@babylonjs/core 9.1.0 → 9.2.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (316) hide show
  1. package/Animations/animation.js +2 -2
  2. package/Animations/animation.js.map +1 -1
  3. package/Animations/animationGroup.js +1 -1
  4. package/Animations/animationGroup.js.map +1 -1
  5. package/Animations/animatorAvatar.js +13 -12
  6. package/Animations/animatorAvatar.js.map +1 -1
  7. package/Animations/easing.js +1 -1
  8. package/Animations/easing.js.map +1 -1
  9. package/Animations/pathCursor.js +1 -2
  10. package/Animations/pathCursor.js.map +1 -1
  11. package/Cameras/Inputs/geospatialCameraPointersInput.js +10 -8
  12. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  13. package/Cameras/geospatialCameraMovement.js +6 -7
  14. package/Cameras/geospatialCameraMovement.js.map +1 -1
  15. package/Engines/Extensions/engine.multiview.js +6 -0
  16. package/Engines/Extensions/engine.multiview.js.map +1 -1
  17. package/Engines/abstractEngine.js +2 -2
  18. package/Engines/abstractEngine.js.map +1 -1
  19. package/Engines/constants.d.ts +9 -4
  20. package/Engines/constants.js +9 -4
  21. package/Engines/constants.js.map +1 -1
  22. package/Engines/webgpuEngine.js +2 -0
  23. package/Engines/webgpuEngine.js.map +1 -1
  24. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
  25. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +38 -11
  26. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  27. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.d.ts +105 -0
  28. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js +318 -0
  29. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js.map +1 -0
  30. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  31. package/FrameGraph/Node/Blocks/index.js +1 -0
  32. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  33. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +4 -0
  34. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +4 -0
  35. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  36. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +34 -0
  37. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +144 -0
  38. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -0
  39. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +26 -0
  40. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +82 -0
  41. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -0
  42. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +61 -0
  43. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +207 -0
  44. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -0
  45. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +104 -0
  46. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +218 -0
  47. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -0
  48. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +217 -0
  49. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +640 -0
  50. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -0
  51. package/FrameGraph/frameGraph.js +1 -0
  52. package/FrameGraph/frameGraph.js.map +1 -1
  53. package/FrameGraph/index.d.ts +1 -0
  54. package/FrameGraph/index.js +1 -0
  55. package/FrameGraph/index.js.map +1 -1
  56. package/Gizmos/boundingBoxGizmo.js +4 -0
  57. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  58. package/Layers/selectionOutlineLayer.d.ts +7 -0
  59. package/Layers/selectionOutlineLayer.js +18 -1
  60. package/Layers/selectionOutlineLayer.js.map +1 -1
  61. package/Layers/thinSelectionOutlineLayer.d.ts +7 -0
  62. package/Layers/thinSelectionOutlineLayer.js +86 -36
  63. package/Layers/thinSelectionOutlineLayer.js.map +1 -1
  64. package/Lights/Clustered/clusteredLightContainer.d.ts +6 -0
  65. package/Lights/Clustered/clusteredLightContainer.js +50 -5
  66. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  67. package/Lights/light.d.ts +7 -0
  68. package/Lights/light.js +10 -0
  69. package/Lights/light.js.map +1 -1
  70. package/Materials/GreasedLine/greasedLineSimpleMaterial.js +13 -3
  71. package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
  72. package/Materials/PBR/openpbrMaterial.d.ts +166 -53
  73. package/Materials/PBR/openpbrMaterial.js +180 -61
  74. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  75. package/Materials/PBR/pbrBRDFConfiguration.js +1 -1
  76. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  77. package/Materials/PBR/pbrBaseMaterial.d.ts +36 -31
  78. package/Materials/PBR/pbrBaseMaterial.js +2 -32
  79. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  80. package/Materials/Textures/Filtering/hdrFiltering.js +6 -0
  81. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  82. package/Materials/Textures/cubeTexture.js +10 -0
  83. package/Materials/Textures/cubeTexture.js.map +1 -1
  84. package/Materials/Textures/envCubeTexture.js +13 -13
  85. package/Materials/Textures/envCubeTexture.js.map +1 -1
  86. package/Materials/environmentLighting.defines.d.ts +31 -0
  87. package/Materials/environmentLighting.defines.js +33 -0
  88. package/Materials/environmentLighting.defines.js.map +1 -0
  89. package/Materials/material.js +1 -0
  90. package/Materials/material.js.map +1 -1
  91. package/Materials/materialHelper.functions.js +9 -3
  92. package/Materials/materialHelper.functions.js.map +1 -1
  93. package/Materials/materialHelper.geometryrendering.js +10 -3
  94. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  95. package/Materials/prepass.defines.d.ts +43 -0
  96. package/Materials/prepass.defines.js +45 -0
  97. package/Materials/prepass.defines.js.map +1 -0
  98. package/Materials/standardMaterial.d.ts +36 -31
  99. package/Materials/standardMaterial.js +2 -32
  100. package/Materials/standardMaterial.js.map +1 -1
  101. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +101 -62
  102. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  103. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +39 -25
  104. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
  105. package/Meshes/abstractMesh.d.ts +8 -1
  106. package/Meshes/abstractMesh.js +9 -2
  107. package/Meshes/abstractMesh.js.map +1 -1
  108. package/Meshes/mesh.js +31 -4
  109. package/Meshes/mesh.js.map +1 -1
  110. package/Misc/greasedLineTools.js +5 -0
  111. package/Misc/greasedLineTools.js.map +1 -1
  112. package/Misc/textureTools.d.ts +3 -1
  113. package/Misc/textureTools.js +74 -13
  114. package/Misc/textureTools.js.map +1 -1
  115. package/Misc/tools.js +1 -1
  116. package/Misc/tools.js.map +1 -1
  117. package/Particles/EmitterTypes/coneParticleEmitter.js +2 -4
  118. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  119. package/Particles/baseParticleSystem.d.ts +33 -1
  120. package/Particles/baseParticleSystem.js +65 -0
  121. package/Particles/baseParticleSystem.js.map +1 -1
  122. package/Particles/computeShaderParticleSystem.js +6 -0
  123. package/Particles/computeShaderParticleSystem.js.map +1 -1
  124. package/Particles/gpuParticleSystem.d.ts +24 -6
  125. package/Particles/gpuParticleSystem.js +85 -36
  126. package/Particles/gpuParticleSystem.js.map +1 -1
  127. package/Particles/particleSystem.d.ts +0 -6
  128. package/Particles/particleSystem.js +3 -14
  129. package/Particles/particleSystem.js.map +1 -1
  130. package/Particles/thinParticleSystem.d.ts +1 -3
  131. package/Particles/thinParticleSystem.js +1 -27
  132. package/Particles/thinParticleSystem.js.map +1 -1
  133. package/Particles/webgl2ParticleSystem.js +7 -0
  134. package/Particles/webgl2ParticleSystem.js.map +1 -1
  135. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  136. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
  137. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  138. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +6 -10
  139. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +46 -13
  140. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  141. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +0 -19
  142. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -65
  143. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  144. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +15 -52
  145. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +129 -220
  146. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  147. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -0
  148. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  149. package/Rendering/depthRenderer.js +6 -0
  150. package/Rendering/depthRenderer.js.map +1 -1
  151. package/Rendering/geometryBufferRenderer.d.ts +34 -5
  152. package/Rendering/geometryBufferRenderer.js +209 -16
  153. package/Rendering/geometryBufferRenderer.js.map +1 -1
  154. package/Rendering/geometryBufferRendererSceneComponent.d.ts +4 -6
  155. package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
  156. package/Rendering/iblCdfGenerator.d.ts +10 -0
  157. package/Rendering/iblCdfGenerator.js +52 -17
  158. package/Rendering/iblCdfGenerator.js.map +1 -1
