y;
20
+ #ifdef AMBIENTINGRAYSCALE
21
+ ambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);
22
+ #endif
23
+ #if DEBUGMODE>0
24
+ outParams.ambientOcclusionColorMap=ambientOcclusionColorMap;
25
+ #endif
26
+ #endif
27
+ outParams.ambientOcclusionColor=ambientOcclusionColor;return outParams;}
28
+ `;
29
+ // Sideeffect
30
+ if (!ShaderStore.IncludesShadersStore[name]) {
31
+ ShaderStore.IncludesShadersStore[name] = shader;
32
+ }
33
+ /** @internal */
34
+ export const openpbrBlockAmbientOcclusion = { name, shader };
35
+ //# sourceMappingURL=openpbrBlockAmbientOcclusion.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrBlockAmbientOcclusion.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBlockAmbientOcclusion\";\nconst shader = `struct ambientOcclusionOutParams\n{vec3 ambientOcclusionColor;\n#if DEBUGMODE>0 && defined(AMBIENT_OCCLUSION)\nvec3 ambientOcclusionColorMap;\n#endif\n};\n#define pbr_inline\nambientOcclusionOutParams ambientOcclusionBlock(\n#ifdef AMBIENT_OCCLUSION\nin vec3 ambientOcclusionColorMap_,\nin vec2 ambientInfos\n#endif\n)\n{ambientOcclusionOutParams outParams;vec3 ambientOcclusionColor=vec3(1.,1.,1.);\n#ifdef AMBIENT_OCCLUSION\nvec3 ambientOcclusionColorMap=ambientOcclusionColorMap_*ambientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\n#if DEBUGMODE>0\noutParams.ambientOcclusionColorMap=ambientOcclusionColorMap;\n#endif\n#endif\noutParams.ambientOcclusionColor=ambientOcclusionColor;return outParams;}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrBlockAmbientOcclusion = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrBlockNormalFinal: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,25 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrBlockNormalFinal";
4
+ const shader = `#if defined(FORCENORMALFORWARD) && defined(NORMAL)
5
+ vec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;
6
+ #if defined(TWOSIDEDLIGHTING)
7
+ faceNormal=gl_FrontFacing ? faceNormal : -faceNormal;
8
+ #endif
9
+ normalW*=sign(dot(normalW,faceNormal));coatNormalW*=sign(dot(coatNormalW,faceNormal));
10
+ #endif
11
+ #if defined(TWOSIDEDLIGHTING) && defined(NORMAL)
12
+ #if defined(MIRRORED)
13
+ normalW=gl_FrontFacing ? -normalW : normalW;coatNormalW=gl_FrontFacing ? -coatNormalW : coatNormalW;
14
+ #else
15
+ normalW=gl_FrontFacing ? normalW : -normalW;coatNormalW=gl_FrontFacing ? coatNormalW : -coatNormalW;
16
+ #endif
17
+ #endif
18
+ `;
19
+ // Sideeffect
20
+ if (!ShaderStore.IncludesShadersStore[name]) {
21
+ ShaderStore.IncludesShadersStore[name] = shader;
22
+ }
23
+ /** @internal */
24
+ export const openpbrBlockNormalFinal = { name, shader };
25
+ //# sourceMappingURL=openpbrBlockNormalFinal.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrBlockNormalFinal.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrBlockNormalFinal.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBlockNormalFinal\";\nconst shader = `#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=gl_FrontFacing ? faceNormal : -faceNormal;\n#endif\nnormalW*=sign(dot(normalW,faceNormal));coatNormalW*=sign(dot(coatNormalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\n#if defined(MIRRORED)\nnormalW=gl_FrontFacing ? -normalW : normalW;coatNormalW=gl_FrontFacing ? -coatNormalW : coatNormalW;\n#else\nnormalW=gl_FrontFacing ? normalW : -normalW;coatNormalW=gl_FrontFacing ? coatNormalW : -coatNormalW;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrBlockNormalFinal = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrCoatLayerData: {
3
+ name: string;
4
+ shader: string;
5
+ };