@babylonjs/core 8.32.2 → 8.33.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +55 -0
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +147 -0
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -1
- package/FrameGraph/Node/Blocks/index.js +1 -1
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +1 -6
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +29 -0
- package/FrameGraph/Tasks/PostProcesses/taaTask.js +102 -0
- package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -0
- package/FrameGraph/frameGraphTextureManager.d.ts +9 -0
- package/FrameGraph/frameGraphTextureManager.js +15 -0
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -1
- package/FrameGraph/index.js +1 -1
- package/FrameGraph/index.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +4 -3
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Lights/pointLight.js +6 -4
- package/Lights/pointLight.js.map +1 -1
- package/Lights/rectAreaLight.js +6 -4
- package/Lights/rectAreaLight.js.map +1 -1
- package/Lights/spotLight.js +3 -2
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +11 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +74 -27
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/PBR/index.d.ts +1 -1
- package/Materials/PBR/index.js +1 -1
- package/Materials/PBR/index.js.map +1 -1
- package/Materials/PBR/{openPbrMaterial.d.ts → openpbrMaterial.d.ts} +77 -0
- package/Materials/PBR/{openPbrMaterial.js → openpbrMaterial.js} +129 -11
- package/Materials/PBR/openpbrMaterial.js.map +1 -0
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/material.d.ts +7 -3
- package/Materials/material.js +11 -7
- package/Materials/material.js.map +1 -1
- package/Materials/standardMaterial.js +1 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.vector.d.ts +1 -1
- package/Maths/math.vector.js +1 -1
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/mesh.js +9 -0
- package/Meshes/mesh.js.map +1 -1
- package/Misc/brdfTextureTools.d.ts +12 -0
- package/Misc/brdfTextureTools.js +36 -6
- package/Misc/brdfTextureTools.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +2 -0
- package/Morph/morphTargetManager.js +19 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.d.ts +14 -6
- package/Particles/Node/nodeParticleSystemSet.js +37 -6
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +0 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +4 -22
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
- package/PostProcesses/thinTAAPostProcess.d.ts +10 -5
- package/PostProcesses/thinTAAPostProcess.js +37 -7
- package/PostProcesses/thinTAAPostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/boundingBoxRenderer.js +6 -1
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +4 -0
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +10 -2
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js +1 -1
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +10 -2
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +24 -2
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +10 -1
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +8 -2
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrFuzzLayerData.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrFuzzLayerData.js +40 -0
- package/Shaders/ShadersInclude/openpbrFuzzLayerData.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrGeometryInfo.js +2 -8
- package/Shaders/ShadersInclude/openpbrGeometryInfo.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +1 -1
- package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +1 -1
- package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrNormalMapVertex.js +1 -1
- package/Shaders/ShadersInclude/openpbrNormalMapVertex.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js +1 -1
- package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +9 -0
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js +3 -0
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +9 -0
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.fragment.d.ts +5 -0
- package/Shaders/gaussianSplattingDepth.fragment.js +11 -0
- package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -0
- package/Shaders/gaussianSplattingDepth.vertex.d.ts +8 -0
- package/Shaders/gaussianSplattingDepth.vertex.js +17 -0
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -0
- package/Shaders/openpbr.fragment.d.ts +1 -0
- package/Shaders/openpbr.fragment.js +8 -1
- package/Shaders/openpbr.fragment.js.map +1 -1
- package/Shaders/openpbr.vertex.js +6 -0
- package/Shaders/openpbr.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +7 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +10 -2
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +25 -2
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +7 -1
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js +40 -0
- package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js +2 -8
- package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +3 -0
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +9 -0
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.fragment.d.ts +6 -0
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js +17 -0
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -0
- package/ShadersWGSL/gaussianSplattingDepth.vertex.d.ts +8 -0
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +19 -0
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -0
- package/ShadersWGSL/openpbr.fragment.d.ts +1 -0
- package/ShadersWGSL/openpbr.fragment.js +8 -1
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/openpbr.vertex.js +6 -0
- package/ShadersWGSL/openpbr.vertex.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +4 -0
- package/scene.js +6 -5
- package/scene.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.d.ts +0 -48
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +0 -119
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +0 -1
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +0 -24
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +0 -109
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +0 -1
- package/Materials/PBR/openPbrMaterial.js.map +0 -1
|
@@ -1 +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#
|
|
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#if defined(ANISOTROPIC) || defined(FUZZ)\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"]}
|
|
@@ -2,7 +2,7 @@
|
|
|
2
2
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
3
|
const name = "openpbrDirectLighting";
|
|
4
4
|
const shader = `#ifdef LIGHT{X}
|
|
5
|
-
{vec3 slab_diffuse=vec3(0.,0.,0.);vec3 slab_subsurface=vec3(0.,0.,0.);vec3 slab_translucent=vec3(0.,0.,0.);vec3 slab_glossy=vec3(0.,0.,0.);float specularFresnel=0.0;vec3 specularColoredFresnel=vec3(0.,0.,0.);vec3 slab_metal=vec3(0.,0.,0.);vec3 slab_coat=vec3(0.,0.,0.);float coatFresnel=0.0;vec3 slab_fuzz=vec3(0.,0.,0.);
|
|
5
|
+
{vec3 slab_diffuse=vec3(0.,0.,0.);vec3 slab_subsurface=vec3(0.,0.,0.);vec3 slab_translucent=vec3(0.,0.,0.);vec3 slab_glossy=vec3(0.,0.,0.);float specularFresnel=0.0;vec3 specularColoredFresnel=vec3(0.,0.,0.);vec3 slab_metal=vec3(0.,0.,0.);vec3 slab_coat=vec3(0.,0.,0.);float coatFresnel=0.0;vec3 slab_fuzz=vec3(0.,0.,0.);float fuzzFresnel=0.0;
|
|
6
6
|
#ifdef HEMILIGHT{X}
|
|
7
7
|
slab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);
|
|
8
8
|
#elif defined(AREALIGHT{X})
|
|
@@ -14,6 +14,9 @@ slab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);
|
|
|
14
14
|
slab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);
|
|
15
15
|
#endif
|
|
16
16
|
numLights+=1.0;
|
|
17
|
+
#ifdef FUZZ
|
|
18
|
+
float fuzzNdotH=max(dot(fuzzNormalW,preInfo{X}.H),0.0);vec3 fuzzBrdf=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));
|
|
19
|
+
#endif
|
|
17
20
|
#if AREALIGHT{X}
|
|
18
21
|
slab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);
|
|
19
22
|
#else
|
|
@@ -64,7 +67,12 @@ slab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3(coatReflectanc
|
|
|
64
67
|
float NdotH=dot(coatNormalW,preInfoCoat{X}.H);coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}
|
|
65
68
|
#endif
|
|
66
69
|
vec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {float cosTheta_view=max(preInfoCoat{X}.NdotV,0.001);float cosTheta_light=max(preInfoCoat{X}.NdotL,0.001);float fresnel_view=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_view,5.0);float fresnel_light=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_light,5.0);float averageReflectance=(fresnel_view+fresnel_light)*0.5;float darkened_transmission=(1.0-averageReflectance)/(1.0+averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-cosTheta_view*cosTheta_view;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}
|
|
67
|
-
|
|
70
|
+
#ifdef FUZZ
|
|
71
|
+
fuzzFresnel=fuzzBrdf.z;vec3 fuzzNormalW=mix(normalW,coatNormalW,coat_weight);float fuzzNdotV=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0);float fuzzNdotL=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);
|
|
72
|
+
#else
|
|
73
|
+
vec3 fuzz_color=vec3(0.0);
|
|
74
|
+
#endif
|
|
75
|
+
