@galacean/engine 2.0.0-alpha.6 → 2.0.0-alpha.8
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 +11 -53
- package/dist/browser.js.map +1 -1
- package/dist/browser.min.js +1 -1
- package/dist/browser.min.js.map +1 -1
- package/dist/bundled.module.js +11 -53
- package/dist/bundled.module.js.map +1 -1
- package/dist/bundled.module.min.js +1 -1
- package/dist/bundled.module.min.js.map +1 -1
- package/dist/main.js +1 -1
- package/dist/module.js +1 -1
- package/package.json +5 -5
package/dist/bundled.module.js
CHANGED
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@@ -9793,7 +9793,7 @@ function _extends$2() {
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return PipelineStage;
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}({});
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var camera_declare = "uniform vec3 camera_Position;\nuniform vec3 camera_Forward; "; // eslint-disable-line
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var common = "#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
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var common = "#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 gammaToLinear(vec4 value){\n return vec4( pow(value.rgb, vec3(2.2)), value.a);\n}\n\nvec4 linearToGamma(vec4 value){\n\tvalue = max(value, 0.0);\n return vec4( pow(value.rgb, vec3(1.0 / 2.2)), value.a);\n}\n\n\n// https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_framebuffer_sRGB.txt\n// https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_texture_sRGB_decode.txt\nfloat sRGBToLinear(float value){\n float linearRGBLo = value / 12.92;\n float linearRGBHi = pow((value + 0.055) / 1.055, 2.4);\n float linearRGB = (value <= 0.04045) ? linearRGBLo : linearRGBHi;\n return linearRGB;\n}\n\nvec4 sRGBToLinear(vec4 value){\n return vec4(sRGBToLinear(value.r), sRGBToLinear(value.g), sRGBToLinear(value.b), value.a);\n}\n\nfloat linearToSRGB(float value){\n\tvalue = max(value, 0.0);\n return (value <= 0.0031308) ? (value * 12.9232102) : 1.055 * pow(value, 1.0 / 2.4) - 0.055;\n}\n\nvec4 linearToSRGB(vec4 value){\n return vec4(linearToSRGB(value.r), linearToSRGB(value.g), linearToSRGB(value.b), value.a);\n}\n\n// Compatible with devices that do not even support EXT_sRGB in WebGL1.0.\nvec4 texture2DSRGB(sampler2D tex, vec2 uv) {\n\tvec4 color = texture2D(tex, uv);\n\t#ifdef ENGINE_NO_SRGB\n\t\tcolor = sRGBToLinear(color);\n\t#endif\n\treturn color;\n}\n\nvec4 outputSRGBCorrection(vec4 linearIn){\n #ifdef ENGINE_OUTPUT_SRGB_CORRECT\n \treturn linearToSRGB(linearIn);\n #else \n \treturn linearIn;\n #endif\n}\n\n\nuniform vec4 camera_DepthBufferParams;\nuniform vec4 camera_ProjectionParams;\n\nfloat remapDepthBufferLinear01(float depth){\n\treturn 1.0 / (camera_DepthBufferParams.x * depth + camera_DepthBufferParams.y);\n}\n\nfloat remapDepthBufferEyeDepth(float depth){\n\t#ifdef CAMERA_ORTHOGRAPHIC\n\t\treturn camera_ProjectionParams.y + (camera_ProjectionParams.z - camera_ProjectionParams.y) * depth;\n\t#else\n\t\treturn 1.0 / (camera_DepthBufferParams.z * depth + camera_DepthBufferParams.w);\n\t#endif\n}\n\n// From Next Generation Post Processing in Call of Duty: Advanced Warfare [Jimenez 2014]\n// http://advances.realtimerendering.com/s2014/index.html\n// sampleCoord must not be normalized (e.g. window coordinates)\nfloat interleavedGradientNoise(vec2 sampleCoord)\n{\n\tconst vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);\n\treturn