@galacean/engine 0.0.0-experimental-0.9-plus.1 → 0.0.0-experimental-0.9-plus.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/browser.js CHANGED
@@ -6143,7 +6143,7 @@
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  var mobile_material_frag = "#define GLSLIFY 1\nuniform vec4 u_emissiveColor;uniform vec4 u_baseColor;uniform vec4 u_specularColor;uniform float u_shininess;uniform float u_normalIntensity;uniform float u_alphaCutoff;\n#ifdef EMISSIVETEXTURE\nuniform sampler2D u_emissiveTexture;\n#endif\n#ifdef BASETEXTURE\nuniform sampler2D u_baseTexture;\n#endif\n#ifdef O3_SPECULAR_TEXTURE\nuniform sampler2D u_specularTexture;\n#endif\n#ifdef NORMALTEXTURE\nuniform sampler2D u_normalTexture;\n#endif\n"; // eslint-disable-line
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  var begin_mobile_frag = "#define GLSLIFY 1\nvec4 ambient=vec4(0.0);vec4 emission=u_emissiveColor;vec4 diffuse=u_baseColor;vec4 specular=u_specularColor;\n#ifdef EMISSIVETEXTURE\nvec4 emissiveTextureColor=texture2D(u_emissiveTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nemissiveTextureColor=gammaToLinear(emissiveTextureColor);\n#endif\nemission*=emissiveTextureColor;\n#endif\n#ifdef BASETEXTURE\nvec4 diffuseTextureColor=texture2D(u_baseTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\ndiffuseTextureColor=gammaToLinear(diffuseTextureColor);\n#endif\ndiffuse*=diffuseTextureColor;\n#endif\n#ifdef O3_HAS_VERTEXCOLOR\ndiffuse*=v_color;\n#endif\n#ifdef O3_SPECULAR_TEXTURE\nvec4 specularTextureColor=texture2D(u_specularTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nspecularTextureColor=gammaToLinear(specularTextureColor);\n#endif\nspecular*=specularTextureColor;\n#endif\nambient=vec4(u_envMapLight.diffuse*u_envMapLight.diffuseIntensity,1.0)*diffuse;"; // eslint-disable-line
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  var begin_viewdir_frag = "#define GLSLIFY 1\n#ifdef O3_NEED_WORLDPOS\nvec3 V=normalize(u_cameraPos-v_pos);\n#endif\n"; // eslint-disable-line
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- var mobile_blinnphong_frag = "#define GLSLIFY 1\n#ifdef NORMALTEXTURE\nmat3 tbn=getTBN();vec3 N=getNormalByNormalTexture(tbn,u_normalTexture,u_normalIntensity,v_uv);\n#else\nvec3 N=getNormal();\n#endif\nvec3 lightDiffuse=vec3(0.0,0.0,0.0);vec3 lightSpecular=vec3(0.0,0.0,0.0);float shadowAttenuation=1.0;\n#ifdef O3_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef OASIS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();int sunIndex=int(u_shadowInfo.z);\n#endif\nDirectLight directionalLight;for(int i=0;i<O3_DIRECT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_directLightCullingMask[i]))continue;directionalLight.color=u_directLightColor[i];\n#ifdef OASIS_CALCULATE_SHADOWS\nif(i==sunIndex){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=u_directLightDirection[i];float d=max(dot(N,-directionalLight.direction),0.0);lightDiffuse+=directionalLight.color*d;vec3 halfDir=normalize(V-directionalLight.direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),u_shininess);lightSpecular+=directionalLight.color*s;}\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<O3_POINT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_pointLightCullingMask[i]))continue;pointLight.color=u_pointLightColor[i];pointLight.position=u_pointLightPosition[i];pointLight.distance=u_pointLightDistance[i];vec3 direction=v_pos-pointLight.position;float dist=length(direction);direction/=dist;float decay=clamp(1.0-pow(dist/pointLight.distance,4.0),0.0,1.0);float d=max(dot(N,-direction),0.0)*decay;lightDiffuse+=pointLight.color*d;vec3 halfDir=normalize(V-direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),u_shininess)*decay;lightSpecular+=pointLight.color*s;}\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<O3_SPOT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_spotLightCullingMask[i]))continue;spotLight.color=u_spotLightColor[i];spotLight.position=u_spotLightPosition[i];spotLight.direction=u_spotLightDirection[i];spotLight.distance=u_spotLightDistance[i];spotLight.angleCos=u_spotLightAngleCos[i];spotLight.penumbraCos=u_spotLightPenumbraCos[i];vec3 direction=spotLight.position-v_pos;float lightDistance=length(direction);direction/=lightDistance;float angleCos=dot(direction,-spotLight.direction);float decay=clamp(1.0-pow(lightDistance/spotLight.distance,4.0),0.0,1.0);float spotEffect=smoothstep(spotLight.penumbraCos,spotLight.angleCos,angleCos);float decayTotal=decay*spotEffect;float d=max(dot(N,direction),0.0)*decayTotal;lightDiffuse+=spotLight.color*d;vec3 halfDir=normalize(V+direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),u_shininess)*decayTotal;lightSpecular+=spotLight.color*s;}\n#endif\ndiffuse*=vec4(lightDiffuse,1.0);specular*=vec4(lightSpecular,1.0);\n#ifdef ALPHA_CUTOFF\nif(diffuse.a<u_alphaCutoff){discard;}\n#endif\n"; // eslint-disable-line