slab_diffuse*=base_color.rgb;vec3 material_opaque_base=mix(slab_diffuse,slab_subsurface,subsurface_weight);vec3 material_dielectric_base=mix(material_opaque_base,slab_translucent,transmission_weight);vec3 material_dielectric_gloss=material_dielectric_base*(1.0-specularFresnel)+slab_glossy*specularColoredFresnel;vec3 material_base_substrate=mix(material_dielectric_gloss,slab_metal,base_metalness);vec3 material_coated_base=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3(1.0));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3(1.0),fuzz_color);}
|
|
68
76
|
#endif
|
|
69
77
|
`;
|
|
70
78
|
// Sideeffect
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyEd,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 = \"openpbrDirectLighting\";\nconst shader = `#ifdef LIGHT{X}\n{vec3 slab_diffuse=vec3(0.,0.,0.);vec3 slab_subsurface=vec3(0.,0.,0.);vec3 slab_translucent=vec3(0.,0.,0.);vec3 slab_glossy=vec3(0.,0.,0.);float specularFresnel=0.0;vec3 specularColoredFresnel=vec3(0.,0.,0.);vec3 slab_metal=vec3(0.,0.,0.);vec3 slab_coat=vec3(0.,0.,0.);float coatFresnel=0.0;vec3 slab_fuzz=vec3(0.,0.,0.);float fuzzFresnel=0.0;\n#ifdef HEMILIGHT{X}\nslab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X})\nslab_diffuse=computeAreaDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#else\nslab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nslab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\nnumLights+=1.0;\n#ifdef FUZZ\nfloat fuzzNdotH=max(dot(fuzzNormalW,preInfo{X}.H),0.0);vec3 fuzzBrdf=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));\n#endif\n#if AREALIGHT{X}\nslab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_BASE\nslab_glossy=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\n0.0,lightColor{X}.rgb);\n#else\nslab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);\n#endif\nfloat NdotH=dot(normalW,preInfo{X}.H);specularFresnel=fresnelSchlickGGX(NdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nfloat thinFilmIorScale=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);\n#endif\n}\n#endif\n#if AREALIGHT{X}\nslab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvec3 coloredFresnel=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);\n#else\nvec3 coloredFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);\n#endif\n#ifdef THIN_FILM\nfloat thinFilmIorScale=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);vec3 thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);coloredFresnel=mix(coloredFresnel,specular_weight*thinFilmIorScale*thinFilmConductorFresnel,thin_film_weight);\n#endif\n#ifdef ANISOTROPIC_BASE\nslab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);\n#else\nslab_metal=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),coloredFresnel,specular_roughness,lightColor{X}.rgb);\n#endif\n}\n#endif\n#if AREALIGHT{X}\nslab_coat=computeAreaSpecularLighting(preInfoCoat{X},light{X}.vLightSpecular.rgb,coatReflectance.F0,coatReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_COAT\nslab_coat=computeAnisotropicSpecularLighting(preInfoCoat{X},viewDirectionW,coatNormalW,\ncoatGeoInfo.anisotropicTangent,coatGeoInfo.anisotropicBitangent,coatGeoInfo.anisotropy,\n0.0,lightColor{X}.rgb);\n#else\nslab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3(coatReflectance.F0),vec3(1.0),coat_roughness,lightColor{X}.rgb);\n#endif\nfloat NdotH=dot(coatNormalW,preInfoCoat{X}.H);coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}\n#endif\nvec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {float cosTheta_view=max(preInfoCoat{X}.NdotV,0.001);float cosTheta_light=max(preInfoCoat{X}.NdotL,0.001);float fresnel_view=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_view,5.0);float fresnel_light=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_light,5.0);float averageReflectance=(fresnel_view+fresnel_light)*0.5;float darkened_transmission=(1.0-averageReflectance)/(1.0+averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-cosTheta_view*cosTheta_view;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}\n#ifdef FUZZ\nfuzzFresnel=fuzzBrdf.z;vec3 fuzzNormalW=mix(normalW,coatNormalW,coat_weight);float fuzzNdotV=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0);float fuzzNdotL=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);\n#else\nvec3 fuzz_color=vec3(0.0);\n#endif\nslab_diffuse*=base_color.rgb;vec3 material_opaque_base=mix(slab_diffuse,slab_subsurface,subsurface_weight);vec3 material_dielectric_base=mix(material_opaque_base,slab_translucent,transmission_weight);vec3 material_dielectric_gloss=material_dielectric_base*(1.0-specularFresnel)+slab_glossy*specularColoredFresnel;vec3 material_base_substrate=mix(material_dielectric_gloss,slab_metal,base_metalness);vec3 material_coated_base=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3(1.0));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3(1.0),fuzz_color);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLighting = { name, shader };\n"]}
|
|
@@ -2,6 +2,9 @@
|
|
|
2
2
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
3
|
const name = "openpbrEnvironmentLighting";
|
|
4
4
|
const shader = `#ifdef REFLECTION
|
|
5
|
+
#ifdef FUZZ
|
|
6
|
+
vec3 environmentFuzzBrdf=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));
|
|
7
|
+
#endif
|
|
5
8
|
vec3 baseDiffuseEnvironmentLight=sampleIrradiance(
|
|
6
9
|
normalW
|
|
7
10
|
#if defined(NORMAL) && defined(USESPHERICALINVERTEX)
|
|
@@ -90,6 +93,17 @@ coatEnvironmentLight=sampleRadiance(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,
|
|
|
90
93
|
);
|
|
91
94
|
#endif
|
|
92
95
|
}
|
|
96
|
+
#ifdef FUZZ
|
|
97
|
+
float modifiedFuzzRoughness=clamp(fuzz_roughness*(1.0-0.5*environmentFuzzBrdf.y),0.0,1.0);vec3 fuzzEnvironmentLight=vec3(0.0);float totalWeight=0.0;float fuzzIblFresnel=sqrt(environmentFuzzBrdf.z);for (int i=0; i<FUZZ_IBL_SAMPLES; ++i) {float angle=(float(i)+noise.x)*(3.141592*2.0/float(FUZZ_IBL_SAMPLES));vec3 fiberCylinderNormal=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);float fiberBend=min(environmentFuzzBrdf.x*environmentFuzzBrdf.x*modifiedFuzzRoughness,1.0);fiberCylinderNormal=normalize(mix(fiberCylinderNormal,fuzzNormalW,fiberBend));float sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0);vec3 fuzzReflectionCoords=createReflectionCoords(vPositionW,fiberCylinderNormal);vec3 radianceSample=sampleRadiance(modifiedFuzzRoughness,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos
|
|
98
|
+
,fuzzGeoInfo
|
|
99
|
+
,reflectionSampler
|
|
100
|
+
,fuzzReflectionCoords
|
|
101
|
+
#ifdef REALTIME_FILTERING
|
|
102
|
+
,vReflectionFilteringInfo
|
|
103
|
+
#endif
|
|
104
|
+
);fuzzEnvironmentLight+=sampleWeight*mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend);totalWeight+=sampleWeight;}
|
|
105
|
+
fuzzEnvironmentLight/=totalWeight;
|
|
106
|
+
#endif
|
|
93
107
|
float dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(baseDielectricReflectance.F0),vec3(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;vec3 dielectricIblColoredFresnel=dielectricIblFresnel*specular_color;
|
|
94
108
|
#ifdef THIN_FILM
|
|
95
109
|
float thinFilmIorScale=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);
|
|
@@ -100,9 +114,17 @@ vec3 thinFilmConductorFresnel=specular_weight*evalIridescence(thin_film_outside_
|
|
|
100
114
|
#endif
|
|
101
115
|
float coatIblFresnel=0.0;if (coat_weight>0.0) {coatIblFresnel=getReflectanceFromBRDFLookup(vec3(coatReflectance.F0),vec3(coatReflectance.F90),coatGeoInfo.environmentBrdf).r;}
|
|
102
116
|
vec3 slab_diffuse_ibl=vec3(0.,0.,0.);vec3 slab_glossy_ibl=vec3(0.,0.,0.);vec3 slab_metal_ibl=vec3(0.,0.,0.);vec3 slab_coat_ibl=vec3(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*vLightingIntensity.z;slab_diffuse_ibl*=aoOut.ambientOcclusionColor;slab_glossy_ibl=baseSpecularEnvironmentLight*vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*vLightingIntensity.z;vec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*vLightingIntensity.z;float hemisphere_avg_fresnel=coatReflectance.F0+0.5*(1.0-coatReflectance.F0);float averageReflectance=(coatIblFresnel+hemisphere_avg_fresnel)*0.5;float roughnessFactor=1.0-coat_roughness*0.5;averageReflectance*=roughnessFactor;float darkened_transmission=(1.0-averageReflectance)*(1.0-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}
|
|
103
|
-
|
|
117
|
+
#ifdef FUZZ
|
|
118
|
+
vec3 slab_fuzz_ibl=fuzzEnvironmentLight*vLightingIntensity.z;
|
|
119
|
+
#endif
|
|
120
|
+
vec3 slab_subsurface_ibl=vec3(0.,0.,0.);vec3 slab_translucent_base_ibl=vec3(0.,0.,0.);slab_diffuse_ibl*=base_color.rgb;
|
|
104
121
|
#define CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION
|
|
105
|
-
vec3 material_opaque_base_ibl=mix(slab_diffuse_ibl,slab_subsurface_ibl,subsurface_weight);vec3 material_dielectric_base_ibl=mix(material_opaque_base_ibl,slab_translucent_base_ibl,transmission_weight);vec3 material_dielectric_gloss_ibl=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;vec3 material_base_substrate_ibl=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);vec3 material_coated_base_ibl=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3(1.0));
|
|
122
|
+
