@galacean/engine 1.0.0-beta.8 → 1.0.0-beta.9

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package/dist/browser.js CHANGED
@@ -12650,8 +12650,9 @@
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  _inherits$2(Light, Component);
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  var _proto = Light.prototype;
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  /**
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+ * Light Color, include intensity.
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  * @internal
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- */ _proto._getLightColor = function _getLightColor() {
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+ */ _proto._getLightIntensityColor = function _getLightIntensityColor() {
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  this._lightColor.r = this.color.r * this.intensity;
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  this._lightColor.g = this.color.g * this.intensity;
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  this._lightColor.b = this.color.b * this.intensity;
@@ -12720,15 +12721,21 @@
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  var cullingMaskStart = lightIndex * 2;
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  var colorStart = lightIndex * 3;
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  var directionStart = lightIndex * 3;
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- var lightColor = this._getLightColor();
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+ var lightColor = this._getLightIntensityColor();
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  var direction = this.direction;
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  var data = DirectLight._combinedData;
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  var cullingMask = this.cullingMask;
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  data.cullingMask[cullingMaskStart] = cullingMask & 65535;
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  data.cullingMask[cullingMaskStart + 1] = cullingMask >>> 16 & 65535;
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- data.color[colorStart] = lightColor.r;
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- data.color[colorStart + 1] = lightColor.g;
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- data.color[colorStart + 2] = lightColor.b;
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+ if (this.engine.settings.colorSpace === exports.ColorSpace.Linear) {
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+ data.color[colorStart] = Color$1.gammaToLinearSpace(lightColor.r);
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+ data.color[colorStart + 1] = Color$1.gammaToLinearSpace(lightColor.g);
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+ data.color[colorStart + 2] = Color$1.gammaToLinearSpace(lightColor.b);
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+ } else {
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+ data.color[colorStart] = lightColor.r;
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+ data.color[colorStart + 1] = lightColor.g;
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+ data.color[colorStart + 2] = lightColor.b;
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+ }
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  data.direction[directionStart] = direction.x;
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  data.direction[directionStart + 1] = direction.y;
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  data.direction[directionStart + 2] = direction.z;
@@ -12816,15 +12823,21 @@
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  var colorStart = lightIndex * 3;
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  var positionStart = lightIndex * 3;
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  var distanceStart = lightIndex;
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- var lightColor = this._getLightColor();
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+ var lightColor = this._getLightIntensityColor();
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  var lightPosition = this.position;
