@fps-games/editor-deployment 0.2.3-beta.11 → 0.2.3-beta.13
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/bin/fps-editor-agent.mjs +4 -4
- package/bin/fps-editor-project.mjs +15 -15
- package/licenses/THIRD_PARTY_NOTICES.txt +2 -2
- package/manifest.json +1547 -1547
- package/npm-shrinkwrap.json +2 -2
- package/package.json +6 -6
- package/public/assets/abstractAudioBus-B_nOEXGJ.js +1 -0
- package/public/assets/animation-BJ3gfwRN.js +1 -0
- package/public/assets/animation-BJ3gfwRN.js.br +0 -0
- package/public/assets/animation-BJ3gfwRN.js.gz +0 -0
- package/public/assets/animationGroup-Zr5QijPi.js +1 -0
- package/public/assets/animationGroup-Zr5QijPi.js.br +0 -0
- package/public/assets/animationGroup-Zr5QijPi.js.gz +0 -0
- package/public/assets/arcRotateCamera-CIfExzuE.js +1 -0
- package/public/assets/arcRotateCamera-CIfExzuE.js.br +0 -0
- package/public/assets/arcRotateCamera-CIfExzuE.js.gz +0 -0
- package/public/assets/babylon-core-B_h85E03.js +13882 -0
- package/public/assets/babylon-core-B_h85E03.js.br +0 -0
- package/public/assets/babylon-core-B_h85E03.js.gz +0 -0
- package/public/assets/babylon-core-DXA-HGqT.js +1 -0
- package/public/assets/babylon-core-DXA-HGqT.js.br +0 -0
- package/public/assets/babylon-core-DXA-HGqT.js.gz +0 -0
- package/public/assets/basisTextureLoader-BfLbEMNY.js +1 -0
- package/public/assets/basisTextureLoader-BfLbEMNY.js.br +0 -0
- package/public/assets/basisTextureLoader-BfLbEMNY.js.gz +0 -0
- package/public/assets/bumpVertex-DfO4pGMf.js +177 -0
- package/public/assets/bumpVertex-DfO4pGMf.js.br +0 -0
- package/public/assets/bumpVertex-DfO4pGMf.js.gz +0 -0
- package/public/assets/bumpVertex-DsXC0kj3.js +173 -0
- package/public/assets/bumpVertex-DsXC0kj3.js.br +0 -0
- package/public/assets/bumpVertex-DsXC0kj3.js.gz +0 -0
- package/public/assets/chromaticAberration.fragment-CHJLpDou.js +6 -0
- package/public/assets/chromaticAberration.fragment-CHJLpDou.js.br +0 -0
- package/public/assets/chromaticAberration.fragment-CHJLpDou.js.gz +0 -0
- package/public/assets/chromaticAberration.fragment-Rzzz5LCp.js +7 -0
- package/public/assets/chromaticAberration.fragment-Rzzz5LCp.js.br +0 -0
- package/public/assets/chromaticAberration.fragment-Rzzz5LCp.js.gz +0 -0
- package/public/assets/circleOfConfusion.fragment-BrgHydNp.js +17 -0
- package/public/assets/circleOfConfusion.fragment-BrgHydNp.js.br +0 -0
- package/public/assets/circleOfConfusion.fragment-BrgHydNp.js.gz +0 -0
- package/public/assets/circleOfConfusion.fragment-DdN7jk6r.js +17 -0
- package/public/assets/circleOfConfusion.fragment-DdN7jk6r.js.br +0 -0
- package/public/assets/circleOfConfusion.fragment-DdN7jk6r.js.gz +0 -0
- package/public/assets/clipPlaneFragment-C7LC_ghH.js +46 -0
- package/public/assets/clipPlaneFragment-C7LC_ghH.js.br +0 -0
- package/public/assets/clipPlaneFragment-C7LC_ghH.js.gz +0 -0
- package/public/assets/clipPlaneVertex-C5FTeCZf.js +177 -0
- package/public/assets/clipPlaneVertex-C5FTeCZf.js.br +0 -0
- package/public/assets/clipPlaneVertex-C5FTeCZf.js.gz +0 -0
- package/public/assets/color.fragment-Bhmq0WfX.js +21 -0
- package/public/assets/color.fragment-Bhmq0WfX.js.br +0 -0
- package/public/assets/color.fragment-Bhmq0WfX.js.gz +0 -0
- package/public/assets/color.fragment-DQ3X0Zbi.js +20 -0
- package/public/assets/color.fragment-DQ3X0Zbi.js.br +0 -0
- package/public/assets/color.fragment-DQ3X0Zbi.js.gz +0 -0
- package/public/assets/color.vertex-Dg_CyKzy.js +39 -0
- package/public/assets/color.vertex-Dg_CyKzy.js.br +0 -0
- package/public/assets/color.vertex-Dg_CyKzy.js.gz +0 -0
- package/public/assets/color.vertex-pptWVMrP.js +32 -0
- package/public/assets/color.vertex-pptWVMrP.js.br +0 -0
- package/public/assets/color.vertex-pptWVMrP.js.gz +0 -0
- package/public/assets/dds-C-AvuZYY.js +1 -0
- package/public/assets/dds-C-AvuZYY.js.br +0 -0
- package/public/assets/dds-C-AvuZYY.js.gz +0 -0
- package/public/assets/ddsTextureLoader-HiCc0ybV.js +1 -0
- package/public/assets/ddsTextureLoader-HiCc0ybV.js.br +0 -0
- package/public/assets/ddsTextureLoader-HiCc0ybV.js.gz +0 -0
- package/public/assets/default.fragment-BHa2Gp-a.js +526 -0
- package/public/assets/default.fragment-BHa2Gp-a.js.br +0 -0
- package/public/assets/default.fragment-BHa2Gp-a.js.gz +0 -0
- package/public/assets/default.fragment-Bw1RA6rL.js +468 -0
- package/public/assets/default.fragment-Bw1RA6rL.js.br +0 -0
- package/public/assets/default.fragment-Bw1RA6rL.js.gz +0 -0
- package/public/assets/default.vertex-B0xcPkMY.js +193 -0
- package/public/assets/default.vertex-B0xcPkMY.js.br +0 -0
- package/public/assets/default.vertex-B0xcPkMY.js.gz +0 -0
- package/public/assets/default.vertex-qeJ5L7IA.js +181 -0
- package/public/assets/default.vertex-qeJ5L7IA.js.br +0 -0
- package/public/assets/default.vertex-qeJ5L7IA.js.gz +0 -0
- package/public/assets/defaultUboDeclaration-CC5ANQaf.js +7 -0
- package/public/assets/defaultUboDeclaration-CC5ANQaf.js.br +0 -0
- package/public/assets/defaultUboDeclaration-CC5ANQaf.js.gz +0 -0
- package/public/assets/defaultUboDeclaration-ChHBbulv.js +5 -0
- package/public/assets/defaultUboDeclaration-ChHBbulv.js.br +0 -0
- package/public/assets/defaultUboDeclaration-ChHBbulv.js.gz +0 -0
- package/public/assets/depth.fragment-DziV1vvQ.js +40 -0
- package/public/assets/depth.fragment-DziV1vvQ.js.br +0 -0
- package/public/assets/depth.fragment-DziV1vvQ.js.gz +0 -0
- package/public/assets/depth.vertex-Bqb8e4iK.js +57 -0
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- package/public/assets/depth.vertex-Bqb8e4iK.js.gz +0 -0
- package/public/assets/depthBoxBlur.fragment-1QU8zBtp.js +6 -0
- package/public/assets/depthBoxBlur.fragment-1QU8zBtp.js.br +0 -0
- package/public/assets/depthBoxBlur.fragment-1QU8zBtp.js.gz +0 -0
- package/public/assets/depthBoxBlur.fragment-Drp8IoJa.js +5 -0
- package/public/assets/depthBoxBlur.fragment-Drp8IoJa.js.br +0 -0
- package/public/assets/depthBoxBlur.fragment-Drp8IoJa.js.gz +0 -0
- package/public/assets/depthOfFieldMerge.fragment-ChsgMd3Z.js +21 -0
- package/public/assets/depthOfFieldMerge.fragment-ChsgMd3Z.js.br +0 -0
- package/public/assets/depthOfFieldMerge.fragment-ChsgMd3Z.js.gz +0 -0
- package/public/assets/depthOfFieldMerge.fragment-DARYGt4c.js +26 -0
- package/public/assets/depthOfFieldMerge.fragment-DARYGt4c.js.br +0 -0
- package/public/assets/depthOfFieldMerge.fragment-DARYGt4c.js.gz +0 -0
- package/public/assets/easing-BAP6Yimk.js +1 -0
- package/public/assets/easing-BAP6Yimk.js.br +0 -0
- package/public/assets/easing-BAP6Yimk.js.gz +0 -0
- package/public/assets/exrTextureLoader-BDHqc6R_.js +1 -0
- package/public/assets/exrTextureLoader-BDHqc6R_.js.br +0 -0
- package/public/assets/exrTextureLoader-BDHqc6R_.js.gz +0 -0
- package/public/assets/flowGraphArrayIndexBlock-BXv_IPsN.js +1 -0
- package/public/assets/flowGraphArrayIndexBlock-BXv_IPsN.js.br +2 -0
- package/public/assets/flowGraphArrayIndexBlock-BXv_IPsN.js.gz +0 -0
- package/public/assets/flowGraphBezierCurveEasingBlock-lv_DeY8A.js +1 -0
- package/public/assets/flowGraphBezierCurveEasingBlock-lv_DeY8A.js.br +0 -0
- package/public/assets/flowGraphBezierCurveEasingBlock-lv_DeY8A.js.gz +0 -0
- package/public/assets/flowGraphBinaryOperationBlock-DLe078Ie.js +1 -0
- package/public/assets/flowGraphBinaryOperationBlock-DLe078Ie.js.br +0 -0
- package/public/assets/flowGraphBinaryOperationBlock-DLe078Ie.js.gz +0 -0
- package/public/assets/flowGraphBranchBlock-B1A_lxZU.js +1 -0
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- package/public/assets/flowGraphBranchBlock-B1A_lxZU.js.gz +0 -0
- package/public/assets/flowGraphCachedOperationBlock-e3K8WoCR.js +1 -0
- package/public/assets/flowGraphCachedOperationBlock-e3K8WoCR.js.br +0 -0
- package/public/assets/flowGraphCachedOperationBlock-e3K8WoCR.js.gz +0 -0
- package/public/assets/flowGraphCancelDelayBlock-B2R2AOGn.js +1 -0
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- package/public/assets/flowGraphCancelDelayBlock-B2R2AOGn.js.gz +0 -0
- package/public/assets/flowGraphCodeExecutionBlock-JsT0C6n1.js +1 -0
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- package/public/assets/flowGraphCodeExecutionBlock-JsT0C6n1.js.gz +0 -0
- package/public/assets/flowGraphConditionalDataBlock-Cxt9P_Cy.js +1 -0
- package/public/assets/flowGraphConditionalDataBlock-Cxt9P_Cy.js.br +0 -0
- package/public/assets/flowGraphConditionalDataBlock-Cxt9P_Cy.js.gz +0 -0
- package/public/assets/flowGraphConsoleLogBlock-CSJqdpoW.js +1 -0
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- package/public/assets/flowGraphConsoleLogBlock-CSJqdpoW.js.gz +0 -0
- package/public/assets/flowGraphConstantBlock-D0I7FWSD.js +1 -0
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- package/public/assets/flowGraphConstantBlock-D0I7FWSD.js.gz +0 -0
- package/public/assets/flowGraphContextBlock-DS4CbosO.js +1 -0
- package/public/assets/flowGraphContextBlock-DS4CbosO.js.br +0 -0
- package/public/assets/flowGraphContextBlock-DS4CbosO.js.gz +0 -0
- package/public/assets/flowGraphCounterBlock-CMWEtlWK.js +1 -0
- package/public/assets/flowGraphCounterBlock-CMWEtlWK.js.br +0 -0
- package/public/assets/flowGraphCounterBlock-CMWEtlWK.js.gz +0 -0
- package/public/assets/flowGraphDataSwitchBlock-DZZh0eaG.js +1 -0
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- package/public/assets/flowGraphDebounceBlock-KsAJee1r.js +1 -0
- package/public/assets/flowGraphDebounceBlock-KsAJee1r.js.br +0 -0
- package/public/assets/flowGraphDebounceBlock-KsAJee1r.js.gz +0 -0
- package/public/assets/flowGraphDoNBlock-B7b1Xxc9.js +1 -0
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- package/public/assets/flowGraphEasingBlock-BvNIcaQP.js +1 -0
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- package/public/assets/flowGraphFlipFlopBlock-DS0sHOEL.js +1 -0
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- package/public/assets/flowGraphForLoopBlock-co7kLvIH.js +1 -0
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- package/public/assets/flowGraphFunctionReferenceBlock-SgpJgqKZ.js +1 -0
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- package/public/assets/flowGraphGetAssetBlock-B1Oy72lh.js +1 -0
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- package/public/assets/flowGraphGetPropertyBlock-ver9CKsi.js +1 -0
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- package/public/assets/flowGraphGetVariableBlock-C6h4no6Z.js +1 -0
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import{fr as e}from"./dynamicTexture-Cuby-VOT.js";const n="decalFragment",X=`#ifdef DECAL
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{var lon: f32=atan2(direction.z,direction.x);var lat: f32=acos(direction.y);var sphereCoords: vec2f= vec2f(lon,lat)*RECIPROCAL_PI2*2.0;var s: f32=sphereCoords.x*0.5+0.5;var t: f32=sphereCoords.y;return vec3f(s,t,0); }
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{var lon: f32=atan2(direction.z,direction.x);var lat: f32=acos(direction.y);var sphereCoords: vec2f= vec2f(lon,lat)*RECIPROCAL_PI2*2.0;var s: f32=sphereCoords.x*0.5+0.5;var t: f32=sphereCoords.y;return vec3f(1.0-s,t,0); }
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{var cameraToVertex: vec3f=normalize(worldPos.xyz-eyePosition);var r: vec3f=normalize(reflect(cameraToVertex,worldNormal));r= (reflectionMatrix* vec4f(r,0)).xyz;var lon: f32=atan2(r.z,r.x);var lat: f32=acos(r.y);var sphereCoords: vec2f= vec2f(lon,lat)*RECIPROCAL_PI2*2.0;var s: f32=sphereCoords.x*0.5+0.5;var t: f32=sphereCoords.y;return vec3f(s,t,0);}
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{var viewDir: vec3f=normalize((view*worldPos).xyz);var viewNormal: vec3f=normalize((view* vec4f(worldNormal,0.0)).xyz);var r: vec3f=reflect(viewDir,viewNormal);r= (reflectionMatrix* vec4f(r,0)).xyz;r.z=r.z-1.0;var m: f32=2.0*length(r);return vec3f(r.x/m+0.5,1.0-r.y/m-0.5,0);}
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{var viewDir: vec3f=worldPos.xyz-eyePosition;var coords: vec3f=normalize(reflect(viewDir,worldNormal));return (reflectionMatrix* vec4f(coords,1)).xyz;}
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{var viewDir: vec3f=normalize(worldPos.xyz-eyePosition);var coords: vec3f=reflect(viewDir,worldNormal);coords= (reflectionMatrix* vec4f(coords,0)).xyz;
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fn computeCubicLocalCoords(worldPos: vec4f,worldNormal: vec3f,eyePosition: vec3f,reflectionMatrix: mat4x4f,reflectionSize: vec3f,reflectionPosition: vec3f)->vec3f