fract(magic.z * fract(dot(sampleCoord, magic.xy)));\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\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 = "attribute 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\n#include <transform_declare>\n#include <camera_declare>\n\nuniform vec4 material_TilingOffset;\n\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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var transform_declare = "uniform mat4 renderer_LocalMat;\nuniform mat4 renderer_ModelMat;\nuniform mat4 camera_ViewMat;\nuniform mat4 camera_ProjMat;\nuniform mat4 renderer_MVMat;\nuniform mat4 renderer_MVPMat;\nuniform mat4 renderer_NormalMat;"; // eslint-disable-line
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var color_share = "#ifdef RENDERER_ENABLE_VERTEXCOLOR\n\nvarying vec4 v_color;\n\n#endif\n"; // eslint-disable-line
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@@ -9841,7 +9841,7 @@ var pbr_frag_define = "#define MIN_PERCEPTUAL_ROUGHNESS 0.045\n#define MIN_ROUGH
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var pbr_helper = "#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\nuniform sampler2D camera_AOTexture;\n\nfloat evaluateAmbientOcclusion(vec2 uv)\n{\n #ifdef MATERIAL_IS_TRANSPARENT\n return 1.0;\n #else\n return texture2D(camera_AOTexture, uv).r;\n #endif\n}\n\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\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 float alphaCutoff = material_AlphaCutoff;\n material.IOR = material_IOR;\n\n #ifdef MATERIAL_HAS_BASETEXTURE\n baseColor *= texture2DSRGB(material_BaseTexture, v_uv);\n #endif\n\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n baseColor *= v_color;\n #endif\n\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 // Specular\n material.specularIntensity = material_SpecularIntensity;\n material.specularColor = material_SpecularColor;\n #ifdef MATERIAL_HAS_SPECULAR_TEXTURE\n material.specularIntensity *= texture2D( material_SpecularIntensityTexture, v_uv ).a;\n #endif\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\n material.roughness = max(MIN_PERCEPTUAL_ROUGHNESS, min(roughness + getAARoughnessFactor(geometry.normal), 1.0));\n\n #ifdef MATERIAL_ENABLE_ANISOTROPY\n geometry.anisotropicN = getAnisotropicBentNormal(geometry, geometry.normal, material.roughness);\n #endif\n\n vec3 dielectricBaseF0 = vec3(pow2( (material.IOR - 1.0) / (material.IOR + 1.0) ));\n vec3 dielectricF0 = min(dielectricBaseF0 * material.specularColor , vec3(1.0)) * material.specularIntensity;\n float dielectricF90 = material.specularIntensity; \n\n material.specularF0 = mix(dielectricF0, baseColor.rgb, metal);\n material.specularF90 = mix(dielectricF90, 1.0, metal);\n material.resolvedSpecularF0 = material.specularF0;\n\n // Simplify: albedoColor * mix((1.0 - max(max(dielectricF0.r,dielectricF0.g),dielectricF0.b)), 0.0, metallic);\n material.diffuseColor = baseColor.rgb * (1.0 - metal) * (1.0 - max(max(dielectricF0.r,dielectricF0.g),dielectricF0.b));\n // Environment BRDF\n vec2 dfg = envDFGApprox(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 #ifdef SCENE_ENABLE_AMBIENT_OCCLUSION\n float ambientAO = evaluateAmbientOcclusion((v_PositionCS.xy / v_PositionCS.w) * 0.5 + 0.5);\n diffuseAO = min(diffuseAO, ambientAO);\n #endif\n\n #if (defined(MATERIAL_HAS_OCCLUSION_TEXTURE) || defined(SCENE_ENABLE_AMBIENT_OCCLUSION))&& 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 sheenColor *= texture2DSRGB(material_SheenTexture, v_uv).