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  var data = PointLight._combinedData;
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  var cullingMask = this.cullingMask;
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  data.cullingMask[cullingMaskStart] = cullingMask & 65535;
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  data.cullingMask[cullingMaskStart + 1] = cullingMask >>> 16 & 65535;
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- data.color[colorStart] = lightColor.r;
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- data.color[colorStart + 1] = lightColor.g;
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- data.color[colorStart + 2] = lightColor.b;
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+ if (this.engine.settings.colorSpace === exports.ColorSpace.Linear) {
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+ data.color[colorStart] = Color$1.gammaToLinearSpace(lightColor.r);
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+ data.color[colorStart + 1] = Color$1.gammaToLinearSpace(lightColor.g);
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+ data.color[colorStart + 2] = Color$1.gammaToLinearSpace(lightColor.b);
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+ } else {
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+ data.color[colorStart] = lightColor.r;
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+ data.color[colorStart + 1] = lightColor.g;
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+ data.color[colorStart + 2] = lightColor.b;
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+ }
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  data.position[positionStart] = lightPosition.x;
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  data.position[positionStart + 1] = lightPosition.y;
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  data.position[positionStart + 2] = lightPosition.z;
@@ -12916,16 +12929,22 @@
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  var distanceStart = lightIndex;
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  var penumbraCosStart = lightIndex;
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  var angleCosStart = lightIndex;
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- var color = this._getLightColor();
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+ var lightColor = this._getLightIntensityColor();
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  var position = this.position;
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  var direction = this.direction;
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  var data = SpotLight._combinedData;
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  var cullingMask = this.cullingMask;
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  data.cullingMask[cullingMaskStart] = cullingMask & 65535;
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  data.cullingMask[cullingMaskStart + 1] = cullingMask >>> 16 & 65535;
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- data.color[colorStart] = color.r;
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- data.color[colorStart + 1] = color.g;
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- data.color[colorStart + 2] = color.b;
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+ if (this.engine.settings.colorSpace === exports.ColorSpace.Linear) {
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+ data.color[colorStart] = Color$1.gammaToLinearSpace(lightColor.r);
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+ data.color[colorStart + 1] = Color$1.gammaToLinearSpace(lightColor.g);
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+ data.color[colorStart + 2] = Color$1.gammaToLinearSpace(lightColor.b);
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+ } else {
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+ data.color[colorStart] = lightColor.r;
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+ data.color[colorStart + 1] = lightColor.g;
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+ data.color[colorStart + 2] = lightColor.b;
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+ }
