@gnsx/three 0.184.0

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Files changed (1182) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +85 -0
  3. package/build/three.cjs +79695 -0
  4. package/build/three.core.js +59732 -0
  5. package/build/three.core.min.js +6 -0
  6. package/build/three.module.js +19552 -0
  7. package/build/three.module.min.js +6 -0
  8. package/build/three.tsl.js +654 -0
  9. package/build/three.tsl.min.js +6 -0
  10. package/build/three.webgpu.js +83969 -0
  11. package/build/three.webgpu.min.js +6 -0
  12. package/build/three.webgpu.nodes.js +83702 -0
  13. package/build/three.webgpu.nodes.min.js +6 -0
  14. package/examples/fonts/LICENSE +13 -0
  15. package/examples/fonts/MPLUSRounded1c/MPLUSRounded1c-Regular.typeface.json.zip +0 -0
  16. package/examples/fonts/MPLUSRounded1c/OFL.txt +91 -0
  17. package/examples/fonts/README.md +11 -0
  18. package/examples/fonts/droid/NOTICE +190 -0
  19. package/examples/fonts/droid/README.txt +18 -0
  20. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  21. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  22. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  23. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  24. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  25. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  26. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  27. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  28. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  29. package/examples/fonts/optimer_bold.typeface.json +1 -0
  30. package/examples/fonts/optimer_regular.typeface.json +1 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/jsm/Addons.js +293 -0
  34. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  35. package/examples/jsm/animation/CCDIKSolver.js +595 -0
  36. package/examples/jsm/capabilities/WebGL.js +113 -0
  37. package/examples/jsm/capabilities/WebGPU.js +59 -0
  38. package/examples/jsm/controls/ArcballControls.js +3539 -0
  39. package/examples/jsm/controls/DragControls.js +452 -0
  40. package/examples/jsm/controls/FirstPersonControls.js +451 -0
  41. package/examples/jsm/controls/FlyControls.js +384 -0
  42. package/examples/jsm/controls/MapControls.js +116 -0
  43. package/examples/jsm/controls/OrbitControls.js +1963 -0
  44. package/examples/jsm/controls/PointerLockControls.js +264 -0
  45. package/examples/jsm/controls/TrackballControls.js +1001 -0
  46. package/examples/jsm/controls/TransformControls.js +1950 -0
  47. package/examples/jsm/csm/CSM.js +598 -0
  48. package/examples/jsm/csm/CSMFrustum.js +209 -0
  49. package/examples/jsm/csm/CSMHelper.js +243 -0
  50. package/examples/jsm/csm/CSMShader.js +307 -0
  51. package/examples/jsm/csm/CSMShadowNode.js +603 -0
  52. package/examples/jsm/curves/CurveExtras.js +694 -0
  53. package/examples/jsm/curves/NURBSCurve.js +155 -0
  54. package/examples/jsm/curves/NURBSSurface.js +98 -0
  55. package/examples/jsm/curves/NURBSUtils.js +532 -0
  56. package/examples/jsm/curves/NURBSVolume.js +82 -0
  57. package/examples/jsm/effects/AnaglyphEffect.js +274 -0
  58. package/examples/jsm/effects/AsciiEffect.js +310 -0
  59. package/examples/jsm/effects/OutlineEffect.js +489 -0
  60. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  61. package/examples/jsm/effects/StereoEffect.js +91 -0
  62. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  63. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  64. package/examples/jsm/environments/RoomEnvironment.js +185 -0
  65. package/examples/jsm/exporters/DRACOExporter.js +311 -0
  66. package/examples/jsm/exporters/EXRExporter.js +618 -0
  67. package/examples/jsm/exporters/GLTFExporter.js +3738 -0
  68. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  69. package/examples/jsm/exporters/OBJExporter.js +308 -0
  70. package/examples/jsm/exporters/PLYExporter.js +562 -0
  71. package/examples/jsm/exporters/STLExporter.js +221 -0
  72. package/examples/jsm/exporters/USDZExporter.js +1254 -0
  73. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  74. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  75. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  76. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  77. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  78. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  79. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  80. package/examples/jsm/geometries/TextGeometry.js +102 -0
  81. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  82. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  83. package/examples/jsm/helpers/LightProbeGridHelper.js +221 -0
  84. package/examples/jsm/helpers/LightProbeHelper.js +165 -0
  85. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  86. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  87. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  88. package/examples/jsm/helpers/RapierHelper.js +59 -0
  89. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  90. package/examples/jsm/helpers/TextureHelper.js +265 -0
  91. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  92. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  93. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  94. package/examples/jsm/helpers/ViewHelper.js +519 -0
  95. package/examples/jsm/inspector/Extension.js +13 -0
  96. package/examples/jsm/inspector/Inspector.js +542 -0
  97. package/examples/jsm/inspector/RendererInspector.js +425 -0
