@babylonjs/core 8.6.0 → 8.6.2
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/Collisions/gpuPicker.d.ts +1 -0
- package/Collisions/gpuPicker.js +14 -9
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +12 -0
- package/Engines/constants.js +12 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/webgpuEngine.js +5 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.d.ts +6 -0
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js +4 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphForLoopBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +5 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +23 -0
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +6 -0
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +24 -4
- package/Materials/PBR/pbrBaseMaterial.js +83 -8
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +17 -1
- package/Materials/PBR/pbrMaterial.js +21 -0
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/Textures/Filtering/hdrIrradianceFiltering.js +5 -0
- package/Materials/Textures/Filtering/hdrIrradianceFiltering.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +8 -0
- package/Materials/Textures/baseTexture.js +7 -0
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/materialFlags.d.ts +6 -0
- package/Materials/materialFlags.js +14 -0
- package/Materials/materialFlags.js.map +1 -1
- package/Misc/assetsManager.js +13 -23
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/minMaxReducer.d.ts +1 -0
- package/Misc/minMaxReducer.js +3 -2
- package/Misc/minMaxReducer.js.map +1 -1
- package/Offline/database.js +25 -6
- package/Offline/database.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
- package/Rendering/iblCdfGenerator.d.ts +12 -0
- package/Rendering/iblCdfGenerator.js +67 -3
- package/Rendering/iblCdfGenerator.js.map +1 -1
- package/Rendering/iblCdfGeneratorSceneComponent.js +4 -0
- package/Rendering/iblCdfGeneratorSceneComponent.js.map +1 -1
- package/Rendering/index.d.ts +2 -0
- package/Rendering/index.js +2 -0
- package/Rendering/index.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +29 -9
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +4 -3
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js +21 -0
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +2 -2
- package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflection.js +22 -1
- package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflectivity.js +11 -2
- package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js +1 -1
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +16 -3
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +4 -4
- package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +8 -2
- package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -1
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrVertexDeclaration.js +6 -2
- package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
- package/Shaders/hdrIrradianceFiltering.fragment.js +1 -1
- package/Shaders/hdrIrradianceFiltering.fragment.js.map +1 -1
- package/Shaders/iblDominantDirection.fragment.d.ts +9 -0
- package/Shaders/iblDominantDirection.fragment.js +22 -0
- package/Shaders/iblDominantDirection.fragment.js.map +1 -0
- package/Shaders/pbr.fragment.js +17 -3
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Shaders/pbr.vertex.js +8 -2
- package/Shaders/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +28 -8
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js +6 -5
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +21 -0
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js +2 -2
- package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +23 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +11 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +19 -3
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +4 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -1
- package/ShadersWGSL/iblDominantDirection.fragment.d.ts +9 -0
- package/ShadersWGSL/iblDominantDirection.fragment.js +22 -0
- package/ShadersWGSL/iblDominantDirection.fragment.js.map +1 -0
- package/ShadersWGSL/minmaxRedux.fragment.d.ts +5 -0
- package/ShadersWGSL/minmaxRedux.fragment.js +32 -0
- package/ShadersWGSL/minmaxRedux.fragment.js.map +1 -0
- package/ShadersWGSL/pbr.fragment.js +19 -5
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.vertex.js +8 -2
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/package.json +1 -1
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{ Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { Vector4 } from \"../Maths/math.vector\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Build cdf maps to be used for IBL importance sampling.\r\n */\r\nexport class IblCdfGenerator {\r\n private _scene: Nullable<Scene>;\r\n private _engine: AbstractEngine;\r\n\r\n private _cdfyPT: ProceduralTexture;\r\n private _cdfxPT: ProceduralTexture;\r\n private _icdfPT: ProceduralTexture;\r\n private _scaledLuminancePT: ProceduralTexture;\r\n private _iblSource: Nullable<BaseTexture>;\r\n private _dummyTexture: RawTexture;\r\n /**\r\n * Gets the IBL source texture being used by the CDF renderer\r\n */\r\n public get iblSource(): Nullable<BaseTexture> {\r\n return this._iblSource;\r\n }\r\n\r\n /**\r\n * Sets the IBL source texture to be used by the CDF renderer.\r\n * This will trigger recreation of the CDF assets.\r\n */\r\n public set iblSource(source: Nullable<BaseTexture>) {\r\n if (this._iblSource === source) {\r\n return;\r\n }\r\n this._disposeTextures();\r\n this._iblSource = source;\r\n if (!source) {\r\n return;\r\n }\r\n if (source.isCube) {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as CubeTexture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n } else {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as Texture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n }\r\n }\r\n\r\n private _recreateAssetsFromNewIbl() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n\r\n this._createTextures();\r\n\r\n if (this._debugPass) {\r\n // Recreate the debug pass because of the new textures\r\n this._createDebugPass();\r\n }\r\n }\r\n\r\n /**\r\n * Return the cumulative distribution function (CDF) texture\r\n * @returns Return the cumulative distribution function (CDF) texture\r\n */\r\n public getIcdfTexture(): Texture {\r\n return this._icdfPT ? this._icdfPT : this._dummyTexture;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPass: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * The name of the debug pass post process\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n private _debugPassName: string = \"CDF Debug\";\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPass;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"IblCdfGeneratorSceneComponentSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instanciates the CDF renderer\r\n * @param sceneOrEngine Scene to attach to\r\n * @returns The CDF renderer\r\n */\r\n constructor(sceneOrEngine: Nullable<Scene | AbstractEngine>) {\r\n if (sceneOrEngine) {\r\n if (IblCdfGenerator._IsScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n } else {\r\n this._engine = sceneOrEngine;\r\n }\r\n } else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n if (this._scene) {\r\n this._engine = this._scene.getEngine();\r\n }\r\n const blackPixels = new Uint16Array([0, 0, 0, 255]);\r\n this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, sceneOrEngine, false, false, undefined, Constants.TEXTURETYPE_HALF_FLOAT);\r\n if (this._scene) {\r\n IblCdfGenerator._SceneComponentInitialization(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the CDF renderer is ready\r\n */\r\n public onGeneratedObservable: Observable<void> = new Observable<void>();\r\n\r\n private _createTextures() {\r\n const size: TextureSize = this._iblSource ? { width: this._iblSource.getSize().width, height: this._iblSource.getSize().height } : { width: 1, height: 1 };\r\n if (!this._iblSource) {\r\n this._iblSource = RawTexture.CreateRTexture(\r\n new Uint8Array([255]),\r\n 1,\r\n 1,\r\n this._engine,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._iblSource.name = \"Placeholder IBL Source\";\r\n }\r\n\r\n if (this._iblSource.isCube) {\r\n size.width *= 4;\r\n size.height *= 2;\r\n // Force the resolution to be a power of 2 because we rely on the\r\n // auto-mipmap generation for the scaled luminance texture to produce\r\n // a 1x1 mip that represents the true average pixel intensity of the IBL.\r\n size.width = 1 << Math.floor(Math.log2(size.width));\r\n size.height = 1 << Math.floor(Math.log2(size.height));\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n // Create CDF maps (Cumulative Distribution Function) to assist in importance sampling\r\n const cdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_R,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblCdfx.fragment\"), import(\"../ShadersWGSL/iblCdfy.fragment\"), import(\"../ShadersWGSL/iblScaledLuminance.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblCdfx.fragment\"), import(\"../Shaders/iblCdfy.fragment\"), import(\"../Shaders/iblScaledLuminance.fragment\")]);\r\n }\r\n },\r\n };\r\n const icdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblIcdf.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblIcdf.fragment\")]);\r\n }\r\n },\r\n };\r\n this._cdfyPT = new ProceduralTexture(\"cdfyTexture\", { width: size.width, height: size.height + 1 }, \"iblCdfy\", this._scene, cdfOptions, false, false);\r\n this._cdfyPT.autoClear = false;\r\n this._cdfyPT.setTexture(\"iblSource\", this._iblSource);\r\n this._cdfyPT.setInt(\"iblHeight\", size.height);\r\n this._cdfyPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._cdfyPT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._cdfyPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n\r\n this._cdfxPT = new ProceduralTexture(\"cdfxTexture\", { width: size.width + 1, height: 1 }, \"iblCdfx\", this._scene, cdfOptions, false, false);\r\n this._cdfxPT.autoClear = false;\r\n this._cdfxPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._cdfxPT.refreshRate = 0;\r\n this._cdfxPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._scaledLuminancePT = new ProceduralTexture(\r\n \"iblScaledLuminance\",\r\n { width: size.width, height: size.height },\r\n \"iblScaledLuminance\",\r\n this._scene,\r\n { ...cdfOptions, samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, generateMipMaps: true },\r\n true,\r\n false\r\n );\r\n this._scaledLuminancePT.autoClear = false;\r\n this._scaledLuminancePT.setTexture(\"iblSource\", this._iblSource);\r\n this._scaledLuminancePT.setInt(\"iblHeight\", size.height);\r\n this._scaledLuminancePT.setInt(\"iblWidth\", size.width);\r\n this._scaledLuminancePT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._scaledLuminancePT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n this._icdfPT = new ProceduralTexture(\"icdfTexture\", { width: size.width, height: size.height }, \"iblIcdf\", this._scene, icdfOptions, false, false);\r\n this._icdfPT.autoClear = false;\r\n this._icdfPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._icdfPT.setTexture(\"cdfx\", this._cdfxPT);\r\n this._icdfPT.setTexture(\"iblSource\", this._iblSource);\r\n this._icdfPT.setTexture(\"scaledLuminanceSampler\", this._scaledLuminancePT);\r\n this._icdfPT.refreshRate = 0;\r\n this._icdfPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._icdfPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (this._iblSource.isCube) {\r\n this._icdfPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n }\r\n\r\n private _disposeTextures() {\r\n this._cdfyPT?.dispose();\r\n this._cdfxPT?.dispose();\r\n this._icdfPT?.dispose();\r\n this._scaledLuminancePT?.dispose();\r\n }\r\n\r\n private _createDebugPass() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"cdfy\", \"icdf\", \"cdfx\", \"iblSource\"],\r\n defines: this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\",\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../ShadersWGSL/iblCdfDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/iblCdfDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPass = new PostProcess(this._debugPassName, \"iblCdfDebug\", debugOptions);\r\n const debugEffect = this._debugPass.getEffect();\r\n if (debugEffect) {\r\n debugEffect.defines = this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\";\r\n }\r\n if (this._iblSource?.isCube) {\r\n this._debugPass.updateEffect(\"#define IBL_USE_CUBE_MAP\\n\");\r\n }\r\n this._debugPass.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"cdfy\", this._cdfyPT);\r\n effect.setTexture(\"icdf\", this._icdfPT);\r\n effect.setTexture(\"cdfx\", this._cdfxPT);\r\n effect.setTexture(\"iblSource\", this._iblSource);\r\n effect.setFloat4(\"sizeParams\", this._debugSizeParams.x, this._debugSizeParams.y, this._debugSizeParams.z, this._debugSizeParams.w);\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the CDF renderer is ready\r\n * @returns true if the CDF renderer is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._iblSource &&\r\n this._iblSource.name !== \"Placeholder IBL Source\" &&\r\n this._iblSource.isReady() &&\r\n this._cdfyPT &&\r\n this._cdfyPT.isReady() &&\r\n this._icdfPT &&\r\n this._icdfPT.isReady() &&\r\n this._cdfxPT &&\r\n this._cdfxPT.isReady() &&\r\n this._scaledLuminancePT &&\r\n this._scaledLuminancePT.isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Explicitly trigger generation of CDF maps when they are ready to render.\r\n * @returns Promise that resolves when the CDF maps are rendered.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public renderWhenReady(): Promise<void> {\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n const promises: Array<Promise<void>> = [];\r\n const renderTargets: Array<ProceduralTexture> = [this._cdfyPT, this._cdfxPT, this._scaledLuminancePT, this._icdfPT];\r\n for (const target of renderTargets) {\r\n promises.push(\r\n new Promise((resolve) => {\r\n if (target.isReady()) {\r\n resolve();\r\n } else {\r\n target.getEffect().executeWhenCompiled(() => {\r\n resolve();\r\n });\r\n }\r\n })\r\n );\r\n }\r\n return Promise.all(promises).then(() => {\r\n for (const target of renderTargets) {\r\n target.render();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the CDF renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._dummyTexture.dispose();\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n this.onGeneratedObservable.clear();\r\n }\r\n\r\n private static _IsScene(sceneOrEngine: Scene | AbstractEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Build cdf maps to be used for IBL importance sampling.\r\n */\r\nexport class IblCdfGenerator {\r\n private _scene: Nullable<Scene>;\r\n private _engine: AbstractEngine;\r\n\r\n private _cdfyPT: ProceduralTexture;\r\n private _cdfxPT: ProceduralTexture;\r\n private _icdfPT: ProceduralTexture;\r\n private _scaledLuminancePT: ProceduralTexture;\r\n private _dominantDirectionPT: ProceduralTexture;\r\n private _iblSource: Nullable<BaseTexture>;\r\n private _dummyTexture: RawTexture;\r\n\r\n private _cachedDominantDirection: Nullable<Vector3> = null;\r\n\r\n /**\r\n * Returns whether the CDF renderer is supported by the current engine\r\n */\r\n public get isSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine.getCaps().texelFetch;\r\n }\r\n\r\n /**\r\n * Gets the IBL source texture being used by the CDF renderer\r\n */\r\n public get iblSource(): Nullable<BaseTexture> {\r\n return this._iblSource;\r\n }\r\n\r\n /**\r\n * Sets the IBL source texture to be used by the CDF renderer.\r\n * This will trigger recreation of the CDF assets.\r\n */\r\n public set iblSource(source: Nullable<BaseTexture>) {\r\n if (this._iblSource === source) {\r\n return;\r\n }\r\n this._disposeTextures();\r\n this._iblSource = source;\r\n if (!source) {\r\n return;\r\n }\r\n if (source.isCube) {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as CubeTexture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n } else {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as Texture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n }\r\n }\r\n\r\n private _recreateAssetsFromNewIbl() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n\r\n this._createTextures();\r\n\r\n if (this._debugPass) {\r\n // Recreate the debug pass because of the new textures\r\n this._createDebugPass();\r\n }\r\n }\r\n\r\n /**\r\n * Return the cumulative distribution function (CDF) texture\r\n * @returns Return the cumulative distribution function (CDF) texture\r\n */\r\n public getIcdfTexture(): Texture {\r\n return this._icdfPT ? this._icdfPT : this._dummyTexture;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPass: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * The name of the debug pass post process\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n private _debugPassName: string = \"CDF Debug\";\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPass;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"IblCdfGeneratorSceneComponentSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instanciates the CDF renderer\r\n * @param sceneOrEngine Scene to attach to\r\n * @returns The CDF renderer\r\n */\r\n constructor(sceneOrEngine: Nullable<Scene | AbstractEngine>) {\r\n if (sceneOrEngine) {\r\n if (IblCdfGenerator._IsScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n } else {\r\n this._engine = sceneOrEngine;\r\n }\r\n } else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n if (this._scene) {\r\n this._engine = this._scene.getEngine();\r\n }\r\n if (!this.isSupported) {\r\n Logger.Warn(\"CDF renderer is not supported by the current engine.\");\r\n return;\r\n }\r\n const blackPixels = new Uint16Array([0, 0, 0, 255]);\r\n this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, sceneOrEngine, false, false, undefined, Constants.TEXTURETYPE_HALF_FLOAT);\r\n if (this._scene) {\r\n IblCdfGenerator._SceneComponentInitialization(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the CDF renderer is ready\r\n */\r\n public onGeneratedObservable: Observable<void> = new Observable<void>();\r\n\r\n private _createTextures() {\r\n const size: TextureSize = this._iblSource ? { width: this._iblSource.getSize().width, height: this._iblSource.getSize().height } : { width: 1, height: 1 };\r\n if (!this._iblSource) {\r\n this._iblSource = RawTexture.CreateRTexture(\r\n new Uint8Array([255]),\r\n 1,\r\n 1,\r\n this._engine,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._iblSource.name = \"Placeholder IBL Source\";\r\n }\r\n\r\n if (this._iblSource.isCube) {\r\n size.width *= 4;\r\n size.height *= 2;\r\n // Force the resolution to be a power of 2 because we rely on the\r\n // auto-mipmap generation for the scaled luminance texture to produce\r\n // a 1x1 mip that represents the true average pixel intensity of the IBL.\r\n size.width = 1 << Math.floor(Math.log2(size.width));\r\n size.height = 1 << Math.floor(Math.log2(size.height));\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n // Create CDF maps (Cumulative Distribution Function) to assist in importance sampling\r\n const cdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_R,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblCdfx.fragment\"), import(\"../ShadersWGSL/iblCdfy.fragment\"), import(\"../ShadersWGSL/iblScaledLuminance.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblCdfx.fragment\"), import(\"../Shaders/iblCdfy.fragment\"), import(\"../Shaders/iblScaledLuminance.fragment\")]);\r\n }\r\n },\r\n };\r\n const icdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblIcdf.fragment\"), import(\"../ShadersWGSL/iblDominantDirection.