@galacean/engine-core 1.4.0 → 1.4.2

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package/dist/module.js CHANGED
@@ -7193,7 +7193,7 @@ __decorate([
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  var camera_declare = "#define GLSLIFY 1\nuniform vec3 camera_Position;\nuniform vec3 camera_Forward; \nuniform vec4 camera_ProjectionParams;"; // eslint-disable-line
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- var common = "#define GLSLIFY 1\n#define PI 3.14159265359\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n#define LOG2 1.442695\n\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n\nfloat pow2(float x ) {\n return x * x;\n}\n\nvec4 RGBMToLinear(vec4 value, float maxRange ) {\n return vec4( value.rgb * value.a * maxRange, 1.0 );\n}\n\nvec4 gammaToLinear(vec4 srgbIn){\n return vec4( pow(srgbIn.rgb, vec3(2.2)), srgbIn.a);\n}\n\nvec4 linearToGamma(vec4 linearIn){\n\tlinearIn = max(linearIn, 0.0);\n return vec4( pow(linearIn.rgb, vec3(1.0 / 2.2)), linearIn.a);\n}\n\nuniform vec4 camera_DepthBufferParams;\n\nfloat remapDepthBufferLinear01(float z){\n\treturn 1.0/ (camera_DepthBufferParams.x * z + camera_DepthBufferParams.y);\n}\n\n#ifdef GRAPHICS_API_WEBGL2\n\t#define INVERSE_MAT(mat) inverse(mat)\n#else\n\tmat2 inverseMat(mat2 m) {\n\t\treturn mat2(m[1][1],-m[0][1],\n\t\t\t\t-m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);\n\t}\n\tmat3 inverseMat(mat3 m) {\n\t\tfloat a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\n\t\tfloat a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\n\t\tfloat a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\n\n\t\tfloat b01 = a22 * a11 - a12 * a21;\n\t\tfloat b11 = -a22 * a10 + a12 * a20;\n\t\tfloat b21 = a21 * a10 - a11 * a20;\n\n\t\tfloat det = a00 * b01 + a01 * b11 + a02 * b21;\n\n\t\treturn mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\n\t\t\t\t\tb11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\n\t\t\t\t\tb21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\n\t}\n\tmat4 inverseMat(mat4 m) {\n\t\tfloat a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],\n\t\t\ta10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],\n\t\t\ta20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],\n\t\t\ta30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],\n\n\t\t\tb00 = a00 * a11 - a01 * a10,\n\t\t\tb01 = a00 * a12 - a02 * a10,\n\t\t\tb02 = a00 * a13 - a03 * a10,\n\t\t\tb03 = a01 * a12 - a02 * a11,\n\t\t\tb04 = a01 * a13 - a03 * a11,\n\t\t\tb05 = a02 * a13 - a03 * a12,\n\t\t\tb06 = a20 * a31 - a21 * a30,\n\t\t\tb07 = a20 * a32 - a22 * a30,\n\t\t\tb08 = a20 * a33 - a23 * a30,\n\t\t\tb09 = a21 * a32 - a22 * a31,\n\t\t\tb10 = a21 * a33 - a23 * a31,\n\t\t\tb11 = a22 * a33 - a23 * a32,\n\n\t\t\tdet = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n\t\treturn mat4(\n\t\t\ta11 * b11 - a12 * b10 + a13 * b09,\n\t\t\ta02 * b10 - a01 * b11 - a03 * b09,\n\t\t\ta31 * b05 - a32 * b04 + a33 * b03,\n\t\t\ta22 * b04 - a21 * b05 - a23 * b03,\n\t\t\ta12 * b08 - a10 * b11 - a13 * b07,\n\t\t\ta00 * b11 - a02 * b08 + a03 * b07,\n\t\t\ta32 * b02 - a30 * b05 - a33 * b01,\n\t\t\ta20 * b05 - a22 * b02 + a23 * b01,\n\t\t\ta10 * b10 - a11 * b08 + a13 * b06,\n\t\t\ta01 * b08 - a00 * b10 - a03 * b06,\n\t\t\ta30 * b04 - a31 * b02 + a33 * b00,\n\t\t\ta21 * b02 - a20 * b04 - a23 * b00,\n\t\t\ta11 * b07 - a10 * b09 - a12 * b06,\n\t\t\ta00 * b09 - a01 * b07 + a02 * b06,\n\t\t\ta31 * b01 - a30 * b03 - a32 * b00,\n\t\t\ta20 * b03 - a21 * b01 + a22 * b00) / det;\n\t}\n\n\t#define INVERSE_MAT(mat) inverseMat(mat)\n#endif\n"; // eslint-disable-line
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+ var common = "#define GLSLIFY 1\n#define PI 3.14159265359\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n#define LOG2 1.442695\n#define HALF_MIN 6.103515625e-5 // 2^-14, the same value for 10, 11 and 16-bit: https://www.khronos.org/opengl/wiki/Small_Float_Formats\n#define HALF_EPS 4.8828125e-4 // 2^-11, machine epsilon: 1 + EPS = 1 (half of the ULP for 1.0f)\n\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n\nfloat pow2(float x ) {\n return x * x;\n}\n\nvec4 RGBMToLinear(vec4 value, float maxRange ) {\n return vec4( value.rgb * value.a * maxRange, 1.0 );\n}\n\nvec4 gammaToLinear(vec4 srgbIn){\n return vec4( pow(srgbIn.rgb, vec3(2.2)), srgbIn.a);\n}\n\nvec4 linearToGamma(vec4 linearIn){\n\tlinearIn = max(linearIn, 0.0);\n return vec4( pow(linearIn.rgb, vec3(1.0 / 2.2)), linearIn.a);\n}\n\nuniform vec4 camera_DepthBufferParams;\n\nfloat remapDepthBufferLinear01(float z){\n\treturn 1.0/ (camera_DepthBufferParams.x * z + camera_DepthBufferParams.y);\n}\n\n#ifdef GRAPHICS_API_WEBGL2\n\t#define INVERSE_MAT(mat) inverse(mat)\n#else\n\tmat2 inverseMat(mat2 m) {\n\t\treturn mat2(m[1][1],-m[0][1],\n\t\t\t\t-m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);\n\t}\n\tmat3 inverseMat(mat3 m) {\n\t\tfloat a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];\n\t\tfloat a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];\n\t\tfloat a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];\n\n\t\tfloat b01 = a22 * a11 - a12 * a21;\n\t\tfloat b11 = -a22 * a10 + a12 * a20;\n\t\tfloat b21 = a21 * a10 - a11 * a20;\n\n\t\tfloat det = a00 * b01 + a01 * b11 + a02 * b21;\n\n\t\treturn mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),\n\t\t\t\t\tb11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),\n\t\t\t\t\tb21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;\n\t}\n\tmat4 inverseMat(mat4 m) {\n\t\tfloat a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],\n\t\t\ta10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],\n\t\t\ta20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],\n\t\t\ta30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],\n\n\t\t\tb00 = a00 * a11 - a01 * a10,\n\t\t\tb01 = a00 * a12 - a02 * a10,\n\t\t\tb02 = a00 * a13 - a03 * a10,\n\t\t\tb03 = a01 * a12 - a02 * a11,\n\t\t\tb04 = a01 * a13 - a03 * a11,\n\t\t\tb05 = a02 * a13 - a03 * a12,\n\t\t\tb06 = a20 * a31 - a21 * a30,\n\t\t\tb07 = a20 * a32 - a22 * a30,\n\t\t\tb08 = a20 * a33 - a23 * a30,\n\t\t\tb09 = a21 * a32 - a22 * a31,\n\t\t\tb10 = a21 * a33 - a23 * a31,\n\t\t\tb11 = a22 * a33 - a23 * a32,\n\n\t\t\tdet = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n\t\treturn mat4(\n\t\t\ta11 * b11 - a12 * b10 + a13 * b09,\n\t\t\ta02 * b10 - a01 * b11 - a03 * b09,\n\t\t\ta31 * b05 - a32 * b04 + a33 * b03,\n\t\t\ta22 * b04 - a21 * b05 - a23 * b03,\n\t\t\ta12 * b08 - a10 * b11 - a13 * b07,\n\t\t\ta00 * b11 - a02 * b08 + a03 * b07,\n\t\t\ta32 * b02 - a30 * b05 - a33 * b01,\n\t\t\ta20 * b05 - a22 * b02 + a23 * b01,\n\t\t\ta10 * b10 - a11 * b08 + a13 * b06,\n\t\t\ta01 * b08 - a00 * b10 - a03 * b06,\n\t\t\ta30 * b04 - a31 * b02 + a33 * b00,\n\t\t\ta21 * b02 - a20 * b04 - a23 * b00,\n\t\t\ta11 * b07 - a10 * b09 - a12 * b06,\n\t\t\ta00 * b09 - a01 * b07 + a02 * b06,\n\t\t\ta31 * b01 - a30 * b03 - a32 * b00,\n\t\t\ta20 * b03 - a21 * b01 + a22 * b00) / det;\n\t}\n\n\t#define INVERSE_MAT(mat) inverseMat(mat)\n#endif\n\nvec3 safeNormalize(vec3 inVec) {\n float dp3 = max(float(HALF_MIN), dot(inVec, inVec));\n return inVec * inversesqrt(dp3);\n}\n"; // eslint-disable-line
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  var common_vert = "#define GLSLIFY 1\nattribute vec3 POSITION;\n\n#ifdef RENDERER_HAS_UV\n attribute vec2 TEXCOORD_0;\n#endif\n\n#ifdef RENDERER_HAS_UV1\n attribute vec2 TEXCOORD_1;\n#endif\n\n#ifdef RENDERER_HAS_SKIN\n attribute vec4 JOINTS_0;\n attribute vec4 WEIGHTS_0;\n\n #ifdef RENDERER_USE_JOINT_TEXTURE\n uniform sampler2D renderer_JointSampler;\n uniform float renderer_JointCount;\n\n mat4 getJointMatrix(sampler2D smp, float index)\n {\n float base = index / renderer_JointCount;\n float hf = 0.5 / renderer_JointCount;\n float v = base + hf;\n\n vec4 m0 = texture2D(smp, vec2(0.125, v ));\n vec4 m1 = texture2D(smp, vec2(0.375, v ));\n vec4 m2 = texture2D(smp, vec2(0.625, v ));\n vec4 m3 = texture2D(smp, vec2(0.875, v ));\n\n return mat4(m0, m1, m2, m3);\n\n }\n\n #else\n uniform mat4 renderer_JointMatrix[ RENDERER_JOINTS_NUM ];\n #endif\n#endif\n\n#ifdef RENDERER_ENABLE_VERTEXCOLOR\n attribute vec4 COLOR_0;\n#endif\n\n#include <transform_declare>\n#include <camera_declare>\n\nuniform vec4 material_TilingOffset;\n\n#ifndef MATERIAL_OMIT_NORMAL\n #ifdef RENDERER_HAS_NORMAL\n attribute vec3 NORMAL;\n #endif\n\n #ifdef RENDERER_HAS_TANGENT\n attribute vec4 TANGENT;\n #endif\n#endif"; // eslint-disable-line
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@@ -7277,17 +7277,21 @@ var noise_simplex_3D_grad = "#define GLSLIFY 1\n//\n// Description : Array and t
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  var noise_simplex_4D = "#define GLSLIFY 1\n//\n// Description : Array and textureless GLSL 2D/3D/4D simplex\n// noise functions.\n// Author : Ian McEwan, Ashima Arts.\n// Maintainer : stegu\n// Lastmod : 20110822 (ijm)\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file.\n// https://github.com/ashima/webgl-noise\n// https://github.com/stegu/webgl-noise\n//\n\nvec4 grad4( float j, vec4 ip ) {\n\n const vec4 ones = vec4( 1.0, 1.0, 1.0, -1.0 );\n vec4 p, s;\n\n p.xyz = floor( fract( vec3( j ) * ip.xyz ) * 7.0 ) * ip.z - 1.0;\n p.w = 1.5 - dot( abs( p.xyz ), ones.xyz );\n s = vec4( lessThan( p, vec4( 0.0 ) ) );\n p.xyz = p.xyz + ( s.xyz * 2.0 - 1.0 ) * s.www;\n\n return p;\n\n}\n\n// (sqrt(5) - 1)/4 = F4, used once below\n#define F4 0.309016994374947451\n\nfloat simplex(vec4 v) {\n\n const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4\n 0.276393202250021, // 2 * G4\n 0.414589803375032, // 3 * G4\n -0.447213595499958); // -1 + 4 * G4\n\n // First corner\n vec4 i = floor( v + dot( v, vec4( F4 ) ) );\n vec4 x0 = v - i + dot( i, C.xxxx );\n\n // Other corners\n\n // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n vec4 i0;\n vec3 isX = step( x0.yzw, x0.xxx );\n vec3 isYZ = step( x0.zww, x0.yyz );\n i0.x = isX.x + isX.y + isX.z;\n i0.yzw = 1.0 - isX;\n i0.y += isYZ.x + isYZ.y;\n i0.zw += 1.0 - isYZ.xy;\n i0.z += isYZ.z;\n i0.w += 1.0 - isYZ.z;\n\n vec4 i3 = clamp( i0, 0.0, 1.0 );\n vec4 i2 = clamp( i0 - 1.0, 0.0, 1.0 );\n vec4 i1 = clamp( i0 - 2.0, 0.0, 1.0 );\n\n vec4 x1 = x0 - i1 + C.xxxx;\n vec4 x2 = x0 - i2 + C.yyyy;\n vec4 x3 = x0 - i3 + C.zzzz;\n vec4 x4 = x0 + C.wwww;\n\n // Permutations\n i = mod289( i );\n float j0 = permute( permute( permute( permute( i.w ) + i.z ) + i.y ) + i.x );\n vec4 j1 = permute( permute( permute( permute (\n i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\n // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n vec4 ip = vec4( 1.0 / 294.0, 1.0 / 49.0, 1.0 / 7.0, 0.0 );\n\n vec4 p0 = grad4(j0, ip);\n vec4 p1 = grad4(j1.x, ip);\n vec4 p2 = grad4(j1.y, ip);\n vec4 p3 = grad4(j1.z, ip);\n vec4 p4 = grad4(j1.w, ip);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n p4 *= taylorInvSqrt( dot( p4, p4 ) );\n\n // Mix contributions from the five corners\n vec3 m0 = max( 0.6 - vec3( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ) ), 0.0 );\n vec2 m1 = max( 0.6 - vec2( dot( x3, x3 ), dot( x4, x4 ) ), 0.0 );\n m0 = m0 * m0;\n m1 = m1 * m1;\n return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n}\n"; // eslint-disable-line
