@fps-games/editor-deployment 0.2.3-beta.3
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-prepare.mjs +5 -0
- package/bin/fps-editor-server.mjs +2 -0
- package/licenses/THIRD_PARTY_NOTICES.txt +7 -0
- package/manifest.json +2685 -0
- package/npm-shrinkwrap.json +19 -0
- package/package.json +38 -0
- package/public/assets/abstractAudioBus-DKeLA-55.js +1 -0
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- package/public/assets/arcRotateCamera-BrOEThh0.js +1 -0
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- package/public/assets/babylon-core-BiQ_mrkl.js +1 -0
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- package/public/assets/babylon-core-DygJEuf6.js +13882 -0
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- package/public/assets/editor-core-plugin-host-c2002442.js +1 -0
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- package/public/assets/exrTextureLoader-DD6CMgpF.js +1 -0
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import{fp as i}from"./standardMaterial-CgDYhl-K.js";import"./clipPlaneFragment-Da_1RMjt.js";const e="glowMapGenerationPixelShader",a=`#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)
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#include<helperFunctions>
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#endif
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#ifdef DIFFUSE
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varying vUVDiffuse: vec2f;var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
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#endif
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#ifdef OPACITY
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varying vUVOpacity: vec2f;var opacitySamplerSampler: sampler;var opacitySampler: texture_2d<f32>;uniform opacityIntensity: f32;
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#endif
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#ifdef EMISSIVE
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varying vUVEmissive: vec2f;var emissiveSamplerSampler: sampler;var emissiveSampler: texture_2d<f32>;
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#endif
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#ifdef VERTEXALPHA
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varying vColor: vec4f;
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#endif
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uniform glowColor: vec4f;uniform glowIntensity: f32;
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#include<clipPlaneFragmentDeclaration>
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#define CUSTOM_FRAGMENT_DEFINITIONS
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@fragment
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fn main(input: FragmentInputs)->FragmentOutputs {
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#include<clipPlaneFragment>
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var finalColor: vec4f=uniforms.glowColor;
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#ifdef DIFFUSE
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var albedoTexture: vec4f=textureSample(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vUVDiffuse);
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#ifdef DIFFUSE_ISLINEAR
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albedoTexture=toGammaSpace(albedoTexture);
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#endif
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#ifdef GLOW
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finalColor=vec4f(finalColor.rgb,finalColor.a*albedoTexture.a);
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#endif
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#ifdef HIGHLIGHT
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finalColor=vec4f(finalColor.rgb,albedoTexture.a);
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#endif
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#endif
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#ifdef OPACITY