vec3 material_opaque_base_ibl=mix(slab_diffuse_ibl,slab_subsurface_ibl,subsurface_weight);vec3 material_dielectric_base_ibl=mix(material_opaque_base_ibl,slab_translucent_base_ibl,transmission_weight);vec3 material_dielectric_gloss_ibl=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;vec3 material_base_substrate_ibl=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);vec3 material_coated_base_ibl=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3(1.0));
|
|
123
|
+
#ifdef FUZZ
|
|
124
|
+
material_surface_ibl=layer(material_coated_base_ibl,slab_fuzz_ibl,fuzzIblFresnel*fuzz_weight,vec3(1.0),fuzz_color);
|
|
125
|
+
#else
|
|
126
|
+
material_surface_ibl=material_coated_base_ibl;
|
|
127
|
+
#endif
|
|
106
128
|
#endif
|
|
107
129
|
`;
|
|
108
130
|
// Sideeffect
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"openpbrEnvironmentLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrEnvironmentLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"openpbrEnvironmentLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrEnvironmentLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Hd,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,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrEnvironmentLighting\";\nconst shader = `#ifdef REFLECTION\n#ifdef FUZZ\nvec3 environmentFuzzBrdf=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));\n#endif\nvec3 baseDiffuseEnvironmentLight=sampleIrradiance(\nnormalW\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,viewDirectionW\n,base_diffuse_roughness\n,base_color\n);\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nfloat specularAlphaG=specular_roughness*specular_roughness;\n#ifdef ANISOTROPIC_BASE\nvec3 baseSpecularEnvironmentLight=sampleRadianceAnisotropic(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,normalW\n,viewDirectionW\n,vPositionW\n,noise\n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\nreflectionCoords=createReflectionCoords(vPositionW,normalW);vec3 baseSpecularEnvironmentLight=sampleRadiance(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef ANISOTROPIC_BASE\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG*specularAlphaG*max(1.0-baseGeoInfo.anisotropy,0.3));\n#else\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG);\n#endif\nvec3 coatEnvironmentLight=vec3(0.,0.,0.);if (coat_weight>0.0) {\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nreflectionCoords=createReflectionCoords(vPositionW,coatNormalW);float coatAlphaG=coat_roughness*coat_roughness;\n#ifdef ANISOTROPIC_COAT\ncoatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,coatNormalW\n,viewDirectionW\n,vPositionW\n,noise\n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\ncoatEnvironmentLight=sampleRadiance(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n}\n#ifdef FUZZ\nfloat modifiedFuzzRoughness=clamp(fuzz_roughness*(1.0-0.5*environmentFuzzBrdf.y),0.0,1.0);vec3 fuzzEnvironmentLight=vec3(0.0);float totalWeight=0.0;float fuzzIblFresnel=sqrt(environmentFuzzBrdf.z);for (int i=0; i<FUZZ_IBL_SAMPLES; ++i) {float angle=(float(i)+noise.x)*(3.141592*2.0/float(FUZZ_IBL_SAMPLES));vec3 fiberCylinderNormal=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);float fiberBend=min(environmentFuzzBrdf.x*environmentFuzzBrdf.x*modifiedFuzzRoughness,1.0);fiberCylinderNormal=normalize(mix(fiberCylinderNormal,fuzzNormalW,fiberBend));float sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0);vec3 fuzzReflectionCoords=createReflectionCoords(vPositionW,fiberCylinderNormal);vec3 radianceSample=sampleRadiance(modifiedFuzzRoughness,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,fuzzGeoInfo\n,reflectionSampler\n,fuzzReflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);fuzzEnvironmentLight+=sampleWeight*mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend);totalWeight+=sampleWeight;}\nfuzzEnvironmentLight/=totalWeight;\n#endif\nfloat dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(baseDielectricReflectance.F0),vec3(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;vec3 dielectricIblColoredFresnel=dielectricIblFresnel*specular_color;\n#ifdef THIN_FILM\nfloat thinFilmIorScale=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);\n#endif\nvec3 conductorIblFresnel=conductorIblFresnel(baseConductorReflectance,baseGeoInfo.NdotV,specular_roughness,baseGeoInfo.environmentBrdf);\n#ifdef THIN_FILM\nvec3 thinFilmConductorFresnel=specular_weight*evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseConductorReflectance.coloredF0);conductorIblFresnel=mix(conductorIblFresnel,thinFilmConductorFresnel,thin_film_weight*thinFilmIorScale);\n#endif\nfloat coatIblFresnel=0.0;if (coat_weight>0.0) {coatIblFresnel=getReflectanceFromBRDFLookup(vec3(coatReflectance.F0),vec3(coatReflectance.F90),coatGeoInfo.environmentBrdf).r;}\nvec3 slab_diffuse_ibl=vec3(0.,0.,0.);vec3 slab_glossy_ibl=vec3(0.,0.,0.);vec3 slab_metal_ibl=vec3(0.,0.,0.);vec3 slab_coat_ibl=vec3(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*vLightingIntensity.z;slab_diffuse_ibl*=aoOut.ambientOcclusionColor;slab_glossy_ibl=baseSpecularEnvironmentLight*vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*vLightingIntensity.z;vec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*vLightingIntensity.z;float hemisphere_avg_fresnel=coatReflectance.F0+0.5*(1.0-coatReflectance.F0);float averageReflectance=(coatIblFresnel+hemisphere_avg_fresnel)*0.5;float roughnessFactor=1.0-coat_roughness*0.5;averageReflectance*=roughnessFactor;float darkened_transmission=(1.0-averageReflectance)*(1.0-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}\n#ifdef FUZZ\nvec3 slab_fuzz_ibl=fuzzEnvironmentLight*vLightingIntensity.z;\n#endif\nvec3 slab_subsurface_ibl=vec3(0.,0.,0.);vec3 slab_translucent_base_ibl=vec3(0.,0.,0.);slab_diffuse_ibl*=base_color.rgb;\n#define CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\nvec3 material_opaque_base_ibl=mix(slab_diffuse_ibl,slab_subsurface_ibl,subsurface_weight);vec3 material_dielectric_base_ibl=mix(material_opaque_base_ibl,slab_translucent_base_ibl,transmission_weight);vec3 material_dielectric_gloss_ibl=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;vec3 material_base_substrate_ibl=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);vec3 material_coated_base_ibl=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3(1.0));\n#ifdef FUZZ\nmaterial_surface_ibl=layer(material_coated_base_ibl,slab_fuzz_ibl,fuzzIblFresnel*fuzz_weight,vec3(1.0),fuzz_color);\n#else\nmaterial_surface_ibl=material_coated_base_ibl;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrEnvironmentLighting = { name, shader };\n"]}
|
|
@@ -2,7 +2,7 @@
|
|
|
2
2
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
3
|
import "./decalFragmentDeclaration.js";
|
|
4
4
|
const name = "openpbrFragmentDeclaration";
|
|
5
|
-
const shader = `uniform vec4 vEyePosition;uniform float vBaseWeight;uniform vec4 vBaseColor;uniform float vBaseDiffuseRoughness;uniform vec4 vReflectanceInfo;uniform vec4 vSpecularColor;uniform vec3 vSpecularAnisotropy;uniform float vCoatWeight;uniform vec3 vCoatColor;uniform float vCoatRoughness;uniform float vCoatRoughnessAnisotropy;uniform float vCoatIor;uniform float vCoatDarkening;uniform vec2 vGeometryCoatTangent;uniform vec3 vEmissionColor;uniform float vThinFilmWeight;uniform vec2 vThinFilmThickness;uniform float vThinFilmIor;uniform vec4 vLightingIntensity;uniform float visibility;
|
|
5
|
+
const shader = `uniform vec4 vEyePosition;uniform float vBaseWeight;uniform vec4 vBaseColor;uniform float vBaseDiffuseRoughness;uniform vec4 vReflectanceInfo;uniform vec4 vSpecularColor;uniform vec3 vSpecularAnisotropy;uniform float vCoatWeight;uniform vec3 vCoatColor;uniform float vCoatRoughness;uniform float vCoatRoughnessAnisotropy;uniform float vCoatIor;uniform float vCoatDarkening;uniform float vFuzzWeight;uniform vec3 vFuzzColor;uniform float vFuzzRoughness;uniform vec2 vGeometryCoatTangent;uniform vec3 vEmissionColor;uniform float vThinFilmWeight;uniform vec2 vThinFilmThickness;uniform float vThinFilmIor;uniform vec4 vLightingIntensity;uniform float visibility;
|
|
6
6
|
#ifdef BASE_COLOR
|
|
7
7
|
uniform vec2 vBaseColorInfos;
|
|
8
8
|
#endif
|
|
@@ -66,6 +66,15 @@ uniform vec2 vCoatIorInfos;
|
|
|
66
66
|
#ifdef COAT_DARKENING
|
|
67
67
|
uniform vec2 vCoatDarkeningInfos;
|
|
68
68
|
#endif
|
|
69
|
+
#ifdef FUZZ_WEIGHT
|
|
70
|
+
uniform vec2 vFuzzWeightInfos;
|
|
71
|
+
#endif
|
|
72
|
+
#ifdef FUZZ_COLOR
|
|
73
|
+
uniform vec2 vFuzzColorInfos;
|
|
74
|
+
#endif
|
|
75
|
+
#ifdef FUZZ_ROUGHNESS
|
|
76
|
+
uniform vec2 vFuzzRoughnessInfos;
|
|
77
|
+
#endif
|
|
69
78
|
#ifdef GEOMETRY_COAT_TANGENT
|
|
70
79
|
uniform vec2 vGeometryCoatTangentInfos;
|
|
71
80
|
#endif
