@galacean/effects-plugin-model 2.0.0-alpha.26 → 2.0.0-alpha.28
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/dist/alipay.js +57 -53
- package/dist/alipay.js.map +1 -1
- package/dist/alipay.mjs +57 -53
- package/dist/alipay.mjs.map +1 -1
- package/dist/gltf/json-converter.d.ts +2 -1
- package/dist/gltf/loader-impl.d.ts +1 -1
- package/dist/gltf/protocol.d.ts +3 -3
- package/dist/index.js +58 -54
- package/dist/index.js.map +1 -1
- package/dist/index.min.js +2 -2
- package/dist/index.min.js.map +1 -1
- package/dist/index.mjs +58 -54
- package/dist/index.mjs.map +1 -1
- package/dist/loader.mjs +58 -54
- package/dist/loader.mjs.map +1 -1
- package/dist/runtime/cache.d.ts +1 -2
- package/dist/runtime/mesh.d.ts +1 -5
- package/dist/utility/plugin-helper.d.ts +1 -4
- package/dist/weapp.js +13890 -0
- package/dist/weapp.js.map +1 -0
- package/dist/weapp.mjs +13771 -0
- package/dist/weapp.mjs.map +1 -0
- package/package.json +10 -5
package/dist/alipay.mjs
CHANGED
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@@ -2387,8 +2387,8 @@ function _assert_this_initialized(self) {
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* @param lineColor - 线颜色
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*/ _proto.update = function update(modelMatrix, viewProjMatrix, positions, lineColor) {
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var material = this.mesh.material;
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material.setMatrix("
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material.setMatrix("
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material.setMatrix("effects_ObjectToWorld", modelMatrix);
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material.setMatrix("effects_MatrixVP", viewProjMatrix);
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for(var i = 0; i < positions.length; i += 3){
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material.setVector3("_PositionList[" + i / 3 + "]", Vector3.fromArray(positions, i));
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}
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@@ -2407,7 +2407,7 @@ function _assert_this_initialized(self) {
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get: /**
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* 获取顶点着色器代码
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*/ function get() {
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return "\n precision highp float;\n\n uniform mat4
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return "\n precision highp float;\n\n uniform mat4 effects_ObjectToWorld;\n uniform mat4 effects_MatrixVP;\n uniform vec3 _PositionList[8];\n attribute vec3 aPos;\n void main(){\n int index = int(aPos.x + 0.5);\n vec4 pos = effects_ObjectToWorld * vec4(_PositionList[index], 1);\n gl_Position = effects_MatrixVP * pos;\n }\n ";
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}
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},
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{
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@@ -2556,7 +2556,7 @@ function _assert_this_initialized(self) {
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}
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this.isBuilt = true;
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this.subMeshes.forEach(function(prim) {
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prim.build(scene.maxLightCount,
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prim.build(scene.maxLightCount, scene.skybox);
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});
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if (PGlobalState.getInstance().visBoundingBox) {
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this.boundingBoxMesh = new BoxMesh(this.engine, this.priority);
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@@ -2852,27 +2852,16 @@ function _assert_this_initialized(self) {
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};
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/**
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* 创建 GE Mesh、Geometry 和 Material 对象,用于后面的渲染
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* 着色器部分 Uniform 数据来自 uniformSemantics
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* @param lightCount - 灯光数目
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* @param uniformSemantics - Uniform 语义数据
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* @param skybox - 天空盒
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*/ _proto.build = function build(lightCount,
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*/ _proto.build = function build(lightCount, skybox) {
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var globalState = PGlobalState.getInstance();
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var primitiveMacroList = this.getMacroList(lightCount, true, skybox);
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var materialMacroList = this.material.getMacroList(primitiveMacroList);
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var newSemantics = uniformSemantics != null ? uniformSemantics : {};
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// FIXME: Semantics整体移除
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newSemantics["_ViewProjectionMatrix"] = "VIEWPROJECTION";
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//newSemantics["uView"] = 'VIEWINVERSE';
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newSemantics["_ModelMatrix"] = "MODEL";
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newSemantics["uEditorTransform"] = "EDITOR_TRANSFORM";
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var material;
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var isWebGL2 = PGlobalState.getInstance().isWebGL2;
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if (this.material.effectMaterial) {
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material = this.material.effectMaterial;
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// FIXME: Semantics整体移除
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// @ts-expect-error
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material.uniformSemantics = newSemantics;
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materialMacroList.forEach(function(macro) {
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var name = macro.name, value = macro.value;
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material.enableMacro(name, value);
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@@ -2885,12 +2874,12 @@ function _assert_this_initialized(self) {
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fragment: this.material.fragmentShaderCode,
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shared: globalState.shaderShared,
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glslVersion: isWebGL2 ? GLSLVersion.GLSL3 : GLSLVersion.GLSL1
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}
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uniformSemantics: newSemantics
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}
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});
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this.material.setMaterialStates(material);
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}
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};
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// TODO: 待移除?
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_proto.getFeatureList = function getFeatureList(lightCount, pbrPass, skybox) {
