@babylonjs/core 8.8.0 → 8.8.2
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/Actions/actionManager.js +2 -0
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animatable.core.js +1 -1
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animation.js +4 -2
- package/Animations/animation.js.map +1 -1
- package/Audio/audioEngine.d.ts +1 -1
- package/Audio/audioEngine.js +20 -10
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.js +2 -0
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.js +2 -0
- package/Audio/sound.js.map +1 -1
- package/AudioV2/abstractAudio/audioEngineV2.js +8 -1
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/abstractAudio/streamingSound.js +3 -1
- package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js +6 -2
- package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js +3 -0
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/spatialAudio.js +1 -0
- package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.js +5 -1
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js +2 -0
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +3 -0
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioUnmuteUI.js +1 -0
- package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -1
- package/BakedVertexAnimation/vertexAnimationBaker.d.ts +1 -0
- package/BakedVertexAnimation/vertexAnimationBaker.js +3 -1
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js +1 -0
- package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
- package/Buffers/storageBuffer.js +1 -1
- package/Buffers/storageBuffer.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +2 -0
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +6 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js +2 -0
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Collisions/gpuPicker.js +9 -6
- package/Collisions/gpuPicker.js.map +1 -1
- package/Compute/computeShader.js +1 -1
- package/Compute/computeShader.js.map +1 -1
- package/Culling/Helper/boundingInfoHelper.js +3 -3
- package/Culling/Helper/boundingInfoHelper.js.map +1 -1
- package/Culling/Helper/computeShaderBoundingHelper.js +3 -1
- package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
- package/Culling/Helper/transformFeedbackBoundingHelper.js +3 -0
- package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
- package/Debug/debugLayer.js +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +1 -0
- package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.js +1 -0
- package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.readTexture.js +1 -0
- package/Engines/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -0
- package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.readTexture.js +1 -0
- package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -0
- package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +3 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -0
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +15 -9
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +1 -0
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/WebGPU/webgpuTimestampQuery.js +4 -2
- package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +1 -0
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/abstractEngine.js +5 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +23 -0
- package/Engines/constants.js +23 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.common.js +7 -1
- package/Engines/engine.common.js.map +1 -1
- package/Engines/engine.js +5 -3
- package/Engines/engine.js.map +1 -1
- package/Engines/engineFactory.js +1 -1
- package/Engines/engineFactory.js.map +1 -1
- package/Engines/nativeEngine.js +19 -11
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +1 -0
- package/Engines/thinEngine.js +22 -18
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +30 -11
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +2 -2
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +5 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/frameGraph.js +1 -1
- package/FrameGraph/frameGraph.js.map +1 -1
- package/Helpers/sceneHelpers.js +1 -3
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Helpers/videoDome.js +1 -0
- package/Helpers/videoDome.js.map +1 -1
- package/Layers/thinEffectLayer.js +1 -0
- package/Layers/thinEffectLayer.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +1 -0
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +3 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/areaLight.js +2 -0
- package/Lights/areaLight.js.map +1 -1
- package/Loading/sceneLoader.js +56 -22
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +15 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +34 -7
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +1 -0
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +1 -0
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +1 -0
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +1 -0
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +1 -0
- package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +1 -0
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +1 -0
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +9 -11
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +6 -2
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/bonesBlock.js +1 -0
- package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +1 -0
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +11 -3
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +1 -0
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.d.ts +11 -0
- package/Materials/PBR/pbrBRDFConfiguration.js +16 -0
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +4 -0
- package/Materials/PBR/pbrBaseMaterial.js +12 -8
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrMaterial.d.ts +8 -0
- package/Materials/PBR/pbrMaterial.js +16 -0
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/Textures/Filtering/hdrIrradianceFiltering.js +1 -0
- package/Materials/Textures/Filtering/hdrIrradianceFiltering.js.map +1 -1
- package/Materials/Textures/Loaders/basisTextureLoader.js +4 -0
- package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/envTextureLoader.js +1 -0
- package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/exrTextureLoader.js +2 -0
- package/Materials/Textures/Loaders/exrTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -0
- package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/textureLoaderManager.js +9 -9
- package/Materials/Textures/Loaders/textureLoaderManager.js.map +1 -1
- package/Materials/Textures/Packer/packer.js +3 -1
- package/Materials/Textures/Packer/packer.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +1 -0
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/baseTexture.polynomial.js +1 -0
- package/Materials/Textures/baseTexture.polynomial.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +1 -0
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js +1 -0
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/rawCubeTexture.js +3 -0
- package/Materials/Textures/rawCubeTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +2 -0
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +6 -0
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.js +2 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/effect.webgl.functions.js +3 -1
- package/Materials/effect.webgl.functions.js.map +1 -1
- package/Materials/effectRenderer.js +1 -0
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/material.js +2 -1
- package/Materials/material.js.map +1 -1
- package/Materials/shaderMaterial.js +4 -2
- package/Materials/shaderMaterial.js.map +1 -1
- package/Meshes/Compression/dracoCodec.js +5 -1
- package/Meshes/Compression/dracoCodec.js.map +1 -1
- package/Meshes/Compression/dracoCompression.js +4 -3
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/Compression/dracoCompressionWorker.js +5 -2
- package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
- package/Meshes/Compression/dracoDecoder.js +5 -1
- package/Meshes/Compression/dracoDecoder.js.map +1 -1
- package/Meshes/Compression/dracoEncoder.js +3 -2
- package/Meshes/Compression/dracoEncoder.js.map +1 -1
- package/Meshes/Compression/meshoptCompression.js +18 -18
- package/Meshes/Compression/meshoptCompression.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +14 -15
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js +20 -10
- package/Meshes/Node/Blocks/Textures/geometryTextureBlock.js.map +1 -1
- package/Meshes/Node/Blocks/booleanGeometryBlock.js +1 -0
- package/Meshes/Node/Blocks/booleanGeometryBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometry.js +5 -1
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Meshes/mesh.js +2 -2
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/meshUVSpaceRenderer.js +1 -0
- package/Meshes/meshUVSpaceRenderer.js.map +1 -1
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +1 -0
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
- package/Misc/assetsManager.js +2 -1
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/asyncLock.js +5 -2
- package/Misc/asyncLock.js.map +1 -1
- package/Misc/basis.js +9 -2
- package/Misc/basis.js.map +1 -1
- package/Misc/basisWorker.js +3 -1
- package/Misc/basisWorker.js.map +1 -1
- package/Misc/copyTextureToTexture.js +1 -0
- package/Misc/copyTextureToTexture.js.map +1 -1
- package/Misc/coroutine.js +2 -1
- package/Misc/coroutine.js.map +1 -1
- package/Misc/dataReader.js +3 -4
- package/Misc/dataReader.js.map +1 -1
- package/Misc/dumpTools.js +7 -1
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/environmentTextureTools.d.ts +0 -2
- package/Misc/environmentTextureTools.js +20 -7
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/equirectangularCapture.js +2 -1
- package/Misc/equirectangularCapture.js.map +1 -1
- package/Misc/fileTools.js +2 -0
- package/Misc/fileTools.js.map +1 -1
- package/Misc/filesInput.js +5 -1
- package/Misc/filesInput.js.map +1 -1
- package/Misc/khronosTextureContainer2.js +10 -3
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Misc/khronosTextureContainer2Worker.js +4 -1
- package/Misc/khronosTextureContainer2Worker.js.map +1 -1
- package/Misc/minMaxReducer.js +1 -0
- package/Misc/minMaxReducer.js.map +1 -1