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{var viewDir: vec3f=normalize(worldPos.xyz-eyePosition);var coords: vec3f=reflect(viewDir,worldNormal);coords=parallaxCorrectNormal(worldPos.xyz,coords,reflectionSize,reflectionPosition);coords=(reflectionMatrix* vec4f(coords,0)).xyz;
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{return (reflectionMatrix*(view*worldPos)).xyz;}
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`;e.IncludesShadersStoreWGSL[t]||(e.IncludesShadersStoreWGSL[t]=m);const I={name:t,shader:m},W=Object.freeze(Object.defineProperty({__proto__:null,reflectionFunctionWGSL:I},Symbol.toStringTag,{value:"Module"})),r="lightUboDeclaration",S=`#ifdef LIGHT{X}
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struct Light{X}
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{vLightData: vec4f,
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uniform lightMatrix{X}: array<mat4x4f,SHADOWCSMNUM_CASCADES{X}>;uniform viewFrustumZ{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform frustumLengths{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform cascadeBlendFactor{X}: f32;varying vPositionFromLight{X}_0: vec4f;varying vDepthMetric{X}_0: f32;varying vPositionFromLight{X}_1: vec4f;varying vDepthMetric{X}_1: f32;varying vPositionFromLight{X}_2: vec4f;varying vDepthMetric{X}_2: f32;varying vPositionFromLight{X}_3: vec4f;varying vDepthMetric{X}_3: f32;varying vPositionFromCamera{X}: vec4f;var<private> vPositionFromLight{X}: array<vec4f,4>;var<private> vDepthMetric{X} : array<f32,4>;
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var shadowTexture{X}: texture_depth_2d_array;var depthTexture{X}Sampler: sampler;var depthTexture{X}: texture_2d_array<f32>;uniform lightSizeUVCorrection{X}: array<vec2f,SHADOWCSMNUM_CASCADES{X}>;uniform depthCorrection{X}: array<f32,SHADOWCSMNUM_CASCADES{X}>;uniform penumbraDarkness{X}: f32;
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const vCascadeColorsMultiplier{X}: array<vec3f,8>=array<vec3f,8>
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vec3f ( 1.0,1.0,1.0 ),
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varying vPositionFromLight{X}: vec4f;varying vDepthMetric{X}: f32;
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var shadowTexture{X}Sampler: sampler_comparison;
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var shadowTexture{X}: texture_depth_2d;var depthTexture{X}Sampler: sampler;
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var depthTexture{X}: texture_2d<f32>;
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var shadowTexture{X}Sampler: sampler_comparison;var shadowTexture{X}: texture_depth_2d;
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#else
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var shadowTexture{X}Sampler: sampler;
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var shadowTexture{X}: texture_2d<f32>;
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uniform lightMatrix{X}: mat4x4f;
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#endif
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#endif
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#endif
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`;e.IncludesShadersStoreWGSL[r]||(e.IncludesShadersStoreWGSL[r]=S);const C={name:r,shader:S},U=Object.freeze(Object.defineProperty({__proto__:null,lightUboDeclarationWGSL:C},Symbol.toStringTag,{value:"Module"})),l="ltcHelperFunctions",E=`fn LTCUv(N: vec3f,V: vec3f,roughness: f32)->vec2f {var LUTSIZE: f32=64.0;var LUTSCALE: f32=( LUTSIZE-1.0 )/LUTSIZE;var LUTBIAS:f32=0.5/LUTSIZE;var dotNV:f32=saturate( dot( N,V ) );var uv:vec2f=vec2f( roughness,sqrt( 1.0-dotNV ) );uv=uv*LUTSCALE+LUTBIAS;return uv;}
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fn LTCClippedSphereFormFactor( f:vec3f )->f32 {var l: f32=length( f );return max( ( l*l+f.z )/( l+1.0 ),0.0 );}
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fn LTCEdgeVectorFormFactor( v1:vec3f,v2:vec3f )->vec3f {var x:f32=dot( v1,v2 );var y:f32=abs( x );var a:f32=0.8543985+( 0.4965155+0.0145206*y )*y;var b:f32=3.4175940+( 4.1616724+y )*y;var v:f32=a/b;var thetaSintheta:f32=0.0;if( x>0.0 )
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{thetaSintheta=v;}
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else
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{thetaSintheta=0.5*inverseSqrt( max( 1.0-x*x,0.00000001 ) )-v;}
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return cross( v1,v2 )*thetaSintheta;}
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fn LTCEvaluate( N:vec3f,V:vec3f,P:vec3f,mInv: mat3x3<f32>,rectCoords0:vec3f,rectCoords1:vec3f,rectCoords2:vec3f,rectCoords3:vec3f )->vec3f {var v1:vec3f=rectCoords1-rectCoords0;var v2:vec3f=rectCoords3-rectCoords0;var lightNormal:vec3f=cross( v1,v2 );if( dot( lightNormal,P-rectCoords0 )<0.0 ){return vec3f( 0.0 );}
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var T1:vec3f=normalize( V-N*dot( V,N ) );var T2:vec3f=- cross( N,T1 );
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var mat: mat3x3<f32>=mInv*transposeMat3( mat3x3<f32>( T1,T2,N ) );var coords0: vec3f=mat*( rectCoords0-P );var coords1: vec3f=mat*( rectCoords1-P );var coords2: vec3f=mat*( rectCoords2-P );var coords3: vec3f=mat*( rectCoords3-P );coords0=normalize( coords0 );coords1=normalize( coords1 );coords2=normalize( coords2 );coords3=normalize( coords3 );var vectorFormFactor:vec3f=vec3( 0.0 );vectorFormFactor+=LTCEdgeVectorFormFactor( coords0,coords1 );vectorFormFactor+=LTCEdgeVectorFormFactor( coords1,coords2 );vectorFormFactor+=LTCEdgeVectorFormFactor( coords2,coords3 );vectorFormFactor+=LTCEdgeVectorFormFactor( coords3,coords0 );var result:f32=LTCClippedSphereFormFactor( vectorFormFactor );return vec3f( result );}
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struct areaLightData
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{Diffuse: vec3f,
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Specular: vec3f,
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Fresnel: vec4f};fn computeAreaLightSpecularDiffuseFresnel(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,viewDir: vec3f,normal:vec3f,position:vec3f,lightPos:vec3f,halfWidth:vec3f, halfHeight:vec3f,roughness:f32)->areaLightData {var result: areaLightData;var rectCoords0:vec3f=lightPos+halfWidth-halfHeight;
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var rectCoords1:vec3f=lightPos-halfWidth-halfHeight;var rectCoords2:vec3f=lightPos-halfWidth+halfHeight;var rectCoords3:vec3f=lightPos+halfWidth+halfHeight;
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#ifdef SPECULARTERM
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var uv:vec2f=LTCUv( normal,viewDir,roughness );var t1:vec4f=textureSample( ltc1,ltc1Sampler,uv );var t2:vec4f=textureSample( ltc2,ltc2Sampler,uv );var mInv:mat3x3<f32>=mat3x3<f32>(
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vec3f( t1.x,0,t1.y ),
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vec3f( 0,1, 0 ),
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vec3f( t1.z,0,t1.w )
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);result.Fresnel=t2;result.Specular=LTCEvaluate( normal,viewDir,position,mInv,rectCoords0,rectCoords1,rectCoords2,rectCoords3 );
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#endif
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var mInvEmpty:mat3x3<f32>=mat3x3<f32>(
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vec3f( 1,0,0 ),
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vec3f( 0,1,0 ),
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vec3f( 0,0,1 )
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191
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);result.Diffuse+=LTCEvaluate( normal,viewDir,position,mInvEmpty,rectCoords0,rectCoords1,rectCoords2,rectCoords3 );return result;}
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fn FetchDiffuseFilteredTexture(texLightFiltered: texture_2d<f32>,texLightFilteredSampler: sampler,p1_: vec3f,p2_: vec3f,p3_: vec3f,p4_: vec3f)->vec3f {var V1: vec3f=p2_-p1_;var V2: vec3f=p4_-p1_;var planeOrtho: vec3f=cross(V1,V2);var planeAreaSquared: f32=dot(planeOrtho,planeOrtho);var planeDistxPlaneArea: f32=dot(planeOrtho,p1_);var P: vec3f=planeDistxPlaneArea*planeOrtho/planeAreaSquared-p1_;var dot_V1_V2: f32=dot(V1,V2);var inv_dot_V1_V1: f32=1.0/dot(V1,V1);var V2_: vec3f=V2-V1*dot_V1_V2*inv_dot_V1_V1;var Puv: vec2f;Puv.y=dot(V2_,P)/dot(V2_,V2_);Puv.x=dot(V1,P)*inv_dot_V1_V1-dot_V1_V2*inv_dot_V1_V1*Puv.y;var d: f32=abs(planeDistxPlaneArea)/pow(planeAreaSquared,0.75);var sampleLOD: f32=log(2048.0*d)/log(3.0);var sampleUV: vec2f=vec2f(0.125,0.125)+(vec2f(0.75)*Puv);sampleUV.x=1.0-sampleUV.x;return textureSampleLevel(texLightFiltered,texLightFilteredSampler,sampleUV,sampleLOD).rgb;}
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fn LTCEvaluateWithEmission(N: vec3f,V: vec3f,P: vec3f,mInv: mat3x3<f32>,rectCoords0: vec3f,rectCoords1: vec3f,rectCoords2: vec3f,rectCoords3: vec3f,texFilteredMap: texture_2d<f32>,texFilteredMapSampler: sampler)->vec3f {var v1: vec3f=rectCoords1-rectCoords0;var v2: vec3f=rectCoords3-rectCoords0;var lightNormal: vec3f=cross(v1,v2);if (dot(lightNormal,P-rectCoords0)<0.0) {return vec3f(0.0);}
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var T1: vec3f=normalize(V-N*dot(V,N));var T2: vec3f=-cross(N,T1);var mat: mat3x3<f32>=mInv*transposeMat3(mat3x3<f32>(T1,T2,N));var coords0: vec3f=mat*(rectCoords0-P);var coords1: vec3f=mat*(rectCoords1-P);var coords2: vec3f=mat*(rectCoords2-P);var coords3: vec3f=mat*(rectCoords3-P);var textureLight: vec3f=FetchDiffuseFilteredTexture(texFilteredMap,texFilteredMapSampler,coords0,coords1,coords2,coords3);coords0=normalize(coords0);coords1=normalize(coords1);coords2=normalize(coords2);coords3=normalize(coords3);var vectorFormFactor: vec3f=vec3f(0.0);vectorFormFactor+=LTCEdgeVectorFormFactor(coords0,coords1);vectorFormFactor+=LTCEdgeVectorFormFactor(coords1,coords2);vectorFormFactor+=LTCEdgeVectorFormFactor(coords2,coords3);vectorFormFactor+=LTCEdgeVectorFormFactor(coords3,coords0);var result: f32=LTCClippedSphereFormFactor(vectorFormFactor);return vec3f(result)*textureLight;}
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fn computeAreaLightSpecularDiffuseFresnelWithEmission(ltc1: texture_2d<f32>,ltc1Sampler:sampler,ltc2:texture_2d<f32>,ltc2Sampler:sampler,emissionTexture: texture_2d<f32>,emissionTextureSampler:sampler,viewDir: vec3f,normal:vec3f,position:vec3f,lightPos:vec3f,halfWidth:vec3f, halfHeight:vec3f,roughness:f32)->areaLightData {var result: areaLightData;var rectCoords0: vec3f=lightPos+halfWidth-halfHeight;
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|
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var rectCoords1: vec3f=lightPos-halfWidth-halfHeight;var rectCoords2: vec3f=lightPos-halfWidth+halfHeight;var rectCoords3: vec3f=lightPos+halfWidth+halfHeight;
|
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|
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#ifdef SPECULARTERM
|
|
198
|
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var uv: vec2f=LTCUv(normal,viewDir,roughness);var t1: vec4f=textureSample(ltc1,ltc1Sampler,uv);var t2: vec4f=textureSample(ltc2,ltc2Sampler,uv);var mInv: mat3x3<f32>=mat3x3<f32>(
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|
199
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vec3f(t1.x,0,t1.y),
|
|
200
|
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vec3f(0,1,0),
|
|
201
|
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vec3f(t1.z,0,t1.w)
|
|
202
|
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);result.Specular=LTCEvaluateWithEmission(normal,viewDir,position,mInv,rectCoords0,rectCoords1,rectCoords2,rectCoords3,emissionTexture,emissionTextureSampler);result.Fresnel=t2;
|
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|
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#endif
|
|
204
|
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var mInvEmpty: mat3x3<f32>=mat3x3<f32>(
|
|
205
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vec3f(1,0,0),
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|
206
|