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- var pbr_frag_define = "#define GLSLIFY 1\n#define MIN_PERCEPTUAL_ROUGHNESS 0.045\n#define MIN_ROUGHNESS 0.002025\n\nuniform float material_AlphaCutoff;\nuniform vec4 material_BaseColor;\nuniform float material_Metal;\nuniform float material_Roughness;\nuniform float material_IOR;\nuniform vec3 material_PBRSpecularColor;\nuniform float material_Glossiness;\nuniform vec3 material_EmissiveColor;\nuniform float material_NormalIntensity;\nuniform float material_OcclusionIntensity;\nuniform float material_OcclusionTextureCoord;\n\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\n uniform float material_ClearCoat;\n uniform float material_ClearCoatRoughness;\n\n #ifdef MATERIAL_HAS_CLEAR_COAT_TEXTURE\n uniform sampler2D material_ClearCoatTexture;\n #endif\n\n #ifdef MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE\n uniform sampler2D material_ClearCoatRoughnessTexture;\n #endif\n\n #ifdef MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE\n uniform sampler2D material_ClearCoatNormalTexture;\n #endif\n#endif\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n uniform vec3 material_AnisotropyInfo;\n #ifdef MATERIAL_HAS_ANISOTROPY_TEXTURE\n uniform sampler2D material_AnisotropyTexture;\n #endif\n#endif\n\n// Texture\n#ifdef MATERIAL_HAS_BASETEXTURE\n uniform sampler2D material_BaseTexture;\n#endif\n\n#ifdef MATERIAL_HAS_NORMALTEXTURE\n uniform sampler2D material_NormalTexture;\n#endif\n\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n uniform sampler2D material_EmissiveTexture;\n#endif\n\n#ifdef MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE\n uniform sampler2D material_RoughnessMetallicTexture;\n#endif\n\n#ifdef MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE\n uniform sampler2D material_SpecularGlossinessTexture;\n#endif\n\n#ifdef MATERIAL_HAS_OCCLUSION_TEXTURE\n uniform sampler2D material_OcclusionTexture;\n#endif\n\n// Runtime\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\n\nstruct Geometry {\n vec3 position;\n vec3 normal;\n vec3 viewDir;\n float dotNV;\n \n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n vec3 clearCoatNormal;\n float clearCoatDotNV;\n #endif\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n vec3 anisotropicT;\n vec3 anisotropicB;\n vec3 anisotropicN;\n float anisotropy;\n #endif\n};\n\nstruct Material {\n vec3 diffuseColor;\n float roughness;\n vec3 specularColor;\n float opacity;\n float f0;\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n float clearCoat;\n float clearCoatRoughness;\n #endif\n\n};"; // eslint-disable-line
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+ var pbr_frag_define = "#define GLSLIFY 1\n#define MIN_PERCEPTUAL_ROUGHNESS 0.045\n#define MIN_ROUGHNESS 0.002025\n\nuniform float material_AlphaCutoff;\nuniform vec4 material_BaseColor;\nuniform float material_Metal;\nuniform float material_Roughness;\nuniform float material_IOR;\nuniform vec3 material_PBRSpecularColor;\nuniform float material_Glossiness;\nuniform vec3 material_EmissiveColor;\nuniform float material_NormalIntensity;\nuniform float material_OcclusionIntensity;\nuniform float material_OcclusionTextureCoord;\n\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\n uniform float material_ClearCoat;\n uniform float material_ClearCoatRoughness;\n\n #ifdef MATERIAL_HAS_CLEAR_COAT_TEXTURE\n uniform sampler2D material_ClearCoatTexture;\n #endif\n\n #ifdef MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE\n uniform sampler2D material_ClearCoatRoughnessTexture;\n #endif\n\n #ifdef MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE\n uniform sampler2D material_ClearCoatNormalTexture;\n #endif\n#endif\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n uniform vec3 material_AnisotropyInfo;\n #ifdef MATERIAL_HAS_ANISOTROPY_TEXTURE\n uniform sampler2D material_AnisotropyTexture;\n #endif\n#endif\n\n// Texture\n#ifdef MATERIAL_HAS_BASETEXTURE\n uniform sampler2D material_BaseTexture;\n#endif\n\n#ifdef MATERIAL_HAS_NORMALTEXTURE\n uniform sampler2D material_NormalTexture;\n#endif\n\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n uniform sampler2D material_EmissiveTexture;\n#endif\n\n#ifdef MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE\n uniform sampler2D material_RoughnessMetallicTexture;\n#endif\n\n#ifdef MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE\n uniform sampler2D material_SpecularGlossinessTexture;\n#endif\n\n#ifdef MATERIAL_HAS_OCCLUSION_TEXTURE\n uniform sampler2D material_OcclusionTexture;\n#endif\n\n#ifdef MATERIAL_ENABLE_SHEEN\n uniform float material_SheenRoughness;\n uniform vec3 material_SheenColor;\n #ifdef MATERIAL_HAS_SHEEN_TEXTURE\n uniform sampler2D material_SheenTexture;\n #endif\n\n #ifdef MATERIAL_HAS_SHEEN_ROUGHNESS_TEXTURE\n uniform sampler2D material_SheenRoughnessTexture;\n #endif\n#endif\n\n#ifdef MATERIAL_ENABLE_IRIDESCENCE\n uniform vec4 material_IridescenceInfo;\n #ifdef MATERIAL_HAS_IRIDESCENCE_THICKNESS_TEXTURE\n uniform sampler2D material_IridescenceThicknessTexture;\n #endif\n\n #ifdef MATERIAL_HAS_IRIDESCENCE_TEXTURE\n uniform sampler2D material_IridescenceTexture;\n #endif\n#endif\n\n#ifdef MATERIAL_ENABLE_TRANSMISSION\n uniform float material_Transmission;\n #ifdef MATERIAL_HAS_TRANSMISSION_TEXTURE\n uniform sampler2D material_TransmissionTexture;\n #endif\n\n #ifdef MATERIAL_HAS_THICKNESS\n uniform vec3 material_AttenuationColor;\n uniform float material_AttenuationDistance;\n uniform float material_Thickness;\n\n #ifdef MATERIAL_HAS_THICKNESS_TEXTURE\n uniform sampler2D material_ThicknessTexture;\n #endif\n #endif\n#endif\n\n// Runtime\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\n\nstruct Geometry {\n vec3 position;\n vec3 normal;\n vec3 viewDir;\n float dotNV;\n \n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n vec3 clearCoatNormal;\n float clearCoatDotNV;\n #endif\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n vec3 anisotropicT;\n vec3 anisotropicB;\n vec3 anisotropicN;\n float anisotropy;\n #endif\n};\n\nstruct Material {\n vec3 diffuseColor;\n float roughness;\n vec3 specularColor;\n float opacity;\n float f0;\n float diffuseAO;\n float specularAO;\n vec3 envSpecularDFG;\n float IOR;\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n float clearCoat;\n float clearCoatRoughness;\n #endif\n\n #ifdef MATERIAL_ENABLE_IRIDESCENCE\n float iridescenceIOR;\n float iridescenceFactor;\n float iridescenceThickness;\n vec3 iridescenceSpecularColor;\n #endif\n\n #ifdef MATERIAL_ENABLE_SHEEN\n float sheenRoughness;\n vec3 sheenColor;\n float sheenScaling;\n float approxIBLSheenDG;\n #endif\n\n #ifdef MATERIAL_ENABLE_TRANSMISSION \n vec3 absorptionCoefficient;\n float transmission;\n float thickness;\n #endif\n};"; // eslint-disable-line
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- var pbr_helper = "#define GLSLIFY 1\n#include <normal_get>\n\nfloat computeSpecularOcclusion(float ambientOcclusion, float roughness, float dotNV ) {\n return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n\nfloat getAARoughnessFactor(vec3 normal) {\n // Kaplanyan 2016, \"Stable specular highlights\"\n // Tokuyoshi 2017, \"Error Reduction and Simplification for Shading Anti-Aliasing\"\n // Tokuyoshi and Kaplanyan 2019, \"Improved Geometric Specular Antialiasing\"\n #ifdef HAS_DERIVATIVES\n vec3 dxy = max( abs(dFdx(normal)), abs(dFdy(normal)) );\n return max( max(dxy.x, dxy.y), dxy.z );\n #else\n return 0.0;\n #endif\n}\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n // Aniso Bent Normals\n // Mc Alley https://www.gdcvault.com/play/1022235/Rendering-the-World-of-Far \n vec3 getAnisotropicBentNormal(Geometry geometry, vec3 n, float roughness) {\n vec3 anisotropyDirection = geometry.anisotropy >= 0.0 ? geometry.anisotropicB : geometry.anisotropicT;\n vec3 anisotropicTangent = cross(anisotropyDirection, geometry.viewDir);\n vec3 anisotropicNormal = cross(anisotropicTangent, anisotropyDirection);\n // reduce stretching for (roughness < 0.2), refer to https://advances.realtimerendering.com/s2018/Siggraph%202018%20HDRP%20talk_with%20notes.pdf 80\n vec3 bentNormal = normalize( mix(n, anisotropicNormal, abs(geometry.anisotropy) * saturate( 5.0 * roughness)) );\n\n return bentNormal;\n }\n#endif\n\nvoid initGeometry(out Geometry geometry, bool isFrontFacing){\n geometry.position = v_pos;\n #ifdef CAMERA_ORTHOGRAPHIC\n geometry.viewDir = -camera_Forward;\n #else\n geometry.viewDir = normalize(camera_Position - v_pos);\n #endif\n #if defined(MATERIAL_HAS_NORMALTEXTURE) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE) || defined(MATERIAL_ENABLE_ANISOTROPY)\n mat3 tbn = getTBN(isFrontFacing);\n #endif\n\n #ifdef MATERIAL_HAS_NORMALTEXTURE\n geometry.normal = getNormalByNormalTexture(tbn, material_NormalTexture, material_NormalIntensity, v_uv, isFrontFacing);\n #else\n geometry.normal = getNormal(isFrontFacing);\n #endif\n\n geometry.dotNV = saturate( dot(geometry.normal, geometry.viewDir) );\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n #ifdef MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE\n geometry.clearCoatNormal = getNormalByNormalTexture(tbn, material_ClearCoatNormalTexture, material_NormalIntensity, v_uv, isFrontFacing);\n #else\n geometry.clearCoatNormal = getNormal(isFrontFacing);\n #endif\n geometry.clearCoatDotNV = saturate( dot(geometry.clearCoatNormal, geometry.viewDir) );\n #endif\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n float anisotropy = material_AnisotropyInfo.z;\n vec3 anisotropicDirection = vec3(material_AnisotropyInfo.xy, 0.0);\n #ifdef MATERIAL_HAS_ANISOTROPY_TEXTURE\n vec3 anisotropyTextureInfo = texture2D( material_AnisotropyTexture, v_uv ).rgb;\n anisotropy *= anisotropyTextureInfo.b;\n anisotropicDirection.xy *= anisotropyTextureInfo.rg * 2.0 - 1.0;\n #endif\n\n geometry.anisotropy = anisotropy;\n geometry.anisotropicT = normalize(tbn * anisotropicDirection);\n geometry.anisotropicB = normalize(cross(geometry.normal, geometry.anisotropicT));\n #endif\n}\n\nvoid initMaterial(out Material material, inout Geometry geometry){\n vec4 baseColor = material_BaseColor;\n float metal = material_Metal;\n float roughness = material_Roughness;\n vec3 specularColor = material_PBRSpecularColor;\n float glossiness = material_Glossiness;\n float alphaCutoff = material_AlphaCutoff;\n float f0 = pow2( (material_IOR - 1.0) / (material_IOR + 1.0) );\n\n material.f0 = f0;\n\n #ifdef MATERIAL_HAS_BASETEXTURE\n vec4 baseTextureColor = texture2D(material_BaseTexture, v_uv);\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n baseTextureColor = gammaToLinear(baseTextureColor);\n #endif\n baseColor *= baseTextureColor;\n #endif\n\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n baseColor *= v_color;\n #endif\n\n #ifdef MATERIAL_IS_ALPHA_CUTOFF\n if( baseColor.a < alphaCutoff ) {\n discard;\n }\n #endif\n\n #ifdef MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE\n vec4 metalRoughMapColor = texture2D( material_RoughnessMetallicTexture, v_uv );\n roughness *= metalRoughMapColor.g;\n metal *= metalRoughMapColor.b;\n #endif\n\n #ifdef MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE\n vec4 specularGlossinessColor = texture2D(material_SpecularGlossinessTexture, v_uv );\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n specularGlossinessColor = gammaToLinear(specularGlossinessColor);\n #endif\n specularColor *= specularGlossinessColor.rgb;\n glossiness *= specularGlossinessColor.a;\n #endif\n\n #ifdef IS_METALLIC_WORKFLOW\n material.diffuseColor = baseColor.rgb * ( 1.0 - metal );\n material.specularColor = mix( vec3(f0), baseColor.rgb, metal );\n material.roughness = roughness;\n #else\n float specularStrength = max( max( specularColor.r, specularColor.g ), specularColor.b );\n material.diffuseColor = baseColor.rgb * ( 1.0 - specularStrength );\n material.specularColor = specularColor;\n material.roughness = 1.0 - glossiness;\n #endif\n\n material.roughness = max(MIN_PERCEPTUAL_ROUGHNESS, min(material.roughness + getAARoughnessFactor(geometry.normal), 1.0));\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n material.clearCoat = material_ClearCoat;\n material.clearCoatRoughness = material_ClearCoatRoughness;\n #ifdef MATERIAL_HAS_CLEAR_COAT_TEXTURE\n material.clearCoat *= texture2D( material_ClearCoatTexture, v_uv ).r;\n #endif\n #ifdef MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE\n material.clearCoatRoughness *= texture2D( material_ClearCoatRoughnessTexture, v_uv ).g;\n #endif\n material.clearCoat = saturate( material.clearCoat );\n material.clearCoatRoughness = max(MIN_PERCEPTUAL_ROUGHNESS, min(material.clearCoatRoughness + getAARoughnessFactor(geometry.clearCoatNormal), 1.0));\n #endif\n\n #ifdef MATERIAL_IS_TRANSPARENT\n material.opacity = baseColor.a;\n #else\n material.opacity = 1.0;\n #endif\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n geometry.anisotropicN = getAnisotropicBentNormal(geometry, geometry.normal, material.roughness);\n #endif\n\n}\n\n// direct + indirect\n#include <brdf>\n#include <direct_irradiance_frag_define>\n#include <ibl_frag_define>\n"; // eslint-disable-line
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+ var pbr_helper = "#define GLSLIFY 1\n#include <normal_get>\n#include <brdf>\n#include <btdf>\n\n// direct + indirect\n#include <direct_irradiance_frag_define>\n#include <ibl_frag_define>\n\nfloat computeSpecularOcclusion(float ambientOcclusion, float roughness, float dotNV ) {\n return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n\nfloat getAARoughnessFactor(vec3 normal) {\n // Kaplanyan 2016, \"Stable specular highlights\"\n // Tokuyoshi 2017, \"Error Reduction and Simplification for Shading Anti-Aliasing\"\n // Tokuyoshi and Kaplanyan 2019, \"Improved Geometric Specular Antialiasing\"\n #ifdef HAS_DERIVATIVES\n vec3 dxy = max( abs(dFdx(normal)), abs(dFdy(normal)) );\n return max( max(dxy.x, dxy.y), dxy.z );\n #else\n return 0.0;\n #endif\n}\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n // Aniso Bent Normals\n // Mc Alley https://www.gdcvault.com/play/1022235/Rendering-the-World-of-Far \n vec3 getAnisotropicBentNormal(Geometry geometry, vec3 n, float roughness) {\n vec3 anisotropyDirection = geometry.anisotropy >= 0.0 ? geometry.anisotropicB : geometry.anisotropicT;\n vec3 anisotropicTangent = cross(anisotropyDirection, geometry.viewDir);\n vec3 anisotropicNormal = cross(anisotropicTangent, anisotropyDirection);\n // reduce stretching for (roughness < 0.2), refer to https://advances.realtimerendering.com/s2018/Siggraph%202018%20HDRP%20talk_with%20notes.pdf 80\n vec3 bentNormal = normalize( mix(n, anisotropicNormal, abs(geometry.anisotropy) * saturate( 5.0 * roughness)) );\n\n return bentNormal;\n }\n#endif\n\nvoid initGeometry(out Geometry geometry, bool isFrontFacing){\n geometry.position = v_pos;\n #ifdef CAMERA_ORTHOGRAPHIC\n geometry.viewDir = -camera_Forward;\n #else\n geometry.viewDir = normalize(camera_Position - v_pos);\n #endif\n #if defined(MATERIAL_HAS_NORMALTEXTURE) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE) || defined(MATERIAL_ENABLE_ANISOTROPY)\n mat3 tbn = getTBN(isFrontFacing);\n #endif\n\n #ifdef MATERIAL_HAS_NORMALTEXTURE\n geometry.normal = getNormalByNormalTexture(tbn, material_NormalTexture, material_NormalIntensity, v_uv, isFrontFacing);\n #else\n geometry.normal = getNormal(isFrontFacing);\n #endif\n\n geometry.dotNV = saturate( dot(geometry.normal, geometry.viewDir) );\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n #ifdef MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE\n geometry.clearCoatNormal = getNormalByNormalTexture(tbn, material_ClearCoatNormalTexture, material_NormalIntensity, v_uv, isFrontFacing);\n #else\n geometry.clearCoatNormal = getNormal(isFrontFacing);\n #endif\n geometry.clearCoatDotNV = saturate( dot(geometry.clearCoatNormal, geometry.viewDir) );\n #endif\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n float anisotropy = material_AnisotropyInfo.z;\n vec3 anisotropicDirection = vec3(material_AnisotropyInfo.xy, 0.0);\n #ifdef MATERIAL_HAS_ANISOTROPY_TEXTURE\n vec3 anisotropyTextureInfo = texture2D( material_AnisotropyTexture, v_uv ).rgb;\n anisotropy *= anisotropyTextureInfo.b;\n anisotropicDirection.xy *= anisotropyTextureInfo.rg * 2.0 - 1.0;\n #endif\n\n geometry.anisotropy = anisotropy;\n geometry.anisotropicT = normalize(tbn * anisotropicDirection);\n geometry.anisotropicB = normalize(cross(geometry.normal, geometry.anisotropicT));\n #endif\n}\n\nvoid initMaterial(out Material material, inout Geometry geometry){\n vec4 baseColor = material_BaseColor;\n float metal = material_Metal;\n float roughness = material_Roughness;\n vec3 specularColor = material_PBRSpecularColor;\n float glossiness = material_Glossiness;\n float alphaCutoff = material_AlphaCutoff;\n float f0 = pow2( (material_IOR - 1.0) / (material_IOR + 1.0) );\n\n material.f0 = f0;\n material.IOR = material_IOR;\n\n #ifdef MATERIAL_HAS_BASETEXTURE\n vec4 baseTextureColor = texture2D(material_BaseTexture, v_uv);\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n baseTextureColor = gammaToLinear(baseTextureColor);\n #endif\n baseColor *= baseTextureColor;\n #endif\n\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n baseColor *= v_color;\n #endif\n\n #ifdef MATERIAL_IS_ALPHA_CUTOFF\n if( baseColor.a < alphaCutoff ) {\n discard;\n }\n #endif\n\n #ifdef MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE\n vec4 metalRoughMapColor = texture2D( material_RoughnessMetallicTexture, v_uv );\n roughness *= metalRoughMapColor.g;\n metal *= metalRoughMapColor.b;\n #endif\n\n #ifdef MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE\n vec4 specularGlossinessColor = texture2D(material_SpecularGlossinessTexture, v_uv );\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n specularGlossinessColor = gammaToLinear(specularGlossinessColor);\n #endif\n specularColor *= specularGlossinessColor.rgb;\n glossiness *= specularGlossinessColor.a;\n #endif\n\n #ifdef IS_METALLIC_WORKFLOW\n material.diffuseColor = baseColor.rgb * ( 1.0 - metal );\n material.specularColor = mix( vec3(f0), baseColor.rgb, metal );\n material.roughness = roughness;\n #else\n float specularStrength = max( max( specularColor.r, specularColor.g ), specularColor.b );\n material.diffuseColor = baseColor.rgb * ( 1.0 - specularStrength );\n material.specularColor = specularColor;\n material.roughness = 1.0 - glossiness;\n #endif\n\n material.roughness = max(MIN_PERCEPTUAL_ROUGHNESS, min(material.roughness + getAARoughnessFactor(geometry.normal), 1.0));\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n material.clearCoat = material_ClearCoat;\n material.clearCoatRoughness = material_ClearCoatRoughness;\n #ifdef MATERIAL_HAS_CLEAR_COAT_TEXTURE\n material.clearCoat *= texture2D( material_ClearCoatTexture, v_uv ).r;\n #endif\n #ifdef MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE\n material.clearCoatRoughness *= texture2D( material_ClearCoatRoughnessTexture, v_uv ).g;\n #endif\n material.clearCoat = saturate( material.clearCoat );\n material.clearCoatRoughness = max(MIN_PERCEPTUAL_ROUGHNESS, min(material.clearCoatRoughness + getAARoughnessFactor(geometry.clearCoatNormal), 1.0));\n #endif\n\n #ifdef MATERIAL_IS_TRANSPARENT\n material.opacity = baseColor.a;\n #else\n material.opacity = 1.0;\n #endif\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n geometry.anisotropicN = getAnisotropicBentNormal(geometry, geometry.normal, material.roughness);\n #endif\n\n material.envSpecularDFG = envBRDFApprox(material.specularColor, material.roughness, geometry.dotNV );\n\n // AO\n float diffuseAO = 1.0;\n float specularAO = 1.0;\n\n #ifdef MATERIAL_HAS_OCCLUSION_TEXTURE\n vec2 