@babylonjs/core 9.1.0 → 9.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.js +2 -2
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.js +1 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/animatorAvatar.js +13 -12
- package/Animations/animatorAvatar.js.map +1 -1
- package/Animations/easing.js +1 -1
- package/Animations/easing.js.map +1 -1
- package/Animations/pathCursor.js +1 -2
- package/Animations/pathCursor.js.map +1 -1
- package/Cameras/geospatialCameraMovement.js +4 -5
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Engines/Extensions/engine.multiview.js +6 -0
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +9 -4
- package/Engines/constants.js +9 -4
- package/Engines/constants.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +38 -11
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +4 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +4 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/Layers/selectionOutlineLayer.d.ts +7 -0
- package/Layers/selectionOutlineLayer.js +18 -1
- package/Layers/selectionOutlineLayer.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.d.ts +7 -0
- package/Layers/thinSelectionOutlineLayer.js +86 -36
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.d.ts +6 -0
- package/Lights/Clustered/clusteredLightContainer.js +42 -0
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Lights/light.d.ts +7 -0
- package/Lights/light.js +10 -0
- package/Lights/light.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js +13 -3
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.d.ts +155 -53
- package/Materials/PBR/openpbrMaterial.js +149 -61
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +36 -31
- package/Materials/PBR/pbrBaseMaterial.js +2 -32
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +10 -0
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/environmentLighting.defines.d.ts +31 -0
- package/Materials/environmentLighting.defines.js +33 -0
- package/Materials/environmentLighting.defines.js.map +1 -0
- package/Materials/material.js +1 -0
- package/Materials/material.js.map +1 -1
- package/Materials/materialHelper.functions.js +8 -2
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.js +10 -3
- package/Materials/materialHelper.geometryrendering.js.map +1 -1
- package/Materials/prepass.defines.d.ts +43 -0
- package/Materials/prepass.defines.js +45 -0
- package/Materials/prepass.defines.js.map +1 -0
- package/Materials/standardMaterial.d.ts +36 -31
- package/Materials/standardMaterial.js +2 -32
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +8 -1
- package/Meshes/abstractMesh.js +9 -2
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/mesh.js +31 -4
- package/Meshes/mesh.js.map +1 -1
- package/Misc/greasedLineTools.js +5 -0
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/tools.js +1 -1
- package/Misc/tools.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.js +2 -4
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +3 -9
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +35 -12
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +20 -0
- package/Rendering/geometryBufferRenderer.js +203 -14
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/objectRenderer.js +1 -0
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js +7 -1
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +5 -0
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js +1 -1
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrBlockPrePass.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrBlockPrePass.js +77 -0
- package/Shaders/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +37 -17
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +43 -17
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +10 -1
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -38
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrIblFunctions.js +4 -2
- package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
- package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
- package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +9 -0
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrVolumeFunctions.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrVolumeFunctions.js +67 -0
- package/Shaders/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/pbrBlockPrePass.js +14 -3
- package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +1 -1
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts +5 -0
- package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js +43 -0
- package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -32
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/sceneFragmentDeclaration.js +1 -1
- package/Shaders/ShadersInclude/sceneFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/sceneUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/sceneUboDeclaration.js.map +1 -1
- package/Shaders/geometry.fragment.d.ts +12 -0
- package/Shaders/geometry.fragment.js +102 -1
- package/Shaders/geometry.fragment.js.map +1 -1
- package/Shaders/geometry.vertex.d.ts +1 -0
- package/Shaders/geometry.vertex.js +46 -2
- package/Shaders/geometry.vertex.js.map +1 -1
- package/Shaders/iblShadowVoxelTracing.fragment.d.ts +1 -0
- package/Shaders/iblShadowVoxelTracing.fragment.js +2 -5
- package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/Shaders/openpbr.fragment.d.ts +3 -1
- package/Shaders/openpbr.fragment.js +69 -8
- package/Shaders/openpbr.fragment.js.map +1 -1
- package/Shaders/openpbr.vertex.js +11 -5
- package/Shaders/openpbr.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/helperFunctions.js +5 -0
- package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +3 -2
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js +101 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +39 -19
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +39 -13
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -34
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +5 -3
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
- package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js +68 -0
- package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +15 -4
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +2 -2
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js +39 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -28
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +2 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
- package/ShadersWGSL/geometry.fragment.d.ts +11 -0
- package/ShadersWGSL/geometry.fragment.js +103 -1
- package/ShadersWGSL/geometry.fragment.js.map +1 -1
- package/ShadersWGSL/geometry.vertex.d.ts +1 -0
- package/ShadersWGSL/geometry.vertex.js +47 -3
- package/ShadersWGSL/geometry.vertex.js.map +1 -1
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.d.ts +1 -0
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -7
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/ShadersWGSL/openpbr.fragment.d.ts +3 -1
- package/ShadersWGSL/openpbr.fragment.js +70 -9
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/openpbr.vertex.js +6 -0
- package/ShadersWGSL/openpbr.vertex.js.map +1 -1
- package/XR/webXRSessionManager.js +7 -5
- package/XR/webXRSessionManager.js.map +1 -1
- package/package.json +1 -1
- package/readme.md +4 -0
- package/scene.d.ts +7 -0
- package/scene.js +13 -0
- package/scene.js.map +1 -1
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@@ -4,8 +4,19 @@ import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
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import "./ShadersInclude/bumpFragmentMainFunctions.js";
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import "./ShadersInclude/bumpFragmentFunctions.js";
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import "./ShadersInclude/helperFunctions.js";
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import "./ShadersInclude/pbrFragmentReflectionDeclaration.js";
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import "./ShadersInclude/sceneUboDeclaration.js";
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import "./ShadersInclude/pbrBRDFFunctions.js";
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import "./ShadersInclude/openpbrDielectricReflectance.js";
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import "./ShadersInclude/pbrIBLFunctions.js";
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import "./ShadersInclude/reflectionFunction.js";
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import "./ShadersInclude/openpbrGeometryInfo.js";
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import "./ShadersInclude/openpbrIblFunctions.js";
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import "./ShadersInclude/samplerFragmentDeclaration.js";
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import "./ShadersInclude/clipPlaneFragment.js";
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import "./ShadersInclude/bumpFragment.js";
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import "./ShadersInclude/openpbrSubsurfaceLayerData.js";
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import "./ShadersInclude/openpbrTransmissionLayerData.js";
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const name = "geometryPixelShader";
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const shader = `#ifdef BUMP
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varying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;
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@@ -13,7 +24,7 @@ varying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f
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varying vNormalV: vec3f;
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#endif
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varying vViewPos: vec4f;
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#if defined(POSITION) || defined(BUMP)
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#if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)
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varying vPositionW: vec3f;
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#endif
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#if defined(VELOCITY) || defined(VELOCITY_LINEAR)
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#include<bumpFragmentMainFunctions>
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#include<bumpFragmentFunctions>
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#include<helperFunctions>
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#ifdef IRRADIANCE
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#include<pbrFragmentReflectionDeclaration>
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#ifdef REFLECTION
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#ifdef USEIRRADIANCEMAP
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#include<sceneUboDeclaration>
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uniform reflectionMatrix: mat4x4f;uniform vReflectionInfos: vec2f;uniform vReflectionDominantDirection: vec3f;
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#include<pbrBRDFFunctions>
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#include<openpbrDielectricReflectance>
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#include<pbrIBLFunctions>
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#include<reflectionFunction>
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#include<openpbrGeometryInfo>
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#include<openpbrIblFunctions>
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#elif defined(USESPHERICALFROMREFLECTIONMAP)
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varying vEnvironmentIrradiance: vec3f;
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#endif
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#ifdef IBL_SHADOW_TEXTURE
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var iblShadowSampler: texture_2d<f32>;var iblShadowSamplerSampler: sampler;uniform shadowTextureSize: vec2f;
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#endif
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#ifdef IRRADIANCE_SCATTER_MASK
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uniform vSubsurfaceWeight: f32;
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#include<samplerFragmentDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_SAMPLERNAME_,subsurfaceWeight)
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uniform vSubsurfaceScatterAnisotropy: f32;uniform vTransmissionWeight: f32;
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#include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_SAMPLERNAME_,transmissionWeight)
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uniform vTransmissionScatterAnisotropy: f32;
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#endif
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#endif
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#endif
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@fragment
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fn main(input: FragmentInputs)->FragmentOutputs {
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#include<clipPlaneFragment>
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@@ -152,6 +190,70 @@ reflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness);
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#endif
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fragData[REFLECTIVITY_INDEX]=reflectivity;
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#endif
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#ifdef IRRADIANCE
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var irradiance: vec3f=vec3f(0.0);var irradiance_alpha: f32=1.0;
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#ifdef REFLECTION
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#ifdef IRRADIANCE_SCATTER_MASK
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var vSubsurfaceColor: vec3f=vec3f(1.0);var vSubsurfaceRadius: f32=0.0;var vSubsurfaceRadiusScale: vec3f=vec3f(1.0);
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#include<openpbrSubsurfaceLayerData>(uniforms.vSubsurfaceColor,vSubsurfaceColor,uniforms.vSubsurfaceRadius,vSubsurfaceRadius,uniforms.vSubsurfaceRadiusScale,vSubsurfaceRadiusScale)
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var vTransmissionDepth: f32=1.0;var vTransmissionColor: vec3f=vec3f(1.0);var vTransmissionScatter: vec3f=vec3f(0.0);var vTransmissionDispersionScale: f32=0.0;var vTransmissionDispersionAbbeNumber: f32=0.0;
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#include<openpbrTransmissionLayerData>(uniforms.vTransmissionDispersionScale,vTransmissionDispersionScale,uniforms.vTransmissionDispersionAbbeNumber,vTransmissionDispersionAbbeNumber,uniforms.vTransmissionColor,vTransmissionColor,uniforms.vTransmissionDepth,vTransmissionDepth,uniforms.vTransmissionScatter\\.,vTransmissionScatter.)