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var opacityMap: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vUVOpacity);
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#ifdef OPACITYRGB
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finalColor=vec4f(finalColor.rgb,finalColor.a*getLuminance(opacityMap.rgb));
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#else
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finalColor=vec4f(finalColor.rgb,finalColor.a*opacityMap.a);
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#endif
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finalColor=vec4f(finalColor.rgb,finalColor.a*uniforms.opacityIntensity);
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#endif
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#ifdef VERTEXALPHA
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finalColor=vec4f(finalColor.rgb,finalColor.a*fragmentInputs.vColor.a);
|
|
46
|
+
#endif
|
|
47
|
+
#ifdef ALPHATEST
|
|
48
|
+
if (finalColor.a<ALPHATESTVALUE) {discard;}
|
|
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|
+
#endif
|
|
50
|
+
#ifdef EMISSIVE
|
|
51
|
+
var emissive: vec4f=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vUVEmissive);
|
|
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|
+
#ifdef EMISSIVE_ISLINEAR
|
|
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|
+
emissive=toGammaSpace(emissive);
|
|
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|
+
#endif
|
|
55
|
+
fragmentOutputs.color=emissive*finalColor*uniforms.glowIntensity;
|
|
56
|
+
#else
|
|
57
|
+
fragmentOutputs.color=finalColor*uniforms.glowIntensity;
|
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|
+
#endif
|
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|
+
#ifdef HIGHLIGHT
|
|
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|
+
fragmentOutputs.color=vec4f(fragmentOutputs.color.rgb,uniforms.glowColor.a);
|
|
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|
+
#endif
|
|
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|
+
}
|
|
63
|
+
`;i.ShadersStoreWGSL[e]||(i.ShadersStoreWGSL[e]=a);const o={name:e,shader:a};export{o as glowMapGenerationPixelShaderWGSL};
|
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|
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1
|
+
import{fp as i}from"./standardMaterial-CgDYhl-K.js";const e="glowMapGenerationVertexShader",t=`attribute vec3 position;
|
|
2
|
+
#include<bonesDeclaration>
|
|
3
|
+
#include<bakedVertexAnimationDeclaration>
|
|
4
|
+
#include<morphTargetsVertexGlobalDeclaration>
|
|
5
|
+
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
|
|
6
|
+
#include<clipPlaneVertexDeclaration>
|
|
7
|
+
#include<instancesDeclaration>
|
|
8
|
+
uniform mat4 viewProjection;varying vec4 vPosition;
|
|
9
|
+
#ifdef UV1
|
|
10
|
+
attribute vec2 uv;
|
|
11
|
+
#endif
|
|
12
|
+
#ifdef UV2
|
|
13
|
+
attribute vec2 uv2;
|
|
14
|
+
#endif
|
|
15
|
+
#ifdef DIFFUSE
|
|
16
|
+
varying vec2 vUVDiffuse;uniform mat4 diffuseMatrix;
|
|
17
|
+
#endif
|
|
18
|
+
#ifdef OPACITY
|
|
19
|
+
varying vec2 vUVOpacity;uniform mat4 opacityMatrix;
|
|
20
|
+
#endif
|
|
21
|
+
#ifdef EMISSIVE
|
|
22
|
+
varying vec2 vUVEmissive;uniform mat4 emissiveMatrix;
|
|
23
|
+
#endif
|
|
24
|
+
#ifdef VERTEXALPHA
|
|
25
|
+
attribute vec4 color;varying vec4 vColor;
|
|
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|
+
#endif
|
|
27
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
28
|
+
void main(void)
|
|
29
|
+
{vec3 positionUpdated=position;
|
|
30
|
+
#ifdef UV1
|
|
31
|
+
vec2 uvUpdated=uv;
|
|
32
|
+
#endif
|
|
33
|
+
#ifdef UV2
|
|
34
|
+
vec2 uv2Updated=uv2;
|
|
35
|
+
#endif
|
|
36
|
+
#include<morphTargetsVertexGlobal>
|
|
37
|
+
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
|
|
38
|
+
#include<instancesVertex>
|
|
39
|
+
#include<bonesVertex>
|
|
40
|
+
#include<bakedVertexAnimation>
|
|
41
|
+
vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);
|
|
42
|
+
#ifdef CUBEMAP
|
|
43
|
+
vPosition=worldPos;gl_Position=viewProjection*finalWorld*vec4(position,1.0);