  98. package/examples/jsm/inspector/extensions/extensions.json +6 -0
  99. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +916 -0
  100. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +281 -0
  101. package/examples/jsm/inspector/tabs/Console.js +238 -0
  102. package/examples/jsm/inspector/tabs/Memory.js +128 -0
  103. package/examples/jsm/inspector/tabs/Parameters.js +380 -0
  104. package/examples/jsm/inspector/tabs/Performance.js +268 -0
  105. package/examples/jsm/inspector/tabs/Settings.js +264 -0
  106. package/examples/jsm/inspector/tabs/Timeline.js +1611 -0
  107. package/examples/jsm/inspector/tabs/Viewer.js +268 -0
  108. package/examples/jsm/inspector/ui/Graph.js +95 -0
  109. package/examples/jsm/inspector/ui/Item.js +170 -0
  110. package/examples/jsm/inspector/ui/List.js +75 -0
  111. package/examples/jsm/inspector/ui/Profiler.js +2072 -0
  112. package/examples/jsm/inspector/ui/Style.js +1667 -0
  113. package/examples/jsm/inspector/ui/Tab.js +265 -0
  114. package/examples/jsm/inspector/ui/Values.js +476 -0
  115. package/examples/jsm/inspector/ui/utils.js +69 -0
  116. package/examples/jsm/interaction/InteractionManager.js +226 -0
  117. package/examples/jsm/interactive/HTMLMesh.js +601 -0
  118. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  119. package/examples/jsm/interactive/SelectionBox.js +324 -0
  120. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  121. package/examples/jsm/libs/ammo.wasm.js +822 -0
  122. package/examples/jsm/libs/ammo.wasm.wasm +0 -0
  123. package/examples/jsm/libs/basis/README.md +46 -0
  124. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  125. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  126. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  127. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  128. package/examples/jsm/libs/draco/README.md +32 -0
  129. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  130. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  131. package/examples/jsm/libs/draco/draco_encoder.js +33 -0
  132. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  133. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  134. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  135. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -0
  136. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  137. package/examples/jsm/libs/ecsy.module.js +1792 -0
  138. package/examples/jsm/libs/fflate.module.js +2672 -0
  139. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  140. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  141. package/examples/jsm/libs/lottie_canvas.module.js +14849 -0
  142. package/examples/jsm/libs/meshopt_decoder.module.js +196 -0
  143. package/examples/jsm/libs/mikktspace.module.js +128 -0
  144. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  145. package/examples/jsm/libs/opentype.module.js +14506 -0
  146. package/examples/jsm/libs/potpack.module.js +125 -0
  147. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -0
  148. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +16 -0
  149. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  150. package/examples/jsm/libs/stats.module.js +167 -0
  151. package/examples/jsm/libs/surfaceNet.js +201 -0
  152. package/examples/jsm/libs/tween.module.js +876 -0
  153. package/examples/jsm/libs/utif.module.js +1665 -0
  154. package/examples/jsm/libs/zstddec.module.js +1 -0
  155. package/examples/jsm/lighting/DynamicLighting.js +82 -0
  156. package/examples/jsm/lighting/LightProbeGrid.js +651 -0
  157. package/examples/jsm/lighting/TiledLighting.js +42 -0
  158. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  159. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  160. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  161. package/examples/jsm/lines/Line2.js +56 -0
  162. package/examples/jsm/lines/LineGeometry.js +157 -0
  163. package/examples/jsm/lines/LineMaterial.js +703 -0
  164. package/examples/jsm/lines/LineSegments2.js +426 -0
  165. package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
  166. package/examples/jsm/lines/Wireframe.js +108 -0
  167. package/examples/jsm/lines/WireframeGeometry2.js +49 -0
  168. package/examples/jsm/lines/webgpu/Line2.js +46 -0
  169. package/examples/jsm/lines/webgpu/LineSegments2.js +411 -0
  170. package/examples/jsm/lines/webgpu/Wireframe.js +86 -0
  171. package/examples/jsm/loaders/3DMLoader.js +1836 -0
  172. package/examples/jsm/loaders/3MFLoader.js +1621 -0
  173. package/examples/jsm/loaders/AMFLoader.js +541 -0
  174. package/examples/jsm/loaders/BVHLoader.js +484 -0
  175. package/examples/jsm/loaders/ColladaLoader.js +153 -0
  176. package/examples/jsm/loaders/DDSLoader.js +385 -0
  177. package/examples/jsm/loaders/DRACOLoader.js +739 -0
  178. package/examples/jsm/loaders/EXRLoader.js +3423 -0
  179. package/examples/jsm/loaders/FBXLoader.js +4580 -0
  180. package/examples/jsm/loaders/FontLoader.js +260 -0
  181. package/examples/jsm/loaders/GCodeLoader.js +318 -0
  182. package/examples/jsm/loaders/GLTFLoader.js +4860 -0
  183. package/examples/jsm/loaders/HDRCubeTextureLoader.js +164 -0
  184. package/examples/jsm/loaders/HDRLoader.js +485 -0
  185. package/examples/jsm/loaders/IESLoader.js +379 -0
  186. package/examples/jsm/loaders/KMZLoader.js +163 -0
  187. package/examples/jsm/loaders/KTX2Loader.js +1257 -0
  188. package/examples/jsm/loaders/KTXLoader.js +197 -0