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#endif
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#ifdef IBL_SHADOW_TEXTURE
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#ifdef COLORED_IBL_SHADOWS
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let iblShadowValue: vec3f=textureSample(iblShadowSampler,iblShadowSamplerSampler,fragmentInputs.position.xy/uniforms.shadowTextureSize).rgb;
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#else
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let iblShadowValue: vec3f=vec3f(textureSample(iblShadowSampler,iblShadowSamplerSampler,fragmentInputs.position.xy/uniforms.shadowTextureSize).r);
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#endif
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#endif
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#if defined(USEIRRADIANCEMAP)
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#ifdef IRRADIANCE_SCATTER_MASK
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let bendAmount: f32=subsurface_weight*-min(subsurface_scatter_anisotropy,0.0);let mixedBendAmount: f32=mix(bendAmount,-min(transmission_scatter_anisotropy,0.0),transmission_weight);let viewVector: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);let bentNormal: vec3f=mix(normalOutput,viewVector,mixedBendAmount*dot(normalOutput,viewVector));
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#else
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let bentNormal: vec3f=normalOutput;
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#endif
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irradiance=sampleIrradiance(
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bentNormal
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#if defined(NORMAL) && defined(USESPHERICALINVERTEX)
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,input.vEnvironmentIrradiance
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#endif
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#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
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,uniforms.reflectionMatrix
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#endif
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#ifdef USEIRRADIANCEMAP
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,irradianceSampler
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,irradianceSamplerSampler
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#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION
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,uniforms.vReflectionDominantDirection
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#endif
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#endif
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#ifdef REALTIME_FILTERING
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231
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+
,uniforms.vReflectionFilteringInfo
|
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232
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#ifdef IBL_CDF_FILTERING
|
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233
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,icdfSampler
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234
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,icdfSamplerSampler
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235
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+
#endif
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236
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+
#endif
|
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237
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+
,uniforms.vReflectionInfos
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238
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,input.vViewPos.xyz
|
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239
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,1.0
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240
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,vec3f(1.0)
|
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241
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);
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242
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#elif defined(USESPHERICALFROMREFLECTIONMAP)
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243
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irradiance=input.vEnvironmentIrradiance;
|
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#endif
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245
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#ifdef IBL_SHADOW_TEXTURE
|
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246
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irradiance*=iblShadowValue;
|
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#endif
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248
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#ifndef BUMP
|
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249
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let uvOffset: vec2f=vec2f(0.0);
|
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250
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#endif
|
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251
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#ifdef IRRADIANCE_SCATTER_MASK
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irradiance_alpha=min(subsurface_weight+transmission_weight,1.0);
|
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+
#endif
|
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254
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+
#endif
|
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255
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fragData[IRRADIANCE_INDEX]=vec4f(irradiance,irradiance_alpha);
|
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256
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+
#endif
|
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155
257
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#if SCENE_MRT_COUNT>0
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156
258
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fragmentOutputs.fragData0=fragData[0];
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259
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#endif
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Kd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#else\n#ifdef METALLIC_TEXTURE\nvar metallicSamplerSampler: sampler;var metallicSampler: texture_2d<f32>;varying vMetallicUV: vec2f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvar roughnessSamplerSampler: sampler;var roughnessSampler: texture_2d<f32>;varying vRoughnessUV: vec2f;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(input.vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dpdx(input.vPositionW),dpdy(input.vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvar velocity : vec2f=vec2f(0.5)*((input.vPreviousPosition.xy /\ninput.vPreviousPosition.w) -\n(input.vCurrentPosition.xy /\ninput.vCurrentPosition.w));fragData[VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=textureSample(metallicSampler,metallicSamplerSampler,input.vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=textureSample(roughnessSampler,roughnessSamplerSampler,input.vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryPixelShaderWGSL = { name, shader };\n"]}
|
|
1
|
+