|
|
44
|
+
#else
|
|
45
|
+
vPosition=viewProjection*worldPos;gl_Position=vPosition;
|
|
46
|
+
#endif
|
|
47
|
+
#ifdef DIFFUSE
|
|
48
|
+
#ifdef DIFFUSEUV1
|
|
49
|
+
vUVDiffuse=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));
|
|
50
|
+
#endif
|
|
51
|
+
#ifdef DIFFUSEUV2
|
|
52
|
+
vUVDiffuse=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));
|
|
53
|
+
#endif
|
|
54
|
+
#endif
|
|
55
|
+
#ifdef OPACITY
|
|
56
|
+
#ifdef OPACITYUV1
|
|
57
|
+
vUVOpacity=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0));
|
|
58
|
+
#endif
|
|
59
|
+
#ifdef OPACITYUV2
|
|
60
|
+
vUVOpacity=vec2(opacityMatrix*vec4(uv2Updated,1.0,0.0));
|
|
61
|
+
#endif
|
|
62
|
+
#endif
|
|
63
|
+
#ifdef EMISSIVE
|
|
64
|
+
#ifdef EMISSIVEUV1
|
|
65
|
+
vUVEmissive=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0));
|
|
66
|
+
#endif
|
|
67
|
+
#ifdef EMISSIVEUV2
|
|
68
|
+
vUVEmissive=vec2(emissiveMatrix*vec4(uv2Updated,1.0,0.0));
|
|
69
|
+
#endif
|
|
70
|
+
#endif
|
|
71
|
+
#ifdef VERTEXALPHA
|
|
72
|
+
vColor=color;
|
|
73
|
+
#endif
|
|
74
|
+
#include<clipPlaneVertex>
|
|
75
|
+
}`;i.ShadersStore[e]||(i.ShadersStore[e]=t);const n={name:e,shader:t};export{n as glowMapGenerationVertexShader};
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,75 @@
|
|
|
1
|
+
import{fp as i}from"./standardMaterial-CgDYhl-K.js";import"./clipPlaneVertex-B8PIfZU_.js";import"./morphTargetsVertex-DHRA_mKb.js";import"./instancesDeclaration-DpE3Y0C1.js";const e="glowMapGenerationVertexShader",t=`attribute position: vec3f;
|
|
2
|
+
#include<bonesDeclaration>
|
|
3
|
+
#include<bakedVertexAnimationDeclaration>
|
|
4
|
+
#include<morphTargetsVertexGlobalDeclaration>
|
|
5
|
+
#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
|
|
6
|
+
#include<clipPlaneVertexDeclaration>
|
|
7
|
+
#include<instancesDeclaration>
|
|
8
|
+
uniform viewProjection: mat4x4f;varying vPosition: vec4f;
|
|
9
|
+
#ifdef UV1
|
|
10
|
+
attribute uv: vec2f;
|
|
11
|
+
#endif
|
|
12
|
+
#ifdef UV2
|
|
13
|
+
attribute uv2: vec2f;
|
|
14
|
+
#endif
|
|
15
|
+
#ifdef DIFFUSE
|
|
16
|
+
varying vUVDiffuse: vec2f;uniform diffuseMatrix: mat4x4f;
|
|
17
|
+
#endif
|
|
18
|
+
#ifdef OPACITY
|
|
19
|
+
varying vUVOpacity: vec2f;uniform opacityMatrix: mat4x4f;
|
|
20
|
+
#endif
|
|
21
|
+
#ifdef EMISSIVE
|
|
22
|
+
varying vUVEmissive: vec2f;uniform emissiveMatrix: mat4x4f;
|
|
23
|
+
#endif
|
|
24
|
+
#ifdef VERTEXALPHA
|
|
25
|
+
attribute color: vec4f;varying vColor: vec4f;
|
|
26
|
+
#endif
|
|
27
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
28
|
+
@vertex
|
|
29
|
+
fn main(input : VertexInputs)->FragmentInputs {var positionUpdated: vec3f=vertexInputs.position;
|
|
30
|
+
#ifdef UV1
|
|
31
|
+
var uvUpdated: vec2f=vertexInputs.uv;
|
|
32
|
+
#endif
|
|
33
|
+
#ifdef UV2
|
|
34
|
+
var uv2Updated: vec2f=vertexInputs.uv2;
|
|
35
|
+
#endif
|
|
36
|
+
#include<morphTargetsVertexGlobal>
|
|
37
|
+
#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
|
|
38
|
+
#include<instancesVertex>
|
|
39
|
+
#include<bonesVertex>
|
|
40
|
+
#include<bakedVertexAnimation>
|
|
41
|
+
var worldPos: vec4f=finalWorld* vec4f(positionUpdated,1.0);
|
|
42
|
+
#ifdef CUBEMAP
|
|
43
|
+
vertexOutputs.vPosition=worldPos;vertexOutputs.position=uniforms.viewProjection*finalWorld* vec4f(vertexInputs.position,1.0);
|
|
44
|
+
#else
|
|
45
|
+
vertexOutputs.vPosition=uniforms.viewProjection*worldPos;vertexOutputs.position=vertexOutputs.vPosition;
|
|
46
|
+
#endif
|
|
47
|
+
#ifdef DIFFUSE
|
|
48
|
+
#ifdef DIFFUSEUV1
|
|
49
|
+
vertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
|
|
50
|
+
#endif
|
|
51
|
+
#ifdef DIFFUSEUV2
|
|
52
|
+
vertexOutputs.vUVDiffuse= (uniforms.diffuseMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
|
|
53
|
+
#endif
|
|
54
|
+
#endif
|
|
55
|
+
#ifdef OPACITY
|
|
56
|
+
#ifdef OPACITYUV1
|
|
57
|
+
vertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
|
|
58
|
+
#endif
|
|
59
|
+
#ifdef OPACITYUV2
|
|
60
|
+
vertexOutputs.vUVOpacity= (uniforms.opacityMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