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var featureList = [];
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if (this.geometry.hasNormals()) {
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@@ -3170,7 +3159,7 @@ function _assert_this_initialized(self) {
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};
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_proto.updateUniformsByAnimation = function updateUniformsByAnimation(worldMatrix, normalMatrix) {
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var material = this.getEffectsMaterial();
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material.setMatrix("
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material.setMatrix("effects_ObjectToWorld", worldMatrix);
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material.setMatrix("_NormalMatrix", normalMatrix);
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//
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var skin = this.skin;
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@@ -3207,7 +3196,7 @@ function _assert_this_initialized(self) {
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};
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_proto.updateUniformsByScene = function updateUniformsByScene(sceneStates) {
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var material = this.getEffectsMaterial();
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material.setMatrix("
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material.setMatrix("effects_MatrixVP", sceneStates.viewProjectionMatrix);
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material.setVector3("_Camera", sceneStates.cameraPosition);
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//
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if (!this.isUnlitMaterial()) {
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@@ -3918,15 +3907,15 @@ var EffectsMeshProxy = /*#__PURE__*/ function() {
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return PSceneManager;
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}();
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-
var primitiveVert = "precision highp float;\n#define FEATURES\n#include <
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var primitiveVert = "precision highp float;\n#define FEATURES\n#include <webgl-compatibility.glsl>\n#include <animation.vert.glsl>\nvsIn vec4 aPos;vsOut vec3 v_Position;\n#ifdef HAS_NORMALS\nvsIn vec4 aNormal;\n#endif\n#ifdef HAS_TANGENTS\nvsIn vec4 aTangent;\n#endif\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\nvsOut mat3 v_TBN;\n#else\nvsOut vec3 v_Normal;\n#endif\n#endif\n#ifdef HAS_UV_SET1\nvsIn vec2 aUV;\n#endif\n#ifdef HAS_UV_SET2\nvsIn vec2 aUV2;\n#endif\nvsOut vec2 v_UVCoord1;\n#ifdef HAS_UV_SET2\nvsOut vec2 v_UVCoord2;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC3\nvsIn vec3 aColor;vsOut vec3 v_Color;\n#endif\n#ifdef HAS_VERTEX_COLOR_VEC4\nvsIn vec4 aColor;vsOut vec4 v_Color;\n#endif\nuniform mat4 effects_MatrixVP;uniform mat4 effects_ObjectToWorld;uniform mat4 _NormalMatrix;\n#ifdef EDITOR_TRANSFORM\nuniform vec4 uEditorTransform;\n#endif\n#ifdef USE_SHADOW_MAPPING\nuniform mat4 _LightViewProjectionMatrix;uniform float _DeltaSceneSize;vsOut vec4 v_PositionLightSpace;vsOut vec4 v_dPositionLightSpace;\n#endif\nvec4 getPosition(){vec4 pos=vec4(aPos.xyz,1.0);\n#ifdef USE_MORPHING\npos+=getTargetPosition();\n#endif\n#ifdef USE_SKINNING\npos=getSkinningMatrix()*pos;\n#endif\nreturn pos;}\n#ifdef HAS_NORMALS\nvec4 getNormal(){vec4 normal=aNormal;\n#ifdef USE_MORPHING\nnormal+=getTargetNormal();\n#endif\n#ifdef USE_SKINNING\nnormal=getSkinningNormalMatrix()*normal;\n#endif\nreturn normalize(normal);}\n#endif\n#ifdef HAS_TANGENTS\nvec4 getTangent(){vec4 tangent=aTangent;\n#ifdef USE_MORPHING\ntangent+=getTargetTangent();\n#endif\n#ifdef USE_SKINNING\ntangent=getSkinningMatrix()*tangent;\n#endif\nreturn normalize(tangent);}\n#endif\nvoid main(){vec4 pos=effects_ObjectToWorld*getPosition();v_Position=vec3(pos.xyz)/pos.w;\n#ifdef HAS_NORMALS\n#ifdef HAS_TANGENTS\nvec4 tangent=getTangent();vec3 normalW=normalize(vec3(_NormalMatrix*vec4(getNormal().xyz,0.0)));vec3 tangentW=normalize(vec3(effects_ObjectToWorld*vec4(tangent.xyz,0.0)));vec3 bitangentW=cross(normalW,tangentW)*tangent.w;v_TBN=mat3(tangentW,bitangentW,normalW);\n#else\nv_Normal=normalize(vec3(_NormalMatrix*vec4(getNormal().xyz,0.0)));\n#endif\n#endif\nv_UVCoord1=vec2(0.0,0.0);\n#ifdef HAS_UV_SET1\nv_UVCoord1=aUV;\n#endif\n#ifdef HAS_UV_SET2\nv_UVCoord2=aUV2;\n#endif\n#if defined(HAS_VERTEX_COLOR_VEC3) || defined(HAS_VERTEX_COLOR_VEC4)\nv_Color=aColor;\n#endif\n#ifdef USE_SHADOW_MAPPING\nv_PositionLightSpace=_LightViewProjectionMatrix*pos;vec3 dpos=vec3(_DeltaSceneSize);v_dPositionLightSpace=_LightViewProjectionMatrix*(pos+vec4(dpos,0));\n#endif\ngl_Position=effects_MatrixVP*pos;\n#ifdef EDITOR_TRANSFORM\ngl_Position=vec4(gl_Position.xy*uEditorTransform.xy+uEditorTransform.zw*gl_Position.w,gl_Position.zw);\n#endif\n}";
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-
var metallicRoughnessFrag = "\n#define FEATURES\n#ifndef WEBGL2\n#extension GL_OES_standard_derivatives : enable\n#endif\n#if !defined(WEBGL2) && defined(USE_TEX_LOD)\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef USE_HDR\n#extension GL_OES_texture_float : enable\n#extension GL_OES_texture_float_linear : enable\n#endif\n#if !defined(WEBGL2) && defined(USE_WBOIT)\n#extension GL_EXT_draw_buffers: require\n#endif\n#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n#ifdef WEBGL2\n#ifdef USE_WBOIT\nlayout(location=0)out vec4 outFragColor0;layout(location=1)out vec4 outFragColor1;\n#else\nout vec4 outFragColor;\n#endif\n#else\n#ifdef USE_WBOIT\n#define outFragColor0 gl_FragData[0]\n#define outFragColor1 gl_FragData[1]\n#else\n#define outFragColor gl_FragColor\n#endif\n#endif\n#include <webglCompatibility.glsl>\n#include <extensions.frag.glsl>\n#include <tonemapping.frag.glsl>\n#include <textures.vert.glsl>\n#include <functions.frag.glsl>\n#include <shadowCommon.vert.glsl>\n#include <shadow.frag.glsl>\nstruct Light{vec3 direction;float range;vec3 color;float intensity;vec3 position;float innerConeCos;float outerConeCos;int type;vec2 padding;};const int LightType_Directional=0;const int LightType_Point=1;const int LightType_Spot=2;const int LightType_Ambient=3;\n#ifdef USE_PUNCTUAL\nuniform Light _Lights[LIGHT_COUNT];\n#endif\n#if defined(MATERIAL_SPECULARGLOSSINESS) || defined(MATERIAL_METALLICROUGHNESS)\nuniform float _MetallicFactor;uniform float _RoughnessFactor;uniform vec4 _BaseColorFactor;\n#endif\n#ifdef MATERIAL_SPECULARGLOSSINESS\nuniform vec3 _SpecularFactor;uniform vec4 _DiffuseFactor;uniform float _GlossinessFactor;\n#endif\n#ifdef ALPHAMODE_MASK\nuniform float _AlphaCutoff;\n#endif\n#ifdef ADD_FOG\nuniform vec4 _FogColor;\n#ifdef LINEAR_FOG\nuniform float _FogNear;uniform float _FogFar;\n#endif\n#ifdef EXP_FOG\nuniform float _FogDensity;\n#endif\n#endif\n#ifdef PREVIEW_BORDER\nuniform vec4 uPreviewColor;\n#endif\nuniform vec3 _Camera;uniform int _MipCount;struct MaterialInfo{float perceptualRoughness;vec3 reflectance0;float alphaRoughness;vec3 diffuseColor;vec3 reflectance90;vec3 specularColor;};\n#ifdef ADD_FOG\nvec3 getMixFogColor(vec3 baseColor){vec3 distance=_Camera-v_Position;float fogAmount=0.0;\n#ifdef LINEAR_FOG\nfogAmount=smoothstep(_FogNear,_FogFar,distance[2]);\n#endif\n#ifdef EXP_FOG\n#define LOG2 1.442695\nfogAmount=1.