{"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mDAAmD,CAAC;AAC3D,OAAO,sCAAsC,CAAC;AAC9C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,+CAA+C,CAAC;AACvD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,6CAA6C,CAAC;AACrD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AACvC,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqQd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrFragmentReflectionDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/openpbrDielectricReflectance\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/openpbrGeometryInfo\";\nimport \"./ShadersInclude/openpbrIblFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/openpbrSubsurfaceLayerData\";\nimport \"./ShadersInclude/openpbrTransmissionLayerData\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#else\n#ifdef METALLIC_TEXTURE\nvar metallicSamplerSampler: sampler;var metallicSampler: texture_2d<f32>;varying vMetallicUV: vec2f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvar roughnessSamplerSampler: sampler;var roughnessSampler: texture_2d<f32>;varying vRoughnessUV: vec2f;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n#ifdef IRRADIANCE\n#include<pbrFragmentReflectionDeclaration>\n#ifdef REFLECTION\n#ifdef USEIRRADIANCEMAP\n#include<sceneUboDeclaration>\nuniform reflectionMatrix: mat4x4f;uniform vReflectionInfos: vec2f;uniform vReflectionDominantDirection: vec3f;\n#include<pbrBRDFFunctions>\n#include<openpbrDielectricReflectance>\n#include<pbrIBLFunctions>\n#include<reflectionFunction>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nvarying vEnvironmentIrradiance: vec3f;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nvar iblShadowSampler: texture_2d<f32>;var iblShadowSamplerSampler: sampler;uniform shadowTextureSize: vec2f;\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nuniform vSubsurfaceWeight: f32;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_SAMPLERNAME_,subsurfaceWeight)\nuniform vSubsurfaceScatterAnisotropy: f32;uniform vTransmissionWeight: f32;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_SAMPLERNAME_,transmissionWeight)\nuniform vTransmissionScatterAnisotropy: f32;\n#endif\n#endif\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(input.vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dpdx(input.vPositionW),dpdy(input.vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvar velocity : vec2f=vec2f(0.5)*((input.vPreviousPosition.xy /\ninput.vPreviousPosition.w) -\n(input.vCurrentPosition.xy /\ninput.vCurrentPosition.w));fragData[VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=textureSample(metallicSampler,metallicSamplerSampler,input.vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=textureSample(roughnessSampler,roughnessSamplerSampler,input.vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#ifdef IRRADIANCE\nvar irradiance: vec3f=vec3f(0.0);var irradiance_alpha: f32=1.0;\n#ifdef REFLECTION\n#ifdef IRRADIANCE_SCATTER_MASK\nvar vSubsurfaceColor: vec3f=vec3f(1.0);var vSubsurfaceRadius: f32=0.0;var vSubsurfaceRadiusScale: vec3f=vec3f(1.0);\n#include<openpbrSubsurfaceLayerData>(uniforms.vSubsurfaceColor,vSubsurfaceColor,uniforms.vSubsurfaceRadius,vSubsurfaceRadius,uniforms.vSubsurfaceRadiusScale,vSubsurfaceRadiusScale)\nvar vTransmissionDepth: f32=1.0;var vTransmissionColor: vec3f=vec3f(1.0);var vTransmissionScatter: vec3f=vec3f(0.0);var vTransmissionDispersionScale: f32=0.0;var vTransmissionDispersionAbbeNumber: f32=0.0;\n#include<openpbrTransmissionLayerData>(uniforms.vTransmissionDispersionScale,vTransmissionDispersionScale,uniforms.vTransmissionDispersionAbbeNumber,vTransmissionDispersionAbbeNumber,uniforms.vTransmissionColor,vTransmissionColor,uniforms.vTransmissionDepth,vTransmissionDepth,uniforms.vTransmissionScatter\\\\.,vTransmissionScatter.)\n#endif\n#ifdef IBL_SHADOW_TEXTURE\n#ifdef COLORED_IBL_SHADOWS\nlet iblShadowValue: vec3f=textureSample(iblShadowSampler,iblShadowSamplerSampler,fragmentInputs.position.xy/uniforms.shadowTextureSize).rgb;\n#else\nlet iblShadowValue: vec3f=vec3f(textureSample(iblShadowSampler,iblShadowSamplerSampler,fragmentInputs.position.xy/uniforms.shadowTextureSize).r);\n#endif\n#endif\n#if defined(USEIRRADIANCEMAP)\n#ifdef IRRADIANCE_SCATTER_MASK\nlet bendAmount: f32=subsurface_weight*-min(subsurface_scatter_anisotropy,0.0);let mixedBendAmount: f32=mix(bendAmount,-min(transmission_scatter_anisotropy,0.0),transmission_weight);let viewVector: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);let bentNormal: vec3f=mix(normalOutput,viewVector,mixedBendAmount*dot(normalOutput,viewVector));\n#else\nlet bentNormal: vec3f=normalOutput;\n#endif\nirradiance=sampleIrradiance(\nbentNormal\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,input.vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,uniforms.vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n,uniforms.vReflectionInfos\n,input.vViewPos.xyz\n,1.0\n,vec3f(1.0)\n);\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nirradiance=input.vEnvironmentIrradiance;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nirradiance*=iblShadowValue;\n#endif\n#ifndef BUMP\nlet uvOffset: vec2f=vec2f(0.0);\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nirradiance_alpha=min(subsurface_weight+transmission_weight,1.0);\n#endif\n#endif\nfragData[IRRADIANCE_INDEX]=vec4f(irradiance,irradiance_alpha);\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryPixelShaderWGSL = { name, shader };\n"]}
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uniform reflectionMatrix: mat4x4f;uniform vReflectionInfos: vec2f;uniform vReflectionColor: vec3f;
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uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;
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uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;
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vertexOutputs.vSubsurfaceWeightUV=(uniforms.subsurfaceWeightMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
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@@ -179,9 +206,26 @@ vertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uv2Updated,1.0,0.0))
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vertexOutputs.vSubsurfaceWeightUV=(uniforms.subsurfaceWeightMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
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#endif
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vertexOutputs.vTransmissionWeightUV=(uniforms.transmissionWeightMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
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#endif
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#ifdef REFLECTION
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#ifdef USESPHERICALFROMREFLECTIONMAP
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var reflectionVector: vec3f=(uniforms.reflectionMatrix*vec4f(normalUpdated,0.0)).xyz;
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#ifdef REFLECTIONMAP_OPPOSITEZ
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reflectionVector.z*=-1.0f;
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#endif
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vertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector)*uniforms.vReflectionInfos.x;
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#endif
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#endif
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{"version":3,"file":"geometry.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6BAA6B,CAAC;AAErC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/bumpVertex\";\n\nconst name = \"geometryVertexShader\";\nconst shader = `#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#include<clipPlaneVertexDeclaration>\nattribute position: vec3f;\n#ifdef HAS_NORMAL_ATTRIBUTE\nattribute normal: vec3f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#ifdef ALPHATEST\nuniform diffuseMatrix: mat4x4f;\n#endif\n#ifdef BUMP\nuniform bumpMatrix: mat4x4f;varying vBumpUV: vec2f;\n#endif\n#ifdef REFLECTIVITY\nuniform reflectivityMatrix: mat4x4f;uniform albedoMatrix: mat4x4f;varying vReflectivityUV: vec2f;varying vAlbedoUV: vec2f;\n#endif\n#ifdef METALLIC_TEXTURE\nvarying vMetallicUV: vec2f;uniform metallicMatrix: mat4x4f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvarying vRoughnessUV: vec2f;uniform roughnessMatrix: mat4x4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;\n#endif\n#ifdef BUMP\nvarying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;\n#ifdef HAS_NORMAL_ATTRIBUTE\nvar normalUpdated: vec3f=vertexInputs.normal;\n#else\nvar normalUpdated: vec3f=vec3f(0.0,0.0,0.0);\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f= vec4f(finalWorld* vec4f(positionUpdated,1.0));\n#ifdef BUMP\nlet vWorldView=scene.view*finalWorld;vertexOutputs.vWorldView0=vWorldView[0];vertexOutputs.vWorldView1=vWorldView[1];vertexOutputs.vWorldView2=vWorldView[2];vertexOutputs.vWorldView3=vWorldView[3];let normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#else\n#ifdef NORMAL_WORLDSPACE\nvertexOutputs.vNormalV=normalize((finalWorld* vec4f(normalUpdated,0.0)).xyz);\n#else\nvertexOutputs.vNormalV=normalize(((scene.view*finalWorld)* vec4f(normalUpdated,0.0)).xyz);\n#endif\n#endif\nvertexOutputs.vViewPos=scene.view*worldPos;\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n#if defined(POSITION) || defined(BUMP)\nvertexOutputs.vPositionW=worldPos.xyz/worldPos.w;\n#endif\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#include<clipPlaneVertex>\n#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uvUpdated;\n#endif\n#ifdef BUMP_UV1\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV1\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV1\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV1\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV1\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uv2Updated;\n#endif\n#ifdef BUMP_UV2\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV2\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV2\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV2\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV2\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#endif\n#include<bumpVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryVertexShaderWGSL = { name, shader };\n"]}