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.specularF0, material.specularF90, material.iridescenceThickness);\n material.resolvedSpecularF0 = mix(material.resolvedSpecularF0, material.iridescenceSpecularColor, material.iridescenceFactor);\n #endif\n #endif\n\n material.envSpecularDFG = material.resolvedSpecularF0 * dfg.x + material.specularF90 * dfg.y;\n\n // Multi-scattering energy compensation\n // Ref: Kulla & Conty 2017, \"Revisiting Physically Based Shading at Imageworks\"\n // Ref: Lagarde & Golubev 2018, simplified multiplier approach\n material.energyCompensation = 1.0 + material.resolvedSpecularF0 * (1.0 / max(dfg.x + dfg.y, EPSILON) - 1.0);\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"; // eslint-disable-line
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var brdf = "\n#ifdef MATERIAL_ENABLE_SHEEN\n uniform sampler2D scene_PrefilteredDFG;\n#endif\n\nfloat F_Schlick(float f0, float f90, float dotLH) {\n\treturn f0 + (f90 - f0) * (pow(1.0 - dotLH, 5.0));\n}\n\nvec3 F_Schlick(vec3 f0, float f90, 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 (f90 - f0 ) * fresnel + f0;\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 baseF90, 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, baseF90, 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, baseF90, 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, material.specularF90, 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 = "#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(0.04, 1.0, 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.specularF0, material.roughness) * material.energyCompensation;\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\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 = "// ------------------------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// Returns raw DFG approximation coefficients (split-sum LUT approximation)\nvec2 envDFGApprox(float roughness, float dotNV) {\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n return vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\n\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\nvec3 envBRDFApprox(vec3 f0, float f90, float roughness, float dotNV ) {\n vec2 AB = envDFGApprox(roughness, dotNV);\n return f0 * AB.x + f90 * AB.y;\n}\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
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var ibl_frag_define = "// ------------------------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// Returns raw DFG approximation coefficients (split-sum LUT approximation)\nvec2 envDFGApprox(float roughness, float dotNV) {\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n return vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\n\n// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile\nvec3 envBRDFApprox(vec3 f0, float f90, float roughness, float dotNV ) {\n vec2 AB = envDFGApprox(roughness, dotNV);\n return f0 * AB.x + f90 * AB.y;\n}\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 ENGINE_NO_SRGB\n envMapColor = sRGBToLinear(envMapColor);\n #endif\n \n return envMapColor.rgb * specularIntensity;\n\n #endif\n\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
