@babylonjs/core 8.46.2 → 8.47.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (243) hide show
  1. package/Behaviors/Cameras/geospatialClippingBehavior.d.ts +39 -0
  2. package/Behaviors/Cameras/geospatialClippingBehavior.js +75 -0
  3. package/Behaviors/Cameras/geospatialClippingBehavior.js.map +1 -0
  4. package/Behaviors/Cameras/index.d.ts +2 -0
  5. package/Behaviors/Cameras/index.js +2 -0
  6. package/Behaviors/Cameras/index.js.map +1 -1
  7. package/Cameras/Inputs/geospatialCameraPointersInput.js +6 -4
  8. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  9. package/Cameras/Limits/geospatialLimits.d.ts +25 -1
  10. package/Cameras/Limits/geospatialLimits.js +60 -3
  11. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  12. package/Cameras/geospatialCamera.d.ts +33 -9
  13. package/Cameras/geospatialCamera.js +114 -42
  14. package/Cameras/geospatialCamera.js.map +1 -1
  15. package/Cameras/geospatialCameraMovement.d.ts +1 -3
  16. package/Cameras/geospatialCameraMovement.js +10 -4
  17. package/Cameras/geospatialCameraMovement.js.map +1 -1
  18. package/Debug/debugLayer.js +11 -3
  19. package/Debug/debugLayer.js.map +1 -1
  20. package/Engines/abstractEngine.js +2 -2
  21. package/Engines/abstractEngine.js.map +1 -1
  22. package/Engines/constants.d.ts +1 -1
  23. package/Engines/constants.js +1 -1
  24. package/Engines/constants.js.map +1 -1
  25. package/Engines/thinEngine.d.ts +3 -2
  26. package/Engines/thinEngine.js.map +1 -1
  27. package/IAssetContainer.d.ts +5 -0
  28. package/IAssetContainer.js.map +1 -1
  29. package/Lights/Clustered/clusteredLightContainer.js +1 -1
  30. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  31. package/Lights/areaLight.d.ts +1 -1
  32. package/Lights/areaLight.js +1 -1
  33. package/Lights/areaLight.js.map +1 -1
  34. package/Lights/rectAreaLight.d.ts +20 -0
  35. package/Lights/rectAreaLight.js +45 -0
  36. package/Lights/rectAreaLight.js.map +1 -1
  37. package/Loading/Plugins/babylonFileLoader.js +2 -0
  38. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  39. package/Materials/Node/Blocks/Dual/lightBlock.js +1 -1
  40. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  41. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -1
  42. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  43. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +6 -3
  44. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  45. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +1 -1
  46. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  47. package/Materials/PBR/openpbrMaterial.d.ts +135 -5
  48. package/Materials/PBR/openpbrMaterial.js +205 -22
  49. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  50. package/Materials/effectRenderer.d.ts +2 -1
  51. package/Materials/effectRenderer.js +2 -12
  52. package/Materials/effectRenderer.js.map +1 -1
  53. package/Materials/material.d.ts +1 -1
  54. package/Materials/material.js +1 -1
  55. package/Materials/material.js.map +1 -1
  56. package/Materials/materialHelper.functions.d.ts +2 -1
  57. package/Materials/materialHelper.functions.js +7 -2
  58. package/Materials/materialHelper.functions.js.map +1 -1
  59. package/Materials/materialPluginManager.js +2 -2
  60. package/Materials/materialPluginManager.js.map +1 -1
  61. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +6 -1
  62. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +21 -17
  63. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  64. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +1 -5
  65. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  66. package/Misc/areaLightsTextureTools.d.ts +52 -0
  67. package/Misc/areaLightsTextureTools.js +227 -0
  68. package/Misc/areaLightsTextureTools.js.map +1 -0
  69. package/Misc/decorators.serialization.js +6 -1
  70. package/Misc/decorators.serialization.js.map +1 -1
  71. package/Misc/index.d.ts +3 -0
  72. package/Misc/index.js +4 -0
  73. package/Misc/index.js.map +1 -1
  74. package/Misc/sceneRecorder.d.ts +6 -2
  75. package/Misc/sceneRecorder.js +7 -0
  76. package/Misc/sceneRecorder.js.map +1 -1
  77. package/Particles/Node/Blocks/index.d.ts +3 -0
  78. package/Particles/Node/Blocks/index.js +3 -0
  79. package/Particles/Node/Blocks/index.js.map +1 -1
  80. package/Particles/Node/Blocks/particleNLerpBlock.d.ts +35 -0
  81. package/Particles/Node/Blocks/particleNLerpBlock.js +97 -0
  82. package/Particles/Node/Blocks/particleNLerpBlock.js.map +1 -0
  83. package/Particles/Node/Blocks/particleSmoothStepBlock.d.ts +34 -0
  84. package/Particles/Node/Blocks/particleSmoothStepBlock.js +91 -0
  85. package/Particles/Node/Blocks/particleSmoothStepBlock.js.map +1 -0
  86. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +4 -0
  87. package/Particles/Node/Blocks/particleSourceTextureBlock.js +9 -3
  88. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  89. package/Particles/Node/Blocks/particleStepBlock.d.ts +30 -0
  90. package/Particles/Node/Blocks/particleStepBlock.js +84 -0
  91. package/Particles/Node/Blocks/particleStepBlock.js.map +1 -0
  92. package/Particles/Node/nodeParticleSystemSet.d.ts +2 -0
  93. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  94. package/Particles/solidParticleSystem.d.ts +3 -0
  95. package/Particles/solidParticleSystem.js +7 -4
  96. package/Particles/solidParticleSystem.js.map +1 -1
  97. package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -0
  98. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  99. package/Physics/v2/Plugins/havokPlugin.d.ts +10 -0
  100. package/Physics/v2/Plugins/havokPlugin.js +13 -0
  101. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  102. package/Physics/v2/physicsBody.d.ts +10 -0
  103. package/Physics/v2/physicsBody.js +12 -0
  104. package/Physics/v2/physicsBody.js.map +1 -1
  105. package/Physics/v2/physicsEngineComponent.d.ts +5 -0
  106. package/Physics/v2/physicsEngineComponent.js +13 -0
  107. package/Physics/v2/physicsEngineComponent.js.map +1 -1
  108. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +8 -10
  109. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  110. package/Rendering/utilityLayerRenderer.d.ts +6 -0
  111. package/Rendering/utilityLayerRenderer.js +14 -5
  112. package/Rendering/utilityLayerRenderer.js.map +1 -1
  113. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +7 -9
  114. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  115. package/Shaders/ShadersInclude/helperFunctions.js +4 -0
  116. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  117. package/Shaders/ShadersInclude/lightFragment.js +13 -0
  118. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  119. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
  120. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  121. package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -0
  122. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  123. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +6 -0
  124. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  125. package/Shaders/ShadersInclude/ltcHelperFunctions.js +17 -1
  126. package/Shaders/ShadersInclude/ltcHelperFunctions.js.map +1 -1
  127. package/Shaders/ShadersInclude/{openpbrBlockAmbientOcclusion.d.ts → openpbrAmbientOcclusionData.d.ts} +1 -1
  128. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js +15 -0
  129. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -0
  130. package/{ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts → Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.d.ts} +1 -1
  131. package/Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.js +13 -0
  132. package/Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.js.map +1 -0
  133. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.d.ts +5 -0
  134. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +26 -0
  135. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -0
  136. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +18 -7
  137. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  138. package/Shaders/ShadersInclude/openpbrDirectLighting.js +52 -6
  139. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  140. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +109 -6
  141. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  142. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.d.ts +1 -0
  143. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +24 -4
  144. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  145. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +10 -1
  146. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  147. package/Shaders/ShadersInclude/openpbrIblFunctions.js +9 -2
  148. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  149. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js +1 -0
  150. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  151. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.d.ts +5 -0
  152. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +47 -0
  153. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -0
  154. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
  155. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  156. package/Shaders/ShadersInclude/openpbrVertexDeclaration.d.ts +1 -0
  157. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +17 -4
  158. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
  159. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  160. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  161. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +6 -0
  162. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  163. package/Shaders/ShadersInclude/pbrHelperFunctions.js +1 -1
  164. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  165. package/Shaders/areaLightTextureProcessing.fragment.d.ts +5 -0
  166. package/Shaders/areaLightTextureProcessing.fragment.js +13 -0
  167. package/Shaders/areaLightTextureProcessing.fragment.js.map +1 -0
  168. package/Shaders/openpbr.fragment.d.ts +4 -1
  169. package/Shaders/openpbr.fragment.js +33 -15
  170. package/Shaders/openpbr.fragment.js.map +1 -1