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+ var mobile_blinnphong_frag = "#define GLSLIFY 1\n#ifdef NORMALTEXTURE\nmat3 tbn=getTBN(gl_FrontFacing);vec3 N=getNormalByNormalTexture(tbn,u_normalTexture,u_normalIntensity,v_uv,gl_FrontFacing);\n#else\nvec3 N=getNormal(gl_FrontFacing);\n#endif\nvec3 lightDiffuse=vec3(0.0,0.0,0.0);vec3 lightSpecular=vec3(0.0,0.0,0.0);float shadowAttenuation=1.0;\n#ifdef O3_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef OASIS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();int sunIndex=int(u_shadowInfo.z);\n#endif\nDirectLight directionalLight;for(int i=0;i<O3_DIRECT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_directLightCullingMask[i]))continue;directionalLight.color=u_directLightColor[i];\n#ifdef OASIS_CALCULATE_SHADOWS\nif(i==sunIndex){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=u_directLightDirection[i];float d=max(dot(N,-directionalLight.direction),0.0);lightDiffuse+=directionalLight.color*d;vec3 halfDir=normalize(V-directionalLight.direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),u_shininess);lightSpecular+=directionalLight.color*s;}\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<O3_POINT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_pointLightCullingMask[i]))continue;pointLight.color=u_pointLightColor[i];pointLight.position=u_pointLightPosition[i];pointLight.distance=u_pointLightDistance[i];vec3 direction=v_pos-pointLight.position;float dist=length(direction);direction/=dist;float decay=clamp(1.0-pow(dist/pointLight.distance,4.0),0.0,1.0);float d=max(dot(N,-direction),0.0)*decay;lightDiffuse+=pointLight.color*d;vec3 halfDir=normalize(V-direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),u_shininess)*decay;lightSpecular+=pointLight.color*s;}\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<O3_SPOT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_spotLightCullingMask[i]))continue;spotLight.color=u_spotLightColor[i];spotLight.position=u_spotLightPosition[i];spotLight.direction=u_spotLightDirection[i];spotLight.distance=u_spotLightDistance[i];spotLight.angleCos=u_spotLightAngleCos[i];spotLight.penumbraCos=u_spotLightPenumbraCos[i];vec3 direction=spotLight.position-v_pos;float lightDistance=length(direction);direction/=lightDistance;float angleCos=dot(direction,-spotLight.direction);float decay=clamp(1.0-pow(lightDistance/spotLight.distance,4.0),0.0,1.0);float spotEffect=smoothstep(spotLight.penumbraCos,spotLight.angleCos,angleCos);float decayTotal=decay*spotEffect;float d=max(dot(N,direction),0.0)*decayTotal;lightDiffuse+=spotLight.color*d;vec3 halfDir=normalize(V+direction);float s=pow(clamp(dot(N,halfDir),0.0,1.0),u_shininess)*decayTotal;lightSpecular+=spotLight.color*s;}\n#endif\ndiffuse*=vec4(lightDiffuse,1.0);specular*=vec4(lightSpecular,1.0);\n#ifdef ALPHA_CUTOFF\nif(diffuse.a<u_alphaCutoff){discard;}\n#endif\n"; // eslint-disable-line
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  var noise_cellular = "#define GLSLIFY 1\n#include <noise_cellular_2D>\n#include <noise_cellular_3D>\n#include <noise_cellular_2x2>\n#include <noise_cellular_2x2x2>\n"; // eslint-disable-line
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  var noise_cellular_2D = "#define GLSLIFY 1\nvec2 cellular(vec2 P){vec2 Pi=mod289(floor(P));vec2 Pf=fract(P);vec3 oi=vec3(-1.0,0.0,1.0);vec3 of=vec3(-0.5,0.5,1.5);vec3 px=permute(Pi.x+oi);vec3 p=permute(px.x+Pi.y+oi);vec3 ox=fract(p*K)-Ko;vec3 oy=mod7(floor(p*K))*K-Ko;vec3 dx=Pf.x+0.5+jitter*ox;vec3 dy=Pf.y-of+jitter*oy;vec3 d1=dx*dx+dy*dy;p=permute(px.y+Pi.y+oi);ox=fract(p*K)-Ko;oy=mod7(floor(p*K))*K-Ko;dx=Pf.x-0.5+jitter*ox;dy=Pf.y-of+jitter*oy;vec3 d2=dx*dx+dy*dy;p=permute(px.z+Pi.y+oi);ox=fract(p*K)-Ko;oy=mod7(floor(p*K))*K-Ko;dx=Pf.x-1.5+jitter*ox;dy=Pf.y-of+jitter*oy;vec3 d3=dx*dx+dy*dy;vec3 d1a=min(d1,d2);d2=max(d1,d2);d2=min(d2,d3);d1=min(d1a,d2);d2=max(d1a,d2);d1.xy=(d1.x<d1.y)? d1.xy : d1.yx;d1.xz=(d1.x<d1.z)? d1.xz : d1.zx;d1.yz=min(d1.yz,d2.yz);d1.y=min(d1.y,d1.z);d1.y=min(d1.y,d2.x);return sqrt(d1.xy);}"; // eslint-disable-line
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  var noise_cellular_2x2 = "#define GLSLIFY 1\nvec2 cellular2x2(vec2 P){vec2 Pi=mod289(floor(P));vec2 Pf=fract(P);vec4 Pfx=Pf.x+vec4(-0.5,-1.5,-0.5,-1.5);vec4 Pfy=Pf.y+vec4(-0.5,-0.5,-1.5,-1.5);vec4 p=permute(Pi.x+vec4(0.0,1.0,0.0,1.0));p=permute(p+Pi.y+vec4(0.0,0.0,1.0,1.0));vec4 ox=mod7(p)*K+Kd2;vec4 oy=mod7(floor(p*K))*K+Kd2;vec4 dx=Pfx+jitter1*ox;vec4 dy=Pfy+jitter1*oy;vec4 d=dx*dx+dy*dy;d.xy=(d.x<d.y)? d.xy : d.yx;d.xz=(d.x<d.z)? d.xz : d.zx;d.xw=(d.x<d.w)? d.xw : d.wx;d.y=min(d.y,d.z);d.y=min(d.y,d.w);return sqrt(d.xy);}"; // eslint-disable-line
@@ -6161,11 +6161,11 @@
