@babylonjs/core 8.47.0 → 8.47.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Behaviors/Cameras/geospatialClippingBehavior.d.ts +39 -0
- package/Behaviors/Cameras/geospatialClippingBehavior.js +75 -0
- package/Behaviors/Cameras/geospatialClippingBehavior.js.map +1 -0
- package/Behaviors/Cameras/index.d.ts +2 -0
- package/Behaviors/Cameras/index.js +2 -0
- package/Behaviors/Cameras/index.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.js +6 -4
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/Limits/geospatialLimits.d.ts +25 -1
- package/Cameras/Limits/geospatialLimits.js +60 -3
- package/Cameras/Limits/geospatialLimits.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +33 -9
- package/Cameras/geospatialCamera.js +114 -42
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +1 -3
- package/Cameras/geospatialCameraMovement.js +10 -4
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Debug/debugLayer.js +11 -3
- package/Debug/debugLayer.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +3 -2
- package/Engines/thinEngine.js.map +1 -1
- package/IAssetContainer.d.ts +5 -0
- package/IAssetContainer.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +1 -1
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +2 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.d.ts +135 -5
- package/Materials/PBR/openpbrMaterial.js +205 -22
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/effectRenderer.d.ts +2 -1
- package/Materials/effectRenderer.js +2 -12
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/materialHelper.functions.js +1 -0
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +6 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +21 -17
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Misc/sceneRecorder.d.ts +6 -2
- package/Misc/sceneRecorder.js +7 -0
- package/Misc/sceneRecorder.js.map +1 -1
- package/Particles/Node/Blocks/index.d.ts +3 -0
- package/Particles/Node/Blocks/index.js +3 -0
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleNLerpBlock.d.ts +35 -0
- package/Particles/Node/Blocks/particleNLerpBlock.js +97 -0
- package/Particles/Node/Blocks/particleNLerpBlock.js.map +1 -0
- package/Particles/Node/Blocks/particleSmoothStepBlock.d.ts +34 -0
- package/Particles/Node/Blocks/particleSmoothStepBlock.js +91 -0
- package/Particles/Node/Blocks/particleSmoothStepBlock.js.map +1 -0
- package/Particles/Node/Blocks/particleStepBlock.d.ts +30 -0
- package/Particles/Node/Blocks/particleStepBlock.js +84 -0
- package/Particles/Node/Blocks/particleStepBlock.js.map +1 -0
- package/Particles/solidParticleSystem.d.ts +3 -0
- package/Particles/solidParticleSystem.js +7 -4
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +8 -10
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +7 -9
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +4 -0
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/{openpbrBlockAmbientOcclusion.d.ts → openpbrAmbientOcclusionData.d.ts} +1 -1
- package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js +15 -0
- package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -0
- package/{ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts → Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.d.ts} +1 -1
- package/Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.js +13 -0
- package/Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +26 -0
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js +18 -7
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +52 -6
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +109 -6
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.d.ts +1 -0
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +24 -4
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +10 -1
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrIblFunctions.js +9 -2
- package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js +1 -0
- package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrTransmissionLayerData.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +47 -0
- package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.d.ts +1 -0
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +17 -4
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrHelperFunctions.js +1 -1
- package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
- package/Shaders/openpbr.fragment.d.ts +4 -1
- package/Shaders/openpbr.fragment.js +33 -15
- package/Shaders/openpbr.fragment.js.map +1 -1
- package/Shaders/openpbr.vertex.js +30 -18
- package/Shaders/openpbr.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +10 -12
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/helperFunctions.js +4 -0
- package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/importanceSampling.js +1 -1
- package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js +15 -0
- package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.js +13 -0
- package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +25 -0
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +18 -7
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +52 -6
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +115 -7
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +10 -1