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var pbr_frag = "Geometry 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 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 ), 1.0, material.clearCoatRoughness, geometry.clearCoatDotNV);\n radianceAttenuation -= material.clearCoat * F_Schlick(0.04, 1.0, geometry.clearCoatDotNV);\n#endif\n\nreflectedLight.indirectSpecular += material.specularAO * radianceAttenuation * radiance * envBRDFApprox(material.resolvedSpecularF0, material.specularF90, material.roughness, geometry.dotNV) * material.energyCompensation;\n\n\n// IBL Sheen\nevaluateSheenIBL(geometry, material, radianceAttenuation, reflectedLight.indirectDiffuse, reflectedLight.indirectSpecular);\n\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\n// Emissive\nvec3 emissiveRadiance = material_EmissiveColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n emissiveRadiance *= texture2DSRGB(material_EmissiveTexture, v_uv).rgb;\n#endif\n\nfinalColor.rgb += emissiveRadiance;\n\n\ngl_FragColor = finalColor;\n"; // eslint-disable-line
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|
9846
9846
|
var btdf = "#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 = texture2DSRGB(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
|
|
9847
9847
|
var refraction = "#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
|
|
@@ -31085,7 +31085,7 @@ var pbrFs = "#include <common>\n#include <camera_declare>\n#include <transform_d
|
|
|
31085
31085
|
var pbrVs = "#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#include <PositionClipSpaceDeclaration>\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 #include <PositionClipSpaceVertex>\n}\n"; // eslint-disable-line
|
|
31086
31086
|
var shadowMapFs = "#ifdef ENGINE_NO_DEPTH_TEXTURE\n /**\n * Decompose and save depth value.\n */\n vec4 pack (float depth) {\n // Use rgba 4 bytes with a total of 32 bits to store the z value, and the accuracy of 1 byte is 1/256.\n const vec4 bitShift = vec4(1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0);\n const vec4 bitMask = vec4(1.0/256.0, 1.0/256.0, 1.0/256.0, 0.0);\n\n vec4 rgbaDepth = fract(depth * bitShift); // Calculate the z value of each point\n\n // Cut off the value which do not fit in 8 bits\n rgbaDepth -= rgbaDepth.gbaa * bitMask;\n\n return rgbaDepth;\n }\n#endif\n\n\nuniform vec4 material_BaseColor;\nuniform sampler2D material_BaseTexture;\nuniform float material_AlphaCutoff;\nvarying vec2 v_uv;\n\nvoid main() {\n #if defined(MATERIAL_IS_ALPHA_CUTOFF) || (defined(SCENE_ENABLE_TRANSPARENT_SHADOW) && defined(MATERIAL_IS_TRANSPARENT))\n float alpha = material_BaseColor.a;\n #ifdef MATERIAL_HAS_BASETEXTURE\n alpha *= texture2D(material_BaseTexture, v_uv).a;\n #endif\n \n #ifdef MATERIAL_IS_ALPHA_CUTOFF\n if(alpha < material_AlphaCutoff){\n discard;\n }\n #endif\n \n #if defined(SCENE_ENABLE_TRANSPARENT_SHADOW) && defined(MATERIAL_IS_TRANSPARENT)\n // Interleaved gradient noise\n float noise = fract(52.982919 * fract(dot(vec2(0.06711, 0.00584), gl_FragCoord.xy)));\n if (alpha <= noise) {\n discard;\n };\n #endif\n #endif\n\n #ifdef ENGINE_NO_DEPTH_TEXTURE\n gl_FragColor = pack(gl_FragCoord.z);\n #else\n gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);\n #endif\n}"; // eslint-disable-line
|
|
31087
31087
|