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vec3f(0,1,0),
|
|
207
|
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vec3f(0,0,1)
|
|
208
|
-
);result.Diffuse=LTCEvaluateWithEmission(normal,viewDir,position,mInvEmpty,rectCoords0,rectCoords1,rectCoords2,rectCoords3,emissionTexture,emissionTextureSampler);return result;}
|
|
209
|
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`;e.IncludesShadersStoreWGSL[l]||(e.IncludesShadersStoreWGSL[l]=E);const a="shadowsFragmentFunctions",g=`#ifdef SHADOWS
|
|
210
|
-
#ifndef SHADOWFLOAT
|
|
211
|
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fn unpack(color: vec4f)->f32
|
|
212
|
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{const bit_shift: vec4f= vec4f(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}
|
|
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|
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#endif
|
|
214
|
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fn computeFallOff(value: f32,clipSpace: vec2f,frustumEdgeFalloff: f32)->f32
|
|
215
|
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{var mask: f32=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));return mix(value,1.0,mask);}
|
|
216
|
-
fn computeShadowCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthValues: vec2f)->f32
|
|
217
|
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{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;
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|
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|
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#ifndef SHADOWFLOAT
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|
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|
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var shadow: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));
|
|
220
|
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#else
|
|
221
|
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var shadow: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;
|
|
222
|
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#endif
|
|
223
|
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return select(1.0,darkness,depth>shadow);}
|
|
224
|
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fn computeShadowWithPoissonSamplingCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,mapSize: f32,darkness: f32,depthValues: vec2f)->f32
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225
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{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;var visibility: f32=1.;var poissonDisk: array<vec3f,4>;poissonDisk[0]= vec3f(-1.0,1.0,-1.0);poissonDisk[1]= vec3f(1.0,-1.0,-1.0);poissonDisk[2]= vec3f(-1.0,-1.0,-1.0);poissonDisk[3]= vec3f(1.0,-1.0,1.0);
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226
|
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#ifndef SHADOWFLOAT
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|
227
|
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if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) {visibility-=0.25;};if (unpack(textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) {visibility-=0.25;};
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|
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#else
|
|
229
|
-
if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) {visibility-=0.25;};if (textureSample(shadowTexture,shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) {visibility-=0.25;};
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|
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#endif
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|
231
|
-
return min(1.0,visibility+darkness);}
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|
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|
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fn computeShadowWithESMCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,depthValues: vec2f)->f32
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|
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{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);var shadowPixelDepth: f32=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;
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#ifndef SHADOWFLOAT
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var shadowMapSample: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));
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#else
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|
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var shadowMapSample: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;
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#endif
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|
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var esm: f32=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return esm;}
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240
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fn computeShadowWithCloseESMCube(worldPos: vec3f,lightPosition: vec3f,shadowTexture: texture_cube<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,depthValues: vec2f)->f32
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{var directionToLight: vec3f=worldPos-lightPosition;var depth: f32=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);var shadowPixelDepth: f32=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;
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#ifndef SHADOWFLOAT
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var shadowMapSample: f32=unpack(textureSample(shadowTexture,shadowSampler,directionToLight));
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#else
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var shadowMapSample: f32=textureSample(shadowTexture,shadowSampler,directionToLight).x;
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#endif
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var esm: f32=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return esm;}
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fn computeShadowCSM(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d_array<f32>,shadowSampler: sampler,darkness: f32,frustumEdgeFalloff: f32)->f32
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{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);
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#ifndef SHADOWFLOAT
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var shadow: f32=unpack(textureSample(shadowTexture,shadowSampler,uv,layer));
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#else
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var shadow: f32=textureSample(shadowTexture,shadowSampler,uv,layer).x;
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#endif
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return select(1.,computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff),shadowPixelDepth>shadow );}
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fn computeShadow(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,frustumEdgeFalloff: f32)->f32
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{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)
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{return 1.0;}
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else
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{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);
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#ifndef SHADOWFLOAT
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var shadow: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));
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#else
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var shadow: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;
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#endif
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return select(1.,computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff),shadowPixelDepth>shadow );}}
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fn computeShadowWithPoissonSampling(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,mapSize: f32,darkness: f32,frustumEdgeFalloff: f32)->f32
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{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)
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{return 1.0;}
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else
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{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);var visibility: f32=1.;var poissonDisk: array<vec2f,4>;poissonDisk[0]= vec2f(-0.94201624,-0.39906216);poissonDisk[1]= vec2f(0.94558609,-0.76890725);poissonDisk[2]= vec2f(-0.094184101,-0.92938870);poissonDisk[3]= vec2f(0.34495938,0.29387760);
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#ifndef SHADOWFLOAT
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if (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}
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if (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}
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if (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}
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if (unpack(textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) {visibility-=0.25;}
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#else
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if (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}
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if (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}
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if (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}
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if (textureSampleLevel(shadowTexture,shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) {visibility-=0.25;}
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#endif
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return computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);}}
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fn computeShadowWithESM(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,frustumEdgeFalloff: f32)->f32
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{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)
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{return 1.0;}
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else
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{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);
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#ifndef SHADOWFLOAT
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var shadowMapSample: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));
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#else
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var shadowMapSample: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;
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293
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#endif
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var esm: f32=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}
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fn computeShadowWithCloseESM(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_2d<f32>,shadowSampler: sampler,darkness: f32,depthScale: f32,frustumEdgeFalloff: f32)->f32
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296
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{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uv: vec2f=0.5*clipSpace.xy+ vec2f(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)
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297
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{return 1.0;}
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298
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else
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299
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{var shadowPixelDepth: f32=clamp(depthMetric,0.,1.0);
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300
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#ifndef SHADOWFLOAT