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"openpbrFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,4BAA4B,CAAC;AAEpC,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"openpbrFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,4BAA4B,CAAC;AAEpC,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsHd,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,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./decalFragmentDeclaration\";\n\nconst name = \"openpbrFragmentDeclaration\";\nconst shader = `uniform vec4 vEyePosition;uniform float vBaseWeight;uniform vec4 vBaseColor;uniform float vBaseDiffuseRoughness;uniform vec4 vReflectanceInfo;uniform vec4 vSpecularColor;uniform vec3 vSpecularAnisotropy;uniform float vCoatWeight;uniform vec3 vCoatColor;uniform float vCoatRoughness;uniform float vCoatRoughnessAnisotropy;uniform float vCoatIor;uniform float vCoatDarkening;uniform float vFuzzWeight;uniform vec3 vFuzzColor;uniform float vFuzzRoughness;uniform vec2 vGeometryCoatTangent;uniform vec3 vEmissionColor;uniform float vThinFilmWeight;uniform vec2 vThinFilmThickness;uniform float vThinFilmIor;uniform vec4 vLightingIntensity;uniform float visibility;\n#ifdef BASE_COLOR\nuniform vec2 vBaseColorInfos;\n#endif\n#ifdef BASE_WEIGHT\nuniform vec2 vBaseWeightInfos;\n#endif\n#ifdef BASE_METALNESS\nuniform vec2 vBaseMetalnessInfos;\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nuniform vec2 vBaseDiffuseRoughnessInfos;\n#endif\n#ifdef SPECULAR_WEIGHT\nuniform vec2 vSpecularWeightInfos;\n#endif\n#ifdef SPECULAR_COLOR\nuniform vec2 vSpecularColorInfos;\n#endif\n#ifdef SPECULAR_ROUGHNESS\nuniform vec2 vSpecularRoughnessInfos;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nuniform vec2 vSpecularRoughnessAnisotropyInfos;\n#endif\n#ifdef SPECULAR_IOR\nuniform vec2 vSpecularIorInfos;\n#endif\n#ifdef AMBIENT_OCCLUSION\nuniform vec2 vAmbientOcclusionInfos;\n#endif\n#ifdef GEOMETRY_NORMAL\nuniform vec2 vGeometryNormalInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#ifdef GEOMETRY_TANGENT\nuniform vec2 vGeometryTangentInfos;\n#endif\n#ifdef GEOMETRY_COAT_NORMAL\nuniform vec2 vGeometryCoatNormalInfos;\n#endif\n#ifdef GEOMETRY_OPACITY\nuniform vec2 vGeometryOpacityInfos;\n#endif\n#ifdef EMISSION_COLOR\nuniform vec2 vEmissionColorInfos;\n#endif\n#ifdef COAT_WEIGHT\nuniform vec2 vCoatWeightInfos;\n#endif\n#ifdef COAT_COLOR\nuniform vec2 vCoatColorInfos;\n#endif\n#ifdef COAT_ROUGHNESS\nuniform vec2 vCoatRoughnessInfos;\n#endif\n#ifdef COAT_ROUGHNESS_ANISOTROPY\nuniform vec2 vCoatRoughnessAnisotropyInfos;\n#endif\n#ifdef COAT_IOR\nuniform vec2 vCoatIorInfos;\n#endif\n#ifdef COAT_DARKENING\nuniform vec2 vCoatDarkeningInfos;\n#endif\n#ifdef FUZZ_WEIGHT\nuniform vec2 vFuzzWeightInfos;\n#endif\n#ifdef FUZZ_COLOR\nuniform vec2 vFuzzColorInfos;\n#endif\n#ifdef FUZZ_ROUGHNESS\nuniform vec2 vFuzzRoughnessInfos;\n#endif\n#ifdef GEOMETRY_COAT_TANGENT\nuniform vec2 vGeometryCoatTangentInfos;\n#endif\n#ifdef THIN_FILM_WEIGHT\nuniform vec2 vThinFilmWeightInfos;\n#endif\n#ifdef THIN_FILM_THICKNESS\nuniform vec2 vThinFilmThicknessInfos;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(SS_REFRACTION) || defined(PREPASS)\nuniform mat4 view;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REALTIME_FILTERING\nuniform vec2 vReflectionFilteringInfo;\n#endif\nuniform mat4 reflectionMatrix;uniform vec3 vReflectionMicrosurfaceInfos;\n#if defined(USEIRRADIANCEMAP) && defined(USE_IRRADIANCE_DOMINANT_DIRECTION)\nuniform vec3 vReflectionDominantDirection;\n#endif\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;uniform vec3 vReflectionSize;\n#endif\n#endif\n#ifdef PREPASS\n#ifdef SS_SCATTERING\nuniform float scatteringDiffusionProfile;\n#endif\n#endif\n#if DEBUGMODE>0\nuniform vec2 vDebugMode;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\n#endif\n#include<decalFragmentDeclaration>\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;\n#endif\n#endif\n#define ADDITIONAL_FRAGMENT_DECLARATION\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrFragmentDeclaration = { name, shader };\n"]}
|
|
@@ -14,7 +14,10 @@ const shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_COLOR,_VA
|
|
|
14
14
|
#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_SAMPLERNAME_,coatColor)
|
|
15
15
|
#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_SAMPLERNAME_,coatRoughness)
|
|
16
16
|
#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_SAMPLERNAME_,coatRoughnessAnisotropy)
|
|
17
|
-
#include
|
|
17
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_SAMPLERNAME_,coatDarkening)
|
|
18
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_SAMPLERNAME_,fuzzWeight)
|
|
19
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_SAMPLERNAME_,fuzzColor)
|
|
20
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_SAMPLERNAME_,fuzzRoughness)
|
|
18
21
|
#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_SAMPLERNAME_,geometryOpacity)
|
|
19
22
|
#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_SAMPLERNAME_,geometryTangent)
|
|
20
23
|
#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_COAT_TANGENT,_VARYINGNAME_,GeometryCoatTangent,_SAMPLERNAME_,geometryCoatTangent)
|
|
@@ -58,7 +61,10 @@ varying vec3 vDirectionW;
|
|
|
58
61
|
#ifdef ENVIRONMENTBRDF
|
|
59
62
|
uniform sampler2D environmentBrdfSampler;
|
|
60
63
|
#endif
|
|
61
|
-
#ifdef
|
|
64
|
+
#ifdef FUZZENVIRONMENTBRDF
|
|
65
|
+
uniform sampler2D environmentFuzzBrdfSampler;
|
|
66
|
+
#endif
|
|
67
|
+
#if defined(ANISOTROPIC) || defined(FUZZ)
|
|
62
68
|
uniform sampler2D blueNoiseSampler;
|
|
63
69
|
#endif
|
|
64
70
|
#ifdef IBL_CDF_FILTERING
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"openpbrFragmentSamplersDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"openpbrFragmentSamplersDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoEd,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,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\n\nconst name = \"openpbrFragmentSamplersDeclaration\";\nconst shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_SAMPLERNAME_,baseColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_SAMPLERNAME_,baseDiffuseRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_SAMPLERNAME_,baseMetalness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_SAMPLERNAME_,specularWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_SAMPLERNAME_,specularColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_SAMPLERNAME_,specularRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_SAMPLERNAME_,specularRoughnessAnisotropy)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_SAMPLERNAME_,coatWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_SAMPLERNAME_,coatColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_SAMPLERNAME_,coatRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_SAMPLERNAME_,coatRoughnessAnisotropy)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_SAMPLERNAME_,coatDarkening)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_SAMPLERNAME_,fuzzWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_SAMPLERNAME_,fuzzColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_SAMPLERNAME_,fuzzRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_SAMPLERNAME_,geometryOpacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_SAMPLERNAME_,geometryTangent)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_COAT_TANGENT,_VARYINGNAME_,GeometryCoatTangent,_SAMPLERNAME_,geometryCoatTangent)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_SAMPLERNAME_,emissionColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_SAMPLERNAME_,thinFilmWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_SAMPLERNAME_,thinFilmThickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_SAMPLERNAME_,ambientOcclusion)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;uniform samplerCube reflectionSamplerHigh;\n#endif\n#ifdef USEIRRADIANCEMAP\nuniform samplerCube irradianceSampler;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform sampler2D reflectionSamplerLow;uniform sampler2D reflectionSamplerHigh;\n#endif\n#ifdef USEIRRADIANCEMAP\nuniform sampler2D irradianceSampler;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nuniform sampler2D environmentBrdfSampler;\n#endif\n#ifdef FUZZENVIRONMENTBRDF\nuniform sampler2D environmentFuzzBrdfSampler;\n#endif\n#if defined(ANISOTROPIC) || defined(FUZZ)\nuniform sampler2D blueNoiseSampler;\n#endif\n#ifdef IBL_CDF_FILTERING\nuniform sampler2D icdfSampler;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrFragmentSamplersDeclaration = { name, shader };\n"]}
|
|
@@ -0,0 +1,40 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
|
+
const name = "openpbrFuzzLayerData";
|
|
4
|
+
const shader = `float fuzz_weight=0.0;vec3 fuzz_color=vec3(1.0);float fuzz_roughness=0.0;
|
|
5
|
+
#ifdef FUZZ
|
|
6
|
+
#ifdef FUZZ_WEIGHT
|
|
7
|
+
vec4 fuzzWeightFromTexture=texture2D(fuzzWeightSampler,vFuzzWeightUV+uvOffset);
|
|
8
|
+
#endif
|
|
9
|
+
#ifdef FUZZ_COLOR
|
|
10
|
+
vec4 fuzzColorFromTexture=texture2D(fuzzColorSampler,vFuzzColorUV+uvOffset);
|
|
11
|
+
#endif
|
|
12
|
+
#ifdef FUZZ_ROUGHNESS
|
|
13
|
+
vec4 fuzzRoughnessFromTexture=texture2D(fuzzRoughnessSampler,vFuzzRoughnessUV+uvOffset);
|
|
14
|
+
#endif
|
|
15
|
+
fuzz_color=vFuzzColor.rgb;fuzz_weight=vFuzzWeight;fuzz_roughness=vFuzzRoughness;
|
|
16
|
+
#ifdef FUZZ_WEIGHT
|
|
17
|
+
fuzz_weight*=fuzzWeightFromTexture.r;
|
|
18
|
+
#endif
|
|
19
|
+
#ifdef FUZZ_COLOR
|
|
20
|
+
#ifdef FUZZ_COLOR_GAMMA
|
|
21
|
+
fuzz_color*=toLinearSpace(fuzzColorFromTexture.rgb);
|
|
22
|
+
#else
|
|
23
|
+
fuzz_color*=fuzzColorFromTexture.rgb;
|
|
24
|
+
#endif
|
|
25
|
+
fuzz_color*=vFuzzColorInfos.y;