- package/Misc/observable.extensions.js +3 -1
- package/Misc/observable.extensions.js.map +1 -1
- package/Misc/observable.js +2 -0
- package/Misc/observable.js.map +1 -1
- package/Misc/observableCoroutine.js +1 -0
- package/Misc/observableCoroutine.js.map +1 -1
- package/Misc/reflector.js +1 -0
- package/Misc/reflector.js.map +1 -1
- package/Misc/rgbdTextureTools.js +2 -1
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/Misc/sceneSerializer.js +2 -2
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/screenshotTools.js +9 -4
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/textureTools.js +2 -0
- package/Misc/textureTools.js.map +1 -1
- package/Misc/tools.internals.js +2 -1
- package/Misc/tools.internals.js.map +1 -1
- package/Misc/tools.js +9 -3
- package/Misc/tools.js.map +1 -1
- package/Misc/videoRecorder.js +1 -0
- package/Misc/videoRecorder.js.map +1 -1
- package/Misc/webRequest.fetch.js +2 -1
- package/Misc/webRequest.fetch.js.map +1 -1
- package/Misc/workerPool.js +3 -0
- package/Misc/workerPool.js.map +1 -1
- package/Particles/flowMap.js +1 -1
- package/Particles/flowMap.js.map +1 -1
- package/Particles/particleHelper.js +7 -0
- package/Particles/particleHelper.js.map +1 -1
- package/Particles/pointsCloudSystem.js +7 -7
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/Particles/thinParticleSystem.js +2 -0
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Physics/physicsHelper.js +2 -2
- package/Physics/physicsHelper.js.map +1 -1
- package/Physics/v1/Plugins/oimoJSPlugin.js +1 -1
- package/Physics/v1/Plugins/oimoJSPlugin.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/Rendering/GlobalIllumination/giRSMManager.js +1 -0
- package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +1 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/depthRenderer.js +1 -0
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +3 -1
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +1 -0
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/iblCdfGenerator.js +4 -1
- package/Rendering/iblCdfGenerator.js.map +1 -1
- package/Shaders/ShadersInclude/lightFragment.js +5 -1
- package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js +12 -5
- package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockDirectLighting.js +3 -0
- package/Shaders/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js +21 -8
- package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -0
- package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflectance.js +6 -6
- package/Shaders/ShadersInclude/pbrBlockReflectance.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflectance0.js +2 -7
- package/Shaders/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflectivity.js +20 -16
- package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js +6 -8
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js +2 -2
- package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -5
- package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/Shaders/pbr.fragment.js +7 -3
- package/Shaders/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js +5 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +5 -5
- package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +3 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js +21 -8
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +6 -6
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js +2 -7
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +22 -15
- package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +6 -8
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.js +2 -2
- package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -7
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +7 -3
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/Sprites/spriteManager.js +5 -1
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.js +1 -0
- package/Sprites/spriteRenderer.js.map +1 -1
- package/XR/features/WebXRAnchorSystem.js +4 -3
- package/XR/features/WebXRAnchorSystem.js.map +1 -1
- package/XR/features/WebXRDepthSensing.js +1 -1
- package/XR/features/WebXRDepthSensing.js.map +1 -1
- package/XR/features/WebXRHandTracking.js +4 -1
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/XR/features/WebXRHitTest.js +4 -1
- package/XR/features/WebXRHitTest.js.map +1 -1
- package/XR/features/WebXRHitTestLegacy.js +6 -5
- package/XR/features/WebXRHitTestLegacy.js.map +1 -1
- package/XR/features/WebXRImageTracking.js +2 -1
- package/XR/features/WebXRImageTracking.js.map +1 -1
- package/XR/features/WebXRLightEstimation.js +3 -0
- package/XR/features/WebXRLightEstimation.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js +2 -0
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/features/WebXRPlaneDetector.js +2 -2
- package/XR/features/WebXRPlaneDetector.js.map +1 -1
- package/XR/motionController/webXRAbstractMotionController.js +3 -2
- package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
- package/XR/motionController/webXRMicrosoftMixedRealityController.js +6 -6
- package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
- package/XR/motionController/webXRMotionControllerManager.js +15 -9
- package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
- package/XR/motionController/webXRProfiledMotionController.js +1 -1
- package/XR/motionController/webXRProfiledMotionController.js.map +1 -1
- package/XR/native/nativeXRFrame.js +1 -0
- package/XR/native/nativeXRFrame.js.map +1 -1
- package/XR/webXRDefaultExperience.js +10 -12
- package/XR/webXRDefaultExperience.js.map +1 -1
- package/XR/webXREnterExitUI.js +2 -1
- package/XR/webXREnterExitUI.js.map +1 -1
- package/XR/webXRExperienceHelper.js +5 -2
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRFeaturesManager.js +1 -0
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/XR/webXRInput.js +1 -0
- package/XR/webXRInput.js.map +1 -1
- package/XR/webXRInputSource.js +2 -0
- package/XR/webXRInputSource.js.map +1 -1
- package/XR/webXRManagedOutputCanvas.js +5 -1
- package/XR/webXRManagedOutputCanvas.js.map +1 -1
- package/XR/webXRSessionManager.js +56 -60
- package/XR/webXRSessionManager.js.map +1 -1
- package/assetContainer.js +28 -28
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +5 -4
- package/scene.js.map +1 -1
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "pbrBlockReflectivity";
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const shader = `struct reflectivityOutParams
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{float microSurface;float roughness;float diffuseRoughness;vec3
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{float microSurface;float roughness;float diffuseRoughness;vec3 colorReflectanceF0;float reflectanceF0;vec3 reflectanceF90;
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#ifdef METALLICWORKFLOW
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vec3 surfaceAlbedo;
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vec3 surfaceAlbedo;float metallic;
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#endif
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#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)
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vec3 ambientOcclusionColor;
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#endif
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#if DEBUGMODE>0
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#ifdef METALLICWORKFLOW
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vec2 metallicRoughness;
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#ifdef REFLECTIVITY
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vec4 surfaceMetallicColorMap;
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#endif
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#ifndef FROSTBITE_REFLECTANCE
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vec3 metallicF0;
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#endif
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#else
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#ifdef REFLECTIVITY
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vec4 surfaceReflectivityColorMap;
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)
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{reflectivityOutParams outParams;float microSurface=reflectivityColor.a;vec3 surfaceReflectivityColor=reflectivityColor.rgb;
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#ifdef METALLICWORKFLOW
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vec2 metallicRoughness=surfaceReflectivityColor.rg;
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vec2 metallicRoughness=surfaceReflectivityColor.rg;float ior=surfaceReflectivityColor.b;
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#ifdef REFLECTIVITY
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#if DEBUGMODE>0
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outParams.surfaceMetallicColorMap=surfaceMetallicOrReflectivityColorMap;
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@@ -81,19 +78,25 @@ float detailRoughness=mix(0.5,detailColor.b,vDetailInfos.w);float loLerp=mix(0.,
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#ifdef MICROSURFACEMAP
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metallicRoughness.g*=microSurfaceTexel.r;
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#endif
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#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS
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microSurface=1.0-metallicRoughness.g;vec3 baseColor=surfaceAlbedo;outParams.metallic=metallicRoughness.r;float specularWeight=metallicReflectanceFactors.a;float dielectricF0=reflectivityColor.a*specularWeight;surfaceReflectivityColor=metallicReflectanceFactors.rgb;
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outParams.
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outParams.metallicF0=vec3(dielectricF0)*surfaceReflectivityColor;
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#endif
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#
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#ifdef FROSTBITE_REFLECTANCE
