@gnsx/three 0.185.15 → 0.186.0

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.
Files changed (417) hide show
  1. package/build/three.cjs +10 -82600
  2. package/build/three.core.js +1303 -728
  3. package/build/three.module.js +439 -338
  4. package/build/three.tsl.js +74 -44
  5. package/build/three.webgpu.js +6036 -2184
  6. package/build/three.webgpu.nodes.js +6020 -2184
  7. package/examples/jsm/Addons.js +6 -6
  8. package/examples/jsm/controls/ArcballControls.js +1 -1
  9. package/examples/jsm/controls/FirstPersonControls.js +44 -20
  10. package/examples/jsm/controls/OrbitControls.js +9 -0
  11. package/examples/jsm/controls/TrackballControls.js +109 -4
  12. package/examples/jsm/csm/CSMShadowNode.js +13 -0
  13. package/examples/jsm/exporters/GLTFExporter.js +23 -7
  14. package/examples/jsm/exporters/USDZExporter.js +2 -2
  15. package/examples/jsm/generators/CityGenerator.js +377 -45
  16. package/examples/jsm/generators/ForestGenerator.js +12 -12
  17. package/examples/jsm/generators/TerrainGenerator.js +49 -37
  18. package/examples/jsm/generators/TreeGenerator.js +70 -76
  19. package/examples/jsm/generators/city/BenchGenerator.js +127 -0
  20. package/examples/jsm/generators/city/CarGenerator.js +479 -0
  21. package/examples/jsm/generators/city/CityGeneratorUtils.js +31 -0
  22. package/examples/jsm/generators/city/HydrantGenerator.js +106 -0
  23. package/examples/jsm/generators/city/InstancedMeshGenerator.js +86 -0
  24. package/examples/jsm/generators/city/PersonGenerator.js +447 -0
  25. package/examples/jsm/generators/city/SidewalkGenerator.js +33 -38
  26. package/examples/jsm/generators/city/SkyscraperGenerator.js +448 -48
  27. package/examples/jsm/generators/city/StreetTreeGenerator.js +231 -0
  28. package/examples/jsm/generators/city/StreetlightGenerator.js +100 -0
  29. package/examples/jsm/generators/city/TrafficlightGenerator.js +106 -0
  30. package/examples/jsm/generators/city/TrashcanGenerator.js +100 -0
  31. package/examples/jsm/geometries/BoxLineGeometry.js +1 -1
  32. package/examples/jsm/geometries/ParametricGeometry.js +1 -1
  33. package/examples/jsm/geometries/RoundedBoxGeometry.js +1 -1
  34. package/examples/jsm/gpgpu/CountingSort.js +271 -0
  35. package/examples/jsm/helpers/LightProbeGridHelper.js +60 -239
  36. package/examples/jsm/helpers/LightProbeGridHelperWebGL.js +221 -0
  37. package/examples/jsm/inspector/Extension.js +94 -0
  38. package/examples/jsm/inspector/Inspector.js +145 -41
  39. package/examples/jsm/inspector/RendererInspector.js +100 -52
  40. package/examples/jsm/inspector/extensions/color-grading/ColorGrading.js +2609 -0
  41. package/examples/jsm/inspector/extensions/color-grading/ColorWheel.js +352 -0
  42. package/examples/jsm/inspector/extensions/color-grading/CurveEditor.js +599 -0
  43. package/examples/jsm/inspector/extensions/color-grading/LUT3DStyle.js +1201 -0
  44. package/examples/jsm/inspector/extensions/color-grading/LUTMath.js +788 -0
  45. package/examples/jsm/inspector/extensions/color-grading/modules/BrightnessModule.js +72 -0
  46. package/examples/jsm/inspector/extensions/color-grading/modules/ColorWheelModule.js +112 -0
  47. package/examples/jsm/inspector/extensions/color-grading/modules/ContrastModule.js +82 -0
  48. package/examples/jsm/inspector/extensions/color-grading/modules/CurvesModule.js +109 -0
  49. package/examples/jsm/inspector/extensions/color-grading/modules/ExposureHueModule.js +110 -0
  50. package/examples/jsm/inspector/extensions/color-grading/modules/ExposureModule.js +73 -0
  51. package/examples/jsm/inspector/extensions/color-grading/modules/HueModule.js +78 -0
  52. package/examples/jsm/inspector/extensions/color-grading/modules/ImportedCubeModule.js +89 -0
  53. package/examples/jsm/inspector/extensions/color-grading/modules/Module.js +285 -0
  54. package/examples/jsm/inspector/extensions/color-grading/modules/OutputModule.js +101 -0
  55. package/examples/jsm/inspector/extensions/color-grading/modules/RendererModule.js +225 -0
  56. package/examples/jsm/inspector/extensions/color-grading/modules/SatVibranceModule.js +102 -0
  57. package/examples/jsm/inspector/extensions/color-grading/modules/SaturationModule.js +76 -0
  58. package/examples/jsm/inspector/extensions/color-grading/modules/VibranceModule.js +76 -0
  59. package/examples/jsm/inspector/extensions/color-grading/modules/WhiteBalanceModule.js +86 -0
  60. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +26 -31
  61. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +1 -0
  62. package/examples/jsm/inspector/tabs/Memory.js +0 -2
  63. package/examples/jsm/inspector/tabs/Settings.js +4 -0
  64. package/examples/jsm/inspector/tabs/Timeline.js +223 -171
  65. package/examples/jsm/inspector/tabs/Viewer.js +515 -21
  66. package/examples/jsm/inspector/ui/List.js +15 -9
  67. package/examples/jsm/inspector/ui/Profiler.js +170 -14
  68. package/examples/jsm/inspector/ui/Style.js +269 -23
  69. package/examples/jsm/inspector/ui/Tab.js +2 -0
  70. package/examples/jsm/inspector/ui/Values.js +14 -2
  71. package/examples/jsm/interactive/HTMLMesh.js +19 -3
  72. package/examples/jsm/lighting/LightProbeGrid.js +484 -889
  73. package/examples/jsm/lighting/LightProbeGridUtils.js +107 -0
  74. package/examples/jsm/lighting/LightProbeGridWebGL.js +841 -0
  75. package/examples/jsm/lighting/vxgi/VXGIConeTracer.js +194 -0
  76. package/examples/jsm/lighting/vxgi/VXGINode.js +660 -0
  77. package/examples/jsm/lighting/vxgi/VXGISceneCollector.js +478 -0
  78. package/examples/jsm/lighting/vxgi/VXGIVolume.js +1430 -0
  79. package/examples/jsm/lights/SunLight.js +95 -0
  80. package/examples/jsm/lights/SunLightNode.js +56 -0
  81. package/examples/jsm/lights/SunLightShadow.js +319 -0
  82. package/examples/jsm/lights/SunShadowNode.js +312 -0
  83. package/examples/jsm/loaders/3DMLoader.js +150 -49
  84. package/examples/jsm/loaders/3MFLoader.js +202 -1
  85. package/examples/jsm/loaders/FBXLoader.js +81 -5
  86. package/examples/jsm/loaders/GLTFGaussianSplatLoaderExtension.js +330 -0
  87. package/examples/jsm/loaders/GLTFLoader.js +79 -14
  88. package/examples/jsm/loaders/GaussianSplatPLYLoader.js +386 -0
  89. package/examples/jsm/loaders/KSPLATLoader.js +463 -0
  90. package/examples/jsm/loaders/MaterialXLoader.js +111 -1010
  91. package/examples/jsm/loaders/PCDLoader.js +1 -1
  92. package/examples/jsm/loaders/SPLATLoader.js +139 -0
  93. package/examples/jsm/loaders/SPZLoader.js +561 -0
  94. package/examples/jsm/loaders/materialx/MaterialXArchive.js +108 -0
  95. package/examples/jsm/loaders/materialx/MaterialXDocument.js +878 -0
  96. package/examples/jsm/loaders/materialx/MaterialXHextile.js +183 -0
  97. package/examples/jsm/loaders/materialx/MaterialXInterfaceValidation.js +376 -0
  98. package/examples/jsm/loaders/materialx/MaterialXLog.js +75 -0
  99. package/examples/jsm/loaders/materialx/MaterialXNodeInterfaceRegistry.js +4 -0
  100. package/examples/jsm/loaders/materialx/MaterialXNodeLibrary.js +1021 -0
  101. package/examples/jsm/loaders/materialx/MaterialXSurfaceMappings.js +661 -0
  102. package/examples/jsm/loaders/materialx/MaterialXUtils.js +57 -0
  103. package/examples/jsm/loaders/materialx/compile/MaterialXCompileRegistry.js +997 -0
  104. package/examples/jsm/loaders/materialx/parse/MaterialXParser.js +28 -0
  105. package/examples/jsm/loaders/usd/USDAParser.js +15 -2
  106. package/examples/jsm/loaders/usd/USDCParser.js +1 -4
  107. package/examples/jsm/loaders/usd/USDComposer.js +80 -42
  108. package/examples/jsm/materials/WoodNodeMaterial.js +6 -108
  109. package/examples/jsm/misc/RollerCoaster.js +2 -2
  110. package/examples/jsm/misc/SculptGL.LICENSE.txt +21 -0
  111. package/examples/jsm/misc/Sculptor.js +1679 -0
  112. package/examples/jsm/misc/SculptorMesh.js +1504 -0
  113. package/examples/jsm/misc/SculptorTools.js +1180 -0
  114. package/examples/jsm/misc/SculptorUtils.js +345 -0
  115. package/examples/jsm/misc/TubePainter.js +28 -16
  116. package/examples/jsm/misc/VolumeSlice.js +24 -24
  117. package/examples/jsm/modifiers/SimplifyModifier.js +63 -556
  118. package/examples/jsm/objects/GaussianSplat.js +1039 -0
  119. package/examples/jsm/objects/Sky.js +66 -45
  120. package/examples/jsm/objects/SkyMesh.js +70 -51
  121. package/examples/jsm/physics/JoltPhysics.js +1 -1
  122. package/examples/jsm/postprocessing/AfterimagePass.js +4 -2
  123. package/examples/jsm/postprocessing/BloomPass.js +2 -2
  124. package/examples/jsm/postprocessing/GTAOPass.js +1 -1
  125. package/examples/jsm/postprocessing/OutlinePass.js +5 -5
  126. package/examples/jsm/postprocessing/SAOPass.js +1 -1
  127. package/examples/jsm/postprocessing/SSAOPass.js +1 -1
  128. package/examples/jsm/postprocessing/SSRPass.js +4 -2
  129. package/examples/jsm/postprocessing/SavePass.js +1 -1
  130. package/examples/jsm/postprocessing/TAARenderPass.js +1 -1
  131. package/examples/jsm/postprocessing/UnrealBloomPass.js +30 -13
  132. package/examples/jsm/renderers/CSS2DRenderer.js +29 -5
  133. package/examples/jsm/shaders/DepthLimitedBlurShader.js +4 -1
  134. package/examples/jsm/shaders/ExposureShader.js +1 -1
  135. package/examples/jsm/shaders/FilmShader.js +2 -1
  136. package/examples/jsm/transpiler/AST.js +21 -2
  137. package/examples/jsm/transpiler/GLSLDecoder.js +498 -8
  138. package/examples/jsm/transpiler/TSLEncoder.js +82 -10
  139. package/examples/jsm/transpiler/WGSLEncoder.js +33 -4
  140. package/examples/jsm/tsl/WebGLNodesHandler.js +29 -39
  141. package/examples/jsm/tsl/display/AfterImageNode.js +2 -0
  142. package/examples/jsm/tsl/display/AnaglyphPassNode.js +3 -2
  143. package/examples/jsm/tsl/display/BilateralBlurNode.js +5 -2
  144. package/examples/jsm/tsl/display/BloomNode.js +55 -30
  145. package/examples/jsm/tsl/display/DenoiseNode.js +21 -1
  146. package/examples/jsm/tsl/display/DepthOfFieldNode.js +24 -6
  147. package/examples/jsm/tsl/display/DotScreenNode.js +11 -11
  148. package/examples/jsm/tsl/display/FSR1Node.js +8 -4
  149. package/examples/jsm/tsl/display/GTAONode.js +199 -86
  150. package/examples/jsm/tsl/display/GaussianBlurNode.js +65 -52
  151. package/examples/jsm/tsl/display/GodraysNode.js +5 -2
  152. package/examples/jsm/tsl/display/ImportanceSampledEnvironment.js +2 -2
  153. package/examples/jsm/tsl/display/LensflareNode.js +5 -2
  154. package/examples/jsm/tsl/display/OITPassNode.js +352 -0
  155. package/examples/jsm/tsl/display/OutlineNode.js +2 -0
  156. package/examples/jsm/tsl/display/ParallaxBarrierPassNode.js +3 -2
  157. package/examples/jsm/tsl/display/RGBShiftNode.js +9 -9
  158. package/examples/jsm/tsl/display/RecurrentDenoiseNode.js +7 -4
  159. package/examples/jsm/tsl/display/RetroPassNode.js +1 -1
  160. package/examples/jsm/tsl/display/SMAANode.js +22 -61
  161. package/examples/jsm/tsl/display/SSAAPassNode.js +2 -4
  162. package/examples/jsm/tsl/display/SSAONode.js +436 -0
  163. package/examples/jsm/tsl/display/SSGINode.js +5 -2
  164. package/examples/jsm/tsl/display/SSRNode.js +7 -2
  165. package/examples/jsm/tsl/display/SSSNode.js +5 -2
  166. package/examples/jsm/tsl/display/SharpenNode.js +5 -4
  167. package/examples/jsm/tsl/display/StereoCompositePassNode.js +1 -3
  168. package/examples/jsm/tsl/display/StereoPassNode.js +1 -3
  169. package/examples/jsm/tsl/display/TAAUNode.js +22 -125
  170. package/examples/jsm/tsl/display/TRAANode.js +16 -142
  171. package/examples/jsm/tsl/display/TemporalReprojectNode.js +21 -15
  172. package/examples/jsm/tsl/display/depthAwareBlur.js +63 -0
  173. package/examples/jsm/tsl/display/hashBlur.js +3 -2
  174. package/examples/jsm/tsl/lighting/ClusteredLightsNode.js +38 -27
  175. package/examples/jsm/tsl/lighting/LightProbeGridNode.js +136 -0
  176. package/examples/jsm/tsl/math/voronoiNoise.js +112 -0
  177. package/examples/jsm/tsl/shadows/TileShadowNode.js +4 -6
  178. package/examples/jsm/tsl/utils/Raymarching.js +5 -5
  179. package/examples/jsm/tsl/utils/SoftParticles.js +60 -0
  180. package/examples/jsm/tsl/utils/TAAUtils.js +195 -0
  181. package/examples/jsm/utils/BufferGeometryUtils.js +14 -14
  182. package/examples/jsm/utils/GaussianSplatUtils.js +229 -0
  183. package/examples/jsm/utils/WebGLTextureUtils.js +1 -1
  184. package/examples/jsm/utils/WebGPUTextureUtils.js +1 -1
  185. package/examples/jsm/webxr/WebGLXRFallback.js +2 -16
  186. package/examples/jsm/webxr/XRControllerModelFactory.js +16 -4