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js +4 -4
- package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +10 -3
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +47 -0
- package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
- package/ShadersWGSL/openpbr.fragment.d.ts +4 -1
- package/ShadersWGSL/openpbr.fragment.js +33 -15
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/openpbr.vertex.js +12 -0
- package/ShadersWGSL/openpbr.vertex.js.map +1 -1
- package/Sprites/spriteManager.d.ts +3 -0
- package/Sprites/spriteManager.js +9 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/assetContainer.d.ts +5 -0
- package/assetContainer.js +32 -0
- package/assetContainer.js.map +1 -1
- package/package.json +2 -2
- package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js +0 -35
- package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +0 -1
- package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js +0 -36
- package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +0 -1
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{"version":3,"file":"openpbrUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"openpbrUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material {vec2 vTangentSpaceParams;vec4 vLightingIntensity;float pointSize;vec2 vDebugMode;vec4 cameraInfo;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionMicrosurfaceInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vReflectionFilteringInfo;vec3 vReflectionDominantDirection;vec3 vReflectionColor;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;float vBaseWeight;vec4 vBaseColor;float vBaseDiffuseRoughness;vec4 vReflectanceInfo;vec4 vSpecularColor;vec3 vSpecularAnisotropy;float vCoatWeight;vec3 vCoatColor;float vCoatRoughness;float vCoatRoughnessAnisotropy;float vCoatIor;float vCoatDarkening;float vFuzzWeight;vec3 vFuzzColor;float vFuzzRoughness;vec2 vGeometryCoatTangent;vec3 vEmissionColor;float vThinFilmWeight;vec2 vThinFilmThickness;float vThinFilmIor;vec2 vBaseWeightInfos;mat4 baseWeightMatrix;vec2 vBaseColorInfos;mat4 baseColorMatrix;vec2 vBaseDiffuseRoughnessInfos;mat4 baseDiffuseRoughnessMatrix;vec2 vBaseMetalnessInfos;mat4 baseMetalnessMatrix;vec2 vSpecularWeightInfos;mat4 specularWeightMatrix;vec2 vSpecularColorInfos;mat4 specularColorMatrix;vec2 vSpecularRoughnessInfos;mat4 specularRoughnessMatrix;vec2 vSpecularRoughnessAnisotropyInfos;mat4 specularRoughnessAnisotropyMatrix;vec2 vCoatWeightInfos;mat4 coatWeightMatrix;vec2 vCoatColorInfos;mat4 coatColorMatrix;vec2 vCoatRoughnessInfos;mat4 coatRoughnessMatrix;vec2 vCoatRoughnessAnisotropyInfos;mat4 coatRoughnessAnisotropyMatrix;vec2 vCoatDarkeningInfos;mat4 coatDarkeningMatrix;vec2 vFuzzWeightInfos;mat4 fuzzWeightMatrix;vec2 vFuzzColorInfos;mat4 fuzzColorMatrix;vec2 vFuzzRoughnessInfos;mat4 fuzzRoughnessMatrix;vec2 vGeometryNormalInfos;mat4 geometryNormalMatrix;vec2 vGeometryTangentInfos;mat4 geometryTangentMatrix;vec2 vGeometryCoatNormalInfos;mat4 geometryCoatNormalMatrix;vec2 vGeometryCoatTangentInfos;mat4 geometryCoatTangentMatrix;vec2 vGeometryOpacityInfos;mat4 geometryOpacityMatrix;vec2 vEmissionColorInfos;mat4 emissionColorMatrix;vec2 vThinFilmWeightInfos;mat4 thinFilmWeightMatrix;vec2 vThinFilmThicknessInfos;mat4 thinFilmThicknessMatrix;vec2 vAmbientOcclusionInfos;mat4 ambientOcclusionMatrix;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrUboDeclaration = { name, shader };\n"]}
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{"version":3,"file":"openpbrUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"openpbrUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material {vec2 vTangentSpaceParams;vec4 vLightingIntensity;float pointSize;vec2 vDebugMode;vec4 cameraInfo;mat4 backgroundRefractionMatrix;vec3 vBackgroundRefractionInfos;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionMicrosurfaceInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vReflectionFilteringInfo;vec3 vReflectionDominantDirection;vec3 vReflectionColor;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;float vBaseWeight;vec4 vBaseColor;float vBaseDiffuseRoughness;vec4 vReflectanceInfo;vec4 vSpecularColor;vec3 vSpecularAnisotropy;float vTransmissionWeight;vec3 vTransmissionColor;float vTransmissionDepth;vec3 vTransmissionScatter;float vTransmissionScatterAnisotropy;float vTransmissionDispersionScale;float vTransmissionDispersionAbbeNumber;float vCoatWeight;vec3 vCoatColor;float vCoatRoughness;float vCoatRoughnessAnisotropy;float vCoatIor;float vCoatDarkening;float vFuzzWeight;vec3 vFuzzColor;float vFuzzRoughness;vec2 vGeometryCoatTangent;float vGeometryThickness;vec3 vEmissionColor;float vThinFilmWeight;vec2 vThinFilmThickness;float vThinFilmIor;vec2 vBaseWeightInfos;mat4 baseWeightMatrix;vec2 vBaseColorInfos;mat4 baseColorMatrix;vec2 vBaseDiffuseRoughnessInfos;mat4 baseDiffuseRoughnessMatrix;vec2 vBaseMetalnessInfos;mat4 baseMetalnessMatrix;vec2 vSpecularWeightInfos;mat4 specularWeightMatrix;vec2 vSpecularColorInfos;mat4 specularColorMatrix;vec2 vSpecularRoughnessInfos;mat4 specularRoughnessMatrix;vec2 vSpecularRoughnessAnisotropyInfos;mat4 specularRoughnessAnisotropyMatrix;vec2 vTransmissionWeightInfos;mat4 transmissionWeightMatrix;vec2 vTransmissionColorInfos;mat4 transmissionColorMatrix;vec2 