  159. package/Rendering/index.d.ts +0 -6
  160. package/Rendering/index.js +0 -6
  161. package/Rendering/index.js.map +1 -1
  162. package/Rendering/objectRenderer.js +1 -0
  163. package/Rendering/objectRenderer.js.map +1 -1
  164. package/Rendering/prePassRenderer.js +7 -1
  165. package/Rendering/prePassRenderer.js.map +1 -1
  166. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  167. package/Shaders/ShadersInclude/helperFunctions.js +5 -0
  168. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  169. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +1 -1
  170. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  171. package/Shaders/{iblVoxelSlabDebug.fragment.d.ts → ShadersInclude/openpbrBlockPrePass.d.ts} +1 -1
  172. package/Shaders/ShadersInclude/openpbrBlockPrePass.js +77 -0
  173. package/Shaders/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
  174. package/Shaders/ShadersInclude/openpbrDirectLighting.js +42 -17
  175. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  176. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +43 -17
  177. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  178. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +10 -1
  179. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  180. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
  181. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -38
  182. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  183. package/Shaders/ShadersInclude/openpbrIblFunctions.js +4 -2
  184. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  185. package/Shaders/{iblVoxelSlabDebug.vertex.d.ts → ShadersInclude/openpbrSubsurfaceLayerData.d.ts} +1 -1
  186. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
  187. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
  188. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
  189. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  190. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
  191. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  192. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +9 -0
  193. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
  194. package/Shaders/{iblVoxelGrid3dDebug.fragment.d.ts → ShadersInclude/openpbrVolumeFunctions.d.ts} +1 -1
  195. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js +67 -0
  196. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
  197. package/Shaders/ShadersInclude/pbrBlockPrePass.js +14 -3
  198. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  199. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +1 -1
  200. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -1
  201. package/{ShadersWGSL/iblVoxelSlabDebug.fragment.d.ts → Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts} +1 -1
  202. package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js +43 -0
  203. package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
  204. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
  205. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -32
  206. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  207. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js +1 -1
  208. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js.map +1 -1
  209. package/Shaders/ShadersInclude/sceneUboDeclaration.js +1 -1
  210. package/Shaders/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  211. package/Shaders/geometry.fragment.d.ts +12 -0
  212. package/Shaders/geometry.fragment.js +102 -1
  213. package/Shaders/geometry.fragment.js.map +1 -1
  214. package/Shaders/geometry.vertex.d.ts +1 -0
  215. package/Shaders/geometry.vertex.js +46 -2
  216. package/Shaders/geometry.vertex.js.map +1 -1
  217. package/Shaders/gpuUpdateParticles.vertex.js +12 -6
  218. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  219. package/Shaders/iblShadowVoxelTracing.fragment.d.ts +1 -0
  220. package/Shaders/iblShadowVoxelTracing.fragment.js +7 -6
  221. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  222. package/Shaders/iblVoxelGrid.fragment.d.ts +1 -0
  223. package/Shaders/iblVoxelGrid.fragment.js +33 -5
  224. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  225. package/Shaders/lod3D.fragment.d.ts +5 -0
  226. package/Shaders/lod3D.fragment.js +13 -0
  227. package/Shaders/lod3D.fragment.js.map +1 -0
  228. package/Shaders/openpbr.fragment.d.ts +3 -1
  229. package/Shaders/openpbr.fragment.js +74 -8
  230. package/Shaders/openpbr.fragment.js.map +1 -1
  231. package/Shaders/openpbr.vertex.js +11 -5
  232. package/Shaders/openpbr.vertex.js.map +1 -1
  233. package/ShadersWGSL/ShadersInclude/helperFunctions.js +5 -0
  234. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  235. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +3 -2
  236. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  237. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +1 -1
  238. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  239. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.d.ts +5 -0
  240. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js +101 -0
  241. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
  242. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +44 -19
  243. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  244. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +39 -13
  245. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  246. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
  247. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -34
  248. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  249. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +5 -3
  250. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  251. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.d.ts +5 -0
  252. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
  253. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
  254. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
  255. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  256. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
  257. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  258. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.d.ts +5 -0
  259. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js +68 -0
  260. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
  261. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +15 -4
  262. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  263. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +2 -2
  264. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  265. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  266. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  267. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts +5 -0
  268. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js +39 -0
  269. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
  270. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
  271. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -28
  272. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  273. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +2 -1
  274. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  275. package/ShadersWGSL/geometry.fragment.d.ts +11 -0
  276. package/ShadersWGSL/geometry.fragment.js +103 -1
  277. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  278. package/ShadersWGSL/geometry.vertex.d.ts +1 -0
  279. package/ShadersWGSL/geometry.vertex.js +47 -3
  280. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  281. package/ShadersWGSL/gpuUpdateParticles.compute.js +14 -7
  282. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  283. package/ShadersWGSL/iblShadowVoxelTracing.fragment.d.ts +1 -0
  284. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +8 -8
  285. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  286. package/ShadersWGSL/iblVoxelGrid.fragment.js +1 -1
  287. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
  288. package/ShadersWGSL/lod3D.fragment.d.ts +5 -0
  289. package/ShadersWGSL/lod3D.fragment.js +13 -0
  290. package/ShadersWGSL/lod3D.fragment.js.map +1 -0
  291. package/ShadersWGSL/openpbr.fragment.d.ts +3 -1
  292. package/ShadersWGSL/openpbr.fragment.js +75 -9
  293. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  294. package/ShadersWGSL/openpbr.vertex.js +6 -0
  295. package/ShadersWGSL/openpbr.vertex.js.map +1 -1
  296. package/XR/webXRSessionManager.js +7 -5
  297. package/XR/webXRSessionManager.js.map +1 -1
  298. package/package.json +1 -1
  299. package/readme.md +4 -0
  300. package/scene.d.ts +7 -0
  301. package/scene.js +13 -0
  302. package/scene.js.map +1 -1
  303. package/Shaders/iblVoxelGrid3dDebug.fragment.js +0 -24
  304. package/Shaders/iblVoxelGrid3dDebug.fragment.js.map +0 -1
  305. package/Shaders/iblVoxelSlabDebug.fragment.js +0 -13
  306. package/Shaders/iblVoxelSlabDebug.fragment.js.map +0 -1
  307. package/Shaders/iblVoxelSlabDebug.vertex.js +0 -11
