@babylonjs/core 8.43.0 → 8.44.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/WebGPU/Extensions/engine.multiRender.js +5 -10
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +4 -2
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.d.ts +8 -0
- package/Engines/WebGPU/webgpuDrawContext.js +8 -0
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +4 -3
- package/Engines/WebGPU/webgpuHardwareTexture.js +27 -21
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +5 -4
- package/Engines/WebGPU/webgpuTextureManager.js +20 -30
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +1 -0
- package/Engines/thinEngine.js +9 -1
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/thinWebGPUEngine.js +2 -3
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +28 -13
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +2 -2
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.d.ts +1 -1
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js +2 -2
- package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/inputBlock.js +4 -0
- package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js +19 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Passes/renderPass.d.ts +16 -0
- package/FrameGraph/Passes/renderPass.js +12 -0
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +3 -3
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -2
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +2 -2
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +3 -2
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.js +4 -15
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +2 -2
- package/FrameGraph/frameGraphTask.js +6 -6
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTaskMultiRenderTarget.d.ts +15 -0
- package/FrameGraph/frameGraphTaskMultiRenderTarget.js +25 -0
- package/FrameGraph/frameGraphTaskMultiRenderTarget.js.map +1 -0
- package/FrameGraph/frameGraphTextureManager.js +13 -2
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/FrameGraph/frameGraphTypes.d.ts +9 -1
- package/FrameGraph/frameGraphTypes.js.map +1 -1
- package/Materials/Textures/textureCreationOptions.d.ts +2 -0
- package/Materials/Textures/textureCreationOptions.js +0 -1
- package/Materials/Textures/textureCreationOptions.js.map +1 -1
- package/Materials/index.d.ts +1 -0
- package/Materials/index.js +1 -0
- package/Materials/index.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +1 -0
- package/Materials/shaderMaterial.js +22 -7
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/vertexPullingHelper.functions.d.ts +32 -0
- package/Materials/vertexPullingHelper.functions.js +60 -0
- package/Materials/vertexPullingHelper.functions.js.map +1 -0
- package/Meshes/abstractMesh.js +1 -1
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.js +1 -0
- package/Meshes/geometry.js.map +1 -1
- package/Particles/solidParticleSystem.d.ts +2 -1
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +4 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +7 -5
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +1 -1
- package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +4 -4
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrDirectLightingInit.js +4 -2
- package/Shaders/ShadersInclude/openpbrDirectLightingInit.js.map +1 -1
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +4 -12
- package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/Shaders/picking.vertex.js +2 -2
- package/Shaders/picking.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +2 -2
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js +6 -4
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +4 -4
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +4 -2
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +8 -14
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.vertex.d.ts +2 -0
- package/ShadersWGSL/iblVoxelGrid.vertex.js +78 -8
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
- package/ShadersWGSL/picking.vertex.js +2 -2
- package/ShadersWGSL/picking.vertex.js.map +1 -1
- package/package.json +1 -1
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@@ -564,6 +564,9 @@ export class _IblShadowsVoxelRenderer {
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* @param includedMeshes
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*/
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updateVoxelGrid(includedMeshes) {
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+
if (this._voxelizationInProgress) {
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return;
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+
}
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this._stopVoxelization();
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this._includedMeshes = includedMeshes;
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this._voxelizationInProgress = true;
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@@ -655,6 +658,7 @@ export class _IblShadowsVoxelRenderer {
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if (axis === 1) {
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upDirection = new Vector3(1, 0, 0);
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}
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+
mrt.onBeforeRenderObservable.clear();
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mrt.onBeforeRenderObservable.add(() => {
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voxelMaterial.setMatrix("viewMatrix", Matrix.LookAtLH(cameraPosition, targetPosition, upDirection));
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voxelMaterial.setMatrix("invWorldScale", this._invWorldScaleMatrix);
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@@ -1 +1 @@
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1
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-
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{ Constants } from \"../../Engines/constants\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { MultiRenderTarget } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { RenderTargetTextureOptions } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Matrix, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ProceduralTexture } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../../Materials/effectRenderer\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { RenderTargetWrapper } from \"core/Engines\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Voxel-based shadow rendering for IBL's.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n * @see https://playground.babylonjs.com/#8R5SSE#222\r\n */\r\nexport class _IblShadowsVoxelRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n // WebGPU, single-pass voxelization.\r\n // See https://playground.babylonjs.com/#XSNYAU#133\r\n private _voxelGrid: RenderTargetTexture;\r\n private _voxelGridRT: RenderTargetTexture;\r\n\r\n // WebGL voxelization, including tri-planar voxelization.\r\n private _combinedVoxelGridPT: ProceduralTexture;\r\n private _voxelGridXaxis: RenderTargetTexture;\r\n private _voxelGridYaxis: RenderTargetTexture;\r\n private _voxelGridZaxis: RenderTargetTexture;\r\n private _voxelMrtsXaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsYaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsZaxis: MultiRenderTarget[] = [];\r\n\r\n private _voxelMaterial: ShaderMaterial;\r\n private _voxelSlabDebugMaterial: ShaderMaterial;\r\n private _voxelClearColor: Color4 = new Color4(0, 0, 0, 1);\r\n\r\n /**\r\n * Return the voxel grid texture.\r\n * @returns The voxel grid texture.\r\n */\r\n public getVoxelGrid(): ProceduralTexture | RenderTargetTexture {\r\n if (this._engine.isWebGPU) {\r\n return this._voxelGrid;\r\n } else if (this._triPlanarVoxelization) {\r\n return this._combinedVoxelGridPT;\r\n } else {\r\n return this._voxelGridZaxis;\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the voxelization is complete\r\n */\r\n public onVoxelizationCompleteObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * The debug pass post process\r\n * @returns The debug pass post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._voxelDebugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._voxelDebugPass;\r\n }\r\n\r\n private _maxDrawBuffers: number;\r\n private _renderTargets: RenderTargetTexture[] = [];\r\n\r\n private _triPlanarVoxelization: boolean = true;\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public get triPlanarVoxelization(): boolean {\r\n return this._triPlanarVoxelization;\r\n }\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public set triPlanarVoxelization(enabled: boolean) {\r\n if (this._engine.isWebGPU) {\r\n // WebGPU only supports tri-planar voxelization.\r\n this._triPlanarVoxelization = true;\r\n return;\r\n }\r\n if (this._triPlanarVoxelization === enabled) {\r\n return;\r\n }\r\n this._triPlanarVoxelization = enabled;\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _voxelizationInProgress: boolean = false;\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n /**\r\n * @returns Whether voxelization is currently happening.\r\n */\r\n public isVoxelizationInProgress(): boolean {\r\n return this._voxelizationInProgress;\r\n }\r\n\r\n private _voxelResolution: number = 64;\r\n private _voxelResolutionExp: number = 6;\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public get voxelResolutionExp(): number {\r\n return this._voxelResolutionExp;\r\n }\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public set voxelResolutionExp(resolutionExp: number) {\r\n if (this._voxelResolutionExp === resolutionExp && this._voxelGridZaxis) {\r\n return;\r\n }\r\n this._voxelResolutionExp = Math.round(Math.min(Math.max(resolutionExp, 3), 9));\r\n this._voxelResolution = Math.pow(2.0, this._voxelResolutionExp);\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _copyMipEffectRenderer: EffectRenderer;\r\n private _copyMipEffectWrapper: EffectWrapper;\r\n private _mipArray: ProceduralTexture[] = [];\r\n\r\n private _voxelSlabDebugRT: RenderTargetTexture;\r\n private _voxelDebugPass: PostProcess;\r\n private _voxelDebugEnabled: boolean = false;\r\n\r\n /**\r\n * Shows only the voxels that were rendered along a particular axis (while using triPlanarVoxelization).