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  var noise_simplex_3D_grad = "#define GLSLIFY 1\nfloat simplex(vec3 v,out vec3 gradient){const vec2 C=vec2(1.0/6.0,1.0/3.0);const vec4 D=vec4(0.0,0.5,1.0,2.0);vec3 i=floor(v+dot(v,C.yyy));vec3 x0=v-i+dot(i,C.xxx);vec3 g=step(x0.yzx,x0.xyz);vec3 l=1.0-g;vec3 i1=min(g.xyz,l.zxy);vec3 i2=max(g.xyz,l.zxy);vec3 x1=x0-i1+C.xxx;vec3 x2=x0-i2+C.yyy;vec3 x3=x0-D.yyy;i=mod289(i);vec4 p=permute(permute(permute(i.z+vec4(0.0,i1.z,i2.z,1.0))+i.y+vec4(0.0,i1.y,i2.y,1.0))+i.x+vec4(0.0,i1.x,i2.x,1.0));float n_=0.142857142857;vec3 ns=n_*D.wyz-D.xzx;vec4 j=p-49.0*floor(p*ns.z*ns.z);vec4 x_=floor(j*ns.z);vec4 y_=floor(j-7.0*x_);vec4 x=x_*ns.x+ns.yyyy;vec4 y=y_*ns.x+ns.yyyy;vec4 h=1.0-abs(x)-abs(y);vec4 b0=vec4(x.xy,y.xy);vec4 b1=vec4(x.zw,y.zw);vec4 s0=floor(b0)*2.0+1.0;vec4 s1=floor(b1)*2.0+1.0;vec4 sh=-step(h,vec4(0.0));vec4 a0=b0.xzyw+s0.xzyw*sh.xxyy;vec4 a1=b1.xzyw+s1.xzyw*sh.zzww;vec3 p0=vec3(a0.xy,h.x);vec3 p1=vec3(a0.zw,h.y);vec3 p2=vec3(a1.xy,h.z);vec3 p3=vec3(a1.zw,h.w);vec4 norm=taylorInvSqrt(vec4(dot(p0,p0),dot(p1,p1),dot(p2,p2),dot(p3,p3)));p0*=norm.x;p1*=norm.y;p2*=norm.z;p3*=norm.w;vec4 m=max(0.6-vec4(dot(x0,x0),dot(x1,x1),dot(x2,x2),dot(x3,x3)),0.0);vec4 m2=m*m;vec4 m4=m2*m2;vec4 pdotx=vec4(dot(p0,x0),dot(p1,x1),dot(p2,x2),dot(p3,x3));vec4 temp=m2*m*pdotx;gradient=-8.0*(temp.x*x0+temp.y*x1+temp.z*x2+temp.w*x3);gradient+=m4.x*p0+m4.y*p1+m4.z*p2+m4.w*p3;gradient*=42.0;return 42.0*dot(m4,pdotx);}"; // eslint-disable-line
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  var noise_simplex_4D = "#define GLSLIFY 1\nvec4 grad4(float j,vec4 ip){const vec4 ones=vec4(1.0,1.0,1.0,-1.0);vec4 p,s;p.xyz=floor(fract(vec3(j)*ip.xyz)*7.0)*ip.z-1.0;p.w=1.5-dot(abs(p.xyz),ones.xyz);s=vec4(lessThan(p,vec4(0.0)));p.xyz=p.xyz+(s.xyz*2.0-1.0)*s.www;return p;}\n#define F4 0.309016994374947451\nfloat simplex(vec4 v){const vec4 C=vec4(0.138196601125011,0.276393202250021,0.414589803375032,-0.447213595499958);vec4 i=floor(v+dot(v,vec4(F4)));vec4 x0=v-i+dot(i,C.xxxx);vec4 i0;vec3 isX=step(x0.yzw,x0.xxx);vec3 isYZ=step(x0.zww,x0.yyz);i0.x=isX.x+isX.y+isX.z;i0.yzw=1.0-isX;i0.y+=isYZ.x+isYZ.y;i0.zw+=1.0-isYZ.xy;i0.z+=isYZ.z;i0.w+=1.0-isYZ.z;vec4 i3=clamp(i0,0.0,1.0);vec4 i2=clamp(i0-1.0,0.0,1.0);vec4 i1=clamp(i0-2.0,0.0,1.0);vec4 x1=x0-i1+C.xxxx;vec4 x2=x0-i2+C.yyyy;vec4 x3=x0-i3+C.zzzz;vec4 x4=x0+C.wwww;i=mod289(i);float j0=permute(permute(permute(permute(i.w)+i.z)+i.y)+i.x);vec4 j1=permute(permute(permute(permute(i.w+vec4(i1.w,i2.w,i3.w,1.0))+i.z+vec4(i1.z,i2.z,i3.z,1.0))+i.y+vec4(i1.y,i2.y,i3.y,1.0))+i.x+vec4(i1.x,i2.x,i3.x,1.0));vec4 ip=vec4(1.0/294.0,1.0/49.0,1.0/7.0,0.0);vec4 p0=grad4(j0,ip);vec4 p1=grad4(j1.x,ip);vec4 p2=grad4(j1.y,ip);vec4 p3=grad4(j1.z,ip);vec4 p4=grad4(j1.w,ip);vec4 norm=taylorInvSqrt(vec4(dot(p0,p0),dot(p1,p1),dot(p2,p2),dot(p3,p3)));p0*=norm.x;p1*=norm.y;p2*=norm.z;p3*=norm.w;p4*=taylorInvSqrt(dot(p4,p4));vec3 m0=max(0.6-vec3(dot(x0,x0),dot(x1,x1),dot(x2,x2)),0.0);vec2 m1=max(0.6-vec2(dot(x3,x3),dot(x4,x4)),0.0);m0=m0*m0;m1=m1*m1;return 49.0*(dot(m0*m0,vec3(dot(p0,x0),dot(p1,x1),dot(p2,x2)))+dot(m1*m1,vec2(dot(p3,x3),dot(p4,x4))));}"; // eslint-disable-line
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  var pbr_frag_define = "#define GLSLIFY 1\nuniform float u_alphaCutoff;uniform vec4 u_baseColor;uniform float u_metal;uniform float u_roughness;uniform vec3 u_PBRSpecularColor;uniform float u_glossiness;uniform vec3 u_emissiveColor;\n#ifdef CLEARCOAT\nuniform float u_clearCoat;uniform float u_clearCoatRoughness;\n#endif\nuniform float u_normalIntensity;uniform float u_occlusionIntensity;uniform float u_occlusionTextureCoord;\n#ifdef BASETEXTURE\nuniform sampler2D u_baseTexture;\n#endif\n#ifdef NORMALTEXTURE\nuniform sampler2D u_normalTexture;\n#endif\n#ifdef EMISSIVETEXTURE\nuniform sampler2D u_emissiveTexture;\n#endif\n#ifdef ROUGHNESSMETALLICTEXTURE\nuniform sampler2D u_roughnessMetallicTexture;\n#endif\n#ifdef SPECULARGLOSSINESSTEXTURE\nuniform sampler2D u_specularGlossinessTexture;\n#endif\n#ifdef OCCLUSIONTEXTURE\nuniform sampler2D u_occlusionTexture;\n#endif\n#ifdef HAS_CLEARCOATTEXTURE\nuniform sampler2D u_clearCoatTexture;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSTEXTURE\nuniform sampler2D u_clearCoatRoughnessTexture;\n#endif\n#ifdef HAS_CLEARCOATNORMALTEXTURE\nuniform sampler2D u_clearCoatNormalTexture;\n#endif\nstruct ReflectedLight{vec3 directDiffuse;vec3 directSpecular;vec3 indirectDiffuse;vec3 indirectSpecular;};struct Geometry{vec3 position;vec3 normal;vec3 viewDir;float dotNV;\n#ifdef CLEARCOAT\nvec3 clearCoatNormal;float clearCoatDotNV;\n#endif\n};struct Material{vec3 diffuseColor;float roughness;vec3 specularColor;float opacity;\n#ifdef CLEARCOAT\nfloat clearCoat;float clearCoatRoughness;\n#endif\n};uniform float material_IOR;"; // eslint-disable-line