|
|
61
|
+
#endif
|
|
62
|
+
#endif
|
|
63
|
+
#ifdef EMISSIVE
|
|
64
|
+
#ifdef EMISSIVEUV1
|
|
65
|
+
vertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(uvUpdated,1.0,0.0)).xy;
|
|
66
|
+
#endif
|
|
67
|
+
#ifdef EMISSIVEUV2
|
|
68
|
+
vertexOutputs.vUVEmissive= (uniforms.emissiveMatrix* vec4f(uv2Updated,1.0,0.0)).xy;
|
|
69
|
+
#endif
|
|
70
|
+
#endif
|
|
71
|
+
#ifdef VERTEXALPHA
|
|
72
|
+
vertexOutputs.vColor=vertexInputs.color;
|
|
73
|
+
#endif
|
|
74
|
+
#include<clipPlaneVertex>
|
|
75
|
+
}`;i.ShadersStoreWGSL[e]||(i.ShadersStoreWGSL[e]=t);const a={name:e,shader:t};export{a as glowMapGenerationVertexShaderWGSL};
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
import{fp as r}from"./standardMaterial-CgDYhl-K.js";const e="glowMapMergePixelShader",a=`varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;
|
|
2
|
+
#ifdef EMISSIVE
|
|
3
|
+
var textureSampler2Sampler: sampler;var textureSampler2: texture_2d<f32>;
|
|
4
|
+
#endif
|
|
5
|
+
uniform offset: f32;
|
|
6
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
7
|
+
@fragment
|
|
8
|
+
fn main(input: FragmentInputs)->FragmentOutputs {
|
|
9
|
+
#define CUSTOM_FRAGMENT_MAIN_BEGIN
|
|
10
|
+
var baseColor: vec4f=textureSample(textureSampler,textureSamplerSampler,input.vUV);
|
|
11
|
+
#ifdef EMISSIVE
|
|
12
|
+
baseColor+=textureSample(textureSampler2,textureSampler2Sampler,input.vUV);baseColor*=uniforms.offset;
|
|
13
|
+
#else
|
|
14
|
+
baseColor=vec4f(baseColor.rgb,abs(uniforms.offset-baseColor.a));
|
|
15
|
+
#ifdef STROKE
|
|
16
|
+
var alpha: f32=smoothstep(.0,.1,baseColor.a);baseColor=vec4f(baseColor.rgb*alpha,alpha);
|
|
17
|
+
#endif
|
|
18
|
+
#endif
|
|
19
|
+
#if LDR
|
|
20
|
+
baseColor=clamp(baseColor,vec4f(0.),vec4f(1.0));
|
|
21
|
+
#endif
|
|
22
|
+
fragmentOutputs.color=baseColor;
|
|
23
|
+
#define CUSTOM_FRAGMENT_MAIN_END
|
|
24
|
+
}
|
|
25
|
+
`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=a);const o={name:e,shader:a};export{o as glowMapMergePixelShaderWGSL};
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
import{fp as o}from"./standardMaterial-CgDYhl-K.js";const e="glowMapMergePixelShader",r=`varying vec2 vUV;uniform sampler2D textureSampler;
|
|
2
|
+
#ifdef EMISSIVE
|
|
3
|
+
uniform sampler2D textureSampler2;
|
|
4
|
+
#endif
|
|
5
|
+
uniform float offset;
|
|
6
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
7
|
+
void main(void) {
|
|
8
|
+
#define CUSTOM_FRAGMENT_MAIN_BEGIN
|
|
9
|
+
vec4 baseColor=texture2D(textureSampler,vUV);
|
|
10
|
+
#ifdef EMISSIVE
|
|
11
|
+
baseColor+=texture2D(textureSampler2,vUV);baseColor*=offset;
|
|
12
|
+
#else
|
|
13
|
+
baseColor.a=abs(offset-baseColor.a);
|
|
14
|
+
#ifdef STROKE
|
|
15
|
+
float alpha=smoothstep(.0,.1,baseColor.a);baseColor.a=alpha;baseColor.rgb=baseColor.rgb*alpha;
|
|
16
|
+
#endif
|
|
17
|
+
#endif
|
|
18
|
+
#if LDR
|
|
19
|
+
baseColor=clamp(baseColor,0.,1.0);
|
|
20
|
+
#endif
|
|
21
|
+
gl_FragColor=baseColor;
|
|
22
|
+
#define CUSTOM_FRAGMENT_MAIN_END
|
|
23
|
+
}`;o.ShadersStore[e]||(o.ShadersStore[e]=r);const l={name:e,shader:r};export{l as glowMapMergePixelShader};
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
import{fp as o}from"./standardMaterial-CgDYhl-K.js";const e="glowMapMergeVertexShader",i=`attribute vec2 position;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);
|
|
2
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
3
|
+
void main(void) {
|
|
4
|
+
#define CUSTOM_VERTEX_MAIN_BEGIN
|
|
5
|
+
vUV=position*madd+madd;gl_Position=vec4(position,0.0,1.0);
|
|
6
|
+
#define CUSTOM_VERTEX_MAIN_END
|
|
7
|
+
}`;o.ShadersStore[e]||(o.ShadersStore[e]=i);const t={name:e,shader:i};export{t as glowMapMergeVertexShader};
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,8 @@
|
|
|
1
|
+
import{fp as t}from"./standardMaterial-CgDYhl-K.js";const e="glowMapMergeVertexShader",r=`attribute position: vec2f;varying vUV: vec2f;
|
|
2
|
+
#define CUSTOM_VERTEX_DEFINITIONS
|
|
3
|
+
@vertex
|
|
4
|
+
fn main(input : VertexInputs)->FragmentInputs {const madd: vec2f= vec2f(0.5,0.5);