var shadowMapVs = "#include <common>\n#include <common_vert>\n#include <blendShape_input>\n#include <normal_share>\n#include <uv_share>\nuniform mat4 camera_VPMat;\nuniform vec2 scene_ShadowBias; // x: depth bias, y: normal bias\nuniform vec3 scene_LightDirection;\n\nvec3 applyShadowBias(vec3 positionWS) {\n positionWS -= scene_LightDirection * scene_ShadowBias.x;\n return positionWS;\n}\n\nvec3 applyShadowNormalBias(vec3 positionWS, vec3 normalWS) {\n float invNdotL = 1.0 - clamp(dot(-scene_LightDirection, normalWS), 0.0, 1.0);\n float scale = invNdotL * scene_ShadowBias.y;\n positionWS += normalWS * vec3(scale);\n return positionWS;\n}\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 \n vec4 positionWS = renderer_ModelMat * position;\n\n positionWS.xyz = applyShadowBias(positionWS.xyz);\n #ifndef MATERIAL_OMIT_NORMAL\n #ifdef RENDERER_HAS_NORMAL\n vec3 normalWS = normalize( mat3(renderer_NormalMat) * normal );\n positionWS.xyz = applyShadowNormalBias(positionWS.xyz, normalWS);\n #endif\n #endif\n\n\n vec4 positionCS = camera_VPMat * positionWS;\n positionCS.z = max(positionCS.z, -1.0);// clamp to min ndc z\n\n gl_Position = positionCS;\n\n}\n"; // eslint-disable-line
|
|
31088
|
-
var skyboxFs = "#include <common>\nuniform samplerCube material_CubeTexture;\n\nvarying vec3 v_cubeUV;\nuniform float material_Exposure;\nuniform vec4 material_TintColor;\n\nvoid main() {\n vec4 textureColor = textureCube( material_CubeTexture, v_cubeUV );\n\n #ifdef
|
|
31088
|
+
var skyboxFs = "#include <common>\nuniform samplerCube material_CubeTexture;\n\nvarying vec3 v_cubeUV;\nuniform float material_Exposure;\nuniform vec4 material_TintColor;\n\nvoid main() {\n vec4 textureColor = textureCube( material_CubeTexture, v_cubeUV );\n\n #ifdef ENGINE_NO_SRGB\n textureColor = sRGBToLinear(textureColor);\n #endif\n\n textureColor.rgb *= material_Exposure * material_TintColor.rgb;\n \n gl_FragColor = textureColor;\n}\n"; // eslint-disable-line
|
|
31089
31089
|
var skyboxVs = "#include <common_vert>\n\nuniform mat4 camera_VPMat;\n\nvarying vec3 v_cubeUV;\nuniform float material_Rotation;\n\nvec4 rotateY(vec4 v, float angle) {\n\tconst float deg2rad = 3.1415926 / 180.0;\n\tfloat radian = angle * deg2rad;\n\tfloat sina = sin(radian);\n\tfloat cosa = cos(radian);\n\tmat2 m = mat2(cosa, -sina, sina, cosa);\n\treturn vec4(m * v.xz, v.yw).xzyw;\n}\n\nvoid main() {\n v_cubeUV = vec3( -POSITION.x, POSITION.yz ); // TextureCube is left-hand,so x need inverse\n gl_Position = camera_VPMat * rotateY(vec4(POSITION, 1.0), material_Rotation);\n}\n"; // eslint-disable-line
|
|
31090
31090
|
var spriteMaskFs = "uniform sampler2D renderer_MaskTexture;\nuniform float renderer_MaskAlphaCutoff;\nvarying vec2 v_uv;\n\nvoid main()\n{\n vec4 color = texture2D(renderer_MaskTexture, v_uv);\n if (color.a < renderer_MaskAlphaCutoff) {\n discard;\n }\n\n gl_FragColor = color;\n}\n"; // eslint-disable-line
|
|
31091
31091
|
var spriteMaskVs = "uniform mat4 camera_VPMat;\n\nattribute vec3 POSITION;\nattribute vec2 TEXCOORD_0;\n\nvarying vec2 v_uv;\n\nvoid main()\n{\n gl_Position = camera_VPMat * vec4(POSITION, 1.0);\n v_uv = TEXCOORD_0;\n}\n"; // eslint-disable-line
|
|
@@ -32250,7 +32250,7 @@ ShaderPool.init();
|
|
|
32250
32250
|
_inherits$2(AmbientLight, ReferResource);
|
|
32251
32251
|
function AmbientLight(engine) {
|
|
32252
32252
|
var _this;
|
|
32253
|
-
_this = ReferResource.call(this, engine) || this, _this._diffuseSolidColor = new Color(0.03696758874771872, 0.0421494543549785, 0.05455383078270364), _this._diffuseIntensity = 1.0, _this._specularIntensity = 1.0, _this._diffuseMode = DiffuseMode.SolidColor, _this._shArray = new Float32Array(27), _this._scenes = []