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301
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var shadowMapSample: f32=unpack(textureSampleLevel(shadowTexture,shadowSampler,uv,0.));
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302
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#else
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303
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var shadowMapSample: f32=textureSampleLevel(shadowTexture,shadowSampler,uv,0.).x;
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304
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#endif
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305
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var esm: f32=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}
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306
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fn getZInClip(clipSpace: vec3f,uvDepth: vec3f)->f32
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307
|
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{
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308
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#ifdef IS_NDC_HALF_ZRANGE
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309
|
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return clipSpace.z;
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310
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#else
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311
|
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return uvDepth.z;
|
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312
|
-
#endif
|
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313
|
-
}
|
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314
|
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const GREATEST_LESS_THAN_ONE: f32=0.99999994;
|
|
315
|
-
#define DISABLE_UNIFORMITY_ANALYSIS
|
|
316
|
-
fn computeShadowWithCSMPCF1(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,darkness: f32,frustumEdgeFalloff: f32)->f32
|
|
317
|
-
{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var shadow: f32=textureSampleCompare(shadowTexture,shadowSampler,uvDepth.xy,layer,uvDepth.z);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}
|
|
318
|
-
fn computeShadowWithCSMPCF3(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32
|
|
319
|
-
{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x;
|
|
320
|
-
uv+=0.5;
|
|
321
|
-
var st: vec2f=fract(uv);
|
|
322
|
-
var base_uv: vec2f=floor(uv)-0.5;
|
|
323
|
-
base_uv*=shadowMapSizeAndInverse.y;
|
|
324
|
-
var uvw0: vec2f=3.-2.*st;var uvw1: vec2f=1.+2.*st;var u: vec2f= vec2f((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;var v: vec2f= vec2f((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),layer,uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),layer,uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),layer,uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),layer,uvDepth.z);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}
|
|
325
|
-
fn computeShadowWithCSMPCF5(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32
|
|
326
|
-
{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x;
|
|
327
|
-
uv+=0.5;
|
|
328
|
-
var st: vec2f=fract(uv);
|
|
329
|
-
var base_uv: vec2f=floor(uv)-0.5;
|
|
330
|
-
base_uv*=shadowMapSizeAndInverse.y;
|
|
331
|
-
var uvw0: vec2f=4.-3.*st;var uvw1: vec2f= vec2f(7.);var uvw2: vec2f=1.+3.*st;var u: vec3f= vec3f((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;var v: vec3f= vec3f((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),layer,uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),layer,uvDepth.z);shadow+=uvw2.x*uvw0.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[0]),layer,uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),layer,uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),layer,uvDepth.z);shadow+=uvw2.x*uvw1.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[1]),layer,uvDepth.z);shadow+=uvw0.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[2]),layer,uvDepth.z);shadow+=uvw1.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[2]),layer,uvDepth.z);shadow+=uvw2.x*uvw2.y*textureSampleCompare(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[2]),layer,uvDepth.z);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}
|
|
332
|
-
fn computeShadowWithPCF1(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,darkness: f32,frustumEdgeFalloff: f32)->f32
|
|
333
|
-
{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);if (depthMetric<0.0 || depthMetric>1.0 || uvDepth.x<0. || uvDepth.x>1.0 || uvDepth.y<0. || uvDepth.y>1.0) {return 1.0;} else {var shadow: f32=textureSampleCompareLevel(shadowTexture,shadowSampler,uvDepth.xy,uvDepth.z);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}
|
|
334
|
-
fn computeShadowWithPCF3(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32
|
|
335
|
-
{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);if (depthMetric<0.0 || depthMetric>1.0 || uvDepth.x<0. || uvDepth.x>1.0 || uvDepth.y<0. || uvDepth.y>1.0) {return 1.0;} else {var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x;
|
|
336
|
-
uv+=0.5;
|
|
337
|
-
var st: vec2f=fract(uv);
|
|
338
|
-
var base_uv: vec2f=floor(uv)-0.5;
|
|
339
|
-
base_uv*=shadowMapSizeAndInverse.y;
|
|
340
|
-
var uvw0: vec2f=3.-2.*st;var uvw1: vec2f=1.+2.*st;var u: vec2f= vec2f((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;var v: vec2f= vec2f((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),uvDepth.z);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}
|
|
341
|
-
fn computeShadowWithPCF5(vPositionFromLight: vec4f,depthMetric: f32,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeAndInverse: vec2f,darkness: f32,frustumEdgeFalloff: f32)->f32
|
|
342
|
-
{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);if (depthMetric<0.0 || depthMetric>1.0 || uvDepth.x<0. || uvDepth.x>1.0 || uvDepth.y<0. || uvDepth.y>1.0) {return 1.0;} else {var uv: vec2f=uvDepth.xy*shadowMapSizeAndInverse.x;
|
|
343
|
-
uv+=0.5;
|
|
344
|
-
var st: vec2f=fract(uv);
|
|
345
|
-
var base_uv: vec2f=floor(uv)-0.5;
|
|
346
|
-
base_uv*=shadowMapSizeAndInverse.y;
|
|
347
|
-
var uvw0: vec2f=4.-3.*st;var uvw1: vec2f= vec2f(7.);var uvw2: vec2f=1.+3.*st;var u: vec3f= vec3f((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;var v: vec3f= vec3f((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;var shadow: f32=0.;shadow+=uvw0.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[0]),uvDepth.z);shadow+=uvw1.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[0]),uvDepth.z);shadow+=uvw2.x*uvw0.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[0]),uvDepth.z);shadow+=uvw0.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[1]),uvDepth.z);shadow+=uvw1.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[1]),uvDepth.z);shadow+=uvw2.x*uvw1.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[1]),uvDepth.z);shadow+=uvw0.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[0],v[2]),uvDepth.z);shadow+=uvw1.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[1],v[2]),uvDepth.z);shadow+=uvw2.x*uvw2.y*textureSampleCompareLevel(shadowTexture,shadowSampler, base_uv.xy+ vec2f(u[2],v[2]),uvDepth.z);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}
|
|
348
|
-
const PoissonSamplers32: array<vec3f,64>=array<vec3f,64> (
|
|
349
|
-
vec3f(0.06407013,0.05409927,0.),
|
|
350
|
-
vec3f(0.7366577,0.5789394,0.),
|
|
351
|
-
vec3f(-0.6270542,-0.5320278,0.),
|
|
352
|
-
vec3f(-0.4096107,0.8411095,0.),
|
|
353
|
-
vec3f(0.6849564,-0.4990818,0.),
|
|
354
|
-
vec3f(-0.874181,-0.04579735,0.),
|
|
355
|
-
vec3f(0.9989998,0.0009880066,0.),
|
|
356
|
-
vec3f(-0.004920578,-0.9151649,0.),
|
|
357
|
-
vec3f(0.1805763,0.9747483,0.),
|
|
358
|
-
vec3f(-0.2138451,0.2635818,0.),
|
|
359
|
-
vec3f(0.109845,0.3884785,0.),
|
|
360
|
-
vec3f(0.06876755,-0.3581074,0.),
|
|
361
|
-
vec3f(0.374073,-0.7661266,0.),
|
|
362
|
-
vec3f(0.3079132,-0.1216763,0.),
|
|
363
|
-
vec3f(-0.3794335,-0.8271583,0.),
|
|
364
|
-
vec3f(-0.203878,-0.07715034,0.),
|
|
365
|
-
vec3f(0.5912697,0.1469799,0.),
|
|
366
|
-
vec3f(-0.88069,0.3031784,0.),
|
|
367
|
-
vec3f(0.5040108,0.8283722,0.),
|
|
368
|
-
vec3f(-0.5844124,0.5494877,0.),
|
|
369
|
-
vec3f(0.6017799,-0.1726654,0.),
|
|
370
|
-
vec3f(-0.5554981,0.1559997,0.),
|
|
371
|
-
vec3f(-0.3016369,-0.3900928,0.),
|
|
372
|
-
vec3f(-0.5550632,-0.1723762,0.),
|
|
373
|
-
vec3f(0.925029,0.2995041,0.),
|
|
374
|
-
vec3f(-0.2473137,0.5538505,0.),
|
|
375
|
-
vec3f(0.9183037,-0.2862392,0.),
|
|
376
|
-
vec3f(0.2469421,0.6718712,0.),
|
|
377
|
-
vec3f(0.3916397,-0.4328209,0.),
|
|
378
|
-
vec3f(-0.03576927,-0.6220032,0.),
|
|
379
|
-
vec3f(-0.04661255,0.7995201,0.),
|
|
380
|
-
vec3f(0.4402924,0.3640312,0.),
|
|
381
|
-
vec3f(0.),
|
|
382
|
-
vec3f(0.),
|
|
383
|
-
vec3f(0.),
|
|
384
|
-
vec3f(0.),
|
|
385
|
-
vec3f(0.),
|
|
386
|
-
vec3f(0.),
|
|
387
|
-
vec3f(0.),
|
|
388
|
-
vec3f(0.),
|
|
389
|
-
vec3f(0.),
|
|
390
|
-
vec3f(0.),
|
|
391
|
-
vec3f(0.),
|
|
392
|
-
vec3f(0.),
|
|
393
|
-
vec3f(0.),
|
|
394
|
-
vec3f(0.),
|
|
395
|
-
vec3f(0.),
|
|
396
|
-
vec3f(0.),
|
|
397
|
-
vec3f(0.),
|
|
398
|
-
vec3f(0.),
|
|
399
|
-
vec3f(0.),
|
|
400
|
-
vec3f(0.),
|
|
401
|
-
vec3f(0.),
|
|
402
|
-
vec3f(0.),
|
|
403
|
-
vec3f(0.),
|
|
404
|
-
vec3f(0.),
|
|
405
|
-
vec3f(0.),
|
|
406
|
-
vec3f(0.),
|
|
407
|
-
vec3f(0.),
|
|
408
|
-
vec3f(0.),
|
|
409
|
-
vec3f(0.),
|
|
410
|
-
vec3f(0.),
|
|
411
|
-
vec3f(0.),
|
|
412
|
-
vec3f(0.)
|
|
413
|
-
);const PoissonSamplers64: array<vec3f,64>=array<vec3f,64> (
|
|
414
|
-
vec3f(-0.613392,0.617481,0.),
|
|
415
|
-
vec3f(0.170019,-0.040254,0.),
|
|
416
|
-
vec3f(-0.299417,0.791925,0.),
|
|
417
|
-
vec3f(0.645680,0.493210,0.),
|
|
418
|
-
vec3f(-0.651784,0.717887,0.),
|
|
419
|
-
vec3f(0.421003,0.027070,0.),
|
|
420
|
-
vec3f(-0.817194,-0.271096,0.),
|
|
421
|
-
vec3f(-0.705374,-0.668203,0.),
|
|
422
|
-
vec3f(0.977050,-0.108615,0.),
|
|
423
|
-
vec3f(0.063326,0.142369,0.),
|
|
424
|
-
vec3f(0.203528,0.214331,0.),
|
|
425
|
-
vec3f(-0.667531,0.326090,0.),
|
|
426
|
-
vec3f(-0.098422,-0.295755,0.),
|
|
427
|
-
vec3f(-0.885922,0.215369,0.),
|
|
428
|
-
vec3f(0.566637,0.605213,0.),
|
|
429
|
-
vec3f(0.039766,-0.396100,0.),
|
|
430
|
-
vec3f(0.751946,0.453352,0.),
|
|
431
|
-
vec3f(0.078707,-0.715323,0.),
|
|
432
|
-
vec3f(-0.075838,-0.529344,0.),
|
|
433
|
-
vec3f(0.724479,-0.580798,0.),
|
|
434
|
-
vec3f(0.222999,-0.215125,0.),
|
|
435
|
-
vec3f(-0.467574,-0.405438,0.),
|
|
436
|
-
vec3f(-0.248268,-0.814753,0.),
|
|
437
|
-
vec3f(0.354411,-0.887570,0.),
|
|
438
|
-
vec3f(0.175817,0.382366,0.),
|
|
439
|
-
vec3f(0.487472,-0.063082,0.),
|
|
440
|
-
vec3f(-0.084078,0.898312,0.),
|
|
441
|
-
vec3f(0.488876,-0.783441,0.),
|
|
442
|
-
vec3f(0.470016,0.217933,0.),
|
|
443
|
-
vec3f(-0.696890,-0.549791,0.),
|
|
444
|
-
vec3f(-0.149693,0.605762,0.),
|
|
445
|
-
vec3f(0.034211,0.979980,0.),
|
|
446
|
-
vec3f(0.503098,-0.308878,0.),
|
|
447
|
-
vec3f(-0.016205,-0.872921,0.),
|
|
448
|
-
vec3f(0.385784,-0.393902,0.),
|
|
449
|
-
vec3f(-0.146886,-0.859249,0.),
|
|
450
|
-
vec3f(0.643361,0.164098,0.),
|
|
451
|
-
vec3f(0.634388,-0.049471,0.),
|
|
452
|
-
vec3f(-0.688894,0.007843,0.),
|
|
453
|
-
vec3f(0.464034,-0.188818,0.),
|
|
454
|
-
vec3f(-0.440840,0.137486,0.),
|
|
455
|
-
vec3f(0.364483,0.511704,0.),
|
|
456
|
-
vec3f(0.034028,0.325968,0.),
|
|
457
|
-
vec3f(0.099094,-0.308023,0.),
|
|
458
|
-
vec3f(0.693960,-0.366253,0.),
|
|
459
|
-
vec3f(0.678884,-0.204688,0.),
|
|
460
|
-
vec3f(0.001801,0.780328,0.),
|
|
461
|
-
vec3f(0.145177,-0.898984,0.),
|
|
462
|
-
vec3f(0.062655,-0.611866,0.),
|
|
463
|
-
vec3f(0.315226,-0.604297,0.),
|
|
464
|
-
vec3f(-0.780145,0.486251,0.),
|
|
465
|
-
vec3f(-0.371868,0.882138,0.),
|
|
466
|
-
vec3f(0.200476,0.494430,0.),
|
|
467
|
-
vec3f(-0.494552,-0.711051,0.),
|
|
468
|
-
vec3f(0.612476,0.705252,0.),
|
|
469
|
-
vec3f(-0.578845,-0.768792,0.),
|
|
470
|
-
vec3f(-0.772454,-0.090976,0.),
|
|
471
|
-
vec3f(0.504440,0.372295,0.),
|
|
472
|
-
vec3f(0.155736,0.065157,0.),
|
|
473
|
-
vec3f(0.391522,0.849605,0.),
|
|
474
|
-
vec3f(-0.620106,-0.328104,0.),
|
|
475
|
-
vec3f(0.789239,-0.419965,0.),
|
|
476
|
-
vec3f(-0.545396,0.538133,0.),
|
|
477
|
-
vec3f(-0.178564,-0.596057,0.)