  189. package/examples/jsm/loaders/LDrawLoader.js +2510 -0
  190. package/examples/jsm/loaders/LUT3dlLoader.js +205 -0
  191. package/examples/jsm/loaders/LUTCubeLoader.js +190 -0
  192. package/examples/jsm/loaders/LUTImageLoader.js +190 -0
  193. package/examples/jsm/loaders/LWOLoader.js +1047 -0
  194. package/examples/jsm/loaders/LottieLoader.js +130 -0
  195. package/examples/jsm/loaders/MD2Loader.js +435 -0
  196. package/examples/jsm/loaders/MDDLoader.js +147 -0
  197. package/examples/jsm/loaders/MTLLoader.js +593 -0
  198. package/examples/jsm/loaders/MaterialXLoader.js +1104 -0
  199. package/examples/jsm/loaders/NRRDLoader.js +718 -0
  200. package/examples/jsm/loaders/OBJLoader.js +955 -0
  201. package/examples/jsm/loaders/PCDLoader.js +620 -0
  202. package/examples/jsm/loaders/PDBLoader.js +272 -0
  203. package/examples/jsm/loaders/PLYLoader.js +805 -0
  204. package/examples/jsm/loaders/PVRLoader.js +270 -0
  205. package/examples/jsm/loaders/RGBELoader.js +18 -0
  206. package/examples/jsm/loaders/STLLoader.js +421 -0
  207. package/examples/jsm/loaders/SVGLoader.js +3267 -0
  208. package/examples/jsm/loaders/TDSLoader.js +1142 -0
  209. package/examples/jsm/loaders/TGALoader.js +538 -0
  210. package/examples/jsm/loaders/TIFFLoader.js +59 -0
  211. package/examples/jsm/loaders/TTFLoader.js +261 -0
  212. package/examples/jsm/loaders/USDLoader.js +279 -0
  213. package/examples/jsm/loaders/USDZLoader.js +16 -0
  214. package/examples/jsm/loaders/UltraHDRLoader.js +755 -0
  215. package/examples/jsm/loaders/VOXLoader.js +919 -0
  216. package/examples/jsm/loaders/VRMLLoader.js +3646 -0
  217. package/examples/jsm/loaders/VTKLoader.js +1293 -0
  218. package/examples/jsm/loaders/XYZLoader.js +143 -0
  219. package/examples/jsm/loaders/collada/ColladaComposer.js +3044 -0
  220. package/examples/jsm/loaders/collada/ColladaParser.js +1977 -0
  221. package/examples/jsm/loaders/lwo/IFFParser.js +1217 -0
  222. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -0
  223. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -0
  224. package/examples/jsm/loaders/usd/USDAParser.js +828 -0
  225. package/examples/jsm/loaders/usd/USDCParser.js +1878 -0
  226. package/examples/jsm/loaders/usd/USDComposer.js +4594 -0
  227. package/examples/jsm/materials/LDrawConditionalLineMaterial.js +183 -0
  228. package/examples/jsm/materials/LDrawConditionalLineNodeMaterial.js +154 -0
  229. package/examples/jsm/materials/WoodNodeMaterial.js +533 -0
  230. package/examples/jsm/math/Capsule.js +159 -0
  231. package/examples/jsm/math/ColorConverter.js +58 -0
  232. package/examples/jsm/math/ColorSpaces.js +147 -0
  233. package/examples/jsm/math/ConvexHull.js +1695 -0
  234. package/examples/jsm/math/ImprovedNoise.js +88 -0
  235. package/examples/jsm/math/Lut.js +317 -0
  236. package/examples/jsm/math/MeshSurfaceSampler.js +315 -0
  237. package/examples/jsm/math/OBB.js +535 -0
  238. package/examples/jsm/math/Octree.js +822 -0
  239. package/examples/jsm/math/SimplexNoise.js +470 -0
  240. package/examples/jsm/misc/ConvexObjectBreaker.js +539 -0
  241. package/examples/jsm/misc/GPUComputationRenderer.js +508 -0
  242. package/examples/jsm/misc/Gyroscope.js +78 -0
  243. package/examples/jsm/misc/MD2Character.js +391 -0
  244. package/examples/jsm/misc/MD2CharacterComplex.js +740 -0
  245. package/examples/jsm/misc/MorphAnimMesh.js +119 -0
  246. package/examples/jsm/misc/MorphBlendMesh.js +425 -0
  247. package/examples/jsm/misc/ProgressiveLightMap.js +370 -0
  248. package/examples/jsm/misc/ProgressiveLightMapGPU.js +322 -0
  249. package/examples/jsm/misc/RollerCoaster.js +661 -0
  250. package/examples/jsm/misc/TubePainter.js +599 -0
  251. package/examples/jsm/misc/Volume.js +520 -0
  252. package/examples/jsm/misc/VolumeSlice.js +275 -0
  253. package/examples/jsm/modifiers/CurveModifier.js +374 -0
  254. package/examples/jsm/modifiers/CurveModifierGPU.js +256 -0
  255. package/examples/jsm/modifiers/EdgeSplitModifier.js +299 -0
  256. package/examples/jsm/modifiers/SimplifyModifier.js +632 -0
  257. package/examples/jsm/modifiers/TessellateModifier.js +340 -0
  258. package/examples/jsm/objects/GroundedSkybox.js +69 -0
  259. package/examples/jsm/objects/Lensflare.js +489 -0
  260. package/examples/jsm/objects/LensflareMesh.js +376 -0
  261. package/examples/jsm/objects/MarchingCubes.js +1261 -0
  262. package/examples/jsm/objects/Reflector.js +386 -0
  263. package/examples/jsm/objects/ReflectorForSSRPass.js +393 -0
  264. package/examples/jsm/objects/Refractor.js +389 -0
  265. package/examples/jsm/objects/ShadowMesh.js +130 -0
  266. package/examples/jsm/objects/Sky.js +321 -0
  267. package/examples/jsm/objects/SkyMesh.js +377 -0
  268. package/examples/jsm/objects/Water.js +374 -0
  269. package/examples/jsm/objects/Water2.js +403 -0
  270. package/examples/jsm/objects/Water2Mesh.js +199 -0
  271. package/examples/jsm/objects/WaterMesh.js +194 -0
  272. package/examples/jsm/offscreen/jank.js +45 -0
  273. package/examples/jsm/offscreen/offscreen.js +8 -0
  274. package/examples/jsm/offscreen/scene.js +86 -0
  275. package/examples/jsm/physics/AmmoPhysics.js +359 -0
  276. package/examples/jsm/physics/JoltPhysics.js +334 -0
  277. package/examples/jsm/physics/RapierPhysics.js +436 -0
  278. package/examples/jsm/postprocessing/AfterimagePass.js +185 -0
  279. package/examples/jsm/postprocessing/BloomPass.js +274 -0