|
|
26
|
+
#endif
|
|
27
|
+
#if defined(FUZZ_ROUGHNESS) && defined(FUZZ_ROUGHNESS_FROM_COLOR_TEXTURE_ALPHA)
|
|
28
|
+
fuzz_roughness*=fuzzRoughnessFromTexture.a;
|
|
29
|
+
#elif defined(FUZZ_ROUGHNESS)
|
|
30
|
+
fuzz_roughness*=fuzzRoughnessFromTexture.r;
|
|
31
|
+
#endif
|
|
32
|
+
#endif
|
|
33
|
+
`;
|
|
34
|
+
// Sideeffect
|
|
35
|
+
if (!ShaderStore.IncludesShadersStore[name]) {
|
|
36
|
+
ShaderStore.IncludesShadersStore[name] = shader;
|
|
37
|
+
}
|
|
38
|
+
/** @internal */
|
|
39
|
+
export const openpbrFuzzLayerData = { name, shader };
|
|
40
|
+
//# sourceMappingURL=openpbrFuzzLayerData.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"openpbrFuzzLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrFuzzLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,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 = \"openpbrFuzzLayerData\";\nconst shader = `float fuzz_weight=0.0;vec3 fuzz_color=vec3(1.0);float fuzz_roughness=0.0;\n#ifdef FUZZ\n#ifdef FUZZ_WEIGHT\nvec4 fuzzWeightFromTexture=texture2D(fuzzWeightSampler,vFuzzWeightUV+uvOffset);\n#endif\n#ifdef FUZZ_COLOR\nvec4 fuzzColorFromTexture=texture2D(fuzzColorSampler,vFuzzColorUV+uvOffset);\n#endif\n#ifdef FUZZ_ROUGHNESS\nvec4 fuzzRoughnessFromTexture=texture2D(fuzzRoughnessSampler,vFuzzRoughnessUV+uvOffset);\n#endif\nfuzz_color=vFuzzColor.rgb;fuzz_weight=vFuzzWeight;fuzz_roughness=vFuzzRoughness;\n#ifdef FUZZ_WEIGHT\nfuzz_weight*=fuzzWeightFromTexture.r;\n#endif\n#ifdef FUZZ_COLOR\n#ifdef FUZZ_COLOR_GAMMA\nfuzz_color*=toLinearSpace(fuzzColorFromTexture.rgb);\n#else\nfuzz_color*=fuzzColorFromTexture.rgb;\n#endif\nfuzz_color*=vFuzzColorInfos.y;\n#endif\n#if defined(FUZZ_ROUGHNESS) && defined(FUZZ_ROUGHNESS_FROM_COLOR_TEXTURE_ALPHA)\nfuzz_roughness*=fuzzRoughnessFromTexture.a;\n#elif defined(FUZZ_ROUGHNESS)\nfuzz_roughness*=fuzzRoughnessFromTexture.r;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrFuzzLayerData = { name, shader };\n"]}
|
|
@@ -2,11 +2,8 @@
|
|
|
2
2
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
3
|
const name = "openpbrGeometryInfo";
|
|
4
4
|
const shader = `struct geometryInfoOutParams
|
|
5
|
-
{float NdotV;float NdotVUnclamped;vec3 environmentBrdf;float horizonOcclusion;};
|
|
6
|
-
#ifdef ANISOTROPIC
|
|
7
|
-
struct geometryInfoAnisoOutParams
|
|
5
|
+
{float NdotV;float NdotVUnclamped;vec3 environmentBrdf;float horizonOcclusion;};struct geometryInfoAnisoOutParams
|
|
8
6
|
{float NdotV;float NdotVUnclamped;vec3 environmentBrdf;float horizonOcclusion;float anisotropy;vec3 anisotropicTangent;vec3 anisotropicBitangent;mat3 TBN;};
|
|
9
|
-
#endif
|
|
10
7
|
#define pbr_inline
|
|
11
8
|
geometryInfoOutParams geometryInfo(
|
|
12
9
|
in vec3 normalW,in vec3 viewDirectionW,in float roughness,in vec3 geometricNormalW
|
|
@@ -28,15 +25,12 @@ outParams.horizonOcclusion=environmentHorizonOcclusion(-viewDirectionW,normalW,g
|
|
|
28
25
|
#endif
|
|
29
26
|
#endif
|
|
30
27
|
return outParams;}
|
|
31
|
-
#ifdef ANISOTROPIC
|
|
32
28
|
#define pbr_inline
|
|
33
29
|
geometryInfoAnisoOutParams geometryInfoAniso(
|
|
34
30
|
in vec3 normalW,in vec3 viewDirectionW,in float roughness,in vec3 geometricNormalW
|
|
35
31
|
,in vec3 vAnisotropy,in mat3 TBN
|
|
36
32
|
)
|
|
37
|
-
{geometryInfoOutParams geoInfo=geometryInfo(normalW,viewDirectionW,roughness,geometricNormalW);geometryInfoAnisoOutParams outParams;outParams.NdotV=geoInfo.NdotV;outParams.NdotVUnclamped=geoInfo.NdotVUnclamped;outParams.environmentBrdf=geoInfo.environmentBrdf;outParams.horizonOcclusion=geoInfo.horizonOcclusion;outParams.anisotropy=vAnisotropy.b;vec3 anisotropyDirection=vec3(vAnisotropy.xy,0.);mat3 anisoTBN=mat3(normalize(TBN[0]),normalize(TBN[1]),normalize(TBN[2]));outParams.anisotropicTangent=normalize(anisoTBN*anisotropyDirection);outParams.anisotropicBitangent=normalize(cross(anisoTBN[2],outParams.anisotropicTangent));outParams.TBN=TBN;return outParams;}
|
|
38
|
-
#endif
|
|
39
|
-
`;
|
|
33
|
+
{geometryInfoOutParams geoInfo=geometryInfo(normalW,viewDirectionW,roughness,geometricNormalW);geometryInfoAnisoOutParams outParams;outParams.NdotV=geoInfo.NdotV;outParams.NdotVUnclamped=geoInfo.NdotVUnclamped;outParams.environmentBrdf=geoInfo.environmentBrdf;outParams.horizonOcclusion=geoInfo.horizonOcclusion;outParams.anisotropy=vAnisotropy.b;vec3 anisotropyDirection=vec3(vAnisotropy.xy,0.);mat3 anisoTBN=mat3(normalize(TBN[0]),normalize(TBN[1]),normalize(TBN[2]));outParams.anisotropicTangent=normalize(anisoTBN*anisotropyDirection);outParams.anisotropicBitangent=normalize(cross(anisoTBN[2],outParams.anisotropicTangent));outParams.TBN=TBN;return outParams;}`;
|
|
40
34
|
// Sideeffect
|
|
41
35
|
if (!ShaderStore.IncludesShadersStore[name]) {
|
|
42
36
|
ShaderStore.IncludesShadersStore[name] = shader;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"openpbrGeometryInfo.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrGeometryInfo.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"openpbrGeometryInfo.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrGeometryInfo.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;0pBA6B2oB,CAAC;AAC3pB,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrGeometryInfo\";\nconst shader = `struct geometryInfoOutParams\n{float NdotV;float NdotVUnclamped;vec3 environmentBrdf;float horizonOcclusion;};struct geometryInfoAnisoOutParams\n{float NdotV;float NdotVUnclamped;vec3 environmentBrdf;float horizonOcclusion;float anisotropy;vec3 anisotropicTangent;vec3 anisotropicBitangent;mat3 TBN;};\n#define pbr_inline\ngeometryInfoOutParams geometryInfo(\nin vec3 normalW,in vec3 viewDirectionW,in float roughness,in vec3 geometricNormalW\n)\n{geometryInfoOutParams outParams;outParams.NdotVUnclamped=dot(normalW,viewDirectionW);outParams.NdotV=absEps(outParams.NdotVUnclamped);\n#if defined(ENVIRONMENTBRDF)\noutParams.environmentBrdf=getBRDFLookup(outParams.NdotV,roughness);\n#else\noutParams.environmentBrdf=vec3(0.0);\n#endif\noutParams.horizonOcclusion=1.0;\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef HORIZONOCCLUSION\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL)\n#ifdef REFLECTIONMAP_3D\noutParams.horizonOcclusion=environmentHorizonOcclusion(-viewDirectionW,normalW,geometricNormalW);\n#endif\n#endif\n#endif\n#endif\nreturn outParams;}\n#define pbr_inline\ngeometryInfoAnisoOutParams geometryInfoAniso(\nin vec3 normalW,in vec3 viewDirectionW,in float roughness,in vec3 geometricNormalW\n,in vec3 vAnisotropy,in mat3 TBN\n)\n{geometryInfoOutParams geoInfo=geometryInfo(normalW,viewDirectionW,roughness,geometricNormalW);geometryInfoAnisoOutParams outParams;outParams.NdotV=geoInfo.NdotV;outParams.NdotVUnclamped=geoInfo.NdotVUnclamped;outParams.environmentBrdf=geoInfo.environmentBrdf;outParams.horizonOcclusion=geoInfo.horizonOcclusion;outParams.anisotropy=vAnisotropy.b;vec3 anisotropyDirection=vec3(vAnisotropy.xy,0.);mat3 anisoTBN=mat3(normalize(TBN[0]),normalize(TBN[1]),normalize(TBN[2]));outParams.anisotropicTangent=normalize(anisoTBN*anisotropyDirection);outParams.anisotropicBitangent=normalize(cross(anisoTBN[2],outParams.anisotropicTangent));outParams.TBN=TBN;return outParams;}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrGeometryInfo = { name, shader };\n"]}
|
|
@@ -17,7 +17,7 @@ vec2 TBNUV=gl_FrontFacing ? vGeometryNormalUV : -vGeometryNormalUV;mat3 TBN=cota
|
|
|
17
17
|
#else
|
|
18
18
|
vec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.));
|
|
19
19
|
#endif
|
|
20
|
-
#elif defined(ANISOTROPIC)
|
|
20
|
+
#elif defined(ANISOTROPIC) || defined(FUZZ)
|
|
21
21
|
#if defined(TANGENT) && defined(NORMAL)
|
|
22
22
|
mat3 TBN=vTBN;
|
|
23
23
|
#else
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"openpbrNormalMapFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrNormalMapFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDd,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\";\n\nconst name = \"openpbrNormalMapFragment\";\nconst shader = `vec2 uvOffset=vec2(0.0,0.0);\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#elif defined(GEOMETRY_NORMAL)\nfloat normalScale=vGeometryNormalInfos.y;\n#else\nfloat normalScale=1.0;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#elif defined(GEOMETRY_NORMAL)\nvec2 TBNUV=gl_FrontFacing ? vGeometryNormalUV : -vGeometryNormalUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vTangentSpaceParams);\n#else\nvec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.));\n#endif\n#elif defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nvec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;mat3 TBN=cotangent_frame(normalW,vPositionW,TBNUV,vec2(1.,1.));\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\n#else\n#endif\n#endif\n#ifdef DETAIL\nvec4 detailColor=texture2D(detailSampler,vDetailUV+uvOffset);vec2 detailNormalRG=detailColor.wy*2.0-1.0;float detailNormalB=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));vec3 detailNormal=vec3(detailNormalRG,detailNormalB);\n#endif\n#ifdef GEOMETRY_COAT_NORMAL\ncoatNormalW=perturbNormal(TBN,texture2D(geometryCoatNormalSampler,vGeometryCoatNormalUV+uvOffset).xyz,vGeometryCoatNormalInfos.y);\n#endif\n#ifdef