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{"version":3,"file":"geometry.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,6CAA6C,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6BAA6B,CAAC;AAErC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmNd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/bumpVertex\";\n\nconst name = \"geometryVertexShader\";\nconst shader = `#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<sceneUboDeclaration>\n#include<clipPlaneVertexDeclaration>\n#ifdef IRRADIANCE\n#ifdef REFLECTION\nuniform reflectionMatrix: mat4x4f;uniform vReflectionInfos: vec2f;uniform vReflectionColor: vec3f;\n#ifdef USESPHERICALFROMREFLECTIONMAP\nvarying vEnvironmentIrradiance: vec3f;\n#ifdef SPHERICAL_HARMONICS\nuniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;\n#else\nuniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;\n#endif\n#include<harmonicsFunctions>\n#endif\n#endif\n#endif\nattribute position : vec3<f32>;\n#ifdef HAS_NORMAL_ATTRIBUTE\nattribute normal: vec3f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#ifdef ALPHATEST\nuniform diffuseMatrix: mat4x4f;\n#endif\n#ifdef BUMP\nuniform bumpMatrix: mat4x4f;varying vBumpUV: vec2f;\n#endif\n#ifdef REFLECTIVITY\nuniform reflectivityMatrix: mat4x4f;uniform albedoMatrix: mat4x4f;varying vReflectivityUV: vec2f;varying vAlbedoUV: vec2f;\n#endif\n#ifdef METALLIC_TEXTURE\nvarying vMetallicUV: vec2f;uniform metallicMatrix: mat4x4f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvarying vRoughnessUV: vec2f;uniform roughnessMatrix: mat4x4f;\n#endif\n#ifdef SUBSURFACE_WEIGHT\nvarying vSubsurfaceWeightUV: vec2f;uniform subsurfaceWeightMatrix: mat4x4f;\n#endif\n#ifdef TRANSMISSION_WEIGHT\nvarying vTransmissionWeightUV: vec2f;uniform transmissionWeightMatrix: mat4x4f;\n#endif\n#ifdef UV1\nattribute uv: vec2f;\n#endif\n#ifdef UV2\nattribute uv2: vec2f;\n#endif\n#endif\n#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;\n#endif\n#ifdef BUMP\nvarying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nuniform previousViewProjection: mat4x4f;varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;\n#ifdef HAS_NORMAL_ATTRIBUTE\nvar normalUpdated: vec3f=vertexInputs.normal;\n#else\nvar normalUpdated: vec3f=vec3f(0.0,0.0,0.0);\n#endif\n#ifdef UV1\nvar uvUpdated: vec2f=vertexInputs.uv;\n#endif\n#ifdef UV2\nvar uv2Updated: vec2f=vertexInputs.uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=scene.viewProjection*finalWorld*vec4f(positionUpdated,1.0);vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvar worldPos: vec4f= vec4f(finalWorld* vec4f(positionUpdated,1.0));\n#ifdef BUMP\nlet vWorldView=scene.view*finalWorld;vertexOutputs.vWorldView0=vWorldView[0];vertexOutputs.vWorldView1=vWorldView[1];vertexOutputs.vWorldView2=vWorldView[2];vertexOutputs.vWorldView3=vWorldView[3];let normalWorld: mat3x3f= mat3x3f(finalWorld[0].xyz,finalWorld[1].xyz,finalWorld[2].xyz);vertexOutputs.vNormalW=normalize(normalWorld*normalUpdated);\n#else\n#ifdef NORMAL_WORLDSPACE\nvertexOutputs.vNormalV=normalize((finalWorld* vec4f(normalUpdated,0.0)).xyz);\n#else\nvertexOutputs.vNormalV=normalize(((scene.view*finalWorld)* vec4f(normalUpdated,0.0)).xyz);\n#endif\n#endif\nvertexOutputs.vViewPos=scene.view*worldPos;\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvertexOutputs.vCurrentPosition=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#if NUM_BONE_INFLUENCERS>0\nvar previousInfluence: mat4x4f;previousInfluence=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[0])]*vertexInputs.matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[1])]*vertexInputs.matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[2])]*vertexInputs.matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndices[3])]*vertexInputs.matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[0])]*vertexInputs.matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[1])]*vertexInputs.matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[2])]*vertexInputs.matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=uniforms.mPreviousBones[ i32(vertexInputs.matricesIndicesExtra[3])]*vertexInputs.matricesWeightsExtra[3];\n#endif\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld*previousInfluence* vec4f(positionUpdated,1.0);\n#else\nvertexOutputs.vPreviousPosition=uniforms.previousViewProjection*finalPreviousWorld* vec4f(positionUpdated,1.0);\n#endif\n#endif\n#if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)\nvertexOutputs.vPositionW=worldPos.xyz/worldPos.w;\n#endif\nvertexOutputs.position=scene.viewProjection*finalWorld* vec4f(positionUpdated,1.0);\n#include<clipPlaneVertex>\n#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uvUpdated;\n#endif\n#ifdef BUMP_UV1\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV1\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV1\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV1\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV1\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef SUBSURFACE_WEIGHT_UV1\nvertexOutputs.vSubsurfaceWeightUV=(uniforms.subsurfaceWeightMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#ifdef TRANSMISSION_WEIGHT_UV1\nvertexOutputs.vTransmissionWeightUV=(uniforms.transmissionWeightMatrix* vec4f(uvUpdated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvertexOutputs.vUV=(uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\nvertexOutputs.vUV=uv2Updated;\n#endif\n#ifdef BUMP_UV2\nvertexOutputs.vBumpUV=(uniforms.bumpMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef REFLECTIVITY_UV2\nvertexOutputs.vReflectivityUV=(uniforms.reflectivityMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#else\n#ifdef METALLIC_UV2\nvertexOutputs.vMetallicUV=(uniforms.metallicMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef ROUGHNESS_UV2\nvertexOutputs.vRoughnessUV=(uniforms.roughnessMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#ifdef ALBEDO_UV2\nvertexOutputs.vAlbedoUV=(uniforms.albedoMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef SUBSURFACE_WEIGHT_UV2\nvertexOutputs.vSubsurfaceWeightUV=(uniforms.subsurfaceWeightMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#ifdef TRANSMISSION_WEIGHT_UV2\nvertexOutputs.vTransmissionWeightUV=(uniforms.transmissionWeightMatrix* vec4f(uv2Updated,1.0,0.0)).xy;\n#endif\n#endif\n#endif\n#include<bumpVertex>\n#ifdef IRRADIANCE\n#ifdef REFLECTION\n#ifdef USESPHERICALFROMREFLECTIONMAP\nvar reflectionVector: vec3f=(uniforms.reflectionMatrix*vec4f(normalUpdated,0.0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0f;\n#endif\nvertexOutputs.vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector)*uniforms.vReflectionInfos.x;\n#endif\n#endif\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryVertexShaderWGSL = { name, shader };\n"]}
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@@ -1,8 +1,9 @@
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/helperFunctions.js";
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const name = "iblShadowVoxelTracingPixelShader";
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const shader =
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const shader = `varying vUV: vec2f;
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#include<helperFunctions>
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#define DISABLE_UNIFORMITY_ANALYSIS
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var depthSampler: texture_2d<f32>;var worldNormalSampler : texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;
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#ifdef COLOR_SHADOWS
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@@ -20,7 +21,6 @@ uniform sssParameters: vec4f;
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#define SSSmaxDistance uniforms.sssParameters.z
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#define SSSthickness uniforms.sssParameters.w
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uniform shadowOpacity: vec4f;uniform projMtx: mat4x4f;uniform viewMtx: mat4x4f;uniform invProjMtx: mat4x4f;uniform invViewMtx: mat4x4f;uniform wsNormalizationMtx: mat4x4f;uniform invVPMtx: mat4x4f;
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#define PI 3.1415927