|
|
5
|
+
#define CUSTOM_VERTEX_MAIN_BEGIN
|
|
6
|
+
vertexOutputs.vUV=vertexInputs.position*madd+madd;vertexOutputs.position= vec4f(vertexInputs.position,0.0,1.0);
|
|
7
|
+
#define CUSTOM_VERTEX_MAIN_END
|
|
8
|
+
}`;t.ShadersStoreWGSL[e]||(t.ShadersStoreWGSL[e]=r);const o={name:e,shader:r};export{o as glowMapMergeVertexShaderWGSL};
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,6 @@
|
|
|
1
|
+
import{fp as r}from"./standardMaterial-CgDYhl-K.js";const e="grainPixelShader",a=`#include<helperFunctions>
|
|
2
|
+
uniform sampler2D textureSampler;
|
|
3
|
+
uniform float intensity;uniform float animatedSeed;varying vec2 vUV;
|
|
4
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
5
|
+
void main(void)
|
|
6
|
+
{gl_FragColor=texture2D(textureSampler,vUV);vec2 seed=vUV*(animatedSeed);float grain=dither(seed,intensity);float lum=getLuminance(gl_FragColor.rgb);float grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;gl_FragColor.rgb+=grain*grainAmount;gl_FragColor.rgb=max(gl_FragColor.rgb,0.0);}`;r.ShadersStore[e]||(r.ShadersStore[e]=a);const t={name:e,shader:a};export{t as grainPixelShader};
|
|
Binary file
|
|
Binary file
|
|
@@ -0,0 +1,5 @@
|
|
|
1
|
+
import{fp as r}from"./standardMaterial-CgDYhl-K.js";const e="grainPixelShader",t=`#include<helperFunctions>
|
|
2
|
+
varying vUV: vec2f;var textureSamplerSampler: sampler;var textureSampler: texture_2d<f32>;uniform intensity: f32;uniform animatedSeed: f32;
|
|
3
|
+
#define CUSTOM_FRAGMENT_DEFINITIONS
|
|
4
|
+
@fragment
|
|
5
|
+
fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=textureSample(textureSampler,textureSamplerSampler,input.vUV);var seed: vec2f=input.vUV*uniforms.animatedSeed;var grain: f32=dither(seed,uniforms.intensity);var lum: f32=getLuminance(fragmentOutputs.color.rgb);var grainAmount: f32=(cos(-PI+(lum*PI*2.))+1.)/2.;fragmentOutputs.color=vec4f(fragmentOutputs.color.rgb+grain*grainAmount,fragmentOutputs.color.a);fragmentOutputs.color=vec4f(max(fragmentOutputs.color.rgb,vec3f(0.0)),fragmentOutputs.color.a);}`;r.ShadersStoreWGSL[e]||(r.ShadersStoreWGSL[e]=t);const n={name:e,shader:t};export{n as grainPixelShaderWGSL};
|
|
Binary file
|
|
@@ -0,0 +1,189 @@
|
|
|
1
|
+
import{fp as e}from"./standardMaterial-CgDYhl-K.js";import"./meshUboDeclaration-DthvNL2q.js";const t="pbrUboDeclaration",n=`layout(std140,column_major) uniform;uniform Material {vec2 vAlbedoInfos;vec2 vBaseWeightInfos;vec2 vBaseDiffuseRoughnessInfos;vec4 vAmbientInfos;vec2 vOpacityInfos;vec2 vEmissiveInfos;vec2 vLightmapInfos;vec3 vReflectivityInfos;vec2 vMicroSurfaceSamplerInfos;vec3 vBumpInfos;mat4 albedoMatrix;mat4 baseWeightMatrix;mat4 baseDiffuseRoughnessMatrix;mat4 ambientMatrix;mat4 opacityMatrix;mat4 emissiveMatrix;mat4 lightmapMatrix;mat4 reflectivityMatrix;mat4 microSurfaceSamplerMatrix;mat4 bumpMatrix;vec2 vTangentSpaceParams;vec4 vAlbedoColor;float baseWeight;float baseDiffuseRoughness;vec4 vLightingIntensity;float pointSize;vec4 vReflectivityColor;vec3 vEmissiveColor;vec3 vAmbientColor;vec2 vDebugMode;vec4 vMetallicReflectanceFactors;vec2 vMetallicReflectanceInfos;mat4 metallicReflectanceMatrix;vec2 vReflectanceInfos;mat4 reflectanceMatrix;vec4 cameraInfo;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionMicrosurfaceInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vReflectionFilteringInfo;vec3 vReflectionDominantDirection;vec3 vReflectionColor;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;
|
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2
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+
#define ADDITIONAL_UBO_DECLARATION
|
|
3
|
+
};
|
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4
|
+
#include<sceneUboDeclaration>
|
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5
|
+
#include<meshUboDeclaration>
|
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6
|
+
`;e.IncludesShadersStore[t]||(e.IncludesShadersStore[t]=n);const o="pbrBRDFFunctions",r=`#define FRESNEL_MAXIMUM_ON_ROUGH 0.25
|
|
7
|
+
#define BRDF_DIFFUSE_MODEL_EON 0
|
|
8
|
+
#define BRDF_DIFFUSE_MODEL_BURLEY 1