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outParams.surfaceAlbedo=baseColor.rgb*(1.0-metallicRoughness.r);surfaceReflectivityColor=mix(0.16*reflectance*reflectance,baseColor,metallicRoughness.r);
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#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION
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outParams.surfaceAlbedo=baseColor.rgb*(vec3(1.0)-vec3(dielectricF0)*surfaceReflectivityColor)*(1.0-outParams.metallic);
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outParams.
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outParams.surfaceAlbedo=baseColor.rgb;
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#endif
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vec3 dielectricColorF0=vec3(dielectricF0*surfaceReflectivityColor);vec3 metallicColorF0=baseColor.rgb;outParams.colorReflectanceF0=mix(dielectricColorF0,metallicColorF0,outParams.metallic);dielectricF0*=max(surfaceReflectivityColor.r,max(surfaceReflectivityColor.g,surfaceReflectivityColor.b));outParams.reflectanceF0=mix(dielectricF0,1.0,outParams.metallic);
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#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION
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surfaceReflectivityColor=mix(surfaceReflectivityColor,baseColor.rgb,outParams.metallic);outParams.reflectanceF0=max(surfaceReflectivityColor.r,max(surfaceReflectivityColor.g,surfaceReflectivityColor.b));
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float f90Scale=clamp(2.0*(ior-1.0),0.0,1.0);
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#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION
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outParams.reflectanceF90=vec3(specularWeight);
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#else
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outParams.reflectanceF90=vec3(mix(specularWeight*f90Scale,1.0,outParams.metallic));
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#endif
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#else
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#ifdef REFLECTIVITY
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@@ -113,12 +116,13 @@ microSurface*=microSurfaceTexel.r;
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#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE
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#endif
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outParams.colorReflectanceF0=surfaceReflectivityColor;outParams.reflectanceF0=max(surfaceReflectivityColor.r,max(surfaceReflectivityColor.g,surfaceReflectivityColor.b));outParams.reflectanceF90=vec3(1.0);
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#endif
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microSurface=saturate(microSurface);float roughness=1.-microSurface;float diffuseRoughness=baseDiffuseRoughness;
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#ifdef BASE_DIFFUSE_ROUGHNESS
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diffuseRoughness*=baseDiffuseRoughnessTexture*baseDiffuseRoughnessInfos.y;
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#endif
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outParams.microSurface=microSurface;outParams.roughness=roughness;outParams.diffuseRoughness=diffuseRoughness;
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outParams.microSurface=microSurface;outParams.roughness=roughness;outParams.diffuseRoughness=diffuseRoughness;return outParams;}
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`;
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// Sideeffect
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if (!ShaderStore.IncludesShadersStore[name]) {
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{"version":3,"file":"pbrBlockReflectivity.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockReflectivity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG
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{"version":3,"file":"pbrBlockReflectivity.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockReflectivity.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Hd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflectivity\";\nconst shader = `struct reflectivityOutParams\n{float microSurface;float roughness;float diffuseRoughness;vec3 colorReflectanceF0;float reflectanceF0;vec3 reflectanceF90;\n#ifdef METALLICWORKFLOW\nvec3 surfaceAlbedo;float metallic;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\nvec3 ambientOcclusionColor;\n#endif\n#if DEBUGMODE>0\n#ifdef METALLICWORKFLOW\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap;\n#endif\nvec3 metallicF0;\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap;\n#endif\n#endif\n#endif\n};\n#define pbr_inline\nreflectivityOutParams reflectivityBlock(\nin vec4 reflectivityColor\n#ifdef METALLICWORKFLOW\n,in vec3 surfaceAlbedo\n,in vec4 metallicReflectanceFactors\n#endif\n,in float baseDiffuseRoughness\n#ifdef BASE_DIFFUSE_ROUGHNESS\n,in float baseDiffuseRoughnessTexture\n,in vec2 baseDiffuseRoughnessInfos\n#endif\n#ifdef REFLECTIVITY\n,in vec3 reflectivityInfos\n,in vec4 surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,in vec3 ambientOcclusionColorIn\n#endif\n#ifdef MICROSURFACEMAP\n,in vec4 microSurfaceTexel\n#endif\n#ifdef DETAIL\n,in vec4 detailColor\n,in vec4 vDetailInfos\n#endif\n)\n{reflectivityOutParams outParams;float microSurface=reflectivityColor.a;vec3 surfaceReflectivityColor=reflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;float ior=surfaceReflectivityColor.b;\n#ifdef REFLECTIVITY\n#if DEBUGMODE>0\noutParams.surfaceMetallicColorMap=surfaceMetallicOrReflectivityColorMap;\n#endif\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r,surfaceMetallicOrReflectivityColorMap.r);outParams.ambientOcclusionColor=mix(ambientOcclusionColorIn,aoStoreInMetalMap,reflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicOrReflectivityColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicOrReflectivityColorMap.g;\n#endif\n#endif\n#endif\n#ifdef DETAIL\nfloat detailRoughness=mix(0.5,detailColor.b,vDetailInfos.w);float loLerp=mix(0.,metallicRoughness.g,detailRoughness*2.);float hiLerp=mix(metallicRoughness.g,1.,(detailRoughness-0.5)*2.);metallicRoughness.g=mix(loLerp,hiLerp,step(detailRoughness,0.5));\n#endif\n#ifdef MICROSURFACEMAP\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_METALLICROUGHNESS\nmicroSurface=1.0-metallicRoughness.g;vec3 baseColor=surfaceAlbedo;outParams.metallic=metallicRoughness.r;float specularWeight=metallicReflectanceFactors.a;float dielectricF0=reflectivityColor.a*specularWeight;surfaceReflectivityColor=metallicReflectanceFactors.rgb;\n#if DEBUGMODE>0\noutParams.metallicF0=vec3(dielectricF0)*surfaceReflectivityColor;\n#endif\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\noutParams.surfaceAlbedo=baseColor.rgb*(vec3(1.0)-vec3(dielectricF0)*surfaceReflectivityColor)*(1.0-outParams.metallic);\n#else\noutParams.surfaceAlbedo=baseColor.rgb;\n#endif\nvec3 dielectricColorF0=vec3(dielectricF0*surfaceReflectivityColor);vec3 metallicColorF0=baseColor.rgb;outParams.colorReflectanceF0=mix(dielectricColorF0,metallicColorF0,outParams.metallic);dielectricF0*=max(surfaceReflectivityColor.r,max(surfaceReflectivityColor.g,surfaceReflectivityColor.b));outParams.reflectanceF0=mix(dielectricF0,1.0,outParams.metallic);\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\nsurfaceReflectivityColor=mix(surfaceReflectivityColor,baseColor.rgb,outParams.metallic);outParams.reflectanceF0=max(surfaceReflectivityColor.r,max(surfaceReflectivityColor.g,surfaceReflectivityColor.b));\n#endif\nfloat f90Scale=clamp(2.0*(ior-1.0),0.0,1.0);\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\noutParams.reflectanceF90=vec3(specularWeight);\n#else\noutParams.reflectanceF90=vec3(mix(specularWeight*f90Scale,1.0,outParams.metallic));\n#endif\n#else\n#ifdef REFLECTIVITY\nsurfaceReflectivityColor*=surfaceMetallicOrReflectivityColorMap.rgb;\n#if DEBUGMODE>0\noutParams.surfaceReflectivityColorMap=surfaceMetallicOrReflectivityColorMap;\n#endif\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceMetallicOrReflectivityColorMap.a;microSurface*=reflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_MICROSURFACE\n#endif\n#endif\noutParams.colorReflectanceF0=surfaceReflectivityColor;outParams.reflectanceF0=max(surfaceReflectivityColor.r,max(surfaceReflectivityColor.g,surfaceReflectivityColor.b));outParams.reflectanceF90=vec3(1.0);\n#endif\nmicroSurface=saturate(microSurface);float roughness=1.-microSurface;float diffuseRoughness=baseDiffuseRoughness;\n#ifdef BASE_DIFFUSE_ROUGHNESS\ndiffuseRoughness*=baseDiffuseRoughnessTexture*baseDiffuseRoughnessInfos.y;\n#endif\noutParams.microSurface=microSurface;outParams.roughness=roughness;outParams.diffuseRoughness=diffuseRoughness;return outParams;}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBlockReflectivity = { name, shader };\n"]}
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outParams.surfaceAlbedo=surfaceAlbedo*(1.-refractionIntensity);outParams.refractionOpacity=1.0;
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outParams.surfaceAlbedo=surfaceAlbedo;outParams.refractionOpacity=(1.-refractionIntensity);
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vec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);outParams.specularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,refractionIntensity);
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refractionTransmittance*=1.0-max(outParams.specularEnvironmentReflectance.r,max(outParams.specularEnvironmentReflectance.g,outParams.specularEnvironmentReflectance.b));
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outParams.refractionTransmittance=refractionTransmittance;
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outParams.finalRefraction=environmentRefraction.rgb*refractionTransmittance*vLightingIntensity.z;
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outParams.finalRefraction=environmentRefraction.rgb*refractionTransmittance*vLightingIntensity.z;outParams.finalRefraction*=vec3(1.0)-specularEnvironmentReflectance;