  280. package/examples/jsm/postprocessing/BokehPass.js +218 -0
  281. package/examples/jsm/postprocessing/ClearPass.js +97 -0
  282. package/examples/jsm/postprocessing/CubeTexturePass.js +146 -0
  283. package/examples/jsm/postprocessing/DotScreenPass.js +114 -0
  284. package/examples/jsm/postprocessing/EffectComposer.js +365 -0
  285. package/examples/jsm/postprocessing/FXAAPass.js +40 -0
  286. package/examples/jsm/postprocessing/FilmPass.js +113 -0
  287. package/examples/jsm/postprocessing/GTAOPass.js +727 -0
  288. package/examples/jsm/postprocessing/GlitchPass.js +177 -0
  289. package/examples/jsm/postprocessing/HalftonePass.js +134 -0
  290. package/examples/jsm/postprocessing/LUTPass.js +138 -0
  291. package/examples/jsm/postprocessing/MaskPass.js +195 -0
  292. package/examples/jsm/postprocessing/OutlinePass.js +776 -0
  293. package/examples/jsm/postprocessing/OutputPass.js +148 -0
  294. package/examples/jsm/postprocessing/Pass.js +191 -0
  295. package/examples/jsm/postprocessing/RenderPass.js +193 -0
  296. package/examples/jsm/postprocessing/RenderPixelatedPass.js +314 -0
  297. package/examples/jsm/postprocessing/RenderTransitionPass.js +267 -0
  298. package/examples/jsm/postprocessing/SAOPass.js +407 -0
  299. package/examples/jsm/postprocessing/SMAAPass.js +230 -0
  300. package/examples/jsm/postprocessing/SSAARenderPass.js +313 -0
  301. package/examples/jsm/postprocessing/SSAOPass.js +527 -0
  302. package/examples/jsm/postprocessing/SSRPass.js +856 -0
  303. package/examples/jsm/postprocessing/SavePass.js +132 -0
  304. package/examples/jsm/postprocessing/ShaderPass.js +135 -0
  305. package/examples/jsm/postprocessing/TAARenderPass.js +243 -0
  306. package/examples/jsm/postprocessing/TexturePass.js +131 -0
  307. package/examples/jsm/postprocessing/UnrealBloomPass.js +524 -0
  308. package/examples/jsm/renderers/CSS2DRenderer.js +328 -0
  309. package/examples/jsm/renderers/CSS3DRenderer.js +454 -0
  310. package/examples/jsm/renderers/Projector.js +1154 -0
  311. package/examples/jsm/renderers/SVGRenderer.js +799 -0
  312. package/examples/jsm/shaders/ACESFilmicToneMappingShader.js +96 -0
  313. package/examples/jsm/shaders/AfterimageShader.js +63 -0
  314. package/examples/jsm/shaders/BasicShader.js +36 -0
  315. package/examples/jsm/shaders/BleachBypassShader.js +68 -0
  316. package/examples/jsm/shaders/BlendShader.js +56 -0
  317. package/examples/jsm/shaders/BokehShader.js +151 -0
  318. package/examples/jsm/shaders/BokehShader2.js +404 -0
  319. package/examples/jsm/shaders/BrightnessContrastShader.js +62 -0
  320. package/examples/jsm/shaders/ColorCorrectionShader.js +59 -0
  321. package/examples/jsm/shaders/ColorifyShader.js +57 -0
  322. package/examples/jsm/shaders/ConvolutionShader.js +74 -0
  323. package/examples/jsm/shaders/CopyShader.js +52 -0
  324. package/examples/jsm/shaders/DOFMipMapShader.js +63 -0
  325. package/examples/jsm/shaders/DepthLimitedBlurShader.js +180 -0
  326. package/examples/jsm/shaders/DigitalGlitch.js +104 -0
  327. package/examples/jsm/shaders/DotScreenShader.js +75 -0
  328. package/examples/jsm/shaders/ExposureShader.js +51 -0
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  1018. package/src/renderers/shaders/ShaderChunk/iridescence_fragment.glsl.js +120 -0
  1019. package/src/renderers/shaders/ShaderChunk/iridescence_pars_fragment.glsl.js +14 -0
  1020. package/src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl.js +8 -0
  1021. package/src/renderers/shaders/ShaderChunk/lightprobes_pars_fragment.glsl.js +80 -0
  1022. package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +213 -0
  1023. package/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js +19 -0
  1024. package/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +44 -0
  1025. package/src/renderers/shaders/ShaderChunk/lights_lambert_fragment.glsl.js +5 -0
  1026. package/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js +28 -0
  1027. package/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +216 -0
  1028. package/src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl.js +7 -0
  1029. package/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js +32 -0
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  1031. package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +656 -0
  1032. package/src/renderers/shaders/ShaderChunk/lights_toon_fragment.glsl.js +4 -0
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@@ -0,0 +1,656 @@
1
+ export default /* glsl */`
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+
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+ uniform sampler2D dfgLUT;
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+
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+ struct PhysicalMaterial {
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+
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+ vec3 diffuseColor;
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+ vec3 diffuseContribution;
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+ vec3 specularColor;
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+ vec3 specularColorBlended;
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+
12
+ float roughness;
13
+ float metalness;
14
+ float specularF90;
15
+ float dispersion;
16
+
17
+ #ifdef USE_CLEARCOAT
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+ float clearcoat;
19
+ float clearcoatRoughness;
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+ vec3 clearcoatF0;