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  data.position[positionStart] = position.x;
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  data.position[positionStart + 1] = position.y;
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  data.position[positionStart + 2] = position.z;
@@ -14276,7 +14295,7 @@
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  var mobile_material_frag = "#define GLSLIFY 1\nuniform vec4 material_EmissiveColor;uniform vec4 material_BaseColor;uniform vec4 material_SpecularColor;uniform float material_Shininess;uniform float material_NormalIntensity;uniform float material_AlphaCutoff;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\nuniform sampler2D material_EmissiveTexture;\n#endif\n#ifdef MATERIAL_HAS_BASETEXTURE\nuniform sampler2D material_BaseTexture;\n#endif\n#ifdef MATERIAL_HAS_SPECULAR_TEXTURE\nuniform sampler2D material_SpecularTexture;\n#endif\n#ifdef MATERIAL_HAS_NORMALTEXTURE\nuniform sampler2D material_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=material_EmissiveColor;vec4 diffuse=material_BaseColor;vec4 specular=material_SpecularColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\nvec4 emissiveTextureColor=texture2D(material_EmissiveTexture,v_uv);\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\nemissiveTextureColor=gammaToLinear(emissiveTextureColor);\n#endif\nemission*=emissiveTextureColor;\n#endif\n#ifdef MATERIAL_HAS_BASETEXTURE\nvec4 diffuseTextureColor=texture2D(material_BaseTexture,v_uv);\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\ndiffuseTextureColor=gammaToLinear(diffuseTextureColor);\n#endif\ndiffuse*=diffuseTextureColor;\n#endif\n#ifdef RENDERER_ENABLE_VERTEXCOLOR\ndiffuse*=v_color;\n#endif\n#ifdef MATERIAL_HAS_SPECULAR_TEXTURE\nvec4 specularTextureColor=texture2D(material_SpecularTexture,v_uv);\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\nspecularTextureColor=gammaToLinear(specularTextureColor);\n#endif\nspecular*=specularTextureColor;\n#endif\nambient=vec4(scene_EnvMapLight.diffuse*scene_EnvMapLight.diffuseIntensity,1.0)*diffuse;"; // eslint-disable-line
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  var begin_viewdir_frag = "#define GLSLIFY 1\n#ifdef MATERIAL_NEED_WORLD_POS\nvec3 V=normalize(camera_Position-v_pos);\n#endif\n"; // eslint-disable-line
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- var mobile_blinnphong_frag = "#define GLSLIFY 1\n#ifdef MATERIAL_HAS_NORMALTEXTURE\nmat3 tbn=getTBN();vec3 N=getNormalByNormalTexture(tbn,material_NormalTexture,material_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 SCENE_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();int sunIndex=int(scene_ShadowInfo.z);\n#endif\nDirectLight directionalLight;for(int i=0;i<SCENE_DIRECT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_DirectLightCullingMask[i]))continue;directionalLight.color=scene_DirectLightColor[i];\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nif(i==sunIndex){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=scene_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),material_Shininess);lightSpecular+=directionalLight.color*s;}\n#endif\n#ifdef SCENE_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<SCENE_POINT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_PointLightCullingMask[i]))continue;pointLight.color=scene_PointLightColor[i];pointLight.position=scene_PointLightPosition[i];pointLight.distance=scene_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),material_Shininess)*decay;lightSpecular+=pointLight.color*s;}\n#endif\n#ifdef SCENE_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<SCENE_SPOT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_SpotLightCullingMask[i]))continue;spotLight.color=scene_SpotLightColor[i];spotLight.position=scene_SpotLightPosition[i];spotLight.direction=scene_SpotLightDirection[i];spotLight.distance=scene_SpotLightDistance[i];spotLight.angleCos=scene_SpotLightAngleCos[i];spotLight.penumbraCos=scene_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),material_Shininess)*decayTotal;lightSpecular+=spotLight.color*s;}\n#endif\ndiffuse*=vec4(lightDiffuse,1.0);specular*=vec4(lightSpecular,1.0);\n#ifdef MATERIAL_IS_ALPHA_CUTOFF\nif(diffuse.a<material_AlphaCutoff){discard;}\n#endif\n"; // eslint-disable-line