  187. package/package.json +9 -16
  188. package/src/Three.Core.js +2 -1
  189. package/src/Three.TSL.js +73 -43
  190. package/src/Three.WebGPU.Nodes.js +1 -0
  191. package/src/Three.WebGPU.js +1 -0
  192. package/src/animation/AnimationClip.js +15 -2
  193. package/src/animation/AnimationObjectGroup.js +18 -6
  194. package/src/animation/AnimationUtils.js +26 -0
  195. package/src/animation/KeyframeTrack.js +37 -0
  196. package/src/constants.js +23 -1
  197. package/src/core/BufferAttribute.js +3 -2
  198. package/src/core/BufferGeometry.js +1 -1
  199. package/src/core/InterleavedBuffer.js +5 -1
  200. package/src/core/Object3D.js +40 -12
  201. package/src/core/Raycaster.js +4 -0
  202. package/src/core/RenderTarget.js +99 -9
  203. package/src/core/RenderTarget3D.js +12 -8
  204. package/src/extras/Controls.js +0 -8
  205. package/src/extras/PMREMGenerator.js +99 -205
  206. package/src/geometries/TorusGeometry.js +1 -1
  207. package/src/helpers/ArrowHelper.js +2 -0
  208. package/src/helpers/AxesHelper.js +2 -0
  209. package/src/helpers/Box3Helper.js +2 -0
  210. package/src/helpers/BoxHelper.js +2 -0
  211. package/src/helpers/CameraHelper.js +2 -0
  212. package/src/helpers/DirectionalLightHelper.js +2 -0
  213. package/src/helpers/GridHelper.js +2 -0
  214. package/src/helpers/HemisphereLightHelper.js +2 -0
  215. package/src/helpers/PlaneHelper.js +2 -0
  216. package/src/helpers/PointLightHelper.js +2 -0
  217. package/src/helpers/PolarGridHelper.js +2 -0
  218. package/src/helpers/SkeletonHelper.js +2 -0
  219. package/src/helpers/SpotLightHelper.js +2 -0
  220. package/src/lights/Light.js +0 -10
  221. package/src/lights/LightShadow.js +43 -12
  222. package/src/lights/SpotLightShadow.js +18 -0
  223. package/src/loaders/BufferGeometryLoader.js +5 -0
  224. package/src/loaders/ImageBitmapLoader.js +3 -1
  225. package/src/loaders/ObjectLoader.js +8 -5
  226. package/src/materials/Material.js +80 -57
  227. package/src/materials/MeshPhysicalMaterial.js +32 -0
  228. package/src/materials/nodes/Line2NodeMaterial.js +17 -8
  229. package/src/materials/nodes/MeshPhysicalNodeMaterial.js +42 -5
  230. package/src/materials/nodes/NodeMaterial.js +19 -13
  231. package/src/materials/nodes/PointsNodeMaterial.js +2 -1
  232. package/src/materials/nodes/manager/NodeMaterialObserver.js +282 -55
  233. package/src/math/Frustum.js +9 -0
  234. package/src/math/FrustumArray.js +1 -1
  235. package/src/math/MathUtils.js +5 -3
  236. package/src/math/Matrix4.js +2 -9
  237. package/src/math/Plane.js +30 -1
  238. package/src/math/Quaternion.js +0 -10
  239. package/src/math/Ray.js +95 -45
  240. package/src/math/Triangle.js +0 -2
  241. package/src/math/Vector3.js +2 -2
  242. package/src/math/Vector4.js +0 -4
  243. package/src/math/interpolants/BezierInterpolant.js +36 -23
  244. package/src/nodes/Nodes.js +2 -0
  245. package/src/nodes/TSL.js +11 -3
  246. package/src/nodes/accessors/Batch.js +85 -13
  247. package/src/nodes/accessors/BufferAttributeNode.js +1 -1
  248. package/src/nodes/accessors/BuiltinNode.js +1 -1
  249. package/src/nodes/accessors/Instance.js +19 -18
  250. package/src/nodes/accessors/MaterialNode.js +9 -0
  251. package/src/nodes/accessors/ModelNode.js +85 -9
  252. package/src/nodes/accessors/ReferenceBaseNode.js +1 -70
  253. package/src/nodes/accessors/ReferenceElementNode.js +72 -0
  254. package/src/nodes/accessors/ReferenceNode.js +1 -70
  255. package/src/nodes/accessors/Skinning.js +124 -12
  256. package/src/nodes/accessors/StorageTextureNode.js +7 -3
  257. package/src/nodes/accessors/Texture3DNode.js +1 -1
  258. package/src/nodes/accessors/TextureNode.js +51 -21
  259. package/src/nodes/accessors/TextureSizeNode.js +4 -2
  260. package/src/nodes/accessors/UniformArrayNode.js +30 -5
  261. package/src/nodes/code/CodeNode.js +1 -1
  262. package/src/nodes/code/FunctionNode.js +12 -2
  263. package/src/nodes/core/ArrayNode.js +2 -2
  264. package/src/nodes/core/ContextNode.js +57 -4
  265. package/src/nodes/core/IndexNode.js +69 -4
  266. package/src/nodes/core/InspectorNode.js +2 -2
  267. package/src/nodes/core/MRTNode.js +44 -2
  268. package/src/nodes/core/Node.js +6 -3
  269. package/src/nodes/core/NodeBuilder.js +65 -50
  270. package/src/nodes/core/NodeFrame.js +11 -3
  271. package/src/nodes/core/NodeUtils.js +88 -0
  272. package/src/nodes/core/PropertyNode.js +8 -0
  273. package/src/nodes/core/StackNode.js +0 -1
  274. package/src/nodes/core/StructNode.js +4 -3
  275. package/src/nodes/core/UniformGroupNode.js +3 -2
  276. package/src/nodes/core/UniformNode.js +26 -12
  277. package/src/nodes/core/VarNode.js +0 -1
  278. package/src/nodes/display/BumpMapNode.js +2 -2
  279. package/src/nodes/display/ColorAdjustment.js +1 -1
  280. package/src/nodes/display/PassNode.js +76 -15
  281. package/src/nodes/display/ScreenNode.js +22 -65
  282. package/src/nodes/fog/Fog.js +4 -4
  283. package/src/nodes/functions/BSDF/BRDF_GGX.js +6 -6
  284. package/src/nodes/functions/BSDF/BRDF_Sheen.js +1 -1
  285. package/src/nodes/functions/BSDF/DFGLUT.js +2 -1
  286. package/src/nodes/functions/BSDF/LTC.js +1 -1
  287. package/src/nodes/functions/PhongLightingModel.js +1 -1
  288. package/src/nodes/functions/PhysicalLightingModel.js +83 -25
  289. package/src/nodes/functions/ToonLightingModel.js +2 -2
  290. package/src/nodes/functions/material/getParallaxCorrectNormal.js +3 -3
  291. package/src/nodes/gpgpu/AtomicFunctionNode.js +64 -13
  292. package/src/nodes/gpgpu/BarrierNode.js +13 -4
  293. package/src/nodes/gpgpu/ComputeBuiltinNode.js +1 -1
  294. package/src/nodes/gpgpu/ComputeNode.js +20 -17
  295. package/src/nodes/gpgpu/SubgroupFunctionNode.js +165 -37
  296. package/src/nodes/gpgpu/WorkgroupInfoNode.js +44 -6
  297. package/src/nodes/lighting/EnvironmentNode.js +40 -4
  298. package/src/nodes/lighting/LightsNode.js +20 -4
  299. package/src/nodes/lighting/ShadowBaseNode.js +158 -1
  300. package/src/nodes/lighting/ShadowFilterNode.js +2 -106
  301. package/src/nodes/lighting/ShadowNode.js +22 -91
  302. package/src/nodes/materialx/{lib/mx_hsv.js → MaterialXColor.js} +3 -6
  303. package/src/nodes/materialx/{lib/mx_transform_color.js → MaterialXColorTransform.js} +3 -6
  304. package/src/nodes/materialx/MaterialXCore.js +37 -0
  305. package/src/nodes/materialx/MaterialXNodes.js +64 -72
  306. package/src/nodes/materialx/{lib/mx_noise.js → MaterialXNoise.js} +426 -197
  307. package/src/nodes/math/BitcountNode.js +24 -4
  308. package/src/nodes/math/MathNode.js +4 -4
  309. package/src/nodes/math/MathUtils.js +15 -4
  310. package/src/nodes/math/OperatorNode.js +2 -2
  311. package/src/nodes/math/PackFloatNode.js +29 -1
  312. package/src/nodes/math/Packed4x8IntegerNode.js +433 -0
  313. package/src/nodes/math/UnpackFloatNode.js +30 -2
  314. package/src/nodes/parsers/GLSLNodeFunction.js +1 -1
  315. package/src/nodes/pmrem/PMREMNode.js +1 -1
  316. package/src/nodes/pmrem/PMREMUtils.js +31 -74
  317. package/src/nodes/shapes/Shapes.js +1 -1
  318. package/src/nodes/tsl/TSLCore.js +1 -31
  319. package/src/nodes/utils/EventNode.js +75 -0
  320. package/src/nodes/utils/LoopNode.js +54 -13
  321. package/src/nodes/utils/PostProcessingUtils.js +23 -2
  322. package/src/nodes/utils/RTTNode.js +97 -32
  323. package/src/nodes/utils/ReflectorNode.js +8 -4
  324. package/src/nodes/utils/RotateNode.js +85 -8
  325. package/src/nodes/utils/SpriteUtils.js +58 -23
  326. package/src/objects/BatchedMesh.js +6 -0
  327. package/src/objects/InstancedMesh.js +1 -1
  328. package/src/objects/LOD.js +1 -1
  329. package/src/objects/Line.js +12 -0
  330. package/src/objects/Mesh.js +12 -0
  331. package/src/objects/Points.js +12 -0
  332. package/src/objects/Sprite.js +12 -0
  333. package/src/renderers/WebGLRenderer.js +93 -27
  334. package/src/renderers/common/Animation.js +12 -2
  335. package/src/renderers/common/Backend.js +38 -10
  336. package/src/renderers/common/BindGroup.js +0 -1
  337. package/src/renderers/common/Bindings.js +50 -4
  338. package/src/renderers/common/BundleGroup.js +4 -0
  339. package/src/renderers/common/ClippingContext.js +11 -1
  340. package/src/renderers/common/Color4.js +9 -0
  341. package/src/renderers/common/Constants.js +0 -5
  342. package/src/renderers/common/DirectRenderPipeline.js +233 -0
  343. package/src/renderers/common/Geometries.js +24 -3
  344. package/src/renderers/common/Info.js +3 -3
  345. package/src/renderers/common/InspectorBase.js +37 -8
  346. package/src/renderers/common/Lighting.js +11 -4
  347. package/src/renderers/common/Pipelines.js +6 -4
  348. package/src/renderers/common/QuadMesh.js +16 -2
  349. package/src/renderers/common/RenderContext.js +8 -0
  350. package/src/renderers/common/RenderList.js +53 -19
  351. package/src/renderers/common/RenderLists.js +58 -11
  352. package/src/renderers/common/RenderObject.js +14 -0
  353. package/src/renderers/common/RenderObjects.js +14 -9
  354. package/src/renderers/common/RenderPipeline.js +52 -44
  355. package/src/renderers/common/Renderer.js +226 -55
  356. package/src/renderers/common/Storage3DTexture.js +16 -0
  357. package/src/renderers/common/Textures.js +3 -3
  358. package/src/renderers/common/XRManager.js +79 -72
  359. package/src/renderers/common/extras/PMREMGenerator.js +76 -144
  360. package/src/renderers/common/nodes/NodeManager.js +144 -6
  361. package/src/renderers/common/nodes/NodeStorageBuffer.js +3 -1
  362. package/src/renderers/common/nodes/NodeUniformBuffer.js +3 -1
  363. package/src/renderers/shaders/DFGLUTData.js +2 -1
  364. package/src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl.js +4 -2
  365. package/src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js +48 -0
  366. package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +53 -4
  367. package/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +20 -2
  368. package/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +20 -0
  369. package/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js +6 -0
  370. package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +61 -57
  371. package/src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl.js +82 -0
  372. package/src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl.js +9 -0
  373. package/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js +8 -1
  374. package/src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl.js +15 -0
  375. package/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +4 -0
  376. package/src/renderers/shaders/ShaderLib.js +1 -0
  377. package/src/renderers/shaders/UniformsLib.js +16 -0
  378. package/src/renderers/webgl/WebGLAnimation.js +2 -2
  379. package/src/renderers/webgl/WebGLCapabilities.js +2 -2
  380. package/src/renderers/webgl/WebGLLights.js +74 -4
  381. package/src/renderers/webgl/WebGLMaterials.js +6 -0
  382. package/src/renderers/webgl/WebGLOutput.js +36 -24
  383. package/src/renderers/webgl/WebGLProgram.js +3 -0
  384. package/src/renderers/webgl/WebGLPrograms.js +8 -0
  385. package/src/renderers/webgl/WebGLRenderLists.js +6 -10
  386. package/src/renderers/webgl/WebGLShadowMap.js +47 -44
  387. package/src/renderers/webgl/WebGLTextures.js +7 -7
  388. package/src/renderers/webgl-fallback/WebGLBackend.js +153 -45
  389. package/src/renderers/webgl-fallback/nodes/GLSLNodeBuilder.js +83 -29
  390. package/src/renderers/webgl-fallback/utils/WebGLState.js +163 -17
  391. package/src/renderers/webgl-fallback/utils/WebGLTextureUtils.js +32 -5
  392. package/src/renderers/webgl-fallback/utils/WebGLTimestampQueryPool.js +11 -4
  393. package/src/renderers/webgpu/WebGPUBackend.js +513 -145
  394. package/src/renderers/webgpu/nodes/WGSLNodeBuilder.js +99 -20
  395. package/src/renderers/webgpu/nodes/WGSLNodeFunction.js +2 -1
  396. package/src/renderers/webgpu/utils/WebGPUAttributeUtils.js +3 -12
  397. package/src/renderers/webgpu/utils/WebGPUBindingUtils.js +24 -14
  398. package/src/renderers/webgpu/utils/WebGPUPipelineUtils.js +80 -14
  399. package/src/renderers/webgpu/utils/WebGPUTextureUtils.js +62 -7
  400. package/src/renderers/webgpu/utils/WebGPUTimestampQueryPool.js +9 -3
  401. package/src/renderers/webgpu/utils/WebGPUUtils.js +16 -4
  402. package/src/renderers/webxr/WebXRManager.js +25 -2
  403. package/src/scenes/Scene.js +3 -3
  404. package/src/textures/CompressedArrayTexture.js +16 -0
  405. package/src/textures/Data3DTexture.js +16 -0