21
+ float clearcoatF90;
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+ #endif
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+
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+ #ifdef USE_IRIDESCENCE
25
+ float iridescence;
26
+ float iridescenceIOR;
27
+ float iridescenceThickness;
28
+ vec3 iridescenceFresnel;
29
+ vec3 iridescenceF0;
30
+ vec3 iridescenceFresnelDielectric;
31
+ vec3 iridescenceFresnelMetallic;
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+ #endif
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+
34
+ #ifdef USE_SHEEN
35
+ vec3 sheenColor;
36
+ float sheenRoughness;
37
+ #endif
38
+
39
+ #ifdef IOR
40
+ float ior;
41
+ #endif
42
+
43
+ #ifdef USE_TRANSMISSION
44
+ float transmission;
45
+ float transmissionAlpha;
46
+ float thickness;
47
+ float attenuationDistance;
48
+ vec3 attenuationColor;
49
+ #endif
50
+
51
+ #ifdef USE_ANISOTROPY
52
+ float anisotropy;
53
+ float alphaT;
54
+ vec3 anisotropyT;
55
+ vec3 anisotropyB;
56
+ #endif
57
+
58
+ };
59
+
60
+ // temporary
61
+ vec3 clearcoatSpecularDirect = vec3( 0.0 );
62
+ vec3 clearcoatSpecularIndirect = vec3( 0.0 );
63
+ vec3 sheenSpecularDirect = vec3( 0.0 );
64
+ vec3 sheenSpecularIndirect = vec3(0.0 );
65
+
66
+ vec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {
67
+ float x = clamp( 1.0 - dotVH, 0.0, 1.0 );
68
+ float x2 = x * x;
69
+ float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );
70
+
71
+ return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );
72
+ }
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+
74
+ // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
75
+ // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
76
+ float V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {
77
+
78
+ float a2 = pow2( alpha );
79
+ float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );
80
+ float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
81
+
82
+ return 0.5 / max( gv + gl, EPSILON );
83
+
84
+ }
85
+
86
+ // Microfacet Models for Refraction through Rough Surfaces - equation (33)
87
+ // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
88
+ // alpha is "roughness squared" in Disney’s reparameterization
89
+ float D_GGX( const in float alpha, const in float dotNH ) {
90
+
91
+ float a2 = pow2( alpha );
92
+
93
+ float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1
94
+
95
+ return RECIPROCAL_PI * a2 / pow2( denom );
96
+
97
+ }
98
+
99
+ // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
100
+ #ifdef USE_ANISOTROPY
101
+
102
+ float V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {
103
+
104
+ float gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );
105
+ float gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );
106
+ return 0.5 / max( gv + gl, EPSILON );
107
+
108
+ }
109
+
110
+ float D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {
111
+
112
+ float a2 = alphaT * alphaB;
113
+ highp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );
114
+ highp float v2 = dot( v, v );
115
+ float w2 = a2 / v2;
116
+
117
+ return RECIPROCAL_PI * a2 * pow2 ( w2 );
118
+
119
+ }
120
+
121
+ #endif
122
+
123
+ #ifdef USE_CLEARCOAT
124
+
125
+ // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
126
+ vec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {
127
+
128
+ vec3 f0 = material.clearcoatF0;
129
+ float f90 = material.clearcoatF90;
130
+ float roughness = material.clearcoatRoughness;
131
+
132
+ float alpha = pow2( roughness ); // UE4's roughness
133
+
134
+ vec3 halfDir = normalize( lightDir + viewDir );
135
+
136
+ float dotNL = saturate( dot( normal, lightDir ) );
137
+ float dotNV = saturate( dot( normal, viewDir ) );
138
+ float dotNH = saturate( dot( normal, halfDir ) );
139
+ float dotVH = saturate( dot( viewDir, halfDir ) );
140
+
141
+ vec3 F = F_Schlick( f0, f90, dotVH );
142
+
143
+ float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
144
+
145
+ float D = D_GGX( alpha, dotNH );
146
+
147
+ return F * ( V * D );
148
+
149
+ }
150
+
151
+ #endif
152
+
153
+ vec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {
154
+
155
+ vec3 f0 = material.specularColorBlended;
156
+ float f90 = material.specularF90;
157
+ float roughness = material.roughness;
158
+
159
+ float alpha = pow2( roughness ); // UE4's roughness
160
+
161
+ vec3 halfDir = normalize( lightDir + viewDir );
162
+
163
+ float dotNL = saturate( dot( normal, lightDir ) );
164
+ float dotNV = saturate( dot( normal, viewDir ) );
165
+ float dotNH = saturate( dot( normal, halfDir ) );
166
+ float dotVH = saturate( dot( viewDir, halfDir ) );
167
+
168
+ vec3 F = F_Schlick( f0, f90, dotVH );
169
+
170
+ #ifdef USE_IRIDESCENCE
171
+
172
+ F = mix( F, material.iridescenceFresnel, material.iridescence );
173
+
174
+ #endif
175
+
176
+ #ifdef USE_ANISOTROPY
177
+
178
+ float dotTL = dot( material.anisotropyT, lightDir );
179
+ float dotTV = dot( material.anisotropyT, viewDir );
180
+ float dotTH = dot( material.anisotropyT, halfDir );
181
+ float dotBL = dot( material.anisotropyB, lightDir );
182
+ float dotBV = dot( material.anisotropyB, viewDir );
183
+ float dotBH = dot( material.anisotropyB, halfDir );
184
+
185
+ float V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );
186
+
187
+ float D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );
188
+
189
+ #else
190
+
191
+ float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
192
+
193
+ float D = D_GGX( alpha, dotNH );
194
+
195