  308. package/Shaders/iblVoxelSlabDebug.vertex.js.map +0 -1
  309. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.d.ts +0 -5
  310. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +0 -23
  311. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +0 -1
  312. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +0 -14
  313. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +0 -1
  314. package/ShadersWGSL/iblVoxelSlabDebug.vertex.d.ts +0 -5
  315. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +0 -12
  316. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Sd,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,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {position : vec3<f32>,\nage : f32,\nsize : vec3<f32>,\nlife : f32,\nseed : vec4<f32>,\ndirection : vec3<f32>,\ndummy0: f32,\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\ndummy1: f32,\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\ndummy2: f32,\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\ndummy3: f32,\nnoiseCoordinates2 : vec3<f32>,\ndummy4: f32,\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\n#else\nangle : vec2<f32>,\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\n#endif\n#endif\n};struct Particles {particles : array<Particle>,};struct SimParams {currentCount : f32,\ntimeDelta : f32,\nstopFactor : f32,\nrandomTextureSize: i32,\nlifeTime : vec2<f32>,\nemitPower : vec2<f32>,\nemitIndex : f32,\nemitCount : f32,\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\ncolor2 : vec4<f32>,\n#endif\nsizeRange : vec2<f32>,\nscaleRange : vec4<f32>,\nangleRange : vec4<f32>,\ngravity : vec3<f32>,\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\n#endif\n#ifdef FLOWMAP\nflowMapProjection : mat4x4<f32>,\nflowMapStrength : f32,\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\n#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\nminEmitBox : vec3<f32>,\nmaxEmitBox : vec3<f32>,\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\nconeAngle : f32,\nheight : vec2<f32>,\n#ifdef DIRECTEDCONEEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\nheight : f32,\nradiusRange : f32,\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\nradiusRange : f32,\ndirectionRandomizer : f32,\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#endif\n#ifdef SPHEREEMITTER\nradius : f32,\nradiusRange : f32,\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n};@binding(0) @group(0) var<uniform> params : SimParams;@binding(1) @group(0) var<storage,read> particlesIn : Particles;@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;@binding(3) @group(0) var randomTexture : texture_2d<f32>;@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\n#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\n#endif\n#ifdef FLOWMAP\n@binding(12) @group(1) var flowMapSampler : sampler;@binding(13) @group(1) var flowMapTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {return textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;}\nfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {return textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);}\n@compute @workgroup_size(64)\nfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {let index : u32=GlobalInvocationID.x;let vertexID : f32=f32(index);if (index>=u32(params.currentCount)) {return;}\nlet PI : f32=3.14159;let timeDelta : f32=params.timeDelta;let newAge : f32=particlesIn.particles[index].age+timeDelta;let life : f32=particlesIn.particles[index].life;let seed : vec4<f32>=particlesIn.particles[index].seed;let direction : vec3<f32>=particlesIn.particles[index].direction;\n#ifdef EMITRATECTRL\nvar offsetFromEmitIndex : f32=vertexID-params.emitIndex;if (offsetFromEmitIndex<0.0) {offsetFromEmitIndex+=params.currentCount; }\nlet shouldEmit : bool=offsetFromEmitIndex<params.emitCount && params.stopFactor != 0.;\n#else\nlet shouldEmit : bool=newAge>=life && params.stopFactor != 0.;\n#endif\nif (shouldEmit) {var newPosition : vec3<f32>;var newDirection : vec3<f32>;let randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);let outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;particlesOut.particles[index].life=outLife;\n#ifdef EMITRATECTRL\nparticlesOut.particles[index].age=0.0;\n#else\nparticlesOut.particles[index].age=newAge-life;\n#endif\nparticlesOut.particles[index].seed=seed;var sizex : f32;\n#ifdef SIZEGRADIENTS \nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=vec3<f32>(0.,0.,0.);newDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);newDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let yPos : f32=(-0.5+randoms2.x)*params.height;var angle : f32=randoms2.y*PI*2.;let inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);let positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));let xPos : f32=positionRadius*cos(angle);let zPos : f32=positionRadius*sin(angle);newPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;newDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;h=1.-h*h; \n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;lRadius=lRadius*h;let randX : f32=lRadius*sin(s);let randZ : f32=lRadius*cos(s);let randY : f32=h *params.height.x;newPosition=vec3<f32>(randX,randY,randZ); \nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nif (abs(cos(params.coneAngle))==1.0) {newDirection=vec3<f32>(0.,1.0,0.);} else {newDirection=normalize(newPosition+params.directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;particlesOut.particles[index].initialPosition=newPosition;\n#else \nnewPosition=vec3<f32>(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {var directionScale : f32=timeDelta;particlesOut.particles[index].age=newAge;let ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;particlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\ntextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef FLOWMAP\nvar clipSpace=(params.flowMapProjection*vec4f(position,1.));var ndcSpace=clipSpace.xyz/clipSpace.w;var flowMapUV=ndcSpace.xy*0.5+0.5;var flowMapValue=textureSampleLevel(flowMapTexture,flowMapSampler,flowMapUV,0.);var flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*params.flowMapStrength;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;let currentVelocity : f32=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*params.limitVelocityDamping;}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;let noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;let fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;particlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;particlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;particlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;particlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;let dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;particlesOut.particles[index].cellStartOffset=cellStartOffset;offsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif \nvar ratio : f32;if (params.cellInfos.w==1.0) {ratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);}\nelse {ratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesComputeShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsTd,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,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesComputeShader\";\nconst shader = `struct Particle {position : vec3<f32>,\nage : f32,\nsize : vec3<f32>,\nlife : f32,\nseed : vec4<f32>,\ndirection : vec3<f32>,\ndummy0: f32,\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>,\ndummy1: f32,\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>,\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>,\ndummy2: f32,\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>,\ndummy3: f32,\nnoiseCoordinates2 : vec3<f32>,\ndummy4: f32,\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32,\n#else\nangle : vec2<f32>,\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32,\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32,\n#endif\n#endif\n};struct Particles {particles : array<Particle>,};struct SimParams {currentCount : f32,\ntimeDelta : f32,\nstopFactor : f32,\nrandomTextureSize: i32,\nlifeTime : vec2<f32>,\nemitPower : vec2<f32>,\nemitIndex : f32,\nemitCount : f32,\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>,\ncolor2 : vec4<f32>,\n#endif\nsizeRange : vec2<f32>,\nscaleRange : vec4<f32>,\nangleRange : vec4<f32>,\ngravity : vec3<f32>,\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32,\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>,\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>,\n#endif\n#ifdef FLOWMAP\nflowMapProjection : mat4x4<f32>,\nflowMapStrength : f32,\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>,\n#endif\n#ifdef ATTRACTORS\nattractorCount : i32,\nattractorPositionAndStrength : array<vec4<f32>,MAX_ATTRACTORS>,\n#endif\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\nminEmitBox : vec3<f32>,\nmaxEmitBox : vec3<f32>,\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>,\nconeAngle : f32,\nheight : vec2<f32>,\n#ifdef DIRECTEDCONEEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32,\nheight : f32,\nradiusRange : f32,\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32,\nradiusRange : f32,\ndirectionRandomizer : f32,\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#endif\n#ifdef SPHEREEMITTER\nradius : f32,\nradiusRange : f32,\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>,\ndirection2 : vec3<f32>,\n#else\ndirectionRandomizer : f32,\n#endif\n#endif\n};@binding(0) @group(0) var<uniform> params : SimParams;@binding(1) @group(0) var<storage,read> particlesIn : Particles;@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;@binding(3) @group(0) var randomTexture : texture_2d<f32>;@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\n#endif \n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\n#endif\n#ifdef FLOWMAP\n@binding(12) @group(1) var flowMapSampler : sampler;@binding(13) @group(1) var flowMapTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32)->vec3<f32> {return textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;}\nfn getRandomVec4(offset : f32,vertexID : f32)->vec4<f32> {return textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);}\n@compute @workgroup_size(64)\nfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {let index : u32=GlobalInvocationID.x;let vertexID : f32=f32(index);if (index>=u32(params.currentCount)) {return;}\nlet PI : f32=3.14159;let timeDelta : f32=params.timeDelta;let newAge : f32=particlesIn.particles[index].age+timeDelta;let life : f32=particlesIn.particles[index].life;let seed : vec4<f32>=particlesIn.particles[index].seed;let direction : vec3<f32>=particlesIn.particles[index].direction;\n#ifdef EMITRATECTRL\nvar offsetFromEmitIndex : f32=vertexID-params.emitIndex;if (offsetFromEmitIndex<0.0) {offsetFromEmitIndex+=params.currentCount; }\nlet shouldEmit : bool=offsetFromEmitIndex<params.emitCount && params.stopFactor != 0.;\n#else\nlet shouldEmit : bool=newAge>=life && params.stopFactor != 0.;\n#endif\nif (shouldEmit) {var newPosition : vec3<f32>;var newDirection : vec3<f32>;let randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);let outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;particlesOut.particles[index].life=outLife;\n#ifdef EMITRATECTRL\nparticlesOut.particles[index].age=0.0;\n#else\nparticlesOut.particles[index].age=newAge-life;\n#endif\nparticlesOut.particles[index].seed=seed;var sizex : f32;\n#ifdef SIZEGRADIENTS \nlet sizeGradientRange=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).rg;sizex=sizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif \n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=vec3<f32>(0.,0.,0.);newDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);newPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;newDirection=params.direction1+(params.direction2-params.direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);newDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let phi : f32=2.0*PI*randoms2.x;let theta : f32=acos(-1.0+2.0*randoms2.y);let randX : f32=cos(phi)*sin(theta);let randY : f32=cos(theta);let randZ : f32=sin(phi)*sin(theta);newPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);let yPos : f32=(-0.5+randoms2.x)*params.height;var angle : f32=randoms2.y*PI*2.;let inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);let positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));let xPos : f32=positionRadius*cos(angle);let zPos : f32=positionRadius*sin(angle);newPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;newDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);let s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;h=1.-h*h; \n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;lRadius=lRadius*h;let randX : f32=lRadius*sin(s);let randZ : f32=lRadius*cos(s);let randY : f32=h *params.height.x;newPosition=vec3<f32>(randX,randY,randZ); \nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\nif (abs(cos(params.coneAngle))==1.0) {newDirection=vec3<f32>(0.,1.0,0.);} else {newDirection=normalize(newPosition+params.directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;particlesOut.particles[index].initialPosition=newPosition;\n#else \nnewPosition=vec3<f32>(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else \nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {var directionScale : f32=timeDelta;particlesOut.particles[index].age=newAge;let ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\nlet velocityGradientRange=textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;directionScale=directionScale*(velocityGradientRange.x+(velocityGradientRange.y-velocityGradientRange.x)*seed.w);\n#endif\n#ifdef DRAGGRADIENTS\nlet dragGradientRange=textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;directionScale=directionScale*(1.0-(dragGradientRange.x+(dragGradientRange.y-dragGradientRange.x)*seed.x));\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient; \nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;particlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS \nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nlet sizeGradientRange=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;particlesOut.particles[index].size=vec3<f32>(\nsizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif \n#ifndef BILLBOARD \nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef FLOWMAP\nvar clipSpace=(params.flowMapProjection*vec4f(position,1.));var ndcSpace=clipSpace.xyz/clipSpace.w;var flowMapUV=ndcSpace.xy*0.5+0.5;var flowMapValue=textureSampleLevel(flowMapTexture,flowMapSampler,flowMapUV,0.);var flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*params.flowMapStrength;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocityRange=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;let limitVelocity : f32=limitVelocityRange.x+(limitVelocityRange.y-limitVelocityRange.x)*seed.y;let currentVelocity : f32=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*params.limitVelocityDamping;}\n#endif\n#ifdef ATTRACTORS\n{for (var i : i32=0; i<params.attractorCount; i=i+1) {let toAttractor : vec3<f32>=params.attractorPositionAndStrength[i].xyz-position;let distSq : f32=dot(toAttractor,toAttractor)+1.0;updatedDirection=updatedDirection+(params.attractorPositionAndStrength[i].w/distSq)*normalize(toAttractor)*timeDelta;}}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;let noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;let fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;let force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;particlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;particlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;particlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeedRange=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).rg;let angularSpeed : f32=angularSpeedRange.x+(angularSpeedRange.y-angularSpeedRange.x)*seed.z;particlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;particlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nvar offsetAge : f32=particlesOut.particles[index].age;let dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;particlesOut.particles[index].cellStartOffset=cellStartOffset;offsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif \nvar ratio : f32;if (params.cellInfos.w==1.0) {ratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);}\nelse {ratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesComputeShaderWGSL = { name, shader };\n"]}
@@ -1,3 +1,4 @@
1
+ import "./ShadersInclude/helperFunctions.js";
1
2
  /** @internal */
2
3
  export declare const iblShadowVoxelTracingPixelShaderWGSL: {
3
4
  name: string;
@@ -1,8 +1,9 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import "./ShadersInclude/helperFunctions.js";
3
4
  const name = "iblShadowVoxelTracingPixelShader";
4
- const shader = `#define PI 3.1415927
5
- varying vUV: vec2f;
5
+ const shader = `varying vUV: vec2f;
6
+ #include<helperFunctions>
6
7
  #define DISABLE_UNIFORMITY_ANALYSIS
7
8
  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>;
8
9
  #ifdef COLOR_SHADOWS
@@ -20,7 +21,6 @@ uniform sssParameters: vec4f;
20
21
  #define SSSmaxDistance uniforms.sssParameters.z
21
22
  #define SSSthickness uniforms.sssParameters.w
22
23
  uniform shadowOpacity: vec4f;uniform projMtx: mat4x4f;uniform viewMtx: mat4x4f;uniform invProjMtx: mat4x4f;uniform invViewMtx: mat4x4f;uniform wsNormalizationMtx: mat4x4f;uniform invVPMtx: mat4x4f;
23
- #define PI 3.1415927
24
24
  #define GOLD 0.618034
25
25
  struct AABB3f {m_min: vec3f,
26
26
  m_max: vec3f,};struct Ray {orig: vec3f,
@@ -36,11 +36,7 @@ struct VoxelMarchDiagnosticInfo {heat: f32,
36
36
  voxel_intersect_coords: vec3i,};
37
37
  #endif
38
38
  fn hash(i: u32)->u32 {var temp=i ^ (i>>16u);temp*=0x7FEB352Du;temp ^= temp>>15u;temp*=0x846CA68Bu;temp ^= temp>>16u;return temp;}
39
- fn uintBitsToFloat(x: u32)->f32 {return bitcast<f32>(x);}
40
- fn uint2float(i: u32)->f32 {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}
41