\r\n * If not set, the combined voxel grid will be shown.\r\n * Note: This only works when the debugMipNumber is set to 0 because we don't generate mips for each axis.\r\n * @param axis The axis to show (0 = x, 1 = y, 2 = z)\r\n */\r\n public set voxelDebugAxis(axis: number) {\r\n this._voxelDebugAxis = axis;\r\n }\r\n\r\n public get voxelDebugAxis(): number {\r\n return this._voxelDebugAxis;\r\n }\r\n private _voxelDebugAxis: number = -1;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _includedMeshes: Mesh[] = [];\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n private _debugMipNumber: number = 0;\r\n /**\r\n * The mip level to show in the debug display\r\n * @param mipNum The mip level to show in the debug display\r\n */\r\n public setDebugMipNumber(mipNum: number) {\r\n this._debugMipNumber = mipNum;\r\n }\r\n private _debugPassName: string = \"Voxelization Debug Pass\";\r\n /**\r\n * Sets the name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * Enable or disable the debug view for this pass\r\n */\r\n public get voxelDebugEnabled(): boolean {\r\n return this._voxelDebugEnabled;\r\n }\r\n\r\n public set voxelDebugEnabled(enabled: boolean) {\r\n if (this._voxelDebugEnabled === enabled) {\r\n return;\r\n }\r\n this._voxelDebugEnabled = enabled;\r\n if (enabled) {\r\n this._voxelSlabDebugRT = new RenderTargetTexture(\"voxelSlabDebug\", { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, this._scene, {\r\n generateDepthBuffer: true,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n });\r\n this._voxelSlabDebugRT.noPrePassRenderer = true;\r\n }\r\n if (this._voxelSlabDebugRT) {\r\n this._removeVoxelRTs([this._voxelSlabDebugRT]);\r\n }\r\n // Add the slab debug RT if needed.\r\n if (this._voxelDebugEnabled) {\r\n this._addRTsForRender([this._voxelSlabDebugRT], this._includedMeshes, this._voxelDebugAxis, 1, true);\r\n this._setDebugBindingsBound = this._setDebugBindings.bind(this);\r\n this._scene.onBeforeRenderObservable.add(this._setDebugBindingsBound);\r\n } else {\r\n this._scene.onBeforeRenderObservable.removeCallback(this._setDebugBindingsBound);\r\n }\r\n }\r\n\r\n private _setDebugBindingsBound: () => void;\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._voxelDebugPass) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\", \"mipNumber\"],\r\n samplers: [\"voxelTexture\", \"voxelSlabTexture\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblVoxelGrid3dDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblVoxelGrid3dDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._voxelDebugPass = new PostProcess(this.debugPassName, \"iblVoxelGrid3dDebug\", debugOptions);\r\n this._voxelDebugPass.onApplyObservable.add((effect) => {\r\n if (this._voxelDebugAxis === 0) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridXaxis);\r\n } else if (this._voxelDebugAxis === 1) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridYaxis);\r\n } else if (this._voxelDebugAxis === 2) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridZaxis);\r\n } else {\r\n effect.setTexture(\"voxelTexture\", this.getVoxelGrid());\r\n }\r\n effect.setTexture(\"voxelSlabTexture\", this._voxelSlabDebugRT);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n effect.setFloat(\"mipNumber\", this._debugMipNumber);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the voxel renderer\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The render pipeline this pass is associated with\r\n * @param resolutionExp Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n * @param triPlanarVoxelization Whether to use tri-planar voxelization. Only applies to WebGL. Voxelization will take longer but will reduce missing geometry.\r\n * @returns The voxel renderer\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline, resolutionExp: number = 6, triPlanarVoxelization: boolean = true) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine() as Engine;\r\n this._triPlanarVoxelization = this._engine.isWebGPU || triPlanarVoxelization;\r\n if (!this._engine.getCaps().drawBuffersExtension) {\r\n Logger.Error(\"Can't do voxel rendering without the draw buffers extension.\");\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n this._maxDrawBuffers = this._engine.getCaps().maxDrawBuffers || 0;\r\n\r\n this._copyMipEffectRenderer = new EffectRenderer(this._engine);\r\n this._copyMipEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n fragmentShader: \"copyTexture3DLayerToTexture\",\r\n useShaderStore: true,\r\n uniformNames: [\"layerNum\"],\r\n samplerNames: [\"textureSampler\"],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/copyTexture3DLayerToTexture.fragment\");\r\n } else {\r\n await import(\"../../Shaders/copyTexture3DLayerToTexture.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this.voxelResolutionExp = resolutionExp;\r\n }\r\n\r\n private _generateMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._generateMipMap(i);\r\n }\r\n }\r\n\r\n private _generateMipMap(lodLevel: number) {\r\n // Generate a mip map for the given level by triggering the render of the procedural mip texture.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n mipTarget.setTexture(\"srcMip\", lodLevel === 1 ? this.getVoxelGrid() : this._mipArray[lodLevel - 2]);\r\n mipTarget.render();\r\n }\r\n\r\n private _copyMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._copyMipMap(i);\r\n }\r\n }\r\n\r\n private _copyMipMap(lodLevel: number) {\r\n // Now, copy this mip into the mip chain of the voxel grid.\r\n // TODO - this currently isn't working. \"textureSampler\" isn't being properly set to mipTarget.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n const voxelGrid = this.getVoxelGrid();\r\n let rt: RenderTargetWrapper;\r\n if (voxelGrid instanceof RenderTargetTexture && voxelGrid.renderTarget) {\r\n rt = voxelGrid.renderTarget;\r\n } else {\r\n rt = (voxelGrid as any)._rtWrapper;\r\n }\r\n if (rt) {\r\n this._copyMipEffectRenderer.saveStates();\r\n const bindSize = mipTarget.getSize().width;\r\n\r\n // Render to each layer of the voxel grid.\r\n for (let layer = 0; layer < bindSize; layer++) {\r\n this._engine.bindFramebuffer(rt, 0, bindSize, bindSize, true, lodLevel, layer);\r\n this._copyMipEffectRenderer.applyEffectWrapper(this._copyMipEffectWrapper);\r\n this._copyMipEffectWrapper.effect.setTexture(\"textureSampler\", mipTarget);\r\n this._copyMipEffectWrapper.effect.setInt(\"layerNum\", layer);\r\n this._copyMipEffectRenderer.draw();\r\n this._engine.unBindFramebuffer(rt, true);\r\n }\r\n this._copyMipEffectRenderer.restoreStates();\r\n }\r\n }\r\n\r\n private _computeNumberOfSlabs(): number {\r\n return Math.ceil(this._voxelResolution / this._maxDrawBuffers);\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const size: TextureSize = {\r\n width: this._voxelResolution,\r\n height: this._voxelResolution,\r\n depth: this._voxelResolution,\r\n };\r\n const voxelAxisOptions: RenderTargetTextureOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n\r\n // We can render up to maxDrawBuffers voxel slices of the grid per render.\r\n // We call this a slab.\r\n const numSlabs = this._computeNumberOfSlabs();\r\n const voxelCombinedOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblCombineVoxelGrids.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblCombineVoxelGrids.fragment\");\r\n }\r\n },\r\n };\r\n if (this._engine.isWebGPU) {\r\n this._voxelGrid = new RenderTargetTexture(\"voxelGrid\", size, this._scene, {\r\n ...voxelCombinedOptions,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n creationFlags: Constants.TEXTURE_CREATIONFLAG_STORAGE,\r\n });\r\n this._voxelGridRT = new RenderTargetTexture(\r\n \"voxelGridRT\",\r\n { width: Math.min(size.width * 2.0, 2048), height: Math.min(size.height * 2.0, 2048) },\r\n this._scene,\r\n voxelAxisOptions\r\n );\r\n } else if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis = new RenderTargetTexture(\"voxelGridXaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridYaxis = new RenderTargetTexture(\"voxelGridYaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelMrtsXaxis = this._createVoxelMRTs(\"x_axis_\", this._voxelGridXaxis, numSlabs);\r\n this._voxelMrtsYaxis = this._createVoxelMRTs(\"y_axis_\", this._voxelGridYaxis, numSlabs);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n\r\n this._combinedVoxelGridPT = new ProceduralTexture(\"combinedVoxelGrid\", size, \"iblCombineVoxelGrids\", this._scene, voxelCombinedOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._combinedVoxelGridPT), 1);\r\n this._combinedVoxelGridPT.setFloat(\"layer\", 0.0);\r\n this._combinedVoxelGridPT.setTexture(\"voxelXaxisSampler\", this._voxelGridXaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelYaxisSampler\", this._voxelGridYaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelZaxisSampler\", this._voxelGridZaxis);\r\n // We will render this only after voxelization is completed for the 3 axes.\r\n this._combinedVoxelGridPT.autoClear = false;\r\n this._combinedVoxelGridPT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._combinedVoxelGridPT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n } else {\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelCombinedOptions);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n }\r\n\r\n const generateVoxelMipOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblGenerateVoxelMip.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblGenerateVoxelMip.fragment\");\r\n }\r\n },\r\n };\r\n this._mipArray = new Array(Math.ceil(Math.log2(this._voxelResolution)));\r\n for (let mipIdx = 1; mipIdx <= this._mipArray.length; mipIdx++) {\r\n const mipDim = this._voxelResolution >> mipIdx;\r\n const mipSize: TextureSize = { width: mipDim, height: mipDim, depth: mipDim };\r\n this._mipArray[mipIdx - 1] = new ProceduralTexture(\"voxelMip\" + mipIdx, mipSize, \"iblGenerateVoxelMip\", this._scene, generateVoxelMipOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._mipArray[mipIdx - 1]), 1);\r\n\r\n const mipTarget = this._mipArray[mipIdx - 1];\r\n mipTarget.autoClear = false;\r\n mipTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.setTexture(\"srcMip\", mipIdx > 1 ? this._mipArray[mipIdx - 2] : this.getVoxelGrid());\r\n mipTarget.setInt(\"layerNum\", 0);\r\n }\r\n\r\n this._createVoxelMaterials();\r\n }\r\n\r\n private _createVoxelMRTs(name: string, voxelRT: RenderTargetTexture, numSlabs: number): MultiRenderTarget[] {\r\n voxelRT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.noPrePassRenderer = true;\r\n const mrtArray: MultiRenderTarget[] = [];\r\n const targetTypes = new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_3D);\r\n\r\n for (let mrtIndex = 0; mrtIndex < numSlabs; mrtIndex++) {\r\n let layerIndices = new Array(this._maxDrawBuffers).fill(0);\r\n layerIndices = layerIndices.map((value, index) => mrtIndex * this._maxDrawBuffers + index);\r\n\r\n let textureNames = new Array(this._maxDrawBuffers).fill(\"\");\r\n textureNames = textureNames.map((value, index) => \"voxel_grid_\" + name + (mrtIndex * this._maxDrawBuffers + index));\r\n\r\n const mrt = new MultiRenderTarget(\r\n \"mrt_\" + name + mrtIndex,\r\n { width: this._voxelResolution, height: this._voxelResolution, depth: this._voxelResolution },\r\n this._maxDrawBuffers, // number of draw buffers\r\n this._scene,\r\n {\r\n types: new Array(this._maxDrawBuffers).fill(Constants.TEXTURETYPE_UNSIGNED_BYTE),\r\n samplingModes: new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE),\r\n generateMipMaps: false,\r\n targetTypes,\r\n formats: new Array(this._maxDrawBuffers).fill(Constants.TEXTUREFORMAT_R),\r\n faceIndex: new Array(this._maxDrawBuffers).fill(0),\r\n layerIndex: layerIndices,\r\n layerCounts: new Array(this._maxDrawBuffers).fill(this._voxelResolution),\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n },\r\n textureNames\r\n );\r\n\r\n mrt.clearColor = new Color4(0, 0, 0, 1);\r\n mrt.noPrePassRenderer = true;\r\n for (let i = 0; i < this._maxDrawBuffers; i++) {\r\n mrt.setInternalTexture(voxelRT.getInternalTexture()!, i);\r\n }\r\n\r\n mrtArray.push(mrt);\r\n }\r\n return mrtArray;\r\n }\r\n\r\n private _disposeVoxelTextures() {\r\n this._stopVoxelization();\r\n for (let i = 0; i < this._voxelMrtsZaxis.length; i++) {\r\n if (this._triPlanarVoxelization) {\r\n this._voxelMrtsXaxis[i].dispose(true);\r\n this._voxelMrtsYaxis[i].dispose(true);\r\n }\r\n this._voxelMrtsZaxis[i].dispose(true);\r\n }\r\n if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis?.dispose();\r\n this._voxelGridYaxis?.dispose();\r\n this._combinedVoxelGridPT?.dispose();\r\n }\r\n this._voxelGridZaxis?.dispose();\r\n for (const mip of this._mipArray) {\r\n mip.dispose();\r\n }\r\n this._voxelMaterial?.dispose();\r\n this._voxelSlabDebugMaterial?.dispose();\r\n this._mipArray = [];\r\n this._voxelMrtsXaxis = [];\r\n this._voxelMrtsYaxis = [];\r\n this._voxelMrtsZaxis = [];\r\n }\r\n\r\n private _createVoxelMaterials(): void {\r\n const isWebGPU = this._engine.isWebGPU;\r\n this._voxelMaterial = new ShaderMaterial(\"voxelization\", this._scene, \"iblVoxelGrid\", {\r\n uniforms: [\"world\", \"viewMatrix\", \"invTransWorld\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\r\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelGrid.fragment\"), import(\"../../ShadersWGSL/iblVoxelGrid.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblVoxelGrid.fragment\"), import(\"../../Shaders/iblVoxelGrid.vertex\")]);\r\n }\r\n },\r\n });\r\n this._voxelMaterial.cullBackFaces = false;\r\n this._voxelMaterial.backFaceCulling = false;\r\n this._voxelMaterial.depthFunction = Engine.ALWAYS;\r\n\r\n this._voxelSlabDebugMaterial = new ShaderMaterial(\"voxelSlabDebug\", this._scene, \"iblVoxelSlabDebug\", {\r\n uniforms: [\"world\", \"viewMatrix\", \"cameraViewMatrix\", \"projection\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\r\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelSlabDebug.fragment\"), import(\"../../ShadersWGSL/iblVoxelSlabDebug.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblVoxelSlabDebug.fragment\"), import(\"../../Shaders/iblVoxelSlabDebug.vertex\")]);\r\n }\r\n },\r\n });\r\n }\r\n\r\n private _setDebugBindings() {\r\n this._voxelSlabDebugMaterial.setMatrix(\"projection\", this._scene.activeCamera!.getProjectionMatrix());\r\n this._voxelSlabDebugMaterial.setMatrix(\"cameraViewMatrix\", this._scene.activeCamera!.getViewMatrix());\r\n }\r\n\r\n /**\r\n * Checks if the voxel renderer is ready to voxelize scene\r\n * @returns true if the voxel renderer is ready to voxelize scene\r\n */\r\n public isReady() {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n\r\n if (!allReady || this._voxelizationInProgress) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * If the MRT's are already in the list of render targets, this will\r\n * remove them so that they don't get rendered again.\r\n */\r\n private _stopVoxelization() {\r\n // If the MRT's are already in the list of render targets, remove them.\r\n this._removeVoxelRTs(this._voxelMrtsXaxis);\r\n this._removeVoxelRTs(this._voxelMrtsYaxis);\r\n this._removeVoxelRTs(this._voxelMrtsZaxis);\r\n this._removeVoxelRTs([this._voxelGridRT]);\r\n }\r\n\r\n private _removeVoxelRTs(rts: RenderTargetTexture[]) {\r\n // const currentRTs = this._scene.customRenderTargets;\r\n const rtIdx = this._renderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._renderTargets.splice(rtIdx, rts.length);\r\n } else {\r\n const rtIdx = this._scene.customRenderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._scene.customRenderTargets.splice(rtIdx, rts.length);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Renders voxel grid of scene for IBL shadows\r\n * @param includedMeshes\r\n */\r\n public updateVoxelGrid(includedMeshes: Mesh[]) {\r\n this._stopVoxelization();\r\n this._includedMeshes = includedMeshes;\r\n this._voxelizationInProgress = true;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._voxelGridRT.renderList = includedMeshes;\r\n this._addRTsForRender([this._voxelGridRT], includedMeshes, 0);\r\n } else if (this._triPlanarVoxelization) {\r\n this._addRTsForRender(this._voxelMrtsXaxis, includedMeshes, 0);\r\n this._addRTsForRender(this._voxelMrtsYaxis, includedMeshes, 1);\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n } else {\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n }\r\n if (this._voxelDebugEnabled) {\r\n this._addRTsForRender([this._voxelSlabDebugRT], includedMeshes, this._voxelDebugAxis, 1, true);\r\n }\r\n this._renderVoxelGridBound = this._renderVoxelGrid.bind(this);\r\n this._scene.onAfterRenderObservable.add(this._renderVoxelGridBound);\r\n }\r\n\r\n private _renderVoxelGridBound: () => void;\r\n\r\n private _renderVoxelGrid() {\r\n if (this._voxelizationInProgress) {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n for (let i = 0; i < this._renderTargets.length; i++) {\r\n const rttReady = this._renderTargets[i].isReadyForRendering();\r\n allReady &&= rttReady;\r\n }\r\n if (allReady) {\r\n if (this._engine.isWebGPU) {\r\n // Clear the voxel grid storage texture.\r\n // Need to clear each layer individually.\r\n // Would a compute shader be faster here to clear all layers in one go?\r\n if (this._voxelGrid && this._voxelGrid.renderTarget) {\r\n for (let layer = 0; layer < this._voxelResolution; layer++) {\r\n this._engine.bindFramebuffer(this._voxelGrid.renderTarget, 0, undefined, undefined, true, 0, layer);\r\n this._engine.clear(this._voxelClearColor, true, false, false);\r\n this._engine.unBindFramebuffer(this._voxelGrid.renderTarget, true);\r\n }\r\n }\r\n }\r\n for (const rt of this._renderTargets) {\r\n rt.render();\r\n }\r\n this._stopVoxelization();\r\n\r\n if (this._triPlanarVoxelization && !this._engine.isWebGPU) {\r\n this._combinedVoxelGridPT.render();\r\n }\r\n this._generateMipMaps();\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._copyMipEffectWrapper.effect.whenCompiledAsync().then(() => {\r\n this._copyMipMaps();\r\n this._scene.onAfterRenderObservable.removeCallback(this._renderVoxelGridBound);\r\n this._voxelizationInProgress = false;\r\n this.onVoxelizationCompleteObservable.notifyObservers();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private _addRTsForRender(mrts: RenderTargetTexture[], includedMeshes: Mesh[], axis: number, shaderType: number = 0, continuousRender: boolean = false) {\r\n const slabSize = 1.0 / this._computeNumberOfSlabs();\r\n let voxelMaterial: ShaderMaterial;\r\n if (shaderType === 0) {\r\n voxelMaterial = this._voxelMaterial;\r\n } else {\r\n voxelMaterial = this._voxelSlabDebugMaterial;\r\n }\r\n\r\n // We need to update the world scale uniform for every mesh being rendered to the voxel grid.\r\n for (let mrtIndex = 0; mrtIndex < mrts.length; mrtIndex++) {\r\n const mrt = mrts[mrtIndex];\r\n mrt.renderList = [];\r\n const nearPlane = mrtIndex * slabSize;\r\n const farPlane = (mrtIndex + 1) * slabSize;\r\n const stepSize = slabSize / this._maxDrawBuffers;\r\n\r\n const cameraPosition = new Vector3(0, 0, 0);\r\n let targetPosition = new Vector3(0, 0, 1);\r\n if (axis === 0) {\r\n targetPosition = new Vector3(1, 0, 0);\r\n } else if (axis === 1) {\r\n targetPosition = new Vector3(0, 1, 0);\r\n }\r\n let upDirection = new Vector3(0, 1, 0);\r\n if (axis === 1) {\r\n upDirection = new Vector3(1, 0, 0);\r\n }\r\n mrt.onBeforeRenderObservable.add(() => {\r\n voxelMaterial.setMatrix(\"viewMatrix\", Matrix.LookAtLH(cameraPosition, targetPosition, upDirection));\r\n voxelMaterial.setMatrix(\"invWorldScale\", this._invWorldScaleMatrix);\r\n voxelMaterial.setFloat(\"nearPlane\", nearPlane);\r\n voxelMaterial.setFloat(\"farPlane\", farPlane);\r\n voxelMaterial.setFloat(\"stepSize\", stepSize);\r\n if (this._engine.isWebGPU) {\r\n this._voxelMaterial.useVertexPulling = true;\r\n this._voxelMaterial.setTexture(\"voxel_storage\", this.getVoxelGrid());\r\n }\r\n });\r\n\r\n // Set this material on every mesh in the scene (for this RT)\r\n if (includedMeshes.length === 0) {\r\n return;\r\n }\r\n for (const mesh of includedMeshes) {\r\n if (mesh) {\r\n if (mesh.subMeshes && mesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(mesh);\r\n mrt.setMaterialForRendering(mesh, voxelMaterial);\r\n }\r\n const meshes = mesh.getChildMeshes();\r\n for (const childMesh of meshes) {\r\n if (childMesh.subMeshes && childMesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(childMesh);\r\n mrt.setMaterialForRendering(childMesh, voxelMaterial);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Add the MRT's to render.\r\n if (continuousRender) {\r\n for (const mrt of mrts) {\r\n if (this._scene.customRenderTargets.indexOf(mrt) === -1) {\r\n this._scene.customRenderTargets.push(mrt);\r\n }\r\n }\r\n } else {\r\n this._renderTargets = this._renderTargets.concat(mrts);\r\n }\r\n }\r\n\r\n /**\r\n * Called by the pipeline to resize resources.\r\n */\r\n public resize() {\r\n this._voxelSlabDebugRT?.resize({ width: this._scene.getEngine().getRenderWidth(), height: this._scene.getEngine().getRenderHeight() });\r\n }\r\n\r\n /**\r\n * Disposes the voxel renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeVoxelTextures();\r\n if (this._voxelSlabDebugRT) {\r\n this._removeVoxelRTs([this._voxelSlabDebugRT]);\r\n this._voxelSlabDebugRT.dispose();\r\n }\r\n if (this._voxelDebugPass) {\r\n this._voxelDebugPass.dispose();\r\n }\r\n // TODO - dispose all created voxel materials.\r\n }\r\n}\r\n"]}