|
|
9
|
+
#define BRDF_DIFFUSE_MODEL_LAMBERT 2
|
|
10
|
+
#define BRDF_DIFFUSE_MODEL_LEGACY 3
|
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11
|
+
#define DIELECTRIC_SPECULAR_MODEL_GLTF 0
|
|
12
|
+
#define DIELECTRIC_SPECULAR_MODEL_OPENPBR 1
|
|
13
|
+
#define CONDUCTOR_SPECULAR_MODEL_GLTF 0
|
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14
|
+
#define CONDUCTOR_SPECULAR_MODEL_OPENPBR 1
|
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15
|
+
#if !defined(PBR_VERTEX_SHADER) && !defined(OPENPBR_VERTEX_SHADER)
|
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16
|
+
#ifdef MS_BRDF_ENERGY_CONSERVATION
|
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17
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+
vec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}
|
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18
|
+
#endif
|
|
19
|
+
#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR
|
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20
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+
vec3 getF82Specular(float NdotV,vec3 F0,vec3 edgeTint,float roughness) {const float cos_theta_max=0.142857143;
|
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21
|
+
const float one_minus_cos_theta_max_to_the_fifth=0.462664366;
|
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22
|
+
const float one_minus_cos_theta_max_to_the_sixth=0.396569457;
|
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23
|
+
vec3 white_minus_F0=vec3(1.0)-F0;vec3 b_numerator=(F0+white_minus_F0*one_minus_cos_theta_max_to_the_fifth)*(vec3(1.0)-edgeTint);const float b_denominator=cos_theta_max*one_minus_cos_theta_max_to_the_sixth;const float b_denominator_reciprocal=1.0/b_denominator;vec3 b=b_numerator*b_denominator_reciprocal;
|
|
24
|
+
float cos_theta=max(roughness,NdotV);float one_minus_cos_theta=1.0-cos_theta;vec3 offset_from_F0=(white_minus_F0-b*cos_theta*one_minus_cos_theta)*pow(one_minus_cos_theta,5.0);return clamp(F0+offset_from_F0,0.0,1.0);}
|
|
25
|
+
#endif
|
|
26
|
+
#ifdef FUZZENVIRONMENTBRDF
|
|
27
|
+
vec3 getFuzzBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(perceptualRoughness,NdotV);vec4 brdfLookup=texture2D(environmentFuzzBrdfSampler,UV);const vec2 RiRange=vec2(0.0,0.75);const vec2 ARange =vec2(0.005,0.88);const vec2 BRange =vec2(-0.18,0.002);brdfLookup.r=mix(ARange.x, ARange.y, brdfLookup.r);brdfLookup.g=mix(BRange.x, BRange.y, brdfLookup.g);brdfLookup.b=mix(RiRange.x,RiRange.y,brdfLookup.b);return brdfLookup.rgb;}
|
|
28
|
+
#endif
|
|
29
|
+
#ifdef ENVIRONMENTBRDF
|
|
30
|
+
vec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);
|
|
31
|
+
#ifdef ENVIRONMENTBRDF_RGBD
|
|
32
|
+
brdfLookup.rgb=fromRGBD(brdfLookup.rgba);
|
|
33
|
+
#endif
|
|
34
|
+
return brdfLookup.rgb;}
|
|
35
|
+
vec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {
|
|
36
|
+
#ifdef BRDF_V_HEIGHT_CORRELATED
|
|
37
|
+
vec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;
|
|
38
|
+
#else
|
|
39
|
+
vec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;
|
|
40
|
+
#endif
|
|
41
|
+
return reflectance;}
|
|
42
|
+
vec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {
|
|
43
|
+
#ifdef BRDF_V_HEIGHT_CORRELATED
|
|
44
|
+
vec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);
|
|
45
|
+
#else
|
|
46
|
+
vec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;
|
|
47
|
+
#endif
|
|
48
|
+
return reflectance;}
|
|
49
|
+
#endif
|
|
50
|
+
/* NOT USED
|
|
51
|
+
#if defined(SHEEN) && defined(SHEEN_SOFTER)
|
|
52
|
+
float getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)
|
|
53
|
+
{float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}
|
|
54
|
+
#endif
|
|
55
|
+
*/
|
|
56
|
+
#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)
|
|
57
|
+
vec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)
|
|
58
|
+
{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}
|
|
59
|
+
#endif
|
|
60
|
+
#if defined(SHEEN) && defined(ENVIRONMENTBRDF)
|
|
61
|
+
/**
|
|
62
|
+
* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.