|
|
478
|
-
);fn computeShadowWithCSMPCSS(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,searchTapCount: i32,pcfTapCount: i32,poissonSamplers: array<vec3f,64>,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32
|
|
479
|
-
{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=clamp(getZInClip(clipSpace,uvDepth),0.,GREATEST_LESS_THAN_ONE);var uvDepthLayer: vec4f= vec4f(uvDepth.x,uvDepth.y,f32(layer),uvDepth.z);var blockerDepth: f32=0.0;var sumBlockerDepth: f32=0.0;var numBlocker: f32=0.0;for (var i: i32=0; i<searchTapCount; i ++) {blockerDepth=textureSample(depthTexture,depthSampler, uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer).r;numBlocker+=select(0.,1.,blockerDepth<depthMetric);sumBlockerDepth+=select(0.,blockerDepth,blockerDepth<depthMetric);}
|
|
480
|
-
var avgBlockerDepth: f32=sumBlockerDepth/numBlocker;var AAOffset: f32=shadowMapSizeInverse*10.;var penumbraRatio: f32=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);var filterRadius: vec4f= vec4f(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);var random: f32=getRand(vPositionFromLight.xy);var rotationAngle: f32=random*3.1415926;var rotationVector: vec2f= vec2f(cos(rotationAngle),sin(rotationAngle));var shadow: f32=0.;for (var i: i32=0; i<pcfTapCount; i++) {var offset: vec4f= vec4f(poissonSamplers[i],0.);offset= vec4f(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);let coords=uvDepthLayer+offset*filterRadius;shadow+=textureSampleCompare(shadowTexture,shadowSampler,coords.xy,i32(coords.z),coords.w);}
|
|
481
|
-
shadow/= f32(pcfTapCount);shadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));shadow=mix(darkness,1.,shadow);return select(computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff),1.0,numBlocker<1.0);}
|
|
482
|
-
fn computeShadowWithPCSS(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,searchTapCount: i32,pcfTapCount: i32,poissonSamplers: array<vec3f,64>)->f32
|
|
483
|
-
{var clipSpace: vec3f=vPositionFromLight.xyz/vPositionFromLight.w;var uvDepth: vec3f= vec3f(0.5*clipSpace.xyz+ vec3f(0.5));uvDepth.z=getZInClip(clipSpace,uvDepth);if (depthMetric<0.0 || depthMetric>1.0 || uvDepth.x<0. || uvDepth.x>1.0 || uvDepth.y<0. || uvDepth.y>1.0) {return 1.0;}
|
|
484
|
-
var blockerDepth: f32=0.0;var sumBlockerDepth: f32=0.0;var numBlocker: f32=0.0;for (var i: i32=0; i<searchTapCount; i ++) {blockerDepth=textureSampleLevel(depthTexture,depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0).r;numBlocker+=select(0.,1.,blockerDepth<depthMetric);sumBlockerDepth+=select(0.,blockerDepth,blockerDepth<depthMetric);}
|
|
485
|
-
if (numBlocker<1.0) {return 1.0;}
|
|
486
|
-
var avgBlockerDepth: f32=sumBlockerDepth/numBlocker;var AAOffset: f32=shadowMapSizeInverse*10.;var penumbraRatio: f32=((depthMetric-avgBlockerDepth)+AAOffset);var filterRadius: f32=penumbraRatio*lightSizeUV*shadowMapSizeInverse;var random: f32=getRand(vPositionFromLight.xy);var rotationAngle: f32=random*3.1415926;var rotationVector: vec2f= vec2f(cos(rotationAngle),sin(rotationAngle));var shadow: f32=0.;for (var i: i32=0; i<pcfTapCount; i++) {var offset: vec3f=poissonSamplers[i];offset= vec3f(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);let coords=uvDepth+offset*filterRadius;shadow+=textureSampleCompareLevel(shadowTexture,shadowSampler,coords.xy,coords.z);}
|
|
487
|
-
shadow/= f32(pcfTapCount);shadow=mix(shadow,1.,depthMetric-avgBlockerDepth);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}
|
|
488
|
-
fn computeShadowWithPCSS16(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32
|
|
489
|
-
{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);}
|
|
490
|
-
fn computeShadowWithPCSS32(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32
|
|
491
|
-
{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);}
|
|
492
|
-
fn computeShadowWithPCSS64(vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32)->f32
|
|
493
|
-
{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);}
|
|
494
|
-
fn computeShadowWithCSMPCSS16(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32
|
|
495
|
-
{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}
|
|
496
|
-
fn computeShadowWithCSMPCSS32(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32
|
|
497
|
-
{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}
|
|
498
|
-
fn computeShadowWithCSMPCSS64(layer: i32,vPositionFromLight: vec4f,depthMetric: f32,depthTexture: texture_2d_array<f32>,depthSampler: sampler,shadowTexture: texture_depth_2d_array,shadowSampler: sampler_comparison,shadowMapSizeInverse: f32,lightSizeUV: f32,darkness: f32,frustumEdgeFalloff: f32,lightSizeUVCorrection: vec2f,depthCorrection: f32,penumbraDarkness: f32)->f32
|
|
499
|
-
{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthTexture,depthSampler,shadowTexture,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}
|
|
500
|
-
#endif
|
|
501
|
-
`;e.IncludesShadersStoreWGSL[a]||(e.IncludesShadersStoreWGSL[a]=g);const P={name:a,shader:g},H=Object.freeze(Object.defineProperty({__proto__:null,shadowsFragmentFunctionsWGSL:P},Symbol.toStringTag,{value:"Module"})),o="lightFragment",x=`#ifdef LIGHT{X}
|
|
502
|
-
#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})
|
|
503
|
-
#else
|
|
504
|
-
var diffuse{X}: vec4f=light{X}.vLightDiffuse;
|
|
505
|
-
#define CUSTOM_LIGHT{X}_COLOR
|
|
506
|
-
#if defined(PBR) && defined(CLUSTLIGHT{X})
|
|
507
|
-
{let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(
|
|
508
|
-
lightDataTexture{X},
|
|
509
|
-
&tileMaskBuffer{X},
|
|
510
|
-
light{X}.vLightData,
|
|
511
|
-
vec2u(light{X}.vSliceRanges[sliceIndex].xy),
|
|
512
|
-
viewDirectionW,
|
|
513
|
-
normalW,
|
|
514
|
-
fragmentInputs.vPositionW,
|
|
515
|
-
surfaceAlbedo,
|
|
516
|
-
reflectivityOut,
|
|
517
|
-
#ifdef IRIDESCENCE
|
|
518
|
-
iridescenceIntensity,
|
|
519
|
-
#endif
|
|
520
|
-
#ifdef SS_TRANSLUCENCY
|
|
521
|
-
subSurfaceOut,
|
|
522
|
-
#endif
|
|
523
|
-
#ifdef SPECULARTERM
|
|
524
|
-
AARoughnessFactors.x,
|
|
525
|
-
#endif
|
|
526
|
-
#ifdef ANISOTROPIC
|
|
527
|
-
anisotropicOut,
|
|
528
|
-
#endif
|
|
529
|
-
#ifdef SHEEN
|
|
530
|
-
sheenOut,
|
|
531
|
-
#endif
|
|
532
|
-
#ifdef CLEARCOAT
|
|
533
|
-
clearcoatOut,
|
|
534
|
-
#endif
|
|
535
|
-
);}
|
|
536
|
-
#elif defined(PBR)
|
|
537
|
-
#ifdef SPOTLIGHT{X}
|
|
538
|
-
preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);
|
|
539
|
-
#elif defined(POINTLIGHT{X})
|
|
540
|
-
preInfo=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);
|
|
541
|
-
#elif defined(HEMILIGHT{X})
|
|
542
|
-
preInfo=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
|
|
543
|
-
#elif defined(DIRLIGHT{X})
|
|
544
|
-
preInfo=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);
|
|
545
|
-
#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
|
|
546
|
-
#if defined(RECTAREALIGHTEMISSIONTEXTURE{X})
|
|
547
|
-
preInfo=computeAreaPreLightingInfoWithTexture(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,rectAreaLightEmissionTexture{X},rectAreaLightEmissionTexture{X}Sampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);
|
|
548
|
-
#else
|
|
549
|
-
preInfo=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,roughness);
|
|
550
|
-
#endif
|
|
551
|
-
#endif
|
|
552
|
-
preInfo.NdotV=NdotV;
|
|
553
|
-
#ifdef SPOTLIGHT{X}
|
|
554
|
-
#ifdef LIGHT_FALLOFF_GLTF{X}
|
|
555
|
-
preInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);
|
|
556
|
-
#ifdef IESLIGHTTEXTURE{X}
|
|
557
|
-
preInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);
|
|
558
|
-
#else
|
|
559
|
-
preInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);
|
|
560
|
-
#endif
|
|
561
|
-
#elif defined(LIGHT_FALLOFF_PHYSICAL{X})
|
|
562
|
-
preInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);
|
|
563
|
-
#ifdef IESLIGHTTEXTURE{X}
|
|
564
|
-
preInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);
|
|
565
|
-
#else
|
|
566
|
-
preInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w);
|
|
567
|
-
#endif
|
|
568
|
-
#elif defined(LIGHT_FALLOFF_STANDARD{X})
|
|
569
|
-
preInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);
|
|
570
|
-
#ifdef IESLIGHTTEXTURE{X}
|
|
571
|
-
preInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);
|
|
572
|
-
#else
|
|
573
|
-
preInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w);
|
|
574
|
-
#endif
|
|
575
|
-
#else
|
|
576
|
-
preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);
|
|
577
|
-
#ifdef IESLIGHTTEXTURE{X}
|
|
578
|
-
preInfo.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo.L,iesLightTexture{X},iesLightTexture{X}Sampler);
|
|
579
|
-
#else
|
|
580
|
-
preInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);
|
|
581
|
-
#endif
|
|
582
|
-
#endif
|
|
583
|
-
#elif defined(POINTLIGHT{X})
|
|
584
|
-
#ifdef LIGHT_FALLOFF_GLTF{X}
|
|
585
|
-
preInfo.attenuation=computeDistanceLightFalloff_GLTF(preInfo.lightDistanceSquared,light{X}.vLightFalloff.y);
|
|
586
|
-
#elif defined(LIGHT_FALLOFF_PHYSICAL{X})
|
|
587
|
-
preInfo.attenuation=computeDistanceLightFalloff_Physical(preInfo.lightDistanceSquared);
|
|
588
|
-
#elif defined(LIGHT_FALLOFF_STANDARD{X})
|
|
589
|
-
preInfo.attenuation=computeDistanceLightFalloff_Standard(preInfo.lightOffset,light{X}.vLightFalloff.x);
|
|
590
|
-
#else
|
|