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+ var mobile_blinnphong_frag = "#define GLSLIFY 1\n#ifdef MATERIAL_HAS_NORMALTEXTURE\nmat3 tbn=getTBN(gl_FrontFacing);vec3 N=getNormalByNormalTexture(tbn,material_NormalTexture,material_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 SCENE_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();int sunIndex=int(scene_ShadowInfo.z);\n#endif\nDirectLight directionalLight;for(int i=0;i<SCENE_DIRECT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_DirectLightCullingMask[i]))continue;directionalLight.color=scene_DirectLightColor[i];\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nif(i==sunIndex){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=scene_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),material_Shininess);lightSpecular+=directionalLight.color*s;}\n#endif\n#ifdef SCENE_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<SCENE_POINT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_PointLightCullingMask[i]))continue;pointLight.color=scene_PointLightColor[i];pointLight.position=scene_PointLightPosition[i];pointLight.distance=scene_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),material_Shininess)*decay;lightSpecular+=pointLight.color*s;}\n#endif\n#ifdef SCENE_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<SCENE_SPOT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_SpotLightCullingMask[i]))continue;spotLight.color=scene_SpotLightColor[i];spotLight.position=scene_SpotLightPosition[i];spotLight.direction=scene_SpotLightDirection[i];spotLight.distance=scene_SpotLightDistance[i];spotLight.angleCos=scene_SpotLightAngleCos[i];spotLight.penumbraCos=scene_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),material_Shininess)*decayTotal;lightSpecular+=spotLight.color*s;}\n#endif\ndiffuse*=vec4(lightDiffuse,1.0);specular*=vec4(lightSpecular,1.0);\n#ifdef MATERIAL_IS_ALPHA_CUTOFF\nif(diffuse.a<material_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
@@ -14294,11 +14313,11 @@
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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 material_AlphaCutoff;uniform vec4 material_BaseColor;uniform float material_Metal;uniform float material_Roughness;uniform float material_IOR;uniform vec3 material_PBRSpecularColor;uniform float material_Glossiness;uniform vec3 material_EmissiveColor;\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\nuniform float material_ClearCoat;uniform float material_ClearCoatRoughness;\n#endif\nuniform float material_NormalIntensity;uniform float material_OcclusionIntensity;uniform float material_OcclusionTextureCoord;\n#ifdef MATERIAL_HAS_BASETEXTURE\nuniform sampler2D material_BaseTexture;\n#endif\n#ifdef MATERIAL_HAS_NORMALTEXTURE\nuniform sampler2D material_NormalTexture;\n#endif\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\nuniform sampler2D material_EmissiveTexture;\n#endif\n#ifdef MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE\nuniform sampler2D material_RoughnessMetallicTexture;\n#endif\n#ifdef MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE\nuniform sampler2D material_SpecularGlossinessTexture;\n#endif\n#ifdef MATERIAL_HAS_OCCLUSION_TEXTURE\nuniform sampler2D material_OcclusionTexture;\n#endif\n#ifdef MATERIAL_HAS_CLEAR_COAT_TEXTURE\nuniform sampler2D material_ClearCoatTexture;\n#endif\n#ifdef MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE\nuniform sampler2D material_ClearCoatRoughnessTexture;\n#endif\n#ifdef MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE\nuniform sampler2D material_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 MATERIAL_ENABLE_CLEAR_COAT\nvec3 clearCoatNormal;float clearCoatDotNV;\n#endif\n};struct Material{vec3 diffuseColor;float roughness;vec3 specularColor;float opacity;\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\nfloat clearCoat;float clearCoatRoughness;\n#endif\n};"; // eslint-disable-line
14297