-exp2(-_FogDensity*_FogDensity*distance[2]*distance[2]*LOG2);fogAmount=clamp(fogAmount,0.,1.);\n#endif\nvec3 mixColor=baseColor.rgb+(vec3(_FogColor)-baseColor.rgb)*fogAmount;return mixColor;}\n#endif\n#ifdef IRRADIANCE_COEFFICIENTS\nvec3 getIrradiance(vec3 norm,SHCoefficients c){float x=norm.x;float y=norm.y;float z=norm.z;float c1=0.429043;float c2=0.511664;float c3=0.743125;float c4=0.886227;float c5=0.247708;vec3 irradiance=c1*c.l22*(x*x-y*y)+c3*c.l20*(z*z)+c4*c.l00-c5*c.l20+2.0*c1*(c.l2m2*x*y+c.l21*x*z+c.l2m1*y*z)+2.0*c2*(c.l11*x+c.l1m1*y+c.l10*z);return irradiance;}\n#endif\n#ifdef USE_IBL\nvec3 getIBLContribution(MaterialInfo materialInfo,vec3 n,vec3 v){float NdotV=clamp(dot(n,v),0.0,1.0);float lod=clamp(materialInfo.perceptualRoughness*float(_MipCount),0.0,float(_MipCount));vec3 reflection=normalize(reflect(-v,n));vec2 brdfSamplePoint=clamp(vec2(NdotV,materialInfo.perceptualRoughness),vec2(0.0,0.0),vec2(1.0,1.0));vec2 brdf=texture2D(_brdfLUT,brdfSamplePoint).rg;vec4 diffuseColor=vec4(1.0,0.0,0.0,1.0);\n#ifdef IRRADIANCE_COEFFICIENTS\nvec3 irradiance=getIrradiance(n,_shCoefficients);diffuseColor=vec4(irradiance,1.0);\n#else\ndiffuseColor=textureCube(_DiffuseEnvSampler,n);\n#endif\n#ifdef USE_TEX_LOD\nvec4 specularSample=_textureCubeLodEXT(_SpecularEnvSampler,reflection,lod);\n#else\nvec4 specularSample=textureCube(_SpecularEnvSampler,reflection,lod);\n#endif\n#ifdef USE_HDR\nvec3 diffuseLight=diffuseColor.rgb;vec3 specularLight=specularSample.rgb;\n#else\nvec3 diffuseLight=SRGBtoLINEAR(diffuseColor).rgb;vec3 specularLight=SRGBtoLINEAR(specularSample).rgb;\n#endif\nvec3 diffuse=diffuseLight*materialInfo.diffuseColor;vec3 specular=specularLight*(materialInfo.specularColor*brdf.x+brdf.y);return diffuse*_IblIntensity[0]+specular*_IblIntensity[1];}\n#endif\nvec3 diffuse(MaterialInfo materialInfo){return materialInfo.diffuseColor/M_PI;}vec3 specularReflection(MaterialInfo materialInfo,AngularInfo angularInfo){return materialInfo.reflectance0+(materialInfo.reflectance90-materialInfo.reflectance0)*pow(clamp(1.0-angularInfo.VdotH,0.0,1.0),5.0);}float visibilityOcclusion(MaterialInfo materialInfo,AngularInfo angularInfo){float NdotL=angularInfo.NdotL;float NdotV=angularInfo.NdotV;float alphaRoughnessSq=materialInfo.alphaRoughness*materialInfo.alphaRoughness;float GGXV=NdotL*sqrt(NdotV*NdotV*(1.0-alphaRoughnessSq)+alphaRoughnessSq);float GGXL=NdotV*sqrt(NdotL*NdotL*(1.0-alphaRoughnessSq)+alphaRoughnessSq);float GGX=GGXV+GGXL;if(GGX>0.0){return 0.5/GGX;}return 0.0;}float microfacetDistribution(MaterialInfo materialInfo,AngularInfo angularInfo){float alphaRoughnessSq=materialInfo.alphaRoughness*materialInfo.alphaRoughness;float f=(angularInfo.NdotH*alphaRoughnessSq-angularInfo.NdotH)*angularInfo.NdotH+1.0;return alphaRoughnessSq/(M_PI*f*f);}vec3 getPointShade(vec3 pointToLight,MaterialInfo materialInfo,vec3 normal,vec3 view){AngularInfo angularInfo=getAngularInfo(pointToLight,normal,view);if(angularInfo.NdotL>0.0||angularInfo.NdotV>0.0){vec3 F=specularReflection(materialInfo,angularInfo);float Vis=visibilityOcclusion(materialInfo,angularInfo);float D=microfacetDistribution(materialInfo,angularInfo);vec3 diffuseContrib=(1.0-F)*diffuse(materialInfo);vec3 specContrib=F*Vis*D;return angularInfo.NdotL*(diffuseContrib+specContrib);}return vec3(0.0,0.0,0.0);}float getRangeAttenuation(float range,float distance){if(range<=0.0){return 1.0;}return 1.0/(pow(5.0*distance/range,2.0)+1.0);}float getSpotAttenuation(vec3 pointToLight,vec3 spotDirection,float outerConeCos,float innerConeCos){float actualCos=dot(normalize(spotDirection),normalize(-pointToLight));if(actualCos>outerConeCos){if(actualCos<innerConeCos){return smoothstep(outerConeCos,innerConeCos,actualCos);}return 1.0;}return 0.0;}vec3 applyDirectionalLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view,float shadow){vec3 pointToLight=-light.direction;vec3 shade=getPointShade(pointToLight,materialInfo,normal,view)*shadow;return light.intensity*light.color*shade;}vec3 applyPointLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view){vec3 pointToLight=light.position-v_Position;float distance=length(pointToLight);float attenuation=getRangeAttenuation(light.range,distance);vec3 shade=getPointShade(pointToLight,materialInfo,normal,view);return light.color*shade*attenuation*light.intensity;}vec3 applySpotLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view,float shadow){vec3 pointToLight=light.position-v_Position;float distance=length(pointToLight);float rangeAttenuation=getRangeAttenuation(light.range,distance);float spotAttenuation=getSpotAttenuation(pointToLight,light.direction,light.outerConeCos,light.innerConeCos);vec3 shade=getPointShade(pointToLight,materialInfo,normal,view)*shadow;return rangeAttenuation*spotAttenuation*light.intensity*light.color*shade;}vec3 applyAmbientLight(Light light,MaterialInfo materialInfo){return light.intensity*light.color*diffuse(materialInfo);}float weight(float z,float a){return clamp(pow(min(1.0,a*10.0)+0.01,3.0)*1e8*pow(1.0-z*0.9,3.0),1e-2,3e3);}void writeFragmentColor(vec4 fragColor){\n#if !defined(ALPHAMODE_OPAQUE) && defined(USE_WBOIT)\nfloat w=weight(gl_FragCoord.z,fragColor.a);fragColor.rgb*=fragColor.a;outFragColor0=vec4(fragColor.rgb*w,fragColor.a);outFragColor1=vec4(fragColor.a*w);\n#else\noutFragColor=fragColor;\n#endif\n}void main(){float perceptualRoughness=0.0;float metallic=0.0;vec4 baseColor=vec4(0.0,0.0,0.0,1.0);vec3 diffuseColor=vec3(0.0);vec3 specularColor=vec3(0.0);vec3 f0=vec3(0.04);\n#ifdef PREVIEW_BORDER\nwriteFragmentColor(uPreviewColor);return;\n#endif\n#ifdef MATERIAL_SPECULARGLOSSINESS\n#ifdef HAS_SPECULAR_GLOSSINESS_MAP\nvec4 sgSample=SRGBtoLINEAR(texture2D(_SpecularGlossinessSampler,getSpecularGlossinessUV()));perceptualRoughness=(1.0-sgSample.a*_GlossinessFactor);f0=sgSample.rgb*_SpecularFactor;\n#else\nf0=_SpecularFactor;perceptualRoughness=1.0-_GlossinessFactor;\n#endif\n#ifdef HAS_DIFFUSE_MAP\nbaseColor=SRGBtoLINEAR(texture2D(_DiffuseSampler,getDiffuseUV()))*_DiffuseFactor;\n#else\nbaseColor=SRGBtoLINEAR(_DiffuseFactor);\n#endif\nbaseColor*=getVertexColor();specularColor=f0;float oneMinusSpecularStrength=1.0-max(max(f0.r,f0.g),f0.b);diffuseColor=baseColor.rgb*oneMinusSpecularStrength;\n#ifdef DEBUG_METALLIC\nmetallic=solveMetallic(baseColor.rgb,specularColor,oneMinusSpecularStrength);\n#endif\n#endif\n#ifdef MATERIAL_METALLICROUGHNESS\n#ifdef HAS_METALLIC_ROUGHNESS_MAP\nvec4 mrSample=texture2D(_MetallicRoughnessSampler,getMetallicRoughnessUV());perceptualRoughness=mrSample.g*_RoughnessFactor;metallic=mrSample.b*_MetallicFactor;\n#else\nmetallic=_MetallicFactor;perceptualRoughness=_RoughnessFactor;\n#endif\n#ifdef HAS_BASE_COLOR_MAP\nbaseColor=SRGBtoLINEAR(texture2D(_BaseColorSampler,getBaseColorUV()))*_BaseColorFactor;\n#else\nbaseColor=SRGBtoLINEAR(_BaseColorFactor);\n#endif\nbaseColor*=getVertexColor();diffuseColor=baseColor.rgb*(vec3(1.0)-f0)*(1.0-metallic);specularColor=mix(f0,baseColor.rgb,metallic);\n#endif\n#ifdef ALPHAMODE_MASK\nif(baseColor.a<_AlphaCutoff){discard;}baseColor.a=1.0;\n#endif\n#ifdef ALPHAMODE_OPAQUE\nbaseColor.a=1.0;\n#endif\n#ifdef MATERIAL_UNLIT\n#ifndef DEBUG_OUTPUT\n#ifdef ADD_FOG\nvec3 mixColor=getMixFogColor(baseColor.rgb);vec4 fragColorUnlit=vec4(LINEARtoSRGB(mixColor)*baseColor.a,baseColor.a);\n#else\nvec4 fragColorUnlit=vec4(LINEARtoSRGB(baseColor.rgb)*baseColor.a,baseColor.a);\n#endif\nwriteFragmentColor(fragColorUnlit);\n#else\n#ifdef DEBUG_UV\noutFragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),getNormal()));\n#endif\n#ifdef DEBUG_METALLIC\noutFragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\noutFragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\noutFragColor.rgb=getNormal()*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\noutFragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\noutFragColor.rgb=vec3(1.0);\n#endif\n#ifdef