aoUV = v_uv;\n #ifdef RENDERER_HAS_UV1\n if(material_OcclusionTextureCoord == 1.0){\n aoUV = v_uv1;\n }\n #endif\n diffuseAO = ((texture2D(material_OcclusionTexture, aoUV)).r - 1.0) * material_OcclusionIntensity + 1.0;\n #endif\n\n #if defined(MATERIAL_HAS_OCCLUSION_TEXTURE) && defined(SCENE_USE_SPECULAR_ENV) \n specularAO = saturate( pow( geometry.dotNV + diffuseAO, exp2( - 16.0 * material.roughness - 1.0 ) ) - 1.0 + diffuseAO );\n #endif\n\n material.diffuseAO = diffuseAO;\n material.specularAO = specularAO;\n\n // Sheen\n #ifdef MATERIAL_ENABLE_SHEEN\n vec3 sheenColor = material_SheenColor;\n #ifdef MATERIAL_HAS_SHEEN_TEXTURE\n vec4 sheenTextureColor = texture2D(material_SheenTexture, v_uv);\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n sheenTextureColor = gammaToLinear(sheenTextureColor);\n #endif\n sheenColor *= sheenTextureColor.rgb;\n #endif\n material.sheenColor = sheenColor;\n\n material.sheenRoughness = material_SheenRoughness;\n #ifdef MATERIAL_HAS_SHEEN_ROUGHNESS_TEXTURE\n material.sheenRoughness *= texture2D(material_SheenRoughnessTexture, v_uv).a;\n #endif\n\n material.sheenRoughness = max(MIN_PERCEPTUAL_ROUGHNESS, min(material.sheenRoughness + getAARoughnessFactor(geometry.normal), 1.0));\n material.approxIBLSheenDG = prefilteredSheenDFG(geometry.dotNV, material.sheenRoughness);\n material.sheenScaling = 1.0 - material.approxIBLSheenDG * max(max(material.sheenColor.r, material.sheenColor.g), material.sheenColor.b);\n #endif\n\n // Iridescence\n #ifdef MATERIAL_ENABLE_IRIDESCENCE\n material.iridescenceFactor = material_IridescenceInfo.x;\n material.iridescenceIOR = material_IridescenceInfo.y;\n\n #ifdef MATERIAL_HAS_IRIDESCENCE_THICKNESS_TEXTURE\n float iridescenceThicknessWeight = texture2D( material_IridescenceThicknessTexture, v_uv).g;\n material.iridescenceThickness = mix(material_IridescenceInfo.z, material_IridescenceInfo.w, iridescenceThicknessWeight);\n #else\n material.iridescenceThickness = material_IridescenceInfo.w;\n #endif\n\n #ifdef MATERIAL_HAS_IRIDESCENCE_TEXTURE\n material.iridescenceFactor *= texture2D( material_IridescenceTexture, v_uv).r;\n #endif\n \n #ifdef MATERIAL_ENABLE_IRIDESCENCE\n float topIOR = 1.0;\n material.iridescenceSpecularColor = evalIridescenceSpecular(topIOR, geometry.dotNV, material.iridescenceIOR, material.specularColor, material.iridescenceThickness); \n #endif\n #endif\n\n // Transmission\n #ifdef MATERIAL_ENABLE_TRANSMISSION \n material.transmission = material_Transmission;\n #ifdef MATERIAL_HAS_TRANSMISSION_TEXTURE\n material.transmission *= texture2D(material_TransmissionTexture, v_uv).r;\n #endif\n\n #ifdef MATERIAL_HAS_THICKNESS\n material.absorptionCoefficient = -log(material_AttenuationColor + HALF_EPS) / max(HALF_EPS, material_AttenuationDistance);\n material.thickness = max(material_Thickness, 0.0001);\n #ifdef MATERIAL_HAS_THICKNESS_TEXTURE\n material.thickness *= texture2D( material_ThicknessTexture, v_uv).g;\n #endif\n #endif \n #endif\n\n}\n\n"; // eslint-disable-line
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- var brdf = "#define GLSLIFY 1\nfloat F_Schlick(float f0, float dotLH) {\n\treturn f0 + 0.96 * (pow(1.0 - dotLH, 5.0));\n}\n\nvec3 F_Schlick(vec3 specularColor, float dotLH ) {\n\n\t// Original approximation by Christophe Schlick '94\n\t// float fresnel = pow( 1.0 - dotLH, 5.0 );\n\n\t// Optimized variant (presented by Epic at SIGGRAPH '13)\n\t// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n\n}\n\n// Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2\n// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\nfloat G_GGX_SmithCorrelated(float alpha, float dotNL, float dotNV ) {\n\n\tfloat a2 = pow2( alpha );\n\n\t// dotNL and dotNV are explicitly swapped. This is not a mistake.\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\n\treturn 0.5 / max( gv + gl, EPSILON );\n\n}\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n // Heitz 2014, \"Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs\"\n // Heitz http://jcgt.org/published/0003/02/03/paper.pdf\n float G_GGX_SmithCorrelated_Anisotropic(float at, float ab, float ToV, float BoV, float ToL, float BoL, float NoV, float NoL) {\n float lambdaV = NoL * length(vec3(at * ToV, ab * BoV, NoV));\n float lambdaL = NoV * length(vec3(at * ToL, ab * BoL, NoL));\n return 0.5 / max(lambdaV + lambdaL, EPSILON);\n }\n#endif\n\n// Microfacet Models for Refraction through Rough Surfaces - equation (33)\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\n// alpha is \"roughness squared\" in Disney’s reparameterization\nfloat D_GGX(float alpha, float dotNH ) {\n\n\tfloat a2 = pow2( alpha );\n\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1\n\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n\n}\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n // GGX Distribution Anisotropic\n // https://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf Addenda\n float D_GGX_Anisotropic(float at, float ab, float ToH, float BoH, float NoH) {\n float a2 = at * ab;\n vec3 d = vec3(ab * ToH, at * BoH, a2 * NoH);\n float d2 = dot(d, d);\n float b2 = a2 / d2;\n return a2 * b2 * b2 * RECIPROCAL_PI;\n }\n#endif\n\nvec3 isotropicLobe(vec3 specularColor, float alpha, float dotNV, float dotNL, float dotNH, float dotLH) {\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat D = D_GGX( alpha, dotNH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\n\treturn F * ( G * D );\n}\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n vec3 anisotropicLobe(vec3 h, vec3 l, Geometry geometry, vec3 specularColor, float alpha, float dotNV, float dotNL, float dotNH, float dotLH) {\n vec3 t = geometry.anisotropicT;\n vec3 b = geometry.anisotropicB;\n vec3 v = geometry.viewDir;\n\n float dotTV = dot(t, v);\n float dotBV = dot(b, v);\n float dotTL = dot(t, l);\n float dotBL = dot(b, l);\n float dotTH = dot(t, h);\n float dotBH = dot(b, h);\n\n // Aniso parameter remapping\n // https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf page 24\n float at = max(alpha * (1.0 + geometry.anisotropy), MIN_ROUGHNESS);\n float ab = max(alpha * (1.0 - geometry.anisotropy), MIN_ROUGHNESS);\n\n // specular anisotropic BRDF\n \tvec3 F = F_Schlick( specularColor, dotLH );\n float D = D_GGX_Anisotropic(at, ab, dotTH, dotBH, dotNH);\n float G = G_GGX_SmithCorrelated_Anisotropic(at, ab, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL);\n\n return F * ( G * D );\n }\n#endif\n\n// GGX Distribution, Schlick Fresnel, GGX-Smith Visibility\nvec3 BRDF_Specular_GGX(vec3 incidentDirection, Geometry geometry, vec3 normal, vec3 specularColor, float roughness ) {\n\n\tfloat alpha = pow2( roughness ); // UE4's roughness\n\n\tvec3 halfDir = normalize( incidentDirection + geometry.viewDir );\n\n\tfloat dotNL = saturate( dot( normal, incidentDirection ) );\n\tfloat dotNV = saturate( dot( normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentDirection, halfDir ) );\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n return anisotropicLobe(halfDir, incidentDirection, geometry, specularColor, alpha, dotNV, dotNL, dotNH, dotLH);\n #else\n return isotropicLobe(specularColor, alpha, dotNV, dotNL, dotNH, dotLH);\n #endif\n\n}\n\nvec3 BRDF_Diffuse_Lambert(vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\n"; // eslint-disable-line
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+ var brdf = "#define GLSLIFY 1\n#ifdef MATERIAL_ENABLE_SHEEN\n uniform sampler2D scene_PrefilteredDFG;\n#endif\n\nfloat F_Schlick(float f0, float dotLH) {\n\treturn f0 + 0.96 * (pow(1.0 - dotLH, 5.0));\n}\n\nvec3 F_Schlick(vec3 specularColor, float dotLH ) {\n\n\t// Original approximation by Christophe Schlick '94\n\t// float fresnel = pow( 1.0 - dotLH, 5.0 );\n\n\t// Optimized variant (presented by Epic at SIGGRAPH '13)\n\t// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n\n}\n\n// Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2\n// https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\nfloat G_GGX_SmithCorrelated(float alpha, float dotNL, float dotNV ) {\n\n\tfloat a2 = pow2( alpha );\n\n\t// dotNL and dotNV are explicitly swapped. This is not a mistake.\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\n\treturn 0.5 / max( gv + gl, EPSILON );\n\n}\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n // Heitz 2014, \"Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs\"\n // Heitz http://jcgt.org/published/0003/02/03/paper.pdf\n float G_GGX_SmithCorrelated_Anisotropic(float at, float ab, float ToV, float BoV, float ToL, float BoL, float NoV, float NoL) {\n float lambdaV = NoL * length(vec3(at * ToV, ab * BoV, NoV));\n float lambdaL = NoV * length(vec3(at * ToL, ab * BoL, NoL));\n return 0.5 / max(lambdaV + lambdaL, EPSILON);\n }\n#endif\n\n// Microfacet Models for Refraction through Rough Surfaces - equation (33)\n// http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html\n// alpha is \"roughness squared\" in Disney’s reparameterization\nfloat D_GGX(float alpha, float dotNH ) {\n\n\tfloat a2 = pow2( alpha );\n\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1\n\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n\n}\n\n#ifdef MATERIAL_ENABLE_SHEEN\n // http://www.aconty.com/pdf/s2017_pbs_imageworks_sheen.pdf\n float D_Charlie(float roughness, float dotNH) {\n float invAlpha = 1.0 / roughness;\n float cos2h = dotNH * dotNH;\n float sin2h = max(1.0 - cos2h, 0.0078125); // 2^(-14/2), so sin2h^2 > 0 in fp16\n return (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n }\n\n // Neubelt and Pettineo 2013, \"Crafting a Next-gen Material Pipeline for The Order: 1886\".