@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/index.mjs CHANGED
@@ -3,7 +3,7 @@
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  * Description: Galacean Effects player model plugin
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  * Author: Ant Group CO., Ltd.
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  * Contributors: 飂兮
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- * Version: v2.0.0-alpha.26
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+ * Version: v2.0.0-alpha.28
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  */
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  import * as EFFECTS from '@galacean/effects';
@@ -2395,8 +2395,8 @@ 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("_ModelMatrix", modelMatrix);
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- material.setMatrix("_ViewProjectionMatrix", viewProjMatrix);
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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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  }
@@ -2415,7 +2415,7 @@ 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 _ModelMatrix;\n uniform mat4 _ViewProjectionMatrix;\n uniform vec3 _PositionList[8];\n attribute vec3 aPos;\n void main(){\n int index = int(aPos.x + 0.5);\n vec4 pos = _ModelMatrix * vec4(_PositionList[index], 1);\n gl_Position = _ViewProjectionMatrix * pos;\n }\n ";
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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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  {
@@ -2564,7 +2564,7 @@ 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, {}, scene.skybox);
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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);
@@ -2860,27 +2860,16 @@ 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, uniformSemantics, skybox) {
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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);
@@ -2893,12 +2882,12 @@ 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()) {
@@ -3178,7 +3167,7 @@ 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("_ModelMatrix", worldMatrix);
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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;
@@ -3215,7 +3204,7 @@ 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("_ViewProjectionMatrix", sceneStates.viewProjectionMatrix);
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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()) {
@@ -3926,15 +3915,15 @@ 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 <webglCompatibility.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 _ViewProjectionMatrix;uniform mat4 _ModelMatrix;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=_ModelMatrix*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(_ModelMatrix*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=_ViewProjectionMatrix*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 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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3921
 
3933
- var shadowPassFrag = "#define FEATURES\n#include <shadowCommon.vert.glsl>\n#include <webglCompatibility.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}";
3922
+ 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}";
3934
3923
 
3935
- var skyboxVert = "precision highp float;\n#define FEATURES\n#include <webglCompatibility.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);}";
3924
+ 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);}";
3936
3925
 
3937
- 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 <webglCompatibility.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);}";
3926
+ 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);}";
3938
3927
 