DEBUG_EMISSIVE\noutFragColor.rgb=vec3(0.0);\n#endif\n#ifdef DEBUG_ALPHA\noutFragColor.rgb=vec3(baseColor.a);\n#endif\noutFragColor.a=1.0;\n#endif\nreturn;\n#endif\nmetallic=clamp(metallic,0.0,1.0);float alphaRoughness=perceptualRoughness*perceptualRoughness;vec3 normal=getNormal();\n#ifdef USE_SPECULAR_AA\nfloat AARoughnessFactor=getAARoughnessFactor(normal);perceptualRoughness+=AARoughnessFactor;alphaRoughness+=AARoughnessFactor;\n#endif\nperceptualRoughness=clamp(perceptualRoughness,0.04,1.0);alphaRoughness=clamp(alphaRoughness,0.04,1.0);float reflectance=max(max(specularColor.r,specularColor.g),specularColor.b);vec3 specularEnvironmentR0=specularColor.rgb;vec3 specularEnvironmentR90=vec3(clamp(reflectance*50.0,0.0,1.0));MaterialInfo materialInfo=MaterialInfo(perceptualRoughness,specularEnvironmentR0,alphaRoughness,diffuseColor,specularEnvironmentR90,specularColor);vec3 color=vec3(0.0,0.0,0.0);vec3 view=normalize(_Camera-v_Position);float shadow=1.0;\n#ifdef USE_SHADOW_MAPPING\nshadow=getShadowContribution();\n#endif\n#ifdef USE_PUNCTUAL\nfor(int i=0;i<LIGHT_COUNT;++i){Light light=_Lights[i];if(light.type==LightType_Directional){color+=applyDirectionalLight(light,materialInfo,normal,view,shadow);}else if(light.type==LightType_Point){color+=applyPointLight(light,materialInfo,normal,view);}else if(light.type==LightType_Spot){color+=applySpotLight(light,materialInfo,normal,view,shadow);}else if(light.type==LightType_Ambient){color+=applyAmbientLight(light,materialInfo);}}\n#endif\n#ifdef USE_IBL\ncolor+=getIBLContribution(materialInfo,normal,view);\n#endif\nfloat ao=1.0;\n#ifdef HAS_OCCLUSION_MAP\nao=texture2D(_OcclusionSampler,getOcclusionUV()).r;color=mix(color,color*ao,_OcclusionStrength);\n#endif\nvec3 emissive=vec3(0);\n#ifndef DEBUG_OUTPUT\n#ifdef ADD_FOG\nvec4 toneMapColor=SRGBtoLINEAR(vec4(toneMap(color),baseColor.a));color=getMixFogColor(toneMapColor.rgb);vec4 fragColorOut=vec4(LINEARtoSRGB(color.rgb)*baseColor.a,baseColor.a);\n#else\ncolor=toneMap(color)*baseColor.a;\n#ifdef HAS_EMISSIVE\ncolor+=_EmissiveFactor.rgb*_EmissiveIntensity;\n#endif\n#ifdef HAS_EMISSIVE_MAP\nemissive=SRGBtoLINEAR(texture2D(_EmissiveSampler,getEmissiveUV())).rgb*_EmissiveFactor.rgb*_EmissiveIntensity;color+=emissive;\n#endif\nvec4 fragColorOut=vec4(color,baseColor.a);\n#endif\nwriteFragmentColor(fragColorOut);\n#else\n#ifdef DEBUG_UV\noutFragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),normal));\n#endif\n#ifdef DEBUG_METALLIC\noutFragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\noutFragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\noutFragColor.rgb=normal*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\noutFragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\n#ifdef HAS_OCCLUSION_MAP\noutFragColor.rgb=vec3(mix(1.0,ao,_OcclusionStrength));\n#else\noutFragColor.rgb=vec3(1.0);\n#endif\n#endif\n#ifdef DEBUG_EMISSIVE\n#ifdef HAS_EMISSIVE\nemissive=_EmissiveFactor.rgb*_EmissiveIntensity;\n#endif\n#ifdef HAS_EMISSIVE_MAP\nemissive=SRGBtoLINEAR(texture2D(_EmissiveSampler,getEmissiveUV())).rgb*_EmissiveFactor.rgb*_EmissiveIntensity;\n#endif\noutFragColor.rgb=LINEARtoSRGB(emissive);\n#endif\n#ifdef DEBUG_F0\noutFragColor.rgb=vec3(f0);\n#endif\n#ifdef DEBUG_ALPHA\noutFragColor.rgb=vec3(baseColor.a);\n#endif\noutFragColor.a=1.0;\n#endif\n}";
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var metallicRoughnessFrag = "\n#define FEATURES\n#ifndef WEBGL2\n#extension GL_OES_standard_derivatives : enable\n#endif\n#if !defined(WEBGL2) && defined(USE_TEX_LOD)\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef USE_HDR\n#extension GL_OES_texture_float : enable\n#extension GL_OES_texture_float_linear : enable\n#endif\n#if !defined(WEBGL2) && defined(USE_WBOIT)\n#extension GL_EXT_draw_buffers: require\n#endif\n#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n#ifdef WEBGL2\n#ifdef USE_WBOIT\nlayout(location=0)out vec4 outFragColor0;layout(location=1)out vec4 outFragColor1;\n#else\nout vec4 outFragColor;\n#endif\n#else\n#ifdef USE_WBOIT\n#define outFragColor0 gl_FragData[0]\n#define outFragColor1 gl_FragData[1]\n#else\n#define outFragColor gl_FragColor\n#endif\n#endif\n#include <webgl-compatibility.glsl>\n#include <extensions.frag.glsl>\n#include <tonemapping.frag.glsl>\n#include <textures.vert.glsl>\n#include <functions.frag.glsl>\n#include <shadow-common.vert.glsl>\n#include <shadow.frag.glsl>\nstruct Light{vec3 direction;float range;vec3 color;float intensity;vec3 position;float innerConeCos;float outerConeCos;int type;vec2 padding;};const int LightType_Directional=0;const int LightType_Point=1;const int LightType_Spot=2;const int LightType_Ambient=3;\n#ifdef USE_PUNCTUAL\nuniform Light _Lights[LIGHT_COUNT];\n#endif\n#if defined(MATERIAL_SPECULARGLOSSINESS) || defined(MATERIAL_METALLICROUGHNESS)\nuniform float _MetallicFactor;uniform float _RoughnessFactor;uniform vec4 _BaseColorFactor;\n#endif\n#ifdef MATERIAL_SPECULARGLOSSINESS\nuniform vec3 _SpecularFactor;uniform vec4 _DiffuseFactor;uniform float _GlossinessFactor;\n#endif\n#ifdef ALPHAMODE_MASK\nuniform float _AlphaCutoff;\n#endif\n#ifdef ADD_FOG\nuniform vec4 _FogColor;\n#ifdef LINEAR_FOG\nuniform float _FogNear;uniform float _FogFar;\n#endif\n#ifdef EXP_FOG\nuniform float _FogDensity;\n#endif\n#endif\n#ifdef PREVIEW_BORDER\nuniform vec4 uPreviewColor;\n#endif\nuniform vec3 _Camera;uniform int _MipCount;struct MaterialInfo{float perceptualRoughness;vec3 reflectance0;float alphaRoughness;vec3 diffuseColor;vec3 reflectance90;vec3 specularColor;};\n#ifdef ADD_FOG\nvec3 getMixFogColor(vec3 baseColor){vec3 distance=_Camera-v_Position;float fogAmount=0.0;\n#ifdef LINEAR_FOG\nfogAmount=smoothstep(_FogNear,_FogFar,distance[2]);\n#endif\n#ifdef EXP_FOG\n#define LOG2 1.442695\nfogAmount=1.-exp2(-_FogDensity*_FogDensity*distance[2]*distance[2]*LOG2);fogAmount=clamp(fogAmount,0.,1.);\n#endif\nvec3 mixColor=baseColor.rgb+(vec3(_FogColor)-baseColor.rgb)*fogAmount;return mixColor;}\n#endif\n#ifdef IRRADIANCE_COEFFICIENTS\nvec3 getIrradiance(vec3 norm,SHCoefficients c){float x=norm.x;float y=norm.y;float z=norm.z;float c1=0.429043;float c2=0.511664;float c3=0.743125;float c4=0.886227;float c5=0.247708;vec3 irradiance=c1*c.l22*(x*x-y*y)+c3*c.l20*(z*z)+c4*c.l00-c5*c.l20+2.0*c1*(c.l2m2*x*y+c.l21*x*z+c.l2m1*y*z)+2.0*c2*(c.l11*x+c.l1m1*y+c.l10*z);return irradiance;}\n#endif\n#ifdef USE_IBL\nvec3 getIBLContribution(MaterialInfo materialInfo,vec3 n,vec3 v){float NdotV=clamp(dot(n,v),0.0,1.0);float lod=clamp(materialInfo.perceptualRoughness*float(_MipCount),0.0,float(_MipCount));vec3 reflection=normalize(reflect(-v,n));vec2 brdfSamplePoint=clamp(vec2(NdotV,materialInfo.perceptualRoughness),vec2(0.0,0.0),vec2(1.0,1.0));vec2 brdf=texture2D(_brdfLUT,brdfSamplePoint).rg;vec4 diffuseColor=vec4(1.0,0.0,0.0,1.0);\n#ifdef IRRADIANCE_COEFFICIENTS\nvec3 irradiance=getIrradiance(n,_shCoefficients);diffuseColor=vec4(irradiance,1.0);\n#else\ndiffuseColor=textureCube(_DiffuseEnvSampler,n);\n#endif\n#ifdef USE_TEX_LOD\nvec4 specularSample=_textureCubeLodEXT(_SpecularEnvSampler,reflection,lod);\n#else\nvec4 specularSample=textureCube(_SpecularEnvSampler,reflection,lod);\n#endif\n#ifdef USE_HDR\nvec3 diffuseLight=diffuseColor.rgb;vec3 specularLight=specularSample.rgb;\n#else\nvec3 diffuseLight=SRGBtoLINEAR(diffuseColor).rgb;vec3 specularLight=SRGBtoLINEAR(specularSample).rgb;\n#endif\nvec3 diffuse=diffuseLight*materialInfo.diffuseColor;vec3 specular=specularLight*(materialInfo.specularColor*brdf.x+brdf.y);return diffuse*_IblIntensity[0]+specular*_IblIntensity[1];}\n#endif\nvec3 diffuse(MaterialInfo materialInfo){return