591
|
-
preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);
|
|
592
|
-
#endif
|
|
593
|
-
#else
|
|
594
|
-
preInfo.attenuation=1.0;
|
|
595
|
-
#endif
|
|
596
|
-
#if defined(HEMILIGHT{X})
|
|
597
|
-
preInfo.roughness=roughness;
|
|
598
|
-
#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
|
|
599
|
-
preInfo.roughness=roughness;
|
|
600
|
-
#else
|
|
601
|
-
preInfo.roughness=adjustRoughnessFromLightProperties(roughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
|
|
602
|
-
#endif
|
|
603
|
-
preInfo.diffuseRoughness=diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;
|
|
604
|
-
#ifdef IRIDESCENCE
|
|
605
|
-
preInfo.iridescenceIntensity=iridescenceIntensity;
|
|
606
|
-
#endif
|
|
607
|
-
#ifdef SS_TRANSLUCENCY
|
|
608
|
-
info.diffuseTransmission=vec3f(0.0);
|
|
609
|
-
#endif
|
|
610
|
-
#ifdef HEMILIGHT{X}
|
|
611
|
-
info.diffuse=computeHemisphericDiffuseLighting(preInfo,diffuse{X}.rgb,light{X}.vLightGround);
|
|
612
|
-
#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
|
|
613
|
-
info.diffuse=computeAreaDiffuseLighting(preInfo,diffuse{X}.rgb);
|
|
614
|
-
#elif defined(SS_TRANSLUCENCY)
|
|
615
|
-
#ifndef SS_TRANSLUCENCY_LEGACY
|
|
616
|
-
info.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);
|
|
617
|
-
#else
|
|
618
|
-
info.diffuse=computeDiffuseTransmittedLighting(preInfo,diffuse{X}.rgb,subSurfaceOut.transmittance);
|
|
619
|
-
#endif
|
|
620
|
-
#else
|
|
621
|
-
info.diffuse=computeDiffuseLighting(preInfo,diffuse{X}.rgb);
|
|
622
|
-
#endif
|
|
623
|
-
#ifdef SPECULARTERM
|
|
624
|
-
#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
|
|
625
|
-
info.specular=computeAreaSpecularLighting(preInfo,light{X}.vLightSpecular.rgb,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);
|
|
626
|
-
#else
|
|
627
|
-
#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)
|
|
628
|
-
{let metalFresnel: vec3f=vec3f(reflectivityOut.specularWeight)*getF82Specular(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);let dielectricFresnel: vec3f=fresnelSchlickGGXVec3(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);}
|
|
629
|
-
#else
|
|
630
|
-
coloredFresnel=fresnelSchlickGGXVec3(preInfo.VdotH,clearcoatOut.specularEnvironmentR0,reflectivityOut.colorReflectanceF90);
|
|
631
|
-
#endif
|
|
632
|
-
#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION
|
|
633
|
-
{let NdotH: f32=dot(normalW,preInfo.H);let fresnel: vec3f=fresnelSchlickGGXVec3(NdotH,vec3f(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3f(1.0)-fresnel);}
|
|
634
|
-
#endif
|
|
635
|
-
#ifdef ANISOTROPIC
|
|
636
|
-
info.specular=computeAnisotropicSpecularLighting(preInfo,viewDirectionW,normalW,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);
|
|
637
|
-
#else
|
|
638
|
-
info.specular=computeSpecularLighting(preInfo,normalW,clearcoatOut.specularEnvironmentR0,coloredFresnel,AARoughnessFactors.x,diffuse{X}.rgb);
|
|
639
|
-
#endif
|
|
640
|
-
#endif
|
|
641
|
-
#endif
|
|
642
|
-
#ifndef AREALIGHT{X}
|
|
643
|
-
#ifdef SHEEN
|
|
644
|
-
#ifdef SHEEN_LINKWITHALBEDO
|
|
645
|
-
preInfo.roughness=sheenOut.sheenIntensity;
|
|
646
|
-
#else
|
|
647
|
-
#ifdef HEMILIGHT{X}
|
|
648
|
-
preInfo.roughness=sheenOut.sheenRoughness;
|
|
649
|
-
#else
|
|
650
|
-
preInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
|
|
651
|
-
#endif
|
|
652
|
-
#endif
|
|
653
|
-
info.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactors.x,diffuse{X}.rgb);
|
|
654
|
-
#endif
|
|
655
|
-
#ifdef CLEARCOAT
|
|
656
|
-
#ifdef HEMILIGHT{X}
|
|
657
|
-
preInfo.roughness=clearcoatOut.clearCoatRoughness;
|
|
658
|
-
#else
|
|
659
|
-
preInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light{X}.vLightSpecular.a,preInfo.lightDistance);
|
|
660
|
-
#endif
|
|
661
|
-
info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,diffuse{X}.rgb);
|
|
662
|
-
#ifdef CLEARCOAT_TINT
|
|
663
|
-
absorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;
|
|
664
|
-
#ifdef SS_TRANSLUCENCY
|
|
665
|
-
info.diffuseTransmission*=absorption;
|
|
666
|
-
#endif
|
|
667
|
-
#ifdef SPECULARTERM
|
|
668
|
-
info.specular*=absorption;
|
|
669
|
-
#endif
|
|
670
|
-
#endif
|
|
671
|
-
info.diffuse*=info.clearCoat.w;
|
|
672
|
-
#ifdef SS_TRANSLUCENCY
|
|
673
|
-
info.diffuseTransmission*=info.clearCoat.w;
|
|
674
|
-
#endif
|
|
675
|
-
#ifdef SPECULARTERM
|
|
676
|
-
info.specular*=info.clearCoat.w;
|
|
677
|
-
#endif
|
|
678
|
-
#ifdef SHEEN
|
|
679
|
-
info.sheen*=info.clearCoat.w;
|
|
680
|
-
#endif
|
|
681
|
-
#endif
|
|
682
|
-
#endif
|
|
683
|
-
#else
|
|
684
|
-
#ifdef SPOTLIGHT{X}
|
|
685
|
-
#ifdef IESLIGHTTEXTURE{X}
|
|
686
|
-
info=computeIESSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness,iesLightTexture{X},iesLightTexture{X}Sampler);
|
|
687
|
-
#else
|
|
688
|
-
info=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);
|
|
689
|
-
#endif
|
|
690
|
-
#elif defined(HEMILIGHT{X})
|
|
691
|
-
info=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,light{X}.vLightGround,glossiness);
|
|
692
|
-
#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})
|
|
693
|
-
info=computeLighting(viewDirectionW,normalW,light{X}.vLightData,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,diffuse{X}.a,glossiness);
|
|
694
|
-
#elif define(AREALIGHT{X}) && defined(AREALIGHTSUPPORTED)
|
|
695
|
-
#if defined(RECTAREALIGHTEMISSIONTEXTURE{X})
|
|
696
|
-
info=computeAreaLightingWithTexture(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,rectAreaLightEmissionTexture{X},rectAreaLightEmissionTexture{X}Sampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,
|
|
697
|
-
#ifdef AREALIGHTNOROUGHTNESS
|
|
698
|
-
0.5
|
|
699
|
-
#else
|
|
700
|
-
uniforms.vReflectionInfos.y
|
|
701
|
-
#endif
|
|
702
|
-
);
|
|
703
|
-
#else
|
|
704
|
-
info=computeAreaLighting(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,diffuse{X}.rgb,light{X}.vLightSpecular.rgb,
|
|
705
|
-
#ifdef AREALIGHTNOROUGHTNESS
|
|
706
|
-
0.5
|
|
707
|
-
#else
|
|
708
|
-
uniforms.vReflectionInfos.y
|
|
709
|
-
#endif
|
|
710
|
-
);
|
|
711
|
-
#endif
|
|
712
|
-
#elif defined(CLUSTLIGHT{X})
|
|
713
|
-
{let sliceIndex=min(getClusteredSliceIndex(light{X}.vSliceData,fragmentInputs.vViewDepth),CLUSTLIGHT_SLICES-1);info=computeClusteredLighting(lightDataTexture{X},&tileMaskBuffer{X},viewDirectionW,normalW,light{X}.vLightData,vec2u(light{X}.vSliceRanges[sliceIndex].xy),glossiness);}
|
|
714
|
-
#endif
|
|
715
|
-
#endif
|
|
716
|
-
#ifdef PROJECTEDLIGHTTEXTURE{X}
|
|
717
|
-
info.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},projectionLightTexture{X}Sampler,uniforms.textureProjectionMatrix{X},fragmentInputs.vPositionW);
|
|
718
|
-
#endif
|
|
719
|
-
#endif
|
|
720
|
-
#ifdef SHADOW{X}
|
|
721
|
-
#ifdef SHADOWCSMDEBUG{X}
|
|
722
|
-
var shadowDebug{X}: vec3f;
|
|
723
|
-
#endif
|
|
724
|
-
#ifdef SHADOWCSM{X}
|
|
725
|
-
#ifdef SHADOWCSMUSESHADOWMAXZ{X}
|
|
726
|
-
var index{X}: i32=-1;
|
|
727
|
-
#else
|
|
728
|
-
var index{X}: i32=SHADOWCSMNUM_CASCADES{X}-1;
|
|
729
|
-
#endif
|
|
730
|
-
var diff{X}: f32=0.;vPositionFromLight{X}[0]=fragmentInputs.vPositionFromLight{X}_0;vPositionFromLight{X}[1]=fragmentInputs.vPositionFromLight{X}_1;vPositionFromLight{X}[2]=fragmentInputs.vPositionFromLight{X}_2;vPositionFromLight{X}[3]=fragmentInputs.vPositionFromLight{X}_3;vDepthMetric{X}[0]=fragmentInputs.vDepthMetric{X}_0;vDepthMetric{X}[1]=fragmentInputs.vDepthMetric{X}_1;vDepthMetric{X}[2]=fragmentInputs.vDepthMetric{X}_2;vDepthMetric{X}[3]=fragmentInputs.vDepthMetric{X}_3;for (var i:i32=0; i<SHADOWCSMNUM_CASCADES{X}; i++)
|
|
731
|
-
{
|
|
732
|
-
#ifdef SHADOWCSM_RIGHTHANDED{X}
|
|
733
|
-
diff{X}=uniforms.viewFrustumZ{X}[i]+fragmentInputs.vPositionFromCamera{X}.z;
|
|
734
|
-
#else
|
|
735
|
-
diff{X}=uniforms.viewFrustumZ{X}[i]-fragmentInputs.vPositionFromCamera{X}.z;
|
|
736
|
-
#endif
|
|
737
|
-
if (diff{X}>=0.) {index{X}=i;break;}}
|
|
738
|
-
#ifdef SHADOWCSMUSESHADOWMAXZ{X}
|
|
739
|
-
if (index{X}>=0)
|
|
740
|
-
#endif
|
|
741
|
-
{
|
|
742
|
-
#if defined(SHADOWPCF{X})
|
|
743
|
-
#if defined(SHADOWLOWQUALITY{X})
|
|
744
|
-
shadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
745
|
-
#elif defined(SHADOWMEDIUMQUALITY{X})
|
|
746
|
-
shadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
747
|
-
#else
|
|
748
|
-
shadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
749
|
-
#endif
|
|
750
|
-
#elif defined(SHADOWPCSS{X})
|
|
751
|
-
#if defined(SHADOWLOWQUALITY{X})
|
|
752
|
-
shadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});
|
|
753
|
-
#elif defined(SHADOWMEDIUMQUALITY{X})
|
|
754
|
-
shadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});
|
|
755
|
-
#else
|
|
756
|
-
shadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});
|
|
757
|
-
#endif
|
|
758
|
-
#else
|
|
759
|
-
shadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
760
|
-
#endif
|
|
761
|
-
#ifdef SHADOWCSMDEBUG{X}
|
|
762
|
-
shadowDebug{X}=vec3f(shadow)*vCascadeColorsMultiplier{X}[index{X}];
|
|
763
|
-
#endif
|
|
764
|
-
#ifndef SHADOWCSMNOBLEND{X}
|
|
765
|
-
var frustumLength:f32=uniforms.frustumLengths{X}[index{X}];var diffRatio:f32=clamp(diff{X}/frustumLength,0.,1.)*uniforms.cascadeBlendFactor{X};if (index{X}<(SHADOWCSMNUM_CASCADES{X}-1) && diffRatio<1.)