3939
3928
  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";
3940
3929
 
@@ -3959,8 +3948,8 @@ var glsl = {
3959
3948
  "textures.vert.glsl": texturesVertGLSL,
3960
3949
  "functions.frag.glsl": functionsFragGLSL,
3961
3950
  "shadow.frag.glsl": shadowFragGLSL,
3962
- "webglCompatibility.glsl": webglCompatibilityGLSL,
3963
- "shadowCommon.vert.glsl": shadowCommonVert
3951
+ "webgl-compatibility.glsl": webglCompatibilityGLSL,
3952
+ "shadow-common.vert.glsl": shadowCommonVert
3964
3953
  };
3965
3954
  var StandardShaderSource;
3966
3955
  (function(StandardShaderSource) {
@@ -4240,7 +4229,7 @@ function getBasicVS(params) {
4240
4229
  if (params.hasNormals) {
4241
4230
  featureList.push("#define HAS_NORMALS 1");
4242
4231
  }
4243
- featureList.push("\n precision highp float;\n\n uniform mat4 _ModelMatrix;\n uniform mat4 _ViewProjectionMatrix;\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 = _ModelMatrix * 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(_ModelMatrix * vec4(aNormal, 0)));\n #endif\n\n gl_Position = _ViewProjectionMatrix * pos;\n }\n ");
4232
+ 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 ");
4244
4233
  return featureList.join("\n");
4245
4234
  }
4246
4235
  function getQuadFilterVS() {
@@ -5684,9 +5673,8 @@ var normal = new Vector3();
5684
5673
  * @param engine - 引擎
5685
5674
  * @param name - 名称
5686
5675
  * @param material - 3D 材质
5687
- * @param uniformSemantics - 传入的 Uniform 数据
5688
5676
  * @returns Mesh 对象
5689
- */ MeshHelper.createFilterMesh = function createFilterMesh(engine, name, material, uniformSemantics) {
5677
+ */ MeshHelper.createFilterMesh = function createFilterMesh(engine, name, material) {
5690
5678
  var globalState = PGlobalState.getInstance();
5691
5679
  var vertexShader = material.vertexShaderCode;
5692
5680
  var fragmentShader = material.fragmentShaderCode;
@@ -5698,8 +5686,7 @@ var normal = new Vector3();
5698
5686
  fragment: fragmentShader,
5699
5687
  shared: globalState.shaderShared,
5700
5688
  glslVersion: isWebGL2 ? GLSLVersion.GLSL3 : GLSLVersion.GLSL1
5701
- },
5702
- uniformSemantics: uniformSemantics
5689
+ }
5703
5690
  });
5704
5691
  material.setMaterialStates(effectsMaterial);
5705
5692
  return Mesh.create(engine, {
@@ -8643,7 +8630,7 @@ var toHalf = function() {
8643
8630
  this.skyboxMaterial.build();
8644
8631
  //
8645
8632
  var sceneCache = scene.getSceneCache();
8646
- this.skyboxMesh = sceneCache.getFilterMesh("SkyboxFilterPlane", this.skyboxMaterial, {});
8633
+ this.skyboxMesh = sceneCache.getFilterMesh("SkyboxFilterPlane", this.skyboxMaterial);
8647
8634
  this.skyboxMesh.priority = this.priority;
8648
8635
  this.skyboxMaterial.updateUniforms(this.skyboxMesh.material);
8649
8636
  };
@@ -8849,6 +8836,7 @@ var PSkyboxType;
8849
8836
  */ var PSkyboxCreator = /*#__PURE__*/ function() {
8850
8837
  function PSkyboxCreator() {}
8851
8838
  var _proto = PSkyboxCreator.prototype;
8839
+ // TODO: 待移除?
8852
8840
  _proto.checkCubeMapImage = function checkCubeMapImage(imageList) {
8853
8841
  return _async_to_generator(function() {
8854
8842
  var lastImage, specularImageLists, i, image, lastList;
@@ -9477,14 +9465,13 @@ var PSkyboxType;
9477
9465
  * 获取滤波 Mesh
9478
9466
  * @param name - 名称
9479
9467
  * @param material - 材质
9480
- * @param uniformSemantics - Uniform 语义信息
9481
9468
  * @returns
9482
- */ _proto.getFilterMesh = function getFilterMesh(name, material, uniformSemantics) {
9469
+ */ _proto.getFilterMesh = function getFilterMesh(name, material) {
9483
9470
  var cachedMesh = this.meshCache.get(name);
9484
9471
  if (cachedMesh !== undefined) {
9485
9472
  return cachedMesh;
9486
9473
  }
9487
- var mesh = MeshHelper.createFilterMesh(this.engine, name, material, uniformSemantics);
9474
+ var mesh = MeshHelper.createFilterMesh(this.engine, name, material);
9488
9475
  this.meshCache.set(name, mesh);
9489
9476
  return mesh;
9490
9477
  };
@@ -10644,8 +10631,10 @@ var LoaderHelper = /*#__PURE__*/ function() {
10644
10631
  }();
10645
10632
 