  406. package/src/textures/DataArrayTexture.js +16 -0
  407. package/src/textures/DepthTexture.js +3 -3
  408. package/src/textures/Texture.js +3 -3
  409. package/src/textures/{Source.js → TextureSource.js} +39 -8
  410. package/build/three.core.min.js +0 -6
  411. package/build/three.module.min.js +0 -6
  412. package/build/three.tsl.min.js +0 -6
  413. package/build/three.webgpu.min.js +0 -6
  414. package/build/three.webgpu.nodes.min.js +0 -6
  415. package/examples/jsm/libs/ecsy.module.js +0 -1792
  416. package/examples/jsm/loaders/LottieLoader.js +0 -130
  417. package/src/nodes/functions/BSDF/BRDF_GGX_Multiscatter.js +0 -52
@@ -3,8 +3,8 @@
3
3
  * Copyright 2010-2026 Three.js Authors
4
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  * SPDX-License-Identifier: MIT
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  */
6
- import { Matrix3, Vector2, Color, Vector3, mergeUniforms, CubeUVReflectionMapping, Mesh, BoxGeometry, ShaderMaterial, BackSide, cloneUniforms, Matrix4, ColorManagement, SRGBTransfer, PlaneGeometry, FrontSide, getUnlitUniformColorSpace, IntType, warn, HalfFloatType, UnsignedByteType, FloatType, RGBAFormat, Plane, CubeReflectionMapping, CubeRefractionMapping, BufferGeometry, OrthographicCamera, PerspectiveCamera, NoToneMapping, MeshBasicMaterial, error, NoBlending, WebGLRenderTarget, BufferAttribute, LinearSRGBColorSpace, LinearFilter, CubeTexture, LinearMipmapLinearFilter, CubeCamera, EquirectangularReflectionMapping, EquirectangularRefractionMapping, warnOnce, Uint32BufferAttribute, Uint16BufferAttribute, DataArrayTexture, Vector4, DepthTexture, Float32BufferAttribute, RawShaderMaterial, CustomToneMapping, NeutralToneMapping, AgXToneMapping, ACESFilmicToneMapping, CineonToneMapping, ReinhardToneMapping, LinearToneMapping, Data3DTexture, GreaterEqualCompare, LessEqualCompare, Texture, GLSL3, VSMShadowMap, PCFShadowMap, AddOperation, MixOperation, MultiplyOperation, LinearTransfer, UniformsUtils, DoubleSide, NormalBlending, TangentSpaceNormalMap, ObjectSpaceNormalMap, Layers, RGFormat, RG11_EAC_Format, RED_GREEN_RGTC2_Format, MeshDepthMaterial, MeshDistanceMaterial, PCFSoftShadowMap, ProfilerService, DepthFormat, NearestFilter, CubeDepthTexture, UnsignedIntType, Frustum, LessEqualDepth, ReverseSubtractEquation, SubtractEquation, AddEquation, OneMinusConstantAlphaFactor, ConstantAlphaFactor, OneMinusConstantColorFactor, ConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcAlphaFactor, SrcColorFactor, OneFactor, ZeroFactor, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessDepth, AlwaysDepth, NeverDepth, CullFaceNone, CullFaceBack, CullFaceFront, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, ReversedDepthFuncs, MinEquation, MaxEquation, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, LinearMipmapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NotEqualCompare, GreaterCompare, EqualCompare, LessCompare, AlwaysCompare, NeverCompare, NoColorSpace, DepthStencilFormat, getByteLength, UnsignedInt248Type, UnsignedShortType, createElementNS, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, UnsignedInt101111Type, ByteType, ShortType, AlphaFormat, RGBFormat, RedFormat, RedIntegerFormat, RGIntegerFormat, RGBAIntegerFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, R11_EAC_Format, SIGNED_R11_EAC_Format, SIGNED_RG11_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, SIGNED_RED_GREEN_RGTC2_Format, ExternalTexture, EventDispatcher, ArrayCamera, WebXRController, RAD2DEG, DataTexture, createCanvasElement, SRGBColorSpace, REVISION, log, WebGLCoordinateSystem, probeAsync } from './three.core.js';
7
- export { AdditiveAnimationBlendMode, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CylinderGeometry, Cylindrical, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualStencilFunc, Euler, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Fog, FogExp2, FramebufferTexture, FrustumArray, GLBufferAttribute, GLSL1, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HTMLTexture, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NeverStencilFunc, NoNormalPacking, NodePath, NormalAnimationBlendMode, NormalGAPacking, NormalRGPacking, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, OctahedronGeometry, Path, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBADepthPacking, RGBDepthPacking, RGBIntegerFormat, RGDepthPacking, Ray, Raycaster, RectAreaLight, RenderTarget, RenderTarget3D, ReplaceStencilOp, RingGeometry, Scene, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, XorShift32, ZeroCurvatureEnding, ZeroSlopeEnding, ZeroStencilOp, allocateNodeId, collectSiblingNodeIds, configureNodeIdSeed, ensureUniqueNodeIdAmongParentChildren, generateNodeId, getConsoleFunction, hashStringToUint32, isValidNodeId, nodeIdFromKey, nodeIdFromString, nodeIdToString, profile, profileClass, randomSeedUint32, setConsoleFunction, xorshift32 } from './three.core.js';
6
+ import { Matrix3, Vector2, Color, Vector3, mergeUniforms, CubeUVReflectionMapping, Mesh, BoxGeometry, ShaderMaterial, BackSide, cloneUniforms, Matrix4, ColorManagement, SRGBTransfer, PlaneGeometry, FrontSide, getUnlitUniformColorSpace, IntType, warn, HalfFloatType, UnsignedByteType, FloatType, RGBAFormat, Plane, CubeReflectionMapping, CubeRefractionMapping, BufferGeometry, OrthographicCamera, PerspectiveCamera, NoToneMapping, MeshBasicMaterial, NoBlending, WebGLRenderTarget, BufferAttribute, LinearSRGBColorSpace, LinearFilter, CubeTexture, LinearMipmapLinearFilter, CubeCamera, EquirectangularReflectionMapping, EquirectangularRefractionMapping, warnOnce, Uint32BufferAttribute, Uint16BufferAttribute, error, DataArrayTexture, Vector4, Float32BufferAttribute, RawShaderMaterial, CustomToneMapping, NeutralToneMapping, AgXToneMapping, ACESFilmicToneMapping, CineonToneMapping, ReinhardToneMapping, LinearToneMapping, Data3DTexture, GreaterEqualCompare, LessEqualCompare, DepthTexture, Texture, GLSL3, VSMShadowMap, PCFShadowMap, AddOperation, MixOperation, MultiplyOperation, LinearTransfer, UniformsUtils, DoubleSide, NormalBlending, TangentSpaceNormalMap, ObjectSpaceNormalMap, Layers, RGFormat, RG11_EAC_Format, RED_GREEN_RGTC2_Format, MeshDepthMaterial, MeshDistanceMaterial, PCFSoftShadowMap, ProfilerService, DepthFormat, NearestFilter, CubeDepthTexture, UnsignedIntType, Frustum, LessEqualDepth, ReverseSubtractEquation, SubtractEquation, AddEquation, OneMinusConstantAlphaFactor, ConstantAlphaFactor, OneMinusConstantColorFactor, ConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcAlphaFactor, SrcColorFactor, OneFactor, ZeroFactor, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessDepth, AlwaysDepth, NeverDepth, CullFaceNone, CullFaceBack, CullFaceFront, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, ReversedDepthFuncs, MinEquation, MaxEquation, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, LinearMipmapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NotEqualCompare, GreaterCompare, EqualCompare, LessCompare, AlwaysCompare, NeverCompare, NoColorSpace, DepthStencilFormat, getByteLength, UnsignedInt248Type, UnsignedShortType, createElementNS, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, UnsignedInt101111Type, ByteType, ShortType, AlphaFormat, RGBFormat, RedFormat, RedIntegerFormat, RGIntegerFormat, RGBAIntegerFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, R11_EAC_Format, SIGNED_R11_EAC_Format, SIGNED_RG11_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, SIGNED_RED_GREEN_RGTC2_Format, ExternalTexture, EventDispatcher, ArrayCamera, WebXRController, RAD2DEG, DataTexture, createCanvasElement, SRGBColorSpace, REVISION, log, WebGLCoordinateSystem, probeAsync } from './three.core.js';
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+ export { AdditiveAnimationBlendMode, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CylinderGeometry, Cylindrical, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualStencilFunc, Euler, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Fog, FogExp2, FramebufferTexture, FrustumArray, GLBufferAttribute, GLSL1, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HTMLTexture, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, LightShadow, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NeverStencilFunc, NoNormalPacking, NodePath, NormalAnimationBlendMode, NormalGAPacking, NormalRGPacking, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, OctahedronGeometry, Path, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBADepthPacking, RGBDepthPacking, RGBIntegerFormat, RGDepthPacking, Ray, Raycaster, RectAreaLight, RenderObjectRefreshType, RenderTarget, RenderTarget3D, ReplaceStencilOp, RingGeometry, Scene, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureSource, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, XorShift32, ZeroCurvatureEnding, ZeroSlopeEnding, ZeroStencilOp, allocateNodeId, collectSiblingNodeIds, configureNodeIdSeed, ensureUniqueNodeIdAmongParentChildren, generateNodeId, getConsoleFunction, hashStringToUint32, isValidNodeId, nodeIdFromKey, nodeIdFromString, nodeIdToString, profile, profileClass, randomSeedUint32, setConsoleFunction, xorshift32 } from './three.core.js';
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@@ -384,9 +384,9 @@ var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor
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  var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert";
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- var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif\n#include <lightprobes_pars_fragment>";
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+ var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_SUN_LIGHTS > 0\n\tstruct SunLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform SunLight sunLights[ NUM_SUN_LIGHTS ];\n\tvoid getSunLightInfo( const in SunLight sunLight, out IncidentLight light ) {\n\t\tlight.color = sunLight.color;\n\t\tlight.direction = sunLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif\n#include <lightprobes_pars_fragment>";
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- var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n\t\t\treflectVec = transformDirectionByInverseViewMatrix( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif";
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+ var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n\t\t\treflectVec = transformDirectionByInverseViewMatrix( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_RETROREFLECTION\n\t\tvec3 getIBLRetroRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 retroVec = normalize( mix( viewDir, normal, pow4( roughness ) ) );\n\t\t\t\tretroVec = transformDirectionByInverseViewMatrix( retroVec, viewMatrix );\n\t\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * retroVec, roughness );\n\t\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t\t#ifdef USE_RETROREFLECTION\n\t\t\tvec3 getIBLAnisotropyRetroRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\t\treturn getIBLRetroRadiance( viewDir, bentNormal, roughness );\n\t\t\t\t#else\n\t\t\t\t\treturn vec3( 0.0 );\n\t\t\t\t#endif\n\t\t\t}\n\t\t#endif\n\t#endif\n#endif";
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  var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
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@@ -396,13 +396,13 @@ var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor
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  var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong";
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- var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.metalness = metalnessFactor;\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = vec3( 0.04 );\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.0001, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif";
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+ var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.metalness = metalnessFactor;\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = vec3( 0.04 );\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_RETROREFLECTION\n\tmaterial.retroreflectivity = retroreflectivity;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.0001, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif";