GEOMETRY_NORMAL\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(texture2D(geometryNormalSampler,vGeometryNormalUV).xyz *2.0-1.0);normalW=normalize(mat3(normalMatrix)*normalW);\n#elif !defined(DETAIL)\nnormalW=perturbNormal(TBN,texture2D(geometryNormalSampler,vGeometryNormalUV+uvOffset).xyz,vGeometryNormalInfos.y);\n#else\nvec3 sampledNormal=texture2D(geometryNormalSampler,vGeometryNormalUV+uvOffset).xyz*2.0-1.0;\n#if DETAIL_NORMALBLENDMETHOD==0 \ndetailNormal.xy*=vDetailInfos.z;vec3 blendedNormal=normalize(vec3(sampledNormal.xy+detailNormal.xy,sampledNormal.z*detailNormal.z));\n#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal.xy*=vDetailInfos.z;sampledNormal+=vec3(0.0,0.0,1.0);detailNormal*=vec3(-1.0,-1.0,1.0);vec3 blendedNormal=sampledNormal*dot(sampledNormal,detailNormal)/sampledNormal.z-detailNormal;\n#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,vGeometryNormalInfos.y);\n#endif\n#elif defined(DETAIL)\ndetailNormal.xy*=vDetailInfos.z;normalW=perturbNormalBase(TBN,detailNormal,vDetailInfos.z);\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapFragment = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"openpbrNormalMapFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrNormalMapFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDd,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\";\n\nconst name = \"openpbrNormalMapFragment\";\nconst shader = `vec2 uvOffset=vec2(0.0,0.0);\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#elif defined(GEOMETRY_NORMAL)\nfloat normalScale=vGeometryNormalInfos.y;\n#else\nfloat normalScale=1.0;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#elif defined(GEOMETRY_NORMAL)\nvec2 TBNUV=gl_FrontFacing ? vGeometryNormalUV : -vGeometryNormalUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vTangentSpaceParams);\n#else\nvec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.));\n#endif\n#elif defined(ANISOTROPIC) || defined(FUZZ)\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nvec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;mat3 TBN=cotangent_frame(normalW,vPositionW,TBNUV,vec2(1.,1.));\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\n#else\n#endif\n#endif\n#ifdef DETAIL\nvec4 detailColor=texture2D(detailSampler,vDetailUV+uvOffset);vec2 detailNormalRG=detailColor.wy*2.0-1.0;float detailNormalB=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));vec3 detailNormal=vec3(detailNormalRG,detailNormalB);\n#endif\n#ifdef GEOMETRY_COAT_NORMAL\ncoatNormalW=perturbNormal(TBN,texture2D(geometryCoatNormalSampler,vGeometryCoatNormalUV+uvOffset).xyz,vGeometryCoatNormalInfos.y);\n#endif\n#ifdef GEOMETRY_NORMAL\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(texture2D(geometryNormalSampler,vGeometryNormalUV).xyz *2.0-1.0);normalW=normalize(mat3(normalMatrix)*normalW);\n#elif !defined(DETAIL)\nnormalW=perturbNormal(TBN,texture2D(geometryNormalSampler,vGeometryNormalUV+uvOffset).xyz,vGeometryNormalInfos.y);\n#else\nvec3 sampledNormal=texture2D(geometryNormalSampler,vGeometryNormalUV+uvOffset).xyz*2.0-1.0;\n#if DETAIL_NORMALBLENDMETHOD==0 \ndetailNormal.xy*=vDetailInfos.z;vec3 blendedNormal=normalize(vec3(sampledNormal.xy+detailNormal.xy,sampledNormal.z*detailNormal.z));\n#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal.xy*=vDetailInfos.z;sampledNormal+=vec3(0.0,0.0,1.0);detailNormal*=vec3(-1.0,-1.0,1.0);vec3 blendedNormal=sampledNormal*dot(sampledNormal,detailNormal)/sampledNormal.z-detailNormal;\n#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,vGeometryNormalInfos.y);\n#endif\n#elif defined(DETAIL)\ndetailNormal.xy*=vDetailInfos.z;normalW=perturbNormalBase(TBN,detailNormal,vDetailInfos.z);\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapFragment = { name, shader };\n"]}
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
// Do not edit.
|
|
2
2
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
3
|
const name = "openpbrNormalMapFragmentMainFunctions";
|
|
4
|
-
const shader = `#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(DETAIL)
|
|
4
|
+
const shader = `#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(FUZZ) || defined(DETAIL)
|
|
5
5
|
#if defined(TANGENT) && defined(NORMAL)
|
|
6
6
|
varying mat3 vTBN;
|
|
7
7
|
#endif
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"openpbrNormalMapFragmentMainFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,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,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrNormalMapFragmentMainFunctions\";\nconst shader = `#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\n#if defined(WEBGL2) || defined(WEBGPU)\nmat4 toNormalMatrix(mat4 wMatrix)\n{mat4 ret=inverse(wMatrix);ret=transpose(ret);ret[0][3]=0.;ret[1][3]=0.;ret[2][3]=0.;ret[3]=vec4(0.,0.,0.,1.);return ret;}\n#else\nmat4 toNormalMatrix(mat4 m)\n{float\na00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],\na10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],\na20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],\na30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],\nb00=a00*a11-a01*a10,\nb01=a00*a12-a02*a10,\nb02=a00*a13-a03*a10,\nb03=a01*a12-a02*a11,\nb04=a01*a13-a03*a11,\nb05=a02*a13-a03*a12,\nb06=a20*a31-a21*a30,\nb07=a20*a32-a22*a30,\nb08=a20*a33-a23*a30,\nb09=a21*a32-a22*a31,\nb10=a21*a33-a23*a31,\nb11=a22*a33-a23*a32,\ndet=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;mat4 mi=mat4(\na11*b11-a12*b10+a13*b09,\na02*b10-a01*b11-a03*b09,\na31*b05-a32*b04+a33*b03,\na22*b04-a21*b05-a23*b03,\na12*b08-a10*b11-a13*b07,\na00*b11-a02*b08+a03*b07,\na32*b02-a30*b05-a33*b01,\na20*b05-a22*b02+a23*b01,\na10*b10-a11*b08+a13*b06,\na01*b08-a00*b10-a03*b06,\na30*b04-a31*b02+a33*b00,\na21*b02-a20*b04-a23*b00,\na11*b07-a10*b09-a12*b06,\na00*b09-a01*b07+a02*b06,\na31*b01-a30*b03-a32*b00,\na20*b03-a21*b01+a22*b00)/det;return mat4(mi[0][0],mi[1][0],mi[2][0],mi[3][0],\nmi[0][1],mi[1][1],mi[2][1],mi[3][1],\nmi[0][2],mi[1][2],mi[2][2],mi[3][2],\nmi[0][3],mi[1][3],mi[2][3],mi[3][3]);}\n#endif\n#endif\nvec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)\n{\n#ifdef NORMALXYSCALE\nnormal=normalize(normal*vec3(scale,scale,1.0));\n#endif\nreturn normalize(cotangentFrame*normal);}\nvec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)\n{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)\n{vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;float det=max(dot(tangent,tangent),dot(bitangent,bitangent));float invmax=det==0.0 ? 0.0 : inversesqrt(det);return mat3(tangent*invmax,bitangent*invmax,normal);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapFragmentMainFunctions = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"openpbrNormalMapFragmentMainFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,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,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrNormalMapFragmentMainFunctions\";\nconst shader = `#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(FUZZ) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\n#if defined(WEBGL2) || defined(WEBGPU)\nmat4 toNormalMatrix(mat4 wMatrix)\n{mat4 ret=inverse(wMatrix);ret=transpose(ret);ret[0][3]=0.;ret[1][3]=0.;ret[2][3]=0.;ret[3]=vec4(0.,0.,0.,1.);return ret;}\n#else\nmat4 toNormalMatrix(mat4 m)\n{float\na00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],\na10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],\na20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],\na30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],\nb00=a00*a11-a01*a10,\nb01=a00*a12-a02*a10,\nb02=a00*a13-a03*a10,\nb03=a01*a12-a02*a11,\nb04=a01*a13-a03*a11,\nb05=a02*a13-a03*a12,\nb06=a20*a31-a21*a30,\nb07=a20*a32-a22*a30,\nb08=a20*a33-a23*a30,\nb09=a21*a32-a22*a31,\nb10=a21*a33-a23*a31,\nb11=a22*a33-a23*a32,\ndet=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;mat4 mi=mat4(\na11*b11-a12*b10+a13*b09,\na02*b10-a01*b11-a03*b09,\na31*b05-a32*b04+a33*b03,\na22*b04-a21*b05-a23*b03,\na12*b08-a10*b11-a13*b07,\na00*b11-a02*b08+a03*b07,\na32*b02-a30*b05-a33*b01,\na20*b05-a22*b02+a23*b01,\na10*b10-a11*b08+a13*b06,\na01*b08-a00*b10-a03*b06,\na30*b04-a31*b02+a33*b00,\na21*b02-a20*b04-a23*b00,\na11*b07-a10*b09-a12*b06,\na00*b09-a01*b07+a02*b06,\na31*b01-a30*b03-a32*b00,\na20*b03-a21*b01+a22*b00)/det;return mat4(mi[0][0],mi[1][0],mi[2][0],mi[3][0],\nmi[0][1],mi[1][1],mi[2][1],mi[3][1],\nmi[0][2],mi[1][2],mi[2][2],mi[3][2],\nmi[0][3],mi[1][3],mi[2][3],mi[3][3]);}\n#endif\n#endif\nvec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)\n{\n#ifdef NORMALXYSCALE\nnormal=normalize(normal*vec3(scale,scale,1.0));\n#endif\nreturn normalize(cotangentFrame*normal);}\nvec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)\n{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)\n{vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;float det=max(dot(tangent,tangent),dot(bitangent,bitangent));float invmax=det==0.0 ? 0.0 : inversesqrt(det);return mat3(tangent*invmax,bitangent*invmax,normal);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapFragmentMainFunctions = { name, shader };\n"]}
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
// Do not edit.