- 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(camera_Position-v_pos);\n#if defined(MATERIAL_HAS_NORMALTEXTURE) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE)\nmat3 tbn=getTBN();\n#endif\n#ifdef MATERIAL_HAS_NORMALTEXTURE\ngeometry.normal=getNormalByNormalTexture(tbn,material_NormalTexture,material_NormalIntensity,v_uv);\n#else\ngeometry.normal=getNormal();\n#endif\ngeometry.dotNV=saturate(dot(geometry.normal,geometry.viewDir));\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\n#ifdef MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE\ngeometry.clearCoatNormal=getNormalByNormalTexture(tbn,material_ClearCoatNormalTexture,material_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=material_BaseColor;float metal=material_Metal;float roughness=material_Roughness;vec3 specularColor=material_PBRSpecularColor;float glossiness=material_Glossiness;float alphaCutoff=material_AlphaCutoff;float F0=pow2((material_IOR-1.0)/(material_IOR+1.0));\n#ifdef MATERIAL_HAS_BASETEXTURE\nvec4 baseTextureColor=texture2D(material_BaseTexture,v_uv);\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\nbaseTextureColor=gammaToLinear(baseTextureColor);\n#endif\nbaseColor*=baseTextureColor;\n#endif\n#ifdef RENDERER_ENABLE_VERTEXCOLOR\nbaseColor*=v_color;\n#endif\n#ifdef MATERIAL_IS_ALPHA_CUTOFF\nif(baseColor.a<alphaCutoff){discard;}\n#endif\n#ifdef MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE\nvec4 metalRoughMapColor=texture2D(material_RoughnessMetallicTexture,v_uv);roughness*=metalRoughMapColor.g;metal*=metalRoughMapColor.b;\n#endif\n#ifdef MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE\nvec4 specularGlossinessColor=texture2D(material_SpecularGlossinessTexture,v_uv);\n#ifndef ENGINE_IS_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 MATERIAL_ENABLE_CLEAR_COAT\nmaterial.clearCoat=material_ClearCoat;material.clearCoatRoughness=material_ClearCoatRoughness;\n#ifdef MATERIAL_HAS_CLEAR_COAT_TEXTURE\nmaterial.clearCoat*=texture2D(material_ClearCoatTexture,v_uv).r;\n#endif\n#ifdef MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE\nmaterial.clearCoatRoughness*=texture2D(material_ClearCoatRoughnessTexture,v_uv).g;\n#endif\nmaterial.clearCoat=saturate(material.clearCoat);material.clearCoatRoughness=max(material.clearCoatRoughness,getAARoughnessFactor(geometry.clearCoatNormal));\n#endif\n#ifdef MATERIAL_IS_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
14316
+ 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(camera_Position-v_pos);\n#if defined(MATERIAL_HAS_NORMALTEXTURE) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE)\nmat3 tbn=getTBN(isFrontFacing);\n#endif\n#ifdef MATERIAL_HAS_NORMALTEXTURE\ngeometry.normal=getNormalByNormalTexture(tbn,material_NormalTexture,material_NormalIntensity,v_uv,isFrontFacing);\n#else\ngeometry.normal=getNormal(isFrontFacing);\n#endif\ngeometry.dotNV=saturate(dot(geometry.normal,geometry.viewDir));\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\n#ifdef MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE\ngeometry.clearCoatNormal=getNormalByNormalTexture(tbn,material_ClearCoatNormalTexture,material_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=material_BaseColor;float metal=material_Metal;float roughness=material_Roughness;vec3 specularColor=material_PBRSpecularColor;float glossiness=material_Glossiness;float alphaCutoff=material_AlphaCutoff;float F0=pow2((material_IOR-1.0)/(material_IOR+1.0));\n#ifdef MATERIAL_HAS_BASETEXTURE\nvec4 baseTextureColor=texture2D(material_BaseTexture,v_uv);\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\nbaseTextureColor=gammaToLinear(baseTextureColor);\n#endif\nbaseColor*=baseTextureColor;\n#endif\n#ifdef RENDERER_ENABLE_VERTEXCOLOR\nbaseColor*=v_color;\n#endif\n#ifdef MATERIAL_IS_ALPHA_CUTOFF\nif(baseColor.a<alphaCutoff){discard;}\n#endif\n#ifdef MATERIAL_HAS_ROUGHNESS_METALLIC_TEXTURE\nvec4 metalRoughMapColor=texture2D(material_RoughnessMetallicTexture,v_uv);roughness*=metalRoughMapColor.g;metal*=metalRoughMapColor.b;\n#endif\n#ifdef MATERIAL_HAS_SPECULAR_GLOSSINESS_TEXTURE\nvec4 specularGlossinessColor=texture2D(material_SpecularGlossinessTexture,v_uv);\n#ifndef ENGINE_IS_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 MATERIAL_ENABLE_CLEAR_COAT\nmaterial.clearCoat=material_ClearCoat;material.clearCoatRoughness=material_ClearCoatRoughness;\n#ifdef MATERIAL_HAS_CLEAR_COAT_TEXTURE\nmaterial.clearCoat*=texture2D(material_ClearCoatTexture,v_uv).r;\n#endif\n#ifdef MATERIAL_HAS_CLEAR_COAT_ROUGHNESS_TEXTURE\nmaterial.clearCoatRoughness*=texture2D(material_ClearCoatRoughnessTexture,v_uv).g;\n#endif\nmaterial.clearCoat=saturate(material.clearCoat);material.clearCoatRoughness=max(material.clearCoatRoughness,getAARoughnessFactor(geometry.clearCoatNormal));\n#endif\n#ifdef MATERIAL_IS_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