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- var lights_physical_pars_fragment = "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tvec3 diffuseContribution;\n\tvec3 specularColor;\n\tvec3 specularColorBlended;\n\tfloat roughness;\n\tfloat metalness;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t\tvec3 iridescenceFresnelDielectric;\n\t\tvec3 iridescenceFresnelMetallic;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat 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 ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\treturn 0.5 / max( gv + gl, EPSILON );\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColorBlended;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat rInv = 1.0 / ( roughness + 0.1 );\n\tfloat a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tfloat b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\tfloat DG = exp( a * dotNV + b );\n\treturn saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid 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 ) {\n#else\nvoid 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 ) {\n#endif\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 dfgV = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;\n\tvec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;\n\tvec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;\n\tvec3 FssEss_L = material.specularColorBlended * dfgL.x + material.specularF90 * dfgL.y;\n\tfloat Ess_V = dfgV.x + dfgV.y;\n\tfloat Ess_L = dfgL.x + dfgL.y;\n\tfloat Ems_V = 1.0 - Ess_V;\n\tfloat Ems_L = 1.0 - Ess_L;\n\tvec3 Favg = material.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619;\n\tvec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg + EPSILON );\n\tfloat compensationFactor = Ems_V * Ems_L;\n\tvec3 multiScatter = Fms * compensationFactor;\n\treturn singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid 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 ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t\t#ifdef USE_CLEARCOAT\n\t\t\tvec3 Ncc = geometryClearcoatNormal;\n\t\t\tvec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );\n\t\t\tvec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );\n\t\t\tvec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );\n\t\t\tmat3 mInvClearcoat = mat3(\n\t\t\t\tvec3( t1Clearcoat.x, 0, t1Clearcoat.y ),\n\t\t\t\tvec3( 0, 1, 0 ),\n\t\t\t\tvec3( t1Clearcoat.z, 0, t1Clearcoat.w )\n\t\t\t);\n\t\t\tvec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;\n\t\t\tclearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );\n\t\t#endif\n\t}\n#endif\nvoid 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 ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n \n \t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n \t\tfloat sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n \t\tfloat sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n \t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n \t\tirradiance *= sheenEnergyComp;\n \n \t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );\n}\nvoid 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 ) {\n\tvec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tdiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectDiffuse += diffuse;\n}\nvoid 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) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n \t#endif\n\tvec3 singleScatteringDielectric = vec3( 0.0 );\n\tvec3 multiScatteringDielectric = vec3( 0.0 );\n\tvec3 singleScatteringMetallic = vec3( 0.0 );\n\tvec3 multiScatteringMetallic = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#endif\n\tvec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n\tvec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n\tvec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n\tvec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tvec3 indirectSpecular = radiance * singleScattering;\n\tindirectSpecular += multiScattering * cosineWeightedIrradiance;\n\tvec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tindirectSpecular *= sheenEnergyComp;\n\t\tindirectDiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectSpecular += indirectSpecular;\n\treflectedLight.indirectDiffuse += indirectDiffuse;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
401
+ var lights_physical_pars_fragment = "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tvec3 diffuseContribution;\n\tvec3 specularColor;\n\tvec3 specularColorBlended;\n\tfloat roughness;\n\tfloat metalness;\n\tfloat specularF90;\n\tfloat dispersion;\n\tvec2 dfg;\n\tvec3 multiScatteringCompensation;\n\t#ifdef USE_RETROREFLECTION\n\t\tfloat retroreflectivity;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0Dielectric;\n\t\tvec3 iridescenceF0Metallic;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat 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 ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\treturn 0.5 / max( gv + gl, EPSILON );\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColorBlended;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat rInv = 1.0 / ( roughness + 0.1 );\n\tfloat a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tfloat b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\tfloat DG = exp( a * dotNV + b );\n\treturn saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec2 fab, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec2 fab, const in vec3 specularColor, const in float specularF90, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid 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 ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t\t#ifdef USE_CLEARCOAT\n\t\t\tvec3 Ncc = geometryClearcoatNormal;\n\t\t\tvec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );\n\t\t\tvec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );\n\t\t\tvec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );\n\t\t\tmat3 mInvClearcoat = mat3(\n\t\t\t\tvec3( t1Clearcoat.x, 0, t1Clearcoat.y ),\n\t\t\t\tvec3( 0, 1, 0 ),\n\t\t\t\tvec3( t1Clearcoat.z, 0, t1Clearcoat.w )\n\t\t\t);\n\t\t\tvec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;\n\t\t\tclearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );\n\t\t#endif\n\t}\n#endif\nvoid 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 ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n \n \t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n \t\tfloat sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n \t\tfloat sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n \t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n \t\tirradiance *= sheenEnergyComp;\n \n \t#endif\n\tvec3 specularBRDF = BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\t#ifdef USE_RETROREFLECTION\n\t\tvec3 retroViewDir = reflect( - geometryViewDir, geometryNormal );\n\t\tvec3 retroSpecularBRDF = BRDF_GGX( directLight.direction, retroViewDir, geometryNormal, material );\n\t\tspecularBRDF = mix( specularBRDF, retroSpecularBRDF, saturate( material.retroreflectivity ) );\n\t#endif\n\treflectedLight.directSpecular += irradiance * specularBRDF * material.multiScatteringCompensation;\n\tvec3 halfDir = normalize( directLight.direction + geometryViewDir );\n\tfloat dotVH = saturate( dot( geometryViewDir, halfDir ) );\n\tvec3 F = F_Schlick( material.specularColor, material.specularF90, dotVH );\n\t#ifdef USE_RETROREFLECTION\n\t\tvec3 retroHalfDir = normalize( directLight.direction + retroViewDir );\n\t\tfloat dotRetroVH = saturate( dot( retroViewDir, retroHalfDir ) );\n\t\tvec3 retroF = F_Schlick( material.specularColor, material.specularF90, dotRetroVH );\n\t\tF = mix( F, retroF, saturate( material.retroreflectivity ) );\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution ) * ( 1.0 - F );\n}\nvoid 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 ) {\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( material.dfg, material.specularColor, material.specularF90, material.iridescence, material.iridescenceF0Dielectric, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( material.dfg, material.specularColor, material.specularF90, singleScattering, multiScattering );\n\t#endif\n\tvec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution ) * ( 1.0 - singleScattering - multiScattering );\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * sheenAlbedo * RECIPROCAL_PI;\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tdiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectDiffuse += diffuse;\n}\nvoid 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) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n \t#endif\n\tvec3 singleScatteringDielectric = vec3( 0.0 );\n\tvec3 multiScatteringDielectric = vec3( 0.0 );\n\tvec3 singleScatteringMetallic = vec3( 0.0 );\n\tvec3 multiScatteringMetallic = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( material.dfg, material.specularColor, material.specularF90, material.iridescence, material.iridescenceF0Dielectric, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscatteringIridescence( material.dfg, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceF0Metallic, singleScatteringMetallic, multiScatteringMetallic );\n\t#else\n\t\tcomputeMultiscattering( material.dfg, material.specularColor, material.specularF90, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscattering( material.dfg, material.diffuseColor, material.specularF90, singleScatteringMetallic, multiScatteringMetallic );\n\t#endif\n\tvec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n\tvec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n\tvec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n\tvec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tvec3 indirectSpecular = radiance * singleScattering;\n\tindirectSpecular += multiScattering * cosineWeightedIrradiance;\n\tvec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tindirectSpecular *= sheenEnergyComp;\n\t\tindirectDiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectSpecular += indirectSpecular;\n\treflectedLight.indirectDiffuse += indirectDiffuse;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
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- var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n\t\tmaterial.iridescenceFresnel = mix( material.iridescenceFresnelDielectric, material.iridescenceFresnelMetallic, material.metalness );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#ifdef USE_LIGHT_PROBES_GRID\n\t\tvec3 probeWorldPos = ( ( vec4( geometryPosition, 1.0 ) - viewMatrix[ 3 ] ) * viewMatrix ).xyz;\n\t\tvec3 probeWorldNormal = transformNormalByInverseViewMatrix( geometryNormal, viewMatrix );\n\t\tirradiance += getLightProbeGridIrradiance( probeWorldPos, probeWorldNormal );\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
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+ var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tvec3 iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tvec3 iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n\t\tmaterial.iridescenceFresnel = mix( iridescenceFresnelDielectric, iridescenceFresnelMetallic, material.metalness );\n\t\tmaterial.iridescenceF0Dielectric = Schlick_to_F0( iridescenceFresnelDielectric, 1.0, dotNVi );\n\t\tmaterial.iridescenceF0Metallic = Schlick_to_F0( iridescenceFresnelMetallic, 1.0, dotNVi );\n\t}\n#endif\n#ifdef STANDARD\n\tfloat dotNVms = saturate( dot( geometryNormal, geometryViewDir ) );\n\tmaterial.dfg = texture2D( dfgLUT, vec2( material.roughness, dotNVms ) ).rg;\n\t#if ( NUM_SUN_LIGHTS > 0 || NUM_DIR_LIGHTS > 0 || NUM_POINT_LIGHTS > 0 || NUM_SPOT_LIGHTS > 0 )\n\t\tfloat EssMs = material.dfg.x + material.dfg.y;\n\t\tmaterial.multiScatteringCompensation = 1.0 + material.specularColorBlended * ( 1.0 / EssMs - 1.0 );\n\t#endif\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SUN_LIGHTS > 0 ) && defined( RE_Direct )\n\tSunLight sunLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_SUN_LIGHT_SHADOWS > 0\n\tSunLightShadow sunLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SUN_LIGHTS; i ++ ) {\n\t\tsunLight = sunLights[ i ];\n\t\tgetSunLightInfo( sunLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SUN_LIGHT_SHADOWS )\n\t\tsunLightShadow = sunLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getSunShadow( sunShadowMap[ i ], sunLightShadow, UNROLLED_LOOP_INDEX ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#ifdef USE_LIGHT_PROBES_GRID\n\t\tvec3 probeWorldPos = ( ( vec4( geometryPosition, 1.0 ) - viewMatrix[ 3 ] ) * viewMatrix ).xyz;\n\t\tvec3 probeWorldNormal = transformNormalByInverseViewMatrix( geometryNormal, viewMatrix );\n\t\tirradiance += getLightProbeGridIrradiance( probeWorldPos, probeWorldNormal );\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