materialInfo.diffuseColor/M_PI;}vec3 specularReflection(MaterialInfo materialInfo,AngularInfo angularInfo){return materialInfo.reflectance0+(materialInfo.reflectance90-materialInfo.reflectance0)*pow(clamp(1.0-angularInfo.VdotH,0.0,1.0),5.0);}float visibilityOcclusion(MaterialInfo materialInfo,AngularInfo angularInfo){float NdotL=angularInfo.NdotL;float NdotV=angularInfo.NdotV;float alphaRoughnessSq=materialInfo.alphaRoughness*materialInfo.alphaRoughness;float GGXV=NdotL*sqrt(NdotV*NdotV*(1.0-alphaRoughnessSq)+alphaRoughnessSq);float GGXL=NdotV*sqrt(NdotL*NdotL*(1.0-alphaRoughnessSq)+alphaRoughnessSq);float GGX=GGXV+GGXL;if(GGX>0.0){return 0.5/GGX;}return 0.0;}float microfacetDistribution(MaterialInfo materialInfo,AngularInfo angularInfo){float alphaRoughnessSq=materialInfo.alphaRoughness*materialInfo.alphaRoughness;float f=(angularInfo.NdotH*alphaRoughnessSq-angularInfo.NdotH)*angularInfo.NdotH+1.0;return alphaRoughnessSq/(M_PI*f*f);}vec3 getPointShade(vec3 pointToLight,MaterialInfo materialInfo,vec3 normal,vec3 view){AngularInfo angularInfo=getAngularInfo(pointToLight,normal,view);if(angularInfo.NdotL>0.0||angularInfo.NdotV>0.0){vec3 F=specularReflection(materialInfo,angularInfo);float Vis=visibilityOcclusion(materialInfo,angularInfo);float D=microfacetDistribution(materialInfo,angularInfo);vec3 diffuseContrib=(1.0-F)*diffuse(materialInfo);vec3 specContrib=F*Vis*D;return angularInfo.NdotL*(diffuseContrib+specContrib);}return vec3(0.0,0.0,0.0);}float getRangeAttenuation(float range,float distance){if(range<=0.0){return 1.0;}return 1.0/(pow(5.0*distance/range,2.0)+1.0);}float getSpotAttenuation(vec3 pointToLight,vec3 spotDirection,float outerConeCos,float innerConeCos){float actualCos=dot(normalize(spotDirection),normalize(-pointToLight));if(actualCos>outerConeCos){if(actualCos<innerConeCos){return smoothstep(outerConeCos,innerConeCos,actualCos);}return 1.0;}return 0.0;}vec3 applyDirectionalLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view,float shadow){vec3 pointToLight=-light.direction;vec3 shade=getPointShade(pointToLight,materialInfo,normal,view)*shadow;return light.intensity*light.color*shade;}vec3 applyPointLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view){vec3 pointToLight=light.position-v_Position;float distance=length(pointToLight);float attenuation=getRangeAttenuation(light.range,distance);vec3 shade=getPointShade(pointToLight,materialInfo,normal,view);return light.color*shade*attenuation*light.intensity;}vec3 applySpotLight(Light light,MaterialInfo materialInfo,vec3 normal,vec3 view,float shadow){vec3 pointToLight=light.position-v_Position;float distance=length(pointToLight);float rangeAttenuation=getRangeAttenuation(light.range,distance);float spotAttenuation=getSpotAttenuation(pointToLight,light.direction,light.outerConeCos,light.innerConeCos);vec3 shade=getPointShade(pointToLight,materialInfo,normal,view)*shadow;return rangeAttenuation*spotAttenuation*light.intensity*light.color*shade;}vec3 applyAmbientLight(Light light,MaterialInfo materialInfo){return light.intensity*light.color*diffuse(materialInfo);}float weight(float z,float a){return clamp(pow(min(1.0,a*10.0)+0.01,3.0)*1e8*pow(1.0-z*0.9,3.0),1e-2,3e3);}void writeFragmentColor(vec4 fragColor){\n#if !defined(ALPHAMODE_OPAQUE) && defined(USE_WBOIT)\nfloat w=weight(gl_FragCoord.z,fragColor.a);fragColor.rgb*=fragColor.a;outFragColor0=vec4(fragColor.rgb*w,fragColor.a);outFragColor1=vec4(fragColor.a*w);\n#else\noutFragColor=fragColor;\n#endif\n}void main(){float perceptualRoughness=0.0;float metallic=0.0;vec4 baseColor=vec4(0.0,0.0,0.0,1.0);vec3 diffuseColor=vec3(0.0);vec3 specularColor=vec3(0.0);vec3 f0=vec3(0.04);\n#ifdef PREVIEW_BORDER\nwriteFragmentColor(uPreviewColor);return;\n#endif\n#ifdef MATERIAL_SPECULARGLOSSINESS\n#ifdef HAS_SPECULAR_GLOSSINESS_MAP\nvec4 sgSample=SRGBtoLINEAR(texture2D(_SpecularGlossinessSampler,getSpecularGlossinessUV()));perceptualRoughness=(1.0-sgSample.a*_GlossinessFactor);f0=sgSample.rgb*_SpecularFactor;\n#else\nf0=_SpecularFactor;perceptualRoughness=1.0-_GlossinessFactor;\n#endif\n#ifdef HAS_DIFFUSE_MAP\nbaseColor=SRGBtoLINEAR(texture2D(_DiffuseSampler,getDiffuseUV()))*_DiffuseFactor;\n#else\nbaseColor=SRGBtoLINEAR(_DiffuseFactor);\n#endif\nbaseColor*=getVertexColor();specularColor=f0;float oneMinusSpecularStrength=1.0-max(max(f0.r,f0.g),f0.b);diffuseColor=baseColor.rgb*oneMinusSpecularStrength;\n#ifdef DEBUG_METALLIC\nmetallic=solveMetallic(baseColor.rgb,specularColor,oneMinusSpecularStrength);\n#endif\n#endif\n#ifdef MATERIAL_METALLICROUGHNESS\n#ifdef HAS_METALLIC_ROUGHNESS_MAP\nvec4 mrSample=texture2D(_MetallicRoughnessSampler,getMetallicRoughnessUV());perceptualRoughness=mrSample.g*_RoughnessFactor;metallic=mrSample.b*_MetallicFactor;\n#else\nmetallic=_MetallicFactor;perceptualRoughness=_RoughnessFactor;\n#endif\n#ifdef HAS_BASE_COLOR_MAP\nbaseColor=SRGBtoLINEAR(texture2D(_BaseColorSampler,getBaseColorUV()))*_BaseColorFactor;\n#else\nbaseColor=SRGBtoLINEAR(_BaseColorFactor);\n#endif\nbaseColor*=getVertexColor();diffuseColor=baseColor.rgb*(vec3(1.0)-f0)*(1.0-metallic);specularColor=mix(f0,baseColor.rgb,metallic);\n#endif\n#ifdef ALPHAMODE_MASK\nif(baseColor.a<_AlphaCutoff){discard;}baseColor.a=1.0;\n#endif\n#ifdef ALPHAMODE_OPAQUE\nbaseColor.a=1.0;\n#endif\n#ifdef MATERIAL_UNLIT\n#ifndef DEBUG_OUTPUT\n#ifdef ADD_FOG\nvec3 mixColor=getMixFogColor(baseColor.rgb);vec4 fragColorUnlit=vec4(LINEARtoSRGB(mixColor)*baseColor.a,baseColor.a);\n#else\nvec4 fragColorUnlit=vec4(LINEARtoSRGB(baseColor.rgb)*baseColor.a,baseColor.a);\n#endif\nwriteFragmentColor(fragColorUnlit);\n#else\n#ifdef DEBUG_UV\noutFragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),getNormal()));\n#endif\n#ifdef DEBUG_METALLIC\noutFragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\noutFragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\noutFragColor.rgb=getNormal()*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\noutFragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\noutFragColor.rgb=vec3(1.0);\n#endif\n#ifdef DEBUG_EMISSIVE\noutFragColor.rgb=vec3(0.0);\n#endif\n#ifdef DEBUG_ALPHA\noutFragColor.rgb=vec3(baseColor.a);\n#endif\noutFragColor.a=1.0;\n#endif\nreturn;\n#endif\nmetallic=clamp(metallic,0.0,1.0);float alphaRoughness=perceptualRoughness*perceptualRoughness;vec3 normal=getNormal();\n#ifdef USE_SPECULAR_AA\nfloat AARoughnessFactor=getAARoughnessFactor(normal);perceptualRoughness+=AARoughnessFactor;alphaRoughness+=AARoughnessFactor;\n#endif\nperceptualRoughness=clamp(perceptualRoughness,0.04,1.0);alphaRoughness=clamp(alphaRoughness,0.04,1.0);float reflectance=max(max(specularColor.r,specularColor.g),specularColor.b);vec3 specularEnvironmentR0=specularColor.rgb;vec3 specularEnvironmentR90=vec3(clamp(reflectance*50.0,0.0,1.0));MaterialInfo materialInfo=MaterialInfo(perceptualRoughness,specularEnvironmentR0,alphaRoughness,diffuseColor,specularEnvironmentR90,specularColor);vec3 color=vec3(0.0,0.0,0.0);vec3 view=normalize(_Camera-v_Position);float shadow=1.0;\n#ifdef USE_SHADOW_MAPPING\nshadow=getShadowContribution();\n#endif\n#ifdef USE_PUNCTUAL\nfor(int i=0;i<LIGHT_COUNT;++i){Light light=_Lights[i];if(light.type==LightType_Directional){color+=applyDirectionalLight(light,materialInfo,normal,view,shadow);}else if(light.type==LightType_Point){color+=applyPointLight(light,materialInfo,normal,view);}else if(light.type==LightType_Spot){color+=applySpotLight(light,materialInfo,normal,view,shadow);}else if(light.type==LightType_Ambient){color+=applyAmbientLight(light,materialInfo);}}\n#endif\n#ifdef USE_IBL\ncolor+=getIBLContribution(materialInfo,normal,view);\n#endif\nfloat ao=1.0;\n#ifdef