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#define GOLD 0.618034
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struct AABB3f {m_min: vec3f,
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m_max: vec3f,};struct Ray {orig: vec3f,
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@@ -36,11 +36,7 @@ struct VoxelMarchDiagnosticInfo {heat: f32,
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voxel_intersect_coords: vec3i,};
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#endif
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fn hash(i: u32)->u32 {var temp=i ^ (i>>16u);temp*=0x7FEB352Du;temp ^= temp>>15u;temp*=0x846CA68Bu;temp ^= temp>>16u;return temp;}
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fn uintBitsToFloat(x: u32)->f32 {return bitcast<f32>(x);}
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fn uint2float(i: u32)->f32 {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}
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fn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}
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fn plasticSequence(rstate: u32)->vec2f {return vec2f(uint2float(rstate*3242174889u),
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uint2float(rstate*2447445414u));}
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fn goldenSequence(rstate: u32)->f32 {return uint2float(rstate*2654435769u);}
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fn distanceSquared(a: vec2f,b: vec2f)->f32 {var diff: vec2f=a-b;return dot(diff,diff);}
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fn genTB(N: vec3f,T: ptr<function,vec3f>,B: ptr<function,vec3f>) {var s: f32=select(1.0,-1.0,N.z<0.0);var a: f32=-1.0/(s+N.z);var b: f32=N.x*N.y*a;*T= vec3f(1.0+s*N.x*N.x*a,s*b,-s*N.x);*B= vec3f(b,s+N.y*N.y*a,-N.y);}
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@@ -1 +1 @@
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-
{"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwLb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `#define PI 3.1415927\nvarying vUV: vec2f;\n#define DISABLE_UNIFORMITY_ANALYSIS\nvar depthSampler: texture_2d<f32>;var worldNormalSampler : texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;\n#ifdef COLOR_SHADOWS\nvar iblSamplerSampler: sampler;var iblSampler: texture_cube<f32>;\n#endif\nuniform shadowParameters: vec4f;\n#define SHADOWdirs uniforms.shadowParameters.x\n#define SHADOWframe uniforms.shadowParameters.y\n#define SHADOWenvRot uniforms.shadowParameters.w\nuniform voxelBiasParameters : vec4f;\n#define highestMipLevel uniforms.voxelBiasParameters.z\nuniform sssParameters: vec4f;\n#define SSSsamples uniforms.sssParameters.x\n#define SSSstride uniforms.sssParameters.y\n#define SSSmaxDistance uniforms.sssParameters.z\n#define SSSthickness uniforms.sssParameters.w\nuniform shadowOpacity: vec4f;uniform projMtx: mat4x4f;uniform viewMtx: mat4x4f;uniform invProjMtx: mat4x4f;uniform invViewMtx: mat4x4f;uniform wsNormalizationMtx: mat4x4f;uniform invVPMtx: mat4x4f;\n#define PI 3.1415927\n#define GOLD 0.618034\nstruct AABB3f {m_min: vec3f,\nm_max: vec3f,};struct Ray {orig: vec3f,\ndir: vec3f,\ndir_rcp: vec3f,\nt_min: f32,\nt_max: f32,};fn make_ray(origin: vec3f,direction: vec3f,tmin: f32,\ntmax: f32)->Ray {var ray: Ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nfn ray_box_intersection(aabb: AABB3f,ray: Ray ,\ndistance_near: ptr<function,f32>,distance_far: ptr<function,f32>)->bool{var tbot: vec3f=ray.dir_rcp*(aabb.m_min-ray.orig);var ttop: vec3f=ray.dir_rcp*(aabb.m_max-ray.orig);var tmin: vec3f=min(ttop,tbot);var tmax: vec3f=max(ttop,tbot);*distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));*distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return *distance_near<=*distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {heat: f32,\nvoxel_intersect_coords: vec3i,};\n#endif\nfn hash(i: u32)->u32 {var temp=i ^ (i>>16u);temp*=0x7FEB352Du;temp ^= temp>>15u;temp*=0x846CA68Bu;temp ^= temp>>16u;return temp;}\nfn uintBitsToFloat(x: u32)->f32 {return bitcast<f32>(x);}\nfn uint2float(i: u32)->f32 {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nfn plasticSequence(rstate: u32)->vec2f {return vec2f(uint2float(rstate*3242174889u),\nuint2float(rstate*2447445414u));}\nfn goldenSequence(rstate: u32)->f32 {return uint2float(rstate*2654435769u);}\nfn distanceSquared(a: vec2f,b: vec2f)->f32 {var diff: vec2f=a-b;return dot(diff,diff);}\nfn genTB(N: vec3f,T: ptr<function,vec3f>,B: ptr<function,vec3f>) {var s: f32=select(1.0,-1.0,N.z<0.0);var a: f32=-1.0/(s+N.z);var b: f32=N.x*N.y*a;*T= vec3f(1.0+s*N.x*N.x*a,s*b,-s*N.x);*B= vec3f(b,s+N.y*N.y*a,-N.y);}\nfn lessThan(x: vec3f,y: vec3f)->vec3<bool> {return x<y;}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn anyHitVoxels(ray_vs: Ray,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->bool {\n#else\nfn anyHitVoxels(ray_vs: Ray)->bool {\n#endif\nvar stack=array<i32,24>(); \nvar invD: vec3f=ray_vs.dir_rcp;var D: vec3f=ray_vs.dir;var O: vec3f=ray_vs.orig;var negD=vec3i(lessThan(D, vec3f(0,0,0)));var voxel0: i32=negD.x | (negD.y<<1) | (negD.z<<2);var t0: vec3f=-O*invD;var t1=(vec3f(1.0)-O)*invD;var maxLod: i32= i32(highestMipLevel);var stackLevel: i32=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar steps: u32=0u;\n#endif\nstack[stackLevel]=maxLod<<24;stackLevel++;while (stackLevel>0) {stackLevel=stackLevel-1;var elem: i32=stack[stackLevel];var Coords: vec4i =\nvec4i(elem & 0xFF,(elem>>8) & 0xFF,(elem>>16) & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nvar invRes: f32=exp2(f32(Coords.w-maxLod));var bbmin: vec3f=invRes*vec3f(Coords.xyz+negD);var bbmax: vec3f=invRes*vec3f(Coords.xyz-negD+vec3i(1));var mint: vec3f=mix(t0,t1,bbmin);var maxt: vec3f=mix(t0,t1,bbmax);var midt: vec3f=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);var nodeMask: u32= u32(\nround(textureLoad(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;var voxelBit: u32=u32(voxel0);Coords=vec4i((Coords.xyz<<vec3u(1))+negD,Coords.w);var packedCoords: i32 =\nCoords.x | (Coords.y<<8) | (Coords.z<<16) | (Coords.w<<24);if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn false;}\nfn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {return (near*far)/(far-depth*(far-near));}\nfn screenSpaceShadow(csOrigin: vec3f,csDirection: vec3f,csZBufferSize: vec2f,\nnearPlaneZ: f32,farPlaneZ: f32,noise: f32)->f32 {\n#ifdef RIGHT_HANDED\nvar csZDir : f32=-1.0;\n#else \nvar csZDir : f32=1.0;\n#endif\nvar ssSamples: f32=SSSsamples;var ssMaxDist: f32=SSSmaxDistance;var ssStride: f32=SSSstride;var ssThickness: f32=SSSthickness;var rayLength: f32 =\nselect(ssMaxDist,(nearPlaneZ-csOrigin.z)/csDirection.z,\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ);var csEndPoint: vec3f=csOrigin+rayLength*csDirection;var H0: vec4f=uniforms.projMtx*vec4f(csOrigin,1.0);var H1: vec4f=uniforms.projMtx*vec4f(csEndPoint,1.0);var Z0=vec2f(csOrigin.z ,1.0)/H0.w;var Z1=vec2f(csEndPoint.z,1.0)/H1.w;var P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);var P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+= vec2f(select(0.0,0.01,distanceSquared(P0,P1)<0.0001));var delta: vec2f=P1-P0;var permute: bool=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f=ssStride* vec2f(stepDirection,invdx*delta.y);var dZ: vec2f=ssStride*invdx*(Z1-Z0);var opacity: f32=0.0;var P: vec2f=P0+noise*dP;var Z: vec2f=Z0+noise*dZ;var end: f32=P1.x*stepDirection;var rayZMax=csZDir*Z.x/Z.y;var sceneDepth=rayZMax;Z+=dZ;for (var stepCount: f32=0.0; \nopacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount+=1) { \nvar coords=vec2i(select(P,P.yx,permute));sceneDepth=textureLoad(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nvar rayZMin: f32=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));P+=dP;Z+=dZ;}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->f32 {\n#else\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f)->f32 {\n#endif\nvar vxResolution: f32=f32(textureDimensions(voxelGridSampler,0).x);var T: vec3f;var B: vec3f;genTB(wsDirection,&T,&B);var DitherXY: vec2f=sqrt(DitherNoise.x)* vec2f(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));var Dithering : vec3f=(uniforms.voxelBiasParameters.x*wsNormal +\nuniforms.voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;var O: vec3f=0.5*wsOrigin+0.5+Dithering;var ray_vs=make_ray(O,wsDirection,0.0,10.0);var voxel_aabb: AABB3f;voxel_aabb.m_min=vec3f(0);voxel_aabb.m_max=vec3f(1);var near: f32=0;var far: f32=0;if (!ray_box_intersection(voxel_aabb,ray_vs,&near,&far)) {return 0.0;}\nray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs,voxel_march_diagnostic_info));\n#else\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs));\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var