|
|
32253
|
+
_this = ReferResource.call(this, engine) || this, _this._diffuseSolidColor = new Color(0.03696758874771872, 0.0421494543549785, 0.05455383078270364), _this._diffuseIntensity = 1.0, _this._specularIntensity = 1.0, _this._diffuseMode = DiffuseMode.SolidColor, _this._shArray = new Float32Array(27), _this._scenes = [];
|
|
32254
32254
|
return _this;
|
|
32255
32255
|
}
|
|
32256
32256
|
var _proto = AmbientLight.prototype;
|
|
@@ -32265,7 +32265,6 @@ ShaderPool.init();
|
|
|
32265
32265
|
shaderData.setFloat(AmbientLight._specularIntensityProperty, this._specularIntensity);
|
|
32266
32266
|
shaderData.setFloatArray(AmbientLight._diffuseSHProperty, this._shArray);
|
|
32267
32267
|
this._setDiffuseMode(shaderData);
|
|
32268
|
-
this._setSpecularTextureDecodeRGBM(shaderData);
|
|
32269
32268
|
this._setSpecularTexture(shaderData);
|
|
32270
32269
|
};
|
|
32271
32270
|
/**
|
|
@@ -32295,13 +32294,6 @@ ShaderPool.init();
|
|
|
32295
32294
|
sceneShaderData.disableMacro(AmbientLight._specularMacro);
|
|
32296
32295
|
}
|
|
32297
32296
|
};
|
|
32298
|
-
_proto._setSpecularTextureDecodeRGBM = function _setSpecularTextureDecodeRGBM(sceneShaderData) {
|
|
32299
|
-
if (this._specularTextureDecodeRGBM) {
|
|
32300
|
-
sceneShaderData.enableMacro(AmbientLight._decodeRGBMMacro);
|
|
32301
|
-
} else {
|
|
32302
|
-
sceneShaderData.disableMacro(AmbientLight._decodeRGBMMacro);
|
|
32303
|
-
}
|
|
32304
|
-
};
|
|
32305
32297
|
_proto._preComputeSH = function _preComputeSH(sh, out) {
|
|
32306
32298
|
/**
|
|
32307
32299
|
* Basis constants
|
|
@@ -32356,21 +32348,6 @@ ShaderPool.init();
|
|
|
32356
32348
|
out[26] = src[26] * 0.429042;
|
|
32357
32349
|
};
|
|
32358
32350
|
_create_class$2(AmbientLight, [
|
|
32359
|
-
{
|
|
32360
|
-
key: "specularTextureDecodeRGBM",
|
|
32361
|
-
get: /**
|
|
32362
|
-
* Whether to decode from specularTexture with RGBM format.
|
|
32363
|
-
*/ function get() {
|
|
32364
|
-
return this._specularTextureDecodeRGBM;
|
|
32365
|
-
},
|
|
32366
|
-
set: function set(value) {
|
|
32367
|
-
this._specularTextureDecodeRGBM = value;
|
|
32368
|
-
var scenes = this._scenes;
|
|
32369
|
-
for(var i = 0, n = scenes.length; i < n; i++){
|
|
32370
|
-
this._setSpecularTextureDecodeRGBM(scenes[i].shaderData);
|
|
32371
|
-
}
|
|
32372
|
-
}
|
|
32373
|
-
},
|
|
32374
32351
|
{
|
|
32375
32352
|
key: "diffuseMode",
|
|
32376
32353
|
get: /**
|
|
@@ -32468,7 +32445,6 @@ ShaderPool.init();
|
|
|
32468
32445
|
}(ReferResource);
|
|
32469
32446
|
AmbientLight._shMacro = ShaderMacro.getByName("SCENE_USE_SH");
|
|
32470
32447
|
AmbientLight._specularMacro = ShaderMacro.getByName("SCENE_USE_SPECULAR_ENV");
|
|
32471
|
-
AmbientLight._decodeRGBMMacro = ShaderMacro.getByName("SCENE_IS_DECODE_ENV_RGBM");
|
|
32472
32448
|
AmbientLight._diffuseColorProperty = ShaderProperty.getByName("scene_EnvMapLight.diffuse");
|
|
32473
32449
|
AmbientLight._diffuseSHProperty = ShaderProperty.getByName("scene_EnvSH");
|
|
32474
32450
|
AmbientLight._diffuseIntensityProperty = ShaderProperty.getByName("scene_EnvMapLight.diffuseIntensity");
|
|
@@ -37443,7 +37419,7 @@ function _assert_this_initialized(self) {
|
|
|
37443
37419
|
_inherits$2(SkyBoxMaterial, Material);
|
|
37444
37420
|
function SkyBoxMaterial(engine) {
|
|
37445
37421
|
var _this;
|
|
37446
|
-
_this = Material.call(this, engine, Shader.find("skybox")) || this, _this.