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- var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\t#if defined( STANDARD ) || defined( LAMBERT ) || defined( PHONG )\n\t\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t\t#endif\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
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+ var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\t#if defined( STANDARD ) || defined( LAMBERT ) || defined( PHONG )\n\t\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t\t#endif\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 iblRadiance = getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tvec3 iblRadiance = getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_RETROREFLECTION\n\t\t#ifdef USE_ANISOTROPY\n\t\t\tvec3 retroIBLRadiance = getIBLAnisotropyRetroRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t\t#else\n\t\t\tvec3 retroIBLRadiance = getIBLRetroRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t\t#endif\n\t\tiblRadiance = mix( iblRadiance, retroIBLRadiance, saturate( material.retroreflectivity ) );\n\t#endif\n\tradiance += iblRadiance;\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
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  var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\t#if defined( LAMBERT ) || defined( PHONG )\n\t\tirradiance += iblIrradiance;\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
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@@ -474,13 +474,13 @@ var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUG
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  var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
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- var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\t\t\tuniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat interleavedGradientNoise( vec2 position ) {\n\t\t\treturn fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );\n\t\t}\n\t\tvec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {\n\t\t\tconst float goldenAngle = 2.399963229728653;\n\t\t\tfloat r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );\n\t\t\tfloat theta = float( sampleIndex ) * goldenAngle + phi;\n\t\t\treturn vec2( cos( theta ), sin( theta ) ) * r;\n\t\t}\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\tshadowCoord.z += shadowBias;\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\t\tfloat radius = shadowRadius * texelSize.x;\n\t\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )\n\t\t\t\t) * 0.2;\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;\n\t\t\t\tfloat mean = distribution.x;\n\t\t\t\tfloat variance = distribution.y * distribution.y;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tfloat hard_shadow = step( mean, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tfloat hard_shadow = step( shadowCoord.z, mean );\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tif ( hard_shadow == 1.0 ) {\n\t\t\t\t\tshadow = 1.0;\n\t\t\t\t} else {\n\t\t\t\t\tvariance = max( variance, 0.0000001 );\n\t\t\t\t\tfloat d = shadowCoord.z - mean;\n\t\t\t\t\tfloat p_max = variance / ( variance + d * d );\n\t\t\t\t\tp_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );\n\t\t\t\t\tshadow = max( hard_shadow, p_max );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#else\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tfloat depth = texture2D( shadowMap, shadowCoord.xy ).r;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tshadow = step( depth, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tshadow = step( shadowCoord.z, depth );\n\t\t\t\t#endif\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\tfloat getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tfloat dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp -= shadowBias;\n\t\t\t#else\n\t\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp += shadowBias;\n\t\t\t#endif\n\t\t\tfloat texelSize = shadowRadius / shadowMapSize.x;\n\t\t\tvec3 absDir = abs( bd3D );\n\t\t\tvec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );\n\t\t\ttangent = normalize( cross( bd3D, tangent ) );\n\t\t\tvec3 bitangent = cross( bd3D, tangent );\n\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\tvec2 sample0 = vogelDiskSample( 0, 5, phi );\n\t\t\tvec2 sample1 = vogelDiskSample( 1, 5, phi );\n\t\t\tvec2 sample2 = vogelDiskSample( 2, 5, phi );\n\t\t\tvec2 sample3 = vogelDiskSample( 3, 5, phi );\n\t\t\tvec2 sample4 = vogelDiskSample( 4, 5, phi );\n\t\t\tshadow = (\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample0.x + bitangent * sample0.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample1.x + bitangent * sample1.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample2.x + bitangent * sample2.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample3.x + bitangent * sample3.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample4.x + bitangent * sample4.y ) * texelSize, dp ) )\n\t\t\t) * 0.2;\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\tfloat getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat depth = textureCube( shadowMap, bd3D ).r;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tdepth = 1.0 - depth;\n\t\t\t#endif\n\t\t\tshadow = step( dp, depth );\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#endif\n\t#endif\n#endif";
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+ var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\t\t#define SUN_LIGHT_CASCADES 2\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow sunShadowMap[ NUM_SUN_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D sunShadowMap[ NUM_SUN_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tuniform mat4 sunShadowMatrix[ NUM_SUN_LIGHT_SHADOWS * SUN_LIGHT_CASCADES ];\n\t\tuniform vec4 sunShadowCascade[ NUM_SUN_LIGHT_SHADOWS * SUN_LIGHT_CASCADES ];\n\t\tvarying vec4 vSunShadowWorldPosition;\n\t\tvarying vec3 vSunShadowWorldNormal;\n\t\tstruct SunLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SunLightShadow sunLightShadows[ NUM_SUN_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\t\t\tuniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat interleavedGradientNoise( vec2 position ) {\n\t\t\treturn fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );\n\t\t}\n\t\tvec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {\n\t\t\tconst float goldenAngle = 2.399963229728653;\n\t\t\tfloat r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );\n\t\t\tfloat theta = float( sampleIndex ) * goldenAngle + phi;\n\t\t\treturn vec2( cos( theta ), sin( theta ) ) * r;\n\t\t}\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\tshadowCoord.z += shadowBias;\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\t\tfloat radius = shadowRadius * texelSize.x;\n\t\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )\n\t\t\t\t) * 0.2;\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;\n\t\t\t\tfloat mean = distribution.x;\n\t\t\t\tfloat variance = distribution.y * distribution.y;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tfloat hard_shadow = step( mean, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tfloat hard_shadow = step( shadowCoord.z, mean );\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tif ( hard_shadow == 1.0 ) {\n\t\t\t\t\tshadow = 1.0;\n\t\t\t\t} else {\n\t\t\t\t\tvariance = max( variance, 0.0000001 );\n\t\t\t\t\tfloat d = shadowCoord.z - mean;\n\t\t\t\t\tfloat p_max = variance / ( variance + d * d );\n\t\t\t\t\tp_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );\n\t\t\t\t\tshadow = max( hard_shadow, p_max );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#else\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tfloat depth = texture2D( shadowMap, shadowCoord.xy ).r;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tshadow = step( depth, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tshadow = step( shadowCoord.z, depth );\n\t\t\t\t#endif\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#endif\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\t\tfloat getSunShadow(\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\t\tsampler2DShadow shadowMap,\n\t\t\t#else\n\t\t\t\tsampler2D shadowMap,\n\t\t\t#endif\n\t\t\tSunLightShadow sunLightShadow,\n\t\t\tint shadowIndex\n\t\t) {\n\t\t\tvec4 shadowWorldPosition = vec4( vSunShadowWorldPosition.xyz + vSunShadowWorldNormal * sunLightShadow.shadowNormalBias, 1.0 );\n\t\t\tfloat viewDepth = vSunShadowWorldPosition.w;\n\t\t\tint cascadeOffset = shadowIndex * SUN_LIGHT_CASCADES;\n\t\t\tfloat shadow = 1.0;\n\t\t\tfor ( int i = SUN_LIGHT_CASCADES - 1; i >= 0; i -- ) {\n\t\t\t\tvec4 cascade = sunShadowCascade[ cascadeOffset + i ];\n\t\t\t\tif ( viewDepth >= cascade.x && viewDepth < cascade.y ) {\n\t\t\t\t\tfloat cascadeShadow = getShadow(\n\t\t\t\t\t\tshadowMap,\n\t\t\t\t\t\tsunLightShadow.shadowMapSize,\n\t\t\t\t\t\tsunLightShadow.shadowIntensity,\n\t\t\t\t\t\tsunLightShadow.shadowBias,\n\t\t\t\t\t\tsunLightShadow.shadowRadius,\n\t\t\t\t\t\tsunShadowMatrix[ cascadeOffset + i ] * shadowWorldPosition\n\t\t\t\t\t);\n\t\t\t\t\tshadow = mix( cascadeShadow, shadow, smoothstep( cascade.z, cascade.y, viewDepth ) );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn shadow;\n\t\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\tfloat getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tfloat dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp -= shadowBias;\n\t\t\t#else\n\t\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp += shadowBias;\n\t\t\t#endif\n\t\t\tfloat texelSize = shadowRadius / shadowMapSize.x;\n\t\t\tvec3 absDir = abs( bd3D );\n\t\t\tvec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );\n\t\t\ttangent = normalize( cross( bd3D, tangent ) );\n\t\t\tvec3 bitangent = cross( bd3D, tangent );\n\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\tvec2 sample0 = vogelDiskSample( 0, 5, phi );\n\t\t\tvec2 sample1 = vogelDiskSample( 1, 5, phi );\n\t\t\tvec2 sample2 = vogelDiskSample( 2, 5, phi );\n\t\t\tvec2 sample3 = vogelDiskSample( 3, 5, phi );\n\t\t\tvec2 sample4 = vogelDiskSample( 4, 5, phi );\n\t\t\tshadow = (\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample0.x + bitangent * sample0.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample1.x + bitangent * sample1.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample2.x + bitangent * sample2.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample3.x + bitangent * sample3.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample4.x + bitangent * sample4.y ) * texelSize, dp ) )\n\t\t\t) * 0.2;\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\tfloat getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat depth = textureCube( shadowMap, bd3D ).r;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tdepth = 1.0 - depth;\n\t\t\t#endif\n\t\t\tshadow = step( dp, depth );\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#endif\n\t#endif\n#endif";
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- var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
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+ var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\t\tvarying vec4 vSunShadowWorldPosition;\n\t\tvarying vec3 vSunShadowWorldNormal;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
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- var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#ifdef HAS_NORMAL\n\t\tvec3 shadowWorldNormal = transformNormalByInverseViewMatrix( transformedNormal, viewMatrix );\n\t#else\n\t\tvec3 shadowWorldNormal = vec3( 0.0 );\n\t#endif\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif";
481
+ var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SUN_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#ifdef HAS_NORMAL\n\t\tvec3 shadowWorldNormal = transformNormalByInverseViewMatrix( transformedNormal, viewMatrix );\n\t#else\n\t\tvec3 shadowWorldNormal = vec3( 0.0 );\n\t#endif\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\t\tvSunShadowWorldPosition = vec4( worldPosition.xyz, - mvPosition.z );\n\t\tvSunShadowWorldNormal = shadowWorldNormal;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif";
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482
 