nbDirs=u32(SHADOWdirs);var frameId=u32(SHADOWframe);var envRot: f32=SHADOWenvRot;var Resolution: vec2f= vec2f(textureDimensions(depthSampler,0));var currentPixel=vec2i(fragmentInputs.vUV*Resolution);var GlobalIndex =\n(frameId*u32(Resolution.y)+u32(currentPixel.y))*u32(Resolution.x) +\nu32(currentPixel.x);var N : vec3f=textureLoad(worldNormalSampler,currentPixel,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar normalizedRotation: f32=envRot/(2.0*PI);var depth : f32=textureLoad(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvar temp : vec2f=(vec2f(currentPixel)+vec2f(0.5))*2.0/Resolution -\nvec2f(1.0);var VP : vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise : vec3f=textureLoad(blueNoiseSampler,currentPixel & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar heat: f32=0.0f;\n#endif\nvar shadowAccum: f32=0.001;var specShadowAccum: f32=0.001;var sampleWeight : f32=0.001;\n#ifdef COLOR_SHADOWS\nvar totalLight: vec3f=vec3f(0.001);var shadowedLight: vec3f=vec3f(0.0);\n#endif\nfor (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;var T: vec2f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(T.x,r.y),0.0).y;L= vec4f(uv_to_normal(vec2f(T.x-normalizedRotation,T.y)),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\n#ifdef COLOR_SHADOWS\nvar lightDir: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var ibl: vec3f=textureSampleLevel(iblSampler,iblSamplerSampler,lightDir,0.0).xyz;var pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;\n#endif\nvar cosNL: f32=dot(N,L.xyz);var opacity: f32=0.0;if (cosNL>0.0) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP : vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f=vec2f(uint2float(hash(dirId*2)),uint2float(hash(dirId*2+1)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,\nuniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,\nvoxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,uniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvar VL : vec3f=(uniforms.viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0);\n#else\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0);\n#endif\nvar ssShadow: f32=uniforms.shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);\n#ifdef COLOR_SHADOWS\nvar light: vec3f=select(vec3f(0.0),vec3f(cosNL)/vec3f(pdf)*ibl,pdf>1e-6);shadowedLight+=light*opacity;totalLight+=light;\n#else\nvar rcos: f32=1.0-cosNL;shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;var VR : vec3f=abs((uniforms.viewMtx*vec4f(reflect(-L.xyz,N),0.0)).xyz);specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);\n#endif\n}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef COLOR_SHADOWS\nvar shadow: vec3f=(totalLight-shadowedLight)/totalLight;var maxShadow: f32=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);fragmentOutputs.color=vec4f(shadow/maxShadow,1.0);\n#else\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfragmentOutputs.color =\nvec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,heat/sampleWeight,1.0);\n#else\nfragmentOutputs.color=vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,0.0,1.0);\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblShadowVoxelTracingPixelShaderWGSL = { name, shader };\n"]}
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{"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAmLb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `varying vUV: vec2f;\n#include<helperFunctions>\n#define DISABLE_UNIFORMITY_ANALYSIS\nvar depthSampler: texture_2d<f32>;var worldNormalSampler : texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;\n#ifdef COLOR_SHADOWS\nvar iblSamplerSampler: sampler;var iblSampler: texture_cube<f32>;\n#endif\nuniform shadowParameters: vec4f;\n#define SHADOWdirs uniforms.shadowParameters.x\n#define SHADOWframe uniforms.shadowParameters.y\n#define SHADOWenvRot uniforms.shadowParameters.w\nuniform voxelBiasParameters : vec4f;\n#define highestMipLevel uniforms.voxelBiasParameters.z\nuniform sssParameters: vec4f;\n#define SSSsamples uniforms.sssParameters.x\n#define SSSstride uniforms.sssParameters.y\n#define SSSmaxDistance uniforms.sssParameters.z\n#define SSSthickness uniforms.sssParameters.w\nuniform shadowOpacity: vec4f;uniform projMtx: mat4x4f;uniform viewMtx: mat4x4f;uniform invProjMtx: mat4x4f;uniform invViewMtx: mat4x4f;uniform wsNormalizationMtx: mat4x4f;uniform invVPMtx: mat4x4f;\n#define GOLD 0.618034\nstruct AABB3f {m_min: vec3f,\nm_max: vec3f,};struct Ray {orig: vec3f,\ndir: vec3f,\ndir_rcp: vec3f,\nt_min: f32,\nt_max: f32,};fn make_ray(origin: vec3f,direction: vec3f,tmin: f32,\ntmax: f32)->Ray {var ray: Ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nfn ray_box_intersection(aabb: AABB3f,ray: Ray ,\ndistance_near: ptr<function,f32>,distance_far: ptr<function,f32>)->bool{var tbot: vec3f=ray.dir_rcp*(aabb.m_min-ray.orig);var ttop: vec3f=ray.dir_rcp*(aabb.m_max-ray.orig);var tmin: vec3f=min(ttop,tbot);var tmax: vec3f=max(ttop,tbot);*distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));*distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return *distance_near<=*distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {heat: f32,\nvoxel_intersect_coords: vec3i,};\n#endif\nfn hash(i: u32)->u32 {var temp=i ^ (i>>16u);temp*=0x7FEB352Du;temp ^= temp>>15u;temp*=0x846CA68Bu;temp ^= temp>>16u;return temp;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nfn goldenSequence(rstate: u32)->f32 {return uint2float(rstate*2654435769u);}\nfn distanceSquared(a: vec2f,b: vec2f)->f32 {var diff: vec2f=a-b;return dot(diff,diff);}\nfn genTB(N: vec3f,T: ptr<function,vec3f>,B: ptr<function,vec3f>) {var s: f32=select(1.0,-1.0,N.z<0.0);var a: f32=-1.0/(s+N.z);var b: f32=N.x*N.y*a;*T= vec3f(1.0+s*N.x*N.x*a,s*b,-s*N.x);*B= vec3f(b,s+N.y*N.y*a,-N.y);}\nfn lessThan(x: vec3f,y: vec3f)->vec3<bool> {return x<y;}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn anyHitVoxels(ray_vs: Ray,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->bool {\n#else\nfn anyHitVoxels(ray_vs: Ray)->bool {\n#endif\nvar stack=array<i32,24>(); \nvar invD: vec3f=ray_vs.dir_rcp;var D: vec3f=ray_vs.dir;var O: vec3f=ray_vs.orig;var negD=vec3i(lessThan(D, vec3f(0,0,0)));var voxel0: i32=negD.x | (negD.y<<1) | (negD.z<<2);var t0: vec3f=-O*invD;var t1=(vec3f(1.0)-O)*invD;var maxLod: i32= i32(highestMipLevel);var stackLevel: i32=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar steps: u32=0u;\n#endif\nstack[stackLevel]=maxLod<<24;stackLevel++;while (stackLevel>0) {stackLevel=stackLevel-1;var elem: i32=stack[stackLevel];var Coords: vec4i =\nvec4i(elem & 0xFF,(elem>>8) & 0xFF,(elem>>16) & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nvar invRes: f32=exp2(f32(Coords.w-maxLod));var bbmin: vec3f=invRes*vec3f(Coords.xyz+negD);var bbmax: vec3f=invRes*vec3f(Coords.xyz-negD+vec3i(1));var mint: vec3f=mix(t0,t1,bbmin);var maxt: vec3f=mix(t0,t1,bbmax);var midt: vec3f=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);var nodeMask: u32= u32(\nround(textureLoad(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;var voxelBit: u32=u32(voxel0);Coords=vec4i((Coords.xyz<<vec3u(1))+negD,Coords.w);var packedCoords: i32 =\nCoords.x | (Coords.y<<8) | (Coords.z<<16) | (Coords.w<<24);if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn false;}\nfn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {return (near*far)/(far-depth*(far-near));}\nfn screenSpaceShadow(csOrigin: vec3f,csDirection: vec3f,csZBufferSize: vec2f,\nnearPlaneZ: f32,farPlaneZ: f32,noise: f32)->f32 {\n#ifdef RIGHT_HANDED\nvar csZDir : f32=-1.0;\n#else \nvar csZDir : f32=1.0;\n#endif\nvar ssSamples: f32=SSSsamples;var ssMaxDist: f32=SSSmaxDistance;var ssStride: f32=SSSstride;var ssThickness: f32=SSSthickness;var rayLength: f32 =\nselect(ssMaxDist,(nearPlaneZ-csOrigin.z)/csDirection.z,\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ);var csEndPoint: vec3f=csOrigin+rayLength*csDirection;var H0: vec4f=uniforms.projMtx*vec4f(csOrigin,1.0);var H1: vec4f=uniforms.projMtx*vec4f(csEndPoint,1.0);var Z0=vec2f(csOrigin.z ,1.0)/H0.w;var Z1=vec2f(csEndPoint.z,1.0)/H1.w;var P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);var P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+= vec2f(select(0.0,0.01,distanceSquared(P0,P1)<0.0001));var delta: vec2f=P1-P0;var permute: bool=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f=ssStride* vec2f(stepDirection,invdx*delta.y);var dZ: vec2f=ssStride*invdx*(Z1-Z0);var opacity: f32=0.0;var P: vec2f=P0+noise*dP;var Z: vec2f=Z0+noise*dZ;var end: f32=P1.x*stepDirection;var rayZMax=csZDir*Z.x/Z.y;var sceneDepth=rayZMax;Z+=dZ;for (var stepCount: f32=0.0; \nopacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount+=1) { \nvar