|
|
37422
|
+
_this = Material.call(this, engine, Shader.find("skybox")) || this, _this._tintColor = new Color(1, 1, 1, 1);
|
|
37447
37423
|
_this.renderState.rasterState.cullMode = CullMode.Off;
|
|
37448
37424
|
_this.renderState.depthState.compareFunction = CompareFunction.LessEqual;
|
|
37449
37425
|
_this.shaderData.setFloat(SkyBoxMaterial._rotationProp, 0);
|
|
@@ -37458,22 +37434,6 @@ function _assert_this_initialized(self) {
|
|
|
37458
37434
|
return dest;
|
|
37459
37435
|
};
|
|
37460
37436
|
_create_class$2(SkyBoxMaterial, [
|
|
37461
|
-
{
|
|
37462
|
-
key: "textureDecodeRGBM",
|
|
37463
|
-
get: /**
|
|
37464
|
-
* Whether to decode texture with RGBM format.
|
|
37465
|
-
*/ function get() {
|
|
37466
|
-
return this._textureDecodeRGBM;
|
|
37467
|
-
},
|
|
37468
|
-
set: function set(value) {
|
|
37469
|
-
this._textureDecodeRGBM = value;
|
|
37470
|
-
if (value) {
|
|
37471
|
-
this.shaderData.enableMacro(SkyBoxMaterial._decodeSkyRGBMMacro);
|
|
37472
|
-
} else {
|
|
37473
|
-
this.shaderData.disableMacro(SkyBoxMaterial._decodeSkyRGBMMacro);
|
|
37474
|
-
}
|
|
37475
|
-
}
|
|
37476
|
-
},
|
|
37477
37437
|
{
|
|
37478
37438
|
key: "texture",
|
|
37479
37439
|
get: /**
|
|
@@ -37527,7 +37487,6 @@ SkyBoxMaterial._tintColorProp = ShaderProperty.getByName("material_TintColor");
|
|
|
37527
37487
|
SkyBoxMaterial._textureCubeProp = ShaderProperty.getByName("material_CubeTexture");
|
|
37528
37488
|
SkyBoxMaterial._rotationProp = ShaderProperty.getByName("material_Rotation");
|
|
37529
37489
|
SkyBoxMaterial._exposureProp = ShaderProperty.getByName("material_Exposure");
|
|
37530
|
-
SkyBoxMaterial._decodeSkyRGBMMacro = ShaderMacro.getByName("MATERIAL_IS_DECODE_SKY_RGBM");
|
|
37531
37490
|
/**
|
|
37532
37491
|
* Sun mode.