|
|
63
|
+
* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table
|
|
64
|
+
*/
|
|
65
|
+
vec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}
|
|
66
|
+
#endif
|
|
67
|
+
vec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)
|
|
68
|
+
{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}
|
|
69
|
+
float fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)
|
|
70
|
+
{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}
|
|
71
|
+
#ifdef CLEARCOAT
|
|
72
|
+
vec3 getR0RemappedForClearCoat(vec3 f0) {
|
|
73
|
+
#ifdef CLEARCOAT_DEFAULTIOR
|
|
74
|
+
#ifdef MOBILE
|
|
75
|
+
return saturate(f0*(f0*0.526868+0.529324)-0.0482256);
|
|
76
|
+
#else
|
|
77
|
+
return saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);
|
|
78
|
+
#endif
|
|
79
|
+
#else
|
|
80
|
+
vec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);
|
|
81
|
+
#endif
|
|
82
|
+
}
|
|
83
|
+
#endif
|
|
84
|
+
#ifdef IRIDESCENCE
|
|
85
|
+
const mat3 XYZ_TO_REC709=mat3(
|
|
86
|
+
3.2404542,-0.9692660, 0.0556434,
|
|
87
|
+
-1.5371385, 1.8760108,-0.2040259,
|
|
88
|
+
-0.4985314, 0.0415560, 1.0572252
|
|
89
|
+
);vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}
|
|
90
|
+
vec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}
|
|
91
|
+
float getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}
|
|
92
|
+
vec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}
|
|
93
|
+
vec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}
|
|
94
|
+
float cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999));
|
|
95
|
+
vec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)
|
|
96
|
+
{Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}
|
|
97
|
+
return max(I,vec3(0.0));}
|
|
98
|
+
#endif
|
|
99
|
+
float normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)
|
|
100
|
+
{float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}
|
|
101
|
+
#ifdef SHEEN
|
|
102
|
+
float normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)
|
|
103
|
+
{float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}
|
|
104
|
+
#endif
|
|
105
|
+
#ifdef ANISOTROPIC
|
|
106
|
+
float normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}
|
|
107
|
+
#endif
|
|
108
|
+
#ifdef BRDF_V_HEIGHT_CORRELATED
|
|
109
|
+
float smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {
|
|
110
|
+
#ifdef MOBILE
|
|
111
|
+
float GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);
|
|
112
|
+
#else
|
|
113
|
+
float a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);
|
|
114
|
+
#endif
|
|
115
|
+
}
|
|
116
|
+
#else
|
|
117
|
+
float smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)
|
|
118
|
+
{
|
|
119
|
+
#ifdef MOBILE
|
|
120
|
+
return 1.0/(dot+alphaG+(1.0-alphaG)*dot ));
|
|
121
|
+
#else
|
|
122
|
+
float alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));
|
|
123
|
+
#endif
|
|
124
|
+
}
|
|
125
|
+
float smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)
|
|
126
|
+
{float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}
|
|
127
|
+
#endif
|
|
128
|
+
#ifdef ANISOTROPIC
|
|
129
|
+
float smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}
|
|
130
|
+
#endif
|
|
131
|
+
#ifdef CLEARCOAT
|
|
132
|
+
float visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }
|
|
133
|
+
#endif
|
|
134
|
+
#ifdef SHEEN
|
|
135
|
+
float visibility_Ashikhmin(float NdotL,float NdotV)
|
|
136
|
+
{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}
|
|
137
|
+
/* NOT USED
|
|
138
|
+
#ifdef SHEEN_SOFTER