|
|
2
2
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
3
|
const name = "openpbrNormalMapVertex";
|
|
4
|
-
const shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC)
|
|
4
|
+
const shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(FUZZ)
|
|
5
5
|
#if defined(TANGENT) && defined(NORMAL)
|
|
6
6
|
vec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);
|
|
7
7
|
#endif
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"openpbrNormalMapVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrNormalMapVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;CAKd,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,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrNormalMapVertex\";\nconst shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapVertex = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"openpbrNormalMapVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrNormalMapVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;CAKd,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,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrNormalMapVertex\";\nconst shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(FUZZ)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapVertex = { name, shader };\n"]}
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
// Do not edit.
|
|
2
2
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
3
|
const name = "openpbrNormalMapVertexDeclaration";
|
|
4
|
-
const shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC)
|
|
4
|
+
const shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(FUZZ)
|
|
5
5
|
#if defined(TANGENT) && defined(NORMAL)
|
|
6
6
|
varying mat3 vTBN;
|
|
7
7
|
#endif
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"openpbrNormalMapVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;CAKd,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,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrNormalMapVertexDeclaration\";\nconst shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapVertexDeclaration = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"openpbrNormalMapVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;CAKd,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,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrNormalMapVertexDeclaration\";\nconst shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(FUZZ)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapVertexDeclaration = { name, shader };\n"]}
|
|
@@ -3,7 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
|
3
3
|
import "./sceneUboDeclaration.js";
|
|
4
4
|
import "./meshUboDeclaration.js";
|
|
5
5
|
const name = "openpbrUboDeclaration";
|
|
6
|
-
const shader = `layout(std140,column_major) uniform;uniform Material {vec2 vTangentSpaceParams;vec4 vLightingIntensity;float pointSize;vec2 vDebugMode;vec4 cameraInfo;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionMicrosurfaceInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vReflectionFilteringInfo;vec3 vReflectionDominantDirection;vec3 vReflectionColor;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;float vBaseWeight;vec4 vBaseColor;float vBaseDiffuseRoughness;vec4 vReflectanceInfo;vec4 vSpecularColor;vec3 vSpecularAnisotropy;float vCoatWeight;vec3 vCoatColor;float vCoatRoughness;float vCoatRoughnessAnisotropy;float vCoatIor;float vCoatDarkening;vec2 vGeometryCoatTangent;vec3 vEmissionColor;float vThinFilmWeight;vec2 vThinFilmThickness;float vThinFilmIor;vec2 vBaseWeightInfos;mat4 baseWeightMatrix;vec2 vBaseColorInfos;mat4 baseColorMatrix;vec2 vBaseDiffuseRoughnessInfos;mat4 baseDiffuseRoughnessMatrix;vec2 vBaseMetalnessInfos;mat4 baseMetalnessMatrix;vec2 vSpecularWeightInfos;mat4 specularWeightMatrix;vec2 vSpecularColorInfos;mat4 specularColorMatrix;vec2 vSpecularRoughnessInfos;mat4 specularRoughnessMatrix;vec2 vSpecularRoughnessAnisotropyInfos;mat4 specularRoughnessAnisotropyMatrix;vec2 vCoatWeightInfos;mat4 coatWeightMatrix;vec2 vCoatColorInfos;mat4 coatColorMatrix;vec2 vCoatRoughnessInfos;mat4 coatRoughnessMatrix;vec2 vCoatRoughnessAnisotropyInfos;mat4 coatRoughnessAnisotropyMatrix;vec2 vCoatDarkeningInfos;mat4 coatDarkeningMatrix;vec2 vGeometryNormalInfos;mat4 geometryNormalMatrix;vec2 vGeometryTangentInfos;mat4 geometryTangentMatrix;vec2 vGeometryCoatNormalInfos;mat4 geometryCoatNormalMatrix;vec2 vGeometryCoatTangentInfos;mat4 geometryCoatTangentMatrix;vec2 vGeometryOpacityInfos;mat4 geometryOpacityMatrix;vec2 vEmissionColorInfos;mat4 emissionColorMatrix;vec2 vThinFilmWeightInfos;mat4 thinFilmWeightMatrix;vec2 vThinFilmThicknessInfos;mat4 thinFilmThicknessMatrix;vec2 vAmbientOcclusionInfos;mat4 ambientOcclusionMatrix;
|
|
6
|
+
const shader = `layout(std140,column_major) uniform;uniform Material {vec2 vTangentSpaceParams;vec4 vLightingIntensity;float pointSize;vec2 vDebugMode;vec4 cameraInfo;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionMicrosurfaceInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vReflectionFilteringInfo;vec3 vReflectionDominantDirection;vec3 vReflectionColor;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;float vBaseWeight;vec4 vBaseColor;float vBaseDiffuseRoughness;vec4 vReflectanceInfo;vec4 vSpecularColor;vec3 vSpecularAnisotropy;float vCoatWeight;vec3 vCoatColor;float vCoatRoughness;float vCoatRoughnessAnisotropy;float vCoatIor;float vCoatDarkening;float vFuzzWeight;vec3 vFuzzColor;float vFuzzRoughness;vec2 vGeometryCoatTangent;vec3 vEmissionColor;float vThinFilmWeight;vec2 vThinFilmThickness;float vThinFilmIor;vec2 vBaseWeightInfos;mat4 baseWeightMatrix;vec2 vBaseColorInfos;mat4 baseColorMatrix;vec2 vBaseDiffuseRoughnessInfos;mat4 baseDiffuseRoughnessMatrix;vec2 vBaseMetalnessInfos;mat4 baseMetalnessMatrix;vec2 vSpecularWeightInfos;mat4 specularWeightMatrix;vec2 vSpecularColorInfos;mat4 specularColorMatrix;vec2 vSpecularRoughnessInfos;mat4 specularRoughnessMatrix;vec2 vSpecularRoughnessAnisotropyInfos;mat4 specularRoughnessAnisotropyMatrix;vec2 vCoatWeightInfos;mat4 coatWeightMatrix;vec2 vCoatColorInfos;mat4 coatColorMatrix;vec2 vCoatRoughnessInfos;mat4 coatRoughnessMatrix;vec2 vCoatRoughnessAnisotropyInfos;mat4 coatRoughnessAnisotropyMatrix;vec2 vCoatDarkeningInfos;mat4 coatDarkeningMatrix;vec2 vFuzzWeightInfos;mat4 fuzzWeightMatrix;vec2 vFuzzColorInfos;mat4 fuzzColorMatrix;vec2 vFuzzRoughnessInfos;mat4 fuzzRoughnessMatrix;vec2 vGeometryNormalInfos;mat4 geometryNormalMatrix;vec2 vGeometryTangentInfos;mat4 geometryTangentMatrix;vec2 vGeometryCoatNormalInfos;mat4 geometryCoatNormalMatrix;vec2 vGeometryCoatTangentInfos;mat4 geometryCoatTangentMatrix;vec2 vGeometryOpacityInfos;mat4 geometryOpacityMatrix;vec2 vEmissionColorInfos;mat4 emissionColorMatrix;vec2 vThinFilmWeightInfos;mat4 thinFilmWeightMatrix;vec2 vThinFilmThicknessInfos;mat4 thinFilmThicknessMatrix;vec2 vAmbientOcclusionInfos;mat4 ambientOcclusionMatrix;
|
|
7
7
|
#define ADDITIONAL_UBO_DECLARATION
|
|
8
8
|
};
|
|
9
9
|
#include<sceneUboDeclaration>