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1
|
+
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{ Constants } from \"../../Engines/constants\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { MultiRenderTarget } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { RenderTargetTextureOptions } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Matrix, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ProceduralTexture } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../../Materials/effectRenderer\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { RenderTargetWrapper } from \"core/Engines\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Voxel-based shadow rendering for IBL's.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n * @see https://playground.babylonjs.com/#8R5SSE#222\r\n */\r\nexport class _IblShadowsVoxelRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n // WebGPU, single-pass voxelization.\r\n // See https://playground.babylonjs.com/#XSNYAU#133\r\n private _voxelGrid: RenderTargetTexture;\r\n private _voxelGridRT: RenderTargetTexture;\r\n\r\n // WebGL voxelization, including tri-planar voxelization.\r\n private _combinedVoxelGridPT: ProceduralTexture;\r\n private _voxelGridXaxis: RenderTargetTexture;\r\n private _voxelGridYaxis: RenderTargetTexture;\r\n private _voxelGridZaxis: RenderTargetTexture;\r\n private _voxelMrtsXaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsYaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsZaxis: MultiRenderTarget[] = [];\r\n\r\n private _voxelMaterial: ShaderMaterial;\r\n private _voxelSlabDebugMaterial: ShaderMaterial;\r\n private _voxelClearColor: Color4 = new Color4(0, 0, 0, 1);\r\n\r\n /**\r\n * Return the voxel grid texture.\r\n * @returns The voxel grid texture.\r\n */\r\n public getVoxelGrid(): ProceduralTexture | RenderTargetTexture {\r\n if (this._engine.isWebGPU) {\r\n return this._voxelGrid;\r\n } else if (this._triPlanarVoxelization) {\r\n return this._combinedVoxelGridPT;\r\n } else {\r\n return this._voxelGridZaxis;\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the voxelization is complete\r\n */\r\n public onVoxelizationCompleteObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * The debug pass post process\r\n * @returns The debug pass post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._voxelDebugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._voxelDebugPass;\r\n }\r\n\r\n private _maxDrawBuffers: number;\r\n private _renderTargets: RenderTargetTexture[] = [];\r\n\r\n private _triPlanarVoxelization: boolean = true;\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public get triPlanarVoxelization(): boolean {\r\n return this._triPlanarVoxelization;\r\n }\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public set triPlanarVoxelization(enabled: boolean) {\r\n if (this._engine.isWebGPU) {\r\n // WebGPU only supports tri-planar voxelization.\r\n this._triPlanarVoxelization = true;\r\n return;\r\n }\r\n if (this._triPlanarVoxelization === enabled) {\r\n return;\r\n }\r\n this._triPlanarVoxelization = enabled;\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _voxelizationInProgress: boolean = false;\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n /**\r\n * @returns Whether voxelization is currently happening.\r\n */\r\n public isVoxelizationInProgress(): boolean {\r\n return this._voxelizationInProgress;\r\n }\r\n\r\n private _voxelResolution: number = 64;\r\n private _voxelResolutionExp: number = 6;\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public get voxelResolutionExp(): number {\r\n return this._voxelResolutionExp;\r\n }\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public set voxelResolutionExp(resolutionExp: number) {\r\n if (this._voxelResolutionExp === resolutionExp && this._voxelGridZaxis) {\r\n return;\r\n }\r\n this._voxelResolutionExp = Math.round(Math.min(Math.max(resolutionExp, 3), 9));\r\n this._voxelResolution = Math.pow(2.0, this._voxelResolutionExp);\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _copyMipEffectRenderer: EffectRenderer;\r\n private _copyMipEffectWrapper: EffectWrapper;\r\n private _mipArray: ProceduralTexture[] = [];\r\n\r\n private _voxelSlabDebugRT: RenderTargetTexture;\r\n private _voxelDebugPass: PostProcess;\r\n private _voxelDebugEnabled: boolean = false;\r\n\r\n /**\r\n * Shows only the voxels that were rendered along a particular axis (while using triPlanarVoxelization).\r\n * If not set, the combined voxel grid will be shown.\r\n * Note: This only works when the debugMipNumber is set to 0 because we don't generate mips for each axis.\r\n * @param axis The axis to show (0 = x, 1 = y, 2 = z)\r\n */\r\n public set voxelDebugAxis(axis: number) {\r\n this._voxelDebugAxis = axis;\r\n }\r\n\r\n public get voxelDebugAxis(): number {\r\n return this._voxelDebugAxis;\r\n }\r\n private _voxelDebugAxis: number = -1;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _includedMeshes: Mesh[] = [];\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n private _debugMipNumber: number = 0;\r\n /**\r\n * The mip level to show in the debug display\r\n * @param mipNum The mip level to show in the debug display\r\n */\r\n public setDebugMipNumber(mipNum: number) {\r\n this._debugMipNumber = mipNum;\r\n }\r\n private _debugPassName: string = \"Voxelization Debug Pass\";\r\n /**\r\n * Sets the name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * Enable or disable the debug view for this pass\r\n */\r\n public get voxelDebugEnabled(): boolean {\r\n return this._voxelDebugEnabled;\r\n }\r\n\r\n public set voxelDebugEnabled(enabled: boolean) {\r\n if (this._voxelDebugEnabled === enabled) {\r\n return;\r\n }\r\n this._voxelDebugEnabled = enabled;\r\n if (enabled) {\r\n this._voxelSlabDebugRT = new RenderTargetTexture(\"voxelSlabDebug\", { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, this._scene, {\r\n generateDepthBuffer: true,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n });\r\n this._voxelSlabDebugRT.noPrePassRenderer = true;\r\n }\r\n if (this._voxelSlabDebugRT) {\r\n this._removeVoxelRTs([this._voxelSlabDebugRT]);\r\n }\r\n // Add the slab debug RT if needed.\r\n if (this._voxelDebugEnabled) {\r\n this._addRTsForRender([this._voxelSlabDebugRT], this._includedMeshes, this._voxelDebugAxis, 1, true);\r\n this._setDebugBindingsBound = this._setDebugBindings.bind(this);\r\n this._scene.onBeforeRenderObservable.add(this._setDebugBindingsBound);\r\n } else {\r\n this._scene.onBeforeRenderObservable.removeCallback(this._setDebugBindingsBound);\r\n }\r\n }\r\n\r\n private _setDebugBindingsBound: () => void;\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._voxelDebugPass) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\", \"mipNumber\"],\r\n samplers: [\"voxelTexture\", \"voxelSlabTexture\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblVoxelGrid3dDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblVoxelGrid3dDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._voxelDebugPass = new PostProcess(this.debugPassName, \"iblVoxelGrid3dDebug\", debugOptions);\r\n this._voxelDebugPass.onApplyObservable.add((effect) => {\r\n if (this._voxelDebugAxis === 0) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridXaxis);\r\n } else if (this._voxelDebugAxis === 1) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridYaxis);\r\n } else if (this._voxelDebugAxis === 2) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridZaxis);\r\n } else {\r\n effect.setTexture(\"voxelTexture\", this.getVoxelGrid());\r\n }\r\n effect.setTexture(\"voxelSlabTexture\", this._voxelSlabDebugRT);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n effect.setFloat(\"mipNumber\", this._debugMipNumber);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the voxel renderer\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The render pipeline this pass is associated with\r\n * @param resolutionExp Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n * @param triPlanarVoxelization Whether to use tri-planar voxelization. Only applies to WebGL. Voxelization will take longer but will reduce missing geometry.\r\n * @returns The voxel renderer\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline, resolutionExp: number = 6, triPlanarVoxelization: boolean = true) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine() as Engine;\r\n this._triPlanarVoxelization = this._engine.isWebGPU || triPlanarVoxelization;\r\n if (!this._engine.getCaps().drawBuffersExtension) {\r\n Logger.Error(\"Can't do voxel rendering without the draw buffers extension.