HAS_OCCLUSION_MAP\nao=texture2D(_OcclusionSampler,getOcclusionUV()).r;color=mix(color,color*ao,_OcclusionStrength);\n#endif\nvec3 emissive=vec3(0);\n#ifndef DEBUG_OUTPUT\n#ifdef ADD_FOG\nvec4 toneMapColor=SRGBtoLINEAR(vec4(toneMap(color),baseColor.a));color=getMixFogColor(toneMapColor.rgb);vec4 fragColorOut=vec4(LINEARtoSRGB(color.rgb)*baseColor.a,baseColor.a);\n#else\ncolor=toneMap(color)*baseColor.a;\n#ifdef HAS_EMISSIVE\ncolor+=_EmissiveFactor.rgb*_EmissiveIntensity;\n#endif\n#ifdef HAS_EMISSIVE_MAP\nemissive=SRGBtoLINEAR(texture2D(_EmissiveSampler,getEmissiveUV())).rgb*_EmissiveFactor.rgb*_EmissiveIntensity;color+=emissive;\n#endif\nvec4 fragColorOut=vec4(color,baseColor.a);\n#endif\nwriteFragmentColor(fragColorOut);\n#else\n#ifdef DEBUG_UV\noutFragColor.rgb=vec3(getDebugUVColor(getBaseColorUV(),normal));\n#endif\n#ifdef DEBUG_METALLIC\noutFragColor.rgb=vec3(metallic);\n#endif\n#ifdef DEBUG_ROUGHNESS\noutFragColor.rgb=vec3(perceptualRoughness);\n#endif\n#ifdef DEBUG_NORMAL\noutFragColor.rgb=normal*0.5+0.5;\n#endif\n#ifdef DEBUG_BASECOLOR\noutFragColor.rgb=LINEARtoSRGB(baseColor.rgb);\n#endif\n#ifdef DEBUG_OCCLUSION\n#ifdef HAS_OCCLUSION_MAP\noutFragColor.rgb=vec3(mix(1.0,ao,_OcclusionStrength));\n#else\noutFragColor.rgb=vec3(1.0);\n#endif\n#endif\n#ifdef DEBUG_EMISSIVE\n#ifdef HAS_EMISSIVE\nemissive=_EmissiveFactor.rgb*_EmissiveIntensity;\n#endif\n#ifdef HAS_EMISSIVE_MAP\nemissive=SRGBtoLINEAR(texture2D(_EmissiveSampler,getEmissiveUV())).rgb*_EmissiveFactor.rgb*_EmissiveIntensity;\n#endif\noutFragColor.rgb=LINEARtoSRGB(emissive);\n#endif\n#ifdef DEBUG_F0\noutFragColor.rgb=vec3(f0);\n#endif\n#ifdef DEBUG_ALPHA\noutFragColor.rgb=vec3(baseColor.a);\n#endif\noutFragColor.a=1.0;\n#endif\n}";
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var shadowPassFrag = "#define FEATURES\n#include <
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var shadowPassFrag = "#define FEATURES\n#include <shadow-common.vert.glsl>\n#include <webgl-compatibility.glsl>\n#if defined(SHADOWMAP_VSM) && !defined(WEBGL2)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef GL_FRAGMENT_PRECISION_HIGH\nprecision highp float;\n#else\nprecision mediump float;\n#endif\n#ifdef WEBGL2\nout vec4 outFragColor;\n#else\n#define outFragColor gl_FragColor\n#endif\nvec4 CalcMomentVSM(float depth){float dx=0.0;float dy=0.0;\n#if defined(SHADOWMAP_VSM) && (defined(GL_OES_standard_derivatives) || defined(WEBGL2))\ndx=dFdx(depth);dy=dFdy(depth);\n#endif\nfloat moment2=depth*depth+0.25*(dx*dx+dy*dy);return vec4(1.0-depth,1.0-moment2,0.0,1.0);}vec4 CalcMomentEVSM(float depth){float pos=EVSM_FUNC0(depth);float neg=EVSM_FUNC1(depth);return vec4(pos,pos*pos,neg,neg*neg);}void main(){\n#if defined(SHADOWMAP_STANDARD) || defined(SHADOWMAP_VSM)\noutFragColor=CalcMomentVSM(gl_FragCoord.z);\n#else\noutFragColor=CalcMomentEVSM(gl_FragCoord.z);\n#endif\n}";
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var skyboxVert = "precision highp float;\n#define FEATURES\n#include <
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var skyboxVert = "precision highp float;\n#define FEATURES\n#include <webgl-compatibility.glsl>\nvsIn vec3 aPos;vsOut vec3 v_CameraDir;uniform mat4 _InvViewProjectionMatrix;void main(){vec4 dir=_InvViewProjectionMatrix*vec4(aPos.xy,1,1);v_CameraDir=normalize(dir.xyz/dir.w);gl_Position=vec4(aPos.xy,0.99999,1);}";
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|
|
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|
-
var skyboxFrag = "\n#define FEATURES\n#if !defined(WEBGL2) && defined(USE_TEX_LOD)\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#if !defined(WEBGL2)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#include <
|
|
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|
+
var skyboxFrag = "\n#define FEATURES\n#if !defined(WEBGL2) && defined(USE_TEX_LOD)\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#if !defined(WEBGL2)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#include <webgl-compatibility.glsl>\n#include <extensions.frag.glsl>\n#ifdef WEBGL2\nout vec4 outFragColor;\n#else\n#define outFragColor gl_FragColor\n#endif\nuniform sampler2D _brdfLUT;uniform vec2 _IblIntensity;uniform int _MipCount;uniform samplerCube _DiffuseEnvSampler;uniform samplerCube _SpecularEnvSampler;fsIn vec3 v_CameraDir;\n#ifdef IRRADIANCE_COEFFICIENTS\nstruct SHCoefficients{vec3 l00,l1m1,l10,l11,l2m2,l2m1,l20,l21,l22;};uniform SHCoefficients _shCoefficients;vec3 getIrradiance(vec3 norm,SHCoefficients c){float x=norm.x;float y=norm.y;float z=norm.z;float c1=0.429043;float c2=0.511664;float c3=0.743125;float c4=0.886227;float c5=0.247708;vec3 irradiance=c1*c.l22*(x*x-y*y)+c3*c.l20*(z*z)+c4*c.l00-c5*c.l20+2.0*c1*(c.l2m2*x*y+c.l21*x*z+c.l2m1*y*z)+2.0*c2*(c.l11*x+c.l1m1*y+c.l10*z);return irradiance;}\n#endif\nvec3 getIBLContribution(vec3 n,vec3 v){const float metallic=0.9;const float perceptualRoughness=0.1;const vec4 baseColor=vec4(1.0);const vec3 f0=vec3(0.04);const vec3 diffuseColor=baseColor.rgb*(vec3(1.0)-f0)*(1.0-metallic);const vec3 specularColor=mix(f0,baseColor.rgb,metallic);float NdotV=clamp(dot(n,v),0.0,1.0);float lod=clamp(perceptualRoughness*float(_MipCount),0.0,float(_MipCount));vec3 reflection=normalize(reflect(-v,n));vec2 brdfSamplePoint=clamp(vec2(NdotV,perceptualRoughness),vec2(0.0,0.0),vec2(1.0,1.0));vec2 brdf=texture2D(_brdfLUT,brdfSamplePoint).rg;vec4 diffuseSample=vec4(1.0,0.0,0.0,1.0);\n#ifdef IRRADIANCE_COEFFICIENTS\nvec3 irradiance=getIrradiance(n,_shCoefficients);diffuseSample=vec4(irradiance,1.0);\n#else\ndiffuseSample=textureCube(_DiffuseEnvSampler,n);\n#endif\n#ifdef USE_TEX_LOD\nvec4 specularSample=_textureCubeLodEXT(_SpecularEnvSampler,reflection,lod);\n#else\nvec4 specularSample=textureCube(_SpecularEnvSampler,reflection,lod);\n#endif\nvec3 diffuseLight=diffuseSample.rgb;vec3 specularLight=specularSample.rgb;vec3 diffuse=diffuseLight*diffuseColor;vec3 specular=specularLight*(specularColor*brdf.x+brdf.y);return diffuse*_IblIntensity[0]+specular*_IblIntensity[1];}void main(){vec3 dir=normalize(v_CameraDir);outFragColor=vec4(getIBLContribution(dir,dir),1.0);}";
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|
var animationVertGLSL = "#ifdef HAS_TARGET_POSITION0\nvsIn vec3 aTargetPosition0;\n#endif\n#ifdef HAS_TARGET_POSITION1\nvsIn vec3 aTargetPosition1;\n#endif\n#ifdef HAS_TARGET_POSITION2\nvsIn vec3 aTargetPosition2;\n#endif\n#ifdef HAS_TARGET_POSITION3\nvsIn vec3 aTargetPosition3;\n#endif\n#ifdef HAS_TARGET_POSITION4\nvsIn vec3 aTargetPosition4;\n#endif\n#ifdef HAS_TARGET_POSITION5\nvsIn vec3 aTargetPosition5;\n#endif\n#ifdef HAS_TARGET_POSITION6\nvsIn vec3 aTargetPosition6;\n#endif\n#ifdef HAS_TARGET_POSITION7\nvsIn vec3 aTargetPosition7;\n#endif\n#ifdef HAS_TARGET_NORMAL0\nvsIn vec3 aTargetNormal0;\n#endif\n#ifdef HAS_TARGET_NORMAL1\nvsIn vec3 aTargetNormal1;\n#endif\n#ifdef HAS_TARGET_NORMAL2\nvsIn vec3 aTargetNormal2;\n#endif\n#ifdef HAS_TARGET_NORMAL3\nvsIn vec3 aTargetNormal3;\n#endif\n#ifdef HAS_TARGET_NORMAL4\nvsIn vec3 aTargetNormal4;\n#endif\n#ifdef HAS_TARGET_TANGENT0\nvsIn vec3 aTargetTangent0;\n#endif\n#ifdef HAS_TARGET_TANGENT1\nvsIn vec3 aTargetTangent1;\n#endif\n#ifdef HAS_TARGET_TANGENT2\nvsIn vec3 aTargetTangent2;\n#endif\n#ifdef HAS_TARGET_TANGENT3\nvsIn vec3 aTargetTangent3;\n#endif\n#ifdef HAS_TARGET_TANGENT4\nvsIn vec3 aTargetTangent4;\n#endif\n#ifdef USE_MORPHING\nuniform float _morphWeights[WEIGHT_COUNT];\n#endif\n#ifdef HAS_JOINT_SET1\nvsIn vec4 aJoints;\n#endif\n#ifdef HAS_JOINT_SET2\nvsIn vec4 aJoint2;\n#endif\n#ifdef HAS_WEIGHT_SET1\nvsIn vec4 aWeights;\n#endif\n#ifdef HAS_WEIGHT_SET2\nvsIn vec4 aWeight2;\n#endif\n#ifdef USE_SKINNING\n#ifdef