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outParams.environmentRefraction=environmentRefraction;
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{"version":3,"file":"pbrBlockSubSurface.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockSubSurface.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgZd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockSubSurface\";\nconst shader = `struct subSurfaceOutParams\n{vec3 specularEnvironmentReflectance;\n#ifdef SS_REFRACTION\nvec3 finalRefraction;vec3 surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nfloat alpha;\n#endif\n#ifdef REFLECTION\nfloat refractionFactorForIrradiance;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvec3 transmittance;float translucencyIntensity;\n#ifdef REFLECTION\nvec3 refractionIrradiance;\n#endif\n#endif\n#if DEBUGMODE>0\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap;\n#endif\n#ifdef SS_REFRACTION\nvec4 environmentRefraction;vec3 refractionTransmittance;\n#endif\n#endif\n};\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#define pbr_inline\n#define inline\nvec4 sampleEnvironmentRefraction(\nin float ior\n,in float thickness\n,in float refractionLOD\n,in vec3 normalW\n,in vec3 vPositionW\n,in vec3 viewDirectionW\n,in mat4 view\n,in vec4 vRefractionInfos\n,in mat4 refractionMatrix\n,in vec4 vRefractionMicrosurfaceInfos\n,in float alphaG\n#ifdef SS_REFRACTIONMAP_3D\n,in samplerCube refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,in samplerCube refractionSamplerLow\n,in samplerCube refractionSamplerHigh\n#endif\n#else\n,in sampler2D refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,in sampler2D refractionSamplerLow\n,in sampler2D refractionSamplerHigh\n#endif\n#endif\n#ifdef ANISOTROPIC\n,in anisotropicOutParams anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,in vec3 refractionPosition\n,in vec3 refractionSize\n#endif\n) {vec4 environmentRefraction=vec4(0.,0.,0.,0.);\n#ifdef ANISOTROPIC\nvec3 refractionVector=refract(-viewDirectionW,anisotropicOut.anisotropicNormal,ior);\n#else\nvec3 refractionVector=refract(-viewDirectionW,normalW,ior);\n#endif\n#ifdef SS_REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n#ifdef SS_REFRACTIONMAP_3D\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,refractionSize,refractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;vec3 refractionCoords=refractionVector;refractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\n#ifdef SS_USE_THICKNESS_AS_DEPTH\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*thickness,1.0)));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\n#endif\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODBASEDMICROSFURACE\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef SS_LODINREFRACTIONALPHA\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);float requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\n#if defined(REALTIME_FILTERING) && defined(SS_REFRACTIONMAP_3D)\nenvironmentRefraction=vec4(radiance(alphaG,refractionSampler,refractionCoords,vRefractionFilteringInfo),1.0);\n#else\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#endif\n#else\nfloat lodRefractionNormalized=saturate(refractionLOD/log2(vRefractionMicrosurfaceInfos.x));float lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;vec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);if (lodRefractionNormalizedDoubled<1.0){environmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);} else {environmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);}\n#endif\n#ifdef SS_RGBDREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef SS_GAMMAREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\nreturn environmentRefraction;}\n#endif\n#define pbr_inline\n#define inline\nsubSurfaceOutParams subSurfaceBlock(\nin vec3 vSubSurfaceIntensity\n,in vec2 vThicknessParam\n,in vec4 vTintColor\n,in vec3 normalW\n,in vec3 specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,in vec4 thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,in vec4 refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,in vec4 translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,in mat4 reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,in vec3 irradianceVector_\n#endif\n#if defined(REALTIME_FILTERING)\n,in samplerCube reflectionSampler\n,in vec2 vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,in sampler2D icdfSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,in samplerCube irradianceSampler\n#else\n,in sampler2D irradianceSampler\n#endif\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,in vec3 surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,in vec3 vPositionW\n,in vec3 viewDirectionW\n,in mat4 view\n,in vec4 vRefractionInfos\n,in mat4 refractionMatrix\n,in vec4 vRefractionMicrosurfaceInfos\n,in vec4 vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,in float alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,in float NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,in float roughness\n#endif\n,in float alphaG\n#ifdef SS_REFRACTIONMAP_3D\n,in samplerCube refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,in samplerCube refractionSamplerLow\n,in samplerCube refractionSamplerHigh\n#endif\n#else\n,in sampler2D refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,in sampler2D refractionSamplerLow\n,in sampler2D refractionSamplerHigh\n#endif\n#endif\n#ifdef ANISOTROPIC\n,in anisotropicOutParams anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,in vec3 refractionPosition\n,in vec3 refractionSize\n#endif\n#ifdef SS_DISPERSION\n,in float dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,in vec3 vDiffusionDistance\n,in vec4 vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,in vec4 translucencyColorMap\n#endif\n#endif\n)\n{subSurfaceOutParams outParams;outParams.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#ifdef SS_REFRACTION\nfloat refractionIntensity=vSubSurfaceIntensity.x;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nrefractionIntensity*=(1.0-alpha);outParams.alpha=1.0;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nfloat translucencyIntensity=vSubSurfaceIntensity.y;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n#ifdef SS_USE_GLTF_TEXTURES\nfloat thickness=thicknessMap.g*vThicknessParam.y+vThicknessParam.x;\n#else\nfloat thickness=thicknessMap.r*vThicknessParam.y+vThicknessParam.x;\n#endif\n#if DEBUGMODE>0\noutParams.thicknessMap=thicknessMap;\n#endif\n#if defined(SS_REFRACTION) && defined(SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS)\n#ifdef SS_USE_GLTF_TEXTURES\nrefractionIntensity*=thicknessMap.r;\n#else\nrefractionIntensity*=thicknessMap.g;\n#endif\n#endif\n#if defined(SS_TRANSLUCENCY) && defined(SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS)\n#ifdef SS_USE_GLTF_TEXTURES\ntranslucencyIntensity*=thicknessMap.a;\n#else\ntranslucencyIntensity*=thicknessMap.b;\n#endif\n#endif\n#else\nfloat thickness=vThicknessParam.y;\n#endif\n#if defined(SS_REFRACTION) && defined(SS_REFRACTIONINTENSITY_TEXTURE)\n#ifdef SS_USE_GLTF_TEXTURES\nrefractionIntensity*=refractionIntensityMap.r;\n#else\nrefractionIntensity*=refractionIntensityMap.g;\n#endif\n#endif\n#if defined(SS_TRANSLUCENCY) && defined(SS_TRANSLUCENCYINTENSITY_TEXTURE)\n#ifdef SS_USE_GLTF_TEXTURES\ntranslucencyIntensity*=translucencyIntensityMap.a;\n#else\ntranslucencyIntensity*=translucencyIntensityMap.b;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nthickness=maxEps(thickness);vec4 translucencyColor=vTranslucencyColor;\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\ntranslucencyColor*=translucencyColorMap;\n#endif\nvec3 transmittance=transmittanceBRDF_Burley(translucencyColor.rgb,vDiffusionDistance,thickness);transmittance*=translucencyIntensity;outParams.transmittance=transmittance;outParams.translucencyIntensity=translucencyIntensity;\n#endif\n#ifdef SS_REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\n#ifdef SS_HAS_THICKNESS\nfloat ior=vRefractionInfos.y;\n#else\nfloat ior=vRefractionMicrosurfaceInfos.w;\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nfloat refractionAlphaG=alphaG;refractionAlphaG=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));float refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,refractionAlphaG,NdotVUnclamped);\n#elif defined(SS_LINEARSPECULARREFRACTION)\nfloat refractionRoughness=alphaG;refractionRoughness=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));float refractionLOD=getLinearLodFromRoughness(vRefractionMicrosurfaceInfos.x,refractionRoughness);\n#else\nfloat refractionAlphaG=alphaG;refractionAlphaG=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));float refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,refractionAlphaG);\n#endif\nfloat refraction_ior=vRefractionInfos.y;\n#ifdef SS_DISPERSION\nfloat realIOR=1.0/refraction_ior;float iorDispersionSpread=0.04*dispersion*(realIOR-1.0);vec3 iors=vec3(1.0/(realIOR-iorDispersionSpread),refraction_ior,1.0/(realIOR+iorDispersionSpread));for (int i=0; i<3; i++) {refraction_ior=iors[i];\n#endif\nvec4 envSample=sampleEnvironmentRefraction(refraction_ior,thickness,refractionLOD,normalW,vPositionW,viewDirectionW,view,vRefractionInfos,refractionMatrix,vRefractionMicrosurfaceInfos,alphaG\n#ifdef SS_REFRACTIONMAP_3D\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#else\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,refractionPosition\n,refractionSize\n#endif\n);\n#ifdef SS_DISPERSION\nenvironmentRefraction[i]=envSample[i];}\n#else\nenvironmentRefraction=envSample;\n#endif\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n#ifdef SS_REFRACTION\nvec3 refractionTransmittance=vec3(refractionIntensity);\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec3 volumeAlbedo=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);refractionTransmittance*=cocaLambert(volumeAlbedo,thickness);\n#elif defined(SS_LINKREFRACTIONTOTRANSPARENCY)\nfloat maxChannel=max(max(surfaceAlbedo.r,surfaceAlbedo.g),surfaceAlbedo.b);vec3 volumeAlbedo=saturate(maxChannel*surfaceAlbedo);environmentRefraction.rgb*=volumeAlbedo;\n#else\nvec3 volumeAlbedo=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);refractionTransmittance*=cocaLambert(volumeAlbedo,vThicknessParam.y);\n#endif\n#ifdef SS_ALBEDOFORREFRACTIONTINT\nenvironmentRefraction.rgb*=surfaceAlbedo.rgb;\n#endif\noutParams.surfaceAlbedo=surfaceAlbedo*(1.