+ #endif
196
+
197
+ return F * ( V * D );
198
+
199
+ }
200
+
201
+ // Rect Area Light
202
+
203
+ // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
204
+ // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
205
+ // code: https://github.com/selfshadow/ltc_code/
206
+
207
+ vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {
208
+
209
+ const float LUT_SIZE = 64.0;
210
+ const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
211
+ const float LUT_BIAS = 0.5 / LUT_SIZE;
212
+
213
+ float dotNV = saturate( dot( N, V ) );
214
+
215
+ // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )
216
+ vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );
217
+
218
+ uv = uv * LUT_SCALE + LUT_BIAS;
219
+
220
+ return uv;
221
+
222
+ }
223
+
224
+ float LTC_ClippedSphereFormFactor( const in vec3 f ) {
225
+
226
+ // Real-Time Area Lighting: a Journey from Research to Production (p.102)
227
+ // An approximation of the form factor of a horizon-clipped rectangle.
228
+
229
+ float l = length( f );
230
+
231
+ return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );
232
+
233
+ }
234
+
235
+ vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {
236
+
237
+ float x = dot( v1, v2 );
238
+
239
+ float y = abs( x );
240
+
241
+ // rational polynomial approximation to theta / sin( theta ) / 2PI
242
+ float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;
243
+ float b = 3.4175940 + ( 4.1616724 + y ) * y;
244
+ float v = a / b;
245
+
246
+ float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;
247
+
248
+ return cross( v1, v2 ) * theta_sintheta;
249
+
250
+ }
251
+
252
+ vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {
253
+
254
+ // bail if point is on back side of plane of light
255
+ // assumes ccw winding order of light vertices
256
+ vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];
257
+ vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];
258
+ vec3 lightNormal = cross( v1, v2 );
259
+
260
+ if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );
261
+
262
+ // construct orthonormal basis around N
263
+ vec3 T1, T2;
264
+ T1 = normalize( V - N * dot( V, N ) );
265
+ T2 = - cross( N, T1 ); // negated from paper; possibly due to a different handedness of world coordinate system
266
+
267
+ // compute transform
268
+ mat3 mat = mInv * transpose( mat3( T1, T2, N ) );
269
+
270
+ // transform rect
271
+ vec3 coords[ 4 ];
272
+ coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );
273
+ coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );
274
+ coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );
275
+ coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );
276
+
277
+ // project rect onto sphere
278
+ coords[ 0 ] = normalize( coords[ 0 ] );
279
+ coords[ 1 ] = normalize( coords[ 1 ] );
280
+ coords[ 2 ] = normalize( coords[ 2 ] );
281
+ coords[ 3 ] = normalize( coords[ 3 ] );
282
+
283
+ // calculate vector form factor
284
+ vec3 vectorFormFactor = vec3( 0.0 );
285
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );
286
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );
287
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );
288
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );
289
+
290
+ // adjust for horizon clipping
291
+ float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
292
+
293
+ /*
294
+ // alternate method of adjusting for horizon clipping (see reference)
295
+ // refactoring required
296
+ float len = length( vectorFormFactor );
297
+ float z = vectorFormFactor.z / len;
298
+
299
+ const float LUT_SIZE = 64.0;
300
+ const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
301
+ const float LUT_BIAS = 0.5 / LUT_SIZE;
302
+
303
+ // tabulated horizon-clipped sphere, apparently...
304
+ vec2 uv = vec2( z * 0.5 + 0.5, len );
305
+ uv = uv * LUT_SCALE + LUT_BIAS;
306
+
307
+ float scale = texture2D( ltc_2, uv ).w;
308
+
309
+ float result = len * scale;
310
+ */
311
+
312
+ return vec3( result );
313
+
314
+ }
315
+
316
+ // End Rect Area Light
317
+
318
+ #if defined( USE_SHEEN )
319
+
320
+ // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
321
+ float D_Charlie( float roughness, float dotNH ) {
322
+
323
+ float alpha = pow2( roughness );
324
+
325
+ // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
326
+ float invAlpha = 1.0 / alpha;
327
+ float cos2h = dotNH * dotNH;
328
+ float sin2h = max( 1.0 - cos2h, 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16
329
+
330
+ return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );
331
+
332
+ }
333
+
334
+ // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
335
+ float V_Neubelt( float dotNV, float dotNL ) {
336
+
337
+ // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
338
+ return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );
339
+
340
+ }
341
+
342
+ vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {
343
+
344
+ vec3 halfDir = normalize( lightDir + viewDir );
345
+
346
+ float dotNL = saturate( dot( normal, lightDir ) );
347
+ float dotNV = saturate( dot( normal, viewDir ) );
348
+ float dotNH = saturate( dot( normal, halfDir ) );
349
+
350
+ float D = D_Charlie( sheenRoughness, dotNH );
351
+ float V = V_Neubelt( dotNV, dotNL );
352
+
353
+ return sheenColor * ( D * V );
354
+
355
+ }
356
+
357
+ #endif
358
+
359
+ // This is a curve-fit approximation to the "Charlie sheen" BRDF integrated over the hemisphere from
360
+ // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF".