10646
10633
  var JSONConverter = /*#__PURE__*/ function() {
10647
- function JSONConverter(renderer) {
10634
+ function JSONConverter(renderer, keepIBLData) {
10635
+ if (keepIBLData === void 0) keepIBLData = true;
10648
10636
  this.renderer = renderer;
10637
+ this.keepIBLData = keepIBLData;
10649
10638
  this.treeInfo = new TreeInfo();
10650
10639
  this.engine = renderer.engine;
10651
10640
  this.downloader = new Downloader();
@@ -10654,7 +10643,7 @@ var JSONConverter = /*#__PURE__*/ function() {
10654
10643
  _proto.processScene = function processScene(sceneData) {
10655
10644
  var _this = this;
10656
10645
  return _async_to_generator(function() {
10657
- var sceneJSON, _tmp, oldScene, binFiles, _iterator, _step, bin, _, newScene;
10646
+ var sceneJSON, _tmp, oldScene, _oldScene_bins, oldBinUrls, binFiles, _iterator, _step, bin, _, newScene;
10658
10647
  return __generator(this, function(_state) {
10659
10648
  switch(_state.label){
10660
10649
  case 0:
@@ -10684,6 +10673,7 @@ var JSONConverter = /*#__PURE__*/ function() {
10684
10673
  }
10685
10674
  });
10686
10675
  oldScene = getStandardJSON(sceneJSON);
10676
+ oldBinUrls = (_oldScene_bins = oldScene.bins) != null ? _oldScene_bins : [];
10687
10677
  binFiles = [];
10688
10678
  if (!oldScene.bins) return [
10689
10679
  3,
@@ -10741,6 +10731,7 @@ var JSONConverter = /*#__PURE__*/ function() {
10741
10731
  _this.setComponent(newScene, oldScene);
10742
10732
  _this.setItem(newScene, oldScene);
10743
10733
  _this.setComposition(newScene, oldScene);
10734
+ newScene.bins = oldBinUrls;
10744
10735
  return [
10745
10736
  2,
10746
10737
  newScene
@@ -10767,20 +10758,30 @@ var JSONConverter = /*#__PURE__*/ function() {
10767
10758
  bins = oldScene.bins;
10768
10759
  if (!oldScene.textures) return [
10769
10760
  3,
10770
- 5
10761
+ 7
10771
10762
  ];
10772
10763
  _iterator = _create_for_of_iterator_helper_loose(oldScene.textures);
10773
10764
  _state.label = 1;
10774
10765
  case 1:
10775
10766
  if (!!(_step = _iterator()).done) return [
10776
10767
  3,
10777
- 5
10768
+ 7
10778
10769
  ];
10779
10770
  tex = _step.value;
10780
10771
  if (!(tex.target === 34067)) return [
10781
10772
  3,
10782
- 3
10773
+ 5
10774
+ ];
10775
+ if (!_this.keepIBLData) return [
10776
+ 3,
10777
+ 2
10783
10778
  ];
10779
+ newTextures.push(tex);
10780
+ return [
10781
+ 3,
10782
+ 4
10783
+ ];
10784
+ case 2:
10784
10785
  mipmaps = tex.mipmaps, target = tex.target;
10785
10786
  jobs = mipmaps.map(function(mipmap) {
10786
10787
  return Promise.all(mipmap.map(function(pointer) {
@@ -10791,7 +10792,7 @@ var JSONConverter = /*#__PURE__*/ function() {
10791
10792
  4,
10792
10793
  Promise.all(jobs)
10793
10794
  ];
10794
- case 2:
10795
+ case 3:
10795
10796
  loadedMipmaps = _state.sent();
10796
10797
  newMipmaps = loadedMipmaps.map(function(mipmaps) {
10797
10798
  return mipmaps.map(function(img) {
@@ -10826,11 +10827,13 @@ var JSONConverter = /*#__PURE__*/ function() {
10826
10827
  });
10827
10828
  // @ts-expect-error
10828
10829
  newTextures.push(newTex);
10830
+ _state.label = 4;
10831
+ case 4:
10829
10832
  return [
10830
10833
  3,
10831
- 4
10834
+ 6
10832
10835
  ];
10833
- case 3:
10836
+ case 5:
10834
10837