-refractionIntensity);\n#ifdef REFLECTION\noutParams.refractionFactorForIrradiance=(1.-refractionIntensity);\n#endif\n#ifdef UNUSED_MULTIPLEBOUNCES\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);outParams.specularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,refractionIntensity);\n#endif\nrefractionTransmittance*=1.0-max(outParams.specularEnvironmentReflectance.r,max(outParams.specularEnvironmentReflectance.g,outParams.specularEnvironmentReflectance.b));\n#if DEBUGMODE>0\noutParams.refractionTransmittance=refractionTransmittance;\n#endif\noutParams.finalRefraction=environmentRefraction.rgb*refractionTransmittance*vLightingIntensity.z;\n#if DEBUGMODE>0\noutParams.environmentRefraction=environmentRefraction;\n#endif\n#endif\n#if defined(REFLECTION) && defined(SS_TRANSLUCENCY)\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX) || !defined(USESPHERICALFROMREFLECTIONMAP)\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#else\nvec3 irradianceVector=irradianceVector_;\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP)\n#if defined(REALTIME_FILTERING)\nvec3 refractionIrradiance=irradiance(reflectionSampler,-irradianceVector,vReflectionFilteringInfo,0.0,surfaceAlbedo,irradianceVector\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n);\n#else\nvec3 refractionIrradiance=computeEnvironmentIrradiance(-irradianceVector);\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvec3 irradianceCoords=irradianceVector;\n#else\nvec2 irradianceCoords=irradianceVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nirradianceCoords/=irradianceVector.z;\n#endif\nirradianceCoords.y=1.0-irradianceCoords.y;\n#endif\nvec4 refractionIrradiance=sampleReflection(irradianceSampler,-irradianceCoords);\n#ifdef RGBDREFLECTION\nrefractionIrradiance.rgb=fromRGBD(refractionIrradiance);\n#endif\n#ifdef GAMMAREFLECTION\nrefractionIrradiance.rgb=toLinearSpace(refractionIrradiance.rgb);\n#endif\n#else\nvec4 refractionIrradiance=vec4(0.);\n#endif\nrefractionIrradiance.rgb*=transmittance;\n#ifdef SS_ALBEDOFORTRANSLUCENCYTINT\nrefractionIrradiance.rgb*=surfaceAlbedo.rgb;\n#endif\noutParams.refractionIrradiance=refractionIrradiance.rgb;\n#endif\nreturn outParams;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBlockSubSurface = { name, shader };\n"]}
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{"version":3,"file":"pbrBlockSubSurface.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockSubSurface.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Yd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockSubSurface\";\nconst shader = `struct subSurfaceOutParams\n{vec3 specularEnvironmentReflectance;\n#ifdef SS_REFRACTION\nvec3 finalRefraction;vec3 surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nfloat alpha;\n#endif\nfloat refractionOpacity;\n#endif\n#ifdef SS_TRANSLUCENCY\nvec3 transmittance;float translucencyIntensity;\n#ifdef REFLECTION\nvec3 refractionIrradiance;\n#endif\n#endif\n#if DEBUGMODE>0\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap;\n#endif\n#ifdef SS_REFRACTION\nvec4 environmentRefraction;vec3 refractionTransmittance;\n#endif\n#endif\n};\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#define pbr_inline\n#define inline\nvec4 sampleEnvironmentRefraction(\nin float ior\n,in float thickness\n,in float refractionLOD\n,in vec3 normalW\n,in vec3 vPositionW\n,in vec3 viewDirectionW\n,in mat4 view\n,in vec4 vRefractionInfos\n,in mat4 refractionMatrix\n,in vec4 vRefractionMicrosurfaceInfos\n,in float alphaG\n#ifdef SS_REFRACTIONMAP_3D\n,in samplerCube refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,in samplerCube refractionSamplerLow\n,in samplerCube refractionSamplerHigh\n#endif\n#else\n,in sampler2D refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,in sampler2D refractionSamplerLow\n,in sampler2D refractionSamplerHigh\n#endif\n#endif\n#ifdef ANISOTROPIC\n,in anisotropicOutParams anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,in vec3 refractionPosition\n,in vec3 refractionSize\n#endif\n) {vec4 environmentRefraction=vec4(0.,0.,0.,0.);\n#ifdef ANISOTROPIC\nvec3 refractionVector=refract(-viewDirectionW,anisotropicOut.anisotropicNormal,ior);\n#else\nvec3 refractionVector=refract(-viewDirectionW,normalW,ior);\n#endif\n#ifdef SS_REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n#ifdef SS_REFRACTIONMAP_3D\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,refractionSize,refractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;vec3 refractionCoords=refractionVector;refractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\n#ifdef SS_USE_THICKNESS_AS_DEPTH\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*thickness,1.0)));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\n#endif\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODBASEDMICROSFURACE\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef SS_LODINREFRACTIONALPHA\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);float requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\n#if defined(REALTIME_FILTERING) && defined(SS_REFRACTIONMAP_3D)\nenvironmentRefraction=vec4(radiance(alphaG,refractionSampler,refractionCoords,vRefractionFilteringInfo),1.0);\n#else\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#endif\n#else\nfloat lodRefractionNormalized=saturate(refractionLOD/log2(vRefractionMicrosurfaceInfos.x));float lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;vec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);if (lodRefractionNormalizedDoubled<1.0){environmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);} else {environmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);}\n#endif\n#ifdef SS_RGBDREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef SS_GAMMAREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\nreturn environmentRefraction;}\n#endif\n#define pbr_inline\n#define inline\nsubSurfaceOutParams subSurfaceBlock(\nin vec3 vSubSurfaceIntensity\n,in vec2 vThicknessParam\n,in vec4 vTintColor\n,in vec3 normalW\n,in vec3 specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,in vec4 thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,in vec4 refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,in vec4 translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,in mat4 reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,in vec3 irradianceVector_\n#endif\n#if defined(REALTIME_FILTERING)\n,in samplerCube reflectionSampler\n,in vec2 vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,in sampler2D icdfSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,in samplerCube irradianceSampler\n#else\n,in sampler2D irradianceSampler\n#endif\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,in vec3 surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,in vec3 vPositionW\n,in vec3 viewDirectionW\n,in mat4 view\n,in vec4 vRefractionInfos\n,in mat4 refractionMatrix\n,in vec4 vRefractionMicrosurfaceInfos\n,in vec4 vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,in float alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,in float NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,in float roughness\n#endif\n,in float alphaG\n#ifdef SS_REFRACTIONMAP_3D\n,in samplerCube refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,in samplerCube refractionSamplerLow\n,in samplerCube refractionSamplerHigh\n#endif\n#else\n,in sampler2D refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,in sampler2D refractionSamplerLow\n,in sampler2D refractionSamplerHigh\n#endif\n#endif\n#ifdef ANISOTROPIC\n,in anisotropicOutParams anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,in vec3 refractionPosition\n,in vec3 refractionSize\n#endif\n#ifdef SS_DISPERSION\n,in float dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,in vec3 vDiffusionDistance\n,in vec4 vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,in vec4 translucencyColorMap\n#endif\n#endif\n)\n{subSurfaceOutParams outParams;outParams.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#ifdef SS_REFRACTION\nfloat refractionIntensity=vSubSurfaceIntensity.x;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nrefractionIntensity*=(1.0-alpha);outParams.alpha=1.0;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nfloat translucencyIntensity=vSubSurfaceIntensity.y;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n#ifdef SS_USE_GLTF_TEXTURES\nfloat thickness=thicknessMap.g*vThicknessParam.y+vThicknessParam.x;\n#else\nfloat thickness=thicknessMap.r*vThicknessParam.y+vThicknessParam.x;\n#endif\n#if DEBUGMODE>0\noutParams.thicknessMap=thicknessMap;\n#endif\n#if defined(SS_REFRACTION) && defined(SS_REFRACTION_USE_INTENSITY_FROM_THICKNESS)\n#ifdef SS_USE_GLTF_TEXTURES\nrefractionIntensity*=thicknessMap.r;\n#else\nrefractionIntensity*=thicknessMap.g;\n#endif\n#endif\n#if defined(SS_TRANSLUCENCY) && defined(SS_TRANSLUCENCY_USE_INTENSITY_FROM_THICKNESS)\n#ifdef SS_USE_GLTF_TEXTURES\ntranslucencyIntensity*=thicknessMap.a;\n#else\ntranslucencyIntensity*=thicknessMap.b;\n#endif\n#endif\n#else\nfloat thickness=vThicknessParam.y;\n#endif\n#if defined(SS_REFRACTION) && defined(SS_REFRACTIONINTENSITY_TEXTURE)\n#ifdef SS_USE_GLTF_TEXTURES\nrefractionIntensity*=refractionIntensityMap.r;\n#else\nrefractionIntensity*=refractionIntensityMap.g;\n#endif\n#endif\n#if defined(SS_TRANSLUCENCY) && defined(SS_TRANSLUCENCYINTENSITY_TEXTURE)\n#ifdef SS_USE_GLTF_TEXTURES\ntranslucencyIntensity*=translucencyIntensityMap.a;\n#else\ntranslucencyIntensity*=translucencyIntensityMap.b;\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nthickness=maxEps(thickness);vec4 translucencyColor=vTranslucencyColor;\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\ntranslucencyColor*=translucencyColorMap;\n#endif\nvec3 transmittance=transmittanceBRDF_Burley(translucencyColor.rgb,vDiffusionDistance,thickness);transmittance*=translucencyIntensity;outParams.transmittance=transmittance;outParams.translucencyIntensity=translucencyIntensity;\n#endif\n#ifdef SS_REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\n#ifdef SS_HAS_THICKNESS\nfloat ior=vRefractionInfos.y;\n#else\nfloat