vTransmissionDepthInfos;mat4 transmissionDepthMatrix;vec2 vTransmissionScatterInfos;mat4 transmissionScatterMatrix;vec2 vTransmissionDispersionScaleInfos;mat4 transmissionDispersionScaleMatrix;vec2 vCoatWeightInfos;mat4 coatWeightMatrix;vec2 vCoatColorInfos;mat4 coatColorMatrix;vec2 vCoatRoughnessInfos;mat4 coatRoughnessMatrix;vec2 vCoatRoughnessAnisotropyInfos;mat4 coatRoughnessAnisotropyMatrix;vec2 vCoatDarkeningInfos;mat4 coatDarkeningMatrix;vec2 vFuzzWeightInfos;mat4 fuzzWeightMatrix;vec2 vFuzzColorInfos;mat4 fuzzColorMatrix;vec2 vFuzzRoughnessInfos;mat4 fuzzRoughnessMatrix;vec2 vGeometryNormalInfos;mat4 geometryNormalMatrix;vec2 vGeometryTangentInfos;mat4 geometryTangentMatrix;vec2 vGeometryCoatNormalInfos;mat4 geometryCoatNormalMatrix;vec2 vGeometryCoatTangentInfos;mat4 geometryCoatTangentMatrix;vec2 vGeometryOpacityInfos;mat4 geometryOpacityMatrix;vec2 vGeometryThicknessInfos;mat4 geometryThicknessMatrix;vec2 vEmissionColorInfos;mat4 emissionColorMatrix;vec2 vThinFilmWeightInfos;mat4 thinFilmWeightMatrix;vec2 vThinFilmThicknessInfos;mat4 thinFilmThicknessMatrix;vec2 vAmbientOcclusionInfos;mat4 ambientOcclusionMatrix;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrUboDeclaration = { name, shader };\n"]}
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import { ShaderStore } from "../../Engines/shaderStore.js";
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import "./sceneVertexDeclaration.js";
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const name = "openpbrVertexDeclaration";
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const shader =
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#ifdef MULTIVIEW
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mat4 viewProjectionR;
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#endif
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const shader = `#include<sceneVertexDeclaration>
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#ifdef BASE_COLOR
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uniform vec2 vBaseColorInfos;uniform mat4 baseColorMatrix;
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#ifdef SPECULAR_ROUGHNESS_ANISOTROPY
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uniform vec2 vSpecularRoughnessAnisotropyInfos;uniform mat4 specularRoughnessAnisotropyMatrix;
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#endif
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#ifdef TRANSMISSION_WEIGHT
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uniform vec2 vTransmissionWeightInfos;uniform mat4 transmissionWeightMatrix;
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#endif
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#ifdef TRANSMISSION_COLOR
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uniform vec2 vTransmissionColorInfos;uniform mat4 transmissionColorMatrix;
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#endif
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#ifdef TRANSMISSION_DEPTH
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uniform vec2 vTransmissionDepthInfos;uniform mat4 transmissionDepthMatrix;
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#endif
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#ifdef TRANSMISSION_DISPERSION_SCALE
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uniform vec2 vTransmissionDispersionScaleInfos;uniform mat4 transmissionDispersionScaleMatrix;
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#endif
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#ifdef COAT_WEIGHT
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uniform vec2 vCoatWeightInfos;uniform mat4 coatWeightMatrix;
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#endif
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#ifdef GEOMETRY_OPACITY
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uniform mat4 geometryOpacityMatrix;uniform vec2 vGeometryOpacityInfos;
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#endif
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#ifdef GEOMETRY_THICKNESS
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uniform mat4 geometryThicknessMatrix;uniform vec2 vGeometryThicknessInfos;
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#endif
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#ifdef POINTSIZE
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uniform float pointSize;
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#endif
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{"version":3,"file":"openpbrVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,0BAA0B,CAAC;AAElC,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG
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{"version":3,"file":"openpbrVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,0BAA0B,CAAC;AAClC,OAAO,0BAA0B,CAAC;AAElC,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneVertexDeclaration\";\nimport \"./decalVertexDeclaration\";\n\nconst name = \"openpbrVertexDeclaration\";\nconst shader = `#include<sceneVertexDeclaration>\n#ifdef BASE_COLOR\nuniform vec2 vBaseColorInfos;uniform mat4 baseColorMatrix;\n#endif\n#ifdef BASE_WEIGHT\nuniform mat4 baseWeightMatrix;uniform vec2 vBaseWeightInfos;\n#endif\nuniform float vBaseDiffuseRoughness;\n#ifdef BASE_DIFFUSE_ROUGHNESS\nuniform mat4 baseDiffuseRoughnessMatrix;uniform vec2 vBaseDiffuseRoughnessInfos;\n#endif\n#ifdef AMBIENT_OCCLUSION\nuniform vec2 vAmbientOcclusionInfos;uniform mat4 ambientOcclusionMatrix;\n#endif\n#ifdef EMISSION_COLOR\nuniform vec2 vEmissionColorInfos;uniform mat4 emissionColorMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;\n#endif\n#ifdef BASE_METALNESS\nuniform vec2 vBaseMetalnessInfos;uniform mat4 baseMetalnessMatrix;\n#endif\n#ifdef SPECULAR_WEIGHT\nuniform vec2 vSpecularWeightInfos;uniform mat4 specularWeightMatrix;\n#endif\n#ifdef SPECULAR_COLOR\nuniform vec2 vSpecularColorInfos;uniform mat4 specularColorMatrix;\n#endif\n#ifdef SPECULAR_ROUGHNESS\nuniform vec2 vSpecularRoughnessInfos;uniform mat4 specularRoughnessMatrix;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nuniform vec2 vSpecularRoughnessAnisotropyInfos;uniform mat4 specularRoughnessAnisotropyMatrix;\n#endif\n#ifdef TRANSMISSION_WEIGHT\nuniform vec2 vTransmissionWeightInfos;uniform mat4 transmissionWeightMatrix;\n#endif\n#ifdef TRANSMISSION_COLOR\nuniform vec2 vTransmissionColorInfos;uniform mat4 transmissionColorMatrix;\n#endif\n#ifdef TRANSMISSION_DEPTH\nuniform vec2 vTransmissionDepthInfos;uniform mat4 transmissionDepthMatrix;\n#endif\n#ifdef TRANSMISSION_DISPERSION_SCALE\nuniform vec2 vTransmissionDispersionScaleInfos;uniform mat4 transmissionDispersionScaleMatrix;\n#endif\n#ifdef COAT_WEIGHT\nuniform vec2 vCoatWeightInfos;uniform mat4 coatWeightMatrix;\n#endif\n#ifdef COAT_COLOR\nuniform vec2 vCoatColorInfos;uniform mat4 coatColorMatrix;\n#endif\n#ifdef COAT_ROUGHNESS\nuniform vec2 vCoatRoughnessInfos;uniform mat4 coatRoughnessMatrix;\n#endif\n#ifdef COAT_ROUGHNESS_ANISOTROPY\nuniform vec2 vCoatRoughnessAnisotropyInfos;uniform mat4 coatRoughnessAnisotropyMatrix;\n#endif\n#ifdef COAT_IOR\nuniform vec2 vCoatIorInfos;uniform mat4 coatIorMatrix;\n#endif\n#ifdef COAT_DARKENING\nuniform vec2 vCoatDarkeningInfos;uniform mat4 coatDarkeningMatrix;\n#endif\n#ifdef FUZZ_WEIGHT\nuniform vec2 vFuzzWeightInfos;uniform mat4 fuzzWeightMatrix;\n#endif\n#ifdef FUZZ_COLOR\nuniform vec2 vFuzzColorInfos;uniform mat4 fuzzColorMatrix;\n#endif\n#ifdef FUZZ_ROUGHNESS\nuniform vec2 vFuzzRoughnessInfos;uniform mat4 fuzzRoughnessMatrix;\n#endif\n#ifdef GEOMETRY_NORMAL\nuniform vec2 vGeometryNormalInfos;uniform mat4 geometryNormalMatrix;\n#endif\n#ifdef GEOMETRY_TANGENT\nuniform vec2 vGeometryTangentInfos;uniform mat4 geometryTangentMatrix;\n#endif\n#ifdef GEOMETRY_COAT_NORMAL\nuniform vec2 vGeometryCoatNormalInfos;uniform mat4 geometryCoatNormalMatrix;\n#endif\n#ifdef THIN_FILM_WEIGHT\nuniform vec2 vThinFilmWeightInfos;uniform mat4 thinFilmWeightMatrix;\n#endif\n#ifdef THIN_FILM_THICKNESS\nuniform vec2 vThinFilmThicknessInfos;uniform mat4 thinFilmThicknessMatrix;\n#endif\n#ifdef GEOMETRY_OPACITY\nuniform mat4 geometryOpacityMatrix;uniform vec2 vGeometryOpacityInfos;\n#endif\n#ifdef GEOMETRY_THICKNESS\nuniform mat4 geometryThicknessMatrix;uniform vec2 vGeometryThicknessInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nuniform vec4 cameraInfo;\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;\n#endif\n#ifdef NORMAL\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;\n#endif\n#endif\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrVertexDeclaration = { name, shader };\n"]}
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@@ -85,7 +85,7 @@ vec3(0.0,0.0,1.0)
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);vec3 Llocal=vec3(dot(L,T),dot(L,B),NdotL);vec3 Lwarp=normalize(M*Llocal);float cosThetaWarp=max(Lwarp.z,0.0);return cosThetaWarp*NdotL;}
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#endif
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#if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)
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vec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);
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vec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);float distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=vec3(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}
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#elif defined(ANISOTROPIC)
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vec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);
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#ifdef IRIDESCENCE
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@@ -1 +1 @@
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-