361
+ float IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
362
+
363
+ float dotNV = saturate( dot( normal, viewDir ) );
364
+
365
+ float r2 = roughness * roughness;
366
+ float rInv = 1.0 / ( roughness + 0.1 );
367
+
368
+ float a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;
369
+ float b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;
370
+
371
+ float DG = exp( a * dotNV + b );
372
+
373
+ return saturate( DG );
374
+
375
+ }
376
+
377
+ vec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {
378
+
379
+ float dotNV = saturate( dot( normal, viewDir ) );
380
+ vec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;
381
+
382
+ return specularColor * fab.x + specularF90 * fab.y;
383
+
384
+ }
385
+
386
+ // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
387
+ // Approximates multiscattering in order to preserve energy.
388
+ // http://www.jcgt.org/published/0008/01/03/
389
+ #ifdef USE_IRIDESCENCE
390
+ void computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
391
+ #else
392
+ void computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
393
+ #endif
394
+
395
+ float dotNV = saturate( dot( normal, viewDir ) );
396
+ vec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;
397
+
398
+ #ifdef USE_IRIDESCENCE
399
+
400
+ vec3 Fr = mix( specularColor, iridescenceF0, iridescence );
401
+
402
+ #else
403
+
404
+ vec3 Fr = specularColor;
405
+
406
+ #endif
407
+
408
+ vec3 FssEss = Fr * fab.x + specularF90 * fab.y;
409
+
410
+ float Ess = fab.x + fab.y;
411
+ float Ems = 1.0 - Ess;
412
+
413
+ vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619; // 1/21
414
+ vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );
415
+
416
+ singleScatter += FssEss;
417
+ multiScatter += Fms * Ems;
418
+
419
+ }
420
+
421
+ // GGX BRDF with multi-scattering energy compensation for direct lighting
422
+ // Based on "Practical Multiple Scattering Compensation for Microfacet Models"
423
+ // https://blog.selfshadow.com/publications/turquin/ms_comp_final.pdf
424
+ vec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {
425
+
426
+ // Single-scattering BRDF (standard GGX)
427
+ vec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );
428
+
429
+ // Multi-scattering compensation
430
+ float dotNL = saturate( dot( normal, lightDir ) );
431
+ float dotNV = saturate( dot( normal, viewDir ) );
432
+
433
+ // Precomputed DFG values for view and light directions
434
+ vec2 dfgV = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;
435
+ vec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;
436
+
437
+ // Single-scattering energy for view and light
438
+ vec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;
439
+ vec3 FssEss_L = material.specularColorBlended * dfgL.x + material.specularF90 * dfgL.y;
440
+
441
+ float Ess_V = dfgV.x + dfgV.y;
442
+ float Ess_L = dfgL.x + dfgL.y;
443
+
444
+ // Energy lost to multiple scattering
445
+ float Ems_V = 1.0 - Ess_V;
446
+ float Ems_L = 1.0 - Ess_L;
447
+
448
+ // Average Fresnel reflectance
449
+ vec3 Favg = material.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619; // 1/21
450
+
451
+ // Multiple scattering contribution
452
+ vec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg + EPSILON );
453
+
454
+ // Energy compensation factor
455
+ float compensationFactor = Ems_V * Ems_L;
456
+
457
+ vec3 multiScatter = Fms * compensationFactor;
458
+
459
+ return singleScatter + multiScatter;
460
+
461
+ }
462
+
463
+ #if NUM_RECT_AREA_LIGHTS > 0
464
+
465
+ void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
466
+
467
+ vec3 normal = geometryNormal;
468
+ vec3 viewDir = geometryViewDir;
469
+ vec3 position = geometryPosition;
470
+ vec3 lightPos = rectAreaLight.position;
471
+ vec3 halfWidth = rectAreaLight.halfWidth;
472
+ vec3 halfHeight = rectAreaLight.halfHeight;
473
+ vec3 lightColor = rectAreaLight.color;
474
+ float roughness = material.roughness;
475
+
476
+ vec3 rectCoords[ 4 ];
477
+ rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; // counterclockwise; light shines in local neg z direction
478
+ rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;
479
+ rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;
480
+ rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;
481
+
482
+ vec2 uv = LTC_Uv( normal, viewDir, roughness );
483
+
484
+ vec4 t1 = texture2D( ltc_1, uv );
485
+ vec4 t2 = texture2D( ltc_2, uv );
486
+
487
+ mat3 mInv = mat3(
488
+ vec3( t1.x, 0, t1.y ),
489
+ vec3( 0, 1, 0 ),
490
+ vec3( t1.z, 0, t1.w )
491
+ );
492
+
493
+ // LTC Fresnel Approximation by Stephen Hill
494
+ // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
495
+ vec3 fresnel = ( material.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );
496
+
497
+ reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );
498
+
499
+ reflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );
500
+
501
+ #ifdef USE_CLEARCOAT
502
+
503
+ vec3 Ncc = geometryClearcoatNormal;
504
+
505
+ vec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );
506
+
507
+ vec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );
508
+ vec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );
509
+
510
+ mat3 mInvClearcoat = mat3(
511
+ vec3( t1Clearcoat.x, 0, t1Clearcoat.y ),
512
+ vec3( 0, 1, 0 ),
513
+ vec3( t1Clearcoat.z, 0, t1Clearcoat.w )
514
+ );
515
+
516
+ // LTC Fresnel Approximation for clearcoat
517
+ vec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;