ior=vRefractionMicrosurfaceInfos.w;\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nfloat refractionAlphaG=alphaG;refractionAlphaG=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));float refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,refractionAlphaG,NdotVUnclamped);\n#elif defined(SS_LINEARSPECULARREFRACTION)\nfloat refractionRoughness=alphaG;refractionRoughness=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));float refractionLOD=getLinearLodFromRoughness(vRefractionMicrosurfaceInfos.x,refractionRoughness);\n#else\nfloat refractionAlphaG=alphaG;refractionAlphaG=mix(alphaG,0.0,clamp(ior*3.0-2.0,0.0,1.0));float refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,refractionAlphaG);\n#endif\nfloat refraction_ior=vRefractionInfos.y;\n#ifdef SS_DISPERSION\nfloat realIOR=1.0/refraction_ior;float iorDispersionSpread=0.04*dispersion*(realIOR-1.0);vec3 iors=vec3(1.0/(realIOR-iorDispersionSpread),refraction_ior,1.0/(realIOR+iorDispersionSpread));for (int i=0; i<3; i++) {refraction_ior=iors[i];\n#endif\nvec4 envSample=sampleEnvironmentRefraction(refraction_ior,thickness,refractionLOD,normalW,vPositionW,viewDirectionW,view,vRefractionInfos,refractionMatrix,vRefractionMicrosurfaceInfos,alphaG\n#ifdef SS_REFRACTIONMAP_3D\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#else\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,refractionPosition\n,refractionSize\n#endif\n);\n#ifdef SS_DISPERSION\nenvironmentRefraction[i]=envSample[i];}\n#else\nenvironmentRefraction=envSample;\n#endif\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n#ifdef SS_REFRACTION\nvec3 refractionTransmittance=vec3(refractionIntensity);\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec3 volumeAlbedo=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);refractionTransmittance*=cocaLambert(volumeAlbedo,thickness);\n#elif defined(SS_LINKREFRACTIONTOTRANSPARENCY)\nfloat maxChannel=max(max(surfaceAlbedo.r,surfaceAlbedo.g),surfaceAlbedo.b);vec3 volumeAlbedo=saturate(maxChannel*surfaceAlbedo);environmentRefraction.rgb*=volumeAlbedo;\n#else\nvec3 volumeAlbedo=computeColorAtDistanceInMedia(vTintColor.rgb,vTintColor.w);refractionTransmittance*=cocaLambert(volumeAlbedo,vThicknessParam.y);\n#endif\n#ifdef SS_ALBEDOFORREFRACTIONTINT\nenvironmentRefraction.rgb*=surfaceAlbedo.rgb;\n#endif\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\noutParams.surfaceAlbedo=surfaceAlbedo*(1.-refractionIntensity);outParams.refractionOpacity=1.0;\n#else\noutParams.surfaceAlbedo=surfaceAlbedo;outParams.refractionOpacity=(1.-refractionIntensity);\n#endif\n#ifdef UNUSED_MULTIPLEBOUNCES\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);outParams.specularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,refractionIntensity);\n#endif\n#if DEBUGMODE>0\noutParams.refractionTransmittance=refractionTransmittance;\n#endif\noutParams.finalRefraction=environmentRefraction.rgb*refractionTransmittance*vLightingIntensity.z;outParams.finalRefraction*=vec3(1.0)-specularEnvironmentReflectance;\n#if DEBUGMODE>0\noutParams.environmentRefraction=environmentRefraction;\n#endif\n#endif\n#if defined(REFLECTION) && defined(SS_TRANSLUCENCY)\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX) || !defined(USESPHERICALFROMREFLECTIONMAP)\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#else\nvec3 irradianceVector=irradianceVector_;\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP)\n#if defined(REALTIME_FILTERING)\nvec3 refractionIrradiance=irradiance(reflectionSampler,-irradianceVector,vReflectionFilteringInfo,0.0,surfaceAlbedo,irradianceVector\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n);\n#else\nvec3 refractionIrradiance=computeEnvironmentIrradiance(-irradianceVector);\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvec3 irradianceCoords=irradianceVector;\n#else\nvec2 irradianceCoords=irradianceVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nirradianceCoords/=irradianceVector.z;\n#endif\nirradianceCoords.y=1.0-irradianceCoords.y;\n#endif\nvec4 refractionIrradiance=sampleReflection(irradianceSampler,-irradianceCoords);\n#ifdef RGBDREFLECTION\nrefractionIrradiance.rgb=fromRGBD(refractionIrradiance);\n#endif\n#ifdef GAMMAREFLECTION\nrefractionIrradiance.rgb=toLinearSpace(refractionIrradiance.rgb);\n#endif\n#else\nvec4 refractionIrradiance=vec4(0.);\n#endif\nrefractionIrradiance.rgb*=transmittance;\n#ifdef SS_ALBEDOFORTRANSLUCENCYTINT\nrefractionIrradiance.rgb*=surfaceAlbedo.rgb;\n#endif\noutParams.refractionIrradiance=refractionIrradiance.rgb;\n#endif\nreturn outParams;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBlockSubSurface = { name, shader };\n"]}
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@@ -111,7 +111,7 @@ gl_FragColor.rgb=surfaceAlbedo.rgb;
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gl_FragColor.rgb=clearcoatOut.specularEnvironmentR0;
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#define DEBUGMODE_GAMMA
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#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)
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gl_FragColor.rgb=vec3(reflectivityOut.
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gl_FragColor.rgb=vec3(reflectivityOut.metallic);
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#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)
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gl_FragColor.rgb=reflectivityOut.metallicF0;
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#elif DEBUGMODE==63
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@@ -149,7 +149,7 @@ gl_FragColor.rgb=vec3(eho);
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#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)
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gl_FragColor.rgb=vec3(energyConservationFactor);
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#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
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gl_FragColor.rgb=baseSpecularEnvironmentReflectance;
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#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
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gl_FragColor.rgb=clearcoatOut.clearCoatEnvironmentReflectance;
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@@ -1 +1 @@
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{"version":3,"file":"pbrDebug.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDebug.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,UAAU,CAAC;AACxB,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwLd,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,QAAQ,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDebug\";\nconst shader = `#if DEBUGMODE>0\nif (vClipSpacePosition.x/vClipSpacePosition.w>=vDebugMode.x) {\n#if DEBUGMODE==1\ngl_FragColor.rgb=vPositionW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==2 && defined(NORMAL)\ngl_FragColor.rgb=vNormalW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==5\ngl_FragColor.rgb=normalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==6 && defined(MAINUV1)\ngl_FragColor.rgb=vec3(vMainUV1,0.0);\n#elif DEBUGMODE==7 && defined(MAINUV2)\ngl_FragColor.rgb=vec3(vMainUV2,0.0);\n#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==10 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearcoatOut.clearCoatNormalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==11 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicNormal;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==12 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicTangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==13 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicBitangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==20 && defined(ALBEDO)\ngl_FragColor.rgb=albedoTexture.rgb;\n#ifndef GAMMAALBEDO\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==21 && defined(AMBIENT)\ngl_FragColor.rgb=aoOut.ambientOcclusionColorMap.rgb;\n#elif DEBUGMODE==22 && defined(OPACITY)\ngl_FragColor.rgb=opacityMap.rgb;\n#elif DEBUGMODE==23 && defined(EMISSIVE)\ngl_FragColor.rgb=emissiveColorTex.rgb;\n#ifndef GAMMAEMISSIVE\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==24 && defined(LIGHTMAP)\ngl_FragColor.rgb=lightmapColor.rgb;\n#ifndef GAMMALIGHTMAP\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceMetallicColorMap.rgb;\n#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceReflectivityColorMap.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatMapData.rg,0.0);\n#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ngl_FragColor.rgb=clearcoatOut.clearCoatTintMapData.rgb;\n#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ngl_FragColor.rgb=sheenOut.sheenMapData.rgb;\n#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ngl_FragColor.rgb=anisotropicOut.anisotropyMapData.rgb;\n#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ngl_FragColor.rgb=subSurfaceOut.thicknessMap.rgb;\n#elif DEBUGMODE==32 && defined(BUMP)\ngl_FragColor.rgb=texture2D(bumpSampler,vBumpUV).rgb;\n#elif DEBUGMODE==40 && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.environmentRefraction.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==41 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentRadiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)\ngl_FragColor.rgb=clearcoatOut.environmentClearCoatRadiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==50\ngl_FragColor.rgb=diffuseBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==51 && defined(SPECULARTERM)\ngl_FragColor.rgb=specularBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==52 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearCoatBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==53 && defined(SHEEN)\ngl_FragColor.rgb=sheenBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==54 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentIrradiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==60\ngl_FragColor.rgb=surfaceAlbedo.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==61\ngl_FragColor.rgb=clearcoatOut.specularEnvironmentR0;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=vec3(reflectivityOut.