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- var pbr_helper = "#define GLSLIFY 1\n#include <normal_get>\nfloat computeSpecularOcclusion(float ambientOcclusion,float roughness,float dotNV){return saturate(pow(dotNV+ambientOcclusion,exp2(-16.0*roughness-1.0))-1.0+ambientOcclusion);}float getAARoughnessFactor(vec3 normal){\n#ifdef HAS_DERIVATIVES\nvec3 dxy=max(abs(dFdx(normal)),abs(dFdy(normal)));return 0.04+max(max(dxy.x,dxy.y),dxy.z);\n#else\nreturn 0.04;\n#endif\n}void initGeometry(out Geometry geometry){geometry.position=v_pos;geometry.viewDir=normalize(u_cameraPos-v_pos);\n#if defined(NORMALTEXTURE) || defined(HAS_CLEARCOATNORMALTEXTURE)\nmat3 tbn=getTBN();\n#endif\n#ifdef NORMALTEXTURE\ngeometry.normal=getNormalByNormalTexture(tbn,u_normalTexture,u_normalIntensity,v_uv);\n#else\ngeometry.normal=getNormal();\n#endif\ngeometry.dotNV=saturate(dot(geometry.normal,geometry.viewDir));\n#ifdef CLEARCOAT\n#ifdef HAS_CLEARCOATNORMALTEXTURE\ngeometry.clearCoatNormal=getNormalByNormalTexture(tbn,u_clearCoatNormalTexture,u_normalIntensity,v_uv);\n#else\ngeometry.clearCoatNormal=getNormal();\n#endif\ngeometry.clearCoatDotNV=saturate(dot(geometry.clearCoatNormal,geometry.viewDir));\n#endif\n}void initMaterial(out Material material,const in Geometry geometry){vec4 baseColor=u_baseColor;float metal=u_metal;float roughness=u_roughness;vec3 specularColor=u_PBRSpecularColor;float glossiness=u_glossiness;float alphaCutoff=u_alphaCutoff;float F0=pow2((material_IOR-1.0)/(material_IOR+1.0));\n#ifdef BASETEXTURE\nvec4 baseTextureColor=texture2D(u_baseTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nbaseTextureColor=gammaToLinear(baseTextureColor);\n#endif\nbaseColor*=baseTextureColor;\n#endif\n#ifdef O3_HAS_VERTEXCOLOR\nbaseColor*=v_color;\n#endif\n#ifdef ALPHA_CUTOFF\nif(baseColor.a<alphaCutoff){discard;}\n#endif\n#ifdef ROUGHNESSMETALLICTEXTURE\nvec4 metalRoughMapColor=texture2D(u_roughnessMetallicTexture,v_uv);roughness*=metalRoughMapColor.g;metal*=metalRoughMapColor.b;\n#endif\n#ifdef SPECULARGLOSSINESSTEXTURE\nvec4 specularGlossinessColor=texture2D(u_specularGlossinessTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nspecularGlossinessColor=gammaToLinear(specularGlossinessColor);\n#endif\nspecularColor*=specularGlossinessColor.rgb;glossiness*=specularGlossinessColor.a;\n#endif\n#ifdef IS_METALLIC_WORKFLOW\nmaterial.diffuseColor=baseColor.rgb*(1.0-metal);material.specularColor=mix(vec3(F0),baseColor.rgb,metal);material.roughness=roughness;\n#else\nfloat specularStrength=max(max(specularColor.r,specularColor.g),specularColor.b);material.diffuseColor=baseColor.rgb*(1.0-specularStrength);material.specularColor=specularColor;material.roughness=1.0-glossiness;\n#endif\nmaterial.roughness=max(material.roughness,getAARoughnessFactor(geometry.normal));\n#ifdef CLEARCOAT\nmaterial.clearCoat=u_clearCoat;material.clearCoatRoughness=u_clearCoatRoughness;\n#ifdef HAS_CLEARCOATTEXTURE\nmaterial.clearCoat*=texture2D(u_clearCoatTexture,v_uv).r;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSTEXTURE\nmaterial.clearCoatRoughness*=texture2D(u_clearCoatRoughnessTexture,v_uv).g;\n#endif\nmaterial.clearCoat=saturate(material.clearCoat);material.clearCoatRoughness=max(material.clearCoatRoughness,getAARoughnessFactor(geometry.clearCoatNormal));\n#endif\n#ifdef OASIS_TRANSPARENT\nmaterial.opacity=baseColor.a;\n#else\nmaterial.opacity=1.0;\n#endif\n}\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>\nfloat computeSpecularOcclusion(float ambientOcclusion,float roughness,float dotNV){return saturate(pow(dotNV+ambientOcclusion,exp2(-16.0*roughness-1.0))-1.0+ambientOcclusion);}float getAARoughnessFactor(vec3 normal){\n#ifdef HAS_DERIVATIVES\nvec3 dxy=max(abs(dFdx(normal)),abs(dFdy(normal)));return 0.04+max(max(dxy.x,dxy.y),dxy.z);\n#else\nreturn 0.04;\n#endif\n}void initGeometry(out Geometry geometry,bool isFrontFacing){geometry.position=v_pos;geometry.viewDir=normalize(u_cameraPos-v_pos);\n#if defined(NORMALTEXTURE) || defined(HAS_CLEARCOATNORMALTEXTURE)\nmat3 tbn=getTBN(isFrontFacing);\n#endif\n#ifdef NORMALTEXTURE\ngeometry.normal=getNormalByNormalTexture(tbn,u_normalTexture,u_normalIntensity,v_uv,isFrontFacing);\n#else\ngeometry.normal=getNormal(isFrontFacing);\n#endif\ngeometry.dotNV=saturate(dot(geometry.normal,geometry.viewDir));\n#ifdef CLEARCOAT\n#ifdef HAS_CLEARCOATNORMALTEXTURE\ngeometry.clearCoatNormal=getNormalByNormalTexture(tbn,u_clearCoatNormalTexture,u_normalIntensity,v_uv,isFrontFacing);\n#else\ngeometry.clearCoatNormal=getNormal(isFrontFacing);\n#endif\ngeometry.clearCoatDotNV=saturate(dot(geometry.clearCoatNormal,geometry.viewDir));\n#endif\n}void initMaterial(out Material material,const in Geometry geometry){vec4 baseColor=u_baseColor;float metal=u_metal;float roughness=u_roughness;vec3 specularColor=u_PBRSpecularColor;float glossiness=u_glossiness;float alphaCutoff=u_alphaCutoff;float F0=pow2((material_IOR-1.0)/(material_IOR+1.0));\n#ifdef BASETEXTURE\nvec4 