\");\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n this._maxDrawBuffers = this._engine.getCaps().maxDrawBuffers || 0;\r\n\r\n this._copyMipEffectRenderer = new EffectRenderer(this._engine);\r\n this._copyMipEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n fragmentShader: \"copyTexture3DLayerToTexture\",\r\n useShaderStore: true,\r\n uniformNames: [\"layerNum\"],\r\n samplerNames: [\"textureSampler\"],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/copyTexture3DLayerToTexture.fragment\");\r\n } else {\r\n await import(\"../../Shaders/copyTexture3DLayerToTexture.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this.voxelResolutionExp = resolutionExp;\r\n }\r\n\r\n private _generateMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._generateMipMap(i);\r\n }\r\n }\r\n\r\n private _generateMipMap(lodLevel: number) {\r\n // Generate a mip map for the given level by triggering the render of the procedural mip texture.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n mipTarget.setTexture(\"srcMip\", lodLevel === 1 ? this.getVoxelGrid() : this._mipArray[lodLevel - 2]);\r\n mipTarget.render();\r\n }\r\n\r\n private _copyMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._copyMipMap(i);\r\n }\r\n }\r\n\r\n private _copyMipMap(lodLevel: number) {\r\n // Now, copy this mip into the mip chain of the voxel grid.\r\n // TODO - this currently isn't working. \"textureSampler\" isn't being properly set to mipTarget.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n const voxelGrid = this.getVoxelGrid();\r\n let rt: RenderTargetWrapper;\r\n if (voxelGrid instanceof RenderTargetTexture && voxelGrid.renderTarget) {\r\n rt = voxelGrid.renderTarget;\r\n } else {\r\n rt = (voxelGrid as any)._rtWrapper;\r\n }\r\n if (rt) {\r\n this._copyMipEffectRenderer.saveStates();\r\n const bindSize = mipTarget.getSize().width;\r\n\r\n // Render to each layer of the voxel grid.\r\n for (let layer = 0; layer < bindSize; layer++) {\r\n this._engine.bindFramebuffer(rt, 0, bindSize, bindSize, true, lodLevel, layer);\r\n this._copyMipEffectRenderer.applyEffectWrapper(this._copyMipEffectWrapper);\r\n this._copyMipEffectWrapper.effect.setTexture(\"textureSampler\", mipTarget);\r\n this._copyMipEffectWrapper.effect.setInt(\"layerNum\", layer);\r\n this._copyMipEffectRenderer.draw();\r\n this._engine.unBindFramebuffer(rt, true);\r\n }\r\n this._copyMipEffectRenderer.restoreStates();\r\n }\r\n }\r\n\r\n private _computeNumberOfSlabs(): number {\r\n return Math.ceil(this._voxelResolution / this._maxDrawBuffers);\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const size: TextureSize = {\r\n width: this._voxelResolution,\r\n height: this._voxelResolution,\r\n depth: this._voxelResolution,\r\n };\r\n const voxelAxisOptions: RenderTargetTextureOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n\r\n // We can render up to maxDrawBuffers voxel slices of the grid per render.\r\n // We call this a slab.\r\n const numSlabs = this._computeNumberOfSlabs();\r\n const voxelCombinedOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblCombineVoxelGrids.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblCombineVoxelGrids.fragment\");\r\n }\r\n },\r\n };\r\n if (this._engine.isWebGPU) {\r\n this._voxelGrid = new RenderTargetTexture(\"voxelGrid\", size, this._scene, {\r\n ...voxelCombinedOptions,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n creationFlags: Constants.TEXTURE_CREATIONFLAG_STORAGE,\r\n });\r\n this._voxelGridRT = new RenderTargetTexture(\r\n \"voxelGridRT\",\r\n { width: Math.min(size.width * 2.0, 2048), height: Math.min(size.height * 2.0, 2048) },\r\n this._scene,\r\n voxelAxisOptions\r\n );\r\n } else if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis = new RenderTargetTexture(\"voxelGridXaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridYaxis = new RenderTargetTexture(\"voxelGridYaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelMrtsXaxis = this._createVoxelMRTs(\"x_axis_\", this._voxelGridXaxis, numSlabs);\r\n this._voxelMrtsYaxis = this._createVoxelMRTs(\"y_axis_\", this._voxelGridYaxis, numSlabs);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n\r\n this._combinedVoxelGridPT = new ProceduralTexture(\"combinedVoxelGrid\", size, \"iblCombineVoxelGrids\", this._scene, voxelCombinedOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._combinedVoxelGridPT), 1);\r\n this._combinedVoxelGridPT.setFloat(\"layer\", 0.0);\r\n this._combinedVoxelGridPT.setTexture(\"voxelXaxisSampler\", this._voxelGridXaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelYaxisSampler\", this._voxelGridYaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelZaxisSampler\", this._voxelGridZaxis);\r\n // We will render this only after voxelization is completed for the 3 axes.\r\n this._combinedVoxelGridPT.autoClear = false;\r\n this._combinedVoxelGridPT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._combinedVoxelGridPT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n } else {\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelCombinedOptions);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n }\r\n\r\n const generateVoxelMipOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblGenerateVoxelMip.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblGenerateVoxelMip.fragment\");\r\n }\r\n },\r\n };\r\n this._mipArray = new Array(Math.ceil(Math.log2(this._voxelResolution)));\r\n for (let mipIdx = 1; mipIdx <= this._mipArray.length; mipIdx++) {\r\n const mipDim = this._voxelResolution >> mipIdx;\r\n const mipSize: TextureSize = { width: mipDim, height: mipDim, depth: mipDim };\r\n this._mipArray[mipIdx - 1] = new ProceduralTexture(\"voxelMip\" + mipIdx, mipSize, \"iblGenerateVoxelMip\", this._scene, generateVoxelMipOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._mipArray[mipIdx - 1]), 1);\r\n\r\n const mipTarget = this._mipArray[mipIdx - 1];\r\n mipTarget.autoClear = false;\r\n mipTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.setTexture(\"srcMip\", mipIdx > 1 ? this._mipArray[mipIdx - 2] : this.getVoxelGrid());\r\n mipTarget.setInt(\"layerNum\", 0);\r\n }\r\n\r\n this._createVoxelMaterials();\r\n }\r\n\r\n private _createVoxelMRTs(name: string, voxelRT: RenderTargetTexture, numSlabs: number): MultiRenderTarget[] {\r\n voxelRT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.noPrePassRenderer = true;\r\n const mrtArray: MultiRenderTarget[] = [];\r\n const targetTypes = new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_3D);\r\n\r\n for (let mrtIndex = 0; mrtIndex < numSlabs; mrtIndex++) {\r\n let layerIndices = new Array(this._maxDrawBuffers).fill(0);\r\n layerIndices = layerIndices.map((value, index) => mrtIndex * this._maxDrawBuffers + index);\r\n\r\n let textureNames = new Array(this._maxDrawBuffers).fill(\"\");\r\n textureNames = textureNames.map((value, index) => \"voxel_grid_\" + name + (mrtIndex * this._maxDrawBuffers + index));\r\n\r\n const mrt = new MultiRenderTarget(\r\n \"mrt_\" + name + mrtIndex,\r\n { width: this._voxelResolution, height: this._voxelResolution, depth: this._voxelResolution },\r\n this._maxDrawBuffers, // number of draw buffers\r\n this._scene,\r\n {\r\n types: new Array(this._maxDrawBuffers).fill(Constants.TEXTURETYPE_UNSIGNED_BYTE),\r\n samplingModes: new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE),\r\n generateMipMaps: false,\r\n targetTypes,\r\n formats: new Array(this._maxDrawBuffers).fill(Constants.TEXTUREFORMAT_R),\r\n faceIndex: new Array(this._maxDrawBuffers).fill(0),\r\n layerIndex: layerIndices,\r\n layerCounts: new Array(this._maxDrawBuffers).fill(this._voxelResolution),\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n },\r\n textureNames\r\n );\r\n\r\n mrt.clearColor = new Color4(0, 0, 0, 1);\r\n mrt.noPrePassRenderer = true;\r\n for (let i = 0; i < this._maxDrawBuffers; i++) {\r\n mrt.setInternalTexture(voxelRT.getInternalTexture()!, i);\r\n }\r\n\r\n mrtArray.push(mrt);\r\n }\r\n return mrtArray;\r\n }\r\n\r\n private _disposeVoxelTextures() {\r\n this._stopVoxelization();\r\n for (let i = 0; i < this._voxelMrtsZaxis.length; i++) {\r\n if (this._triPlanarVoxelization) {\r\n this._voxelMrtsXaxis[i].dispose(true);\r\n this._voxelMrtsYaxis[i].dispose(true);\r\n }\r\n this._voxelMrtsZaxis[i].dispose(true);\r\n }\r\n if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis?.dispose();\r\n this._voxelGridYaxis?.dispose();\r\n this._combinedVoxelGridPT?.dispose();\r\n }\r\n this._voxelGridZaxis?.dispose();\r\n for (const mip of this._mipArray) {\r\n mip.dispose();\r\n }\r\n this._voxelMaterial?.dispose();\r\n this._voxelSlabDebugMaterial?.dispose();\r\n this._mipArray = [];\r\n this._voxelMrtsXaxis = [];\r\n this._voxelMrtsYaxis = [];\r\n this._voxelMrtsZaxis = [];\r\n }\r\n\r\n private _createVoxelMaterials(): void {\r\n const isWebGPU = this._engine.isWebGPU;\r\n this._voxelMaterial = new ShaderMaterial(\"voxelization\", this._scene, \"iblVoxelGrid\", {\r\n uniforms: [\"world\", \"viewMatrix\", \"invTransWorld\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\r\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelGrid.fragment\"), import(\"../../ShadersWGSL/iblVoxelGrid.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblVoxelGrid.fragment\"), import(\"../../Shaders/iblVoxelGrid.vertex\")]);\r\n }\r\n },\r\n });\r\n this._voxelMaterial.cullBackFaces = false;\r\n this._voxelMaterial.backFaceCulling = false;\r\n this._voxelMaterial.depthFunction = Engine.ALWAYS;\r\n\r\n this._voxelSlabDebugMaterial = new ShaderMaterial(\"voxelSlabDebug\", this._scene, \"iblVoxelSlabDebug\", {\r\n uniforms: [\"world\", \"viewMatrix\", \"cameraViewMatrix\", \"projection\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\r\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelSlabDebug.fragment\"), import(\"../../ShadersWGSL/iblVoxelSlabDebug.