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblIcdf.fragment\"), import(\"../Shaders/iblDominantDirection.fragment\")]);\r\n }\r\n },\r\n };\r\n this._cdfyPT = new ProceduralTexture(\"cdfyTexture\", { width: size.width, height: size.height + 1 }, \"iblCdfy\", this._scene, cdfOptions, false, false);\r\n this._cdfyPT.autoClear = false;\r\n this._cdfyPT.setTexture(\"iblSource\", this._iblSource);\r\n this._cdfyPT.setInt(\"iblHeight\", size.height);\r\n this._cdfyPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._cdfyPT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._cdfyPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n\r\n this._cdfxPT = new ProceduralTexture(\"cdfxTexture\", { width: size.width + 1, height: 1 }, \"iblCdfx\", this._scene, cdfOptions, false, false);\r\n this._cdfxPT.autoClear = false;\r\n this._cdfxPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._cdfxPT.refreshRate = 0;\r\n this._cdfxPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._scaledLuminancePT = new ProceduralTexture(\r\n \"iblScaledLuminance\",\r\n { width: size.width, height: size.height },\r\n \"iblScaledLuminance\",\r\n this._scene,\r\n { ...cdfOptions, samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, generateMipMaps: true },\r\n true,\r\n false\r\n );\r\n this._scaledLuminancePT.autoClear = false;\r\n this._scaledLuminancePT.setTexture(\"iblSource\", this._iblSource);\r\n this._scaledLuminancePT.setInt(\"iblHeight\", size.height);\r\n this._scaledLuminancePT.setInt(\"iblWidth\", size.width);\r\n this._scaledLuminancePT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._scaledLuminancePT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n this._icdfPT = new ProceduralTexture(\"icdfTexture\", { width: size.width, height: size.height }, \"iblIcdf\", this._scene, icdfOptions, false, false);\r\n this._icdfPT.autoClear = false;\r\n this._icdfPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._icdfPT.setTexture(\"cdfx\", this._cdfxPT);\r\n this._icdfPT.setTexture(\"iblSource\", this._iblSource);\r\n this._icdfPT.setTexture(\"scaledLuminanceSampler\", this._scaledLuminancePT);\r\n this._icdfPT.refreshRate = 0;\r\n this._icdfPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._icdfPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (this._iblSource.isCube) {\r\n this._icdfPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n\r\n this._dominantDirectionPT = new ProceduralTexture(\"iblDominantDirection\", { width: 1, height: 1 }, \"iblDominantDirection\", this._scene, icdfOptions, false, false);\r\n this._dominantDirectionPT.autoClear = false;\r\n this._dominantDirectionPT.setTexture(\"icdfSampler\", this._icdfPT);\r\n this._dominantDirectionPT.refreshRate = 0;\r\n this._dominantDirectionPT.defines = \"#define NUM_SAMPLES 32u\\n\";\r\n }\r\n\r\n private _disposeTextures() {\r\n this._cdfyPT?.dispose();\r\n this._cdfxPT?.dispose();\r\n this._icdfPT?.dispose();\r\n this._scaledLuminancePT?.dispose();\r\n this._dominantDirectionPT?.dispose();\r\n }\r\n\r\n private _createDebugPass() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"cdfy\", \"icdf\", \"cdfx\", \"iblSource\"],\r\n defines: this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\",\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../ShadersWGSL/iblCdfDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/iblCdfDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPass = new PostProcess(this._debugPassName, \"iblCdfDebug\", debugOptions);\r\n const debugEffect = this._debugPass.getEffect();\r\n if (debugEffect) {\r\n debugEffect.defines = this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\";\r\n }\r\n if (this._iblSource?.isCube) {\r\n this._debugPass.updateEffect(\"#define IBL_USE_CUBE_MAP\\n\");\r\n }\r\n this._debugPass.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"cdfy\", this._cdfyPT);\r\n effect.setTexture(\"icdf\", this._icdfPT);\r\n effect.setTexture(\"cdfx\", this._cdfxPT);\r\n effect.setTexture(\"iblSource\", this._iblSource);\r\n effect.setFloat4(\"sizeParams\", this._debugSizeParams.x, this._debugSizeParams.y, this._debugSizeParams.z, this._debugSizeParams.w);\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the CDF renderer is ready\r\n * @returns true if the CDF renderer is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._iblSource &&\r\n this._iblSource.name !== \"Placeholder IBL Source\" &&\r\n this._iblSource.isReady() &&\r\n this._cdfyPT &&\r\n this._cdfyPT.isReady() &&\r\n this._icdfPT &&\r\n this._icdfPT.isReady() &&\r\n this._cdfxPT &&\r\n this._cdfxPT.isReady() &&\r\n this._scaledLuminancePT &&\r\n this._scaledLuminancePT.isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Explicitly trigger generation of CDF maps when they are ready to render.\r\n * @returns Promise that resolves when the CDF maps are rendered.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public renderWhenReady(): Promise<void> {\r\n this._cachedDominantDirection = null;\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n const promises: Array<Promise<void>> = [];\r\n const renderTargets: Array<ProceduralTexture> = [this._cdfyPT, this._cdfxPT, this._scaledLuminancePT, this._icdfPT];\r\n for (const target of renderTargets) {\r\n promises.push(\r\n new Promise((resolve) => {\r\n if (target.isReady()) {\r\n resolve();\r\n } else {\r\n target.getEffect().executeWhenCompiled(() => {\r\n resolve();\r\n });\r\n }\r\n })\r\n );\r\n }\r\n return Promise.all(promises).then(() => {\r\n for (const target of renderTargets) {\r\n target.render();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Finds the average direction of the highest intensity areas of the IBL source\r\n * @returns Async promise that resolves to the dominant direction of the IBL source\r\n */\r\n public findDominantDirection(): Promise<Vector3> {\r\n if (this._cachedDominantDirection) {\r\n return Promise.resolve(this._cachedDominantDirection);\r\n }\r\n return new Promise((resolve) => {\r\n this._dominantDirectionPT.onGeneratedObservable.addOnce(() => {\r\n const data = new Float32Array(4);\r\n this._dominantDirectionPT.readPixels(0, 0, data, true)!.then(() => {\r\n const dominantDirection = new Vector3(data[0], data[1], data[2]);\r\n this._cachedDominantDirection = dominantDirection;\r\n resolve(dominantDirection);\r\n });\r\n });\r\n if (this.isReady()) {\r\n if (this._dominantDirectionPT.isReady()) {\r\n this._dominantDirectionPT.render();\r\n } else {\r\n this._dominantDirectionPT.getEffect().executeWhenCompiled(() => {\r\n this._dominantDirectionPT.render();\r\n });\r\n }\r\n } else {\r\n this.onGeneratedObservable.addOnce(() => {\r\n if (this._dominantDirectionPT.isReady()) {\r\n this._dominantDirectionPT.render();\r\n } else {\r\n this._dominantDirectionPT.getEffect().executeWhenCompiled(() => {\r\n this._dominantDirectionPT.render();\r\n });\r\n }\r\n });\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the CDF renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._dummyTexture.dispose();\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n this.onGeneratedObservable.clear();\r\n }\r\n\r\n private static _IsScene(sceneOrEngine: Scene | AbstractEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
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@@ -18,6 +18,10 @@ Scene.prototype.enableIblCdfGenerator = function () {
|
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|
18
18
|
return this._iblCdfGenerator;
|
|
19
19
|
}
|
|
20
20
|
this._iblCdfGenerator = new IblCdfGenerator(this);
|
|
21
|
+
if (!this._iblCdfGenerator.isSupported) {
|
|
22
|
+
this._iblCdfGenerator = null;
|
|
23
|
+
return null;
|
|
24
|
+
}
|
|
21
25
|
if (this.environmentTexture) {
|
|
22
26
|
this._iblCdfGenerator.iblSource = this.environmentTexture;
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|
23
27
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}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"iblCdfGeneratorSceneComponent.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/iblCdfGeneratorSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAC5D,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AA+BpD,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,iBAAiB,EAAE;IACtD,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IACD,GAAG,EAAE,UAAuB,KAAgC;QACxD,IAAI,KAAK,EAAE,CAAC;YACR,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAClC,CAAC;IACL,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,KAAK,CAAC,SAAS,CAAC,qBAAqB,GAAG;IACpC,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED,IAAI,CAAC,gBAAgB,GAAG,IAAI,eAAe,CAAC,IAAI,CAAC,CAAC;IAClD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAC1B,IAAI,CAAC,gBAAgB,CAAC,SAAS,GAAG,IAAI,CAAC,kBAAkB,CAAC;IAC9D,CAAC;IACD,OAAO,IAAI,CAAC,gBAAgB,CAAC;AACjC,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,sBAAsB,GAAG;IACrC,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACzB,OAAO;IACX,CAAC;IAED,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;IAChC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AACjC,CAAC,CAAC;AAEF;;GAEG;AACH,MAAM,OAAO,6BAA6B;IAWtC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,oBAAoB,CAAC;QA4C5D,oBAAe,GAA8C,IAAI,CAAC;QAhCtE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC,qCAAqC,CAAC,GAAG,CAAC,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC;IAClH,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,KAAK,CAAC,qCAAqC,CAAC,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAClF,CAAC;IAEO,gBAAgB;QACpB,IAAI,IAAI,CAAC,KAAK,CAAC,eAAe,IAAI,IAAI,CAAC,KAAK,CAAC,kBAAkB,EAAE,CAAC;YAC9D,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,kBAAkB,CAAC;QACzE,CAAC;IACL,CAAC;CAGJ;AAED,eAAe,CAAC,6BAA6B,GAAG,CAAC,KAAY,EAAE,EAAE;IAC7D,qDAAqD;IACrD,IAAI,SAAS,GAAG,KAAK,CAAC,aAAa,CAAC,uBAAuB,CAAC,oBAAoB,CAAkC,CAAC;IACnH,IAAI,CAAC,SAAS,EAAE,CAAC;QACb,SAAS,GAAG,IAAI,6BAA6B,CAAC,KAAK,CAAC,CAAC;QACrD,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;IACnC,CAAC;AACL,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { IblCdfGenerator } from \"./iblCdfGenerator\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _iblCdfGenerator: Nullable<IblCdfGenerator>;\r\n\r\n /**\r\n * Gets or Sets the current CDF generator associated to the scene.