{"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Gd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{vec3 diffuse;\n#ifdef SS_TRANSLUCENCY\nvec3 diffuseTransmission;\n#endif\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef CLEARCOAT\nvec4 clearCoat;\n#endif\n#ifdef SHEEN\nvec3 sheen;\n#endif\n};float adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nfloat lightRoughness=lightRadius/lightDistance;float totalRoughness=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nvec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {return mix(groundColor,lightColor,info.NdotL);}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec3 computeAreaDiffuseLighting(preLightingInfo info,vec3 lightColor) {return info.areaLightDiffuse*lightColor;}\n#endif\nvec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {vec3 diffuseTerm=vec3(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return toLinearSpace(textureColor);}\n#ifdef SS_TRANSLUCENCY\nvec3 computeDiffuseTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {vec3 transmittanceNdotL=vec3(0.);float NdotL=absEps(info.NdotLUnclamped);\n#ifndef SS_TRANSLUCENCY_LEGACY\nif (info.NdotLUnclamped<0.0) {\n#endif\nfloat wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);float trAdapt=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);\n#ifndef SS_TRANSLUCENCY_LEGACY\n}\nvec3 diffuseTerm=vec3(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\n#else\nfloat diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);\n#endif\nreturn diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}\n#endif\n#ifdef SPECULARTERM\nvec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 fresnel,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nfloat smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec3 computeAreaSpecularLighting(preLightingInfo info,vec3 specularColor,vec3 reflectance0,vec3 reflectance90) {vec3 fresnel=specularColor*info.areaLightFresnel.x*reflectance0+( vec3( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}\n#endif\n#endif\n#ifdef FUZZ\nfloat evalFuzz(vec3 L,float NdotL,float NdotV,vec3 T,vec3 B,vec3 ltcLut)\n{if (NdotL<=0.0 || NdotV<=0.0)\nreturn 0.0;mat3 M=mat3(\nvec3(ltcLut.r,0.0,0.0),\nvec3(ltcLut.g,1.0,0.0),\nvec3(0.0,0.0,1.0)\n);vec3 Llocal=vec3(dot(L,T),dot(L,B),NdotL);vec3 Lwarp=normalize(M*Llocal);float cosThetaWarp=max(Lwarp.z,0.0);return cosThetaWarp*NdotL;}\n#endif\n#if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);
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1
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+
{"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Gd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{vec3 diffuse;\n#ifdef SS_TRANSLUCENCY\nvec3 diffuseTransmission;\n#endif\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef CLEARCOAT\nvec4 clearCoat;\n#endif\n#ifdef SHEEN\nvec3 sheen;\n#endif\n};float adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nfloat lightRoughness=lightRadius/lightDistance;float totalRoughness=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nvec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {return mix(groundColor,lightColor,info.NdotL);}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec3 computeAreaDiffuseLighting(preLightingInfo info,vec3 lightColor) {return info.areaLightDiffuse*lightColor;}\n#endif\nvec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {vec3 diffuseTerm=vec3(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return toLinearSpace(textureColor);}\n#ifdef SS_TRANSLUCENCY\nvec3 computeDiffuseTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {vec3 transmittanceNdotL=vec3(0.);float NdotL=absEps(info.NdotLUnclamped);\n#ifndef SS_TRANSLUCENCY_LEGACY\nif (info.NdotLUnclamped<0.0) {\n#endif\nfloat wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);float trAdapt=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);\n#ifndef SS_TRANSLUCENCY_LEGACY\n}\nvec3 diffuseTerm=vec3(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\n#else\nfloat diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);\n#endif\nreturn diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}\n#endif\n#ifdef SPECULARTERM\nvec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 fresnel,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nfloat smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec3 computeAreaSpecularLighting(preLightingInfo info,vec3 specularColor,vec3 reflectance0,vec3 reflectance90) {vec3 fresnel=specularColor*info.areaLightFresnel.x*reflectance0+( vec3( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}\n#endif\n#endif\n#ifdef FUZZ\nfloat evalFuzz(vec3 L,float NdotL,float NdotV,vec3 T,vec3 B,vec3 ltcLut)\n{if (NdotL<=0.0 || NdotV<=0.0)\nreturn 0.0;mat3 M=mat3(\nvec3(ltcLut.r,0.0,0.0),\nvec3(ltcLut.g,1.0,0.0),\nvec3(0.0,0.0,1.0)\n);vec3 Llocal=vec3(dot(L,T),dot(L,B),NdotL);vec3 Lwarp=normalize(M*Llocal);float cosThetaWarp=max(Lwarp.z,0.0);return cosThetaWarp*NdotL;}\n#endif\n#if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);float distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=vec3(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}\n#elif defined(ANISOTROPIC)\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nvec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {float NccdotL=saturateEps(dot(Ncc,info.L));float NccdotH=saturateEps(dot(Ncc,info.H));float clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);float fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;float distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);float kelemenVisibility=visibility_Kelemen(info.VdotH);float clearCoatTerm=fresnel*distribution*kelemenVisibility;return vec4(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nvec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);float NdotLRefract=saturateEps(dot(Ncc,LRefract));vec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nvec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);float fresnel=1.;float distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nfloat visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nfloat visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nfloat sheenTerm=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrDirectLightingFunctions = { name, shader };\n"]}