|
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1
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+
{"version":3,"file":"pbrDebug.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDebug.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,UAAU,CAAC;AACxB,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwLd,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,QAAQ,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDebug\";\nconst shader = `#if DEBUGMODE>0\nif (vClipSpacePosition.x/vClipSpacePosition.w>=vDebugMode.x) {\n#if DEBUGMODE==1\ngl_FragColor.rgb=vPositionW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==2 && defined(NORMAL)\ngl_FragColor.rgb=vNormalW.rgb;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)\ngl_FragColor.rgb=TBN[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==5\ngl_FragColor.rgb=normalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==6 && defined(MAINUV1)\ngl_FragColor.rgb=vec3(vMainUV1,0.0);\n#elif DEBUGMODE==7 && defined(MAINUV2)\ngl_FragColor.rgb=vec3(vMainUV2,0.0);\n#elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[0];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)\ngl_FragColor.rgb=clearcoatOut.TBNClearCoat[1];\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==10 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearcoatOut.clearCoatNormalW;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==11 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicNormal;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==12 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicTangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==13 && defined(ANISOTROPIC)\ngl_FragColor.rgb=anisotropicOut.anisotropicBitangent;\n#define DEBUGMODE_NORMALIZE\n#elif DEBUGMODE==20 && defined(ALBEDO)\ngl_FragColor.rgb=albedoTexture.rgb;\n#ifndef GAMMAALBEDO\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==21 && defined(AMBIENT)\ngl_FragColor.rgb=aoOut.ambientOcclusionColorMap.rgb;\n#elif DEBUGMODE==22 && defined(OPACITY)\ngl_FragColor.rgb=opacityMap.rgb;\n#elif DEBUGMODE==23 && defined(EMISSIVE)\ngl_FragColor.rgb=emissiveColorTex.rgb;\n#ifndef GAMMAEMISSIVE\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==24 && defined(LIGHTMAP)\ngl_FragColor.rgb=lightmapColor.rgb;\n#ifndef GAMMALIGHTMAP\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceMetallicColorMap.rgb;\n#elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.surfaceReflectivityColorMap.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatMapData.rg,0.0);\n#elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\ngl_FragColor.rgb=clearcoatOut.clearCoatTintMapData.rgb;\n#elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)\ngl_FragColor.rgb=sheenOut.sheenMapData.rgb;\n#elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)\ngl_FragColor.rgb=anisotropicOut.anisotropyMapData.rgb;\n#elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)\ngl_FragColor.rgb=subSurfaceOut.thicknessMap.rgb;\n#elif DEBUGMODE==32 && defined(BUMP)\ngl_FragColor.rgb=texture2D(bumpSampler,vBumpUV).rgb;\n#elif DEBUGMODE==40 && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.environmentRefraction.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==41 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentRadiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)\ngl_FragColor.rgb=clearcoatOut.environmentClearCoatRadiance.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==50\ngl_FragColor.rgb=diffuseBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==51 && defined(SPECULARTERM)\ngl_FragColor.rgb=specularBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==52 && defined(CLEARCOAT)\ngl_FragColor.rgb=clearCoatBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==53 && defined(SHEEN)\ngl_FragColor.rgb=sheenBase.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==54 && defined(REFLECTION)\ngl_FragColor.rgb=reflectionOut.environmentIrradiance.rgb;\n#ifndef GAMMAREFLECTION\n#define DEBUGMODE_GAMMA\n#endif\n#elif DEBUGMODE==60\ngl_FragColor.rgb=surfaceAlbedo.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==61\ngl_FragColor.rgb=clearcoatOut.specularEnvironmentR0;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==62 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=vec3(reflectivityOut.metallic);\n#elif DEBUGMODE==71 && defined(METALLICWORKFLOW)\ngl_FragColor.rgb=reflectivityOut.metallicF0;\n#elif DEBUGMODE==63\ngl_FragColor.rgb=vec3(roughness);\n#elif DEBUGMODE==64\ngl_FragColor.rgb=vec3(alphaG);\n#elif DEBUGMODE==65\ngl_FragColor.rgb=vec3(NdotV);\n#elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)\ngl_FragColor.rgb=clearcoatOut.clearCoatColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==67 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatRoughness);\n#elif DEBUGMODE==68 && defined(CLEARCOAT)\ngl_FragColor.rgb=vec3(clearcoatOut.clearCoatNdotV);\n#elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)\ngl_FragColor.rgb=subSurfaceOut.transmittance;\n#elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)\ngl_FragColor.rgb=subSurfaceOut.refractionTransmittance;\n#elif DEBUGMODE==72\ngl_FragColor.rgb=vec3(microSurface);\n#elif DEBUGMODE==73\ngl_FragColor.rgb=vAlbedoColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)\ngl_FragColor.rgb=vReflectivityColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==75\ngl_FragColor.rgb=vEmissiveColor.rgb;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)\ngl_FragColor.rgb=vec3(seo);\n#elif DEBUGMODE==81 && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\ngl_FragColor.rgb=vec3(eho);\n#elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)\ngl_FragColor.rgb=vec3(energyConservationFactor);\n#elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=baseSpecularEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\ngl_FragColor.rgb=clearcoatOut.clearCoatEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)\ngl_FragColor.rgb=sheenOut.sheenEnvironmentReflectance;\n#define DEBUGMODE_GAMMA\n#elif DEBUGMODE==86 && defined(ALPHABLEND)\ngl_FragColor.rgb=vec3(luminanceOverAlpha);\n#elif DEBUGMODE==87\ngl_FragColor.rgb=vec3(alpha);\n#elif DEBUGMODE==88 && defined(ALBEDO)\ngl_FragColor.rgb=vec3(albedoTexture.a);\n#elif DEBUGMODE==89\ngl_FragColor.rgb=aoOut.ambientOcclusionColor.rgb;\n#else\nfloat stripeWidth=30.;float stripePos=floor(gl_FragCoord.x/stripeWidth);float whichColor=mod(stripePos,2.);vec3 color1=vec3(.6,.2,.2);vec3 color2=vec3(.3,.1,.1);gl_FragColor.rgb=mix(color1,color2,whichColor);\n#endif\ngl_FragColor.rgb*=vDebugMode.y;\n#ifdef DEBUGMODE_NORMALIZE\ngl_FragColor.rgb=normalize(gl_FragColor.rgb)*0.5+0.5;\n#endif\n#ifdef DEBUGMODE_GAMMA\ngl_FragColor.rgb=toGammaSpace(gl_FragColor.rgb);\n#endif\ngl_FragColor.a=1.0;\n#ifdef PREPASS\ngl_FragData[0]=toLinearSpace(gl_FragColor); \ngl_FragData[1]=vec4(0.,0.,0.,0.); \n#endif\n#ifdef DEBUGMODE_FORCERETURN\nreturn;\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrDebug = { name, shader };\n"]}
|
|
@@ -56,11 +56,7 @@ float diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness)
|
|
|
56
56
|
return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}
|
|
57
57
|
#endif
|
|
58
58
|
#ifdef SPECULARTERM
|
|
59
|
-
vec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3
|
|
60
|
-
#ifdef METALLICWORKFLOW
|
|
61
|
-
reflectance90=clamp(reflectance90*2.0*(ior-1.0),0.0,1.0);
|
|
62
|
-
#endif
|
|
63
|
-
vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);
|
|
59
|
+
vec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 fresnel,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);
|
|
64
60
|
#ifdef IRIDESCENCE
|
|
65
61
|
fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
|
|
66
62
|
#endif
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Fd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{vec3 diffuse;\n#ifdef SS_TRANSLUCENCY\nvec3 diffuseTransmission;\n#endif\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef CLEARCOAT\nvec4 clearCoat;\n#endif\n#ifdef SHEEN\nvec3 sheen;\n#endif\n};float adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nfloat lightRoughness=lightRadius/lightDistance;float totalRoughness=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nvec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {return mix(groundColor,lightColor,info.NdotL);}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec3 computeAreaDiffuseLighting(preLightingInfo info,vec3 lightColor) {return info.areaLightDiffuse*lightColor;}\n#endif\nvec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {vec3 diffuseTerm=vec3(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return toLinearSpace(textureColor);}\n#ifdef SS_TRANSLUCENCY\nvec3 computeDiffuseTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {vec3 transmittanceNdotL=vec3(0.);float NdotL=absEps(info.NdotLUnclamped);\n#ifndef SS_TRANSLUCENCY_LEGACY\nif (info.NdotLUnclamped<0.0) {\n#endif\nfloat wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);float trAdapt=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);\n#ifndef SS_TRANSLUCENCY_LEGACY\n}\nvec3 diffuseTerm=vec3(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\n#else\nfloat diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);\n#endif\nreturn diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}\n#endif\n#ifdef SPECULARTERM\nvec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 fresnel,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nfloat smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec3 computeAreaSpecularLighting(preLightingInfo info,vec3 specularColor) {vec3 fresnel=( specularColor*info.areaLightFresnel.x+( vec3( 1.0 )-specularColor )*info.areaLightFresnel.y );return specularColor*fresnel*info.areaLightSpecular;}\n#endif\n#endif\n#ifdef ANISOTROPIC\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nvec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {float NccdotL=saturateEps(dot(Ncc,info.L));float NccdotH=saturateEps(dot(Ncc,info.H));float clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);float fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;float distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);float kelemenVisibility=visibility_Kelemen(info.VdotH);float clearCoatTerm=fresnel*distribution*kelemenVisibility;return vec4(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nvec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);float NdotLRefract=saturateEps(dot(Ncc,LRefract));vec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nvec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);float fresnel=1.;float distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nfloat visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nfloat visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nfloat sheenTerm=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrDirectLightingFunctions = { name, shader };\n"]}
|
package/Shaders/pbr.fragment.js
CHANGED
|
@@ -340,7 +340,7 @@ vSheenColor
|
|
|
340
340
|
,sheenMapData
|
|
341
341
|
,vSheenInfos.y
|
|
342
342
|
#endif
|
|
343
|
-
,
|
|
343
|
+
,reflectanceF0
|
|
344
344
|
#ifdef SHEEN_LINKWITHALBEDO
|
|
345
345
|
,baseColor
|
|
346
346
|
,surfaceAlbedo
|
|
@@ -500,7 +500,11 @@ vSubSurfaceIntensity
|
|
|
500
500
|
,vThicknessParam
|
|
501
501
|
,vTintColor
|
|
502
502
|
,normalW
|
|
503
|
-
|
|
503
|
+
#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION
|
|
504
|
+
,vec3(max(cumulativeSpecularEnvironmentReflectance.r,max(cumulativeSpecularEnvironmentReflectance.g,cumulativeSpecularEnvironmentReflectance.b)))
|
|
505
|
+
#else
|
|
506
|
+
,baseSpecularEnvironmentReflectance
|
|
507
|
+
#endif
|
|
504
508
|
#ifdef SS_THICKNESSANDMASK_TEXTURE
|
|
505
509
|
,thicknessMap
|
|
506
510
|
#endif
|
|
@@ -585,7 +589,7 @@ alpha=subSurfaceOut.alpha;
|
|
|
585
589
|
#endif
|
|
586
590
|
#endif
|
|
587
591
|
#else
|
|
588
|
-
subSurfaceOut.specularEnvironmentReflectance=
|
|
592
|
+
subSurfaceOut.specularEnvironmentReflectance=cumulativeSpecularEnvironmentReflectance;
|
|
589
593
|
#endif
|
|
590
594
|
#include<pbrBlockDirectLighting>
|
|
591
595
|
#include<lightFragment>[0..maxSimultaneousLights]