coords=vec2i(select(P,P.yx,permute));sceneDepth=textureLoad(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nvar rayZMin: f32=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));P+=dP;Z+=dZ;}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->f32 {\n#else\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f)->f32 {\n#endif\nvar vxResolution: f32=f32(textureDimensions(voxelGridSampler,0).x);var T: vec3f;var B: vec3f;genTB(wsDirection,&T,&B);var DitherXY: vec2f=sqrt(DitherNoise.x)* vec2f(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));var Dithering : vec3f=(uniforms.voxelBiasParameters.x*wsNormal +\nuniforms.voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;var O: vec3f=0.5*wsOrigin+0.5+Dithering;var ray_vs=make_ray(O,wsDirection,0.0,10.0);var voxel_aabb: AABB3f;voxel_aabb.m_min=vec3f(0);voxel_aabb.m_max=vec3f(1);var near: f32=0;var far: f32=0;if (!ray_box_intersection(voxel_aabb,ray_vs,&near,&far)) {return 0.0;}\nray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs,voxel_march_diagnostic_info));\n#else\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs));\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var nbDirs=u32(SHADOWdirs);var frameId=u32(SHADOWframe);var envRot: f32=SHADOWenvRot;var Resolution: vec2f= vec2f(textureDimensions(depthSampler,0));var currentPixel=vec2i(fragmentInputs.vUV*Resolution);var GlobalIndex =\n(frameId*u32(Resolution.y)+u32(currentPixel.y))*u32(Resolution.x) +\nu32(currentPixel.x);var N : vec3f=textureLoad(worldNormalSampler,currentPixel,0).xyz;if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar normalizedRotation: f32=envRot/(2.0*PI);var depth : f32=textureLoad(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvar temp : vec2f=(vec2f(currentPixel)+vec2f(0.5))*2.0/Resolution -\nvec2f(1.0);var VP : vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise : vec3f=textureLoad(blueNoiseSampler,currentPixel & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar heat: f32=0.0f;\n#endif\nvar shadowAccum: f32=0.001;var specShadowAccum: f32=0.001;var sampleWeight : f32=0.001;\n#ifdef COLOR_SHADOWS\nvar totalLight: vec3f=vec3f(0.001);var shadowedLight: vec3f=vec3f(0.0);\n#endif\nfor (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;var T: vec2f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(T.x,r.y),0.0).y;L= vec4f(uv_to_normal(vec2f(T.x-normalizedRotation,T.y)),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\n#ifdef COLOR_SHADOWS\nvar lightDir: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var ibl: vec3f=textureSampleLevel(iblSampler,iblSamplerSampler,lightDir,0.0).xyz;var pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;\n#endif\nvar cosNL: f32=dot(N,L.xyz);var opacity: f32=0.0;if (cosNL>0.0) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP : vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f=vec2f(uint2float(hash(dirId*2)),uint2float(hash(dirId*2+1)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,\nuniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,\nvoxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,uniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvar VL : vec3f=(uniforms.viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0);\n#else\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0);\n#endif\nvar ssShadow: f32=uniforms.shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);\n#ifdef COLOR_SHADOWS\nvar light: vec3f=select(vec3f(0.0),vec3f(cosNL)/vec3f(pdf)*ibl,pdf>1e-6);shadowedLight+=light*opacity;totalLight+=light;\n#else\nvar rcos: f32=1.0-cosNL;shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;var VR : vec3f=abs((uniforms.viewMtx*vec4f(reflect(-L.xyz,N),0.0)).xyz);specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);\n#endif\n}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef COLOR_SHADOWS\nvar shadow: vec3f=(totalLight-shadowedLight)/totalLight;var maxShadow: f32=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);fragmentOutputs.color=vec4f(shadow/maxShadow,1.0);\n#else\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfragmentOutputs.color =\nvec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,heat/sampleWeight,1.0);\n#else\nfragmentOutputs.color=vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,0.0,1.0);\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblShadowVoxelTracingPixelShaderWGSL = { name, shader };\n"]}
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fn layer(slab_bottom: vec3f,slab_top: vec3f,lerp_factor: f32,bottom_multiplier: vec3f,top_multiplier: vec3f)->vec3f {return mix(slab_bottom*bottom_multiplier,slab_top*top_multiplier,lerp_factor);}
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@fragment
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fn main(input: FragmentInputs)->FragmentOutputs {
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+
#ifdef PREPASS_IRRADIANCE
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var total_direct_diffuse: vec3f=vec3f(0.0f);
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#endif
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#define CUSTOM_FRAGMENT_MAIN_BEGIN
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#include<clipPlaneFragment>
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#include<pbrBlockNormalGeometric>
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@@ -103,11 +109,11 @@ var coatNormalW: vec3f=normalW;
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#include<openpbrBlockNormalFinal>
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#include<openpbrBaseLayerData>
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#include<openpbrTransmissionLayerData>
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#include<openpbrSubsurfaceLayerData>
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#include<openpbrCoatLayerData>
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#include<openpbrThinFilmLayerData>
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#include<openpbrFuzzLayerData>
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#include<openpbrAmbientOcclusionData>
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-
var subsurface_weight: f32=0.0f;
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#define CUSTOM_FRAGMENT_UPDATE_ALPHA
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#include<depthPrePass>
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#define CUSTOM_FRAGMENT_BEFORE_LIGHTS
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@@ -151,22 +157,77 @@ specular_ior
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,mix(1.0f,coat_ior,coat_weight)
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,specular_color
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,specular_weight
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-
);let baseConductorReflectance: ReflectanceParams=conductorReflectance(base_color,specular_color,specular_weight);var
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);let baseConductorReflectance: ReflectanceParams=conductorReflectance(base_color,specular_color,specular_weight);var volume_absorption: vec3f=vec3f(1.0f);var transmission_tint: vec3f=vec3f(1.0f);var surface_translucency_weight: f32=0.0f;
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#if defined(REFRACTED_BACKGROUND) || defined(REFRACTED_ENVIRONMENT) || defined(REFRACTED_LIGHTS)
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#if defined(GEOMETRY_THIN_WALLED)
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let refractedViewVector: vec3f=-viewDirectionW;
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#else
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#ifdef DISPERSION
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var refractedViewVectors: array<vec3f,3>;let iorDispersionSpread: f32=transmission_dispersion_scale/transmission_dispersion_abbe_number*(specular_ior-1.0f);let dispersion_iors: vec3f=vec3f(specular_ior-iorDispersionSpread,specular_ior,specular_ior+iorDispersionSpread);for (var i: i32=0; i<3; i++) {refractedViewVectors[i]=double_refract(-viewDirectionW,normalW,dispersion_iors[i]); }
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#else
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let refractedViewVector: vec3f=double_refract(-viewDirectionW,normalW,specular_ior);
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#endif
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-
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-
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#endif
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#ifdef GEOMETRY_THIN_WALLED