baseTextureColor=texture2D(u_baseTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nbaseTextureColor=gammaToLinear(baseTextureColor);\n#endif\nbaseColor*=baseTextureColor;\n#endif\n#ifdef O3_HAS_VERTEXCOLOR\nbaseColor*=v_color;\n#endif\n#ifdef ALPHA_CUTOFF\nif(baseColor.a<alphaCutoff){discard;}\n#endif\n#ifdef ROUGHNESSMETALLICTEXTURE\nvec4 metalRoughMapColor=texture2D(u_roughnessMetallicTexture,v_uv);roughness*=metalRoughMapColor.g;metal*=metalRoughMapColor.b;\n#endif\n#ifdef SPECULARGLOSSINESSTEXTURE\nvec4 specularGlossinessColor=texture2D(u_specularGlossinessTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nspecularGlossinessColor=gammaToLinear(specularGlossinessColor);\n#endif\nspecularColor*=specularGlossinessColor.rgb;glossiness*=specularGlossinessColor.a;\n#endif\n#ifdef IS_METALLIC_WORKFLOW\nmaterial.diffuseColor=baseColor.rgb*(1.0-metal);material.specularColor=mix(vec3(F0),baseColor.rgb,metal);material.roughness=roughness;\n#else\nfloat specularStrength=max(max(specularColor.r,specularColor.g),specularColor.b);material.diffuseColor=baseColor.rgb*(1.0-specularStrength);material.specularColor=specularColor;material.roughness=1.0-glossiness;\n#endif\nmaterial.roughness=max(material.roughness,getAARoughnessFactor(geometry.normal));\n#ifdef CLEARCOAT\nmaterial.clearCoat=u_clearCoat;material.clearCoatRoughness=u_clearCoatRoughness;\n#ifdef HAS_CLEARCOATTEXTURE\nmaterial.clearCoat*=texture2D(u_clearCoatTexture,v_uv).r;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSTEXTURE\nmaterial.clearCoatRoughness*=texture2D(u_clearCoatRoughnessTexture,v_uv).g;\n#endif\nmaterial.clearCoat=saturate(material.clearCoat);material.clearCoatRoughness=max(material.clearCoatRoughness,getAARoughnessFactor(geometry.clearCoatNormal));\n#endif\n#ifdef OASIS_TRANSPARENT\nmaterial.opacity=baseColor.a;\n#else\nmaterial.opacity=1.0;\n#endif\n}\n#include <brdf>\n#include <direct_irradiance_frag_define>\n#include <ibl_frag_define>\n"; // eslint-disable-line
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  var brdf = "#define GLSLIFY 1\nfloat F_Schlick(float dotLH){return 0.04+0.96*(pow(1.0-dotLH,5.0));}vec3 F_Schlick(vec3 specularColor,float dotLH){float fresnel=exp2((-5.55473*dotLH-6.98316)*dotLH);return(1.0-specularColor)*fresnel+specularColor;}float G_GGX_SmithCorrelated(float alpha,float dotNL,float dotNV){float a2=pow2(alpha);float gv=dotNL*sqrt(a2+(1.0-a2)*pow2(dotNV));float gl=dotNV*sqrt(a2+(1.0-a2)*pow2(dotNL));return 0.5/max(gv+gl,EPSILON);}float D_GGX(float alpha,float dotNH){float a2=pow2(alpha);float denom=pow2(dotNH)*(a2-1.0)+1.0;return RECIPROCAL_PI*a2/pow2(denom);}vec3 BRDF_Specular_GGX(vec3 incidentDirection,vec3 viewDir,vec3 normal,vec3 specularColor,float roughness){float alpha=pow2(roughness);vec3 halfDir=normalize(incidentDirection+viewDir);float dotNL=saturate(dot(normal,incidentDirection));float dotNV=saturate(dot(normal,viewDir));float dotNH=saturate(dot(normal,halfDir));float dotLH=saturate(dot(incidentDirection,halfDir));vec3 F=F_Schlick(specularColor,dotLH);float G=G_GGX_SmithCorrelated(alpha,dotNL,dotNV);float D=D_GGX(alpha,dotNH);return F*(G*D);}vec3 BRDF_Diffuse_Lambert(vec3 diffuseColor){return RECIPROCAL_PI*diffuseColor;}"; // eslint-disable-line
6166
6166
  var direct_irradiance_frag_define = "#define GLSLIFY 1\n#include <ShadowFragmentDeclaration>\nvoid addDirectRadiance(vec3 incidentDirection,vec3 color,Geometry geometry,Material material,inout ReflectedLight reflectedLight){float attenuation=1.0;\n#ifdef CLEARCOAT\nfloat clearCoatDotNL=saturate(dot(geometry.clearCoatNormal,incidentDirection));vec3 clearCoatIrradiance=clearCoatDotNL*color;reflectedLight.directSpecular+=material.clearCoat*clearCoatIrradiance*BRDF_Specular_GGX(incidentDirection,geometry.viewDir,geometry.clearCoatNormal,vec3(0.04),material.clearCoatRoughness);attenuation-=material.clearCoat*F_Schlick(geometry.clearCoatDotNV);\n#endif\nfloat dotNL=saturate(dot(geometry.normal,incidentDirection));vec3 irradiance=dotNL*color*PI;reflectedLight.directSpecular+=attenuation*irradiance*BRDF_Specular_GGX(incidentDirection,geometry.viewDir,geometry.normal,material.specularColor,material.roughness);reflectedLight.directDiffuse+=attenuation*irradiance*BRDF_Diffuse_Lambert(material.diffuseColor);}\n#ifdef O3_DIRECT_LIGHT_COUNT\nvoid addDirectionalDirectLightRadiance(DirectLight directionalLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 color=directionalLight.color;vec3 direction=-directionalLight.direction;addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nvoid addPointDirectLightRadiance(PointLight pointLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 lVector=pointLight.position-geometry.position;vec3 direction=normalize(lVector);float lightDistance=length(lVector);vec3 color=pointLight.color;color*=clamp(1.0-pow(lightDistance/pointLight.distance,4.0),0.0,1.0);addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nvoid addSpotDirectLightRadiance(SpotLight