|
|
766
|
-
{index{X}+=1;var nextShadow: f32=0.;
|
|
767
|
-
#if defined(SHADOWPCF{X})
|
|
768
|
-
#if defined(SHADOWLOWQUALITY{X})
|
|
769
|
-
nextShadow=computeShadowWithCSMPCF1(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],,shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
770
|
-
#elif defined(SHADOWMEDIUMQUALITY{X})
|
|
771
|
-
nextShadow=computeShadowWithCSMPCF3(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
772
|
-
#else
|
|
773
|
-
nextShadow=computeShadowWithCSMPCF5(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
774
|
-
#endif
|
|
775
|
-
#elif defined(SHADOWPCSS{X})
|
|
776
|
-
#if defined(SHADOWLOWQUALITY{X})
|
|
777
|
-
nextShadow=computeShadowWithCSMPCSS16(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});
|
|
778
|
-
#elif defined(SHADOWMEDIUMQUALITY{X})
|
|
779
|
-
nextShadow=computeShadowWithCSMPCSS32(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});
|
|
780
|
-
#else
|
|
781
|
-
nextShadow=computeShadowWithCSMPCSS64(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w,uniforms.lightSizeUVCorrection{X}[index{X}],uniforms.depthCorrection{X}[index{X}],uniforms.penumbraDarkness{X});
|
|
782
|
-
#endif
|
|
783
|
-
#else
|
|
784
|
-
nextShadow=computeShadowCSM(index{X},vPositionFromLight{X}[index{X}],vDepthMetric{X}[index{X}],shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
785
|
-
#endif
|
|
786
|
-
shadow=mix(nextShadow,shadow,diffRatio);
|
|
787
|
-
#ifdef SHADOWCSMDEBUG{X}
|
|
788
|
-
shadowDebug{X}=mix(vec3(nextShadow)*vCascadeColorsMultiplier{X}[index{X}],shadowDebug{X},diffRatio);
|
|
789
|
-
#endif
|
|
790
|
-
}
|
|
791
|
-
#endif
|
|
792
|
-
}
|
|
793
|
-
#elif defined(SHADOWCLOSEESM{X})
|
|
794
|
-
#if defined(SHADOWCUBE{X})
|
|
795
|
-
shadow=computeShadowWithCloseESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
|
|
796
|
-
#else
|
|
797
|
-
shadow=computeShadowWithCloseESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);
|
|
798
|
-
#endif
|
|
799
|
-
#elif defined(SHADOWESM{X})
|
|
800
|
-
#if defined(SHADOWCUBE{X})
|
|
801
|
-
shadow=computeShadowWithESMCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);
|
|
802
|
-
#else
|
|
803
|
-
shadow=computeShadowWithESM(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);
|
|
804
|
-
#endif
|
|
805
|
-
#elif defined(SHADOWPOISSON{X})
|
|
806
|
-
#if defined(SHADOWCUBE{X})
|
|
807
|
-
shadow=computeShadowWithPoissonSamplingCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);
|
|
808
|
-
#else
|
|
809
|
-
shadow=computeShadowWithPoissonSampling(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
810
|
-
#endif
|
|
811
|
-
#elif defined(SHADOWPCF{X})
|
|
812
|
-
#if defined(SHADOWLOWQUALITY{X})
|
|
813
|
-
shadow=computeShadowWithPCF1(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
814
|
-
#elif defined(SHADOWMEDIUMQUALITY{X})
|
|
815
|
-
shadow=computeShadowWithPCF3(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
816
|
-
#else
|
|
817
|
-
shadow=computeShadowWithPCF5(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
818
|
-
#endif
|
|
819
|
-
#elif defined(SHADOWPCSS{X})
|
|
820
|
-
#if defined(SHADOWLOWQUALITY{X})
|
|
821
|
-
shadow=computeShadowWithPCSS16(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
822
|
-
#elif defined(SHADOWMEDIUMQUALITY{X})
|
|
823
|
-
shadow=computeShadowWithPCSS32(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
824
|
-
#else
|
|
825
|
-
shadow=computeShadowWithPCSS64(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},depthTexture{X},depthTexture{X}Sampler,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
826
|
-
#endif
|
|
827
|
-
#else
|
|
828
|
-
#if defined(SHADOWCUBE{X})
|
|
829
|
-
shadow=computeShadowCube(fragmentInputs.vPositionW,light{X}.vLightData.xyz,shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.depthValues);
|
|
830
|
-
#else
|
|
831
|
-
shadow=computeShadow(fragmentInputs.vPositionFromLight{X},fragmentInputs.vDepthMetric{X},shadowTexture{X},shadowTexture{X}Sampler,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);
|
|
832
|
-
#endif
|
|
833
|
-
#endif
|
|
834
|
-
#ifdef SHADOWONLY
|
|
835
|
-
#ifndef SHADOWINUSE
|
|
836
|
-
#define SHADOWINUSE
|
|
837
|
-
#endif
|
|
838
|
-
globalShadow+=shadow;shadowLightCount+=1.0;
|
|
839
|
-
#endif
|
|
840
|
-
#else
|
|
841
|
-
shadow=1.;
|
|
842
|
-
#endif
|
|
843
|
-
aggShadow+=shadow;numLights+=1.0;
|
|
844
|
-
#ifndef SHADOWONLY
|
|
845
|
-
#ifdef CUSTOMUSERLIGHTING
|
|
846
|
-
diffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);
|
|
847
|
-
#ifdef SPECULARTERM
|
|
848
|
-
specularBase+=computeCustomSpecularLighting(info,specularBase,shadow);
|
|
849
|
-
#endif
|
|
850
|
-
#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})
|
|
851
|
-
diffuseBase+=lightmapColor.rgb*shadow;
|
|
852
|
-
#ifdef SPECULARTERM
|
|
853
|
-
#ifndef LIGHTMAPNOSPECULAR{X}
|
|
854
|
-
specularBase+=info.specular*shadow*lightmapColor.rgb;
|
|
855
|
-
#endif
|
|
856
|
-
#endif
|
|
857
|
-
#ifdef CLEARCOAT
|
|
858
|
-
#ifndef LIGHTMAPNOSPECULAR{X}
|
|
859
|
-
clearCoatBase+=info.clearCoat.rgb*shadow*lightmapColor.rgb;
|
|
860
|
-
#endif
|
|
861
|
-
#endif
|
|
862
|
-
#ifdef SHEEN
|
|
863
|
-
#ifndef LIGHTMAPNOSPECULAR{X}
|
|
864
|
-
sheenBase+=info.sheen.rgb*shadow;
|
|
865
|
-
#endif
|
|
866
|
-
#endif
|
|
867
|
-
#else
|
|
868
|
-
#ifdef SHADOWCSMDEBUG{X}
|
|
869
|
-
diffuseBase+=info.diffuse*shadowDebug{X};
|
|
870
|
-
#else
|
|
871
|
-
diffuseBase+=info.diffuse*shadow;
|
|
872
|
-
#endif
|
|
873
|
-
#ifdef SS_TRANSLUCENCY
|
|
874
|
-
diffuseTransmissionBase+=info.diffuseTransmission*shadow;
|
|
875
|
-
#endif
|
|
876
|
-
#ifdef SPECULARTERM
|
|
877
|
-
specularBase+=info.specular*shadow;
|
|
878
|
-
#endif
|
|
879
|
-
#ifdef CLEARCOAT
|
|
880
|
-
clearCoatBase+=info.clearCoat.rgb*shadow;
|
|
881
|
-
#endif
|
|
882
|
-
#ifdef SHEEN
|
|
883
|
-
sheenBase+=info.sheen.rgb*shadow;
|
|
884
|
-
#endif
|
|
885
|
-
#endif
|
|
886
|
-
#endif
|
|
887
|
-
#endif
|
|
888
|
-
`;e.IncludesShadersStoreWGSL[o]||(e.IncludesShadersStoreWGSL[o]=x);const y={name:o,shader:x},V=Object.freeze(Object.defineProperty({__proto__:null,lightFragmentWGSL:y},Symbol.toStringTag,{value:"Module"})),c="prePassDeclaration",A=`#ifdef PREPASS
|
|
889
|
-
#ifdef PREPASS_LOCAL_POSITION
|
|
890
|
-
varying vPosition : vec3f;
|
|
891
|
-
#endif
|
|
892
|
-
#ifdef PREPASS_DEPTH
|
|
893
|
-
varying vViewPos: vec3f;
|
|
894
|
-
#endif
|
|
895
|
-
#ifdef PREPASS_NORMALIZED_VIEW_DEPTH
|
|
896
|
-
varying vNormViewDepth: f32;
|
|
897
|
-
#endif
|
|
898
|
-
#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
|
|
899
|
-
varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;
|
|
900
|
-
#endif
|
|
901
|
-
#endif
|
|
902
|
-
`;e.IncludesShadersStoreWGSL[c]||(e.IncludesShadersStoreWGSL[c]=A);const v="oitDeclaration",F=`#ifdef ORDER_INDEPENDENT_TRANSPARENCY
|
|
903
|
-
#define MAX_DEPTH 99999.0
|
|
904
|
-
var oitDepthSamplerSampler: sampler;var oitDepthSampler: texture_2d<f32>;var oitFrontColorSamplerSampler: sampler;var oitFrontColorSampler: texture_2d<f32>;
|
|
905
|
-
#endif
|
|
906
|
-
`;e.IncludesShadersStoreWGSL[v]||(e.IncludesShadersStoreWGSL[v]=F);const h="samplerFragmentDeclaration",_=`#ifdef _DEFINENAME_
|
|
907
|
-
#if _DEFINENAME_DIRECTUV==1
|
|
908
|
-
#define v_VARYINGNAME_UV vMainUV1
|
|
909
|
-
#elif _DEFINENAME_DIRECTUV==2
|
|
910
|
-
#define v_VARYINGNAME_UV vMainUV2
|
|
911
|
-
#elif _DEFINENAME_DIRECTUV==3
|
|
912
|
-
#define v_VARYINGNAME_UV vMainUV3
|
|
913
|
-
#elif _DEFINENAME_DIRECTUV==4
|
|
914
|
-
#define v_VARYINGNAME_UV vMainUV4
|
|
915
|
-
#elif _DEFINENAME_DIRECTUV==5
|
|
916
|
-
#define v_VARYINGNAME_UV vMainUV5
|
|
917
|
-
#elif _DEFINENAME_DIRECTUV==6
|
|
918
|
-
#define v_VARYINGNAME_UV vMainUV6
|
|
919
|
-
#else
|
|
920
|
-
varying v_VARYINGNAME_UV: vec2f;
|
|
921
|
-
#endif
|
|
922
|
-
var _SAMPLERNAME_SamplerSampler: sampler;var _SAMPLERNAME_Sampler: texture_2d<f32>;
|
|
923
|
-
#endif
|
|
924
|
-
`;e.IncludesShadersStoreWGSL[h]||(e.IncludesShadersStoreWGSL[h]=_);const i="bumpFragmentMainFunctions",w=`#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)
|
|
925
|
-
#if defined(TANGENT) && defined(NORMAL)
|
|
926
|
-
varying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;
|
|
927
|
-
#endif
|
|
928
|
-
#ifdef OBJECTSPACE_NORMALMAP
|
|
929
|
-
uniform normalMatrix: mat4x4f;fn toNormalMatrix(m: mat4x4f)->mat4x4f
|
|
930
|
-
{var a00=m[0][0];var a01=m[0][1];var a02=m[0][2];var a03=m[0][3];var a10=m[1][0];var a11=m[1][1];var a12=m[1][2];var a13=m[1][3];var a20=m[2][0];
|
|
931
|
-
var a21=m[2][1];var a22=m[2][2];var a23=m[2][3];var a30=m[3][0];
|
|
932
|
-
var a31=m[3][1];var a32=m[3][2];var a33=m[3][3];var b00=a00*a11-a01*a10;var b01=a00*a12-a02*a10;var b02=a00*a13-a03*a10;var b03=a01*a12-a02*a11;var b04=a01*a13-a03*a11;var b05=a02*a13-a03*a12;var b06=a20*a31-a21*a30;var b07=a20*a32-a22*a30;var b08=a20*a33-a23*a30;var b09=a21*a32-a22*a31;var b10=a21*a33-a23*a31;var b11=a22*a33-a23*a32;var det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;var mi=mat4x4<f32>(
|
|
933
|
-
(a11*b11-a12*b10+a13*b09)/det,
|
|
934
|
-
(a02*b10-a01*b11-a03*b09)/det,
|
|
935
|
-
(a31*b05-a32*b04+a33*b03)/det,
|
|
936
|
-
(a22*b04-a21*b05-a23*b03)/det,
|
|
937
|
-
(a12*b08-a10*b11-a13*b07)/det,
|
|
938
|
-
(a00*b11-a02*b08+a03*b07)/det,
|
|
939
|
-
(a32*b02-a30*b05-a33*b01)/det,
|
|
940
|
-
(a20*b05-a22*b02+a23*b01)/det,
|
|
941
|
-
(a10*b10-a11*b08+a13*b06)/det,
|
|
942
|
-
(a01*b08-a00*b10-a03*b06)/det,
|
|
943
|
-
(a30*b04-a31*b02+a33*b00)/det,
|
|
944
|
-
(a21*b02-a20*b04-a23*b00)/det,
|
|
945
|
-
(a11*b07-a10*b09-a12*b06)/det,
|
|
946
|
-
(a00*b09-a01*b07+a02*b06)/det,
|
|
947
|
-
(a31*b01-a30*b03-a32*b00)/det,
|
|
948
|
-
(a20*b03-a21*b01+a22*b00)/det);return mat4x4<f32>(mi[0][0],mi[1][0],mi[2][0],mi[3][0],