39
  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;}
42
- fn plasticSequence(rstate: u32)->vec2f {return vec2f(uint2float(rstate*3242174889u),
43
- uint2float(rstate*2447445414u));}
44
40
  fn goldenSequence(rstate: u32)->f32 {return uint2float(rstate*2654435769u);}
45
41
  fn distanceSquared(a: vec2f,b: vec2f)->f32 {var diff: vec2f=a-b;return dot(diff,diff);}
46
42
  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);}
@@ -126,7 +122,11 @@ return select(0.0f,1.0f,anyHitVoxels(ray_vs));
126
122
  @fragment
127
123
  fn 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 =
128
124
  (frameId*u32(Resolution.y)+u32(currentPixel.y))*u32(Resolution.x) +
129
- u32(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;}
125
+ u32(currentPixel.x);var N : vec3f=textureLoad(worldNormalSampler,currentPixel,0).xyz;
126
+ #ifdef WORLD_NORMAL_UNSIGNED
127
+ N=N*vec3f(2.0)-vec3f(1.0);
128
+ #endif
129
+ if (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}
130
130
  var normalizedRotation: f32=envRot/(2.0*PI);var depth : f32=textureLoad(depthSampler,currentPixel,0).x;
131
131
  #ifndef IS_NDC_HALF_ZRANGE
132
132
  depth=depth*2.0-1.0;
@@ -1 +1 @@
1
- {"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"]}
1
+ {"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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuLb,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;\n#ifdef WORLD_NORMAL_UNSIGNED\nN=N*vec3f(2.0)-vec3f(1.0);\n#endif\nif (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"]}
@@ -1,7 +1,7 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "iblVoxelGridPixelShader";
4
- const shader = `var voxel_storage: texture_storage_3d<rgba8unorm,write>;varying vNormalizedPosition: vec3f;flat varying f_swizzle: i32;@fragment
4
+ const shader = `var voxel_storage: texture_storage_3d<r8unorm,write>;varying vNormalizedPosition: vec3f;flat varying f_swizzle: i32;@fragment
5
5
  fn main(input: FragmentInputs)->FragmentOutputs {var size: vec3f=vec3f(textureDimensions(voxel_storage));var normPos: vec3f=input.vNormalizedPosition.xyz;var outputColor: vec4f=vec4f(0.0,0.0,0.0,1.0);switch (input.f_swizzle) {case 0: {normPos=normPos.zxy;
6
6
  outputColor=vec4f(1.0,1.0,0.0,1.0);break;}
7
7
  case 1: {normPos=normPos.yzx;outputColor=vec4f(1.0,1.0,1.0,1.0);break;}
@@ -1 +1 @@
1
- {"version":3,"file":"iblVoxelGrid.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;8KAK+J,CAAC;AAC/K,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,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelGridPixelShader\";\nconst shader = `var voxel_storage: texture_storage_3d<rgba8unorm,write>;varying vNormalizedPosition: vec3f;flat varying f_swizzle: i32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var size: vec3f=vec3f(textureDimensions(voxel_storage));var normPos: vec3f=input.vNormalizedPosition.xyz;var outputColor: vec4f=vec4f(0.0,0.0,0.0,1.0);switch (input.f_swizzle) {case 0: {normPos=normPos.zxy; \noutputColor=vec4f(1.0,1.0,0.0,1.0);break;}\ncase 1: {normPos=normPos.yzx;outputColor=vec4f(1.0,1.0,1.0,1.0);break;}\ndefault: {normPos=normPos.xyz;outputColor=vec4f(1.0,1.0,0.0,1.0);break;}}\ntextureStore(voxel_storage,vec3<i32>(i32(normPos.x*size.x),i32(normPos.y*size.y),i32(normPos.z*size.z)),outputColor);fragmentOutputs.color=vec4<f32>(vec3<f32>(normPos),1.);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGridPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"iblVoxelGrid.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;8KAK+J,CAAC;AAC/K,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,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblVoxelGridPixelShader\";\nconst shader = `var voxel_storage: texture_storage_3d<r8unorm,write>;varying vNormalizedPosition: vec3f;flat varying f_swizzle: i32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var size: vec3f=vec3f(textureDimensions(voxel_storage));var normPos: vec3f=input.vNormalizedPosition.xyz;var outputColor: vec4f=vec4f(0.0,0.0,0.0,1.0);switch (input.f_swizzle) {case 0: {normPos=normPos.zxy; \noutputColor=vec4f(1.0,1.0,0.0,1.0);break;}\ncase 1: {normPos=normPos.yzx;outputColor=vec4f(1.0,1.0,1.0,1.0);break;}\ndefault: {normPos=normPos.xyz;outputColor=vec4f(1.0,1.0,0.0,1.0);break;}}\ntextureStore(voxel_storage,vec3<i32>(i32(normPos.x*size.x),i32(normPos.y*size.y),i32(normPos.z*size.z)),outputColor);fragmentOutputs.color=vec4<f32>(vec3<f32>(normPos),1.);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGridPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const lod3DPixelShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,13 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "lod3DPixelShader";
4
+ const shader = `const GammaEncodePowerApprox=1.0/2.2;varying vUV: vec2f;var textureSampler: texture_3d<f32>;uniform lod: f32;uniform slice: f32;uniform gamma: i32;@fragment
5
+ fn main(input: FragmentInputs)->FragmentOutputs {let textureSize=textureDimensions(textureSampler,0);let textureCoordinates=vec3i(vec2i(fragmentInputs.vUV*vec2f(textureSize.xy)),i32(uniforms.slice));fragmentOutputs.color=textureLoad(textureSampler,textureCoordinates,i32(uniforms.lod));if (uniforms.gamma==0) {fragmentOutputs.color=vec4f(pow(fragmentOutputs.color.rgb,vec3f(GammaEncodePowerApprox)),fragmentOutputs.color.a);}}
6
+ `;
7
+ // Sideeffect
8
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
9
+ ShaderStore.ShadersStoreWGSL[name] = shader;
10
+ }
11
+ /** @internal */
12
+ export const lod3DPixelShaderWGSL = { name, shader };
13
+ //# sourceMappingURL=lod3D.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lod3D.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/lod3D.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;CAEd,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,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lod3DPixelShader\";\nconst shader = `const GammaEncodePowerApprox=1.0/2.2;varying vUV: vec2f;var textureSampler: texture_3d<f32>;uniform lod: f32;uniform slice: f32;uniform gamma: i32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let textureSize=textureDimensions(textureSampler,0);let textureCoordinates=vec3i(vec2i(fragmentInputs.vUV*vec2f(textureSize.xy)),i32(uniforms.slice));fragmentOutputs.color=textureLoad(textureSampler,textureCoordinates,i32(uniforms.lod));if (uniforms.gamma==0) {fragmentOutputs.color=vec4f(pow(fragmentOutputs.color.rgb,vec3f(GammaEncodePowerApprox)),fragmentOutputs.color.a);}}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const lod3DPixelShaderWGSL = { name, shader };\n"]}
@@ -29,12 +29,14 @@ import "./ShadersInclude/openpbrConductorReflectance.js";
29
29
  import "./ShadersInclude/openpbrAmbientOcclusionFunctions.js";
30
30
  import "./ShadersInclude/openpbrGeometryInfo.js";
31
31
  import "./ShadersInclude/openpbrIblFunctions.js";
32
+ import "./ShadersInclude/openpbrVolumeFunctions.js";
32
33
  import "./ShadersInclude/clipPlaneFragment.js";
33
34
  import "./ShadersInclude/pbrBlockNormalGeometric.js";
34
35
  import "./ShadersInclude/openpbrNormalMapFragment.js";
35
36
  import "./ShadersInclude/openpbrBlockNormalFinal.js";
36
37
  import "./ShadersInclude/openpbrBaseLayerData.js";
37
38
  import "./ShadersInclude/openpbrTransmissionLayerData.js";
39
+ import "./ShadersInclude/openpbrSubsurfaceLayerData.js";
38
40
  import "./ShadersInclude/openpbrCoatLayerData.js";
39
41
  import "./ShadersInclude/openpbrThinFilmLayerData.js";
40
42
  import "./ShadersInclude/openpbrFuzzLayerData.js";
@@ -47,7 +49,7 @@ import "./ShadersInclude/openpbrDirectLighting.js";
47
49
  import "./ShadersInclude/logDepthFragment.js";
48
50
  import "./ShadersInclude/fogFragment.js";
49
51
  import "./ShadersInclude/pbrBlockImageProcessing.js";
50
- import "./ShadersInclude/pbrBlockPrePass.js";
52
+ import "./ShadersInclude/openpbrBlockPrePass.js";
51
53
  import "./ShadersInclude/oitFragment.js";
52
54
  import "./ShadersInclude/pbrDebug.js";
53
55
  /** @internal */
@@ -31,12 +31,14 @@ import "./ShadersInclude/openpbrConductorReflectance.js";
31
31
  import "./ShadersInclude/openpbrAmbientOcclusionFunctions.js";
32
32
  import "./ShadersInclude/openpbrGeometryInfo.js";
33
33
  import "./ShadersInclude/openpbrIblFunctions.js";
34
+ import "./ShadersInclude/openpbrVolumeFunctions.js";
34
35
  import "./ShadersInclude/clipPlaneFragment.js";
35
36
  import "./ShadersInclude/pbrBlockNormalGeometric.js";
36
37
  import "./ShadersInclude/openpbrNormalMapFragment.js";
37
38
  import "./ShadersInclude/openpbrBlockNormalFinal.js";
38
39
  import "./ShadersInclude/openpbrBaseLayerData.js";
39
40
  import "./ShadersInclude/openpbrTransmissionLayerData.js";
41
+ import "./ShadersInclude/openpbrSubsurfaceLayerData.js";
40
42
  import "./ShadersInclude/openpbrCoatLayerData.js";
41
43
  import "./ShadersInclude/openpbrThinFilmLayerData.js";
42
44
  import "./ShadersInclude/openpbrFuzzLayerData.js";
@@ -49,7 +51,7 @@ import "./ShadersInclude/openpbrDirectLighting.js";
49
51
  import "./ShadersInclude/logDepthFragment.js";