|
|
37533
37492
|
*/ var SunMode = /*#__PURE__*/ function(SunMode) {
|
|
@@ -47193,7 +47152,6 @@ var EnvLoader = /*#__PURE__*/ function(Loader) {
|
|
|
47193
47152
|
sh.copyFromArray(new Float32Array(arraybuffer, 0, 27));
|
|
47194
47153
|
ambientLight.diffuseSphericalHarmonics = sh;
|
|
47195
47154
|
ambientLight.specularTexture = texture;
|
|
47196
|
-
ambientLight.specularTextureDecodeRGBM = true;
|
|
47197
47155
|
resolve(ambientLight);
|
|
47198
47156
|
}).catch(function(e) {
|
|
47199
47157
|
reject(e);
|
|
@@ -47206,7 +47164,7 @@ var EnvLoader = /*#__PURE__*/ function(Loader) {
|
|
|
47206
47164
|
var _this;
|
|
47207
47165
|
var shByteLength = 27 * 4;
|
|
47208
47166
|
var size = (_this = new Uint16Array(buffer, shByteLength, 1)) == null ? void 0 : _this[0];
|
|
47209
|
-
texture || (texture = new TextureCube(engine, size,
|
|
47167
|
+
texture || (texture = new TextureCube(engine, size, TextureFormat.R16G16B16A16, true, false));
|
|
47210
47168
|
texture.filterMode = TextureFilterMode.Trilinear;
|
|
47211
47169
|
var mipmapCount = texture.mipmapCount;
|
|
47212
47170
|
var offset = shByteLength + 2;
|
|
@@ -47214,8 +47172,8 @@ var EnvLoader = /*#__PURE__*/ function(Loader) {
|
|
|
47214
47172
|
var mipSize = size >> mipLevel;
|
|
47215
47173
|
for(var face = 0; face < 6; face++){
|
|
47216
47174
|
var dataSize = mipSize * mipSize * 4;
|
|
47217
|
-
var data = new
|
|
47218
|
-
offset += dataSize;
|
|
47175
|
+
var data = new Uint16Array(buffer, offset, dataSize);
|
|
47176
|
+
offset += dataSize * 2;
|
|
47219
47177
|
texture.setPixelBuffer(TextureCubeFace.PositiveX + face, data, mipLevel);
|
|
47220
47178
|
}
|
|
47221
47179
|
}
|
|
@@ -51658,7 +51616,8 @@ var Texture2DContentRestorer = /*#__PURE__*/ function(ContentRestorer) {
|
|
|
51658
51616
|
var scaleFactor = Math.pow(2, pixels[srcIndex + 3] - 128) / 255;
|
|
51659
51617
|
var dstIndex = y * texSize * 4 + x * 4;
|
|
51660
51618
|
for(var c = 0; c < 3; c++){
|
|
51661
|
-
|
|
51619
|
+
// Clamp to half-float max (65504) to prevent Infinity in R16G16B16A16
|
|
51620
|
+
floatView[0] = Math.min(pixels[srcIndex + c] * scaleFactor, 65504);
|
|
51662
51621
|
var f = uint32View[0];
|
|
51663
51622
|
var e = f >> 23 & 0x1ff;
|
|
51664
51623
|
facePixels[dstIndex + c] = baseTable[e] + ((f & 0x007fffff) >> shiftTable[e]);
|
|
@@ -52132,7 +52091,6 @@ var SceneLoader = /*#__PURE__*/ function(Loader) {
|
|
|
52132
52091
|
scene.ambientLight.specularIntensity = ambient.specularIntensity;
|
|
52133
52092
|
scene.ambientLight.diffuseMode = ambient.diffuseMode;
|
|
52134
52093
|
scene.ambientLight.diffuseSolidColor.copyFrom(ambient.diffuseSolidColor);
|
|
52135
|
-
scene.ambientLight.specularTextureDecodeRGBM = true;
|
|
52136
52094
|
if (useCustomAmbient && ambient.customAmbientLight) {
|
|
52137
52095
|
promises.push(resourceManager.getResourceByRef(ambient.customAmbientLight).then(function(ambientLight) {
|
|
52138
52096
|
scene.ambientLight.specularTexture = ambientLight == null ? void 0 : ambientLight.specularTexture;
|
|
@@ -52750,7 +52708,7 @@ EXT_texture_webp = __decorate([
|
|
|
52750
52708
|
], EXT_texture_webp);
|
|
52751
52709
|
|
|
52752
52710
|
//@ts-ignore
|
|
52753
|
-
var version = "2.0.0-alpha.
|
|
52711
|
+
var version = "2.0.0-alpha.8";
|
|
52754
52712
|
console.log("Galacean Engine Version: " + version);
|
|
52755
52713
|
for(var key in CoreObjects){
|
|
52756
52714
|
Loader.registerClass(key, CoreObjects[key]);
|