483
- var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
483
+ var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_SUN_LIGHT_SHADOWS > 0\n\tSunLightShadow sunLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SUN_LIGHT_SHADOWS; i ++ ) {\n\t\tsunLight = sunLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getSunShadow( sunShadowMap[ i ], sunLight, UNROLLED_LOOP_INDEX ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
484
484
 
485
485
  var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
486
486
 
@@ -560,7 +560,7 @@ const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;
560
560
 
561
561
  const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}";
562
562
 
563
- const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n \n\t\toutgoingLight = outgoingLight + sheenSpecularDirect + sheenSpecularIndirect;\n \n \t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
563
+ const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\n#endif\n#ifdef USE_RETROREFLECTION\n\tuniform float retroreflectivity;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n \n\t\toutgoingLight = outgoingLight + sheenSpecularDirect + sheenSpecularIndirect;\n \n \t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
564
564
 
565
565
  const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
566
566
 
@@ -843,6 +843,22 @@ const UniformsLib = {
843
843
 
844
844
  lightProbe: { value: [] },
845
845
 
846
+ sunLights: { value: [], properties: {
847
+ direction: {},
848
+ color: {}
849
+ } },
850
+
851
+ sunLightShadows: { value: [], properties: {
852
+ shadowIntensity: 1,
853
+ shadowBias: {},
854
+ shadowNormalBias: {},
855
+ shadowRadius: {},
856
+ shadowMapSize: {}
857
+ } },
858
+
859
+ sunShadowMatrix: { value: [] },
860
+ sunShadowCascade: { value: [] },
861
+
846
862
  directionalLights: { value: [], properties: {
847
863
  direction: {},
848
864
  color: {}
@@ -1262,6 +1278,7 @@ ShaderLib.physical = {
1262
1278
  clearcoatRoughnessMap: { value: null },
1263
1279
  clearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
1264
1280
  dispersion: { value: 0 },
1281
+ retroreflectivity: { value: 0 },
1265
1282
  iridescence: { value: 0 },
1266
1283
  iridescenceMap: { value: null },
1267
1284
  iridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() },
@@ -2350,8 +2367,8 @@ function WebGLCapabilities( gl, extensions, parameters, utils ) {
2350
2367
 
2351
2368
  const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) );
2352
2369
 
2353
- if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
2354
- textureType !== FloatType && ! halfFloatSupportedByExt ) {
2370
+ if ( textureType !== UnsignedByteType && textureType !== FloatType && ! halfFloatSupportedByExt &&
2371
+ utils.convert( textureType ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE ) ) { // Edge and Chrome Mac < 52 (#9513)
2355
2372
 
2356
2373
  return false;
2357
2374
 
@@ -2623,14 +2640,13 @@ function WebGLClipping( properties ) {
2623
2640
 
2624
2641
  const LOD_MIN = 4;
2625
2642
 
2626
- // The standard deviations (radians) associated with the extra mips.
2643
+ // The number of extra mips.
2627
2644
  // Used for scene blur in fromScene() method.
2628
- const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
2645
+ const EXTRA_LODS = 6;
2629
2646
 
2630
- // The maximum length of the blur for loop. Smaller sigmas will use fewer
2631
- // samples and exit early, but not recompile the shader.
2647
+ // The number of spiral samples per blur pass.
2632
2648
  // Used for scene blur in fromScene() method.
2633
- const MAX_SAMPLES = 20;
2649
+ const BLUR_SAMPLES = 20;
2634
2650
 
2635
2651
  // GGX VNDF importance sampling configuration
2636
2652
  const GGX_SAMPLES = 256;
@@ -2643,6 +2659,7 @@ let _oldActiveMipmapLevel = 0;
2643
2659
  let _oldXrEnabled = false;
2644
2660
 
2645
2661
  const _origin = /*@__PURE__*/ new Vector3();
2662
+ const _direction = /*@__PURE__*/ new Vector3();
2646
2663
 
2647
2664
  /**
2648
2665
  * This class generates a Prefiltered, Mipmapped Radiance Environment Map
@@ -2675,7 +2692,6 @@ class PMREMGenerator {
2675
2692
  this._lodMax = 0;
2676
2693
  this._cubeSize = 0;
2677
2694
  this._sizeLods = [];
2678
- this._sigmas = [];
2679
2695
  this._lodMeshes = [];
2680
2696
 
2681
2697
  this._backgroundBox = null;
@@ -2910,7 +2926,7 @@ class PMREMGenerator {
2910
2926
  this._pingPongRenderTarget = _createRenderTarget( width, height, params );
2911
2927
 