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblVoxelSlabDebug.fragment\"), import(\"../../Shaders/iblVoxelSlabDebug.vertex\")]);\r\n }\r\n },\r\n });\r\n }\r\n\r\n private _setDebugBindings() {\r\n this._voxelSlabDebugMaterial.setMatrix(\"projection\", this._scene.activeCamera!.getProjectionMatrix());\r\n this._voxelSlabDebugMaterial.setMatrix(\"cameraViewMatrix\", this._scene.activeCamera!.getViewMatrix());\r\n }\r\n\r\n /**\r\n * Checks if the voxel renderer is ready to voxelize scene\r\n * @returns true if the voxel renderer is ready to voxelize scene\r\n */\r\n public isReady() {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n\r\n if (!allReady || this._voxelizationInProgress) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * If the MRT's are already in the list of render targets, this will\r\n * remove them so that they don't get rendered again.\r\n */\r\n private _stopVoxelization() {\r\n // If the MRT's are already in the list of render targets, remove them.\r\n this._removeVoxelRTs(this._voxelMrtsXaxis);\r\n this._removeVoxelRTs(this._voxelMrtsYaxis);\r\n this._removeVoxelRTs(this._voxelMrtsZaxis);\r\n this._removeVoxelRTs([this._voxelGridRT]);\r\n }\r\n\r\n private _removeVoxelRTs(rts: RenderTargetTexture[]) {\r\n // const currentRTs = this._scene.customRenderTargets;\r\n const rtIdx = this._renderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._renderTargets.splice(rtIdx, rts.length);\r\n } else {\r\n const rtIdx = this._scene.customRenderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._scene.customRenderTargets.splice(rtIdx, rts.length);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Renders voxel grid of scene for IBL shadows\r\n * @param includedMeshes\r\n */\r\n public updateVoxelGrid(includedMeshes: Mesh[]) {\r\n if (this._voxelizationInProgress) {\r\n return;\r\n }\r\n this._stopVoxelization();\r\n this._includedMeshes = includedMeshes;\r\n this._voxelizationInProgress = true;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._voxelGridRT.renderList = includedMeshes;\r\n this._addRTsForRender([this._voxelGridRT], includedMeshes, 0);\r\n } else if (this._triPlanarVoxelization) {\r\n this._addRTsForRender(this._voxelMrtsXaxis, includedMeshes, 0);\r\n this._addRTsForRender(this._voxelMrtsYaxis, includedMeshes, 1);\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n } else {\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n }\r\n if (this._voxelDebugEnabled) {\r\n this._addRTsForRender([this._voxelSlabDebugRT], includedMeshes, this._voxelDebugAxis, 1, true);\r\n }\r\n this._renderVoxelGridBound = this._renderVoxelGrid.bind(this);\r\n this._scene.onAfterRenderObservable.add(this._renderVoxelGridBound);\r\n }\r\n\r\n private _renderVoxelGridBound: () => void;\r\n\r\n private _renderVoxelGrid() {\r\n if (this._voxelizationInProgress) {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n for (let i = 0; i < this._renderTargets.length; i++) {\r\n const rttReady = this._renderTargets[i].isReadyForRendering();\r\n allReady &&= rttReady;\r\n }\r\n if (allReady) {\r\n if (this._engine.isWebGPU) {\r\n // Clear the voxel grid storage texture.\r\n // Need to clear each layer individually.\r\n // Would a compute shader be faster here to clear all layers in one go?\r\n if (this._voxelGrid && this._voxelGrid.renderTarget) {\r\n for (let layer = 0; layer < this._voxelResolution; layer++) {\r\n this._engine.bindFramebuffer(this._voxelGrid.renderTarget, 0, undefined, undefined, true, 0, layer);\r\n this._engine.clear(this._voxelClearColor, true, false, false);\r\n this._engine.unBindFramebuffer(this._voxelGrid.renderTarget, true);\r\n }\r\n }\r\n }\r\n for (const rt of this._renderTargets) {\r\n rt.render();\r\n }\r\n this._stopVoxelization();\r\n\r\n if (this._triPlanarVoxelization && !this._engine.isWebGPU) {\r\n this._combinedVoxelGridPT.render();\r\n }\r\n this._generateMipMaps();\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._copyMipEffectWrapper.effect.whenCompiledAsync().then(() => {\r\n this._copyMipMaps();\r\n this._scene.onAfterRenderObservable.removeCallback(this._renderVoxelGridBound);\r\n this._voxelizationInProgress = false;\r\n this.onVoxelizationCompleteObservable.notifyObservers();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private _addRTsForRender(mrts: RenderTargetTexture[], includedMeshes: Mesh[], axis: number, shaderType: number = 0, continuousRender: boolean = false) {\r\n const slabSize = 1.0 / this._computeNumberOfSlabs();\r\n let voxelMaterial: ShaderMaterial;\r\n if (shaderType === 0) {\r\n voxelMaterial = this._voxelMaterial;\r\n } else {\r\n voxelMaterial = this._voxelSlabDebugMaterial;\r\n }\r\n\r\n // We need to update the world scale uniform for every mesh being rendered to the voxel grid.\r\n for (let mrtIndex = 0; mrtIndex < mrts.length; mrtIndex++) {\r\n const mrt = mrts[mrtIndex];\r\n mrt.renderList = [];\r\n const nearPlane = mrtIndex * slabSize;\r\n const farPlane = (mrtIndex + 1) * slabSize;\r\n const stepSize = slabSize / this._maxDrawBuffers;\r\n\r\n const cameraPosition = new Vector3(0, 0, 0);\r\n let targetPosition = new Vector3(0, 0, 1);\r\n if (axis === 0) {\r\n targetPosition = new Vector3(1, 0, 0);\r\n } else if (axis === 1) {\r\n targetPosition = new Vector3(0, 1, 0);\r\n }\r\n let upDirection = new Vector3(0, 1, 0);\r\n if (axis === 1) {\r\n upDirection = new Vector3(1, 0, 0);\r\n }\r\n mrt.onBeforeRenderObservable.clear();\r\n mrt.onBeforeRenderObservable.add(() => {\r\n voxelMaterial.setMatrix(\"viewMatrix\", Matrix.LookAtLH(cameraPosition, targetPosition, upDirection));\r\n voxelMaterial.setMatrix(\"invWorldScale\", this._invWorldScaleMatrix);\r\n voxelMaterial.setFloat(\"nearPlane\", nearPlane);\r\n voxelMaterial.setFloat(\"farPlane\", farPlane);\r\n voxelMaterial.setFloat(\"stepSize\", stepSize);\r\n if (this._engine.isWebGPU) {\r\n this._voxelMaterial.useVertexPulling = true;\r\n this._voxelMaterial.setTexture(\"voxel_storage\", this.getVoxelGrid());\r\n }\r\n });\r\n\r\n // Set this material on every mesh in the scene (for this RT)\r\n if (includedMeshes.length === 0) {\r\n return;\r\n }\r\n for (const mesh of includedMeshes) {\r\n if (mesh) {\r\n if (mesh.subMeshes && mesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(mesh);\r\n mrt.setMaterialForRendering(mesh, voxelMaterial);\r\n }\r\n const meshes = mesh.getChildMeshes();\r\n for (const childMesh of meshes) {\r\n if (childMesh.subMeshes && childMesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(childMesh);\r\n mrt.setMaterialForRendering(childMesh, voxelMaterial);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Add the MRT's to render.\r\n if (continuousRender) {\r\n for (const mrt of mrts) {\r\n if (this._scene.customRenderTargets.indexOf(mrt) === -1) {\r\n this._scene.customRenderTargets.push(mrt);\r\n }\r\n }\r\n } else {\r\n this._renderTargets = this._renderTargets.concat(mrts);\r\n }\r\n }\r\n\r\n /**\r\n * Called by the pipeline to resize resources.\r\n */\r\n public resize() {\r\n this._voxelSlabDebugRT?.resize({ width: this._scene.getEngine().getRenderWidth(), height: this._scene.getEngine().getRenderHeight() });\r\n }\r\n\r\n /**\r\n * Disposes the voxel renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeVoxelTextures();\r\n if (this._voxelSlabDebugRT) {\r\n this._removeVoxelRTs([this._voxelSlabDebugRT]);\r\n this._voxelSlabDebugRT.dispose();\r\n }\r\n if (this._voxelDebugPass) {\r\n this._voxelDebugPass.dispose();\r\n }\r\n // TODO - dispose all created voxel materials.\r\n }\r\n}\r\n"]}
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@@ -45,7 +45,7 @@ preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,no
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preInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
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#elif defined(DIRLIGHT{X})
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preInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
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-
#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)
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#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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preInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);
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#endif
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preInfo.NdotV=NdotV;
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@@ -92,7 +92,9 @@ preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.ligh
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#else
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preInfo.attenuation=1.0;
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#endif
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#if defined(HEMILIGHT{X})
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#if defined(HEMILIGHT{X})
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preInfo.roughness=roughness;
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#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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preInfo.roughness=roughness;
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#else
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preInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
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@@ -106,7 +108,7 @@ info.diffuseTransmission=vec3(0.0);
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#endif
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#ifdef HEMILIGHT{X}
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info.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);
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#elif defined(AREALIGHT{X})
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#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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info.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);
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#elif defined(SS_TRANSLUCENCY)
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#ifndef SS_TRANSLUCENCY_LEGACY
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@@ -118,7 +120,7 @@ info.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurface
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info.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);
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#endif