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vec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 anisotropicFrameDirection;if (anisotropy>=0.0) {anisotropicFrameDirection=B;} else {anisotropicFrameDirection=T;}
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vec3 anisotropicFrameTangent=cross(normalize(anisotropicFrameDirection),V);vec3 anisotropicFrameNormal=cross(anisotropicFrameTangent,anisotropicFrameDirection);vec3 anisotropicNormal=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}
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vec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=alphaG*sqrt(2.0/(1.0+(1.0-anisotropy)*(1.0-anisotropy)));float alphaB=max(alphaT*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}
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vec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(alphaG*alphaG*sqrt(2.0/(1.0+(1.0-anisotropy)*(1.0-anisotropy))),MINIMUMVARIANCE);float alphaB=max(alphaT*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}
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#else
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vec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG,MINIMUMVARIANCE);return vec2(alphaT,alphaB);}
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vec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 bentNormal=cross(B,V);bentNormal=normalize(cross(bentNormal,B));float a=square(square(1.0-anisotropy*(1.0-roughness)));bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}
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{"version":3,"file":"pbrHelperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrHelperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmCd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrHelperFunctions\";\nconst shader = `#define MINIMUMVARIANCE 0.0005\nfloat convertRoughnessToAverageSlope(float roughness)\n{return square(roughness)+MINIMUMVARIANCE;}\nfloat fresnelGrazingReflectance(float reflectance0) {float reflectance90=saturate(reflectance0*25.0);return reflectance90;}\nvec2 getAARoughnessFactors(vec3 normalVector) {\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalVector.xyz);vec3 nDfdy=dFdy(normalVector.xyz);float slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));float geometricRoughnessFactor=pow(saturate(slopeSquare),0.333);float geometricAlphaGFactor=sqrt(slopeSquare);geometricAlphaGFactor*=0.75;return vec2(geometricRoughnessFactor,geometricAlphaGFactor);\n#else\nreturn vec2(0.);\n#endif\n}\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_LEGACY\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}\nvec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 anisotropicFrameDirection;if (anisotropy>=0.0) {anisotropicFrameDirection=B;} else {anisotropicFrameDirection=T;}\nvec3 anisotropicFrameTangent=cross(normalize(anisotropicFrameDirection),V);vec3 anisotropicFrameNormal=cross(anisotropicFrameTangent,anisotropicFrameDirection);vec3 anisotropicNormal=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}\n#elif ANISOTROPIC_OPENPBR\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=alphaG*sqrt(2.0/(1.0+(1.0-anisotropy)*(1.0-anisotropy)));float alphaB=max(alphaT*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}\n#else\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG,MINIMUMVARIANCE);return vec2(alphaT,alphaB);}\nvec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 bentNormal=cross(B,V);bentNormal=normalize(cross(bentNormal,B));float a=square(square(1.0-anisotropy*(1.0-roughness)));bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}\n#endif\n#endif\n#if defined(CLEARCOAT) || defined(SS_REFRACTION)\nvec3 cocaLambert(vec3 alpha,float distance) {return exp(-alpha*distance);}\nvec3 cocaLambert(float NdotVRefract,float NdotLRefract,vec3 alpha,float thickness) {return cocaLambert(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}\nvec3 computeColorAtDistanceInMedia(vec3 color,float distance) {return -log(color)/distance;}\nvec3 computeClearCoatAbsorption(float NdotVRefract,float NdotLRefract,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 clearCoatAbsorption=mix(vec3(1.0),\ncocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),\nclearCoatIntensity);return clearCoatAbsorption;}\n#endif\n#ifdef MICROSURFACEAUTOMATIC\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{const float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;float reflectivityLuminance=getLuminance(reflectivityColor);float reflectivityLuma=sqrt(reflectivityLuminance);microSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return microSurface;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrHelperFunctions = { name, shader };\n"]}