2912
2928
  const { _lodMax } = this;
2913
- ( { lodMeshes: this._lodMeshes, sizeLods: this._sizeLods, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
2929
+ ( { lodMeshes: this._lodMeshes, sizeLods: this._sizeLods } = _createPlanes( _lodMax ) );
2914
2930
 
2915
2931
  this._blurMaterial = _getBlurShader( _lodMax, width, height );
2916
2932
  this._ggxMaterial = _getGGXShader( _lodMax, width, height );
@@ -3131,7 +3147,7 @@ class PMREMGenerator {
3131
3147
  const incrementalRoughness = Math.sqrt( targetRoughness * targetRoughness - sourceRoughness * sourceRoughness );
3132
3148
 
3133
3149
  // Apply blur strength mapping for better quality across the roughness range
3134
- const blurStrength = 0.0 + targetRoughness * 1.25;
3150
+ const blurStrength = targetRoughness * 1.25;
3135
3151
  const adjustedRoughness = incrementalRoughness * blurStrength;
3136
3152
 
3137
3153
  // Calculate viewport position based on output LOD level
@@ -3161,11 +3177,9 @@ class PMREMGenerator {
3161
3177
  }
3162
3178
 
3163
3179
  /**
3164
- * This is a two-pass Gaussian blur for a cubemap. Normally this is done
3165
- * vertically and horizontally, but this breaks down on a cube. Here we apply
3166
- * the blur latitudinally (around the poles), and then longitudinally (towards
3167
- * the poles) to approximate the orthogonally-separable blur. It is least
3168
- * accurate at the poles, but still does a decent job.
3180
+ * This is a two-pass Gaussian blur for a cubemap. Each pass importance-samples
3181
+ * the Gaussian along a spiral kernel (Golden Angle), which distributes samples
3182
+ * isotropically on the sphere (no pole artifacts).
3169
3183
  *
3170
3184
  * Used for initial scene blur in fromScene() method when sigma > 0.
3171
3185
  *
@@ -3174,109 +3188,37 @@ class PMREMGenerator {
3174
3188
  * @param {number} lodIn
3175
3189
  * @param {number} lodOut
3176
3190
  * @param {number} sigma
3177
- * @param {Vector3} [poleAxis]
3178
3191
  */
3179
- _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
3192
+ _blur( cubeUVRenderTarget, lodIn, lodOut, sigma ) {
3180
3193
 
3181
3194
  const pingPongRenderTarget = this._pingPongRenderTarget;
3182
3195
 
3183
- this._halfBlur(
3184
- cubeUVRenderTarget,
3185
- pingPongRenderTarget,
3186
- lodIn,
3187
- lodOut,
3188
- sigma,
3189
- 'latitudinal',
3190
- poleAxis );
3196
+ // Two passes of sigma / sqrt( 2 ) compose to a blur of sigma while squaring
3197
+ // the effective sample count. Sigmas beyond PI are visually indistinguishable
3198
+ // from a uniform blur, so clamp to keep the shader math finite.
3199
+ const blurSigma = Math.min( sigma, Math.PI ) / Math.SQRT2;
3191
3200
 
3192
- this._halfBlur(
3193
- pingPongRenderTarget,
3194
- cubeUVRenderTarget,
3195
- lodOut,
3196
- lodOut,
3197
- sigma,
3198
- 'longitudinal',
3199
- poleAxis );
3201
+ this._blurPass( cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, blurSigma );
3202
+ this._blurPass( pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, blurSigma );
3200
3203
 
3201
3204
  }
3202
3205
 
3203
- _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
3206
+ _blurPass( targetIn, targetOut, lodIn, lodOut, sigmaRadians ) {
3204
3207
 
3205
3208
  const renderer = this._renderer;
3206
3209
  const blurMaterial = this._blurMaterial;
3207
3210
 
3208
- if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
3209
-
3210
- error(
3211
- 'blur direction must be either latitudinal or longitudinal!' );
3212
-
3213
- }
3214
-
3215
- // Number of standard deviations at which to cut off the discrete approximation.
3216
- const STANDARD_DEVIATIONS = 3;
3217
-
3218
3211
  const blurMesh = this._lodMeshes[ lodOut ];
3219
3212
  blurMesh.material = blurMaterial;
3220
3213
 
3221
3214
  const blurUniforms = blurMaterial.uniforms;
3222
3215
 
3223
- const pixels = this._sizeLods[ lodIn ] - 1;
3224
- const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
3225
- const sigmaPixels = sigmaRadians / radiansPerPixel;
3226
- const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
3227
-
3228
- if ( samples > MAX_SAMPLES ) {
3229
-
3230
- warn( `sigmaRadians, ${
3231
- sigmaRadians}, is too large and will clip, as it requested ${
3232
- samples} samples when the maximum is set to ${MAX_SAMPLES}` );
3233
-
3234
- }
3235
-
3236
- const weights = [];
3237
- let sum = 0;
3238
-
3239
- for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
3240
-
3241
- const x = i / sigmaPixels;
3242
- const weight = Math.exp( - x * x / 2 );
3243
- weights.push( weight );
3244
-
3245
- if ( i === 0 ) {
3246
-
3247
- sum += weight;
3248
-
3249
- } else if ( i < samples ) {
3250
-
3251
- sum += 2 * weight;
3252
-
3253
- }
3254
-
3255
- }
3256
-
3257
- for ( let i = 0; i < weights.length; i ++ ) {
3258
-
3259
- weights[ i ] = weights[ i ] / sum;
3260
-
3261
- }
3262
-
3263
3216
  blurUniforms[ 'envMap' ].value = targetIn.texture;
3264
- blurUniforms[ 'samples' ].value = samples;
3265
- blurUniforms[ 'weights' ].value = weights;
3266
- blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
3267
-
3268
- if ( poleAxis ) {
3269
-
3270
- blurUniforms[ 'poleAxis' ].value = poleAxis;
3271
-
3272
- }
3273
-
3274
- const { _lodMax } = this;
3275
- blurUniforms[ 'dTheta' ].value = radiansPerPixel;
3276
- blurUniforms[ 'mipInt' ].value = _lodMax - lodIn;
3217
+ blurUniforms[ 'sigma' ].value = sigmaRadians;
3218
+ blurUniforms[ 'mipInt' ].value = this._lodMax - lodIn;
3277
3219
 
3278
3220
  const outputSize = this._sizeLods[ lodOut ];
3279
- const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
3221
+ const x = 3 * outputSize * ( lodOut > this._lodMax - LOD_MIN ? lodOut - this._lodMax + LOD_MIN : 0 );
3280
3222
  const y = 4 * ( this._cubeSize - outputSize );
3281
3223
 
3282
3224
  _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
@@ -3292,31 +3234,18 @@ class PMREMGenerator {
3292
3234
  function _createPlanes( lodMax ) {
3293
3235
 
3294
3236
  const sizeLods = [];
3295
- const sigmas = [];
3296
3237
  const lodMeshes = [];
3297
3238
 
3298
3239
  let lod = lodMax;
3299
3240
 
3300
- const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
3241
+ const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LODS;
3301
3242
 
3302
3243
  for ( let i = 0; i < totalLods; i ++ ) {
3303
3244
 
3304
3245
  const sizeLod = Math.pow( 2, lod );
3305
3246
  sizeLods.push( sizeLod );
3306
- let sigma = 1.0 / sizeLod;
3307
-
3308
- if ( i > lodMax - LOD_MIN ) {
3309
-
3310
- sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
3311
-
3312
- } else if ( i === 0 ) {
3313
-
3314
- sigma = 0;
3315
-
3316
- }
3317
-
3318
- sigmas.push( sigma );
3319
3247
 
3248
+ // UVs overshoot the face by one texel to bake the CubeUV border into the directions.
3320
3249
  const texelSize = 1.0 / ( sizeLod - 2 );
3321
3250
  const min = - texelSize;
3322
3251
  const max = 1 + texelSize;
@@ -3325,12 +3254,9 @@ function _createPlanes( lodMax ) {
3325
3254
  const cubeFaces = 6;
3326
3255
  const vertices = 6;
3327
3256
  const positionSize = 3;
3328
- const uvSize = 2;
3329
- const faceIndexSize = 1;
3330
3257
 
3331
3258
  const position = new Float32Array( positionSize * vertices * cubeFaces );
3332
- const uv = new Float32Array( uvSize * vertices * cubeFaces );
3333
- const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
3259
+ const outputDirection = new Float32Array( positionSize * vertices * cubeFaces );
3334
3260
 
3335
3261
  for ( let face = 0; face < cubeFaces; face ++ ) {
3336
3262
 
@@ -3345,16 +3271,48 @@ function _createPlanes( lodMax ) {
3345
3271
  x, y + 1, 0
3346
3272
  ];
3347
3273
  position.set( coordinates, positionSize * vertices * face );
3348
- uv.set( uv1, uvSize * vertices * face );
3349
- const fill = [ face, face, face, face, face, face ];
3350
- faceIndex.set( fill, faceIndexSize * vertices * face );
3274
+
3275
+ for ( let vertex = 0; vertex < vertices; vertex ++ ) {
3276
+
3277
+ const u = uv1[ vertex * 2 ] * 2 - 1;
3278
+ const v = uv1[ vertex * 2 + 1 ] * 2 - 1;
3279
+
3280
+ // RH coordinate system; PMREM face-indexing convention
3281
+ if ( face === 0 ) {
3282
+
3283
+ _direction.set( 1, v, u ); // pos x
3284
+
3285
+ } else if ( face === 1 ) {
3286
+
3287
+ _direction.set( - u, 1, - v ); // pos y
3288
+
3289
+ } else if ( face === 2 ) {
3290
+
3291
+ _direction.set( - u, v, 1 ); // pos z
3292
+
3293
+ } else if ( face === 3 ) {
3294
+
3295
+ _direction.set( -1, v, - u ); // neg x
3296
+
3297
+ } else if ( face === 4 ) {
3298
+
3299
+ _direction.set( - u, -1, v ); // neg y
3300
+
3301
+ } else {
3302
+
3303
+ _direction.set( u, v, -1 ); // neg z
3304
+
3305
+ }
3306
+
3307
+ _direction.toArray( outputDirection, ( face * vertices + vertex ) * positionSize );
3308
+
3309
+ }
3351
3310
 
3352
3311
  }
3353
3312
 
3354
3313
  const planes = new BufferGeometry();
3355
3314
  planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
3356
- planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
3357
- planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
3315
+ planes.setAttribute( 'outputDirection', new BufferAttribute( outputDirection, positionSize ) );
3358
3316
  lodMeshes.push( new Mesh( planes, null ) );
3359
3317
 
3360
3318
  if ( lod > LOD_MIN ) {
@@ -3365,7 +3323,7 @@ function _createPlanes( lodMax ) {
3365
3323
 
3366
3324
  }
3367
3325
 
3368
- return { lodMeshes, sizeLods, sigmas };
3326
+ return { lodMeshes, sizeLods };
3369
3327
 
3370
3328
  }
3371
3329
 
@@ -3525,14 +3483,12 @@ function _getGGXShader( lodMax, width, height ) {
3525
3483
 