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#ifdef SPECULARTERM
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#if AREALIGHT{X}
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#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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info.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);
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#else
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#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)
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@@ -188,7 +190,7 @@ info=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLi
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info=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);
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#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})
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info=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);
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#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)
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#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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info=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.rgb,light{X}.vLightHeight.rgb,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,
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#ifdef AREALIGHTNOROUGHTNESS
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Wd,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,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvec4 diffuse{X}=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#if defined(PBR) && defined(CLUSTLIGHT{X}) && defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n{int sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(\nlightDataTexture{X},\ntileMaskTexture{X},\nlight{X}.vLightData,\nivec2(light{X}.vSliceRanges[sliceIndex]),\nviewDirectionW,\nnormalW,\nvPositionW,\nsurfaceAlbedo,\nreflectivityOut\n#ifdef IRIDESCENCE\n,iridescenceIntensity\n#endif\n#ifdef SS_TRANSLUCENCY\n,subSurfaceOut\n#endif\n#ifdef SPECULARTERM\n,AARoughnessFactors.x\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef SHEEN\n,sheenOut\n#endif\n#ifdef CLEARCOAT\n,clearcoatOut\n#endif\n);}\n#elif defined(PBR)\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X}) || defined(AREALIGHT{X})\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\npreInfo.diffuseRoughness=diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission=vec3(0.0);\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X})\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#elif defined(SS_TRANSLUCENCY)\n#ifndef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance); \n#else\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#if AREALIGHT{X}\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#else\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\n{vec3 metalFresnel=reflectivityOut.specularWeight*getF82Specular(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);vec3 dielectricFresnel=fresnelSchlickGGX(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);}\n#else\ncoloredFresnel=fresnelSchlickGGX(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#endif\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\n{float NdotH=dot(normalW,preInfo.H);vec3 fresnel=fresnelSchlickGGX(NdotH,vec3(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3(1.0)-fresnel);}\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,coloredFresnel,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X});\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.rgb,light{X}.vLightHeight.rgb,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nvReflectionInfos.y\n#endif\n);\n#elif defined(CLUSTLIGHT{X}) && CLUSTLIGHT_BATCH>0\n{int sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(lightDataTexture{X},tileMaskTexture{X},viewDirectionW,normalW,light{X}.vLightData,ivec2(light{X}.vSliceRanges[sliceIndex]),glossiness);}\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++)\n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;float nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else\ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmissionBase+=info.diffuseTransmission*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
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{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Wd,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,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvec4 diffuse{X}=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#if defined(PBR) && defined(CLUSTLIGHT{X}) && defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n{int sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(\nlightDataTexture{X},\ntileMaskTexture{X},\nlight{X}.vLightData,\nivec2(light{X}.vSliceRanges[sliceIndex]),\nviewDirectionW,\nnormalW,\nvPositionW,\nsurfaceAlbedo,\nreflectivityOut\n#ifdef IRIDESCENCE\n,iridescenceIntensity\n#endif\n#ifdef SS_TRANSLUCENCY\n,subSurfaceOut\n#endif\n#ifdef SPECULARTERM\n,AARoughnessFactors.x\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef SHEEN\n,sheenOut\n#endif\n#ifdef CLEARCOAT\n,clearcoatOut\n#endif\n);}\n#elif defined(PBR)\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X})\npreInfo.roughness=roughness;\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\npreInfo.diffuseRoughness=diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission=vec3(0.0);\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#elif defined(SS_TRANSLUCENCY)\n#ifndef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance); \n#else\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#else\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\n{vec3 metalFresnel=reflectivityOut.specularWeight*getF82Specular(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);vec3 dielectricFresnel=fresnelSchlickGGX(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);}\n#else\ncoloredFresnel=fresnelSchlickGGX(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#endif\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\n{float NdotH=dot(normalW,preInfo.H);vec3 fresnel=fresnelSchlickGGX(NdotH,vec3(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3(1.0)-fresnel);}\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,coloredFresnel,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X});\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.rgb,light{X}.vLightHeight.rgb,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nvReflectionInfos.y\n#endif\n);\n#elif defined(CLUSTLIGHT{X}) && CLUSTLIGHT_BATCH>0\n{int sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(lightDataTexture{X},tileMaskTexture{X},viewDirectionW,normalW,light{X}.vLightData,ivec2(light{X}.vSliceRanges[sliceIndex]),glossiness);}\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++)\n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;float nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else\ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmissionBase+=info.diffuseTransmission*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
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@@ -13,7 +13,7 @@ vec3 vLightGround;
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#elif defined(CLUSTLIGHT{X})
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vec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];
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#endif
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#if defined(AREALIGHT{X})
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#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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vec4 vLightWidth;vec4 vLightHeight;
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#endif
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vec4 shadowsInfo;vec2 depthValues;} light{X};
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@@ -1 +1 @@
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{"version":3,"file":"lightUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqEd,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#elif defined(CLUSTLIGHT{X})\nvec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];\n#endif\n#if defined(AREALIGHT{X})\nvec4 vLightWidth;vec4 vLightHeight;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef IESLIGHTTEXTURE{X}\nuniform sampler2D iesLightTexture{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightTexture{X};\n#endif\n#ifdef CLUSTLIGHT{X}\nuniform sampler2D lightDataTexture{X};uniform highp sampler2D tileMaskTexture{X};\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];uniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];uniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];uniform float cascadeBlendFactor{X};varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};uniform highp sampler2DArray depthTexture{X};uniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float penumbraDarkness{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};\n#else\nuniform highp sampler2DArray shadowTexture{X};\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\n(\nvec3 ( 1.5,0.0,0.0 ),\nvec3 ( 0.0,1.5,0.0 ),\nvec3 ( 0.0,0.0,5.5 ),\nvec3 ( 1.5,0.0,5.5 ),\nvec3 ( 1.5,1.5,0.0 ),\nvec3 ( 1.0,1.0,1.0 ),\nvec3 ( 0.0,1.0,5.5 ),\nvec3 ( 0.5,3.5,0.75 )\n);vec3 shadowDebug{X};\n#endif\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nint index{X}=-1;\n#else\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nfloat diff{X}=0.;\n#elif defined(SHADOWCUBE{X})\nuniform samplerCube shadowTexture{X}; \n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowTexture{X};uniform highp sampler2D depthTexture{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowTexture{X};\n#else\nuniform sampler2D shadowTexture{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightUboDeclaration = { name, shader };\n"]}