\n float V_Neubelt(float NoV, float NoL) {\n return saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n }\n\n vec3 sheenBRDF(vec3 incidentDirection, Geometry geometry, vec3 sheenColor, float sheenRoughness) {\n vec3 halfDir = normalize(incidentDirection + geometry.viewDir);\n float dotNL = saturate(dot(geometry.normal, incidentDirection));\n float dotNH = saturate(dot(geometry.normal, halfDir));\n float D = D_Charlie(sheenRoughness, dotNH);\n float V = V_Neubelt(geometry.dotNV, dotNL);\n vec3 F = sheenColor;\n return D * V * F;\n }\n\n float prefilteredSheenDFG(float dotNV, float sheenRoughness) {\n #ifdef HAS_TEX_LOD\n return texture2DLodEXT(scene_PrefilteredDFG, vec2(dotNV, sheenRoughness), 0.0).b;\n #else\n return texture2D(scene_PrefilteredDFG, vec2(dotNV, sheenRoughness),0.0).b;\n #endif \n }\n#endif\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n // GGX Distribution Anisotropic\n // https://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf Addenda\n float D_GGX_Anisotropic(float at, float ab, float ToH, float BoH, float NoH) {\n float a2 = at * ab;\n vec3 d = vec3(ab * ToH, at * BoH, a2 * NoH);\n float d2 = dot(d, d);\n float b2 = a2 / d2;\n return a2 * b2 * b2 * RECIPROCAL_PI;\n }\n#endif\n\nfloat DG_GGX(float alpha, float dotNV, float dotNL, float dotNH) {\n\tfloat D = D_GGX( alpha, dotNH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n return G * D;\n}\n\n#ifdef MATERIAL_ENABLE_ANISOTROPY\n float DG_GGX_anisotropic(vec3 h, vec3 l, Geometry geometry, float alpha, float dotNV, float dotNL, float dotNH) {\n vec3 t = geometry.anisotropicT;\n vec3 b = geometry.anisotropicB;\n vec3 v = geometry.viewDir;\n\n float dotTV = dot(t, v);\n float dotBV = dot(b, v);\n float dotTL = dot(t, l);\n float dotBL = dot(b, l);\n float dotTH = dot(t, h);\n float dotBH = dot(b, h);\n\n // Aniso parameter remapping\n // https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf page 24\n float at = max(alpha * (1.0 + geometry.anisotropy), MIN_ROUGHNESS);\n float ab = max(alpha * (1.0 - geometry.anisotropy), MIN_ROUGHNESS);\n\n // specular anisotropic BRDF\n float D = D_GGX_Anisotropic(at, ab, dotTH, dotBH, dotNH);\n float G = G_GGX_SmithCorrelated_Anisotropic(at, ab, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL);\n\n return G * D;\n }\n#endif\n\n#ifdef MATERIAL_ENABLE_IRIDESCENCE\n vec3 iorToFresnel0(vec3 transmittedIOR, float incidentIOR) {\n return pow((transmittedIOR - incidentIOR) / (transmittedIOR + incidentIOR),vec3(2.0));\n } \n\n float iorToFresnel0(float transmittedIOR, float incidentIOR) {\n return pow((transmittedIOR - incidentIOR) / (transmittedIOR + incidentIOR),2.0);\n } \n\n // Assume air interface for top\n // Note: We don't handle the case fresnel0 == 1\n vec3 fresnelToIOR(vec3 f0){\n vec3 sqrtF0 = sqrt(f0);\n return (vec3(1.0) + sqrtF0) / (vec3(1.0) - sqrtF0);\n }\n\n // Fresnel equations for dielectric/dielectric interfaces.\n // Ref: https://belcour.github.io/blog/research/publication/2017/05/01/brdf-thin-film.html\n // Evaluation XYZ sensitivity curves in Fourier space\n vec3 evalSensitivity(float opd, vec3 shift){\n // Use Gaussian fits, given by 3 parameters: val, pos and var\n float phase = 2.0 * PI * opd * 1.0e-9;\n const vec3 val = vec3(5.4856e-13, 4.4201e-13, 5.2481e-13);\n const vec3 pos = vec3(1.6810e+06, 1.7953e+06, 2.2084e+06);\n const vec3 var = vec3(4.3278e+09, 9.3046e+09, 6.6121e+09);\n vec3 xyz = val * sqrt(2.0 * PI * var) * cos(pos * phase + shift) * exp(-var * pow2(phase));\n xyz.x += 9.7470e-14 * sqrt(2.0 * PI * 4.5282e+09) * cos(2.2399e+06 * phase + shift[0]) * exp(-4.5282e+09 * pow2(phase));\n xyz /= 1.0685e-7;\n // XYZ to RGB color space\n const mat3 XYZ_TO_RGB = mat3( 3.2404542, -0.9692660, 0.0556434,\n -1.5371385, 1.8760108, -0.2040259,\n -0.4985314, 0.0415560, 1.0572252);\n vec3 rgb = XYZ_TO_RGB * xyz;\n return rgb;\n }\n\n vec3 evalIridescenceSpecular(float outsideIOR, float dotNV, float thinIOR, vec3 baseF0,float iridescenceThickness){ \n vec3 iridescence = vec3(1.0);\n // Force iridescenceIOR -> outsideIOR when thinFilmThickness -> 0.0\n float iridescenceIOR = mix( outsideIOR, thinIOR, smoothstep( 0.0, 0.03, iridescenceThickness ) );\n // Evaluate the cosTheta on the base layer (Snell law)\n float sinTheta2Sq = pow( outsideIOR / iridescenceIOR, 2.0) * (1.0 - pow( dotNV, 2.0));\n float cosTheta2Sq = 1.0 - sinTheta2Sq;\n // Handle total internal reflection\n if (cosTheta2Sq < 0.0) {\n return iridescence;\n }\n float cosTheta2 = sqrt(cosTheta2Sq);\n \n // First interface\n float f0 = iorToFresnel0(iridescenceIOR, outsideIOR);\n float reflectance = F_Schlick(f0, dotNV);\n float t121 = 1.0 - reflectance;\n float phi12 = 0.0;\n // iridescenceIOR has limited greater than 1.0\n // if (iridescenceIOR < outsideIOR) {phi12 = PI;} \n float phi21 = PI - phi12;\n \n // Second interface\n vec3 baseIOR = fresnelToIOR(clamp(baseF0, 0.0, 0.9999)); // guard against 1.0\n vec3 r1 = iorToFresnel0(baseIOR, iridescenceIOR);\n vec3 r23 = F_Schlick(r1, cosTheta2);\n vec3 phi23 =vec3(0.0);\n if (baseIOR[0] < iridescenceIOR) {phi23[0] = PI;}\n if (baseIOR[1] < iridescenceIOR) {phi23[1] = PI;}\n if (baseIOR[2] < iridescenceIOR) {phi23[2] = PI;}\n \n // Phase shift\n float opd = 2.0 * iridescenceIOR * iridescenceThickness * cosTheta2;\n vec3 phi = vec3(phi21) + phi23;\n \n // Compound terms\n vec3 r123 = clamp(reflectance * r23, 1e-5, 0.9999);\n vec3 sr123 = sqrt(r123);\n vec3 rs = pow2(t121) * r23 / (vec3(1.0) - r123);\n // Reflectance term for m = 0 (DC term amplitude)\n vec3 c0 = reflectance + rs;\n iridescence = c0;\n // Reflectance term for m > 0 (pairs of diracs)\n vec3 cm = rs - t121;\n for (int m = 1; m <= 2; ++m) {\n cm *= sr123;\n vec3 sm = 2.0 * evalSensitivity(float(m) * opd, float(m) * phi);\n iridescence += cm * sm;\n }\n return iridescence = max(iridescence, vec3(0.0)); \n }\n#endif\n\n// GGX Distribution, Schlick Fresnel, GGX-Smith Visibility\nvec3 BRDF_Specular_GGX(vec3 incidentDirection, Geometry geometry, Material material, vec3 normal, vec3 specularColor, float roughness ) {\n\n\tfloat alpha = pow2( roughness ); // UE4's roughness\n\n\tvec3 halfDir = normalize( incidentDirection + geometry.viewDir );\n\n\tfloat dotNL = saturate( dot( normal, incidentDirection ) );\n\tfloat dotNV = saturate( dot( normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentDirection, halfDir ) );\n\n vec3 F = F_Schlick( specularColor, dotLH );\n #ifdef MATERIAL_ENABLE_IRIDESCENCE\n F = mix(F, material.iridescenceSpecularColor, material.iridescenceFactor);\n #endif\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n float GD = DG_GGX_anisotropic(halfDir, incidentDirection, geometry, alpha, dotNV, dotNL, dotNH);\n #else\n float GD = DG_GGX(alpha, dotNV, dotNL, dotNH);\n #endif\n\n return F * GD;\n}\n\nvec3 BRDF_Diffuse_Lambert(vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\n"; // eslint-disable-line
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- var direct_irradiance_frag_define = "#define GLSLIFY 1\n#include <ShadowFragmentDeclaration>\n\nvoid addDirectRadiance(vec3 incidentDirection, vec3 color, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n float attenuation = 1.0;\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n float clearCoatDotNL = saturate( dot( geometry.clearCoatNormal, incidentDirection ) );\n vec3 clearCoatIrradiance = clearCoatDotNL * color;\n\n reflectedLight.directSpecular += material.clearCoat * clearCoatIrradiance * BRDF_Specular_GGX( incidentDirection, geometry, geometry.clearCoatNormal, vec3( 0.04 ), material.clearCoatRoughness );\n attenuation -= material.clearCoat * F_Schlick(material.f0, geometry.clearCoatDotNV);\n #endif\n\n float dotNL = saturate( dot( geometry.normal, incidentDirection ) );\n vec3 irradiance = dotNL * color * PI;\n\n reflectedLight.directSpecular += attenuation * irradiance * BRDF_Specular_GGX( incidentDirection, geometry, geometry.normal, material.specularColor, material.roughness);\n reflectedLight.directDiffuse += attenuation * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n}\n\n#ifdef SCENE_DIRECT_LIGHT_COUNT\n\n void addDirectionalDirectLightRadiance(DirectLight directionalLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n vec3 color = directionalLight.color;\n vec3 direction = -directionalLight.direction;\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n }\n\n#endif\n\n#ifdef SCENE_POINT_LIGHT_COUNT\n\n\tvoid addPointDirectLightRadiance(PointLight pointLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tvec3 direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\n\t\tvec3 color = pointLight.color;\n\t\tcolor *= clamp(1.0 - pow(lightDistance/pointLight.distance, 4.0), 0.0, 1.0);\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n\t}\n\n#endif\n\n#ifdef SCENE_SPOT_LIGHT_COUNT\n\n\tvoid addSpotDirectLightRadiance(SpotLight spotLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tvec3 direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( direction, -spotLight.direction );\n\n\t\tfloat spotEffect = smoothstep( spotLight.penumbraCos, spotLight.angleCos, angleCos );\n\t\tfloat decayEffect = clamp(1.0 - pow(lightDistance/spotLight.distance, 4.0), 0.0, 1.0);\n\n\t\tvec3 color = spotLight.color;\n\t\tcolor *= spotEffect * decayEffect;\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n\t}\n\n#endif\n\nvoid addTotalDirectRadiance(Geometry geometry, Material material, inout ReflectedLight reflectedLight){\n float shadowAttenuation = 1.0;\n\n #ifdef SCENE_DIRECT_LIGHT_COUNT\n shadowAttenuation = 1.0;\n #ifdef SCENE_IS_CALCULATE_SHADOWS\n shadowAttenuation *= sampleShadowMap();\n #endif\n\n DirectLight directionalLight;\n for ( int i = 0; i < SCENE_DIRECT_LIGHT_COUNT; i ++ ) {\n // warning: use `continue` syntax may trigger flickering bug in safri 16.1.\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_DirectLightCullingMask[i])){\n directionalLight.color = scene_DirectLightColor[i];\n #ifdef SCENE_IS_CALCULATE_SHADOWS\n if (i == 0) { // Sun light index is always 0\n directionalLight.color *= shadowAttenuation;\n }\n #endif\n directionalLight.direction = scene_DirectLightDirection[i];\n addDirectionalDirectLightRadiance( directionalLight, geometry, material, reflectedLight );\n }\n }\n\n #endif\n\n #ifdef SCENE_POINT_LIGHT_COUNT\n\n PointLight pointLight;\n\n for ( int i = 0; i < SCENE_POINT_LIGHT_COUNT; i ++ ) {\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_PointLightCullingMask[i])){\n pointLight.color = scene_PointLightColor[i];\n pointLight.position = scene_PointLightPosition[i];\n pointLight.distance = scene_PointLightDistance[i];\n\n addPointDirectLightRadiance( pointLight, geometry, material, reflectedLight );\n } \n }\n\n #endif\n\n #ifdef SCENE_SPOT_LIGHT_COUNT\n\n SpotLight spotLight;\n\n for ( int i = 0; i < SCENE_SPOT_LIGHT_COUNT; i ++ ) {\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_SpotLightCullingMask[i])){\n spotLight.color = scene_SpotLightColor[i];\n spotLight.position = scene_SpotLightPosition[i];\n spotLight.direction = scene_SpotLightDirection[i];\n spotLight.distance = scene_SpotLightDistance[i];\n spotLight.angleCos = scene_SpotLightAngleCos[i];\n spotLight.penumbraCos = scene_SpotLightPenumbraCos[i];\n\n addSpotDirectLightRadiance( spotLight, geometry, material, reflectedLight );\n } \n }\n\n #endif\n}"; // eslint-disable-line