\r\n * The CDF (cumulative distribution function) generator creates CDF maps\r\n * for a given IBL texture that can then be used for more efficient\r\n * importance sampling.\r\n */\r\n iblCdfGenerator: Nullable<IblCdfGenerator>;\r\n\r\n /**\r\n * Enables a IblCdfGenerator and associates it with the scene.\r\n * @returns the IblCdfGenerator\r\n */\r\n enableIblCdfGenerator(): Nullable<IblCdfGenerator>;\r\n\r\n /**\r\n * Disables the GeometryBufferRender associated with the scene\r\n */\r\n disableIblCdfGenerator(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"iblCdfGenerator\", {\r\n get: function (this: Scene) {\r\n return this._iblCdfGenerator;\r\n },\r\n set: function (this: Scene, value: Nullable<IblCdfGenerator>) {\r\n if (value) {\r\n this._iblCdfGenerator = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableIblCdfGenerator = function (): Nullable<IblCdfGenerator> {\r\n if (this._iblCdfGenerator) {\r\n return this._iblCdfGenerator;\r\n }\r\n\r\n this._iblCdfGenerator = new IblCdfGenerator(this);\r\n if (this.environmentTexture) {\r\n this._iblCdfGenerator.iblSource = this.environmentTexture;\r\n }\r\n return this._iblCdfGenerator;\r\n};\r\n\r\nScene.prototype.disableIblCdfGenerator = function (): void {\r\n if (!this._iblCdfGenerator) {\r\n return;\r\n }\r\n\r\n this._iblCdfGenerator.dispose();\r\n this._iblCdfGenerator = null;\r\n};\r\n\r\n/**\r\n * Defines the IBL CDF Generator scene component responsible for generating CDF maps for a given IBL.\r\n */\r\nexport class IblCdfGeneratorSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_IBLCDFGENERATOR;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this._updateIblSource();\r\n this._newIblObserver = this.scene.onEnvironmentTextureChangedObservable.add(this._updateIblSource.bind(this));\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onEnvironmentTextureChangedObservable.remove(this._newIblObserver);\r\n }\r\n\r\n private _updateIblSource(): void {\r\n if (this.scene.iblCdfGenerator && this.scene.environmentTexture) {\r\n this.scene.iblCdfGenerator.iblSource = this.scene.environmentTexture;\r\n }\r\n }\r\n\r\n private _newIblObserver: Nullable<Observer<Nullable<BaseTexture>>> = null;\r\n}\r\n\r\nIblCdfGenerator._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the CDF generator component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_IBLCDFGENERATOR) as IblCdfGeneratorSceneComponent;\r\n if (!component) {\r\n component = new IblCdfGeneratorSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
|
|
1
|
+
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type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { IblCdfGenerator } from \"./iblCdfGenerator\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _iblCdfGenerator: Nullable<IblCdfGenerator>;\r\n\r\n /**\r\n * Gets or Sets the current CDF generator associated to the scene.\r\n * The CDF (cumulative distribution function) generator creates CDF maps\r\n * for a given IBL texture that can then be used for more efficient\r\n * importance sampling.\r\n */\r\n iblCdfGenerator: Nullable<IblCdfGenerator>;\r\n\r\n /**\r\n * Enables a IblCdfGenerator and associates it with the scene.\r\n * @returns the IblCdfGenerator\r\n */\r\n enableIblCdfGenerator(): Nullable<IblCdfGenerator>;\r\n\r\n /**\r\n * Disables the GeometryBufferRender associated with the scene\r\n */\r\n disableIblCdfGenerator(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"iblCdfGenerator\", {\r\n get: function (this: Scene) {\r\n return this._iblCdfGenerator;\r\n },\r\n set: function (this: Scene, value: Nullable<IblCdfGenerator>) {\r\n if (value) {\r\n this._iblCdfGenerator = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableIblCdfGenerator = function (): Nullable<IblCdfGenerator> {\r\n if (this._iblCdfGenerator) {\r\n return this._iblCdfGenerator;\r\n }\r\n\r\n this._iblCdfGenerator = new IblCdfGenerator(this);\r\n if (!this._iblCdfGenerator.isSupported) {\r\n this._iblCdfGenerator = null;\r\n return null;\r\n }\r\n if (this.environmentTexture) {\r\n this._iblCdfGenerator.iblSource = this.environmentTexture;\r\n }\r\n return this._iblCdfGenerator;\r\n};\r\n\r\nScene.prototype.disableIblCdfGenerator = function (): void {\r\n if (!this._iblCdfGenerator) {\r\n return;\r\n }\r\n\r\n this._iblCdfGenerator.dispose();\r\n this._iblCdfGenerator = null;\r\n};\r\n\r\n/**\r\n * Defines the IBL CDF Generator scene component responsible for generating CDF maps for a given IBL.\r\n */\r\nexport class IblCdfGeneratorSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_IBLCDFGENERATOR;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this._updateIblSource();\r\n this._newIblObserver = this.scene.onEnvironmentTextureChangedObservable.add(this._updateIblSource.bind(this));\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onEnvironmentTextureChangedObservable.remove(this._newIblObserver);\r\n }\r\n\r\n private _updateIblSource(): void {\r\n if (this.scene.iblCdfGenerator && this.scene.environmentTexture) {\r\n this.scene.iblCdfGenerator.iblSource = this.scene.environmentTexture;\r\n }\r\n }\r\n\r\n private _newIblObserver: Nullable<Observer<Nullable<BaseTexture>>> = null;\r\n}\r\n\r\nIblCdfGenerator._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the CDF generator component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_IBLCDFGENERATOR) as IblCdfGeneratorSceneComponent;\r\n if (!component) {\r\n component = new IblCdfGeneratorSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
|
package/Rendering/index.d.ts
CHANGED
|
@@ -68,6 +68,8 @@ export * from "../ShadersWGSL/iblCdfDebug.fragment.js";
|
|
|
68
68
|
export * from "../Shaders/iblCdfDebug.fragment.js";
|
|
69
69
|
export * from "../ShadersWGSL/iblScaledLuminance.fragment.js";
|
|
70
70
|
export * from "../Shaders/iblScaledLuminance.fragment.js";
|
|
71
|
+
export * from "../ShadersWGSL/iblDominantDirection.fragment.js";
|
|
72
|
+
export * from "../Shaders/iblDominantDirection.fragment.js";
|
|
71
73
|
export * from "../Shaders/iblVoxelGrid2dArrayDebug.fragment.js";
|
|
72
74
|
export * from "../ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js";
|
|
73
75
|
export * from "../Shaders/iblVoxelGrid.fragment.js";
|
package/Rendering/index.js
CHANGED
|
@@ -75,6 +75,8 @@ export * from "../ShadersWGSL/iblCdfDebug.fragment.js";
|
|
|
75
75
|
export * from "../Shaders/iblCdfDebug.fragment.js";
|
|
76
76
|
export * from "../ShadersWGSL/iblScaledLuminance.fragment.js";
|
|
77
77
|
export * from "../Shaders/iblScaledLuminance.fragment.js";
|
|
78
|
+
export * from "../ShadersWGSL/iblDominantDirection.fragment.js";
|
|
79
|
+
export * from "../Shaders/iblDominantDirection.fragment.js";
|
|
78
80
|
export * from "../Shaders/iblVoxelGrid2dArrayDebug.fragment.js";
|
|
79
81
|
export * from "../ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js";
|
|
80
82
|
export * from "../Shaders/iblVoxelGrid.fragment.js";
|
package/Rendering/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,uBAAuB,CAAC;AACtC,cAAc,iBAAiB,CAAC;AAChC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,wBAAwB,CAAC;AACvC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,iBAAiB,CAAC;AAChC,cAAc,0BAA0B,CAAC;AACzC,cAAc,wCAAwC,CAAC;AACvD,cAAc,mBAAmB,CAAC;AAClC,cAAc,iCAAiC,CAAC;AAChD,cAAc,uCAAuC,CAAC;AACtD,cAAc,mBAAmB,CAAC;AAClC,cAAc,iCAAiC,CAAC;AAChD,cAAc,4BAA4B,CAAC;AAC3C,cAAc,mBAAmB,CAAC;AAClC,cAAc,kBAAkB,CAAC;AACjC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC;AACvC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,kBAAkB,CAAC;AACjC,cAAc,4BAA4B,CAAC;AAE3C,QAAQ;AACR,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,6BAA6B,CAAC;AAE5C,WAAW;AACX,cAAc,8BAA8B,CAAC;AAC7C,cAAc,4BAA4B,CAAC;AAC3C,cAAc,kCAAkC,CAAC;AACjD,cAAc,gCAAgC,CAAC;AAE/C,wBAAwB;AACxB,cAAc,yCAAyC,CAAC;AACxD,cAAc,uCAAuC,CAAC;AACtD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,2CAA2C,CAAC;AAE1D,iBAAiB;AACjB,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,4BAA4B,CAAC;AAE3C,mBAAmB;AACnB,cAAc,6BAA6B,CAAC;AAC5C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,iCAAiC,CAAC;AAChD,cAAc,+BAA+B,CAAC;AAE9C,cAAc;AACd,cAAc,iDAAiD,CAAC;AAChE,cAAc,qDAAqD,CAAC;AACpE,cAAc,2CAA2C,CAAC;AAC1D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,oCAAoC,CAAC;AACnD,cAAc,wCAAwC,CAAC;AACvD,cAAc,8CAA8C,CAAC;AAC7D,cAAc,0CAA0C,CAAC;AACzD,cAAc,+CAA+C,CAAC;AAC9D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,uCAAuC,CAAC;AACtD,cAAc,2CAA2C,CAAC;AAC1D,cAAc,8CAA8C,CAAC;AAC7D,cAAc,0CAA0C,CAAC;AACzD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,iCAAiC,CAAC;AAChD,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC;AAChD,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC;AAChD,cAAc,6BAA6B,CAAC;AAC5C,cAAc,qCAAqC,CAAC;AACpD,cAAc,iCAAiC,CAAC;AAChD,cAAc,4CAA4C,CAAC;AAC3D,cAAc,wCAAwC,CAAC;AACvD,cAAc,8CAA8C,CAAC;AAC7D,cAAc,kDAAkD,CAAC;AACjE,cAAc,kCAAkC,CAAC;AACjD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,sCAAsC,CAAC;AACrD,cAAc,oCAAoC,CAAC;AACnD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,qCAAqC,CAAC;AACpD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,2CAA2C,CAAC;AAE1D,yBAAyB;AACzB,cAAc,kCAAkC,CAAC;AACjD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,sCAAsC,CAAC;AACrD,cAAc,kCAAkC,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./boundingBoxRenderer\";\r\nexport * from \"./depthRenderer\";\r\nexport * from \"./depthRendererSceneComponent\";\r\nexport * from \"./depthPeelingRenderer\";\r\nexport * from \"./depthPeelingSceneComponent\";\r\nexport * from \"./edgesRenderer\";\r\nexport * from \"./geometryBufferRenderer\";\r\nexport * from \"./geometryBufferRendererSceneComponent\";\r\nexport * from \"./iblCdfGenerator\";\r\nexport * from \"./iblCdfGeneratorSceneComponent\";\r\nexport * from \"./IBLShadows/iblShadowsRenderPipeline\";\r\nexport * from \"./prePassRenderer\";\r\nexport * from \"./prePassRendererSceneComponent\";\r\nexport * from \"./subSurfaceSceneComponent\";\r\nexport * from \"./outlineRenderer\";\r\nexport * from \"./renderingGroup\";\r\nexport * from \"./renderingManager\";\r\nexport * from \"./utilityLayerRenderer\";\r\nexport * from \"./fluidRenderer/index\";\r\nexport * from \"./reflectiveShadowMap\";\r\nexport * from \"./objectRenderer\";\r\nexport * from \"./GlobalIllumination/index\";\r\n\r\n// Depth\r\nexport * from \"../Shaders/depth.fragment\";\r\nexport * from \"../Shaders/depth.vertex\";\r\nexport * from \"../ShadersWGSL/depth.fragment\";\r\nexport * from \"../ShadersWGSL/depth.vertex\";\r\n\r\n// Geometry\r\nexport * from \"../Shaders/geometry.fragment\";\r\nexport * from \"../Shaders/geometry.vertex\";\r\nexport * from \"../ShadersWGSL/geometry.fragment\";\r\nexport * from \"../ShadersWGSL/geometry.vertex\";\r\n\r\n// Bounding Box Renderer\r\nexport * from \"../Shaders/boundingBoxRenderer.fragment\";\r\nexport * from \"../Shaders/boundingBoxRenderer.vertex\";\r\nexport * from \"../ShadersWGSL/boundingBoxRenderer.fragment\";\r\nexport * from \"../ShadersWGSL/boundingBoxRenderer.vertex\";\r\n\r\n// Edges Renderer\r\nexport * from \"../Shaders/line.fragment\";\r\nexport * from \"../Shaders/line.vertex\";\r\nexport * from \"../ShadersWGSL/line.fragment\";\r\nexport * from \"../ShadersWGSL/line.vertex\";\r\n\r\n// Outline Renderer\r\nexport * from \"../Shaders/outline.fragment\";\r\nexport * from \"../Shaders/outline.vertex\";\r\nexport * from \"../ShadersWGSL/outline.fragment\";\r\nexport * from \"../ShadersWGSL/outline.vertex\";\r\n\r\n// IBL Shadows\r\nexport * from \"../Shaders/copyTexture3DLayerToTexture.fragment\";\r\nexport * from \"../ShadersWGSL/copyTexture3DLayerToTexture.fragment\";\r\nexport * from \"../Shaders/iblShadowVoxelTracing.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowVoxelTracing.fragment\";\r\nexport * from \"../Shaders/iblShadowDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowSpatialBlur.fragment\";\r\nexport * from \"../Shaders/iblShadowSpatialBlur.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowAccumulation.fragment\";\r\nexport * from \"../Shaders/iblShadowAccumulation.fragment\";\r\nexport * from \"../Shaders/iblShadowsCombine.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowsCombine.fragment\";\r\nexport * from \"../ShadersWGSL/iblCombineVoxelGrids.fragment\";\r\nexport * from \"../Shaders/iblCombineVoxelGrids.fragment\";\r\nexport * from \"../Shaders/iblGenerateVoxelMip.fragment\";\r\nexport * from \"../ShadersWGSL/iblGenerateVoxelMip.fragment\";\r\nexport * from \"../Shaders/iblShadowGBufferDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowGBufferDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblCdfx.fragment\";\r\nexport * from \"../Shaders/iblCdfx.fragment\";\r\nexport * from \"../ShadersWGSL/iblCdfy.fragment\";\r\nexport * from \"../Shaders/iblCdfy.fragment\";\r\nexport * from \"../ShadersWGSL/iblIcdf.fragment\";\r\nexport * from \"../Shaders/iblIcdf.fragment\";\r\nexport * from \"../ShadersWGSL/iblCdfDebug.fragment\";\r\nexport * from \"../Shaders/iblCdfDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblScaledLuminance.fragment\";\r\nexport * from \"../Shaders/iblScaledLuminance.fragment\";\r\nexport * from \"../Shaders/iblVoxelGrid2dArrayDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment\";\r\nexport * from \"../Shaders/iblVoxelGrid.fragment\";\r\nexport * from \"../Shaders/iblVoxelGrid.vertex\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid.vertex\";\r\nexport * from \"../Shaders/iblVoxelGrid3dDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid3dDebug.fragment\";\r\nexport * from \"../Shaders/iblVoxelSlabDebug.vertex\";\r\nexport * from \"../Shaders/iblVoxelSlabDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelSlabDebug.vertex\";\r\nexport * from \"../ShadersWGSL/iblVoxelSlabDebug.fragment\";\r\n\r\n// Depth Peeling Renderer\r\nexport * from \"../Shaders/oitBackBlend.fragment\";\r\nexport * from \"../Shaders/oitFinal.fragment\";\r\nexport * from \"../ShadersWGSL/oitBackBlend.fragment\";\r\nexport * from \"../ShadersWGSL/oitFinal.fragment\";\r\n"]}
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,uBAAuB,CAAC;AACtC,cAAc,iBAAiB,CAAC;AAChC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,wBAAwB,CAAC;AACvC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,iBAAiB,CAAC;AAChC,cAAc,0BAA0B,CAAC;AACzC,cAAc,wCAAwC,CAAC;AACvD,cAAc,mBAAmB,CAAC;AAClC,cAAc,iCAAiC,CAAC;AAChD,cAAc,uCAAuC,CAAC;AACtD,cAAc,mBAAmB,CAAC;AAClC,cAAc,iCAAiC,CAAC;AAChD,cAAc,4BAA4B,CAAC;AAC3C,cAAc,mBAAmB,CAAC;AAClC,cAAc,kBAAkB,CAAC;AACjC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC;AACvC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,kBAAkB,CAAC;AACjC,cAAc,4BAA4B,CAAC;AAE3C,QAAQ;AACR,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,6BAA6B,CAAC;AAE5C,WAAW;AACX,cAAc,8BAA8B,CAAC;AAC7C,cAAc,4BAA4B,CAAC;AAC3C,cAAc,kCAAkC,CAAC;AACjD,cAAc,gCAAgC,CAAC;AAE/C,wBAAwB;AACxB,cAAc,yCAAyC,CAAC;AACxD,cAAc,uCAAuC,CAAC;AACtD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,2CAA2C,CAAC;AAE1D,iBAAiB;AACjB,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,4BAA4B,CAAC;AAE3C,mBAAmB;AACnB,cAAc,6BAA6B,CAAC;AAC5C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,iCAAiC,CAAC;AAChD,cAAc,+BAA+B,CAAC;AAE9C,cAAc;AACd,cAAc,iDAAiD,CAAC;AAChE,cAAc,qDAAqD,CAAC;AACpE,cAAc,2CAA2C,CAAC;AAC1D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,oCAAoC,CAAC;AACnD,cAAc,wCAAwC,CAAC;AACvD,cAAc,8CAA8C,CAAC;AAC7D,cAAc,0CAA0C,CAAC;AACzD,cAAc,+CAA+C,CAAC;AAC9D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,uCAAuC,CAAC;AACtD,cAAc,2CAA2C,CAAC;AAC1D,cAAc,8CAA8C,CAAC;AAC7D,cAAc,0CAA0C,CAAC;AACzD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,iCAAiC,CAAC;AAChD,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC;AAChD,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC;AAChD,cAAc,6BAA6B,CAAC;AAC5C,cAAc,qCAAqC,CAAC;AACpD,cAAc,iCAAiC,CAAC;AAChD,cAAc,4CAA4C,CAAC;AAC3D,cAAc,wCAAwC,CAAC;AACvD,cAAc,8CAA8C,CAAC;AAC7D,cAAc,0CAA0C,CAAC;AACzD,cAAc,8CAA8C,CAAC;AAC7D,cAAc,kDAAkD,CAAC;AACjE,cAAc,kCAAkC,CAAC;AACjD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,sCAAsC,CAAC;AACrD,cAAc,oCAAoC,CAAC;AACnD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,qCAAqC,CAAC;AACpD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,2CAA2C,CAAC;AAE1D,yBAAyB;AACzB,cAAc,kCAAkC,CAAC;AACjD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,sCAAsC,CAAC;AACrD,cAAc,kCAAkC,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./boundingBoxRenderer\";\r\nexport * from \"./depthRenderer\";\r\nexport * from \"./depthRendererSceneComponent\";\r\nexport * from \"./depthPeelingRenderer\";\r\nexport * from \"./depthPeelingSceneComponent\";\r\nexport * from \"./edgesRenderer\";\r\nexport * from \"./geometryBufferRenderer\";\r\nexport * from \"./geometryBufferRendererSceneComponent\";\r\nexport * from \"./iblCdfGenerator\";\r\nexport * from \"./iblCdfGeneratorSceneComponent\";\r\nexport * from \"./IBLShadows/iblShadowsRenderPipeline\";\r\nexport * from \"./prePassRenderer\";\r\nexport * from \"./prePassRendererSceneComponent\";\r\nexport * from \"./subSurfaceSceneComponent\";\r\nexport * from \"./outlineRenderer\";\r\nexport * from \"./renderingGroup\";\r\nexport * from \"./renderingManager\";\r\nexport * from \"./utilityLayerRenderer\";\r\nexport * from \"./fluidRenderer/index\";\r\nexport * from \"./reflectiveShadowMap\";\r\nexport * from \"./objectRenderer\";\r\nexport * from \"./GlobalIllumination/index\";\r\n\r\n// Depth\r\nexport * from \"../Shaders/depth.fragment\";\r\nexport * from \"../Shaders/depth.vertex\";\r\nexport * from \"../ShadersWGSL/depth.fragment\";\r\nexport * from \"../ShadersWGSL/depth.vertex\";\r\n\r\n// Geometry\r\nexport * from \"../Shaders/geometry.fragment\";\r\nexport * from \"../Shaders/geometry.vertex\";\r\nexport * from \"../ShadersWGSL/geometry.fragment\";\r\nexport * from \"../ShadersWGSL/geometry.vertex\";\r\n\r\n// Bounding Box Renderer\r\nexport * from \"../Shaders/boundingBoxRenderer.fragment\";\r\nexport * from \"../Shaders/boundingBoxRenderer.vertex\";\r\nexport * from \"../ShadersWGSL/boundingBoxRenderer.fragment\";\r\nexport * from \"../ShadersWGSL/boundingBoxRenderer.vertex\";\r\n\r\n// Edges Renderer\r\nexport * from \"../Shaders/line.fragment\";\r\nexport * from \"../Shaders/line.vertex\";\r\nexport * from \"../ShadersWGSL/line.fragment\";\r\nexport * from \"../ShadersWGSL/line.vertex\";\r\n\r\n// Outline Renderer\r\nexport * from \"../Shaders/outline.fragment\";\r\nexport * from \"../Shaders/outline.vertex\";\r\nexport * from \"../ShadersWGSL/outline.fragment\";\r\nexport * from \"../ShadersWGSL/outline.vertex\";\r\n\r\n// IBL Shadows\r\nexport * from \"../Shaders/copyTexture3DLayerToTexture.fragment\";\r\nexport * from \"../ShadersWGSL/copyTexture3DLayerToTexture.fragment\";\r\nexport * from \"../Shaders/iblShadowVoxelTracing.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowVoxelTracing.fragment\";\r\nexport * from \"../Shaders/iblShadowDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowSpatialBlur.fragment\";\r\nexport * from \"../Shaders/iblShadowSpatialBlur.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowAccumulation.fragment\";\r\nexport * from \"../Shaders/iblShadowAccumulation.fragment\";\r\nexport * from \"../Shaders/iblShadowsCombine.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowsCombine.fragment\";\r\nexport * from \"../ShadersWGSL/iblCombineVoxelGrids.fragment\";\r\nexport * from \"../Shaders/iblCombineVoxelGrids.fragment\";\r\nexport * from \"../Shaders/iblGenerateVoxelMip.fragment\";\r\nexport * from \"../ShadersWGSL/iblGenerateVoxelMip.fragment\";\r\nexport * from \"../Shaders/iblShadowGBufferDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowGBufferDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblCdfx.fragment\";\r\nexport * from \"../Shaders/iblCdfx.fragment\";\r\nexport * from \"../ShadersWGSL/iblCdfy.fragment\";\r\nexport * from \"../Shaders/iblCdfy.fragment\";\r\nexport * from \"../ShadersWGSL/iblIcdf.fragment\";\r\nexport * from \"../Shaders/iblIcdf.fragment\";\r\nexport * from \"../ShadersWGSL/iblCdfDebug.fragment\";\r\nexport * from \"../Shaders/iblCdfDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblScaledLuminance.fragment\";\r\nexport * from \"../Shaders/iblScaledLuminance.fragment\";\r\nexport * from \"../ShadersWGSL/iblDominantDirection.fragment\";\r\nexport * from \"../Shaders/iblDominantDirection.fragment\";\r\nexport * from \"../Shaders/iblVoxelGrid2dArrayDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment\";\r\nexport * from \"../Shaders/iblVoxelGrid.fragment\";\r\nexport * from \"../Shaders/iblVoxelGrid.vertex\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid.vertex\";\r\nexport * from \"../Shaders/iblVoxelGrid3dDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid3dDebug.fragment\";\r\nexport * from \"../Shaders/iblVoxelSlabDebug.vertex\";\r\nexport * from \"../Shaders/iblVoxelSlabDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelSlabDebug.vertex\";\r\nexport * from \"../ShadersWGSL/iblVoxelSlabDebug.fragment\";\r\n\r\n// Depth Peeling Renderer\r\nexport * from \"../Shaders/oitBackBlend.fragment\";\r\nexport * from \"../Shaders/oitFinal.fragment\";\r\nexport * from \"../ShadersWGSL/oitBackBlend.fragment\";\r\nexport * from \"../ShadersWGSL/oitFinal.fragment\";\r\n"]}