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"openpbrUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrUboDeclaration.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;;;;;CAKd,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 = \"openpbrUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material {vec2 vTangentSpaceParams;vec4 vLightingIntensity;float pointSize;vec2 vDebugMode;vec4 cameraInfo;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionMicrosurfaceInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vReflectionFilteringInfo;vec3 vReflectionDominantDirection;vec3 vReflectionColor;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;float vBaseWeight;vec4 vBaseColor;float vBaseDiffuseRoughness;vec4 vReflectanceInfo;vec4 vSpecularColor;vec3 vSpecularAnisotropy;float vCoatWeight;vec3 vCoatColor;float vCoatRoughness;float vCoatRoughnessAnisotropy;float vCoatIor;float vCoatDarkening;vec2 vGeometryCoatTangent;vec3 vEmissionColor;float vThinFilmWeight;vec2 vThinFilmThickness;float vThinFilmIor;vec2 vBaseWeightInfos;mat4 baseWeightMatrix;vec2 vBaseColorInfos;mat4 baseColorMatrix;vec2 vBaseDiffuseRoughnessInfos;mat4 baseDiffuseRoughnessMatrix;vec2 vBaseMetalnessInfos;mat4 baseMetalnessMatrix;vec2 vSpecularWeightInfos;mat4 specularWeightMatrix;vec2 vSpecularColorInfos;mat4 specularColorMatrix;vec2 vSpecularRoughnessInfos;mat4 specularRoughnessMatrix;vec2 vSpecularRoughnessAnisotropyInfos;mat4 specularRoughnessAnisotropyMatrix;vec2 vCoatWeightInfos;mat4 coatWeightMatrix;vec2 vCoatColorInfos;mat4 coatColorMatrix;vec2 vCoatRoughnessInfos;mat4 coatRoughnessMatrix;vec2 vCoatRoughnessAnisotropyInfos;mat4 coatRoughnessAnisotropyMatrix;vec2 vCoatDarkeningInfos;mat4 coatDarkeningMatrix;vec2 vGeometryNormalInfos;mat4 geometryNormalMatrix;vec2 vGeometryTangentInfos;mat4 geometryTangentMatrix;vec2 vGeometryCoatNormalInfos;mat4 geometryCoatNormalMatrix;vec2 vGeometryCoatTangentInfos;mat4 geometryCoatTangentMatrix;vec2 vGeometryOpacityInfos;mat4 geometryOpacityMatrix;vec2 vEmissionColorInfos;mat4 emissionColorMatrix;vec2 vThinFilmWeightInfos;mat4 thinFilmWeightMatrix;vec2 vThinFilmThicknessInfos;mat4 thinFilmThicknessMatrix;vec2 vAmbientOcclusionInfos;mat4 ambientOcclusionMatrix;\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 openpbrUboDeclaration = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"openpbrUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrUboDeclaration.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;;;;;CAKd,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 = \"openpbrUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material {vec2 vTangentSpaceParams;vec4 vLightingIntensity;float pointSize;vec2 vDebugMode;vec4 cameraInfo;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionMicrosurfaceInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vReflectionFilteringInfo;vec3 vReflectionDominantDirection;vec3 vReflectionColor;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;float vBaseWeight;vec4 vBaseColor;float vBaseDiffuseRoughness;vec4 vReflectanceInfo;vec4 vSpecularColor;vec3 vSpecularAnisotropy;float vCoatWeight;vec3 vCoatColor;float vCoatRoughness;float vCoatRoughnessAnisotropy;float vCoatIor;float vCoatDarkening;float vFuzzWeight;vec3 vFuzzColor;float vFuzzRoughness;vec2 vGeometryCoatTangent;vec3 vEmissionColor;float vThinFilmWeight;vec2 vThinFilmThickness;float vThinFilmIor;vec2 vBaseWeightInfos;mat4 baseWeightMatrix;vec2 vBaseColorInfos;mat4 baseColorMatrix;vec2 vBaseDiffuseRoughnessInfos;mat4 baseDiffuseRoughnessMatrix;vec2 vBaseMetalnessInfos;mat4 baseMetalnessMatrix;vec2 vSpecularWeightInfos;mat4 specularWeightMatrix;vec2 vSpecularColorInfos;mat4 specularColorMatrix;vec2 vSpecularRoughnessInfos;mat4 specularRoughnessMatrix;vec2 vSpecularRoughnessAnisotropyInfos;mat4 specularRoughnessAnisotropyMatrix;vec2 vCoatWeightInfos;mat4 coatWeightMatrix;vec2 vCoatColorInfos;mat4 coatColorMatrix;vec2 vCoatRoughnessInfos;mat4 coatRoughnessMatrix;vec2 vCoatRoughnessAnisotropyInfos;mat4 coatRoughnessAnisotropyMatrix;vec2 vCoatDarkeningInfos;mat4 coatDarkeningMatrix;vec2 vFuzzWeightInfos;mat4 fuzzWeightMatrix;vec2 vFuzzColorInfos;mat4 fuzzColorMatrix;vec2 vFuzzRoughnessInfos;mat4 fuzzRoughnessMatrix;vec2 vGeometryNormalInfos;mat4 geometryNormalMatrix;vec2 vGeometryTangentInfos;mat4 geometryTangentMatrix;vec2 vGeometryCoatNormalInfos;mat4 geometryCoatNormalMatrix;vec2 vGeometryCoatTangentInfos;mat4 geometryCoatTangentMatrix;vec2 vGeometryOpacityInfos;mat4 geometryOpacityMatrix;vec2 vEmissionColorInfos;mat4 emissionColorMatrix;vec2 vThinFilmWeightInfos;mat4 thinFilmWeightMatrix;vec2 vThinFilmThicknessInfos;mat4 thinFilmThicknessMatrix;vec2 vAmbientOcclusionInfos;mat4 ambientOcclusionMatrix;\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 openpbrUboDeclaration = { name, shader };\n"]}
|
|
@@ -58,6 +58,15 @@ uniform vec2 vCoatIorInfos;uniform mat4 coatIorMatrix;
|
|
|
58
58
|
#ifdef COAT_DARKENING
|
|
59
59
|
uniform vec2 vCoatDarkeningInfos;uniform mat4 coatDarkeningMatrix;
|
|
60
60
|
#endif
|
|
61
|
+
#ifdef FUZZ_WEIGHT
|
|
62
|
+
uniform vec2 vFuzzWeightInfos;uniform mat4 fuzzWeightMatrix;
|
|
63
|
+
#endif
|
|
64
|
+
#ifdef FUZZ_COLOR
|
|
65
|
+
uniform vec2 vFuzzColorInfos;uniform mat4 fuzzColorMatrix;
|
|
66
|
+
#endif
|
|
67
|
+
#ifdef FUZZ_ROUGHNESS
|
|
68
|
+
uniform vec2 vFuzzRoughnessInfos;uniform mat4 fuzzRoughnessMatrix;
|
|
69
|
+
#endif
|
|
61
70
|
#ifdef GEOMETRY_NORMAL
|
|
62
71
|
uniform vec2 vGeometryNormalInfos;uniform mat4 geometryNormalMatrix;
|
|
63
72
|
#endif
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"openpbrVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,0BAA0B,CAAC;AAElC,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"openpbrVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,0BAA0B,CAAC;AAElC,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Gd,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 \"./decalVertexDeclaration\";\n\nconst name = \"openpbrVertexDeclaration\";\nconst shader = `uniform mat4 view;uniform mat4 viewProjection;uniform vec4 vEyePosition;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif\n#ifdef BASE_COLOR\nuniform vec2 vBaseColorInfos;uniform mat4 baseColorMatrix;\n#endif\n#ifdef BASE_WEIGHT\nuniform mat4 baseWeightMatrix;uniform vec2 vBaseWeightInfos;\n#endif\nuniform float vBaseDiffuseRoughness;\n#ifdef BASE_DIFFUSE_ROUGHNESS\nuniform mat4 baseDiffuseRoughnessMatrix;uniform vec2 vBaseDiffuseRoughnessInfos;\n#endif\n#ifdef AMBIENT_OCCLUSION\nuniform vec2 vAmbientOcclusionInfos;uniform mat4 ambientOcclusionMatrix;\n#endif\n#ifdef EMISSION_COLOR\nuniform vec2 vEmissionColorInfos;uniform mat4 emissionColorMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;\n#endif\n#ifdef BASE_METALNESS\nuniform vec2 vBaseMetalnessInfos;uniform mat4 baseMetalnessMatrix;\n#endif\n#ifdef SPECULAR_WEIGHT\nuniform vec2 vSpecularWeightInfos;uniform mat4 specularWeightMatrix;\n#endif\n#ifdef SPECULAR_COLOR\nuniform vec2 vSpecularColorInfos;uniform mat4 specularColorMatrix;\n#endif\n#ifdef SPECULAR_ROUGHNESS\nuniform vec2 vSpecularRoughnessInfos;uniform mat4 specularRoughnessMatrix;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nuniform vec2 vSpecularRoughnessAnisotropyInfos;uniform mat4 specularRoughnessAnisotropyMatrix;\n#endif\n#ifdef COAT_WEIGHT\nuniform vec2 vCoatWeightInfos;uniform mat4 coatWeightMatrix;\n#endif\n#ifdef COAT_COLOR\nuniform vec2 vCoatColorInfos;uniform mat4 coatColorMatrix;\n#endif\n#ifdef COAT_ROUGHNESS\nuniform vec2 vCoatRoughnessInfos;uniform mat4 coatRoughnessMatrix;\n#endif\n#ifdef COAT_ROUGHNESS_ANISOTROPY\nuniform vec2 vCoatRoughnessAnisotropyInfos;uniform mat4 coatRoughnessAnisotropyMatrix;\n#endif\n#ifdef COAT_IOR\nuniform vec2 vCoatIorInfos;uniform mat4 coatIorMatrix;\n#endif\n#ifdef COAT_DARKENING\nuniform vec2 vCoatDarkeningInfos;uniform mat4 coatDarkeningMatrix;\n#endif\n#ifdef FUZZ_WEIGHT\nuniform vec2 vFuzzWeightInfos;uniform mat4 fuzzWeightMatrix;\n#endif\n#ifdef FUZZ_COLOR\nuniform vec2 vFuzzColorInfos;uniform mat4 fuzzColorMatrix;\n#endif\n#ifdef FUZZ_ROUGHNESS\nuniform vec2 vFuzzRoughnessInfos;uniform mat4 fuzzRoughnessMatrix;\n#endif\n#ifdef GEOMETRY_NORMAL\nuniform vec2 vGeometryNormalInfos;uniform mat4 geometryNormalMatrix;\n#endif\n#ifdef GEOMETRY_TANGENT\nuniform vec2 vGeometryTangentInfos;uniform mat4 geometryTangentMatrix;\n#endif\n#ifdef GEOMETRY_COAT_NORMAL\nuniform vec2 vGeometryCoatNormalInfos;uniform mat4 geometryCoatNormalMatrix;\n#endif\n#ifdef THIN_FILM_WEIGHT\nuniform vec2 vThinFilmWeightInfos;uniform mat4 thinFilmWeightMatrix;\n#endif\n#ifdef THIN_FILM_THICKNESS\nuniform vec2 vThinFilmThicknessInfos;uniform mat4 thinFilmThicknessMatrix;\n#endif\n#ifdef GEOMETRY_OPACITY\nuniform mat4 geometryOpacityMatrix;uniform vec2 vGeometryOpacityInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nuniform vec4 cameraInfo;\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;\n#endif\n#ifdef NORMAL\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;\n#endif\n#endif\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrVertexDeclaration = { name, shader };\n"]}
|