spotLight,Geometry geometry,Material material,inout ReflectedLight reflectedLight){vec3 lVector=spotLight.position-geometry.position;vec3 direction=normalize(lVector);float lightDistance=length(lVector);float angleCos=dot(direction,-spotLight.direction);float spotEffect=smoothstep(spotLight.penumbraCos,spotLight.angleCos,angleCos);float decayEffect=clamp(1.0-pow(lightDistance/spotLight.distance,4.0),0.0,1.0);vec3 color=spotLight.color;color*=spotEffect*decayEffect;addDirectRadiance(direction,color,geometry,material,reflectedLight);}\n#endif\nvoid addTotalDirectRadiance(Geometry geometry,Material material,inout ReflectedLight reflectedLight){float shadowAttenuation=1.0;\n#ifdef O3_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef OASIS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();int sunIndex=int(u_shadowInfo.z);\n#endif\nDirectLight directionalLight;for(int i=0;i<O3_DIRECT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_directLightCullingMask[i]))continue;directionalLight.color=u_directLightColor[i];\n#ifdef OASIS_CALCULATE_SHADOWS\nif(i==sunIndex){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=u_directLightDirection[i];addDirectionalDirectLightRadiance(directionalLight,geometry,material,reflectedLight);}\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<O3_POINT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_pointLightCullingMask[i]))continue;pointLight.color=u_pointLightColor[i];pointLight.position=u_pointLightPosition[i];pointLight.distance=u_pointLightDistance[i];addPointDirectLightRadiance(pointLight,geometry,material,reflectedLight);}\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<O3_SPOT_LIGHT_COUNT;i++){if(isRendererCulledByLight(oasis_RendererLayer.xy,u_spotLightCullingMask[i]))continue;spotLight.color=u_spotLightColor[i];spotLight.position=u_spotLightPosition[i];spotLight.direction=u_spotLightDirection[i];spotLight.distance=u_spotLightDistance[i];spotLight.angleCos=u_spotLightAngleCos[i];spotLight.penumbraCos=u_spotLightPenumbraCos[i];addSpotDirectLightRadiance(spotLight,geometry,material,reflectedLight);}\n#endif\n}"; // eslint-disable-line
6167
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  var ibl_frag_define = "#define GLSLIFY 1\nvec3 getLightProbeIrradiance(vec3 sh[9],vec3 normal){normal.x=-normal.x;vec3 result=sh[0]+sh[1]*(normal.y)+sh[2]*(normal.z)+sh[3]*(normal.x)+sh[4]*(normal.y*normal.x)+sh[5]*(normal.y*normal.z)+sh[6]*(3.0*normal.z*normal.z-1.0)+sh[7]*(normal.z*normal.x)+sh[8]*(normal.x*normal.x-normal.y*normal.y);return max(result,vec3(0.0));}vec3 envBRDFApprox(vec3 specularColor,float roughness,float dotNV){const vec4 c0=vec4(-1,-0.0275,-0.572,0.022);const vec4 c1=vec4(1,0.0425,1.04,-0.04);vec4 r=roughness*c0+c1;float a004=min(r.x*r.x,exp2(-9.28*dotNV))*r.x+r.y;vec2 AB=vec2(-1.04,1.04)*a004+r.zw;return specularColor*AB.x+AB.y;}float getSpecularMIPLevel(float roughness,int maxMIPLevel){return roughness*float(maxMIPLevel);}vec3 getLightProbeRadiance(vec3 viewDir,vec3 normal,float roughness,int maxMIPLevel,float specularIntensity){\n#ifndef O3_USE_SPECULAR_ENV\nreturn vec3(0);\n#else\nvec3 reflectVec=reflect(-viewDir,normal);reflectVec.x=-reflectVec.x;float specularMIPLevel=getSpecularMIPLevel(roughness,maxMIPLevel);\n#ifdef HAS_TEX_LOD\nvec4 envMapColor=textureCubeLodEXT(u_env_specularSampler,reflectVec,specularMIPLevel);\n#else\nvec4 envMapColor=textureCube(u_env_specularSampler,reflectVec,specularMIPLevel);\n#endif\n#ifdef O3_DECODE_ENV_RGBM\nenvMapColor.rgb=RGBMToLinear(envMapColor,5.0).rgb;\n#ifdef OASIS_COLORSPACE_GAMMA\nenvMapColor=linearToGamma(envMapColor);\n#endif\n#else\n#ifndef OASIS_COLORSPACE_GAMMA\nenvMapColor=gammaToLinear(envMapColor);\n#endif\n#endif\nreturn envMapColor.rgb*specularIntensity;\n#endif\n}"; // eslint-disable-line
6168
- var pbr_frag = "#define GLSLIFY 1\nGeometry geometry;Material material;ReflectedLight reflectedLight=ReflectedLight(vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0));initGeometry(geometry);initMaterial(material,geometry);addTotalDirectRadiance(geometry,material,reflectedLight);\n#ifdef O3_USE_SH\nvec3 irradiance=getLightProbeIrradiance(u_env_sh,geometry.normal);\n#ifdef OASIS_COLORSPACE_GAMMA\nirradiance=linearToGamma(vec4(irradiance,1.0)).rgb;\n#endif\nirradiance*=u_envMapLight.diffuseIntensity;\n#else\nvec3 irradiance=u_envMapLight.diffuse*u_envMapLight.diffuseIntensity;irradiance*=PI;\n#endif\nreflectedLight.indirectDiffuse+=irradiance*BRDF_Diffuse_Lambert(material.diffuseColor);vec3 radiance=getLightProbeRadiance(geometry.viewDir,geometry.normal,material.roughness,int(u_envMapLight.mipMapLevel),u_envMapLight.specularIntensity);float radianceAttenuation=1.0;\n#ifdef CLEARCOAT\nvec3 