USE_SKINNING_TEXTURE\nuniform sampler2D _jointMatrixSampler;uniform sampler2D _jointNormalMatrixSampler;\n#else\nuniform mat4 _jointMatrix[JOINT_COUNT];uniform mat4 _jointNormalMatrix[JOINT_COUNT];\n#endif\n#endif\n#define ROW0_U ((0.5 + 0.0) / 4.0)\n#define ROW1_U ((0.5 + 1.0) / 4.0)\n#define ROW2_U ((0.5 + 2.0) / 4.0)\n#define ROW3_U ((0.5 + 3.0) / 4.0)\n#ifdef USE_SKINNING\nmat4 getJointMatrix(float boneNdx){\n#ifdef USE_SKINNING_TEXTURE\nfloat v=(boneNdx+0.5)/float(JOINT_COUNT);return mat4(texture2D(_jointMatrixSampler,vec2(ROW0_U,v)),texture2D(_jointMatrixSampler,vec2(ROW1_U,v)),texture2D(_jointMatrixSampler,vec2(ROW2_U,v)),texture2D(_jointMatrixSampler,vec2(ROW3_U,v)));\n#else\nreturn _jointMatrix[int(boneNdx)];\n#endif\n}mat4 getJointNormalMatrix(float boneNdx){\n#ifdef USE_SKINNING_TEXTURE\nfloat v=(boneNdx+0.5)/float(JOINT_COUNT);return mat4(texture2D(_jointNormalMatrixSampler,vec2(ROW0_U,v)),texture2D(_jointNormalMatrixSampler,vec2(ROW1_U,v)),texture2D(_jointNormalMatrixSampler,vec2(ROW2_U,v)),texture2D(_jointNormalMatrixSampler,vec2(ROW3_U,v)));\n#else\nreturn _jointNormalMatrix[int(boneNdx)];\n#endif\n}mat4 getSkinningMatrix(){mat4 skin=mat4(0);\n#if defined(HAS_WEIGHT_SET1) && defined(HAS_JOINT_SET1)\nskin+=aWeights.x*getJointMatrix(aJoints.x)+aWeights.y*getJointMatrix(aJoints.y)+aWeights.z*getJointMatrix(aJoints.z)+aWeights.w*getJointMatrix(aJoints.w);\n#endif\nreturn skin;}mat4 getSkinningNormalMatrix(){mat4 skin=mat4(0);\n#if defined(HAS_WEIGHT_SET1) && defined(HAS_JOINT_SET1)\nskin+=aWeights.x*getJointNormalMatrix(aJoints.x)+aWeights.y*getJointNormalMatrix(aJoints.y)+aWeights.z*getJointNormalMatrix(aJoints.z)+aWeights.w*getJointNormalMatrix(aJoints.w);\n#endif\nreturn skin;}\n#endif\n#ifdef USE_MORPHING\nvec4 getTargetPosition(){vec4 pos=vec4(0);\n#ifdef HAS_TARGET_POSITION0\npos.xyz+=_morphWeights[0]*aTargetPosition0;\n#endif\n#ifdef HAS_TARGET_POSITION1\npos.xyz+=_morphWeights[1]*aTargetPosition1;\n#endif\n#ifdef HAS_TARGET_POSITION2\npos.xyz+=_morphWeights[2]*aTargetPosition2;\n#endif\n#ifdef HAS_TARGET_POSITION3\npos.xyz+=_morphWeights[3]*aTargetPosition3;\n#endif\n#ifdef HAS_TARGET_POSITION4\npos.xyz+=_morphWeights[4]*aTargetPosition4;\n#endif\nreturn pos;}vec4 getTargetNormal(){vec4 normal=vec4(0);\n#ifdef HAS_TARGET_NORMAL0\nnormal.xyz+=_morphWeights[0]*aTargetNormal0;\n#endif\n#ifdef HAS_TARGET_NORMAL1\nnormal.xyz+=_morphWeights[1]*aTargetNormal1;\n#endif\n#ifdef HAS_TARGET_NORMAL2\nnormal.xyz+=_morphWeights[2]*aTargetNormal2;\n#endif\n#ifdef HAS_TARGET_NORMAL3\nnormal.xyz+=_morphWeights[3]*aTargetNormal3;\n#endif\n#ifdef HAS_TARGET_NORMAL4\nnormal.xyz+=_morphWeights[4]*aTargetNormal4;\n#endif\nreturn normal;}vec4 getTargetTangent(){vec4 tangent=vec4(0);\n#ifdef HAS_TARGET_TANGENT0\ntangent.xyz+=_morphWeights[0]*aTargetTangent0;\n#endif\n#ifdef HAS_TARGET_TANGENT1\ntangent.xyz+=_morphWeights[1]*aTargetTangent1;\n#endif\n#ifdef HAS_TARGET_TANGENT2\ntangent.xyz+=_morphWeights[2]*aTargetTangent2;\n#endif\n#ifdef HAS_TARGET_TANGENT3\ntangent.xyz+=_morphWeights[3]*aTargetTangent3;\n#endif\n#ifdef HAS_TARGET_TANGENT4\ntangent.xyz+=_morphWeights[4]*aTargetTangent4;\n#endif\nreturn tangent;}\n#endif\n";
|
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|
|
@@ -3951,8 +3940,8 @@ var glsl = {
|
|
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3951
3940
|
"textures.vert.glsl": texturesVertGLSL,
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|
"functions.frag.glsl": functionsFragGLSL,
|
|
3953
3942
|
"shadow.frag.glsl": shadowFragGLSL,
|
|
3954
|
-
"
|
|
3955
|
-
"
|
|
3943
|
+
"webgl-compatibility.glsl": webglCompatibilityGLSL,
|
|
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|
+
"shadow-common.vert.glsl": shadowCommonVert
|
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|
};
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|
var StandardShaderSource;
|
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|
(function(StandardShaderSource) {
|
|
@@ -4232,7 +4221,7 @@ function getBasicVS(params) {
|
|
|
4232
4221
|
if (params.hasNormals) {
|
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4233
4222
|
featureList.push("#define HAS_NORMALS 1");
|
|
4234
4223
|
}
|
|
4235
|
-
featureList.push("\n precision highp float;\n\n uniform mat4
|
|
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|
+
featureList.push("\n precision highp float;\n\n uniform mat4 effects_ObjectToWorld;\n uniform mat4 effects_MatrixVP;\n attribute vec3 aPos;\n varying vec3 v_Position;\n\n #ifdef HAS_UVS\n attribute vec2 aUV;\n varying vec2 v_UVCoord1;\n #endif\n\n #ifdef HAS_NORMALS\n uniform mat4 _NormalMatrix;\n attribute vec3 aNormal;\n varying vec3 v_Normal;\n #endif\n\n void main(){\n vec4 pos = effects_ObjectToWorld * vec4(aPos, 1);\n v_Position = pos.xyz / pos.w;\n\n #ifdef HAS_UVS\n v_UVCoord1 = aUV;\n #endif\n\n #ifdef HAS_NORMALS\n v_Normal = normalize(vec3(effects_ObjectToWorld * vec4(aNormal, 0)));\n #endif\n\n gl_Position = effects_MatrixVP * pos;\n }\n ");
|
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|
return featureList.join("\n");
|
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|
}
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|
function getQuadFilterVS() {
|
|
@@ -5676,9 +5665,8 @@ var normal = new Vector3();
|
|
|
5676
5665
|
* @param engine - 引擎
|
|
5677
5666
|
* @param name - 名称
|
|
5678
5667
|
* @param material - 3D 材质
|
|
5679
|
-
* @param uniformSemantics - 传入的 Uniform 数据
|
|
5680
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|
* @returns Mesh 对象
|
|
5681
|
-
*/ MeshHelper.createFilterMesh = function createFilterMesh(engine, name, material
|
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5669
|
+
*/ MeshHelper.createFilterMesh = function createFilterMesh(engine, name, material) {
|
|
5682
5670
|
var globalState = PGlobalState.getInstance();
|
|
5683
5671
|
var vertexShader = material.vertexShaderCode;
|
|
5684
5672
|
var fragmentShader = material.fragmentShaderCode;
|
|
@@ -5690,8 +5678,7 @@ var normal = new Vector3();
|
|
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5690
5678
|
fragment: fragmentShader,
|
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5691
5679
|
shared: globalState.shaderShared,
|
|
5692
5680
|
glslVersion: isWebGL2 ? GLSLVersion.GLSL3 : GLSLVersion.GLSL1
|
|
5693
|
-
}
|
|
5694
|
-
uniformSemantics: uniformSemantics
|
|
5681
|
+
}
|
|
5695
5682
|
});
|
|
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5683
|
material.setMaterialStates(effectsMaterial);
|
|
5697
5684
|
return Mesh.create(engine, {
|
|
@@ -8635,7 +8622,7 @@ var toHalf = function() {
|
|
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8635
8622
|
this.skyboxMaterial.build();
|
|
8636
8623
|
//
|
|
8637
8624
|
var sceneCache = scene.getSceneCache();
|
|
8638
|
-
this.skyboxMesh = sceneCache.getFilterMesh("SkyboxFilterPlane", this.skyboxMaterial
|
|
8625
|
+
this.skyboxMesh = sceneCache.getFilterMesh("SkyboxFilterPlane", this.skyboxMaterial);
|
|
8639
8626
|
this.skyboxMesh.priority = this.priority;
|
|
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|
this.skyboxMaterial.updateUniforms(this.skyboxMesh.material);
|
|
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|
};
|
|
@@ -8841,6 +8828,7 @@ var PSkyboxType;
|
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8841
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|
*/ var PSkyboxCreator = /*#__PURE__*/ function() {
|
|
8842
8829
|
function PSkyboxCreator() {}
|
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|
var _proto = PSkyboxCreator.prototype;
|
|
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|
+
// TODO: 待移除?