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+ var direct_irradiance_frag_define = "#define GLSLIFY 1\n#include <ShadowFragmentDeclaration>\n\nvoid sheenLobe(Geometry geometry, Material material, vec3 incidentDirection, vec3 attenuationIrradiance, inout vec3 diffuseColor, inout vec3 specularColor){\n #ifdef MATERIAL_ENABLE_SHEEN\n diffuseColor *= material.sheenScaling;\n specularColor *= material.sheenScaling;\n\n specularColor += attenuationIrradiance * sheenBRDF(incidentDirection, geometry, material.sheenColor, material.sheenRoughness);\n #endif\n}\n\nvoid addDirectRadiance(vec3 incidentDirection, vec3 color, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n float attenuation = 1.0;\n\n #ifdef MATERIAL_ENABLE_CLEAR_COAT\n float clearCoatDotNL = saturate( dot( geometry.clearCoatNormal, incidentDirection ) );\n vec3 clearCoatIrradiance = clearCoatDotNL * color;\n\n reflectedLight.directSpecular += material.clearCoat * clearCoatIrradiance * BRDF_Specular_GGX( incidentDirection, geometry, material, geometry.clearCoatNormal, vec3( 0.04 ), material.clearCoatRoughness );\n attenuation -= material.clearCoat * F_Schlick(material.f0, geometry.clearCoatDotNV);\n #endif\n\n float dotNL = saturate( dot( geometry.normal, incidentDirection ) );\n vec3 irradiance = dotNL * color * PI;\n\n reflectedLight.directSpecular += attenuation * irradiance * BRDF_Specular_GGX( incidentDirection, geometry, material, geometry.normal, material.specularColor, material.roughness);\n reflectedLight.directDiffuse += attenuation * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n // Sheen Lobe\n sheenLobe(geometry, material, incidentDirection, attenuation * irradiance, reflectedLight.directDiffuse, reflectedLight.directSpecular);\n\n}\n\n#ifdef SCENE_DIRECT_LIGHT_COUNT\n\n void addDirectionalDirectLightRadiance(DirectLight directionalLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n vec3 color = directionalLight.color;\n vec3 direction = -directionalLight.direction;\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n }\n\n#endif\n\n#ifdef SCENE_POINT_LIGHT_COUNT\n\n\tvoid addPointDirectLightRadiance(PointLight pointLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tvec3 direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\n\t\tvec3 color = pointLight.color;\n\t\tcolor *= clamp(1.0 - pow(lightDistance/pointLight.distance, 4.0), 0.0, 1.0);\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n\t}\n\n#endif\n\n#ifdef SCENE_SPOT_LIGHT_COUNT\n\n\tvoid addSpotDirectLightRadiance(SpotLight spotLight, Geometry geometry, Material material, inout ReflectedLight reflectedLight) {\n\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tvec3 direction = normalize( lVector );\n\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( direction, -spotLight.direction );\n\n\t\tfloat spotEffect = smoothstep( spotLight.penumbraCos, spotLight.angleCos, angleCos );\n\t\tfloat decayEffect = clamp(1.0 - pow(lightDistance/spotLight.distance, 4.0), 0.0, 1.0);\n\n\t\tvec3 color = spotLight.color;\n\t\tcolor *= spotEffect * decayEffect;\n\n\t\taddDirectRadiance( direction, color, geometry, material, reflectedLight );\n\n\t}\n\n#endif\n\nvoid addTotalDirectRadiance(Geometry geometry, Material material, inout ReflectedLight reflectedLight){\n float shadowAttenuation = 1.0;\n\n #ifdef SCENE_DIRECT_LIGHT_COUNT\n shadowAttenuation = 1.0;\n #ifdef SCENE_IS_CALCULATE_SHADOWS\n shadowAttenuation *= sampleShadowMap();\n #endif\n\n DirectLight directionalLight;\n for ( int i = 0; i < SCENE_DIRECT_LIGHT_COUNT; i ++ ) {\n // warning: use `continue` syntax may trigger flickering bug in safri 16.1.\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_DirectLightCullingMask[i])){\n directionalLight.color = scene_DirectLightColor[i];\n #ifdef SCENE_IS_CALCULATE_SHADOWS\n if (i == 0) { // Sun light index is always 0\n directionalLight.color *= shadowAttenuation;\n }\n #endif\n directionalLight.direction = scene_DirectLightDirection[i];\n addDirectionalDirectLightRadiance( directionalLight, geometry, material, reflectedLight );\n }\n }\n\n #endif\n\n #ifdef SCENE_POINT_LIGHT_COUNT\n\n PointLight pointLight;\n\n for ( int i = 0; i < SCENE_POINT_LIGHT_COUNT; i ++ ) {\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_PointLightCullingMask[i])){\n pointLight.color = scene_PointLightColor[i];\n pointLight.position = scene_PointLightPosition[i];\n pointLight.distance = scene_PointLightDistance[i];\n\n addPointDirectLightRadiance( pointLight, geometry, material, reflectedLight );\n } \n }\n\n #endif\n\n #ifdef SCENE_SPOT_LIGHT_COUNT\n\n SpotLight spotLight;\n\n for ( int i = 0; i < SCENE_SPOT_LIGHT_COUNT; i ++ ) {\n if(!isRendererCulledByLight(renderer_Layer.xy, scene_SpotLightCullingMask[i])){\n spotLight.color = scene_SpotLightColor[i];\n spotLight.position = scene_SpotLightPosition[i];\n spotLight.direction = scene_SpotLightDirection[i];\n spotLight.distance = scene_SpotLightDistance[i];\n spotLight.angleCos = scene_SpotLightAngleCos[i];\n spotLight.penumbraCos = scene_SpotLightPenumbraCos[i];\n\n addSpotDirectLightRadiance( spotLight, geometry, material, reflectedLight );\n } \n }\n\n #endif\n}"; // eslint-disable-line
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- var ibl_frag_define = "#define GLSLIFY 1\n// ------------------------Diffuse------------------------\n\n// sh need be pre-scaled in CPU.\nvec3 getLightProbeIrradiance(vec3 sh[9], vec3 normal){\n normal.x = -normal.x;\n vec3 result = sh[0] +\n\n sh[1] * (normal.y) +\n sh[2] * (normal.z) +\n sh[3] * (normal.x) +\n\n sh[4] * (normal.y * normal.x) +\n sh[5] * (normal.y * normal.z) +\n sh[6] * (3.0 * normal.z * normal.z - 1.0) +\n sh[7] * (normal.z * normal.x) +\n sh[8] * (normal.x * normal.x - normal.y * normal.y);\n \n return max(result, vec3(0.0));\n\n}\n\n// ------------------------Specular------------------------\n\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\nvec3 envBRDFApprox(vec3 specularColor,float roughness, float dotNV ) {\n\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\n vec4 r = roughness * c0 + c1;\n\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\n vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\n return specularColor * AB.x + AB.y;\n}\n\nfloat getSpecularMIPLevel(float roughness, int maxMIPLevel ) {\n return roughness * float(maxMIPLevel);\n}\n\nvec3 getReflectedVector(Geometry geometry, vec3 n) {\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n vec3 r = reflect(-geometry.viewDir, geometry.anisotropicN);\n #else\n vec3 r = reflect(-geometry.viewDir, n);\n #endif\n\n return r;\n}\n\nvec3 getLightProbeRadiance(Geometry geometry, vec3 normal, float roughness, int maxMIPLevel, float specularIntensity) {\n\n #ifndef SCENE_USE_SPECULAR_ENV\n return vec3(0);\n #else\n vec3 reflectVec = getReflectedVector(geometry, normal);\n reflectVec.x = -reflectVec.x; // TextureCube is left-hand,so x need inverse\n \n float specularMIPLevel = getSpecularMIPLevel(roughness, maxMIPLevel );\n\n #ifdef HAS_TEX_LOD\n vec4 envMapColor = textureCubeLodEXT( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #endif\n\n #ifdef SCENE_IS_DECODE_ENV_RGBM\n envMapColor.rgb = RGBMToLinear(envMapColor, 5.0).rgb;\n #ifdef ENGINE_IS_COLORSPACE_GAMMA\n envMapColor = linearToGamma(envMapColor);\n #endif\n #else\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n envMapColor = gammaToLinear(envMapColor);\n #endif\n #endif\n \n return envMapColor.rgb * specularIntensity;\n\n #endif\n\n}"; // eslint-disable-line
7288
+ var ibl_frag_define = "#define GLSLIFY 1\n// ------------------------Diffuse------------------------\n\n// sh need be pre-scaled in CPU.\nvec3 getLightProbeIrradiance(vec3 sh[9], vec3 normal){\n normal.x = -normal.x;\n vec3 result = sh[0] +\n\n sh[1] * (normal.y) +\n sh[2] * (normal.z) +\n sh[3] * (normal.x) +\n\n sh[4] * (normal.y * normal.x) +\n sh[5] * (normal.y * normal.z) +\n sh[6] * (3.0 * normal.z * normal.z - 1.0) +\n sh[7] * (normal.z * normal.x) +\n sh[8] * (normal.x * normal.x - normal.y * normal.y);\n \n return max(result, vec3(0.0));\n\n}\n\n// ------------------------Specular------------------------\n\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\nvec3 envBRDFApprox(vec3 specularColor,float roughness, float dotNV ) {\n\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\n vec4 r = roughness * c0 + c1;\n\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\n vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\n return specularColor * AB.x + AB.y;\n}\n\nfloat getSpecularMIPLevel(float roughness, int maxMIPLevel ) {\n return roughness * float(maxMIPLevel);\n}\n\nvec3 getReflectedVector(Geometry geometry, vec3 n) {\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n vec3 r = reflect(-geometry.viewDir, geometry.anisotropicN);\n #else\n vec3 r = reflect(-geometry.viewDir, n);\n #endif\n\n return r;\n}\n\nvec3 getLightProbeRadiance(Geometry geometry, vec3 normal, float roughness, int maxMIPLevel, float specularIntensity) {\n\n #ifndef SCENE_USE_SPECULAR_ENV\n return vec3(0);\n #else\n vec3 reflectVec = getReflectedVector(geometry, normal);\n reflectVec.x = -reflectVec.x; // TextureCube is left-hand,so x need inverse\n \n float specularMIPLevel = getSpecularMIPLevel(roughness, maxMIPLevel );\n\n #ifdef HAS_TEX_LOD\n vec4 envMapColor = textureCubeLodEXT( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( scene_EnvSpecularSampler, reflectVec, specularMIPLevel );\n #endif\n\n #ifdef SCENE_IS_DECODE_ENV_RGBM\n envMapColor.rgb = RGBMToLinear(envMapColor, 5.0).rgb;\n #ifdef ENGINE_IS_COLORSPACE_GAMMA\n envMapColor = linearToGamma(envMapColor);\n #endif\n #else\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n envMapColor = gammaToLinear(envMapColor);\n #endif\n #endif\n \n return envMapColor.rgb * specularIntensity;\n\n #endif\n\n}\n\nvoid evaluateSheenIBL(Geometry geometry, Material material, float radianceAttenuation, inout vec3 diffuseColor, inout vec3 specularColor){\n #ifdef MATERIAL_ENABLE_SHEEN\n diffuseColor *= material.sheenScaling;\n specularColor *= material.sheenScaling;\n\n vec3 reflectance = material.specularAO * radianceAttenuation * material.approxIBLSheenDG * material.sheenColor;\n specularColor += reflectance;\n #endif\n}"; // eslint-disable-line