|
|
139
|
+
float l(float x,float alphaG)
|
|
140
|
+
{float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}
|
|
141
|
+
float lambdaSheen(float cosTheta,float alphaG)
|
|
142
|
+
{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}
|
|
143
|
+
float visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)
|
|
144
|
+
{float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}
|
|
145
|
+
#endif
|
|
146
|
+
*/
|
|
147
|
+
#endif
|
|
148
|
+
float diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =
|
|
149
|
+
(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *
|
|
150
|
+
(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}
|
|
151
|
+
const float constant1_FON=0.5-2.0/(3.0*PI);const float constant2_FON=2.0/3.0-28.0/(15.0*PI);float E_FON_approx(float mu,float roughness)
|
|
152
|
+
{float sigma=roughness;
|
|
153
|
+
float mucomp=1.0-mu;float mucomp2=mucomp*mucomp;const mat2 Gcoeffs=mat2(0.0571085289,-0.332181442,
|
|
154
|
+
0.491881867,0.0714429953);float GoverPi=dot(Gcoeffs*vec2(mucomp,mucomp2),vec2(1.0,mucomp2));return (1.0+sigma*GoverPi)/(1.0+constant1_FON*sigma);}
|
|
155
|
+
vec3 diffuseBRDF_EON(vec3 albedo,float roughness,float NdotL,float NdotV,float LdotV)
|
|
156
|
+
{vec3 rho=albedo;float sigma=roughness;
|
|
157
|
+
float mu_i=NdotL;
|
|
158
|
+
float mu_o=NdotV;
|
|
159
|
+
float s=LdotV-mu_i*mu_o;
|
|
160
|
+
float sovertF=s>0.0 ? s/max(mu_i,mu_o) : s;
|
|
161
|
+
float AF=1.0/(1.0+constant1_FON*sigma);
|
|
162
|
+
vec3 f_ss=(rho*RECIPROCAL_PI)*AF*(1.0+sigma*sovertF);
|
|
163
|
+
float EFo=E_FON_approx(mu_o,sigma);
|
|
164
|
+
float EFi=E_FON_approx(mu_i,sigma);
|
|
165
|
+
float avgEF=AF*(1.0+constant2_FON*sigma);
|
|
166
|
+
vec3 rho_ms=(rho*rho)*avgEF/(vec3(1.0)-rho*(1.0-avgEF));const float eps=1.0e-7;vec3 f_ms=(rho_ms*RECIPROCAL_PI)*max(eps,1.0-EFo)
|
|
167
|
+
* max(eps,1.0-EFi)
|
|
168
|
+
/ max(eps,1.0-avgEF);return (f_ss+f_ms);}
|
|
169
|
+
#ifdef SS_TRANSLUCENCY
|
|
170
|
+
vec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}
|
|
171
|
+
float computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}
|
|
172
|
+
#endif
|
|
173
|
+
#endif
|
|
174
|
+
`;e.IncludesShadersStore[o]||(e.IncludesShadersStore[o]=r);const a="harmonicsFunctions",c=`#ifdef USESPHERICALFROMREFLECTIONMAP
|
|
175
|
+
#ifdef SPHERICAL_HARMONICS
|
|
176
|
+
vec3 computeEnvironmentIrradiance(vec3 normal) {return vSphericalL00
|
|
177
|
+
+ vSphericalL1_1*(normal.y)
|
|
178
|
+
+ vSphericalL10*(normal.z)
|
|
179
|
+
+ vSphericalL11*(normal.x)
|
|
180
|
+
+ vSphericalL2_2*(normal.y*normal.x)
|
|
181
|
+
+ vSphericalL2_1*(normal.y*normal.z)
|
|
182
|
+
+ vSphericalL20*((3.0*normal.z*normal.z)-1.0)
|
|
183
|
+
+ vSphericalL21*(normal.z*normal.x)
|
|
184
|
+
+ vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}
|
|
185
|
+
#else
|
|
186
|
+
vec3 computeEnvironmentIrradiance(vec3 normal) {float Nx=normal.x;float Ny=normal.y;float Nz=normal.z;vec3 C1=vSphericalZZ.rgb;vec3 Cx=vSphericalX.rgb;vec3 Cy=vSphericalY.rgb;vec3 Cz=vSphericalZ.rgb;vec3 Cxx_zz=vSphericalXX_ZZ.rgb;vec3 Cyy_zz=vSphericalYY_ZZ.rgb;vec3 Cxy=vSphericalXY.rgb;vec3 Cyz=vSphericalYZ.rgb;vec3 Czx=vSphericalZX.rgb;vec3 a1=Cyy_zz*Ny+Cy;vec3 a2=Cyz*Nz+a1;vec3 b1=Czx*Nz+Cx;vec3 b2=Cxy*Ny+b1;vec3 b3=Cxx_zz*Nx+b2;vec3 t1=Cz *Nz+C1;vec3 t2=a2 *Ny+t1;vec3 t3=b3 *Nx+t2;return t3;}
|
|
187
|
+
#endif
|
|
188
|
+
#endif
|
|
189
|
+
`;e.IncludesShadersStore[a]||(e.IncludesShadersStore[a]=c);
|
|
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