14298
14317
  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
14299
14318
  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 MATERIAL_ENABLE_CLEAR_COAT\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 SCENE_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 SCENE_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 SCENE_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 SCENE_DIRECT_LIGHT_COUNT\nshadowAttenuation=1.0;\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nshadowAttenuation*=sampleShadowMap();int sunIndex=int(scene_ShadowInfo.z);\n#endif\nDirectLight directionalLight;for(int i=0;i<SCENE_DIRECT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_DirectLightCullingMask[i]))continue;directionalLight.color=scene_DirectLightColor[i];\n#ifdef SCENE_IS_CALCULATE_SHADOWS\nif(i==sunIndex){directionalLight.color*=shadowAttenuation;}\n#endif\ndirectionalLight.direction=scene_DirectLightDirection[i];addDirectionalDirectLightRadiance(directionalLight,geometry,material,reflectedLight);}\n#endif\n#ifdef SCENE_POINT_LIGHT_COUNT\nPointLight pointLight;for(int i=0;i<SCENE_POINT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_PointLightCullingMask[i]))continue;pointLight.color=scene_PointLightColor[i];pointLight.position=scene_PointLightPosition[i];pointLight.distance=scene_PointLightDistance[i];addPointDirectLightRadiance(pointLight,geometry,material,reflectedLight);}\n#endif\n#ifdef SCENE_SPOT_LIGHT_COUNT\nSpotLight spotLight;for(int i=0;i<SCENE_SPOT_LIGHT_COUNT;i++){if(isRendererCulledByLight(renderer_Layer.xy,scene_SpotLightCullingMask[i]))continue;spotLight.color=scene_SpotLightColor[i];spotLight.position=scene_SpotLightPosition[i];spotLight.direction=scene_SpotLightDirection[i];spotLight.distance=scene_SpotLightDistance[i];spotLight.angleCos=scene_SpotLightAngleCos[i];spotLight.penumbraCos=scene_SpotLightPenumbraCos[i];addSpotDirectLightRadiance(spotLight,geometry,material,reflectedLight);}\n#endif\n}"; // eslint-disable-line
14300
14319
  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 SCENE_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(scene_EnvSpecularSampler,reflectVec,specularMIPLevel);\n#else\nvec4 envMapColor=textureCube(scene_EnvSpecularSampler,reflectVec,specularMIPLevel);\n#endif\n#ifdef SCENE_IS_DECODE_ENV_RGBM\nenvMapColor.rgb=RGBMToLinear(envMapColor,5.0).rgb;\n#ifdef ENGINE_IS_COLORSPACE_GAMMA\nenvMapColor=linearToGamma(envMapColor);\n#endif\n#else\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\nenvMapColor=gammaToLinear(envMapColor);\n#endif\n#endif\nreturn envMapColor.rgb*specularIntensity;\n#endif\n}"; // eslint-disable-line
14301
- 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 SCENE_USE_SH\nvec3 irradiance=getLightProbeIrradiance(scene_EnvSH,geometry.normal);\n#ifdef ENGINE_IS_COLORSPACE_GAMMA\nirradiance=linearToGamma(vec4(irradiance,1.0)).rgb;\n#endif\nirradiance*=scene_EnvMapLight.diffuseIntensity;\n#else\nvec3 irradiance=scene_EnvMapLight.diffuse*scene_EnvMapLight.diffuseIntensity;irradiance*=PI;\n#endif\nreflectedLight.indirectDiffuse+=irradiance*BRDF_Diffuse_Lambert(material.diffuseColor);vec3 radiance=getLightProbeRadiance(geometry.viewDir,geometry.normal,material.roughness,int(scene_EnvMapLight.mipMapLevel),scene_EnvMapLight.specularIntensity);float radianceAttenuation=1.0;\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\nvec3 clearCoatRadiance=getLightProbeRadiance(geometry.viewDir,geometry.clearCoatNormal,material.clearCoatRoughness,int(scene_EnvMapLight.mipMapLevel),scene_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 MATERIAL_HAS_OCCLUSION_TEXTURE\nvec2 aoUV=v_uv;\n#ifdef RENDERER_HAS_UV1\nif(material_OcclusionTextureCoord==1.0){aoUV=v_uv1;}\n#endif\nfloat ambientOcclusion=(texture2D(material_OcclusionTexture,aoUV).r-1.0)*material_OcclusionIntensity+1.0;reflectedLight.indirectDiffuse*=ambientOcclusion;\n#ifdef SCENE_USE_SPECULAR_ENV\nreflectedLight.indirectSpecular*=computeSpecularOcclusion(ambientOcclusion,material.roughness,geometry.dotNV);\n#endif\n#endif\nvec3 emissiveRadiance=material_EmissiveColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\nvec4 emissiveColor=texture2D(material_EmissiveTexture,v_uv);\n#ifndef ENGINE_IS_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