  171. package/Shaders/openpbr.vertex.js +30 -18
  172. package/Shaders/openpbr.vertex.js.map +1 -1
  173. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +10 -12
  174. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  175. package/ShadersWGSL/ShadersInclude/helperFunctions.js +4 -0
  176. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  177. package/ShadersWGSL/ShadersInclude/importanceSampling.js +1 -1
  178. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  179. package/ShadersWGSL/ShadersInclude/lightFragment.js +14 -0
  180. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  181. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +3 -0
  182. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
  183. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +6 -0
  184. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  185. package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js +19 -1
  186. package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js.map +1 -1
  187. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.d.ts +5 -0
  188. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js +15 -0
  189. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -0
  190. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.d.ts +5 -0
  191. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.js +13 -0
  192. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.js.map +1 -0
  193. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.d.ts +5 -0
  194. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +25 -0
  195. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -0
  196. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +18 -7
  197. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  198. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +52 -6
  199. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  200. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +115 -7
  201. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  202. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +10 -1
  203. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  204. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js +4 -4
  205. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  206. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +10 -3
  207. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  208. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js +1 -0
  209. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  210. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.d.ts +5 -0
  211. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +47 -0
  212. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -0
  213. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
  214. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  215. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  216. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  217. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +5 -0
  218. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  219. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +1 -1
  220. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  221. package/ShadersWGSL/areaLightTextureProcessing.fragment.d.ts +5 -0
  222. package/ShadersWGSL/areaLightTextureProcessing.fragment.js +12 -0
  223. package/ShadersWGSL/areaLightTextureProcessing.fragment.js.map +1 -0
  224. package/ShadersWGSL/iblVoxelGrid.vertex.js +2 -2
  225. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  226. package/ShadersWGSL/openpbr.fragment.d.ts +4 -1
  227. package/ShadersWGSL/openpbr.fragment.js +33 -15
  228. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  229. package/ShadersWGSL/openpbr.vertex.js +12 -0
  230. package/ShadersWGSL/openpbr.vertex.js.map +1 -1
  231. package/Sprites/spriteManager.d.ts +3 -0
  232. package/Sprites/spriteManager.js +9 -0
  233. package/Sprites/spriteManager.js.map +1 -1
  234. package/States/alphaCullingState.js +0 -1
  235. package/States/alphaCullingState.js.map +1 -1
  236. package/assetContainer.d.ts +5 -0
  237. package/assetContainer.js +32 -0
  238. package/assetContainer.js.map +1 -1
  239. package/package.json +2 -2
  240. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js +0 -35
  241. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +0 -1
  242. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js +0 -36
  243. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +0 -1
@@ -0,0 +1 @@
1
+ {"version":3,"file":"areaLightTextureProcessing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/areaLightTextureProcessing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"areaLightTextureProcessingPixelShader\";\nconst shader = `uniform sampler2D textureSampler;uniform vec2 scalingRange;varying vec2 vUV;void main(void)\n{float x=(vUV.x-scalingRange.x)/(scalingRange.y-scalingRange.x);float y=(vUV.y-scalingRange.x)/(scalingRange.y-scalingRange.x);vec2 scaledUV=vec2(x,y);gl_FragColor=texture2D(textureSampler,scaledUV);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const areaLightTextureProcessingPixelShader = { name, shader };\n"]}
@@ -28,7 +28,7 @@ import "./ShadersInclude/openpbrNormalMapFragmentFunctions.js";
28
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  import "./ShadersInclude/reflectionFunction.js";
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  import "./ShadersInclude/openpbrDielectricReflectance.js";
30
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  import "./ShadersInclude/openpbrConductorReflectance.js";
31
- import "./ShadersInclude/openpbrBlockAmbientOcclusion.js";
31
+ import "./ShadersInclude/openpbrAmbientOcclusionFunctions.js";
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  import "./ShadersInclude/openpbrGeometryInfo.js";
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  import "./ShadersInclude/openpbrIblFunctions.js";
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  import "./ShadersInclude/clipPlaneFragment.js";
@@ -36,10 +36,13 @@ import "./ShadersInclude/pbrBlockNormalGeometric.js";
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  import "./ShadersInclude/openpbrNormalMapFragment.js";
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  import "./ShadersInclude/openpbrBlockNormalFinal.js";
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  import "./ShadersInclude/openpbrBaseLayerData.js";
39
+ import "./ShadersInclude/openpbrTransmissionLayerData.js";
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  import "./ShadersInclude/openpbrCoatLayerData.js";
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  import "./ShadersInclude/openpbrThinFilmLayerData.js";
41
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  import "./ShadersInclude/openpbrFuzzLayerData.js";
43
+ import "./ShadersInclude/openpbrAmbientOcclusionData.js";
42
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  import "./ShadersInclude/depthPrePass.js";
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+ import "./ShadersInclude/openpbrBackgroundTransmission.js";
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  import "./ShadersInclude/openpbrEnvironmentLighting.js";
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  import "./ShadersInclude/openpbrDirectLightingInit.js";
45
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  import "./ShadersInclude/openpbrDirectLighting.js";
@@ -30,7 +30,7 @@ import "./ShadersInclude/openpbrNormalMapFragmentFunctions.js";
30
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  import "./ShadersInclude/reflectionFunction.js";
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  import "./ShadersInclude/openpbrDielectricReflectance.js";
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  import "./ShadersInclude/openpbrConductorReflectance.js";
33
- import "./ShadersInclude/openpbrBlockAmbientOcclusion.js";
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+ import "./ShadersInclude/openpbrAmbientOcclusionFunctions.js";
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  import "./ShadersInclude/openpbrGeometryInfo.js";
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  import "./ShadersInclude/openpbrIblFunctions.js";
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  import "./ShadersInclude/clipPlaneFragment.js";
@@ -38,10 +38,13 @@ import "./ShadersInclude/pbrBlockNormalGeometric.js";
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  import "./ShadersInclude/openpbrNormalMapFragment.js";
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  import "./ShadersInclude/openpbrBlockNormalFinal.js";
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  import "./ShadersInclude/openpbrBaseLayerData.js";
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+ import "./ShadersInclude/openpbrTransmissionLayerData.js";
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  import "./ShadersInclude/openpbrCoatLayerData.js";
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  import "./ShadersInclude/openpbrThinFilmLayerData.js";
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  import "./ShadersInclude/openpbrFuzzLayerData.js";
45
+ import "./ShadersInclude/openpbrAmbientOcclusionData.js";
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  import "./ShadersInclude/depthPrePass.js";
47
+ import "./ShadersInclude/openpbrBackgroundTransmission.js";
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  import "./ShadersInclude/openpbrEnvironmentLighting.js";
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  import "./ShadersInclude/openpbrDirectLightingInit.js";
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  import "./ShadersInclude/openpbrDirectLighting.js";
@@ -99,7 +102,7 @@ precision highp float;
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  #define CUSTOM_FRAGMENT_DEFINITIONS
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  #include<openpbrDielectricReflectance>
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  #include<openpbrConductorReflectance>
102
- #include<openpbrBlockAmbientOcclusion>
105
+ #include<openpbrAmbientOcclusionFunctions>