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{"version":3,"file":"lightUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqEd,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#elif defined(CLUSTLIGHT{X})\nvec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec4 vLightWidth;vec4 vLightHeight;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef IESLIGHTTEXTURE{X}\nuniform sampler2D iesLightTexture{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};uniform sampler2D projectionLightTexture{X};\n#endif\n#ifdef CLUSTLIGHT{X}\nuniform sampler2D lightDataTexture{X};uniform highp sampler2D tileMaskTexture{X};\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];uniform float viewFrustumZ{X}[SHADOWCSMNUM_CASCADES{X}];uniform float frustumLengths{X}[SHADOWCSMNUM_CASCADES{X}];uniform float cascadeBlendFactor{X};varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};uniform highp sampler2DArray depthTexture{X};uniform vec2 lightSizeUVCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float depthCorrection{X}[SHADOWCSMNUM_CASCADES{X}];uniform float penumbraDarkness{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DArrayShadow shadowTexture{X};\n#else\nuniform highp sampler2DArray shadowTexture{X};\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nconst vec3 vCascadeColorsMultiplier{X}[8]=vec3[8]\n(\nvec3 ( 1.5,0.0,0.0 ),\nvec3 ( 0.0,1.5,0.0 ),\nvec3 ( 0.0,0.0,5.5 ),\nvec3 ( 1.5,0.0,5.5 ),\nvec3 ( 1.5,1.5,0.0 ),\nvec3 ( 1.0,1.0,1.0 ),\nvec3 ( 0.0,1.0,5.5 ),\nvec3 ( 0.5,3.5,0.75 )\n);vec3 shadowDebug{X};\n#endif\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nint index{X}=-1;\n#else\nint index{X}=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nfloat diff{X}=0.;\n#elif defined(SHADOWCUBE{X})\nuniform samplerCube shadowTexture{X}; \n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowTexture{X};uniform highp sampler2D depthTexture{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowTexture{X};\n#else\nuniform sampler2D shadowTexture{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightUboDeclaration = { name, shader };\n"]}
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@@ -24,7 +24,7 @@ uniform vec4 vLightFalloff{X};
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#elif defined(HEMILIGHT{X})
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uniform vec3 vLightGround{X};
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#endif
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#if defined(AREALIGHT{X})
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+
#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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uniform vec4 vLightWidth{X};uniform vec4 vLightHeight{X};
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@@ -1 +1 @@
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{"version":3,"file":"lightVxFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightVxFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,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 = \"lightVxFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec4 vLightSpecular{X};\n#else\nvec4 vLightSpecular{X}=vec4(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#if defined(AREALIGHT{X})\nuniform vec4 vLightWidth{X};uniform vec4 vLightHeight{X};\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightVxFragmentDeclaration = { name, shader };\n"]}
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+
{"version":3,"file":"lightVxFragmentDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightVxFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,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 = \"lightVxFragmentDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform vec4 vLightData{X};uniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec4 vLightSpecular{X};\n#else\nvec4 vLightSpecular{X}=vec4(0.);\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};uniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};uniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nuniform vec4 vLightWidth{X};uniform vec4 vLightHeight{X};\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightVxFragmentDeclaration = { name, shader };\n"]}
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@@ -13,7 +13,7 @@ vec3 vLightGround;
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#elif defined(CLUSTLIGHT{X})
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vec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];
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#endif
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-
#if defined(AREALIGHT{X})
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+
#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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vec4 vLightWidth;vec4 vLightHeight;
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#endif
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vec4 shadowsInfo;vec2 depthValues;} light{X};
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@@ -1 +1 @@
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{"version":3,"file":"lightVxUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightVxUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,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 = \"lightVxUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#elif defined(CLUSTLIGHT{X})\nvec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];\n#endif\n#if defined(AREALIGHT{X})\nvec4 vLightWidth;vec4 vLightHeight;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightVxUboDeclaration = { name, shader };\n"]}
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1
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+
{"version":3,"file":"lightVxUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightVxUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,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 = \"lightVxUboDeclaration\";\nconst shader = `#ifdef LIGHT{X}\nuniform Light{X}\n{vec4 vLightData;vec4 vLightDiffuse;vec4 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;vec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#elif defined(CLUSTLIGHT{X})\nvec2 vSliceData;vec2 vSliceRanges[CLUSTLIGHT_SLICES];\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec4 vLightWidth;vec4 vLightHeight;\n#endif\nvec4 shadowsInfo;vec2 depthValues;} light{X};\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nuniform mat4 lightMatrix{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromLight{X}[SHADOWCSMNUM_CASCADES{X}];varying float vDepthMetric{X}[SHADOWCSMNUM_CASCADES{X}];varying vec4 vPositionFromCamera{X};\n#elif defined(SHADOWCUBE{X})\n#else\nvarying vec4 vPositionFromLight{X};varying float vDepthMetric{X};uniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightVxUboDeclaration = { name, shader };\n"]}
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@@ -5,7 +5,7 @@ const shader = `#ifdef LIGHT{X}
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{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;
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#ifdef HEMILIGHT{X}
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slab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);
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-
#elif defined(AREALIGHT{X})
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#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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slab_diffuse=computeAreaDiffuseLighting(preInfo{X},lightColor{X}.rgb);
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#else
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slab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);
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@@ -20,7 +20,7 @@ float fuzzNdotH=max(dot(fuzzNormalW,preInfo{X}.H),0.0);vec3 fuzzBrdf=getFuzzBRDF
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#ifdef THIN_FILM
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float thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001);
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#endif
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-
#if AREALIGHT{X}
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#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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slab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);
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#else
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{
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@@ -37,7 +37,7 @@ float thinFilmIorScale=clamp(2.0*abs(thin_film_ior-1.0),0.0,1.0);vec3 thinFilmDi
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#endif
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}
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#endif
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-
#if AREALIGHT{X}
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#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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slab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);
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#else
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{
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@@ -56,7 +56,7 @@ slab_metal=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),coloredFresnel,s
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#endif
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}
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#endif
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-
#if AREALIGHT{X}
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#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
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slab_coat=computeAreaSpecularLighting(preInfoCoat{X},light{X}.vLightSpecular.rgb,coatReflectance.F0,coatReflectance.F90);
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#else
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{
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