|
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|
_proto.checkCubeMapImage = function checkCubeMapImage(imageList) {
|
|
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8833
|
return _async_to_generator(function() {
|
|
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|
var lastImage, specularImageLists, i, image, lastList;
|
|
@@ -9469,14 +9457,13 @@ var PSkyboxType;
|
|
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9457
|
* 获取滤波 Mesh
|
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9470
9458
|
* @param name - 名称
|
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9459
|
* @param material - 材质
|
|
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|
-
* @param uniformSemantics - Uniform 语义信息
|
|
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|
* @returns
|
|
9474
|
-
*/ _proto.getFilterMesh = function getFilterMesh(name, material
|
|
9461
|
+
*/ _proto.getFilterMesh = function getFilterMesh(name, material) {
|
|
9475
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|
var cachedMesh = this.meshCache.get(name);
|
|
9476
9463
|
if (cachedMesh !== undefined) {
|
|
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9464
|
return cachedMesh;
|
|
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|
}
|
|
9479
|
-
var mesh = MeshHelper.createFilterMesh(this.engine, name, material
|
|
9466
|
+
var mesh = MeshHelper.createFilterMesh(this.engine, name, material);
|
|
9480
9467
|
this.meshCache.set(name, mesh);
|
|
9481
9468
|
return mesh;
|
|
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|
};
|
|
@@ -10636,8 +10623,10 @@ var LoaderHelper = /*#__PURE__*/ function() {
|
|
|
10636
10623
|
}();
|
|
10637
10624
|
|
|
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10625
|
var JSONConverter = /*#__PURE__*/ function() {
|
|
10639
|
-
function JSONConverter(renderer) {
|
|
10626
|
+
function JSONConverter(renderer, keepIBLData) {
|
|
10627
|
+
if (keepIBLData === void 0) keepIBLData = true;
|
|
10640
10628
|
this.renderer = renderer;
|
|
10629
|
+
this.keepIBLData = keepIBLData;
|
|
10641
10630
|
this.treeInfo = new TreeInfo();
|
|
10642
10631
|
this.engine = renderer.engine;
|
|
10643
10632
|
this.downloader = new Downloader();
|
|
@@ -10646,7 +10635,7 @@ var JSONConverter = /*#__PURE__*/ function() {
|
|
|
10646
10635
|
_proto.processScene = function processScene(sceneData) {
|
|
10647
10636
|
var _this = this;
|
|
10648
10637
|
return _async_to_generator(function() {
|
|
10649
|
-
var sceneJSON, _tmp, oldScene, binFiles, _iterator, _step, bin, _, newScene;
|
|
10638
|
+
var sceneJSON, _tmp, oldScene, _oldScene_bins, oldBinUrls, binFiles, _iterator, _step, bin, _, newScene;
|
|
10650
10639
|
return __generator(this, function(_state) {
|
|
10651
10640
|
switch(_state.label){
|
|
10652
10641
|
case 0:
|
|
@@ -10676,6 +10665,7 @@ var JSONConverter = /*#__PURE__*/ function() {
|
|
|
10676
10665
|
}
|
|
10677
10666
|
});
|
|
10678
10667
|
oldScene = getStandardJSON(sceneJSON);
|
|
10668
|
+
oldBinUrls = (_oldScene_bins = oldScene.bins) != null ? _oldScene_bins : [];
|
|
10679
10669
|
binFiles = [];
|
|
10680
10670
|
if (!oldScene.bins) return [
|
|
10681
10671
|
3,
|
|
@@ -10733,6 +10723,7 @@ var JSONConverter = /*#__PURE__*/ function() {
|
|
|
10733
10723
|
_this.setComponent(newScene, oldScene);
|
|
10734
10724
|
_this.setItem(newScene, oldScene);
|
|
10735
10725
|
_this.setComposition(newScene, oldScene);
|
|
10726
|
+
newScene.bins = oldBinUrls;
|
|
10736
10727
|
return [
|
|
10737
10728
|
2,
|
|
10738
10729
|
newScene
|
|
@@ -10759,20 +10750,30 @@ var JSONConverter = /*#__PURE__*/ function() {
|
|
|
10759
10750
|
bins = oldScene.bins;
|
|
10760
10751
|
if (!oldScene.textures) return [
|
|
10761
10752
|
3,
|
|
10762
|
-
|
|
10753
|
+
7
|
|
10763
10754
|
];
|
|
10764
10755
|
_iterator = _create_for_of_iterator_helper_loose(oldScene.textures);
|
|
10765
10756
|
_state.label = 1;
|
|
10766
10757
|
case 1:
|
|
10767
10758
|
if (!!(_step = _iterator()).done) return [
|
|
10768
10759
|
3,
|
|
10769
|
-
|
|
10760
|
+
7
|
|
10770
10761
|
];
|
|
10771
10762
|
tex = _step.value;
|
|
10772
10763
|
if (!(tex.target === 34067)) return [
|
|
10773
10764
|
3,
|
|
10774
|
-
|
|
10765
|
+
5
|
|
10766
|
+
];
|
|
10767
|
+
if (!_this.keepIBLData) return [
|
|
10768
|
+
3,
|
|
10769
|
+
2
|
|
10775
10770
|
];
|
|
10771
|
+
newTextures.push(tex);
|
|
10772
|
+
return [
|
|
10773
|
+
3,
|
|
10774
|
+
4
|
|
10775
|
+
];
|
|
10776
|
+
case 2:
|
|
10776
10777
|
mipmaps = tex.mipmaps, target = tex.target;
|
|
10777
10778
|
jobs = mipmaps.map(function(mipmap) {
|
|
10778
10779
|
return Promise.all(mipmap.map(function(pointer) {
|
|
@@ -10783,7 +10784,7 @@ var JSONConverter = /*#__PURE__*/ function() {
|
|
|
10783
10784
|
4,
|
|
10784
10785
|
Promise.all(jobs)
|
|
10785
10786
|
];
|
|
10786
|
-
case
|
|
10787
|
+
case 3:
|
|
10787
10788
|
loadedMipmaps = _state.sent();
|
|
10788
10789
|
newMipmaps = loadedMipmaps.map(function(mipmaps) {
|
|
10789
10790
|
return mipmaps.map(function(img) {
|
|
@@ -10818,11 +10819,13 @@ var JSONConverter = /*#__PURE__*/ function() {
|
|
|
10818
10819
|
});
|
|
10819
10820
|
// @ts-expect-error
|
|
10820
10821
|
newTextures.push(newTex);
|
|
10822
|
+
_state.label = 4;
|
|
10823
|
+
case 4:
|
|
10821
10824
|
return [
|
|
10822
10825
|
3,
|
|
10823
|
-
|
|
10826
|
+
6
|
|
10824
10827
|
];
|
|
10825
|
-
case
|
|
10828
|
+
case 5:
|
|
10826
10829
|
// @ts-expect-error
|
|
10827
10830
|
source = tex.source;
|
|
10828
10831
|
if (typeof source === "number") {
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|
@@ -10832,13 +10835,13 @@ var JSONConverter = /*#__PURE__*/ function() {
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10832
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};
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10833
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}
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10834
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newTextures.push(tex);
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10835
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-
_state.label =
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10836
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-
case
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10838
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+
_state.label = 6;
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10839
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+
case 6:
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10837
10840
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return [
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10838
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3,
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10839
10842
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1
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10840
10843
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];
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10841
|
-
case
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10844
|
+
case 7:
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10842
10845
|
newScene.textures = newTextures;
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10843
10846
|
return [
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10844
10847
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2
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@@ -12037,7 +12040,7 @@ var LoaderImpl = /*#__PURE__*/ function() {
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12037
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id: "1",
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12041
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name: "test1",
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duration: 9999,
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12040
|
-
endBehavior: spec.
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12043
|
+
endBehavior: spec.EndBehavior.restart,
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12041
12044
|
camera: {
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12042
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|
fov: 45,
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12043
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far: 2000,
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@@ -12066,7 +12069,8 @@ var LoaderImpl = /*#__PURE__*/ function() {
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12066
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_proto.loadScene = function loadScene(options) {
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12067
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var _this = this;
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12068
12071
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return _async_to_generator(function() {
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12069
|
-
var _this_components, _this_components1, _this_components2,
|
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12072
|
+
var _this_components, _this_components1, _this_components2, // @ts-expect-error
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12073
|
+
_this_items, gltfResource, gltfScene, component, clips, index;
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12070
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|
return __generator(this, function(_state) {
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12071
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|
switch(_state.label){
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12072
12076
|
case 0:
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@@ -12676,7 +12680,7 @@ var LoaderImpl = /*#__PURE__*/ function() {
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12676
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type: spec.ItemType.skybox,
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12677
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|
pn: 0,
|
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12678
12682
|
visible: true,
|
|
12679
|
-
endBehavior: spec.
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12683
|
+
endBehavior: spec.EndBehavior.freeze,
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12680
12684
|
transform: {
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12681
12685
|
position: {
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12682
12686
|
x: 0,
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@@ -12833,9 +12837,9 @@ var LoaderImpl = /*#__PURE__*/ function() {
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12833
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|
var _this_sceneOptions_effects_duration;
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12834
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|
return (_this_sceneOptions_effects_duration = this.sceneOptions.effects.duration) != null ? _this_sceneOptions_effects_duration : 9999;
|
|
12835
12839
|
};
|
|
12836
|
-
_proto.
|
|
12840
|
+
_proto.getEndBehavior = function getEndBehavior() {
|
|
12837
12841
|
var _this_sceneOptions_effects_endBehavior;
|
|
12838
|
-
return (_this_sceneOptions_effects_endBehavior = this.sceneOptions.effects.endBehavior) != null ? _this_sceneOptions_effects_endBehavior : spec.
|
|
12842
|
+
return (_this_sceneOptions_effects_endBehavior = this.sceneOptions.effects.endBehavior) != null ? _this_sceneOptions_effects_endBehavior : spec.EndBehavior.restart;
|
|
12839
12843
|
};
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12840
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|
_proto.getSkyboxType = function getSkyboxType() {
|
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12841
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|
var typeName = this.sceneOptions.gltf.skyboxType;
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@@ -13757,7 +13761,7 @@ var GLTFHelper = /*#__PURE__*/ function() {
|
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|
13757
13761
|
|
|
13758
13762
|
registerPlugin("tree", ModelTreePlugin, VFXItem, true);
|
|
13759
13763
|
registerPlugin("model", ModelPlugin, VFXItem);
|
|
13760
|
-
var version = "2.0.0-alpha.
|
|
13764
|
+
var version = "2.0.0-alpha.28";
|
|
13761
13765
|
logger.info("Plugin model version: " + version + ".");
|
|
13762
13766
|
if (version !== EFFECTS.version) {
|
|
13763
13767
|
console.error("注意:请统一 Model 插件与 Player 版本,不统一的版本混用会有不可预知的后果!", "\nAttention: Please ensure the Model plugin is synchronized with the Player version. Mixing and matching incompatible versions may result in unpredictable consequences!");
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