|
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@@ -21,16 +21,16 @@ float log4(float x) {return log2(x)/2.;}
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vec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.0*PI;float phi=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}
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const float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;
|
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#define inline
|
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-
vec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo
|
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+
vec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo,float diffuseRoughness,vec3 surfaceAlbedo,vec3 inputV
|
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#ifdef IBL_CDF_FILTERING
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,sampler2D icdfSampler
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#endif
|
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)
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{vec3 n=normalize(inputN);vec3 result=vec3(0.0);
|
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#ifndef IBL_CDF_FILTERING
|
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-
vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);
|
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+
vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);mat3 tbnInverse=mat3(tangent.x,bitangent.x,n.x,tangent.y,bitangent.y,n.y,tangent.z,bitangent.z,n.z);
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#endif
|
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-
float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);
|
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+
float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));
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#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
|
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for(uint i=0u; i<NUM_SAMPLES; ++i)
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#else
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@@ -38,26 +38,46 @@ for(int i=0; i<NUM_SAMPLES; ++i)
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#endif
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{vec2 Xi=hammersley(i,NUM_SAMPLES);
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#ifdef IBL_CDF_FILTERING
|
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-
vec2 T;T.x=
|
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vec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.0)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));float NoL=dot(n,Ls);float NoV=dot(n,inputV);
|
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#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
|
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float LoV=dot (Ls,inputV);
|
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#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
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vec3 H=(inputV+Ls)*0.5;float VoH=dot(inputV,H);
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#endif
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#else
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-
vec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);vec3 Ns=vec3(0.,0.,1.);float NoL=dot(Ns,Ls);
|
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+
vec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);vec3 Ns=vec3(0.,0.,1.);float NoL=dot(Ns,Ls);vec3 V=tbnInverse*inputV;float NoV=dot(Ns,V);
|
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#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
|
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+
float LoV=dot (Ls,V);
|
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#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
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vec3 H=(V+Ls)*0.5;float VoH=dot(V,H);
|
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#endif
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#endif
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if (NoL>0.) {
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#ifdef IBL_CDF_FILTERING
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-
float pdf=
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float pdf=texture2D(icdfSampler,T).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.0).rgb;
|
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#else
|
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float pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.0,maxLevel);vec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;
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#endif
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#ifdef GAMMA_INPUT
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c=toLinearSpace(c);
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#endif
|
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+
vec3 diffuseRoughnessTerm=vec3(1.0);
|
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#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
|
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+
diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;
|
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|
+
#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
|
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+
diffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);
|
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+
#endif
|
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#ifdef IBL_CDF_FILTERING
|
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-
vec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*light;
|
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+
vec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*diffuseRoughnessTerm*light;
|
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#else
|
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-
result+=c;
|
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+
result+=c*diffuseRoughnessTerm;
|
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#endif
|
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}}
|
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result=result*NUM_SAMPLES_FLOAT_INVERSED;
|
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+
result=result*NUM_SAMPLES_FLOAT_INVERSED;
|
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+
#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
|
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|
+
result=result/clampedAlbedo;
|
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+
#endif
|
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+
return result;}
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#define inline
|
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vec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
|
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{vec3 n=normalize(inputN);vec3 c=textureCube(inputTexture,n).rgb;
|
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG
|
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1
|
+
{"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfloat radicalInverse_VdC(uint bits) \n{bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }\nvec2 hammersley(uint i,uint N)\n{return vec2(float(i)/float(N),radicalInverse_VdC(i));}\n#else\nfloat vanDerCorpus(int n,int base)\n{float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)\n{if(n>0)\n{denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}\nreturn result;}\nvec2 hammersley(int i,int N)\n{return vec2(float(i)/float(N),vanDerCorpus(i,2));}\n#endif\nfloat log4(float x) {return log2(x)/2.;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.0*PI;float phi=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;\n#define inline\nvec3 irradiance(samplerCube inputTexture,vec3 inputN,vec2 filteringInfo,float diffuseRoughness,vec3 surfaceAlbedo,vec3 inputV\n#ifdef IBL_CDF_FILTERING\n,sampler2D icdfSampler\n#endif\n)\n{vec3 n=normalize(inputN);vec3 result=vec3(0.0);\n#ifndef IBL_CDF_FILTERING\nvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);mat3 tbnInverse=mat3(tangent.x,bitangent.x,n.x,tangent.y,bitangent.y,n.y,tangent.z,bitangent.z,n.z);\n#endif\nfloat maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);\n#ifdef IBL_CDF_FILTERING\nvec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.0)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));float NoL=dot(n,Ls);float NoV=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(inputV+Ls)*0.5;float VoH=dot(inputV,H);\n#endif\n#else\nvec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);vec3 Ns=vec3(0.,0.,1.);float NoL=dot(Ns,Ls);vec3 V=tbnInverse*inputV;float NoV=dot(Ns,V);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(V+Ls)*0.5;float VoH=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#ifdef IBL_CDF_FILTERING\nfloat pdf=texture2D(icdfSampler,T).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.0).rgb;\n#else\nfloat pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.0,maxLevel);vec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\n#endif\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nvec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#ifdef IBL_CDF_FILTERING\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\n#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{vec3 n=normalize(inputN);vec3 c=textureCube(inputTexture,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {vec3 result=vec3(0.);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);float weight=0.;\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);float NoV=1.;float NoH=H.z;float NoH2=H.z*H.z;float NoL=2.*NoH2-1.;vec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