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{"version":3,"file":"pbrHelperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrHelperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmCd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrHelperFunctions\";\nconst shader = `#define MINIMUMVARIANCE 0.0005\nfloat convertRoughnessToAverageSlope(float roughness)\n{return square(roughness)+MINIMUMVARIANCE;}\nfloat fresnelGrazingReflectance(float reflectance0) {float reflectance90=saturate(reflectance0*25.0);return reflectance90;}\nvec2 getAARoughnessFactors(vec3 normalVector) {\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalVector.xyz);vec3 nDfdy=dFdy(normalVector.xyz);float slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));float geometricRoughnessFactor=pow(saturate(slopeSquare),0.333);float geometricAlphaGFactor=sqrt(slopeSquare);geometricAlphaGFactor*=0.75;return vec2(geometricRoughnessFactor,geometricAlphaGFactor);\n#else\nreturn vec2(0.);\n#endif\n}\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_LEGACY\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}\nvec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 anisotropicFrameDirection;if (anisotropy>=0.0) {anisotropicFrameDirection=B;} else {anisotropicFrameDirection=T;}\nvec3 anisotropicFrameTangent=cross(normalize(anisotropicFrameDirection),V);vec3 anisotropicFrameNormal=cross(anisotropicFrameTangent,anisotropicFrameDirection);vec3 anisotropicNormal=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}\n#elif ANISOTROPIC_OPENPBR\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(alphaG*alphaG*sqrt(2.0/(1.0+(1.0-anisotropy)*(1.0-anisotropy))),MINIMUMVARIANCE);float alphaB=max(alphaT*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}\n#else\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG,MINIMUMVARIANCE);return vec2(alphaT,alphaB);}\nvec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 bentNormal=cross(B,V);bentNormal=normalize(cross(bentNormal,B));float a=square(square(1.0-anisotropy*(1.0-roughness)));bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}\n#endif\n#endif\n#if defined(CLEARCOAT) || defined(SS_REFRACTION)\nvec3 cocaLambert(vec3 alpha,float distance) {return exp(-alpha*distance);}\nvec3 cocaLambert(float NdotVRefract,float NdotLRefract,vec3 alpha,float thickness) {return cocaLambert(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}\nvec3 computeColorAtDistanceInMedia(vec3 color,float distance) {return -log(color)/distance;}\nvec3 computeClearCoatAbsorption(float NdotVRefract,float NdotLRefract,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 clearCoatAbsorption=mix(vec3(1.0),\ncocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),\nclearCoatIntensity);return clearCoatAbsorption;}\n#endif\n#ifdef MICROSURFACEAUTOMATIC\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{const float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;float reflectivityLuminance=getLuminance(reflectivityColor);float reflectivityLuma=sqrt(reflectivityLuminance);microSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return microSurface;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrHelperFunctions = { name, shader };\n"]}
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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);}
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vec3 ambientOcclusionFromTexture=texture2D(ambientOcclusionSampler,vAmbientOcclusionUV+uvOffset).rgb;
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#endif
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aoOut=ambientOcclusionBlock(
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#ifdef AMBIENT_OCCLUSION
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ambientOcclusionFromTexture,
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vAmbientOcclusionInfos
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#endif
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);
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#ifdef ANISOTROPIC_COAT
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geometryInfoAnisoOutParams coatGeoInfo=geometryInfoAniso(
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coatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW
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@@ -169,11 +164,34 @@ specular_ior
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,specular_color
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,specular_weight
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);}
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ReflectanceParams baseConductorReflectance;baseConductorReflectance=conductorReflectance(base_color,specular_color,specular_weight);vec3
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ReflectanceParams baseConductorReflectance;baseConductorReflectance=conductorReflectance(base_color,specular_color,specular_weight);vec3 transmission_absorption=vec3(1.0);
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#if defined(REFRACTED_BACKGROUND) || defined(REFRACTED_ENVIRONMENT) || defined(REFRACTED_LIGHTS)
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#ifdef DISPERSION
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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]); }