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let transmission_roughness: f32=specular_roughness;
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#else
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let transmission_roughness: f32=specular_roughness*clamp(4.0f*(specular_ior-1.0f),0.001f,1.0f);
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#endif
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#if (defined(TRANSMISSION_SLAB) || defined(SUBSURFACE_SLAB))
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var volumeParams: OpenPBRHomogeneousVolume;{
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#if defined(TRANSMISSION_SLAB)
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let transmissionVolumeParams: OpenPBRHomogeneousVolume=computeOpenPBRTransmissionVolume(
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transmission_color.rgb,
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transmission_depth,
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transmission_scatter.rgb,
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transmission_scatter_anisotropy
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);
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#endif
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#if defined(SUBSURFACE_SLAB)
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let subsurfaceVolumeParams: OpenPBRHomogeneousVolume=computeOpenPBRSubsurfaceVolume(
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subsurface_color.rgb,
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subsurface_radius,
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subsurface_radius_scale.rgb,
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subsurface_scatter_anisotropy
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);
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#endif
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#if !defined(TRANSMISSION_SLAB)
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volumeParams=subsurfaceVolumeParams;surface_translucency_weight=subsurface_weight;
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#elif !defined(SUBSURFACE_SLAB)
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volumeParams=transmissionVolumeParams;
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#ifdef TRANSMISSION_SLAB_VOLUME
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volumeParams.multi_scatter_color=singleScatterToMultiScatterAlbedo(volumeParams.ss_albedo);
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#endif
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surface_translucency_weight=transmission_weight;
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#else
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+
let subsurface_fraction_of_dielectric: f32=(1.0f-transmission_weight)*subsurface_weight;let subsurface_and_transmission_fraction_of_dielectric: f32=subsurface_fraction_of_dielectric+transmission_weight;let reciprocal_of_subsurface_and_transmission_fraction_of_dielectric: f32 =
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204
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+
1.0f/maxEps(subsurface_and_transmission_fraction_of_dielectric);let trans_weight: f32=transmission_weight*reciprocal_of_subsurface_and_transmission_fraction_of_dielectric;let subsurf_weight: f32=subsurface_fraction_of_dielectric*reciprocal_of_subsurface_and_transmission_fraction_of_dielectric;volumeParams.scatter_coeff=transmissionVolumeParams.scatter_coeff*trans_weight+subsurfaceVolumeParams.scatter_coeff*subsurf_weight;volumeParams.absorption_coeff=transmissionVolumeParams.absorption_coeff*trans_weight+subsurfaceVolumeParams.absorption_coeff*subsurf_weight;volumeParams.anisotropy=(transmissionVolumeParams.anisotropy*trans_weight+subsurfaceVolumeParams.anisotropy*subsurf_weight)/maxEps(trans_weight+subsurf_weight);volumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=volumeParams.scatter_coeff/maxEpsVec3(volumeParams.extinction_coeff);volumeParams.multi_scatter_color=singleScatterToMultiScatterAlbedo(volumeParams.ss_albedo);surface_translucency_weight=subsurface_and_transmission_fraction_of_dielectric;
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205
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+
#endif
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+
}
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+
volume_absorption=exp(-volumeParams.absorption_coeff*geometry_thickness);var backscatter_color: vec3f=vec3f(1.0f);{let reduced_scatter: vec3f=volumeParams.scatter_coeff*vec3f(1.0f-volumeParams.anisotropy);let reduced_albedo: vec3f=reduced_scatter/(volumeParams.absorption_coeff+reduced_scatter);let sqrt_term: vec3f=max(sqrt(vec3f(1.0f)-reduced_albedo),vec3f(0.0001f));backscatter_color=(vec3f(1.0f)-sqrt_term)/(vec3f(1.0f)+sqrt_term);}
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208
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+
#elif defined(TRANSMISSION_SLAB)
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209
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+
surface_translucency_weight=transmission_weight;
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+
#endif
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163
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|
let refractionAlphaG: f32=transmission_roughness*transmission_roughness;
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164
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|
#ifdef SCATTERING
|
|
165
|
-
|
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213
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+
#ifdef GEOMETRY_THIN_WALLED
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214
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+
var iso_scatter_density: vec3f=vec3f(1.0f);var roughness_alpha_modified_for_scatter: f32=1.0f;
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166
215
|
#else
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|
167
|
-
let roughness_alpha_modified_for_scatter: f32=refractionAlphaG;
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216
|
+
let back_to_iso_scattering_blend: f32=min(1.0f+volumeParams.anisotropy,1.0f);let iso_to_forward_scattering_blend: f32=max(volumeParams.anisotropy,0.0f);let iso_scatter_transmittance: vec3f=pow(exp(-volumeParams.scatter_coeff*geometry_thickness),vec3f(0.2f));var iso_scatter_density: vec3f=clamp(vec3f(1.0f)-iso_scatter_transmittance,vec3f(0.0f),vec3f(1.0f));var roughness_alpha_modified_for_scatter: f32=min(refractionAlphaG+(1.0f-abs(volumeParams.anisotropy))*max3(iso_scatter_density*iso_scatter_density),1.0f);roughness_alpha_modified_for_scatter=pow(roughness_alpha_modified_for_scatter,6.0f);roughness_alpha_modified_for_scatter=clamp(roughness_alpha_modified_for_scatter,refractionAlphaG,1.0f);
|
|
217
|
+
#endif
|
|
218
|
+
volumeParams.multi_scatter_color=mix(volumeParams.ss_albedo,volumeParams.multi_scatter_color,max3(iso_scatter_density));
|
|
219
|
+
#else
|
|
220
|
+
var roughness_alpha_modified_for_scatter: f32=refractionAlphaG;
|
|
221
|
+
#endif
|
|
222
|
+
#if defined(TRANSMISSION_SLAB) && (!defined(TRANSMISSION_SLAB_VOLUME) || defined(GEOMETRY_THIN_WALLED))
|
|
223
|
+
transmission_tint*=transmission_color.rgb*transmission_color.rgb;
|
|
224
|
+
#ifdef SUBSURFACE_SLAB
|
|
225
|
+
let unweighted_translucency: f32=mix(subsurface_weight,1.0f,transmission_weight);transmission_tint=mix(vec3f(1.0f),transmission_tint,transmission_weight/unweighted_translucency);roughness_alpha_modified_for_scatter=mix(1.0f,refractionAlphaG,transmission_weight/unweighted_translucency);
|
|
226
|
+
#endif
|
|
227
|
+
#ifdef GEOMETRY_THIN_WALLED
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|
228
|
+
var sin2: f32=1.0f-baseGeoInfo.NdotV*baseGeoInfo.NdotV;sin2=sin2/(specular_ior*specular_ior);let cos_t: f32=sqrt(1.0f-sin2);let pathLength: f32=1.0f/cos_t;transmission_tint=pow(transmission_tint,vec3f(pathLength));
|
|
229
|
+
#endif
|
|
168
230
|
#endif
|
|
169
|
-
let transport_mfp: vec3f=vec3f(2.0f)/scatter_coeff;let absorption_at_mfp: vec3f=exp(-absorption_coeff*transport_mfp);
|
|
170
231
|
#endif
|
|
171
232
|
#include<openpbrBackgroundTransmission>
|
|
172
233
|
var material_surface_ibl: vec3f=vec3f(0.f,0.f,0.f);
|
|
@@ -202,7 +263,7 @@ finalColor=max(finalColor,vec4f(0.0));
|
|
|
202
263
|
#include<pbrBlockImageProcessing>
|
|
203
264
|
#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
|
|
204
265
|
#ifdef PREPASS
|
|
205
|
-
#include<
|
|
266
|
+
#include<openpbrBlockPrePass>
|
|
206
267
|
#endif
|
|
207
268
|
#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)
|
|
208
269
|
fragmentOutputs.color=finalColor;
|