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  #include<openpbrGeometryInfo>
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  #include<openpbrIblFunctions>
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  vec3 layer(vec3 slab_bottom,vec3 slab_top,float lerp_factor,vec3 bottom_multiplier,vec3 top_multiplier) {return mix(slab_bottom*bottom_multiplier,slab_top*top_multiplier,lerp_factor);}
@@ -111,23 +114,15 @@ vec3 coatNormalW=normalW;
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  #include<openpbrNormalMapFragment>
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  #include<openpbrBlockNormalFinal>
113
116
  #include<openpbrBaseLayerData>
117
+ #include<openpbrTransmissionLayerData>
114
118
  #include<openpbrCoatLayerData>
115
119
  #include<openpbrThinFilmLayerData>
116
120
  #include<openpbrFuzzLayerData>
117
- float subsurface_weight=0.0;float transmission_weight=0.0;
121
+ #include<openpbrAmbientOcclusionData>
122
+ float subsurface_weight=0.0;
118
123
  #define CUSTOM_FRAGMENT_UPDATE_ALPHA
119
124
  #include<depthPrePass>
120
125
  #define CUSTOM_FRAGMENT_BEFORE_LIGHTS
121
- ambientOcclusionOutParams aoOut;
122
- #ifdef AMBIENT_OCCLUSION
123
- vec3 ambientOcclusionFromTexture=texture2D(ambientOcclusionSampler,vAmbientOcclusionUV+uvOffset).rgb;
124
- #endif
125
- aoOut=ambientOcclusionBlock(
126
- #ifdef AMBIENT_OCCLUSION
127
- ambientOcclusionFromTexture,
128
- vAmbientOcclusionInfos
129
- #endif
130
- );
131
126
  #ifdef ANISOTROPIC_COAT
132
127
  geometryInfoAnisoOutParams coatGeoInfo=geometryInfoAniso(
133
128
  coatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW
@@ -169,11 +164,34 @@ specular_ior
169
164
  ,specular_color
170
165
  ,specular_weight
171
166
  );}
172
- ReflectanceParams baseConductorReflectance;baseConductorReflectance=conductorReflectance(base_color,specular_color,specular_weight);vec3 material_surface_ibl=vec3(0.,0.,0.);
167
+ ReflectanceParams baseConductorReflectance;baseConductorReflectance=conductorReflectance(base_color,specular_color,specular_weight);vec3 transmission_absorption=vec3(1.0);
168
+ #if defined(REFRACTED_BACKGROUND) || defined(REFRACTED_ENVIRONMENT) || defined(REFRACTED_LIGHTS)
169
+ #ifdef DISPERSION
170
+ vec3 refractedViewVectors[3];float iorDispersionSpread=transmission_dispersion_scale/transmission_dispersion_abbe_number*(specular_ior-1.0);vec3 dispersion_iors=vec3(specular_ior-iorDispersionSpread,specular_ior,specular_ior+iorDispersionSpread);for (int i=0; i<3; i++) {refractedViewVectors[i]=double_refract(-viewDirectionW,normalW,dispersion_iors[i]); }
171
+ #else
172
+ vec3 refractedViewVector=double_refract(-viewDirectionW,normalW,specular_ior);
173
+ #endif
174
+ float transmission_roughness=specular_roughness*clamp(4.0*(specular_ior-1.0),0.001,1.0);vec3 extinction_coeff=vec3(0.0);vec3 scatter_coeff=vec3(0.0);vec3 absorption_coeff=vec3(0.0);vec3 ss_albedo=vec3(0.0);vec3 multi_scatter_color=vec3(1.0);if (transmission_depth>0.0) {vec3 invDepth=vec3(1./maxEps(transmission_depth));extinction_coeff=-log(transmission_color.rgb)*invDepth;scatter_coeff=transmission_scatter.rgb*invDepth;absorption_coeff=extinction_coeff-scatter_coeff.rgb;float minCoeff=min3(absorption_coeff);if (minCoeff<0.0) {absorption_coeff-=vec3(minCoeff);}
175
+ extinction_coeff=absorption_coeff+scatter_coeff;ss_albedo=scatter_coeff/(extinction_coeff);multi_scatter_color=singleScatterToMultiScatterAlbedo(ss_albedo);transmission_absorption=exp(-absorption_coeff*geometry_thickness);} else {transmission_absorption=transmission_color.rgb*transmission_color.rgb;}
176
+ float refractionAlphaG=transmission_roughness*transmission_roughness;
177
+ #ifdef SCATTERING
178
+ float back_to_iso_scattering_blend=min(1.0+transmission_scatter_anisotropy,1.0);float iso_to_forward_scattering_blend=max(transmission_scatter_anisotropy,0.0);vec3 iso_scatter_transmittance=pow(exp(-extinction_coeff*geometry_thickness),vec3(0.2));vec3 iso_scatter_density=clamp(vec3(1.0)-iso_scatter_transmittance,0.0,1.0);float roughness_alpha_modified_for_scatter=min(refractionAlphaG+(1.0-abs(transmission_scatter_anisotropy))*max3(iso_scatter_density*iso_scatter_density),1.0);roughness_alpha_modified_for_scatter=pow(roughness_alpha_modified_for_scatter,6.0);roughness_alpha_modified_for_scatter=clamp(roughness_alpha_modified_for_scatter,refractionAlphaG,1.0);
179
+ #else
180
+ float roughness_alpha_modified_for_scatter=refractionAlphaG;
181
+ #endif
182
+ vec3 transport_mfp=vec3(2.0)/scatter_coeff;vec3 absorption_at_mfp=exp(-absorption_coeff*transport_mfp);
183
+ #endif
184
+ #include<openpbrBackgroundTransmission>
185
+ vec3 material_surface_ibl=vec3(0.,0.,0.);
173
186
  #include<openpbrEnvironmentLighting>
174
187
  vec3 material_surface_direct=vec3(0.,0.,0.);
188
+ #ifdef REFLECTION
189
+ slab_translucent_background=vec4(0.,0.,0.,1.);
190
+ #else
191
+ slab_translucent_background/=float(LIGHTCOUNT);
192
+ #endif
175
193
  #if defined(LIGHT0)
176
- float aggShadow=0.;float numLights=0.;
194
+ float aggShadow=0.;
177
195
  #include<openpbrDirectLightingInit>[0..maxSimultaneousLights]
178
196
  #include<openpbrDirectLighting>[0..maxSimultaneousLights]
179
197
  #endif
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentDeclaration\";\nimport \"./ShadersInclude/openpbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentMainFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/openpbrDielectricReflectance\";\nimport \"./ShadersInclude/openpbrConductorReflectance\";\nimport \"./ShadersInclude/openpbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/openpbrGeometryInfo\";\nimport \"./ShadersInclude/openpbrIblFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/openpbrNormalMapFragment\";\nimport \"./ShadersInclude/openpbrBlockNormalFinal\";\nimport \"./ShadersInclude/openpbrBaseLayerData\";\nimport \"./ShadersInclude/openpbrCoatLayerData\";\nimport \"./ShadersInclude/openpbrThinFilmLayerData\";\nimport \"./ShadersInclude/openpbrFuzzLayerData\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/openpbrEnvironmentLighting\";\nimport \"./ShadersInclude/openpbrDirectLightingInit\";\nimport \"./ShadersInclude/openpbrDirectLighting\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"openpbrPixelShader\";\nconst shader = `#define OPENPBR_FRAGMENT_SHADER\n#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__openpbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<openpbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<openpbrNormalMapFragmentMainFunctions>\n#include<openpbrNormalMapFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<openpbrDielectricReflectance>\n#include<openpbrConductorReflectance>\n#include<openpbrBlockAmbientOcclusion>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\nvec3 layer(vec3 slab_bottom,vec3 slab_top,float lerp_factor,vec3 bottom_multiplier,vec3 top_multiplier) {return mix(slab_bottom*bottom_multiplier,slab_top*top_multiplier,lerp_factor);}\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\nvec3 coatNormalW=normalW;\n#include<openpbrNormalMapFragment>\n#include<openpbrBlockNormalFinal>\n#include<openpbrBaseLayerData>\n#include<openpbrCoatLayerData>\n#include<openpbrThinFilmLayerData>\n#include<openpbrFuzzLayerData>\nfloat subsurface_weight=0.0;float transmission_weight=0.0;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT_OCCLUSION\nvec3 ambientOcclusionFromTexture=texture2D(ambientOcclusionSampler,vAmbientOcclusionUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT_OCCLUSION\nambientOcclusionFromTexture,\nvAmbientOcclusionInfos\n#endif\n);\n#ifdef ANISOTROPIC_COAT\ngeometryInfoAnisoOutParams coatGeoInfo=geometryInfoAniso(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n,vec3(geometry_coat_tangent.x,geometry_coat_tangent.y,coat_roughness_anisotropy),TBN\n);\n#else\ngeometryInfoOutParams coatGeoInfo=geometryInfo(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n);\n#endif\nspecular_roughness=mix(specular_roughness,pow(min(1.0,pow(specular_roughness,4.0)+2.0*pow(coat_roughness,4.0)),0.25),coat_weight);\n#ifdef ANISOTROPIC_BASE\ngeometryInfoAnisoOutParams baseGeoInfo=geometryInfoAniso(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n,vec3(geometry_tangent.x,geometry_tangent.y,specular_roughness_anisotropy),TBN\n);\n#else\ngeometryInfoOutParams baseGeoInfo=geometryInfo(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n);\n#endif\n#ifdef FUZZ\nvec3 fuzzNormalW=normalize(mix(normalW,coatNormalW,coat_weight));vec3 fuzzTangent=normalize(TBN[0]);fuzzTangent=normalize(fuzzTangent-dot(fuzzTangent,fuzzNormalW)*fuzzNormalW);vec3 fuzzBitangent=cross(fuzzNormalW,fuzzTangent);geometryInfoOutParams fuzzGeoInfo=geometryInfo(\nfuzzNormalW,viewDirectionW.xyz,fuzz_roughness,geometricNormalW\n);\n#endif\nReflectanceParams coatReflectance;coatReflectance=dielectricReflectance(\ncoat_ior \n,1.0 \n,vec3(1.0)\n,coat_weight\n);\n#ifdef THIN_FILM\nfloat thin_film_outside_ior=mix(1.0,coat_ior,coat_weight);\n#endif\nReflectanceParams baseDielectricReflectance;{float effectiveCoatIor=mix(1.0,coat_ior,coat_weight);baseDielectricReflectance=dielectricReflectance(\nspecular_ior \n,effectiveCoatIor \n,specular_color\n,specular_weight\n);}\nReflectanceParams baseConductorReflectance;baseConductorReflectance=conductorReflectance(base_color,specular_color,specular_weight);vec3 material_surface_ibl=vec3(0.,0.,0.);\n#include<openpbrEnvironmentLighting>\nvec3 material_surface_direct=vec3(0.,0.,0.);\n#if defined(LIGHT0)\nfloat aggShadow=0.;float numLights=0.;\n#include<openpbrDirectLightingInit>[0..maxSimultaneousLights]\n#include<openpbrDirectLighting>[0..maxSimultaneousLights]\n#endif\nvec3 material_surface_emission=vEmissionColor;\n#ifdef EMISSION_COLOR\nvec3 emissionColorTex=texture2D(emissionColorSampler,vEmissionColorUV+uvOffset).rgb;\n#ifdef EMISSION_COLOR_GAMMA\nmaterial_surface_emission*=toLinearSpace(emissionColorTex.rgb);\n#else\nmaterial_surface_emission*=emissionColorTex.rgb;\n#endif\nmaterial_surface_emission*= vEmissionColorInfos.y;\n#endif\nmaterial_surface_emission*=vLightingIntensity.y;\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\nvec4 finalColor=vec4(material_surface_ibl+material_surface_direct+material_surface_emission,alpha);\n#define CUSTOM_FRAGMENT_BEFORE_FOG\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbr.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/openpbr.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qDAAqD,CAAC;AAC7D,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,wDAAwD,CAAC;AAChE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qCAAqC,CAAC;AAC7C,OAAO,+CAA+C,CAAC;AACvD,OAAO,8CAA8C,CAAC;AACtD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,sCAAsC,CAAC;AAC9C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,0CAA0C,CAAC;AAClD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,+CAA+C,CAAC;AACvD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,8CAA8C,CAAC;AACtD,OAAO,+BAA+B,CAAC;AACvC,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,0CAA0C,CAAC;AAClD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,2BAA2B,CAAC;AAEnC,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Kd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentDeclaration\";\nimport \"./ShadersInclude/openpbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentMainFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/openpbrDielectricReflectance\";\nimport \"./ShadersInclude/openpbrConductorReflectance\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionFunctions\";\nimport \"./ShadersInclude/openpbrGeometryInfo\";\nimport \"./ShadersInclude/openpbrIblFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/openpbrNormalMapFragment\";\nimport \"./ShadersInclude/openpbrBlockNormalFinal\";\nimport \"./ShadersInclude/openpbrBaseLayerData\";\nimport \"./ShadersInclude/openpbrTransmissionLayerData\";\nimport \"./ShadersInclude/openpbrCoatLayerData\";\nimport \"./ShadersInclude/openpbrThinFilmLayerData\";\nimport \"./ShadersInclude/openpbrFuzzLayerData\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionData\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/openpbrBackgroundTransmission\";\nimport \"./ShadersInclude/openpbrEnvironmentLighting\";\nimport \"./ShadersInclude/openpbrDirectLightingInit\";\nimport \"./ShadersInclude/openpbrDirectLighting\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"openpbrPixelShader\";\nconst shader = `#define OPENPBR_FRAGMENT_SHADER\n#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__openpbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<openpbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<openpbrNormalMapFragmentMainFunctions>\n#include<openpbrNormalMapFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<openpbrDielectricReflectance>\n#include<openpbrConductorReflectance>\n#include<openpbrAmbientOcclusionFunctions>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\nvec3 layer(vec3 slab_bottom,vec3 slab_top,float lerp_factor,vec3 bottom_multiplier,vec3 top_multiplier) {return mix(slab_bottom*bottom_multiplier,slab_top*top_multiplier,lerp_factor);}\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\nvec3 coatNormalW=normalW;\n#include<openpbrNormalMapFragment>\n#include<openpbrBlockNormalFinal>\n#include<openpbrBaseLayerData>\n#include<openpbrTransmissionLayerData>\n#include<openpbrCoatLayerData>\n#include<openpbrThinFilmLayerData>\n#include<openpbrFuzzLayerData>\n#include<openpbrAmbientOcclusionData>\nfloat subsurface_weight=0.0;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef ANISOTROPIC_COAT\ngeometryInfoAnisoOutParams coatGeoInfo=geometryInfoAniso(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n,vec3(geometry_coat_tangent.x,geometry_coat_tangent.y,coat_roughness_anisotropy),TBN\n);\n#else\ngeometryInfoOutParams coatGeoInfo=geometryInfo(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n);\n#endif\nspecular_roughness=mix(specular_roughness,pow(min(1.0,pow(specular_roughness,4.0)+2.0*pow(coat_roughness,4.0)),0.25),coat_weight);\n#ifdef ANISOTROPIC_BASE\ngeometryInfoAnisoOutParams baseGeoInfo=geometryInfoAniso(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n,vec3(geometry_tangent.x,geometry_tangent.y,specular_roughness_anisotropy),TBN\n);\n#else\ngeometryInfoOutParams baseGeoInfo=geometryInfo(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n);\n#endif\n#ifdef FUZZ\nvec3 fuzzNormalW=normalize(mix(normalW,coatNormalW,coat_weight));vec3 fuzzTangent=normalize(TBN[0]);fuzzTangent=normalize(fuzzTangent-dot(fuzzTangent,fuzzNormalW)*fuzzNormalW);vec3 fuzzBitangent=cross(fuzzNormalW,fuzzTangent);geometryInfoOutParams fuzzGeoInfo=geometryInfo(\nfuzzNormalW,viewDirectionW.xyz,fuzz_roughness,geometricNormalW\n);\n#endif\nReflectanceParams coatReflectance;coatReflectance=dielectricReflectance(\ncoat_ior \n,1.0 \n,vec3(1.0)\n,coat_weight\n);\n#ifdef THIN_FILM\nfloat thin_film_outside_ior=mix(1.0,coat_ior,coat_weight);\n#endif\nReflectanceParams baseDielectricReflectance;{float effectiveCoatIor=mix(1.0,coat_ior,coat_weight);baseDielectricReflectance=dielectricReflectance(\nspecular_ior \n,effectiveCoatIor \n,specular_color\n,specular_weight\n);}\nReflectanceParams baseConductorReflectance;baseConductorReflectance=conductorReflectance(base_color,specular_color,specular_weight);vec3 transmission_absorption=vec3(1.0);\n#if defined(REFRACTED_BACKGROUND) || defined(REFRACTED_ENVIRONMENT) || defined(REFRACTED_LIGHTS)\n#ifdef DISPERSION\nvec3 refractedViewVectors[3];float iorDispersionSpread=transmission_dispersion_scale/transmission_dispersion_abbe_number*(specular_ior-1.0);vec3 dispersion_iors=vec3(specular_ior-iorDispersionSpread,specular_ior,specular_ior+iorDispersionSpread);for (int i=0; i<3; i++) {refractedViewVectors[i]=double_refract(-viewDirectionW,normalW,dispersion_iors[i]); }\n#else\nvec3 refractedViewVector=double_refract(-viewDirectionW,normalW,specular_ior);\n#endif\nfloat transmission_roughness=specular_roughness*clamp(4.0*(specular_ior-1.0),0.001,1.0);vec3 extinction_coeff=vec3(0.0);vec3 scatter_coeff=vec3(0.0);vec3 absorption_coeff=vec3(0.0);vec3 ss_albedo=vec3(0.0);vec3 multi_scatter_color=vec3(1.0);if (transmission_depth>0.0) {vec3 invDepth=vec3(1./maxEps(transmission_depth));extinction_coeff=-log(transmission_color.rgb)*invDepth;scatter_coeff=transmission_scatter.rgb*invDepth;absorption_coeff=extinction_coeff-scatter_coeff.rgb;float minCoeff=min3(absorption_coeff);if (minCoeff<0.0) {absorption_coeff-=vec3(minCoeff);}\nextinction_coeff=absorption_coeff+scatter_coeff;ss_albedo=scatter_coeff/(extinction_coeff);multi_scatter_color=singleScatterToMultiScatterAlbedo(ss_albedo);transmission_absorption=exp(-absorption_coeff*geometry_thickness);} else {transmission_absorption=transmission_color.rgb*transmission_color.rgb;}\nfloat refractionAlphaG=transmission_roughness*transmission_roughness;\n#ifdef SCATTERING\nfloat back_to_iso_scattering_blend=min(1.0+transmission_scatter_anisotropy,1.0);float iso_to_forward_scattering_blend=max(transmission_scatter_anisotropy,0.0);vec3 iso_scatter_transmittance=pow(exp(-extinction_coeff*geometry_thickness),vec3(0.2));vec3 iso_scatter_density=clamp(vec3(1.0)-iso_scatter_transmittance,0.0,1.0);float roughness_alpha_modified_for_scatter=min(refractionAlphaG+(1.0-abs(transmission_scatter_anisotropy))*max3(iso_scatter_density*iso_scatter_density),1.0);roughness_alpha_modified_for_scatter=pow(roughness_alpha_modified_for_scatter,6.0);roughness_alpha_modified_for_scatter=clamp(roughness_alpha_modified_for_scatter,refractionAlphaG,1.0);\n#else\nfloat roughness_alpha_modified_for_scatter=refractionAlphaG;\n#endif\nvec3 transport_mfp=vec3(2.0)/scatter_coeff;vec3 absorption_at_mfp=exp(-absorption_coeff*transport_mfp);\n#endif\n#include<openpbrBackgroundTransmission>\nvec3 material_surface_ibl=vec3(0.,0.,0.);\n#include<openpbrEnvironmentLighting>\nvec3 material_surface_direct=vec3(0.,0.,0.);\n#ifdef REFLECTION\nslab_translucent_background=vec4(0.,0.,0.,1.);\n#else\nslab_translucent_background/=float(LIGHTCOUNT); \n#endif\n#if defined(LIGHT0)\nfloat aggShadow=0.;\n#include<openpbrDirectLightingInit>[0..maxSimultaneousLights]\n#include<openpbrDirectLighting>[0..maxSimultaneousLights]\n#endif\nvec3 material_surface_emission=vEmissionColor;\n#ifdef EMISSION_COLOR\nvec3 emissionColorTex=texture2D(emissionColorSampler,vEmissionColorUV+uvOffset).rgb;\n#ifdef EMISSION_COLOR_GAMMA\nmaterial_surface_emission*=toLinearSpace(emissionColorTex.rgb);\n#else\nmaterial_surface_emission*=emissionColorTex.rgb;\n#endif\nmaterial_surface_emission*= vEmissionColorInfos.y;\n#endif\nmaterial_surface_emission*=vLightingIntensity.y;\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\nvec4 finalColor=vec4(material_surface_ibl+material_surface_direct+material_surface_emission,alpha);\n#define CUSTOM_FRAGMENT_BEFORE_FOG\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrPixelShader = { name, shader };\n"]}
@@ -69,6 +69,11 @@ attribute vec4 color;
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  #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy)
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+ #include <samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight)
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+ #include <samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor)
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+ #include <samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth)
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+ #include <samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter)
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+ #include <samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness)
@@ -81,6 +86,7 @@ attribute vec4 color;
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  #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness)
@@ -209,24 +215,30 @@ vMainUV2=uv2Updated;
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  #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_MATRIXNAME_,specularColor,_INFONAME_,SpecularColorInfos.x)
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  #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_MATRIXNAME_,specularRoughness,_INFONAME_,SpecularRoughnessInfos.x)