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#else
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vec3 refractedViewVector=double_refract(-viewDirectionW,normalW,specular_ior);
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#endif
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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);}
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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;}
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float refractionAlphaG=transmission_roughness*transmission_roughness;
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#ifdef SCATTERING
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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);
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#else
|
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|
+
float roughness_alpha_modified_for_scatter=refractionAlphaG;
|
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+
#endif
|
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|
+
vec3 transport_mfp=vec3(2.0)/scatter_coeff;vec3 absorption_at_mfp=exp(-absorption_coeff*transport_mfp);
|
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|
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#endif
|
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#include<openpbrBackgroundTransmission>
|
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|
+
vec3 material_surface_ibl=vec3(0.,0.,0.);
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#include<openpbrEnvironmentLighting>
|
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vec3 material_surface_direct=vec3(0.,0.,0.);
|
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|
+
#ifdef REFLECTION
|
|
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|
+
slab_translucent_background=vec4(0.,0.,0.,1.);
|
|
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|
+
#else
|
|
191
|
+
slab_translucent_background/=float(LIGHTCOUNT);
|
|
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|
+
#endif
|
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|
#if defined(LIGHT0)
|
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|
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float aggShadow=0.;
|
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|
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float aggShadow=0.;
|
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#include<openpbrDirectLightingInit>[0..maxSimultaneousLights]
|
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|
#include<openpbrDirectLighting>[0..maxSimultaneousLights]
|
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#endif
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@@ -1 +1 @@
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1
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-
{"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,+CAA+C,CAAC;AACvD,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,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,+BAA+B,CAAC;AACvC,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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Jd,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/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"]}
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#include <samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_MATRIXNAME_,coatRoughnessAnisotropy,_INFONAME_,CoatRoughnessAnisotropyInfos.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<fogVertex>
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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"]}
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1
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+
{"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"]}
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{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb;
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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++)
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{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;
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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++)
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)->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++)
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{var Xi: vec2f=hammersley(i,NUM_SAMPLES);Xi=fract(Xi+noiseInput*mix(0.5f,0.015f,noiseScale));
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var H_tangent: vec3f=hemisphereImportanceSampleDggxAnisotropic(Xi,
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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);}
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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(
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H_tangent.z,H_tangent.x,H_tangent.y,vec2f(clampedAlphaT,clampedAlphaB)
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);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;
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result=result/weight;return result;}
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