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbr.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/pbr.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,0CAA0C,CAAC;AAClD,OAAO,+BAA+B,CAAC;AACvC,OAAO,sCAAsC,CAAC;AAC9C,OAAO,+BAA+B,CAAC;AACvC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,gCAAgC,CAAC;AACxC,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,0CAA0C,CAAC;AAClD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,2BAA2B,CAAC;AAEnC,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwiBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef BASE_WEIGHT\nvec4 baseWeightTexture=texture2D(baseWeightSampler,vBaseWeightUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nvAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,vAlbedoInfos\n#endif\n,baseWeight\n#ifdef BASE_WEIGHT\n,baseWeightTexture\n,vBaseWeightInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,vDecalInfos\n#endif\n);vec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;float alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos\n#endif\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else \nvec3 baseColor=surfaceAlbedo;reflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);vec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nfloat baseDiffuseRoughnessTexture=texture2D(baseDiffuseRoughnessSampler,vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\nreflectivityOut=reflectivityBlock(\nvReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n,baseDiffuseRoughness\n#ifdef BASE_DIFFUSE_ROUGHNESS\n,baseDiffuseRoughnessTexture\n,vBaseDiffuseRoughnessInfos\n#endif\n#ifdef REFLECTIVITY\n,vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n);float microSurface=reflectivityOut.microSurface;float roughness=reflectivityOut.roughness;float diffuseRoughness=reflectivityOut.diffuseRoughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nvAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW\n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nvPositionW\n,normalW\n,alphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,viewDirectionW\n,diffuseRoughness\n,baseColor\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nvSheenColor\n#ifdef SHEEN_ROUGHNESS\n,vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,vSheenInfos.y\n#endif\n,reflectance\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nvIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n,vClearCoatParams\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);float iridescenceIntensity=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nvPositionW\n,geometricNormalW\n,viewDirectionW\n,vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,vClearCoatTintParams\n,clearCoatColorAtDistance\n,vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,vClearCoatBumpInfos\n,clearCoatBumpMapData\n,vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,(gl_FrontFacing ? 1. : -1.)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvec4 translucencyColorMap=texture2D(translucencyColorSampler,vTranslucencyColorUV+uvOffset);\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA\ntranslucencyColorMap=toLinearSpace(translucencyColorMap);\n#endif\n#endif\nsubSurfaceOut=subSurfaceBlock(\nvSubSurfaceIntensity\n,vThicknessParam\n,vTintColor\n,normalW\n,specularEnvironmentReflectance\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,vPositionW\n,viewDirectionW\n,view\n,vRefractionInfos\n,refractionMatrix\n,vRefractionMicrosurfaceInfos\n,vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,vRefractionPosition\n,vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,vDiffusionDistance\n,vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
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1
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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef BASE_WEIGHT\nvec4 baseWeightTexture=texture2D(baseWeightSampler,vBaseWeightUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nvAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,vAlbedoInfos\n#endif\n,baseWeight\n#ifdef BASE_WEIGHT\n,baseWeightTexture\n,vBaseWeightInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,vDecalInfos\n#endif\n);vec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;float alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos\n#endif\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else \nvec3 baseColor=surfaceAlbedo;reflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);vec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nfloat baseDiffuseRoughnessTexture=texture2D(baseDiffuseRoughnessSampler,vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\nreflectivityOut=reflectivityBlock(\nvReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n,baseDiffuseRoughness\n#ifdef BASE_DIFFUSE_ROUGHNESS\n,baseDiffuseRoughnessTexture\n,vBaseDiffuseRoughnessInfos\n#endif\n#ifdef REFLECTIVITY\n,vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n);float microSurface=reflectivityOut.microSurface;float roughness=reflectivityOut.roughness;float diffuseRoughness=reflectivityOut.diffuseRoughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nvAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW\n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nvPositionW\n,normalW\n,alphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,viewDirectionW\n,diffuseRoughness\n,baseColor\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nvSheenColor\n#ifdef SHEEN_ROUGHNESS\n,vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,vSheenInfos.y\n#endif\n,reflectanceF0\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nvIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n,vClearCoatParams\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);float iridescenceIntensity=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nvPositionW\n,geometricNormalW\n,viewDirectionW\n,vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,vClearCoatTintParams\n,clearCoatColorAtDistance\n,vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,vClearCoatBumpInfos\n,clearCoatBumpMapData\n,vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,(gl_FrontFacing ? 1. : -1.)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvec4 translucencyColorMap=texture2D(translucencyColorSampler,vTranslucencyColorUV+uvOffset);\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA\ntranslucencyColorMap=toLinearSpace(translucencyColorMap);\n#endif\n#endif\nsubSurfaceOut=subSurfaceBlock(\nvSubSurfaceIntensity\n,vThicknessParam\n,vTintColor\n,normalW\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\n,vec3(max(cumulativeSpecularEnvironmentReflectance.r,max(cumulativeSpecularEnvironmentReflectance.g,cumulativeSpecularEnvironmentReflectance.b)))\n#else\n,baseSpecularEnvironmentReflectance\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,vPositionW\n,viewDirectionW\n,view\n,vRefractionInfos\n,refractionMatrix\n,vRefractionMicrosurfaceInfos\n,vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,vRefractionPosition\n,vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,vDiffusionDistance\n,vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=cumulativeSpecularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
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@@ -88,10 +88,14 @@ info.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);
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info.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb);
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fresnel=fresnelSchlickGGXVec3(preInfo.VdotH,vec3f(reflectanceF0),specularEnvironmentR90);coloredFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90);
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info.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);
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info.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,
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info.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,coloredFresnel,AARoughnessFactors.x,diffuse{X}.rgb);
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{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwUd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,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\nvar diffuse{X}: vec4f=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.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,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,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},iesLightTexture{X}Sampler);\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},iesLightTexture{X}Sampler);\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},iesLightTexture{X}Sampler);\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},iesLightTexture{X}Sampler);\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=vec3f(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,uniforms.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},iesLightTexture{X}Sampler);\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 define(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nuniforms.vReflectionInfos.y\n#endif\n);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},fragmentInputs.vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X}\nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++)\n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.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(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,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(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,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(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightFragmentWGSL = { name, shader };\n"]}
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{"version":3,"file":"lightFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Ud,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,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\nvar diffuse{X}: vec4f=light{X}.vLightDiffuse;\n#define CUSTOM_LIGHT{X}_COLOR \n#ifdef PBR\n#ifdef SPOTLIGHT{X}\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.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,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,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},iesLightTexture{X}Sampler);\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},iesLightTexture{X}Sampler);\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},iesLightTexture{X}Sampler);\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},iesLightTexture{X}Sampler);\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=vec3f(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\nfresnel=fresnelSchlickGGXVec3(preInfo.VdotH,vec3f(reflectanceF0),specularEnvironmentR90);coloredFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90);\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\ninfo.diffuse*=(vec3f(1.0)-fresnel);\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,coloredFresnel,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#endif\n#endif\n#ifndef AREALIGHT{X}\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\n#ifdef HEMILIGHT{X}\npreInfo.roughness=sheenOut.sheenRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);\n#endif\n#ifdef CLEARCOAT\n#ifdef HEMILIGHT{X}\npreInfo.roughness=clearcoatOut.clearCoatRoughness;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);\n#ifdef CLEARCOAT_TINT\nabsorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\n#endif\n#else\n#ifdef SPOTLIGHT{X}\n#ifdef IESLIGHTTEXTURE{X}\ninfo=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X},iesLightTexture{X}Sampler);\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 define(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)\ninfo=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,\n#ifdef AREALIGHTNOROUGHTNESS\n0.5\n#else\nuniforms.vReflectionInfos.y\n#endif\n);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},fragmentInputs.vPositionW);\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCSMDEBUG{X}\nvar shadowDebug{X}: vec3f;\n#endif\n#ifdef SHADOWCSM{X}\n#ifdef SHADOWCSMUSESHADOWMAXZ{X}\nvar index{X}: i32=-1;\n#else\nvar index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;\n#endif\nvar diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++)\n{\n#ifdef SHADOWCSM_RIGHTHANDED{X}\ndiff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;\n#else\ndiff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.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(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,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(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nshadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nshadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#ifdef SHADOWCSMDEBUG{X}\nshadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];\n#endif\n#ifndef SHADOWCSMNOBLEND{X}\nvar frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)\n{index{X}+=1;var nextShadow: f32=0.;\n#if defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nnextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nnextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,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(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#elif defined(SHADOWMEDIUMQUALITY{X})\nnextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#else\nnextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});\n#endif\n#else\nnextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,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(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,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.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lightFragmentWGSL = { name, shader };\n"]}
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