clearCoatRadiance=getLightProbeRadiance(geometry.viewDir,geometry.clearCoatNormal,material.clearCoatRoughness,int(u_envMapLight.mipMapLevel),u_envMapLight.specularIntensity);reflectedLight.indirectSpecular+=clearCoatRadiance*material.clearCoat*envBRDFApprox(vec3(0.04),material.clearCoatRoughness,geometry.clearCoatDotNV);radianceAttenuation-=material.clearCoat*F_Schlick(geometry.clearCoatDotNV);\n#endif\nreflectedLight.indirectSpecular+=radianceAttenuation*radiance*envBRDFApprox(material.specularColor,material.roughness,geometry.dotNV);\n#ifdef OCCLUSIONTEXTURE\nvec2 aoUV=v_uv;\n#ifdef O3_HAS_UV1\nif(u_occlusionTextureCoord==1.0){aoUV=v_uv1;}\n#endif\nfloat ambientOcclusion=(texture2D(u_occlusionTexture,aoUV).r-1.0)*u_occlusionIntensity+1.0;reflectedLight.indirectDiffuse*=ambientOcclusion;\n#ifdef O3_USE_SPECULAR_ENV\nreflectedLight.indirectSpecular*=computeSpecularOcclusion(ambientOcclusion,material.roughness,geometry.dotNV);\n#endif\n#endif\nvec3 emissiveRadiance=u_emissiveColor;\n#ifdef EMISSIVETEXTURE\nvec4 emissiveColor=texture2D(u_emissiveTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nemissiveColor=gammaToLinear(emissiveColor);\n#endif\nemissiveRadiance*=emissiveColor.rgb;\n#endif\nvec3 totalRadiance=reflectedLight.directDiffuse+reflectedLight.indirectDiffuse+reflectedLight.directSpecular+reflectedLight.indirectSpecular+emissiveRadiance;vec4 targetColor=vec4(totalRadiance,material.opacity);gl_FragColor=targetColor;"; // eslint-disable-line
6168
+ var pbr_frag = "#define GLSLIFY 1\nGeometry geometry;Material material;ReflectedLight reflectedLight=ReflectedLight(vec3(0.0),vec3(0.0),vec3(0.0),vec3(0.0));initGeometry(geometry,gl_FrontFacing);initMaterial(material,geometry);addTotalDirectRadiance(geometry,material,reflectedLight);\n#ifdef O3_USE_SH\nvec3 irradiance=getLightProbeIrradiance(u_env_sh,geometry.normal);\n#ifdef OASIS_COLORSPACE_GAMMA\nirradiance=linearToGamma(vec4(irradiance,1.0)).rgb;\n#endif\nirradiance*=u_envMapLight.diffuseIntensity;\n#else\nvec3 irradiance=u_envMapLight.diffuse*u_envMapLight.diffuseIntensity;irradiance*=PI;\n#endif\nreflectedLight.indirectDiffuse+=irradiance*BRDF_Diffuse_Lambert(material.diffuseColor);vec3 radiance=getLightProbeRadiance(geometry.viewDir,geometry.normal,material.roughness,int(u_envMapLight.mipMapLevel),u_envMapLight.specularIntensity);float radianceAttenuation=1.0;\n#ifdef CLEARCOAT\nvec3 clearCoatRadiance=getLightProbeRadiance(geometry.viewDir,geometry.clearCoatNormal,material.clearCoatRoughness,int(u_envMapLight.mipMapLevel),u_envMapLight.specularIntensity);reflectedLight.indirectSpecular+=clearCoatRadiance*material.clearCoat*envBRDFApprox(vec3(0.04),material.clearCoatRoughness,geometry.clearCoatDotNV);radianceAttenuation-=material.clearCoat*F_Schlick(geometry.clearCoatDotNV);\n#endif\nreflectedLight.indirectSpecular+=radianceAttenuation*radiance*envBRDFApprox(material.specularColor,material.roughness,geometry.dotNV);\n#ifdef OCCLUSIONTEXTURE\nvec2 aoUV=v_uv;\n#ifdef O3_HAS_UV1\nif(u_occlusionTextureCoord==1.0){aoUV=v_uv1;}\n#endif\nfloat ambientOcclusion=(texture2D(u_occlusionTexture,aoUV).r-1.0)*u_occlusionIntensity+1.0;reflectedLight.indirectDiffuse*=ambientOcclusion;\n#ifdef O3_USE_SPECULAR_ENV\nreflectedLight.indirectSpecular*=computeSpecularOcclusion(ambientOcclusion,material.roughness,geometry.dotNV);\n#endif\n#endif\nvec3 emissiveRadiance=u_emissiveColor;\n#ifdef EMISSIVETEXTURE\nvec4 emissiveColor=texture2D(u_emissiveTexture,v_uv);\n#ifndef OASIS_COLORSPACE_GAMMA\nemissiveColor=gammaToLinear(emissiveColor);\n#endif\nemissiveRadiance*=emissiveColor.rgb;\n#endif\nvec3 totalRadiance=reflectedLight.directDiffuse+reflectedLight.indirectDiffuse+reflectedLight.directSpecular+reflectedLight.indirectSpecular+emissiveRadiance;vec4 targetColor=vec4(totalRadiance,material.opacity);gl_FragColor=targetColor;"; // eslint-disable-line
6169
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  var PBRShaderLib = {
6170
6170
  pbr_frag_define: pbr_frag_define,
6171
6171
  pbr_helper: pbr_helper,
@@ -6186,7 +6186,7 @@
6186
6186
  ShadowVertexDeclaration: ShadowVertexDeclaration,
6187
6187
  ShadowVertex: ShadowVertex
6188
6188
  };
6189
- var normal_get = "#define GLSLIFY 1\nvec3 getNormal(){\n#ifdef O3_HAS_NORMAL\nvec3 normal=normalize(v_normal);\n#elif defined(HAS_DERIVATIVES)\nvec3 pos_dx=dFdx(v_pos);vec3 pos_dy=dFdy(v_pos);vec3 normal=normalize(cross(pos_dx,pos_dy));\n#else\nvec3 normal=vec3(0,0,1);\n#endif\nnormal*=float(gl_FrontFacing)*2.0-1.0;return normal;}vec3 getNormalByNormalTexture(mat3 tbn,sampler2D normalTexture,float normalIntensity,vec2 uv){vec3 normal=texture2D(normalTexture,uv).rgb;normal=normalize(tbn*((2.0*normal-1.0)*vec3(normalIntensity,normalIntensity,1.0)));normal*=float(gl_FrontFacing)*2.0-1.0;return normal;}mat3 getTBN(){\n#if defined(O3_HAS_NORMAL) && defined(O3_HAS_TANGENT) && ( defined(NORMALTEXTURE) || defined(HAS_CLEARCOATNORMALTEXTURE) )\nmat3 tbn=v_TBN;\n#else\nvec3 normal=getNormal();vec3 position=v_pos;vec2 uv=gl_FrontFacing? v_uv:-v_uv;\n#ifdef HAS_DERIVATIVES\nvec3 dp1=dFdx(position);vec3 dp2=dFdy(position);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;float invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));mat3 tbn=mat3(tangent*invmax,binormal*invmax,normal);\n#else\nmat3 tbn=mat3(vec3(0.0),vec3(0.0),normal);\n#endif\n#endif\nreturn tbn;}"; // eslint-disable-line