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  #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_MATRIXNAME_,specularRoughnessAnisotropy,_INFONAME_,SpecularRoughnessAnisotropyInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_MATRIXNAME_,coatWeight,_INFONAME_,CoatWeightInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_MATRIXNAME_,coatColor,_INFONAME_,CoatColorInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_MATRIXNAME_,coatRoughness,_INFONAME_,CoatRoughnessInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_MATRIXNAME_,coatRoughnessAnisotropy,_INFONAME_,CoatRoughnessAnisotropyInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_MATRIXNAME_,coatDarkening,_INFONAME_,CoatDarkeningInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_MATRIXNAME_,fuzzWeight,_INFONAME_,FuzzWeightInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_MATRIXNAME_,fuzzColor,_INFONAME_,FuzzColorInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_MATRIXNAME_,fuzzRoughness,_INFONAME_,FuzzRoughnessInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_MATRIXNAME_,geometryNormal,_INFONAME_,GeometryNormalInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_MATRIXNAME_,geometryCoatNormal,_INFONAME_,GeometryCoatNormalInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_MATRIXNAME_,geometryOpacity,_INFONAME_,GeometryOpacityInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_MATRIXNAME_,geometryTangent,_INFONAME_,GeometryTangentInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_MATRIXNAME_,emissionColor,_INFONAME_,EmissionColorInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_MATRIXNAME_,thinFilmWeight,_INFONAME_,ThinFilmWeightInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_MATRIXNAME_,thinFilmThickness,_INFONAME_,ThinFilmThicknessInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_MATRIXNAME_,ambientOcclusion,_INFONAME_,AmbientOcclusionInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
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- #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_MATRIXNAME_,transmissionWeight,_INFONAME_,TransmissionWeightInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor,_MATRIXNAME_,transmissionColor,_INFONAME_,TransmissionColorInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth,_MATRIXNAME_,transmissionDepth,_INFONAME_,TransmissionDepthInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter,_MATRIXNAME_,transmissionScatter,_INFONAME_,TransmissionScatterInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale,_MATRIXNAME_,transmissionDispersionScale,_INFONAME_,TransmissionDispersionScaleInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_MATRIXNAME_,coatWeight,_INFONAME_,CoatWeightInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_MATRIXNAME_,coatColor,_INFONAME_,CoatColorInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_MATRIXNAME_,coatRoughness,_INFONAME_,CoatRoughnessInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_MATRIXNAME_,coatRoughnessAnisotropy,_INFONAME_,CoatRoughnessAnisotropyInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_MATRIXNAME_,coatDarkening,_INFONAME_,CoatDarkeningInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_MATRIXNAME_,fuzzWeight,_INFONAME_,FuzzWeightInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_MATRIXNAME_,fuzzColor,_INFONAME_,FuzzColorInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_MATRIXNAME_,fuzzRoughness,_INFONAME_,FuzzRoughnessInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_MATRIXNAME_,geometryNormal,_INFONAME_,GeometryNormalInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_MATRIXNAME_,geometryCoatNormal,_INFONAME_,GeometryCoatNormalInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_MATRIXNAME_,geometryOpacity,_INFONAME_,GeometryOpacityInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness,_MATRIXNAME_,geometryThickness,_INFONAME_,GeometryThicknessInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_MATRIXNAME_,geometryTangent,_INFONAME_,GeometryTangentInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_MATRIXNAME_,emissionColor,_INFONAME_,EmissionColorInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_MATRIXNAME_,thinFilmWeight,_INFONAME_,ThinFilmWeightInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_MATRIXNAME_,thinFilmThickness,_INFONAME_,ThinFilmThicknessInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_MATRIXNAME_,ambientOcclusion,_INFONAME_,AmbientOcclusionInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
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+ #include <samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
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  #include<openpbrNormalMapVertex>
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  #include<clipPlaneVertex>
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  #include<fogVertex>
@@ -1 +1 @@
1
- {"version":3,"file":"openpbr.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/openpbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,wCAAwC,CAAC;AAChD,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oDAAoD,CAAC;AAC5D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Md,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/openpbrVertexDeclaration\";\nimport \"./ShadersInclude/openpbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/openpbrNormalMapVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"openpbrVertexShader\";\nconst shader = `#define OPENPBR_VERTEX_SHADER\n#define CUSTOM_VERTEX_EXTENSION\nprecision highp float;\n#include<__decl__openpbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening)\n#include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<openpbrNormalMapVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#if !defined(NATIVE) && !defined(WEBGPU)\nbool bbb=any(isnan(position));if (bbb) { }\n#endif\nfloat NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*vBaseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;\n#else\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2Updated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_MATRIXNAME_,baseColor,_INFONAME_,BaseColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_MATRIXNAME_,baseMetalness,_INFONAME_,BaseMetalnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_MATRIXNAME_,specularWeight,_INFONAME_,SpecularWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_MATRIXNAME_,specularColor,_INFONAME_,SpecularColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_MATRIXNAME_,specularRoughness,_INFONAME_,SpecularRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_MATRIXNAME_,specularRoughnessAnisotropy,_INFONAME_,SpecularRoughnessAnisotropyInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_MATRIXNAME_,coatWeight,_INFONAME_,CoatWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_MATRIXNAME_,coatColor,_INFONAME_,CoatColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_MATRIXNAME_,coatRoughness,_INFONAME_,CoatRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_MATRIXNAME_,coatRoughnessAnisotropy,_INFONAME_,CoatRoughnessAnisotropyInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_MATRIXNAME_,coatDarkening,_INFONAME_,CoatDarkeningInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_MATRIXNAME_,fuzzWeight,_INFONAME_,FuzzWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_MATRIXNAME_,fuzzColor,_INFONAME_,FuzzColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_MATRIXNAME_,fuzzRoughness,_INFONAME_,FuzzRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_MATRIXNAME_,geometryNormal,_INFONAME_,GeometryNormalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_MATRIXNAME_,geometryCoatNormal,_INFONAME_,GeometryCoatNormalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_MATRIXNAME_,geometryOpacity,_INFONAME_,GeometryOpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_MATRIXNAME_,geometryTangent,_INFONAME_,GeometryTangentInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_MATRIXNAME_,emissionColor,_INFONAME_,EmissionColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_MATRIXNAME_,thinFilmWeight,_INFONAME_,ThinFilmWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_MATRIXNAME_,thinFilmThickness,_INFONAME_,ThinFilmThicknessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_MATRIXNAME_,ambientOcclusion,_INFONAME_,AmbientOcclusionInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<openpbrNormalMapVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbr.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/openpbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,wCAAwC,CAAC;AAChD,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oDAAoD,CAAC;AAC5D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuNd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/openpbrVertexDeclaration\";\nimport \"./ShadersInclude/openpbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/openpbrNormalMapVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"openpbrVertexShader\";\nconst shader = `#define OPENPBR_VERTEX_SHADER\n#define CUSTOM_VERTEX_EXTENSION\nprecision highp float;\n#include<__decl__openpbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy)\n#include <samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight)\n#include <samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor)\n#include <samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth)\n#include <samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter)\n#include <samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening)\n#include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<openpbrNormalMapVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#if !defined(NATIVE) && !defined(WEBGPU)\nbool bbb=any(isnan(position));if (bbb) { }\n#endif\nfloat NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*vBaseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;\n#else\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2Updated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_MATRIXNAME_,baseColor,_INFONAME_,BaseColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_MATRIXNAME_,baseMetalness,_INFONAME_,BaseMetalnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_MATRIXNAME_,specularWeight,_INFONAME_,SpecularWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_MATRIXNAME_,specularColor,_INFONAME_,SpecularColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_MATRIXNAME_,specularRoughness,_INFONAME_,SpecularRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_MATRIXNAME_,specularRoughnessAnisotropy,_INFONAME_,SpecularRoughnessAnisotropyInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_MATRIXNAME_,transmissionWeight,_INFONAME_,TransmissionWeightInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor,_MATRIXNAME_,transmissionColor,_INFONAME_,TransmissionColorInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth,_MATRIXNAME_,transmissionDepth,_INFONAME_,TransmissionDepthInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter,_MATRIXNAME_,transmissionScatter,_INFONAME_,TransmissionScatterInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale,_MATRIXNAME_,transmissionDispersionScale,_INFONAME_,TransmissionDispersionScaleInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_MATRIXNAME_,coatWeight,_INFONAME_,CoatWeightInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_MATRIXNAME_,coatColor,_INFONAME_,CoatColorInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_MATRIXNAME_,coatRoughness,_INFONAME_,CoatRoughnessInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_MATRIXNAME_,coatRoughnessAnisotropy,_INFONAME_,CoatRoughnessAnisotropyInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_MATRIXNAME_,coatDarkening,_INFONAME_,CoatDarkeningInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_MATRIXNAME_,fuzzWeight,_INFONAME_,FuzzWeightInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_MATRIXNAME_,fuzzColor,_INFONAME_,FuzzColorInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_MATRIXNAME_,fuzzRoughness,_INFONAME_,FuzzRoughnessInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_MATRIXNAME_,geometryNormal,_INFONAME_,GeometryNormalInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_MATRIXNAME_,geometryCoatNormal,_INFONAME_,GeometryCoatNormalInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_MATRIXNAME_,geometryOpacity,_INFONAME_,GeometryOpacityInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness,_MATRIXNAME_,geometryThickness,_INFONAME_,GeometryThicknessInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_MATRIXNAME_,geometryTangent,_INFONAME_,GeometryTangentInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_MATRIXNAME_,emissionColor,_INFONAME_,EmissionColorInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_MATRIXNAME_,thinFilmWeight,_INFONAME_,ThinFilmWeightInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_MATRIXNAME_,thinFilmThickness,_INFONAME_,ThinFilmThicknessInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_MATRIXNAME_,ambientOcclusion,_INFONAME_,AmbientOcclusionInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include <samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<openpbrNormalMapVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrVertexShader = { name, shader };\n"]}
@@ -81,12 +81,12 @@ fn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,in
81
81
  {var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb;
82
82
  if (alphaG==0.) {
83
83
  #ifdef GAMMA_INPUT
84
- c=toLinearSpace(c);
84
+ c=toLinearSpaceVec3(c);
85
85
  #endif
86
86
  return c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)
87
87
  {var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;
88
88
  #ifdef GAMMA_INPUT
89
- c=toLinearSpace(c);
89
+ c=toLinearSpaceVec3(c);
90
90
  #endif
91
91
  result+=c*NoL;}}
92
92
  result=result/weight;return result;}}
@@ -101,19 +101,17 @@ inputTangent: vec3f,
101
101
  inputBitangent: vec3f,
102
102
  inputNormal: vec3f,
103
103
  filteringInfo: vec2f,
104
- noiseInput: vec2f
105
- )->vec3f {var V: vec3f=inputView;var N: vec3f=inputNormal;var T: vec3f=inputTangent;var B: vec3f=inputBitangent;var R: vec3f=reflect(-V,N);var c: vec3f=textureSample(inputTexture,inputSampler,R).rgb;if (alphaTangent==0.f && alphaBitangent==0.f) {
106
- #if GAMMA_INPUT
107
- c=toLinearSpace(c);
108
- #endif
109
- return c;}
110
- var result: vec3f=vec3f(0.f);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var effectiveDim: f32=dim0*sqrt(alphaTangent*alphaBitangent);var omegaP: f32=(4.f*PI)/(6.f*effectiveDim*effectiveDim);let noiseScale: f32=clamp(log2(f32(NUM_SAMPLES))/12.0f,0.0f,1.0f);var weight: f32=0.f;for(var i: u32=0u; i<NUM_SAMPLES; i++)
104
+ noiseInput: vec2f,
105
+ isRefraction: bool,
106
+ ior: f32
107
+ )->vec3f {var V: vec3f=inputView;var N: vec3f=inputNormal;var T: vec3f=inputTangent;var B: vec3f=inputBitangent;var result: vec3f=vec3f(0.f);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;let clampedAlphaT: f32=max(alphaTangent,MINIMUMVARIANCE);let clampedAlphaB: f32=max(alphaBitangent,MINIMUMVARIANCE);var effectiveDim: f32=dim0*sqrt(clampedAlphaT*clampedAlphaB);var omegaP: f32=(4.f*PI)/(6.f*effectiveDim*effectiveDim);let noiseScale: f32=clamp(log2(f32(NUM_SAMPLES))/12.0f,0.0f,1.0f);var weight: f32=0.f;for(var i: u32=0u; i<NUM_SAMPLES; i++)
111
108
  {var Xi: vec2f=hammersley(i,NUM_SAMPLES);Xi=fract(Xi+noiseInput*mix(0.5f,0.015f,noiseScale));
112
- var H_tangent: vec3f=hemisphereImportanceSampleDggxAnisotropic(Xi,alphaTangent,alphaBitangent);var H: vec3f=normalize(H_tangent.x*T+H_tangent.y*B+H_tangent.z*N);var L: vec3f=normalize(2.0f*dot(V,H)*H-V);var NoH: f32=max(dot(N,H),0.001f);var VoH: f32=max(dot(V,H),0.001f);var NoL: f32=max(dot(N,L),0.001f);if (NoL>0.f) {var pdf_inversed: f32=4./normalDistributionFunction_BurleyGGX_Anisotropic(
113
- H_tangent.z,H_tangent.x,H_tangent.y,vec2(alphaTangent,alphaBitangent)
109
+ var H_tangent: vec3f=hemisphereImportanceSampleDggxAnisotropic(Xi,clampedAlphaT,clampedAlphaB);var H: vec3f=normalize(H_tangent.x*T+H_tangent.y*B+H_tangent.z*N);var L: vec3f;if (isRefraction) {L=refract(-V,H,1.0/ior);} else {L=reflect(-V,H);}
110
+ var NoH: f32=max(dot(N,H),0.001f);var VoH: f32=max(dot(V,H),0.001f);var NoL: f32=max(dot(N,L),0.001f);if (NoL>0.f) {var pdf_inversed: f32=4./normalDistributionFunction_BurleyGGX_Anisotropic(
111
+ H_tangent.z,H_tangent.x,H_tangent.y,vec2f(clampedAlphaT,clampedAlphaB)
114
112
  );var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0f,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,L,mipLevel).rgb;
115
113
  #if GAMMA_INPUT
116
- c=toLinearSpace(c);
114
+ c=toLinearSpaceVec3(c);
117
115
  #endif
118
116
  result+=c*NoL;}}
119
117
  result=result/weight;return result;}
@@ -1 +1 @@
1
- {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\nfn radicalInverse_VdC(value: u32)->f32 \n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\nfn hammersley(i: u32,N: u32)->vec2f\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\nfn log4(x: f32)->f32 {return log2(x)/2.;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\ninputTexture: texture_cube<f32>,inputSampler: sampler,\n#endif\ninputN: vec3f,\nfilteringInfo: vec2f,\ndiffuseRoughness: f32,\nsurfaceAlbedo: vec3f,\ninputV: vec3f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>,icdfSamplerSampler: sampler\n#endif\n)->vec3f\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);\n#ifndef IBL_CDF_FILTERING\nvar tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var tbnInverse: mat3x3f=transpose(tbn);\n#endif\nvar maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var clampedAlbedo: vec3f=clamp(surfaceAlbedo,vec3f(0.1),vec3f(1.0));for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);\n#ifdef IBL_CDF_FILTERING\nvar T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(T.x,Xi.y),0.0).y;var Ls: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var NoL: f32=dot(n,Ls);var NoV: f32=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar LoV: f32=dot(Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvar H: vec3f=(inputV+Ls)*0.5;var VoH: f32=dot(inputV,H);\n#endif \n#else\nvar Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);var V: vec3f=tbnInverse*inputV;var NoV: f32=dot(Ns,V);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar LoV: f32=dot(Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvar H: vec3f=(V+Ls)*0.5;var VoH: f32=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#ifdef IBL_CDF_FILTERING\nvar pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,0.0).rgb;\n#else\nvar pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvar c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\nvar diffuseRoughnessTerm: vec3f=vec3f(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3f(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#ifdef IBL_CDF_FILTERING\nvar light: vec3f=vec3f(0.0);if (pdf>1e-6) {light=vec3f(1.0)/vec3f(pdf)*c;}\nresult+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#ifdef ANISOTROPIC\nfn radianceAnisotropic(\nalphaTangent: f32, \nalphaBitangent: f32, \ninputTexture: texture_cube<f32>,\ninputSampler: sampler,\ninputView: vec3f, \ninputTangent: vec3f, \ninputBitangent: vec3f, \ninputNormal: vec3f, \nfilteringInfo: vec2f,\nnoiseInput: vec2f \n)->vec3f {var V: vec3f=inputView;var N: vec3f=inputNormal;var T: vec3f=inputTangent;var B: vec3f=inputBitangent;var R: vec3f=reflect(-V,N);var c: vec3f=textureSample(inputTexture,inputSampler,R).rgb;if (alphaTangent==0.f && alphaBitangent==0.f) {\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;}\nvar result: vec3f=vec3f(0.f);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var effectiveDim: f32=dim0*sqrt(alphaTangent*alphaBitangent);var omegaP: f32=(4.f*PI)/(6.f*effectiveDim*effectiveDim);let noiseScale: f32=clamp(log2(f32(NUM_SAMPLES))/12.0f,0.0f,1.0f);var weight: f32=0.f;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);Xi=fract(Xi+noiseInput*mix(0.5f,0.015f,noiseScale)); \nvar H_tangent: vec3f=hemisphereImportanceSampleDggxAnisotropic(Xi,alphaTangent,alphaBitangent);var H: vec3f=normalize(H_tangent.x*T+H_tangent.y*B+H_tangent.z*N);var L: vec3f=normalize(2.0f*dot(V,H)*H-V);var NoH: f32=max(dot(N,H),0.001f);var VoH: f32=max(dot(V,H),0.001f);var NoL: f32=max(dot(N,L),0.001f);if (NoL>0.f) {var pdf_inversed: f32=4./normalDistributionFunction_BurleyGGX_Anisotropic(\nH_tangent.z,H_tangent.x,H_tangent.y,vec2(alphaTangent,alphaBitangent)\n);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0f,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,L,mipLevel).rgb;\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\nfn radicalInverse_VdC(value: u32)->f32 \n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\nfn hammersley(i: u32,N: u32)->vec2f\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\nfn log4(x: f32)->f32 {return log2(x)/2.;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\ninputTexture: texture_cube<f32>,inputSampler: sampler,\n#endif\ninputN: vec3f,\nfilteringInfo: vec2f,\ndiffuseRoughness: f32,\nsurfaceAlbedo: vec3f,\ninputV: vec3f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>,icdfSamplerSampler: sampler\n#endif\n)->vec3f\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);\n#ifndef IBL_CDF_FILTERING\nvar tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var tbnInverse: mat3x3f=transpose(tbn);\n#endif\nvar maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var clampedAlbedo: vec3f=clamp(surfaceAlbedo,vec3f(0.1),vec3f(1.0));for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);\n#ifdef IBL_CDF_FILTERING\nvar T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(T.x,Xi.y),0.0).y;var Ls: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var NoL: f32=dot(n,Ls);var NoV: f32=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar LoV: f32=dot(Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvar H: vec3f=(inputV+Ls)*0.5;var VoH: f32=dot(inputV,H);\n#endif \n#else\nvar Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);var V: vec3f=tbnInverse*inputV;var NoV: f32=dot(Ns,V);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar LoV: f32=dot(Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvar H: vec3f=(V+Ls)*0.5;var VoH: f32=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#ifdef IBL_CDF_FILTERING\nvar pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,0.0).rgb;\n#else\nvar pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvar c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\nvar diffuseRoughnessTerm: vec3f=vec3f(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3f(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#ifdef IBL_CDF_FILTERING\nvar light: vec3f=vec3f(0.0);if (pdf>1e-6) {light=vec3f(1.0)/vec3f(pdf)*c;}\nresult+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#ifdef ANISOTROPIC\nfn radianceAnisotropic(\nalphaTangent: f32, \nalphaBitangent: f32, \ninputTexture: texture_cube<f32>,\ninputSampler: sampler,\ninputView: vec3f, \ninputTangent: vec3f, \ninputBitangent: vec3f, \ninputNormal: vec3f, \nfilteringInfo: vec2f,\nnoiseInput: vec2f, \nisRefraction: bool,\nior: f32 \n)->vec3f {var V: vec3f=inputView;var N: vec3f=inputNormal;var T: vec3f=inputTangent;var B: vec3f=inputBitangent;var result: vec3f=vec3f(0.f);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;let clampedAlphaT: f32=max(alphaTangent,MINIMUMVARIANCE);let clampedAlphaB: f32=max(alphaBitangent,MINIMUMVARIANCE);var effectiveDim: f32=dim0*sqrt(clampedAlphaT*clampedAlphaB);var omegaP: f32=(4.f*PI)/(6.f*effectiveDim*effectiveDim);let noiseScale: f32=clamp(log2(f32(NUM_SAMPLES))/12.0f,0.0f,1.0f);var weight: f32=0.f;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);Xi=fract(Xi+noiseInput*mix(0.5f,0.015f,noiseScale)); \nvar H_tangent: vec3f=hemisphereImportanceSampleDggxAnisotropic(Xi,clampedAlphaT,clampedAlphaB);var H: vec3f=normalize(H_tangent.x*T+H_tangent.y*B+H_tangent.z*N);var L: vec3f;if (isRefraction) {L=refract(-V,H,1.0/ior);} else {L=reflect(-V,H);}\nvar NoH: f32=max(dot(N,H),0.001f);var VoH: f32=max(dot(V,H),0.001f);var NoL: f32=max(dot(N,L),0.001f);if (NoL>0.f) {var pdf_inversed: f32=4./normalDistributionFunction_BurleyGGX_Anisotropic(\nH_tangent.z,H_tangent.x,H_tangent.y,vec2f(clampedAlphaT,clampedAlphaB)\n);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0f,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,L,mipLevel).rgb;\n#if GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringFunctionsWGSL = { name, shader };\n"]}
@@ -66,6 +66,7 @@ return pow(color,vec3f(GammaEncodePowerApprox));
66
66
  fn squareVec3(value: vec3f)->vec3f
67
67
  {return value*value;}
68
68
  fn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}
69
+ fn double_refract(I: vec3f,N: vec3f,eta: f32)->vec3f {let Tfront: vec3f=refract(I,N,1.0/eta);let Nback: vec3f=normalize(reflect(N,Tfront));return refract(Tfront,-Nback,eta);}
69
70
  fn getLuminance(color: vec3f)->f32
70
71
  {return saturate(dot(color,LuminanceEncodeApprox));}
71
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  fn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}
@@ -76,6 +77,9 @@ fn parallaxCorrectNormal(vertexPos: vec3f,origVec: vec3f,cubeSize: vec3f,cubePos
76
77
  fn equirectangularToCubemapDirection(uv : vec2f)->vec3f {var longitude : f32=uv.x*TWO_PI-PI;var latitude : f32=HALF_PI-uv.y*PI;var direction : vec3f;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}
77
78
  fn sqrtClamped(value: f32)->f32 {return sqrt(max(value,0.));}
78
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  fn avg(value: vec3f)->f32 {return dot(value,vec3f(0.333333333));}
80
+ fn singleScatterToMultiScatterAlbedo(rho_ss: vec3f)->vec3f {let s: vec3f=sqrt(max(vec3f(1.0)-rho_ss,vec3f(0.0)));return (vec3f(1.0)-s)*(vec3f(1.0)-vec3f(0.139)*s)/(vec3f(1.0)+vec3f(1.17)*s);}
81
+ fn min3(v: vec3f)->f32 {return min(v.x,min(v.y,v.z));}
82
+ fn max3(v: vec3f)->f32 {return max(v.x,max(v.y,v.z));}
79
83
  `;
80
84
  // Sideeffect
81
85
  if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
@@ -1 +1 @@
1
- {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Ed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,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 = \"helperFunctions\";\nconst shader = `const PI: f32=3.1415926535897932384626433832795;const TWO_PI: f32=6.283185307179586;const HALF_PI: f32=1.5707963267948966;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const RECIPROCAL_PI4: f32=0.07957747154594767;const HALF_MIN: f32=5.96046448e-08; \nconst LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3f=vec3f(0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn square(x: f32)->f32 {return x*x;}\nfn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}\nfn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(),vec3f(1.0));}\nfn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);}\nfn maxEps(x: f32)->f32 {return max(x,Epsilon);}\nfn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}\nfn absEps(x: f32)->f32 {return abs(x)+Epsilon;}\nfn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3f=inMatrix[0];let i1: vec3f=inMatrix[1];let i2: vec3f=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nfn inverseMat3(inMatrix: mat3x3f)->mat3x3f {let a00: f32=inMatrix[0][0];let a01: f32=inMatrix[0][1];let a02: f32=inMatrix[0][2];let a10: f32=inMatrix[1][0];let a11: f32=inMatrix[1][1];let a12: f32=inMatrix[1][2];let a20: f32=inMatrix[2][0];let a21: f32=inMatrix[2][1];let a22: f32=inMatrix[2][2];let b01: f32=a22*a11-a12*a21;let b11: f32=-a22*a10+a12*a20;let b21: f32=a21*a10-a11*a20;let det: f32=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\n#if USE_EXACT_SRGB_CONVERSIONS\nfn toLinearSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=0.0773993808*color;let remainingSection: vec3f=pow(0.947867299*(color+vec3f(0.055)),vec3f(2.4));return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.04045)));}\nfn toGammaSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=12.92*color;let remainingSection: vec3f=1.055*pow(color,vec3f(0.41666))-vec3f(0.055);return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.0031308)));}\n#endif\nfn toLinearSpace(color: f32)->f32\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nvar nearZeroSection=0.0773993808*color;var remainingSection=pow(0.947867299*(color+0.055),2.4);return select(remainingSection,nearZeroSection,color<=0.04045);\n#else\nreturn pow(color,LinearEncodePowerApprox);\n#endif\n}\nfn toLinearSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3f(LinearEncodePowerApprox));\n#endif\n}\nfn toLinearSpaceVec4(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4f(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4f(pow(color.rgb,vec3f(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3f(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3f(GammaEncodePowerApprox));\n#endif\n}\nfn squareVec3(value: vec3f)->vec3f\n{return value*value;}\nfn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}\nfn getLuminance(color: vec3f)->f32\n{return saturate(dot(color,LuminanceEncodeApprox));}\nfn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}\nfn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed);let normVariance: f32=varianceAmount/255.0;let dither: f32=mix(-normVariance,normVariance,rand);return dither;}\nconst rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3f)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3f =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(saturateVec3(rgb),D);}\nfn fromRGBD(rgbd: vec4<f32>)->vec3f {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}\nfn parallaxCorrectNormal(vertexPos: vec3f,origVec: vec3f,cubeSize: vec3f,cubePos: vec3f)->vec3f {let invOrigVec: vec3f=vec3f(1.)