518
+
519
+ clearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );
520
+
521
+ #endif
522
+
523
+ }
524
+
525
+ #endif
526
+
527
+ void RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
528
+
529
+ float dotNL = saturate( dot( geometryNormal, directLight.direction ) );
530
+
531
+ vec3 irradiance = dotNL * directLight.color;
532
+
533
+ #ifdef USE_CLEARCOAT
534
+
535
+ float dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );
536
+
537
+ vec3 ccIrradiance = dotNLcc * directLight.color;
538
+
539
+ clearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );
540
+
541
+ #endif
542
+
543
+ #ifdef USE_SHEEN
544
+
545
+ sheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );
546
+
547
+ float sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );
548
+ float sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );
549
+
550
+ float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );
551
+
552
+ irradiance *= sheenEnergyComp;
553
+
554
+ #endif
555
+
556
+ reflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );
557
+
558
+ reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );
559
+ }
560
+
561
+ void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
562
+
563
+ vec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );
564
+
565
+ #ifdef USE_SHEEN
566
+
567
+ float sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );
568
+
569
+ float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;
570
+
571
+ diffuse *= sheenEnergyComp;
572
+
573
+ #endif
574
+
575
+ reflectedLight.indirectDiffuse += diffuse;
576
+
577
+ }
578
+
579
+ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {
580
+
581
+ #ifdef USE_CLEARCOAT
582
+
583
+ clearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );
584
+
585
+ #endif
586
+
587
+ #ifdef USE_SHEEN
588
+
589
+ sheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;
590
+
591
+ #endif
592
+
593
+ // Both indirect specular and indirect diffuse light accumulate here
594
+ // Compute multiscattering separately for dielectric and metallic, then mix
595
+
596
+ vec3 singleScatteringDielectric = vec3( 0.0 );
597
+ vec3 multiScatteringDielectric = vec3( 0.0 );
598
+
599
+ vec3 singleScatteringMetallic = vec3( 0.0 );
600
+ vec3 multiScatteringMetallic = vec3( 0.0 );
601
+
602
+ #ifdef USE_IRIDESCENCE
603
+
604
+ computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );
605
+ computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );
606
+
607
+ #else
608
+
609
+ computeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );
610
+ computeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );
611
+
612
+ #endif
613
+
614
+ // Mix based on metalness
615
+ vec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );
616
+ vec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );
617
+
618
+ // Diffuse energy conservation uses dielectric path
619
+ vec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;
620
+ vec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );
621
+
622
+ vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;
623
+
624
+ vec3 indirectSpecular = radiance * singleScattering;
625
+ indirectSpecular += multiScattering * cosineWeightedIrradiance;
626
+
627
+ vec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;
628
+
629
+ #ifdef USE_SHEEN
630
+
631
+ float sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );
632
+
633
+ float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;
634
+
635
+ indirectSpecular *= sheenEnergyComp;
636
+ indirectDiffuse *= sheenEnergyComp;
637
+
638
+ #endif
639
+
640
+ reflectedLight.indirectSpecular += indirectSpecular;
641
+ reflectedLight.indirectDiffuse += indirectDiffuse;
642
+
643
+ }
644
+
645
+ #define RE_Direct RE_Direct_Physical
646
+ #define RE_Direct_RectArea RE_Direct_RectArea_Physical
647
+ #define RE_IndirectDiffuse RE_IndirectDiffuse_Physical
648
+ #define RE_IndirectSpecular RE_IndirectSpecular_Physical
649
+
650
+ // ref: https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
651
+ float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {
652
+
653
+ return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );
654
+
655
+ }
656
+ `;
@@ -0,0 +1,4 @@
1
+ export default /* glsl */`
2
+ ToonMaterial material;
3
+ material.diffuseColor = diffuseColor.rgb;
4
+ `;
@@ -0,0 +1,26 @@
1
+ export default /* glsl */`
2
+ varying vec3 vViewPosition;
3
+
4
+ struct ToonMaterial {
5
+
6
+ vec3 diffuseColor;
7
+
8
+ };
9
+
10
+ void RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
11
+
12
+ vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;
13
+
14
+ reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
15
+
16
+ }
17
+
18
+ void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
19
+
20
+ reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
21
+
22
+ }
23
+
24
+ #define RE_Direct RE_Direct_Toon
25
+ #define RE_IndirectDiffuse RE_IndirectDiffuse_Toon
26
+ `;
@@ -0,0 +1,9 @@
1
+ export default /* glsl */`
2
+ #if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
3
+
4
+ // Doing a strict comparison with == 1.0 can cause noise artifacts
5
+ // on some platforms. See issue #17623.
6
+ gl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;
7
+
8
+ #endif
9
+ `;
@@ -0,0 +1,9 @@
1
+ export default /* glsl */`
2
+ #if defined( USE_LOGARITHMIC_DEPTH_BUFFER )
3
+
4
+ uniform float logDepthBufFC;
5
+ varying float vFragDepth;
6
+ varying float vIsPerspective;
7
+
8
+ #endif
9
+ `;