6189
+ var normal_get = "#define GLSLIFY 1\nvec3 getNormal(bool isFrontFacing){\n#ifdef O3_HAS_NORMAL\nvec3 normal=normalize(v_normal);\n#elif defined(HAS_DERIVATIVES)\nvec3 pos_dx=dFdx(v_pos);vec3 pos_dy=dFdy(v_pos);vec3 normal=normalize(cross(pos_dx,pos_dy));\n#else\nvec3 normal=vec3(0,0,1);\n#endif\nnormal*=float(isFrontFacing)*2.0-1.0;return normal;}vec3 getNormalByNormalTexture(mat3 tbn,sampler2D normalTexture,float normalIntensity,vec2 uv,bool isFrontFacing){vec3 normal=texture2D(normalTexture,uv).rgb;normal=normalize(tbn*((2.0*normal-1.0)*vec3(normalIntensity,normalIntensity,1.0)));normal*=float(isFrontFacing)*2.0-1.0;return normal;}mat3 getTBN(bool isFrontFacing){\n#if defined(O3_HAS_NORMAL) && defined(O3_HAS_TANGENT) && ( defined(NORMALTEXTURE) || defined(HAS_CLEARCOATNORMALTEXTURE) )\nmat3 tbn=v_TBN;\n#else\nvec3 normal=getNormal(isFrontFacing);vec3 position=v_pos;vec2 uv=isFrontFacing? v_uv:-v_uv;\n#ifdef HAS_DERIVATIVES\nvec3 dp1=dFdx(position);vec3 dp2=dFdy(position);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 binormal=dp2perp*duv1.y+dp1perp*duv2.y;float invmax=inversesqrt(max(dot(tangent,tangent),dot(binormal,binormal)));mat3 tbn=mat3(tangent*invmax,binormal*invmax,normal);\n#else\nmat3 tbn=mat3(vec3(0.0),vec3(0.0),normal);\n#endif\n#endif\nreturn tbn;}"; // eslint-disable-line
6190
6190
  var ShaderLib = _extends$2({
6191
6191
  common: common,
6192
6192
  common_vert: common_vert,
@@ -16235,6 +16235,7 @@
16235
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  var subDataDirtyFlags = this._subDataDirtyFlags;
16236
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  var blendShapeFloatStride = this._vertexElementCount * 3;
16237
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  var blendShapeByteStride = blendShapeFloatStride * 4;
16238
+ var bufferOffset = this._bufferBindingOffset;
16238
16239
  // @todo: should fix bug when dataChangedFlag is true
16239
16240
  for(var i = 0, n = blendShapes.length; i < n; i++){
16240
16241
  var dataChangedFlag = subDataDirtyFlags[i];
@@ -16252,7 +16253,7 @@
16252
16253
  var offset = indexInBuffer * blendShapeFloatStride;
16253
16254
  var storeInfo = storeInfos[i];
16254
16255
  storeInfo || (storeInfos[i] = storeInfo = new Vector2());
16255
- storeInfo.set(bufferIndex + 1, indexInBuffer * blendShapeByteStride); // BlendShape buffer is start from 1
16256
+ storeInfo.set(bufferOffset + bufferIndex, indexInBuffer * blendShapeByteStride); // BufferOffset is mesh vertexBuffer offset
16256
16257
  var deltaPositions = endFrame.deltaPositions;
16257
16258
  for(var j = 0; j < vertexCount; j++){
16258
16259
  var start = offset + bufferFloatStride * j;
@@ -19753,6 +19754,7 @@
19753
19754
  _this._fogEnd = 300;
19754
19755
  _this._fogDensity = 0.01;
19755
19756
  _this._fogParams = new Vector4();
19757
+ _this._sunlightVector3 = new Vector3();
19756
19758
  _this.name = name || "";
19757
19759
  var shaderData = _this.shaderData;
19758
19760
  shaderData._addRefCount(1);
@@ -19909,7 +19911,10 @@
19909
19911
  var sunLightIndex = lightManager._getSunLightIndex();
19910
19912
  if (sunLightIndex !== -1) {
19911
19913
  var sunlight = lightManager._directLights.get(sunLightIndex);
19912
- shaderData.setColor(Scene._sunlightColorProperty, sunlight.color);
19914
+ var sunlightColor = sunlight.color;
19915
+ var sunlightIntensity = sunlight.intensity;
19916
+ this._sunlightVector3.set(sunlightColor.r * sunlightIntensity, sunlightColor.g * sunlightIntensity, sunlightColor.b * sunlightIntensity);
19917
+ shaderData.setVector3(Scene._sunlightColorProperty, this._sunlightVector3);
19913
19918
  shaderData.setVector3(Scene._sunlightDirectionProperty, sunlight.direction);
19914
19919
  this._sunLight = sunlight;
19915
19920
  }
@@ -35429,7 +35434,7 @@
35429
35434
  var atlasItem = atlasItems[i];
35430
35435
  if (atlasItem.img) {
35431
35436
  chainPromises.push(resourceManager.load({
35432
- url: atlasItem.img,
35437
+ url: GLTFUtil.parseRelativeUrl(item.url, atlasItem.img),
35433
35438
  type: exports.AssetType.Texture2D,
35434
35439
  params: {
35435
35440
  format: format,
@@ -36101,7 +36106,7 @@
36101
36106
  ], OasisMaterialsRemap);
36102
36107
 
36103
36108
  //@ts-ignore
36104
- var version = "0.0.0-experimental-0.9-plus.1";
36109
+ var version = "0.0.0-experimental-0.9-plus.3";
36105
36110
  console.log("Galacean engine version: " + version);
36106
36111
  for(var key in CoreObjects){
36107
36112
  Loader.registerClass(key, CoreObjects[key]);