|
|
949
|
-
mi[0][1],mi[1][1],mi[2][1],mi[3][1],
|
|
950
|
-
mi[0][2],mi[1][2],mi[2][2],mi[3][2],
|
|
951
|
-
mi[0][3],mi[1][3],mi[2][3],mi[3][3]);}
|
|
952
|
-
#endif
|
|
953
|
-
fn perturbNormalBase(cotangentFrame: mat3x3f,normal: vec3f,scale: f32)->vec3f
|
|
954
|
-
{var output=normal;
|
|
955
|
-
#ifdef NORMALXYSCALE
|
|
956
|
-
output=normalize(output* vec3f(scale,scale,1.0));
|
|
957
|
-
#endif
|
|
958
|
-
return normalize(cotangentFrame*output);}
|
|
959
|
-
fn perturbNormal(cotangentFrame: mat3x3f,textureSample: vec3f,scale: f32)->vec3f
|
|
960
|
-
{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}
|
|
961
|
-
fn cotangent_frame(normal: vec3f,p: vec3f,uv: vec2f,tangentSpaceParams: vec2f)->mat3x3f
|
|
962
|
-
{var dp1: vec3f=dpdx(p);var dp2: vec3f=dpdy(p);var duv1: vec2f=dpdx(uv);var duv2: vec2f=dpdy(uv);var dp2perp: vec3f=cross(dp2,normal);var dp1perp: vec3f=cross(normal,dp1);var tangent: vec3f=dp2perp*duv1.x+dp1perp*duv2.x;var bitangent: vec3f=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;var det: f32=max(dot(tangent,tangent),dot(bitangent,bitangent));var invmax: f32=select(inverseSqrt(det),0.0,det==0.0);return mat3x3f(tangent*invmax,bitangent*invmax,normal);}
|
|
963
|
-
#endif
|
|
964
|
-
`;e.IncludesShadersStoreWGSL[i]||(e.IncludesShadersStoreWGSL[i]=w);const M={name:i,shader:w},G=Object.freeze(Object.defineProperty({__proto__:null,bumpFragmentMainFunctionsWGSL:M},Symbol.toStringTag,{value:"Module"})),f="bumpFragmentFunctions",L=`#if defined(BUMP)
|
|
965
|
-
#include<samplerFragmentDeclaration>(_DEFINENAME_,BUMP,_VARYINGNAME_,Bump,_SAMPLERNAME_,bump)
|
|
966
|
-
#endif
|
|
967
|
-
#if defined(DETAIL)
|
|
968
|
-
#include<samplerFragmentDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_SAMPLERNAME_,detail)
|
|
969
|
-
#endif
|
|
970
|
-
#if defined(BUMP) && defined(PARALLAX)
|
|
971
|
-
const minSamples: f32=4.;const maxSamples: f32=15.;const iMaxSamples: i32=15;fn parallaxOcclusion(vViewDirCoT: vec3f,vNormalCoT: vec3f,texCoord: vec2f,parallaxScale: f32)->vec2f {var parallaxLimit: f32=length(vViewDirCoT.xy)/vViewDirCoT.z;parallaxLimit*=parallaxScale;var vOffsetDir: vec2f=normalize(vViewDirCoT.xy);var vMaxOffset: vec2f=vOffsetDir*parallaxLimit;var numSamples: f32=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));var stepSize: f32=1.0/numSamples;var currRayHeight: f32=1.0;var vCurrOffset: vec2f= vec2f(0,0);var vLastOffset: vec2f= vec2f(0,0);var lastSampledHeight: f32=1.0;var currSampledHeight: f32=1.0;var keepWorking: bool=true;for (var i: i32=0; i<iMaxSamples; i++)
|
|
972
|
-
{currSampledHeight=textureSample(bumpSampler,bumpSamplerSampler,texCoord+vCurrOffset).w;if (!keepWorking)
|
|
973
|
-
{}
|
|
974
|
-
else if (currSampledHeight>currRayHeight)
|
|
975
|
-
{var delta1: f32=currSampledHeight-currRayHeight;var delta2: f32=(currRayHeight+stepSize)-lastSampledHeight;var ratio: f32=delta1/(delta1+delta2);vCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;keepWorking=false;}
|
|
976
|
-
else
|
|
977
|
-
{currRayHeight-=stepSize;vLastOffset=vCurrOffset;
|
|
978
|
-
#ifdef PARALLAX_RHS
|
|
979
|
-
vCurrOffset-=stepSize*vMaxOffset;
|
|
980
|
-
#else
|
|
981
|
-
vCurrOffset+=stepSize*vMaxOffset;
|
|
982
|
-
#endif
|
|
983
|
-
lastSampledHeight=currSampledHeight;}}
|
|
984
|
-
return vCurrOffset;}
|
|
985
|
-
fn parallaxOffset(viewDir: vec3f,heightScale: f32)->vec2f
|
|
986
|
-
{var height: f32=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).w;var texCoordOffset: vec2f=heightScale*viewDir.xy*height;
|
|
987
|
-
#ifdef PARALLAX_RHS
|
|
988
|
-
return texCoordOffset;
|
|
989
|
-
#else
|
|
990
|
-
return -texCoordOffset;
|
|
991
|
-
#endif
|
|
992
|
-
}
|
|
993
|
-
#endif
|
|
994
|
-
`;e.IncludesShadersStoreWGSL[f]||(e.IncludesShadersStoreWGSL[f]=L);const O={name:f,shader:L},k=Object.freeze(Object.defineProperty({__proto__:null,bumpFragmentFunctionsWGSL:O},Symbol.toStringTag,{value:"Module"})),s="bumpFragment",T=`var uvOffset: vec2f= vec2f(0.0,0.0);
|
|
995
|
-
#if defined(BUMP) || defined(PARALLAX) || defined(DETAIL)
|
|
996
|
-
#ifdef NORMALXYSCALE
|
|
997
|
-
var normalScale: f32=1.0;
|
|
998
|
-
#elif defined(BUMP)
|
|
999
|
-
var normalScale: f32=uniforms.vBumpInfos.y;
|
|
1000
|
-
#else
|
|
1001
|
-
var normalScale: f32=1.0;
|
|
1002
|
-
#endif
|
|
1003
|
-
#if defined(TANGENT) && defined(NORMAL)
|
|
1004
|
-
var TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2);
|
|
1005
|
-
#elif defined(BUMP)
|
|
1006
|
-
var TBNUV: vec2f=select(-fragmentInputs.vBumpUV,fragmentInputs.vBumpUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV,uniforms.vTangentSpaceParams);
|
|
1007
|
-
#else
|
|
1008
|
-
var TBNUV: vec2f=select(-fragmentInputs.vDetailUV,fragmentInputs.vDetailUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV, vec2f(1.,1.));
|
|
1009
|
-
#endif
|
|
1010
|
-
#elif defined(ANISOTROPIC)
|
|
1011
|
-
#if defined(TANGENT) && defined(NORMAL)
|
|
1012
|
-
var TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2);
|
|
1013
|
-
#else
|
|
1014
|
-
var TBNUV: vec2f=select( -fragmentInputs.vMainUV1,fragmentInputs.vMainUV1,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW,input.vPositionW,TBNUV, vec2f(1.,1.));
|
|
1015
|
-
#endif
|
|
1016
|
-
#endif
|
|
1017
|
-
#ifdef PARALLAX
|
|
1018
|
-
var invTBN: mat3x3f=transposeMat3(TBN);
|
|
1019
|
-
#ifdef PARALLAXOCCLUSION
|
|
1020
|
-
uvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,fragmentInputs.vBumpUV,uniforms.vBumpInfos.z);
|
|
1021
|
-
#else
|
|
1022
|
-
uvOffset=parallaxOffset(invTBN*viewDirectionW,uniforms.vBumpInfos.z);
|
|
1023
|
-
#endif
|
|
1024
|
-
#endif
|
|
1025
|
-
#ifdef DETAIL
|
|
1026
|
-
var detailColor: vec4f=textureSample(detailSampler,detailSamplerSampler,fragmentInputs.vDetailUV+uvOffset);var detailNormalRG: vec2f=detailColor.wy*2.0-1.0;var detailNormalB: f32=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));var detailNormal: vec3f= vec3f(detailNormalRG,detailNormalB);
|
|
1027
|
-
#endif
|
|
1028
|
-
#ifdef BUMP
|
|
1029
|
-
#ifdef OBJECTSPACE_NORMALMAP
|
|
1030
|
-
#define CUSTOM_FRAGMENT_BUMP_FRAGMENT
|
|
1031
|
-
normalW=normalize(textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).xyz *2.0-1.0);normalW=normalize(mat3x3f(uniforms.normalMatrix[0].xyz,uniforms.normalMatrix[1].xyz,uniforms.normalMatrix[2].xyz)*normalW);
|
|
1032
|
-
#elif !defined(DETAIL)
|
|
1033
|
-
normalW=perturbNormal(TBN,textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz,uniforms.vBumpInfos.y);
|
|
1034
|
-
#else
|
|
1035
|
-
var bumpNormal: vec3f=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz*2.0-1.0;
|
|
1036
|
-
#if DETAIL_NORMALBLENDMETHOD==0
|
|
1037
|
-
detailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);var blendedNormal: vec3f=normalize( vec3f(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z));
|
|
1038
|
-
#elif DETAIL_NORMALBLENDMETHOD==1
|
|
1039
|
-
detailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);bumpNormal+= vec3f(0.0,0.0,1.0);detailNormal*= vec3f(-1.0,-1.0,1.0);var blendedNormal: vec3f=bumpNormal*dot(bumpNormal,detailNormal)/bumpNormal.z-detailNormal;
|
|
1040
|
-
#endif
|
|
1041
|
-
normalW=perturbNormalBase(TBN,blendedNormal,uniforms.vBumpInfos.y);
|
|
1042
|
-
#endif
|
|
1043
|
-
#elif defined(DETAIL)
|
|
1044
|
-
detailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);normalW=perturbNormalBase(TBN,detailNormal,uniforms.vDetailInfos.z);
|
|
1045
|
-
#endif
|
|
1046
|
-
`;e.IncludesShadersStoreWGSL[s]||(e.IncludesShadersStoreWGSL[s]=T);const b={name:s,shader:T},B=Object.freeze(Object.defineProperty({__proto__:null,bumpFragmentWGSL:b},Symbol.toStringTag,{value:"Module"})),p="depthPrePass",N=`#ifdef DEPTHPREPASS
|
|
1047
|
-
#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)
|
|
1048
|
-
fragmentOutputs.color= vec4f(0.,0.,0.,1.0);
|
|
1049
|
-
#endif
|
|
1050
|
-
return fragmentOutputs;
|
|
1051
|
-
#endif
|
|
1052
|
-
`;e.IncludesShadersStoreWGSL[p]||(e.IncludesShadersStoreWGSL[p]=N);const u="oitFragment",z=`#ifdef ORDER_INDEPENDENT_TRANSPARENCY
|
|
1053
|
-
var fragDepth: f32=fragmentInputs.position.z;
|
|
1054
|
-
#ifdef ORDER_INDEPENDENT_TRANSPARENCY_16BITS
|
|
1055
|
-
var halfFloat: u32=pack2x16float( vec2f(fragDepth));var full: vec2f=unpack2x16float(halfFloat);fragDepth=full.x;
|
|
1056
|
-
#endif
|
|
1057
|
-
var fragCoord: vec2i=vec2i(fragmentInputs.position.xy);var lastDepth: vec2f=textureLoad(oitDepthSampler,fragCoord,0).rg;var lastFrontColor: vec4f=textureLoad(oitFrontColorSampler,fragCoord,0);fragmentOutputs.depth=vec2f(-MAX_DEPTH);fragmentOutputs.frontColor=lastFrontColor;fragmentOutputs.backColor= vec4f(0.0);
|
|
1058
|
-
#ifdef USE_REVERSE_DEPTHBUFFER
|
|
1059
|
-
var furthestDepth: f32=-lastDepth.x;var nearestDepth: f32=lastDepth.y;
|
|
1060
|
-
#else
|
|
1061
|
-
var nearestDepth: f32=-lastDepth.x;var furthestDepth: f32=lastDepth.y;
|
|
1062
|
-
#endif
|
|
1063
|
-
var alphaMultiplier: f32=1.0-lastFrontColor.a;
|
|
1064
|
-
#ifdef USE_REVERSE_DEPTHBUFFER
|
|
1065
|
-
if (fragDepth>nearestDepth || fragDepth<furthestDepth) {
|
|
1066
|
-
#else
|
|
1067
|
-
if (fragDepth<nearestDepth || fragDepth>furthestDepth) {
|
|
1068
|
-
#endif
|
|
1069
|
-
return fragmentOutputs;}
|
|
1070
|
-
#ifdef USE_REVERSE_DEPTHBUFFER
|
|
1071
|
-
if (fragDepth<nearestDepth && fragDepth>furthestDepth) {
|
|
1072
|
-
#else
|
|
1073
|
-
if (fragDepth>nearestDepth && fragDepth<furthestDepth) {
|
|
1074
|
-
#endif
|
|
1075
|
-
fragmentOutputs.depth=vec2f(-fragDepth,fragDepth);return fragmentOutputs;}
|
|
1076
|
-
#endif
|
|
1077
|
-
`;e.IncludesShadersStoreWGSL[u]||(e.IncludesShadersStoreWGSL[u]=z);export{k as a,B as b,O as c,G as d,M as e,b as f,y as g,U as h,C as i,I as j,P as k,V as l,W as r,H as s};
|