14320
+ 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 SCENE_USE_SH\nvec3 irradiance=getLightProbeIrradiance(scene_EnvSH,geometry.normal);\n#ifdef ENGINE_IS_COLORSPACE_GAMMA\nirradiance=linearToGamma(vec4(irradiance,1.0)).rgb;\n#endif\nirradiance*=scene_EnvMapLight.diffuseIntensity;\n#else\nvec3 irradiance=scene_EnvMapLight.diffuse*scene_EnvMapLight.diffuseIntensity;irradiance*=PI;\n#endif\nreflectedLight.indirectDiffuse+=irradiance*BRDF_Diffuse_Lambert(material.diffuseColor);vec3 radiance=getLightProbeRadiance(geometry.viewDir,geometry.normal,material.roughness,int(scene_EnvMapLight.mipMapLevel),scene_EnvMapLight.specularIntensity);float radianceAttenuation=1.0;\n#ifdef MATERIAL_ENABLE_CLEAR_COAT\nvec3 clearCoatRadiance=getLightProbeRadiance(geometry.viewDir,geometry.clearCoatNormal,material.clearCoatRoughness,int(scene_EnvMapLight.mipMapLevel),scene_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 MATERIAL_HAS_OCCLUSION_TEXTURE\nvec2 aoUV=v_uv;\n#ifdef RENDERER_HAS_UV1\nif(material_OcclusionTextureCoord==1.0){aoUV=v_uv1;}\n#endif\nfloat ambientOcclusion=(texture2D(material_OcclusionTexture,aoUV).r-1.0)*material_OcclusionIntensity+1.0;reflectedLight.indirectDiffuse*=ambientOcclusion;\n#ifdef SCENE_USE_SPECULAR_ENV\nreflectedLight.indirectSpecular*=computeSpecularOcclusion(ambientOcclusion,material.roughness,geometry.dotNV);\n#endif\n#endif\nvec3 emissiveRadiance=material_EmissiveColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\nvec4 emissiveColor=texture2D(material_EmissiveTexture,v_uv);\n#ifndef ENGINE_IS_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
14302
14321
  var PBRShaderLib = {
14303
14322
  pbr_frag_define: pbr_frag_define,
14304
14323
  pbr_helper: pbr_helper,
@@ -14319,7 +14338,7 @@
14319
14338
  ShadowVertexDeclaration: ShadowVertexDeclaration,
14320
14339
  ShadowVertex: ShadowVertex
14321
14340
  };
14322
- var normal_get = "#define GLSLIFY 1\nvec3 getNormal(){\n#ifdef RENDERER_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(RENDERER_HAS_NORMAL) && defined(RENDERER_HAS_TANGENT) && ( defined(MATERIAL_HAS_NORMALTEXTURE) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE) )\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
14341
+ var normal_get = "#define GLSLIFY 1\nvec3 getNormal(bool isFrontFacing){\n#ifdef RENDERER_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(RENDERER_HAS_NORMAL) && defined(RENDERER_HAS_TANGENT) && ( defined(MATERIAL_HAS_NORMALTEXTURE) || defined(MATERIAL_HAS_CLEAR_COAT_NORMAL_TEXTURE) )\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
14323
14342
  var ShaderLib = _extends$2({
14324
14343
  common: common,
14325
14344
  common_vert: common_vert,
@@ -20795,7 +20814,7 @@
20795
20814
  var sunLightIndex = lightManager._getSunLightIndex();
20796
20815
  if (sunLightIndex !== -1) {
20797
20816
  var sunlight = lightManager._directLights.get(sunLightIndex);
20798
- shaderData.setColor(Scene._sunlightColorProperty, sunlight.color);
20817
+ shaderData.setColor(Scene._sunlightColorProperty, sunlight._getLightIntensityColor());
20799
20818
  shaderData.setVector3(Scene._sunlightDirectionProperty, sunlight.direction);
20800
20819
  this._sunLight = sunlight;
20801
20820
  }
@@ -37809,7 +37828,7 @@
37809
37828
  ], GALACEAN_animation_event);
37810
37829
 
37811
37830
  //@ts-ignore
37812
- var version = "1.0.0-beta.8";
37831
+ var version = "1.0.0-beta.9";
37813
37832
  console.log("Galacean engine version: " + version);
37814
37833
  for(var key in CoreObjects){
37815
37834
  Loader.registerClass(key, CoreObjects[key]);