/origVec;let halfSize: vec3f=cubeSize*0.5;let intersecAtMaxPlane: vec3f=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3f=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3f=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3f=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\nfn equirectangularToCubemapDirection(uv : vec2f)->vec3f {var longitude : f32=uv.x*TWO_PI-PI;var latitude : f32=HALF_PI-uv.y*PI;var direction : vec3f;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\nfn sqrtClamped(value: f32)->f32 {return sqrt(max(value,0.));}\nfn avg(value: vec3f)->f32 {return dot(value,vec3f(0.333333333));}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const helperFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Ed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,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 = \"helperFunctions\";\nconst shader = `const PI: f32=3.1415926535897932384626433832795;const TWO_PI: f32=6.283185307179586;const HALF_PI: f32=1.5707963267948966;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const RECIPROCAL_PI4: f32=0.07957747154594767;const HALF_MIN: f32=5.96046448e-08; \nconst LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3f=vec3f(0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn square(x: f32)->f32 {return x*x;}\nfn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}\nfn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(),vec3f(1.0));}\nfn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);}\nfn maxEps(x: f32)->f32 {return max(x,Epsilon);}\nfn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}\nfn absEps(x: f32)->f32 {return abs(x)+Epsilon;}\nfn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3f=inMatrix[0];let i1: vec3f=inMatrix[1];let i2: vec3f=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nfn inverseMat3(inMatrix: mat3x3f)->mat3x3f {let a00: f32=inMatrix[0][0];let a01: f32=inMatrix[0][1];let a02: f32=inMatrix[0][2];let a10: f32=inMatrix[1][0];let a11: f32=inMatrix[1][1];let a12: f32=inMatrix[1][2];let a20: f32=inMatrix[2][0];let a21: f32=inMatrix[2][1];let a22: f32=inMatrix[2][2];let b01: f32=a22*a11-a12*a21;let b11: f32=-a22*a10+a12*a20;let b21: f32=a21*a10-a11*a20;let det: f32=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\n#if USE_EXACT_SRGB_CONVERSIONS\nfn toLinearSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=0.0773993808*color;let remainingSection: vec3f=pow(0.947867299*(color+vec3f(0.055)),vec3f(2.4));return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.04045)));}\nfn toGammaSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=12.92*color;let remainingSection: vec3f=1.055*pow(color,vec3f(0.41666))-vec3f(0.055);return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.0031308)));}\n#endif\nfn toLinearSpace(color: f32)->f32\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nvar nearZeroSection=0.0773993808*color;var remainingSection=pow(0.947867299*(color+0.055),2.4);return select(remainingSection,nearZeroSection,color<=0.04045);\n#else\nreturn pow(color,LinearEncodePowerApprox);\n#endif\n}\nfn toLinearSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3f(LinearEncodePowerApprox));\n#endif\n}\nfn toLinearSpaceVec4(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4f(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4f(pow(color.rgb,vec3f(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3f(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3f(GammaEncodePowerApprox));\n#endif\n}\nfn squareVec3(value: vec3f)->vec3f\n{return value*value;}\nfn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}\nfn double_refract(I: vec3f,N: vec3f,eta: f32)->vec3f {let Tfront: vec3f=refract(I,N,1.0/eta);let Nback: vec3f=normalize(reflect(N,Tfront));return refract(Tfront,-Nback,eta);}\nfn getLuminance(color: vec3f)->f32\n{return saturate(dot(color,LuminanceEncodeApprox));}\nfn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}\nfn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed);let normVariance: f32=varianceAmount/255.0;let dither: f32=mix(-normVariance,normVariance,rand);return dither;}\nconst rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3f)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3f =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(saturateVec3(rgb),D);}\nfn fromRGBD(rgbd: vec4<f32>)->vec3f {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}\nfn parallaxCorrectNormal(vertexPos: vec3f,origVec: vec3f,cubeSize: vec3f,cubePos: vec3f)->vec3f {let invOrigVec: vec3f=vec3f(1.)/origVec;let halfSize: vec3f=cubeSize*0.5;let intersecAtMaxPlane: vec3f=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3f=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3f=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3f=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\nfn equirectangularToCubemapDirection(uv : vec2f)->vec3f {var longitude : f32=uv.x*TWO_PI-PI;var latitude : f32=HALF_PI-uv.y*PI;var direction : vec3f;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\nfn sqrtClamped(value: f32)->f32 {return sqrt(max(value,0.));}\nfn avg(value: vec3f)->f32 {return dot(value,vec3f(0.333333333));}\nfn singleScatterToMultiScatterAlbedo(rho_ss: vec3f)->vec3f {let s: vec3f=sqrt(max(vec3f(1.0)-rho_ss,vec3f(0.0)));return (vec3f(1.0)-s)*(vec3f(1.0)-vec3f(0.139)*s)/(vec3f(1.0)+vec3f(1.17)*s);}\nfn min3(v: vec3f)->f32 {return min(v.x,min(v.y,v.z));}\nfn max3(v: vec3f)->f32 {return max(v.x,max(v.y,v.z));}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const helperFunctionsWGSL = { name, shader };\n"]}
@@ -5,7 +5,7 @@ const shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;
5
5
  fn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}
6
6
  fn hemisphereImportanceSampleDggxAnisotropic(Xi: vec2f,alphaTangent: f32,alphaBitangent: f32)->vec3f
7
7
  {let alphaT: f32=max(alphaTangent,0.0001);let alphaB: f32=max(alphaBitangent,0.0001);var phi: f32=atan(alphaB/alphaT*tan(2.0f*PI*Xi.x));if (Xi.x>0.5) {phi+=PI; }
8
- let cosPhi: f32=cos(phi);let sinPhi: f32=sin(phi);let alpha2: f32=(cosPhi*cosPhi)/(alphaTangent*alphaTangent) +
8
+ let cosPhi: f32=cos(phi);let sinPhi: f32=sin(phi);let alpha2: f32=(cosPhi*cosPhi)/(alphaT*alphaT) +
9
9
  (sinPhi*sinPhi)/(alphaB*alphaB);let tanTheta2: f32=Xi.y/(1.0f-Xi.y)/alpha2;let cosTheta: f32=1.0f/sqrt(1.0f+tanTheta2);let sinTheta: f32=sqrt(max(0.0f,1.0f-cosTheta*cosTheta));return vec3f(sinTheta*cosPhi,sinTheta*sinPhi,cosTheta);}
10
10
  fn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f {
11
11
  var phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;
@@ -1 +1 @@
1
- {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;wKAOyJ,CAAC;AACzK,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggxAnisotropic(Xi: vec2f,alphaTangent: f32,alphaBitangent: f32)->vec3f\n{let alphaT: f32=max(alphaTangent,0.0001);let alphaB: f32=max(alphaBitangent,0.0001);var phi: f32=atan(alphaB/alphaT*tan(2.0f*PI*Xi.x));if (Xi.x>0.5) {phi+=PI; }\nlet cosPhi: f32=cos(phi);let sinPhi: f32=sin(phi);let alpha2: f32=(cosPhi*cosPhi)/(alphaTangent*alphaTangent) +\n(sinPhi*sinPhi)/(alphaB*alphaB);let tanTheta2: f32=Xi.y/(1.0f-Xi.y)/alpha2;let cosTheta: f32=1.0f/sqrt(1.0f+tanTheta2);let sinTheta: f32=sqrt(max(0.0f,1.0f-cosTheta*cosTheta));return vec3f(sinTheta*cosPhi,sinTheta*sinPhi,cosTheta);}\nfn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f { \nvar phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const importanceSamplingWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;wKAOyJ,CAAC;AACzK,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggxAnisotropic(Xi: vec2f,alphaTangent: f32,alphaBitangent: f32)->vec3f\n{let alphaT: f32=max(alphaTangent,0.0001);let alphaB: f32=max(alphaBitangent,0.0001);var phi: f32=atan(alphaB/alphaT*tan(2.0f*PI*Xi.x));if (Xi.x>0.5) {phi+=PI; }\nlet cosPhi: f32=cos(phi);let sinPhi: f32=sin(phi);let alpha2: f32=(cosPhi*cosPhi)/(alphaT*alphaT) +\n(sinPhi*sinPhi)/(alphaB*alphaB);let tanTheta2: f32=Xi.y/(1.0f-Xi.y)/alpha2;let cosTheta: f32=1.0f/sqrt(1.0f+tanTheta2);let sinTheta: f32=sqrt(max(0.0f,1.0f-cosTheta*cosTheta));return vec3f(sinTheta*cosPhi,sinTheta*sinPhi,cosTheta);}\nfn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f { \nvar phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const importanceSamplingWGSL = { name, shader };\n"]}
@@ -46,8 +46,12 @@ preInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,nor
46
46
  #elif defined(DIRLIGHT{X})
47
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  preInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
48
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  #elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
49
+ #if defined(RECTAREALIGHTEMISSIONTEXTURE{X})
50
+ preInfo=computeAreaPreLightingInfoWithTexture(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,rectAreaLightEmissionTexture{X},rectAreaLightEmissionTexture{X}Sampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);
51
+ #else
49
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  preInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);
50
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  #endif
54
+ #endif
51
55
  preInfo.NdotV=NdotV;
52
56
  #ifdef SPOTLIGHT{X}
53
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  #ifdef LIGHT_FALLOFF_GLTF{X}
@@ -191,6 +195,15 @@ info=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffu
191
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  #elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})
192
196
  info=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);
193
197
  #elif define(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)
198
+ #if defined(RECTAREALIGHTEMISSIONTEXTURE{X})
199
+ info=computeAreaLightingWithTexture(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,rectAreaLightEmissionTexture{X},rectAreaLightEmissionTexture{X}Sampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,
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+ #ifdef AREALIGHTNOROUGHTNESS
201
+ 0.5
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+ #else
203
+ uniforms.vReflectionInfos.y
204
+ #endif
205
+ );
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+ #else
194
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  info=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,
195
208
  #ifdef AREALIGHTNOROUGHTNESS
196
209
  0.5
@@ -198,6 +211,7 @@ info=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,area
198
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  uniforms.vReflectionInfos.y
199
212
  #endif
200
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  );
214
+ #endif
201
215
  #elif defined(CLUSTLIGHT{X})
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  {let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(lightDataTexture{X},&tileMaskBuffer{X},viewDirectionW,normalW,light{X}.vLightData,vec2u(light{X}.vSliceRanges[sliceIndex].xy),glossiness);}
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  #endif