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@@ -47,7 +47,7 @@ preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.ligh
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preInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});
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preInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);
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#ifdef LIGHT_FALLOFF_GLTF{X}
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@@ -67,6 +67,7 @@ preInfo.roughness=roughness;
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preInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
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preInfo.diffuseRoughness=diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;
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#ifdef IRIDESCENCE
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@@ -162,7 +163,7 @@ info.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},
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#endif
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#ifdef SHADOWCSM_RIGHTHANDED{X}
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diff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;
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@@ -302,7 +303,7 @@ sheenBase+=info.sheen.rgb*shadow;
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{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Td,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvec4 diffuse{X}=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif \n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X}) || defined(AREALIGHT{X})\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X})\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#elif defined(SS_TRANSLUCENCY)\n#ifndef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance); \n#else\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);info.diffuseTransmission=vec3(0.0);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#if AREALIGHT{X}\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb);\n#else\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb,vReflectivityColor.b);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X});\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.rgb,light{X}.vLightHeight.rgb,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nvReflectionInfos.y\n#endif\n);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++) \n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;float nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else \ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmissionBase+=info.diffuseTransmission*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
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{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/lightFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,eAAe,CAAC;AAC7B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgUd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,aAAa,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"lightFragment\";\nconst shader = `#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\nvec4 diffuse{X}=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(DIRLIGHT{X})\npreInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\npreInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);\n#endif\npreInfo.NdotV=NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X});\n#else\npreInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo.attenuation=1.0;\n#endif\n#if defined(HEMILIGHT{X}) || defined(AREALIGHT{X})\npreInfo.roughness=roughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\npreInfo.diffuseRoughness=diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\n#ifdef HEMILIGHT{X}\ninfo.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X})\ninfo.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);\n#elif defined(SS_TRANSLUCENCY)\n#ifndef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance); \n#else\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);info.diffuseTransmission=vec3(0.0);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);\n#endif\n#ifdef SPECULARTERM\n#if AREALIGHT{X}\ninfo.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb);\n#else\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb,vReflectivityColor.b);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X});\n#else\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#endif\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.rgb,light{X}.vLightHeight.rgb,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nvReflectionInfos.y\n#endif\n);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSM{X}\nfor (int i=0; i<SHADOWCSMNUM_CASCADES{X}; i++)\n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=viewFrustumZ{X}[i]+vPositionFromCamera{X}.z;\n#else\ndiff{X}=viewFrustumZ{X}[i]-vPositionFromCamera{X}.z;\n#endif\nif (diff{X}>=0.) {index{X}=i;break;}}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nif (index{X}>=0)\n#endif\n{\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nfloat frustumLength=frustumLengths{X}[index{X}];float diffRatio=clamp(diff{X}/frustumLength,0.,1.)*cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;float nextShadow=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS16(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,lightSizeUVCorrection{X}[index{X}],depthCorrection{X}[index{X}],penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(float(index{X}),vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\nshadow=mix(nextShadow,shadow,diffRatio);\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);\n#endif\n}\n#endif\n}\n#elif defined(SHADOWCLOSEESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthTexture{X},shadowTexture{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(vPositionW,light{X}.vLightData.xyz,shadowTexture{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowTexture{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;shadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\naggShadow+=shadow;numLights+=1.0;\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor.rgb*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifndef LIGHTMAPNOSPECULAR{X}\nclearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;\n#endif\n#endif\n#ifdef SHEEN\n#ifndef LIGHTMAPNOSPECULAR{X}\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#else\n#ifdef SHADOWCSMDEBUG{X}\ndiffuseBase+=info.diffuse*shadowDebug{X};\n#else\ndiffuseBase+=info.diffuse*shadow;\n#endif\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmissionBase+=info.diffuseTransmission*shadow;\n#endif\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#ifdef CLEARCOAT\nclearCoatBase+=info.clearCoat.rgb*shadow;\n#endif\n#ifdef SHEEN\nsheenBase+=info.sheen.rgb*shadow;\n#endif\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const lightFragment = { name, shader };\n"]}
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@@ -2,6 +2,9 @@
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2
2
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import { ShaderStore } from "../../Engines/shaderStore.js";
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3
3
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const name = "pbrBRDFFunctions";
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4
4
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const shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25
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5
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+
#define BRDF_DIFFUSE_MODEL_EON 0
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6
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+
#define BRDF_DIFFUSE_MODEL_BURLEY 1
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7
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+
#define BRDF_DIFFUSE_MODEL_LAMBERT 2
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5
8
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#ifdef MS_BRDF_ENERGY_CONSERVATION
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vec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}
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#endif
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@@ -131,6 +134,24 @@ float visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)
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131
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float diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =
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132
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(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *
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(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}
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137
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const float constant1_FON=0.5-2.0/(3.0*PI);const float constant2_FON=2.0/3.0-28.0/(15.0*PI);float E_FON_approx(float mu,float roughness)
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138
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{float sigma=roughness;
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139
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float mucomp=1.0-mu;float mucomp2=mucomp*mucomp;const mat2 Gcoeffs=mat2(0.0571085289,-0.332181442,
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140
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0.491881867,0.0714429953);float GoverPi=dot(Gcoeffs*vec2(mucomp,mucomp2),vec2(1.0,mucomp2));return (1.0+sigma*GoverPi)/(1.0+constant1_FON*sigma);}
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141
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+
vec3 diffuseBRDF_EON(vec3 albedo,float roughness,float NdotL,float NdotV,float LdotV)
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142
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{vec3 rho=albedo;float sigma=roughness;
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float mu_i=NdotL;
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144
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float mu_o=NdotV;
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145
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float s=LdotV-mu_i*mu_o;
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146
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float sovertF=s>0.0 ? s/max(mu_i,mu_o) : s;
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147
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+
float AF=1.0/(1.0+constant1_FON*sigma);
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148
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+
vec3 f_ss=(rho*RECIPROCAL_PI)*AF*(1.0+sigma*sovertF);
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149
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+
float EFo=E_FON_approx(mu_o,sigma);
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150
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+
float EFi=E_FON_approx(mu_i,sigma);
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151
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+
float avgEF=AF*(1.0+constant2_FON*sigma);
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152
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+
vec3 rho_ms=(rho*rho)*avgEF/(vec3(1.0)-rho*(1.0-avgEF));const float eps=1.0e-7;vec3 f_ms=(rho_ms*RECIPROCAL_PI)*max(eps,1.0-EFo)
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153
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+
* max(eps,1.0-EFi)
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154
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+
/ max(eps,1.0-avgEF);return (f_ss+f_ms);}
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134
155
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#ifdef SS_TRANSLUCENCY
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135
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vec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}
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136
157
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float computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"pbrBRDFFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBRDFFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsId,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,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBRDFFunctions\";\nconst shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\n#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const float ior,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\n#ifdef METALLICWORKFLOW\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*clamp(environmentBrdf.x*2.0*(ior-1.0),0.0,1.0)+specularEnvironmentR0*environmentBrdf.y;\n#else\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#endif\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\n{float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\n#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\n#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\nvec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}\nfloat getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}\nvec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}\nvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\nfloat cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \nvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)\n{Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}\nreturn max(I,vec3(0.0));}\n#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\n#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\n{float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\n#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\n#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\n#else\nfloat a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nfloat alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\n{float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\n#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}\n#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }\n#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\n{float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\nfloat lambdaSheen(float cosTheta,float alphaG)\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\nfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\n{float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\n#endif\n*/\n#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\n#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\nfloat computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBRDFFunctions = { name, shader };\n"]}
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{"version":3,"file":"pbrBRDFFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBRDFFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Jd,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,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBRDFFunctions\";\nconst shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#define BRDF_DIFFUSE_MODEL_EON 0\n#define BRDF_DIFFUSE_MODEL_BURLEY 1\n#define BRDF_DIFFUSE_MODEL_LAMBERT 2\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\n#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const float ior,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\n#ifdef METALLICWORKFLOW\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*clamp(environmentBrdf.x*2.0*(ior-1.0),0.0,1.0)+specularEnvironmentR0*environmentBrdf.y;\n#else\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#endif\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\n{float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\n#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\n#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\nvec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}\nfloat getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}\nvec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}\nvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\nfloat cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \nvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)\n{Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}\nreturn max(I,vec3(0.0));}\n#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\n#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\n{float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\n#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\n#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\n#else\nfloat a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nfloat alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\n{float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\n#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}\n#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }\n#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\n{float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\nfloat lambdaSheen(float cosTheta,float alphaG)\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\nfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\n{float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\n#endif\n*/\n#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\nconst float constant1_FON=0.5-2.0/(3.0*PI);const float constant2_FON=2.0/3.0-28.0/(15.0*PI);float E_FON_approx(float mu,float roughness)\n{float sigma=roughness; \nfloat mucomp=1.0-mu;float mucomp2=mucomp*mucomp;const mat2 Gcoeffs=mat2(0.0571085289,-0.332181442,\n0.491881867,0.0714429953);float GoverPi=dot(Gcoeffs*vec2(mucomp,mucomp2),vec2(1.0,mucomp2));return (1.0+sigma*GoverPi)/(1.0+constant1_FON*sigma);}\nvec3 diffuseBRDF_EON(vec3 albedo,float roughness,float NdotL,float NdotV,float LdotV)\n{vec3 rho=albedo;float sigma=roughness; \nfloat mu_i=NdotL; \nfloat mu_o=NdotV; \nfloat s=LdotV-mu_i*mu_o; \nfloat sovertF=s>0.0 ? s/max(mu_i,mu_o) : s; \nfloat AF=1.0/(1.0+constant1_FON*sigma); \nvec3 f_ss=(rho*RECIPROCAL_PI)*AF*(1.0+sigma*sovertF); \nfloat EFo=E_FON_approx(mu_o,sigma); \nfloat EFi=E_FON_approx(mu_i,sigma); \nfloat avgEF=AF*(1.0+constant2_FON*sigma); \nvec3 rho_ms=(rho*rho)*avgEF/(vec3(1.0)-rho*(1.0-avgEF));const float eps=1.0e-7;vec3 f_ms=(rho_ms*RECIPROCAL_PI)*max(eps,1.0-EFo) \n* max(eps,1.0-EFi)\n/ max(eps,1.0-avgEF);return (f_ss+f_ms);}\n#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\nfloat computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBRDFFunctions = { name, shader };\n"]}
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