7289
7289
 
7290
- var pbr_frag = "#define GLSLIFY 1\nGeometry geometry;\nMaterial material;\nReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\ninitGeometry(geometry, gl_FrontFacing);\ninitMaterial(material, geometry);\n\n// Direct Light\naddTotalDirectRadiance(geometry, material, reflectedLight);\n\n// IBL diffuse\n#ifdef SCENE_USE_SH\n vec3 irradiance = getLightProbeIrradiance(scene_EnvSH, geometry.normal);\n #ifdef ENGINE_IS_COLORSPACE_GAMMA\n irradiance = linearToGamma(vec4(irradiance, 1.0)).rgb;\n #endif\n irradiance *= scene_EnvMapLight.diffuseIntensity;\n#else\n vec3 irradiance = scene_EnvMapLight.diffuse * scene_EnvMapLight.diffuseIntensity;\n irradiance *= PI;\n#endif\n\nreflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n// IBL specular\nvec3 radiance = getLightProbeRadiance(geometry, geometry.normal, material.roughness, int(scene_EnvMapLight.mipMapLevel), scene_EnvMapLight.specularIntensity);\nfloat radianceAttenuation = 1.0;\n\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\n vec3 clearCoatRadiance = getLightProbeRadiance( geometry, geometry.clearCoatNormal, material.clearCoatRoughness, int(scene_EnvMapLight.mipMapLevel), scene_EnvMapLight.specularIntensity );\n\n reflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * envBRDFApprox(vec3( 0.04 ), material.clearCoatRoughness, geometry.clearCoatDotNV);\n radianceAttenuation -= material.clearCoat * F_Schlick(material.f0, geometry.clearCoatDotNV);\n#endif\n\nreflectedLight.indirectSpecular += radianceAttenuation * radiance * envBRDFApprox(material.specularColor, material.roughness, geometry.dotNV );\n\n// Occlusion\n#ifdef MATERIAL_HAS_OCCLUSION_TEXTURE\n vec2 aoUV = v_uv;\n #ifdef RENDERER_HAS_UV1\n if(material_OcclusionTextureCoord == 1.0){\n aoUV = v_uv1;\n }\n #endif\n float ambientOcclusion = (texture2D(material_OcclusionTexture, aoUV).r - 1.0) * material_OcclusionIntensity + 1.0;\n reflectedLight.indirectDiffuse *= ambientOcclusion;\n #ifdef SCENE_USE_SPECULAR_ENV\n reflectedLight.indirectSpecular *= computeSpecularOcclusion(ambientOcclusion, material.roughness, geometry.dotNV);\n #endif\n#endif\n\n// Emissive\nvec3 emissiveRadiance = material_EmissiveColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n vec4 emissiveColor = texture2D(material_EmissiveTexture, v_uv);\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n emissiveColor = gammaToLinear(emissiveColor);\n #endif\n emissiveRadiance *= emissiveColor.rgb;\n#endif\n\n// Total\nvec3 totalRadiance = reflectedLight.directDiffuse + \n reflectedLight.indirectDiffuse + \n reflectedLight.directSpecular + \n reflectedLight.indirectSpecular + \n emissiveRadiance;\n\nvec4 targetColor =vec4(totalRadiance, material.opacity);\ngl_FragColor = targetColor;\n"; // eslint-disable-line
7290
+ var pbr_frag = "#define GLSLIFY 1\nGeometry geometry;\nMaterial material;\nReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\ninitGeometry(geometry, gl_FrontFacing);\ninitMaterial(material, geometry);\n\n// Direct Light\naddTotalDirectRadiance(geometry, material, reflectedLight);\n\n// IBL diffuse\n#ifdef SCENE_USE_SH\n vec3 irradiance = getLightProbeIrradiance(scene_EnvSH, geometry.normal);\n #ifdef ENGINE_IS_COLORSPACE_GAMMA\n irradiance = linearToGamma(vec4(irradiance, 1.0)).rgb;\n #endif\n irradiance *= scene_EnvMapLight.diffuseIntensity;\n#else\n vec3 irradiance = scene_EnvMapLight.diffuse * scene_EnvMapLight.diffuseIntensity;\n irradiance *= PI;\n#endif\n\nreflectedLight.indirectDiffuse += material.diffuseAO * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\n// IBL specular\nvec3 radiance = getLightProbeRadiance(geometry, geometry.normal, material.roughness, int(scene_EnvMapLight.mipMapLevel), scene_EnvMapLight.specularIntensity);\nfloat radianceAttenuation = 1.0;\n\n// IBL Clear Coat\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\n vec3 clearCoatRadiance = getLightProbeRadiance( geometry, geometry.clearCoatNormal, material.clearCoatRoughness, int(scene_EnvMapLight.mipMapLevel), scene_EnvMapLight.specularIntensity );\n\n reflectedLight.indirectSpecular += material.specularAO * clearCoatRadiance * material.clearCoat * envBRDFApprox(vec3( 0.04 ), material.clearCoatRoughness, geometry.clearCoatDotNV);\n radianceAttenuation -= material.clearCoat * F_Schlick(material.f0, geometry.clearCoatDotNV);\n#endif\n\n#ifdef MATERIAL_ENABLE_IRIDESCENCE\n vec3 speculaColor = mix(material.specularColor, material.iridescenceSpecularColor, material.iridescenceFactor);\n#else\n vec3 speculaColor = material.specularColor;\n#endif\n\nreflectedLight.indirectSpecular += material.specularAO * radianceAttenuation * radiance * envBRDFApprox(speculaColor, material.roughness, geometry.dotNV);\n\n// IBL Sheen\nevaluateSheenIBL(geometry, material, radianceAttenuation, reflectedLight.indirectDiffuse, reflectedLight.indirectSpecular);\n\n// Final color\nvec3 totalDiffuseColor = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\nvec3 totalSpecularColor = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\n#ifdef MATERIAL_ENABLE_TRANSMISSION \n vec3 refractionTransmitted = evaluateTransmission(geometry, material);\n totalDiffuseColor = mix(totalDiffuseColor, refractionTransmitted, material.transmission);\n#endif\n\nvec4 finalColor = vec4(totalDiffuseColor + totalSpecularColor, material.opacity);\n\n// Emissive\nvec3 emissiveRadiance = material_EmissiveColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n vec4 emissiveColor = texture2D(material_EmissiveTexture, v_uv);\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n emissiveColor = gammaToLinear(emissiveColor);\n #endif\n emissiveRadiance *= emissiveColor.rgb;\n#endif\n\nfinalColor.rgb += emissiveRadiance;\n\ngl_FragColor = finalColor;\n"; // eslint-disable-line
7291
+
7292
+ var btdf = "#define GLSLIFY 1\n#include <refraction>\n\n#ifdef MATERIAL_ENABLE_TRANSMISSION \n uniform sampler2D camera_OpaqueTexture;\n vec3 evaluateTransmission(Geometry geometry, Material material) {\n RefractionModelResult ray;\n #if REFRACTION_MODE == 0 \n // RefractionMode.Sphere\n refractionModelSphere(-geometry.viewDir, geometry.position, geometry.normal, material.IOR, material.thickness, ray);\n #elif REFRACTION_MODE == 1\n // RefractionMode.Planar\n refractionModelPlanar(-geometry.viewDir, geometry.position, geometry.normal, material.IOR, material.thickness, ray);\n #endif\n\n vec3 refractedRayExit = ray.positionExit;\n\n // We calculate the screen space position of the refracted point\n vec4 samplingPositionNDC = camera_ProjMat * camera_ViewMat * vec4( refractedRayExit, 1.0 );\n vec2 refractionCoords = (samplingPositionNDC.xy / samplingPositionNDC.w) * 0.5 + 0.5;\n\n // Sample the opaque texture to get the transmitted light\n vec3 refractionTransmitted = texture2D(camera_OpaqueTexture, refractionCoords).rgb;\n refractionTransmitted *= material.diffuseColor;\n \n // Use specularFGD as an approximation of the fresnel effect\n // https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf\n refractionTransmitted *= (1.0 - material.envSpecularDFG);\n\n #ifdef MATERIAL_HAS_THICKNESS\n // Absorption coefficient from Disney: http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf\n vec3 transmittance = min(vec3(1.0), exp(-material.absorptionCoefficient * ray.transmissionLength));\n refractionTransmitted *= transmittance;\n #endif\n \n return refractionTransmitted;\n }\n#endif"; // eslint-disable-line
7293
+
7294
+ var refraction = "#define GLSLIFY 1\n#ifdef MATERIAL_ENABLE_TRANSMISSION \n\tstruct RefractionModelResult {\n\t float transmissionLength; // length of the transmission during refraction through the shape\n\t vec3 positionExit; // out ray position\n\t // vec3 directionExit; // out ray direction\n\t};\n\n\t//https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@15.0/manual/refraction-models.html\n\t void refractionModelSphere(vec3 V, vec3 positionWS, vec3 normalWS, float ior, float thickness, out RefractionModelResult ray) {\n\t // Refracted ray\n\t vec3 R1 = refract(V, normalWS, 1.0 / ior);\n\t // Center of the tangent sphere\n\t // vec3 C = positionWS - normalWS * thickness * 0.5;\n\n\t // Second refraction (tangent sphere out)\n\t float dist = dot(-normalWS, R1) * thickness;\n\t // Out hit point in the tangent sphere\n\t vec3 P1 = positionWS + R1 * dist;\n\t // Out normal\n\t // vec3 N1 = safeNormalize(C - P1);\n\t // Out refracted ray\n\t // vec3 R2 = refract(R1, N1, ior);\n\n\t ray.transmissionLength = dist;\n\t ray.positionExit = P1;\n\t // ray.directionExit = R2; \n\t}\n\n\tvoid refractionModelPlanar(vec3 V, vec3 positionWS, vec3 normalWS, float ior, float thickness, out RefractionModelResult ray) {\n\t // Refracted ray\n\t vec3 R = refract(V, normalWS, 1.0 / ior);\n\t // Optical depth within the thin plane\n\t float dist = thickness / max(dot(-normalWS, R), 1e-5f);\n\n\t ray.transmissionLength = dist;\n\t ray.positionExit = vec3(positionWS + R * dist);\n\t // ray.directionExit = V;\n\t}\n\n#endif"; // eslint-disable-line
7291
7295
 
7292
7296
  var PBRShaderLib = {
7293
7297
  pbr_frag_define: pbr_frag_define,
@@ -7295,7 +7299,9 @@ var PBRShaderLib = {
7295
7299
  brdf: brdf,
7296
7300
  direct_irradiance_frag_define: direct_irradiance_frag_define,
7297
7301
  ibl_frag_define: ibl_frag_define,
7298
- pbr_frag: pbr_frag
7302
+ pbr_frag: pbr_frag,
7303
+ btdf: btdf,
7304
+ refraction: refraction
7299
7305
  };
7300
7306
 
7301
7307