50
52
  import "./ShadersInclude/fogFragment.js";
51
53
  import "./ShadersInclude/pbrBlockImageProcessing.js";
52
- import "./ShadersInclude/pbrBlockPrePass.js";
54
+ import "./ShadersInclude/openpbrBlockPrePass.js";
53
55
  import "./ShadersInclude/oitFragment.js";
54
56
  import "./ShadersInclude/pbrDebug.js";
55
57
  const name = "openpbrPixelShader";
@@ -92,9 +94,13 @@ const shader = `#define OPENPBR_FRAGMENT_SHADER
92
94
  #include<openpbrAmbientOcclusionFunctions>
93
95
  #include<openpbrGeometryInfo>
94
96
  #include<openpbrIblFunctions>
97
+ #include<openpbrVolumeFunctions>
95
98
  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);}
96
99
  @fragment
97
100
  fn main(input: FragmentInputs)->FragmentOutputs {
101
+ #ifdef PREPASS_IRRADIANCE
102
+ var total_direct_diffuse: vec3f=vec3f(0.0f);
103
+ #endif
98
104
  #define CUSTOM_FRAGMENT_MAIN_BEGIN
99
105
  #include<clipPlaneFragment>
100
106
  #include<pbrBlockNormalGeometric>
@@ -103,11 +109,11 @@ var coatNormalW: vec3f=normalW;
103
109
  #include<openpbrBlockNormalFinal>
104
110
  #include<openpbrBaseLayerData>
105
111
  #include<openpbrTransmissionLayerData>
112
+ #include<openpbrSubsurfaceLayerData>
106
113
  #include<openpbrCoatLayerData>
107
114
  #include<openpbrThinFilmLayerData>
108
115
  #include<openpbrFuzzLayerData>
109
116
  #include<openpbrAmbientOcclusionData>
110
- var subsurface_weight: f32=0.0f;
111
117
  #define CUSTOM_FRAGMENT_UPDATE_ALPHA
112
118
  #include<depthPrePass>
113
119
  #define CUSTOM_FRAGMENT_BEFORE_LIGHTS
@@ -151,22 +157,82 @@ specular_ior
151
157
  ,mix(1.0f,coat_ior,coat_weight)
152
158
  ,specular_color
153
159
  ,specular_weight
154
- );let baseConductorReflectance: ReflectanceParams=conductorReflectance(base_color,specular_color,specular_weight);var transmission_absorption: vec3f=vec3f(1.0f);
160
+ );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;
155
161
  #if defined(REFRACTED_BACKGROUND) || defined(REFRACTED_ENVIRONMENT) || defined(REFRACTED_LIGHTS)
162
+ #if defined(GEOMETRY_THIN_WALLED)
163
+ let refractedViewVector: vec3f=-viewDirectionW;
164
+ #else
156
165
  #ifdef DISPERSION
157
166
  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]); }
158
167
  #else
159
168
  let refractedViewVector: vec3f=double_refract(-viewDirectionW,normalW,specular_ior);
160
169
  #endif
161
- let transmission_roughness: f32=specular_roughness*clamp(4.0f*(specular_ior-1.0f),0.001f,1.0f);var extinction_coeff: vec3f=vec3f(0.0f);var scatter_coeff: vec3f=vec3f(0.0f);var absorption_coeff: vec3f=vec3f(0.0f);var ss_albedo: vec3f=vec3f(0.0f);var multi_scatter_color: vec3f=vec3f(1.0f);if (transmission_depth>0.0f) {let invDepth: vec3f=vec3f(1.f/maxEps(transmission_depth));extinction_coeff=-log(transmission_color.rgb)*invDepth;scatter_coeff=transmission_scatter.rgb*invDepth;absorption_coeff=extinction_coeff-scatter_coeff.rgb;let minCoeff: f32=min3(absorption_coeff);if (minCoeff<0.0f) {absorption_coeff-=vec3f(minCoeff);}
162
- extinction_coeff=absorption_coeff+scatter_coeff;ss_albedo=scatter_coeff/(extinction_coeff);multi_scatter_color=singleScatterToMultiScatterAlbedo(ss_albedo);transmission_absorption=exp(-absorption_coeff*geometry_thickness);} else {transmission_absorption=transmission_color.rgb*transmission_color.rgb;}
170
+ #endif
171
+ #ifdef GEOMETRY_THIN_WALLED
172
+ let transmission_roughness: f32=specular_roughness;
173
+ #else
174
+ let transmission_roughness: f32=specular_roughness*clamp(4.0f*(specular_ior-1.0f),0.001f,1.0f);
175
+ #endif
176
+ #if (defined(TRANSMISSION_SLAB) || defined(SUBSURFACE_SLAB))
177
+ var volumeParams: OpenPBRHomogeneousVolume;{
178
+ #if defined(TRANSMISSION_SLAB)
179
+ let transmissionVolumeParams: OpenPBRHomogeneousVolume=computeOpenPBRTransmissionVolume(
180
+ transmission_color.rgb,
181
+ transmission_depth,
182
+ transmission_scatter.rgb,
183
+ transmission_scatter_anisotropy
184
+ );
185
+ #endif
186
+ #if defined(SUBSURFACE_SLAB)
187
+ let subsurfaceVolumeParams: OpenPBRHomogeneousVolume=computeOpenPBRSubsurfaceVolume(
188
+ subsurface_color.rgb,
189
+ subsurface_radius,
190
+ subsurface_radius_scale.rgb,
191
+ subsurface_scatter_anisotropy
192
+ );
193
+ #endif
194
+ #if !defined(TRANSMISSION_SLAB)
195
+ volumeParams=subsurfaceVolumeParams;surface_translucency_weight=subsurface_weight;
196
+ #elif !defined(SUBSURFACE_SLAB)
197
+ volumeParams=transmissionVolumeParams;
198
+ #ifdef TRANSMISSION_SLAB_VOLUME
199
+ volumeParams.multi_scatter_color=singleScatterToMultiScatterAlbedo(volumeParams.ss_albedo);
200
+ #endif
201
+ surface_translucency_weight=transmission_weight;
202
+ #else
203
+ 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 =
204
+ 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;
205
+ #endif
206
+ }
207
+ 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);}
208
+ #elif defined(TRANSMISSION_SLAB)
209
+ surface_translucency_weight=transmission_weight;
210
+ #endif
163
211
  let refractionAlphaG: f32=transmission_roughness*transmission_roughness;
164
212
  #ifdef SCATTERING
165
- let back_to_iso_scattering_blend: f32=min(1.0f+transmission_scatter_anisotropy,1.0f);let iso_to_forward_scattering_blend: f32=max(transmission_scatter_anisotropy,0.0f);let iso_scatter_transmittance: vec3f=pow(exp(-extinction_coeff*geometry_thickness),vec3f(0.2f));let 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(transmission_scatter_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);
213
+ #ifdef GEOMETRY_THIN_WALLED
214
+ var iso_scatter_density: vec3f=vec3f(1.0f);var roughness_alpha_modified_for_scatter: f32=1.0f;
215
+ #else
216
+ #ifdef USE_IRRADIANCE_TEXTURE_FOR_SCATTERING
217
+ let mfp: vec3f=vec3f(100.0f)/volumeParams.extinction_coeff;let scattered_light_from_irradiance_texture: vec3f=sss_convolve(sceneIrradianceSampler,sceneDepthSampler,uniforms.renderTargetSize,mfp,scene.projection,scene.inverseProjection,16,noise.xy);
218
+ #else
219
+ let scattered_light_from_irradiance_texture: vec3f=vec3f(0.0f);
220
+ #endif
221
+ 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);
222
+ #endif
223
+ volumeParams.multi_scatter_color=mix(volumeParams.ss_albedo,volumeParams.multi_scatter_color,max3(iso_scatter_density));
166
224
  #else
167
- let roughness_alpha_modified_for_scatter: f32=refractionAlphaG;
225
+ var roughness_alpha_modified_for_scatter: f32=refractionAlphaG;
226
+ #endif
227
+ #if defined(TRANSMISSION_SLAB) && (!defined(TRANSMISSION_SLAB_VOLUME) || defined(GEOMETRY_THIN_WALLED))
228
+ transmission_tint*=transmission_color.rgb*transmission_color.rgb;
229
+ #ifdef SUBSURFACE_SLAB
230
+ 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);
231
+ #endif
232
+ #ifdef GEOMETRY_THIN_WALLED
233
+ 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));
234
+ #endif
168
235
  #endif
169
- let transport_mfp: vec3f=vec3f(2.0f)/scatter_coeff;let absorption_at_mfp: vec3f=exp(-absorption_coeff*transport_mfp);
170
236
  #endif
171
237
  #include<openpbrBackgroundTransmission>
172
238
  var material_surface_ibl: vec3f=vec3f(0.f,0.f,0.f);
@@ -202,7 +268,7 @@ finalColor=max(finalColor,vec4f(0.0));
202
268
  #include<pbrBlockImageProcessing>
203
269
  #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
204
270
  #ifdef PREPASS
205
- #include<pbrBlockPrePass>
271
+ #include<openpbrBlockPrePass>
206
272
  #endif
207
273
  #if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)
208
274
  fragmentOutputs.color=finalColor;
@@ -1 +1 @@
1
- {"version":3,"file":"openpbr.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/openpbr.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qDAAqD,CAAC;AAC7D,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,wDAAwD,CAAC;AAChE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qCAAqC,CAAC;AAC7C,OAAO,+CAA+C,CAAC;AACvD,OAAO,8CAA8C,CAAC;AACtD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,sCAAsC,CAAC;AAC9C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,0CAA0C,CAAC;AAClD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,+CAA+C,CAAC;AACvD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,8CAA8C,CAAC;AACtD,OAAO,+BAA+B,CAAC;AACvC,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,0CAA0C,CAAC;AAClD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,2BAA2B,CAAC;AAEnC,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiKd,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,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/openpbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentMainFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/openpbrDielectricReflectance\";\nimport \"./ShadersInclude/openpbrConductorReflectance\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionFunctions\";\nimport \"./ShadersInclude/openpbrGeometryInfo\";\nimport \"./ShadersInclude/openpbrIblFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/openpbrNormalMapFragment\";\nimport \"./ShadersInclude/openpbrBlockNormalFinal\";\nimport \"./ShadersInclude/openpbrBaseLayerData\";\nimport \"./ShadersInclude/openpbrTransmissionLayerData\";\nimport \"./ShadersInclude/openpbrCoatLayerData\";\nimport \"./ShadersInclude/openpbrThinFilmLayerData\";\nimport \"./ShadersInclude/openpbrFuzzLayerData\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionData\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/openpbrBackgroundTransmission\";\nimport \"./ShadersInclude/openpbrEnvironmentLighting\";\nimport \"./ShadersInclude/openpbrDirectLightingInit\";\nimport \"./ShadersInclude/openpbrDirectLighting\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"openpbrPixelShader\";\nconst shader = `#define OPENPBR_FRAGMENT_SHADER\n#define CUSTOM_FRAGMENT_BEGIN\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<openpbrUboDeclaration>\n#include<pbrFragmentExtraDeclaration>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<openpbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<openpbrNormalMapFragmentMainFunctions>\n#include<openpbrNormalMapFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<openpbrDielectricReflectance>\n#include<openpbrConductorReflectance>\n#include<openpbrAmbientOcclusionFunctions>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\nfn 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);}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\nvar coatNormalW: vec3f=normalW;\n#include<openpbrNormalMapFragment>\n#include<openpbrBlockNormalFinal>\n#include<openpbrBaseLayerData>\n#include<openpbrTransmissionLayerData>\n#include<openpbrCoatLayerData>\n#include<openpbrThinFilmLayerData>\n#include<openpbrFuzzLayerData>\n#include<openpbrAmbientOcclusionData>\nvar subsurface_weight: f32=0.0f;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef ANISOTROPIC_COAT\nlet coatGeoInfo: geometryInfoAnisoOutParams=geometryInfoAniso(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n,vec3f(geometry_coat_tangent.x,geometry_coat_tangent.y,coat_roughness_anisotropy),TBN\n);\n#else\nlet coatGeoInfo: geometryInfoOutParams=geometryInfo(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n);\n#endif\nspecular_roughness=mix(specular_roughness,pow(min(1.0f,pow(specular_roughness,4.0f)+2.0f*pow(coat_roughness,4.0f)),0.25f),coat_weight);\n#ifdef ANISOTROPIC_BASE\nlet baseGeoInfo: geometryInfoAnisoOutParams=geometryInfoAniso(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n,vec3f(geometry_tangent.x,geometry_tangent.y,specular_roughness_anisotropy),TBN\n);\n#else\nlet baseGeoInfo: geometryInfoOutParams=geometryInfo(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n);\n#endif\n#ifdef FUZZ\nlet fuzzNormalW=normalize(mix(normalW,coatNormalW,coat_weight));var fuzzTangent=normalize(TBN[0]);fuzzTangent=normalize(fuzzTangent-dot(fuzzTangent,fuzzNormalW)*fuzzNormalW);let fuzzBitangent=cross(fuzzNormalW,fuzzTangent);let fuzzGeoInfo: geometryInfoOutParams=geometryInfo(\nfuzzNormalW,viewDirectionW.xyz,fuzz_roughness,geometricNormalW\n);\n#endif\nlet coatReflectance: ReflectanceParams=dielectricReflectance(\ncoat_ior \n,1.0f \n,vec3f(1.0f)\n,coat_weight\n);\n#ifdef THIN_FILM\nlet thin_film_outside_ior: f32=mix(1.0f,coat_ior,coat_weight);\n#endif\nlet baseDielectricReflectance: ReflectanceParams=dielectricReflectance(\nspecular_ior \n,mix(1.0f,coat_ior,coat_weight) \n,specular_color\n,specular_weight\n);let baseConductorReflectance: ReflectanceParams=conductorReflectance(base_color,specular_color,specular_weight);var transmission_absorption: vec3f=vec3f(1.0f);\n#if defined(REFRACTED_BACKGROUND) || defined(REFRACTED_ENVIRONMENT) || defined(REFRACTED_LIGHTS)\n#ifdef DISPERSION\nvar 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]); }\n#else\nlet refractedViewVector: vec3f=double_refract(-viewDirectionW,normalW,specular_ior);\n#endif\nlet transmission_roughness: f32=specular_roughness*clamp(4.0f*(specular_ior-1.0f),0.001f,1.0f);var extinction_coeff: vec3f=vec3f(0.0f);var scatter_coeff: vec3f=vec3f(0.0f);var absorption_coeff: vec3f=vec3f(0.0f);var ss_albedo: vec3f=vec3f(0.0f);var multi_scatter_color: vec3f=vec3f(1.0f);if (transmission_depth>0.0f) {let invDepth: vec3f=vec3f(1.f/maxEps(transmission_depth));extinction_coeff=-log(transmission_color.rgb)*invDepth;scatter_coeff=transmission_scatter.rgb*invDepth;absorption_coeff=extinction_coeff-scatter_coeff.rgb;let minCoeff: f32=min3(absorption_coeff);if (minCoeff<0.0f) {absorption_coeff-=vec3f(minCoeff);}\nextinction_coeff=absorption_coeff+scatter_coeff;ss_albedo=scatter_coeff/(extinction_coeff);multi_scatter_color=singleScatterToMultiScatterAlbedo(ss_albedo);transmission_absorption=exp(-absorption_coeff*geometry_thickness);} else {transmission_absorption=transmission_color.rgb*transmission_color.rgb;}\nlet refractionAlphaG: f32=transmission_roughness*transmission_roughness;\n#ifdef SCATTERING\nlet back_to_iso_scattering_blend: f32=min(1.0f+transmission_scatter_anisotropy,1.0f);let iso_to_forward_scattering_blend: f32=max(transmission_scatter_anisotropy,0.0f);let iso_scatter_transmittance: vec3f=pow(exp(-extinction_coeff*geometry_thickness),vec3f(0.2f));let 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(transmission_scatter_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);\n#else\nlet roughness_alpha_modified_for_scatter: f32=refractionAlphaG;\n#endif\nlet transport_mfp: vec3f=vec3f(2.0f)/scatter_coeff;let absorption_at_mfp: vec3f=exp(-absorption_coeff*transport_mfp);\n#endif\n#include<openpbrBackgroundTransmission>\nvar material_surface_ibl: vec3f=vec3f(0.f,0.f,0.f);\n#include<openpbrEnvironmentLighting>\nvar material_surface_direct: vec3f=vec3f(0.f,0.f,0.f);\n#ifdef REFLECTION\nslab_translucent_background=vec4f(0.f,0.f,0.f,1.f);\n#else\nslab_translucent_background/=f32(LIGHTCOUNT); \n#endif\n#if defined(LIGHT0)\nvar aggShadow: f32=0.f;\n#include<openpbrDirectLightingInit>[0..maxSimultaneousLights]\n#include<openpbrDirectLighting>[0..maxSimultaneousLights]\n#endif\nvar material_surface_emission: vec3f=uniforms.vEmissionColor;\n#ifdef EMISSION_COLOR\nlet emissionColorTex: vec3f=textureSample(emissionColorSampler,emissionColorSamplerSampler,uniforms.vEmissionColorUV+uvOffset).rgb;\n#ifdef EMISSION_COLOR_GAMMA\nmaterial_surface_emission*=toLinearSpace(emissionColorTex.rgb);\n#else\nmaterial_surface_emission*=emissionColorTex.rgb;\n#endif\nmaterial_surface_emission*= uniforms.vEmissionColorInfos.y;\n#endif\nmaterial_surface_emission*=uniforms.vLightingIntensity.y;\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\nvar finalColor: vec4f=vec4f(material_surface_ibl+material_surface_direct+material_surface_emission,alpha);\n#define CUSTOM_FRAGMENT_BEFORE_FOG\nfinalColor=max(finalColor,vec4f(0.0));\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+finalColor.rgb*finalColor.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-finalColor.a));} else {fragmentOutputs.backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrPixelShaderWGSL = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/openpbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentMainFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/openpbrDielectricReflectance\";\nimport \"./ShadersInclude/openpbrConductorReflectance\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionFunctions\";\nimport \"./ShadersInclude/openpbrGeometryInfo\";\nimport \"./ShadersInclude/openpbrIblFunctions\";\nimport \"./ShadersInclude/openpbrVolumeFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/openpbrNormalMapFragment\";\nimport \"./ShadersInclude/openpbrBlockNormalFinal\";\nimport \"./ShadersInclude/openpbrBaseLayerData\";\nimport \"./ShadersInclude/openpbrTransmissionLayerData\";\nimport \"./ShadersInclude/openpbrSubsurfaceLayerData\";\nimport \"./ShadersInclude/openpbrCoatLayerData\";\nimport \"./ShadersInclude/openpbrThinFilmLayerData\";\nimport \"./ShadersInclude/openpbrFuzzLayerData\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionData\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/openpbrBackgroundTransmission\";\nimport \"./ShadersInclude/openpbrEnvironmentLighting\";\nimport \"./ShadersInclude/openpbrDirectLightingInit\";\nimport \"./ShadersInclude/openpbrDirectLighting\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/openpbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"openpbrPixelShader\";\nconst shader = `#define OPENPBR_FRAGMENT_SHADER\n#define CUSTOM_FRAGMENT_BEGIN\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<openpbrUboDeclaration>\n#include<pbrFragmentExtraDeclaration>\n#include<lightUboDeclaration>[0..maxSimultaneousLights]\n#include<openpbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<openpbrNormalMapFragmentMainFunctions>\n#include<openpbrNormalMapFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<openpbrDielectricReflectance>\n#include<openpbrConductorReflectance>\n#include<openpbrAmbientOcclusionFunctions>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\n#include<openpbrVolumeFunctions>\nfn 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);}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#ifdef PREPASS_IRRADIANCE\nvar total_direct_diffuse: vec3f=vec3f(0.0f);\n#endif\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\nvar coatNormalW: vec3f=normalW;\n#include<openpbrNormalMapFragment>\n#include<openpbrBlockNormalFinal>\n#include<openpbrBaseLayerData>\n#include<openpbrTransmissionLayerData>\n#include<openpbrSubsurfaceLayerData>\n#include<openpbrCoatLayerData>\n#include<openpbrThinFilmLayerData>\n#include<openpbrFuzzLayerData>\n#include<openpbrAmbientOcclusionData>\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef ANISOTROPIC_COAT\nlet coatGeoInfo: geometryInfoAnisoOutParams=geometryInfoAniso(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n,vec3f(geometry_coat_tangent.x,geometry_coat_tangent.y,coat_roughness_anisotropy),TBN\n);\n#else\nlet coatGeoInfo: geometryInfoOutParams=geometryInfo(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n);\n#endif\nspecular_roughness=mix(specular_roughness,pow(min(1.0f,pow(specular_roughness,4.0f)+2.0f*pow(coat_roughness,4.0f)),0.25f),coat_weight);\n#ifdef ANISOTROPIC_BASE\nlet baseGeoInfo: geometryInfoAnisoOutParams=geometryInfoAniso(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n,vec3f(geometry_tangent.x,geometry_tangent.y,specular_roughness_anisotropy),TBN\n);\n#else\nlet baseGeoInfo: geometryInfoOutParams=geometryInfo(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n);\n#endif\n#ifdef FUZZ\nlet fuzzNormalW=normalize(mix(normalW,coatNormalW,coat_weight));var fuzzTangent=normalize(TBN[0]);fuzzTangent=normalize(fuzzTangent-dot(fuzzTangent,fuzzNormalW)*fuzzNormalW);let fuzzBitangent=cross(fuzzNormalW,fuzzTangent);let fuzzGeoInfo: geometryInfoOutParams=geometryInfo(\nfuzzNormalW,viewDirectionW.xyz,fuzz_roughness,geometricNormalW\n);\n#endif\nlet coatReflectance: ReflectanceParams=dielectricReflectance(\ncoat_ior \n,1.0f \n,vec3f(1.0f)\n,coat_weight\n);\n#ifdef THIN_FILM\nlet thin_film_outside_ior: f32=mix(1.0f,coat_ior,coat_weight);\n#endif\nlet baseDielectricReflectance: ReflectanceParams=dielectricReflectance(\nspecular_ior \n,mix(1.0f,coat_ior,coat_weight) \n,specular_color\n,specular_weight\n);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;\n#if defined(REFRACTED_BACKGROUND) || defined(REFRACTED_ENVIRONMENT) || defined(REFRACTED_LIGHTS)\n#if defined(GEOMETRY_THIN_WALLED)\nlet refractedViewVector: vec3f=-viewDirectionW;\n#else\n#ifdef DISPERSION\nvar 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]); }\n#else\nlet refractedViewVector: vec3f=double_refract(-viewDirectionW,normalW,specular_ior);\n#endif\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nlet transmission_roughness: f32=specular_roughness;\n#else\nlet transmission_roughness: f32=specular_roughness*clamp(4.0f*(specular_ior-1.0f),0.001f,1.0f);\n#endif\n#if (defined(TRANSMISSION_SLAB) || defined(SUBSURFACE_SLAB))\nvar volumeParams: OpenPBRHomogeneousVolume;{\n#if defined(TRANSMISSION_SLAB)\nlet transmissionVolumeParams: OpenPBRHomogeneousVolume=computeOpenPBRTransmissionVolume(\ntransmission_color.rgb,\ntransmission_depth,\ntransmission_scatter.rgb,\ntransmission_scatter_anisotropy\n);\n#endif\n#if defined(SUBSURFACE_SLAB)\nlet subsurfaceVolumeParams: OpenPBRHomogeneousVolume=computeOpenPBRSubsurfaceVolume(\nsubsurface_color.rgb,\nsubsurface_radius,\nsubsurface_radius_scale.rgb,\nsubsurface_scatter_anisotropy\n);\n#endif\n#if !defined(TRANSMISSION_SLAB)\nvolumeParams=subsurfaceVolumeParams;surface_translucency_weight=subsurface_weight;\n#elif !defined(SUBSURFACE_SLAB)\nvolumeParams=transmissionVolumeParams;\n#ifdef TRANSMISSION_SLAB_VOLUME\nvolumeParams.multi_scatter_color=singleScatterToMultiScatterAlbedo(volumeParams.ss_albedo);\n#endif\nsurface_translucency_weight=transmission_weight;\n#else\nlet 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 =\n1.0f/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;\n#endif\n}\nvolume_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);}\n#elif defined(TRANSMISSION_SLAB)\nsurface_translucency_weight=transmission_weight;\n#endif\nlet refractionAlphaG: f32=transmission_roughness*transmission_roughness;\n#ifdef SCATTERING\n#ifdef GEOMETRY_THIN_WALLED\nvar iso_scatter_density: vec3f=vec3f(1.0f);var roughness_alpha_modified_for_scatter: f32=1.0f;\n#else\n#ifdef USE_IRRADIANCE_TEXTURE_FOR_SCATTERING\nlet mfp: vec3f=vec3f(100.0f)/volumeParams.extinction_coeff;let scattered_light_from_irradiance_texture: vec3f=sss_convolve(sceneIrradianceSampler,sceneDepthSampler,uniforms.renderTargetSize,mfp,scene.projection,scene.inverseProjection,16,noise.xy);\n#else\nlet scattered_light_from_irradiance_texture: vec3f=vec3f(0.0f);\n#endif\nlet 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);\n#endif\nvolumeParams.multi_scatter_color=mix(volumeParams.ss_albedo,volumeParams.multi_scatter_color,max3(iso_scatter_density));\n#else\nvar roughness_alpha_modified_for_scatter: f32=refractionAlphaG;\n#endif\n#if defined(TRANSMISSION_SLAB) && (!defined(TRANSMISSION_SLAB_VOLUME) || defined(GEOMETRY_THIN_WALLED))\ntransmission_tint*=transmission_color.rgb*transmission_color.rgb;\n#ifdef SUBSURFACE_SLAB\nlet 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);\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nvar 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));\n#endif\n#endif\n#endif\n#include<openpbrBackgroundTransmission>\nvar material_surface_ibl: vec3f=vec3f(0.f,0.f,0.f);\n#include<openpbrEnvironmentLighting>\nvar material_surface_direct: vec3f=vec3f(0.f,0.f,0.f);\n#ifdef REFLECTION\nslab_translucent_background=vec4f(0.f,0.f,0.f,1.f);\n#else\nslab_translucent_background/=f32(LIGHTCOUNT); \n#endif\n#if defined(LIGHT0)\nvar aggShadow: f32=0.f;\n#include<openpbrDirectLightingInit>[0..maxSimultaneousLights]\n#include<openpbrDirectLighting>[0..maxSimultaneousLights]\n#endif\nvar material_surface_emission: vec3f=uniforms.vEmissionColor;\n#ifdef EMISSION_COLOR\nlet emissionColorTex: vec3f=textureSample(emissionColorSampler,emissionColorSamplerSampler,uniforms.vEmissionColorUV+uvOffset).rgb;\n#ifdef EMISSION_COLOR_GAMMA\nmaterial_surface_emission*=toLinearSpace(emissionColorTex.rgb);\n#else\nmaterial_surface_emission*=emissionColorTex.rgb;\n#endif\nmaterial_surface_emission*= uniforms.vEmissionColorInfos.y;\n#endif\nmaterial_surface_emission*=uniforms.vLightingIntensity.y;\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\nvar finalColor: vec4f=vec4f(material_surface_ibl+material_surface_direct+material_surface_emission,alpha);\n#define CUSTOM_FRAGMENT_BEFORE_FOG\nfinalColor=max(finalColor,vec4f(0.0));\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<openpbrBlockPrePass>\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+finalColor.rgb*finalColor.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-finalColor.a));} else {fragmentOutputs.backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrPixelShaderWGSL = { name, shader };\n"]}
@@ -74,6 +74,9 @@ attribute color: vec4f;
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  #include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_COLOR,_VARYINGNAME_,SubsurfaceColor)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,SUBSURFACE_RADIUS_SCALE,_VARYINGNAME_,SubsurfaceRadiusScale)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor)
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  #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness)
@@ -243,6 +246,9 @@ vertexOutputs.vMainUV2=uv2Updated;
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  #include<samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth,_MATRIXNAME_,transmissionDepth,_INFONAME_,TransmissionDepthInfos.x)
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  #include<samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter,_MATRIXNAME_,transmissionScatter,_INFONAME_,TransmissionScatterInfos.x)
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  #include<samplerVertexImplementation>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale,_MATRIXNAME_,transmissionDispersionScale,_INFONAME_,TransmissionDispersionScaleInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_MATRIXNAME_,subsurfaceWeight,_INFONAME_,SubsurfaceWeightInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_COLOR,_VARYINGNAME_,SubsurfaceColor,_MATRIXNAME_,subsurfaceColor,_INFONAME_,SubsurfaceColorInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,SUBSURFACE_RADIUS_SCALE,_VARYINGNAME_,SubsurfaceRadiusScale,_MATRIXNAME_,subsurfaceRadiusScale,_INFONAME_,SubsurfaceRadiusScaleInfos.x)
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  #include<samplerVertexImplementation>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_MATRIXNAME_,coatWeight,_INFONAME_,CoatWeightInfos.x)
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  #include<samplerVertexImplementation>(_DEFINENAME_,COAT_COLOR,_VARYNAME_,CoatColor,_MATRIXNAME_,coatColor,_INFONAME_,CoatColorInfos.x)
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  #include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_MATRIXNAME_,coatRoughness,_INFONAME_,CoatRoughnessInfos.x)