  // @ts-expect-error
10835
10838
  source = tex.source;
10836
10839
  if (typeof source === "number") {
@@ -10840,13 +10843,13 @@ var JSONConverter = /*#__PURE__*/ function() {
10840
10843
  };
10841
10844
  }
10842
10845
  newTextures.push(tex);
10843
- _state.label = 4;
10844
- case 4:
10846
+ _state.label = 6;
10847
+ case 6:
10845
10848
  return [
10846
10849
  3,
10847
10850
  1
10848
10851
  ];
10849
- case 5:
10852
+ case 7:
10850
10853
  newScene.textures = newTextures;
10851
10854
  return [
10852
10855
  2
@@ -12045,7 +12048,7 @@ var LoaderImpl = /*#__PURE__*/ function() {
12045
12048
  id: "1",
12046
12049
  name: "test1",
12047
12050
  duration: 9999,
12048
- endBehavior: spec.CompositionEndBehavior.restart,
12051
+ endBehavior: spec.EndBehavior.restart,
12049
12052
  camera: {
12050
12053
  fov: 45,
12051
12054
  far: 2000,
@@ -12074,7 +12077,8 @@ var LoaderImpl = /*#__PURE__*/ function() {
12074
12077
  _proto.loadScene = function loadScene(options) {
12075
12078
  var _this = this;
12076
12079
  return _async_to_generator(function() {
12077
- var _this_components, _this_components1, _this_components2, _this_items, gltfResource, gltfScene, component, clips, index;
12080
+ var _this_components, _this_components1, _this_components2, // @ts-expect-error
12081
+ _this_items, gltfResource, gltfScene, component, clips, index;
12078
12082
  return __generator(this, function(_state) {
12079
12083
  switch(_state.label){
12080
12084
  case 0:
@@ -12684,7 +12688,7 @@ var LoaderImpl = /*#__PURE__*/ function() {
12684
12688
  type: spec.ItemType.skybox,
12685
12689
  pn: 0,
12686
12690
  visible: true,
12687
- endBehavior: spec.ItemEndBehavior.freeze,
12691
+ endBehavior: spec.EndBehavior.freeze,
12688
12692
  transform: {
12689
12693
  position: {
12690
12694
  x: 0,
@@ -12841,9 +12845,9 @@ var LoaderImpl = /*#__PURE__*/ function() {
12841
12845
  var _this_sceneOptions_effects_duration;
12842
12846
  return (_this_sceneOptions_effects_duration = this.sceneOptions.effects.duration) != null ? _this_sceneOptions_effects_duration : 9999;
12843
12847
  };
12844
- _proto.getItemEndBehavior = function getItemEndBehavior() {
12848
+ _proto.getEndBehavior = function getEndBehavior() {
12845
12849
  var _this_sceneOptions_effects_endBehavior;
12846
- return (_this_sceneOptions_effects_endBehavior = this.sceneOptions.effects.endBehavior) != null ? _this_sceneOptions_effects_endBehavior : spec.ItemEndBehavior.loop;
12850
+ return (_this_sceneOptions_effects_endBehavior = this.sceneOptions.effects.endBehavior) != null ? _this_sceneOptions_effects_endBehavior : spec.EndBehavior.restart;
12847
12851
  };
12848
12852
  _proto.getSkyboxType = function getSkyboxType() {
12849
12853
  var typeName = this.sceneOptions.gltf.skyboxType;
@@ -13765,7 +13769,7 @@ var GLTFHelper = /*#__PURE__*/ function() {
13765
13769
 
13766
13770
  registerPlugin("tree", ModelTreePlugin, VFXItem, true);
13767
13771
  registerPlugin("model", ModelPlugin, VFXItem);
13768
- var version = "2.0.0-alpha.26";
13772
+ var version = "2.0.0-alpha.28";
13769
13773
  logger.info("Plugin model version: " + version + ".");
13770
13774
  if (version !== EFFECTS.version) {
13771
13775
  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!");