  var ShadowCoord = "#define GLSLIFY 1\nuniform mat4 scene_ShadowMatrices[SCENE_SHADOW_CASCADED_COUNT + 1];\nuniform vec4 scene_ShadowSplitSpheres[4];\n\nmediump int computeCascadeIndex(vec3 positionWS) {\n vec3 fromCenter0 = positionWS - scene_ShadowSplitSpheres[0].xyz;\n vec3 fromCenter1 = positionWS - scene_ShadowSplitSpheres[1].xyz;\n vec3 fromCenter2 = positionWS - scene_ShadowSplitSpheres[2].xyz;\n vec3 fromCenter3 = positionWS - scene_ShadowSplitSpheres[3].xyz;\n\n mediump vec4 comparison = vec4(\n dot(fromCenter0, fromCenter0) < scene_ShadowSplitSpheres[0].w,\n dot(fromCenter1, fromCenter1) < scene_ShadowSplitSpheres[1].w,\n dot(fromCenter2, fromCenter2) < scene_ShadowSplitSpheres[2].w,\n dot(fromCenter3, fromCenter3) < scene_ShadowSplitSpheres[3].w);\n comparison.yzw = clamp(comparison.yzw - comparison.xyz,0.0,1.0);//keep the nearest\n mediump vec4 indexCoefficient = vec4(4.0,3.0,2.0,1.0);\n mediump int index = 4 - int(dot(comparison, indexCoefficient));\n return index;\n}\n\nvec3 getShadowCoord() {\n #if SCENE_SHADOW_CASCADED_COUNT == 1\n mediump int cascadeIndex = 0;\n #else\n mediump int cascadeIndex = computeCascadeIndex(v_pos);\n #endif\n\n #ifdef GRAPHICS_API_WEBGL2\n mat4 shadowMatrix = scene_ShadowMatrices[cascadeIndex];\n #else\n mat4 shadowMatrix;\n #if SCENE_SHADOW_CASCADED_COUNT == 4\n if (cascadeIndex == 0) {\n shadowMatrix = scene_ShadowMatrices[0];\n } else if (cascadeIndex == 1) {\n shadowMatrix = scene_ShadowMatrices[1];\n } else if (cascadeIndex == 2) {\n shadowMatrix = scene_ShadowMatrices[2];\n } else if (cascadeIndex == 3) {\n shadowMatrix = scene_ShadowMatrices[3];\n } else {\n shadowMatrix = scene_ShadowMatrices[4];\n }\n #endif\n #if SCENE_SHADOW_CASCADED_COUNT == 2\n if (cascadeIndex == 0) {\n shadowMatrix = scene_ShadowMatrices[0];\n } else if (cascadeIndex == 1) {\n shadowMatrix = scene_ShadowMatrices[1];\n } else {\n shadowMatrix = scene_ShadowMatrices[2];\n } \n #endif\n #if SCENE_SHADOW_CASCADED_COUNT == 1\n if (cascadeIndex == 0) {\n shadowMatrix = scene_ShadowMatrices[0];\n } else {\n shadowMatrix = scene_ShadowMatrices[1];\n } \n #endif\n #endif\n\n vec4 shadowCoord = shadowMatrix * vec4(v_pos, 1.0);\n return shadowCoord.xyz;\n}\n"; // eslint-disable-line
@@ -21837,9 +21843,9 @@ var Joint = /*#__PURE__*/ function(Component) {
21837
21843
  _this = Component.call(this, entity) || this, _this._colliderInfo = new JointColliderInfo(), _this._connectedColliderInfo = new JointColliderInfo(), _this._force = Infinity, _this._torque = Infinity, _this._automaticConnectedAnchor = true;
21838
21844
  //@ts-ignore
21839
21845
  _this._colliderInfo.anchor._onValueChanged = _this._updateActualAnchor.bind(_this, 1);
21840
- _this._updateConnectedActualAnchor = _this._updateActualAnchor.bind(_this, 2);
21846
+ _this._handleConnectedAnchorChanged = _this._handleConnectedAnchorChanged.bind(_this);
21841
21847
  //@ts-ignore
21842
- _this._connectedColliderInfo.anchor._onValueChanged = _this._updateConnectedActualAnchor;
21848
+ _this._connectedColliderInfo.anchor._onValueChanged = _this._handleConnectedAnchorChanged.bind(_this);
21843
21849
  _this._onSelfTransformChanged = _this._onSelfTransformChanged.bind(_this);
21844
21850
  _this._onConnectedTransformChanged = _this._onConnectedTransformChanged.bind(_this);
21845
21851
  // @ts-ignore
@@ -21885,6 +21891,8 @@ var Joint = /*#__PURE__*/ function(Component) {
21885
21891
  var connectedAnchor = connectedColliderInfo.anchor;
21886
21892
  var connectedActualAnchor = connectedColliderInfo.actualAnchor;
21887
21893
  var connectedCollider = connectedColliderInfo.collider;
21894
+ // @ts-ignore
21895
+ connectedAnchor._onValueChanged = null;
21888
21896
  if (connectedCollider) {
21889
21897
  var _connectedCollider_entity_transform = connectedCollider.entity.transform, connectedPos = _connectedCollider_entity_transform.worldPosition, connectedWorldScale = _connectedCollider_entity_transform.lossyWorldScale;
21890
21898
  Vector3.subtract(selfPos, connectedPos, Joint._tempVector3);
@@ -21894,6 +21902,16 @@ var Joint = /*#__PURE__*/ function(Component) {
21894
21902
  Vector3.add(selfPos, selfActualAnchor, connectedActualAnchor);
21895
21903
  connectedAnchor.copyFrom(connectedActualAnchor);
21896
21904
  }
21905
+ // @ts-ignore
21906
+ connectedAnchor._onValueChanged = this._handleConnectedAnchorChanged;
21907
+ this._updateActualAnchor(2);
21908
+ };
21909
+ _proto._handleConnectedAnchorChanged = function _handleConnectedAnchorChanged() {
21910
+ if (this._automaticConnectedAnchor) {
21911
+ console.warn("Cannot set connectedAnchor when automaticConnectedAnchor is true.");
21912
+ } else {
21913
+ this._updateActualAnchor(2);
21914
+ }
21897
21915
  };
21898
21916
  _proto._onSelfTransformChanged = function _onSelfTransformChanged(type) {
21899
21917
  if (type & TransformModifyFlags.WorldScale) {
@@ -21973,25 +21991,12 @@ var Joint = /*#__PURE__*/ function(Component) {
21973
21991
  * @remarks If connectedCollider is set, this anchor is relative offset, or the anchor is world position.
21974
21992
  * The connectedAnchor is automatically calculated, if you want to set it manually, please set automaticConnectedAnchor to false
21975
21993
  */ function get() {
21976
- var connectedColliderAnchor = this._connectedColliderInfo.anchor;
21977
- if (this._automaticConnectedAnchor) {
21978
- //@ts-ignore
21979
- connectedColliderAnchor._onValueChanged = null;
21980
- this._calculateConnectedAnchor();
21981
- //@ts-ignore
21982
- connectedColliderAnchor._onValueChanged = this._updateConnectedActualAnchor;
21983
- }
21984
- return connectedColliderAnchor;
21994
+ return this._connectedColliderInfo.anchor;
21985
21995
  },
21986
21996
  set: function set(value) {
21987
- if (this._automaticConnectedAnchor) {
21988
- console.warn("Cannot set connectedAnchor when automaticConnectedAnchor is true.");
21989
- return;
21990
- }
21991
21997
  var connectedAnchor = this._connectedColliderInfo.anchor;
21992
21998
  if (value !== connectedAnchor) {
21993
21999
  connectedAnchor.copyFrom(value);
21994
- this._updateActualAnchor(2);
21995
22000
  }
21996
22001
  }
21997
22002
  },
@@ -22112,7 +22117,7 @@ __decorate([
22112
22117
  ], Joint.prototype, "_nativeJoint", void 0);
22113
22118
  __decorate([
22114
22119
  ignoreClone
22115
- ], Joint.prototype, "_updateConnectedActualAnchor", void 0);
22120
+ ], Joint.prototype, "_handleConnectedAnchorChanged", null);
22116
22121
  __decorate([
22117
22122
  ignoreClone
22118
22123
  ], Joint.prototype, "_onSelfTransformChanged", null);
@@ -22174,6 +22179,9 @@ __decorate([
22174
22179
  _this = Joint.call(this, entity) || this, _this._axis = new Vector3(1, 0, 0), _this._hingeFlags = HingeJointFlag.None, _this._useSpring = false, _this._angle = 0, _this._velocity = 0;
22175
22180
  _this._onMotorChanged = _this._onMotorChanged.bind(_this);
22176
22181
  _this._onLimitsChanged = _this._onLimitsChanged.bind(_this);
22182
+ _this._onAxisChanged = _this._onAxisChanged.bind(_this);
22183
+ //@ts-ignore
22184
+ _this._axis._onValueChanged = _this._onAxisChanged;
22177
22185
  return _this;
22178
22186
  }
22179
22187
  var _proto = HingeJoint.prototype;
@@ -22222,20 +22230,27 @@ __decorate([
22222
22230
  }
22223
22231
  }
22224
22232
  };
22233
+ _proto._onAxisChanged = function _onAxisChanged() {
22234
+ var _this__nativeJoint;
22235
+ //@ts-ignore
22236
+ this._axis._onValueChanged = null;
22237
+ this._axis.normalize();
22238
+ (_this__nativeJoint = this._nativeJoint) == null ? void 0 : _this__nativeJoint.setAxis(this._axis);
22239
+ //@ts-ignore
22240
+ this._axis._onValueChanged = this._onAxisChanged;
22241
+ };
22225
22242
  _create_class(HingeJoint, [
22226
22243
  {
22227
22244
  key: "axis",
22228
22245
  get: /**
22229
- * The anchor rotation.
22246
+ * The Direction of the axis around which the hingeJoint.
22230
22247
  */ function get() {
22231
22248
  return this._axis;
22232
22249
  },
22233
22250
  set: function set(value) {
22234
22251
  var axis = this._axis;
22235
22252
  if (value !== axis) {
22236
- var _this__nativeJoint;
22237
22253
  axis.copyFrom(value);
22238
- (_this__nativeJoint = this._nativeJoint) == null ? void 0 : _this__nativeJoint.setAxis(axis);
22239
22254
  }
22240
22255
  }
22241
22256
  },
@@ -22359,6 +22374,9 @@ __decorate([
22359
22374
  __decorate([
22360
22375
  ignoreClone
22361
22376
  ], HingeJoint.prototype, "_onLimitsChanged", null);
22377
+ __decorate([
22378
+ ignoreClone
22379
+ ], HingeJoint.prototype, "_onAxisChanged", null);
22362
22380
 
22363
22381
  /**
22364
22382
  * A joint that maintains an upper or lower bound (or both) on the distance between two points on different objects.
@@ -24402,7 +24420,7 @@ var particleVs = "#define GLSLIFY 1\n#if defined(RENDERER_MODE_SPHERE_BILLBOARD)
24402
24420
 
24403
24421
  var pbrSpecularFs = "#define GLSLIFY 1\n#include <common>\n#include <camera_declare>\n\n#include <FogFragmentDeclaration>\n\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n\n#include <light_frag_define>\n\n#include <pbr_frag_define>\n#include <pbr_helper>\n\nvoid main() {\n #include <pbr_frag>\n #include <FogFragment>\n\n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n gl_FragColor = linearToGamma(gl_FragColor);\n #endif\n}\n"; // eslint-disable-line
24404
24422
 
24405
- var pbrFs = "#define GLSLIFY 1\n#define IS_METALLIC_WORKFLOW\n#include <common>\n#include <camera_declare>\n\n#include <FogFragmentDeclaration>\n\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n\n#include <light_frag_define>\n\n#include <pbr_frag_define>\n#include <pbr_helper>\n\nvoid main() {\n #include <pbr_frag>\n #include <FogFragment>\n \n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n gl_FragColor = linearToGamma(gl_FragColor);\n #endif\n}\n"; // eslint-disable-line
24423
+ var pbrFs = "#define GLSLIFY 1\n#define IS_METALLIC_WORKFLOW\n#include <common>\n#include <camera_declare>\n#include <transform_declare>\n\n#include <FogFragmentDeclaration>\n\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n\n#include <light_frag_define>\n\n#include <pbr_frag_define>\n#include <pbr_helper>\n\nvoid main() {\n #include <pbr_frag>\n #include <FogFragment>\n \n #ifndef ENGINE_IS_COLORSPACE_GAMMA\n gl_FragColor = linearToGamma(gl_FragColor);\n #endif\n}\n"; // eslint-disable-line
24406
24424
 
24407
24425
  var pbrVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\n#include <uv_share>\n#include <color_share>\n#include <normal_share>\n#include <worldpos_share>\n\n#include <ShadowVertexDeclaration>\n#include <FogVertexDeclaration>\n\nvoid main() {\n\n #include <begin_position_vert>\n #include <begin_normal_vert>\n #include <blendShape_vert>\n #include <skinning_vert>\n #include <uv_vert>\n #include <color_vert>\n #include <normal_vert>\n #include <worldpos_vert>\n #include <position_vert>\n\n #include <ShadowVertex>\n #include <FogVertex>\n}\n"; // eslint-disable-line
24408
24426