3526
3484
  function _getBlurShader( lodMax, width, height ) {
3527
3485
 
3528
- const weights = new Float32Array( MAX_SAMPLES );
3529
- const poleAxis = new Vector3( 0, 1, 0 );
3530
3486
  const shaderMaterial = new ShaderMaterial( {
3531
3487
 
3532
3488
  name: 'SphericalGaussianBlur',
3533
3489
 
3534
3490
  defines: {
3535
- 'n': MAX_SAMPLES,
3491
+ 'SAMPLES': BLUR_SAMPLES,
3536
3492
  'CUBEUV_TEXEL_WIDTH': 1.0 / width,
3537
3493
  'CUBEUV_TEXEL_HEIGHT': 1.0 / height,
3538
3494
  'CUBEUV_MAX_MIP': `${lodMax}.0`,
@@ -3540,75 +3496,71 @@ function _getBlurShader( lodMax, width, height ) {
3540
3496
 
3541
3497
  uniforms: {
3542
3498
  'envMap': { value: null },
3543
- 'samples': { value: 1 },
3544
- 'weights': { value: weights },
3545
- 'latitudinal': { value: false },
3546
- 'dTheta': { value: 0 },
3499
+ 'sigma': { value: 0 },
3547
3500
  'mipInt': { value: 0 },
3548
- 'poleAxis': { value: poleAxis }
3549
3501
  },
3550
3502
 
3551
3503
  vertexShader: _getCommonVertexShader(),
3552
3504
 
3553
3505
  fragmentShader: /* glsl */`
3554
3506
 
3555
- precision mediump float;
3556
- precision mediump int;
3507
+ precision highp float;
3508
+ precision highp int;
3557
3509
 
3558
3510
  varying vec3 vOutputDirection;
3559
3511
 
3560
3512
  uniform sampler2D envMap;
3561
- uniform int samples;
3562
- uniform float weights[ n ];
3563
- uniform bool latitudinal;
3564
- uniform float dTheta;
3513
+ uniform float sigma;
3565
3514
  uniform float mipInt;
3566
- uniform vec3 poleAxis;
3567
3515
 
3568
3516
  #define ENVMAP_TYPE_CUBE_UV
3569
3517
  #include <cube_uv_reflection_fragment>
3570
3518
 
3571
- vec3 getSample( float theta, vec3 axis ) {
3572
-
3573
- float cosTheta = cos( theta );
3574
- // Rodrigues' axis-angle rotation
3575
- vec3 sampleDirection = vOutputDirection * cosTheta
3576
- + cross( axis, vOutputDirection ) * sin( theta )
3577
- + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
3578
-
3579
- return bilinearCubeUV( envMap, sampleDirection, mipInt );
3580
-
3581
- }
3519
+ #define PI 3.14159265359
3520
+ #define GOLDEN_ANGLE 2.39996322973
3582
3521
 
3583
3522
  void main() {
3584
3523
 
3585
- vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
3524
+ if ( sigma == 0.0 ) {
3586
3525
 
3587
- if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
3588
-
3589
- axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
3526
+ gl_FragColor = vec4( bilinearCubeUV( envMap, vOutputDirection, mipInt ), 1.0 );
3527
+ return;
3590
3528
 
3591
3529
  }
3592
3530
 
3593
- axis = normalize( axis );
3531
+ vec3 outputDirection = normalize( vOutputDirection );
3594
3532
 
3595
- gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
3596
- gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
3533
+ vec3 up = abs( outputDirection.z ) < 0.999 ? vec3( 0.0, 0.0, 1.0 ) : vec3( 1.0, 0.0, 0.0 );
3534
+ vec3 tangent = normalize( cross( up, outputDirection ) );
3535
+ vec3 bitangent = cross( outputDirection, tangent );
3597
3536
 
3598
- for ( int i = 1; i < n; i++ ) {
3537
+ // Truncate the kernel at three standard deviations or at the antipode.
3538
+ float thetaMax = min( 3.0 * sigma, PI );
3539
+ float truncation = 1.0 - exp( - 0.5 * thetaMax * thetaMax / ( sigma * sigma ) );
3599
3540
 
3600
- if ( i >= samples ) {
3541
+ vec3 accumColor = vec3( 0.0 );
3542
+ float accumWeight = 0.0;
3601
3543
 
3602
- break;
3544
+ for ( int i = 0; i < SAMPLES; i ++ ) {
3603
3545
 
3604
- }
3546
+ // Stratified inverse-CDF sampling of the Gaussian, placed on a golden-angle spiral.
3547
+ float stratum = ( float( i ) + 0.5 ) / float( SAMPLES );
3548
+ float theta = sigma * sqrt( - 2.0 * log( 1.0 - stratum * truncation ) );
3549
+ float phi = float( i ) * GOLDEN_ANGLE;
3605
3550
 
3606
- float theta = dTheta * float( i );
3607
- gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
3608
- gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
3551
+ vec3 offset = cos( phi ) * tangent + sin( phi ) * bitangent;
3552
+ vec3 sampleDirection = cos( theta ) * outputDirection + sin( theta ) * offset;
3553
+
3554
+ // Correct the planar sample density to solid angle.
3555
+ float weight = sin( theta ) / theta;
3556
+
3557
+ accumColor += weight * bilinearCubeUV( envMap, sampleDirection, mipInt );
3558
+ accumWeight += weight;
3609
3559
 
3610
3560
  }
3611
3561
 
3562
+ gl_FragColor = vec4( accumColor / accumWeight, 1.0 );
3563
+
3612
3564
  }
3613
3565
  `,
3614
3566
 
@@ -3709,53 +3661,13 @@ function _getCommonVertexShader() {
3709
3661
  precision mediump float;
3710
3662
  precision mediump int;
3711
3663
 
3712
- attribute float faceIndex;
3664
+ attribute vec3 outputDirection;
3713
3665
 
3714
3666
  varying vec3 vOutputDirection;
3715
3667
 
3716
- // RH coordinate system; PMREM face-indexing convention
3717
- vec3 getDirection( vec2 uv, float face ) {
3718
-
3719
- uv = 2.0 * uv - 1.0;
3720
-
3721
- vec3 direction = vec3( uv, 1.0 );
3722
-
3723
- if ( face == 0.0 ) {
3724
-
3725
- direction = direction.zyx; // ( 1, v, u ) pos x
3726
-
3727
- } else if ( face == 1.0 ) {
3728
-
3729
- direction = direction.xzy;
3730
- direction.xz *= -1.0; // ( -u, 1, -v ) pos y
3731
-
3732
- } else if ( face == 2.0 ) {
3733
-
3734
- direction.x *= -1.0; // ( -u, v, 1 ) pos z
3735
-
3736
- } else if ( face == 3.0 ) {
3737
-
3738
- direction = direction.zyx;
3739
- direction.xz *= -1.0; // ( -1, v, -u ) neg x
3740
-
3741
- } else if ( face == 4.0 ) {
3742
-
3743
- direction = direction.xzy;
3744
- direction.xy *= -1.0; // ( -u, -1, v ) neg y
3745
-
3746
- } else if ( face == 5.0 ) {
3747
-
3748
- direction.z *= -1.0; // ( u, v, -1 ) neg z
3749
-
3750
- }
3751
-
3752
- return direction;
3753
-
3754
- }
3755
-
3756
3668
  void main() {
3757
3669
 
3758
- vOutputDirection = getDirection( uv, faceIndex );
3670
+ vOutputDirection = outputDirection;
3759
3671
  gl_Position = vec4( position, 1.0 );
3760
3672
 
3761
3673
  }
@@ -4797,20 +4709,21 @@ const toneMappingMap = {
4797
4709
 
4798
4710
  function WebGLOutput( type, width, height, antialias, depth, stencil ) {
4799
4711
 
4800
- // render targets for scene and post-processing
4801
- const targetA = new WebGLRenderTarget( width, height, {
4712
+ // render target for the scene pass (potentially multisampled)
4713
+ const targetScene = new WebGLRenderTarget( width, height, {
4802
4714
  type: type,
4803
4715
  depthBuffer: depth,
4804
4716
  stencilBuffer: stencil,
4805
4717
  samples: antialias ? 4 : 0,
4806
- depthTexture: depth ? new DepthTexture( width, height ) : undefined
4718
+ storeMultisampledDepthBuffer: false,
4719
+ storeMultisampledStencilBuffer: false,
4720
+ resolveDepthBuffer: false,
4721
+ resolveStencilBuffer: false
4807
4722
  } );
4808
4723
 
4809
- const targetB = new WebGLRenderTarget( width, height, {
4810
- type: HalfFloatType,
4811
- depthBuffer: false,
4812
- stencilBuffer: false
4813
- } );
4724
+ // single-sampled ping-pong buffers for post-processing effects, allocated on demand
4725
+ let targetA = null;
4726
+ let targetB = null;
4814
4727
 
4815
4728
  // create fullscreen triangle geometry
4816
4729
  const geometry = new BufferGeometry();
@@ -4887,8 +4800,10 @@ function WebGLOutput( type, width, height, antialias, depth, stencil ) {
4887
4800
 
4888
4801
  this.setSize = function ( width, height ) {
4889
4802
 
4890
- targetA.setSize( width, height );
4891
- targetB.setSize( width, height );
4803
+ targetScene.setSize( width, height );
4804
+
4805
+ if ( targetA !== null ) targetA.setSize( width, height );
4806
+ if ( targetB !== null ) targetB.setSize( width, height );
4892
4807
 
4893
4808
  for ( let i = 0; i < _effects.length; i ++ ) {
4894
4809
 
@@ -4904,8 +4819,15 @@ function WebGLOutput( type, width, height, antialias, depth, stencil ) {
4904
4819
  _effects = effects;
4905
4820
  _hasRenderPass = _effects.length > 0 && _effects[ 0 ].isRenderPass === true;
4906
4821
 
4907
- const width = targetA.width;
4908
- const height = targetA.height;
4822
+ const width = targetScene.width;
4823
+ const height = targetScene.height;
4824
+
4825
+ if ( _effects.length > 0 && targetA === null ) {
4826
+
4827
+ targetA = new WebGLRenderTarget( width, height, { type: HalfFloatType, depthBuffer: false, stencilBuffer: false } );
4828
+ targetB = new WebGLRenderTarget( width, height, { type: HalfFloatType, depthBuffer: false, stencilBuffer: false } );
4829
+
4830
+ }
4909
4831
 
4910
4832
  for ( let i = 0; i < _effects.length; i ++ ) {
4911
4833
 
@@ -4931,7 +4853,7 @@ function WebGLOutput( type, width, height, antialias, depth, stencil ) {
4931
4853
  const width = renderTarget.width;
4932
4854
  const height = renderTarget.height;
4933
4855
 
4934
- if ( targetA.width !== width || targetA.height !== height ) {
4856
+ if ( targetScene.width !== width || targetScene.height !== height ) {
4935
4857
 
4936
4858
  this.setSize( width, height );
4937
4859
 
@@ -4939,10 +4861,10 @@ function WebGLOutput( type, width, height, antialias, depth, stencil ) {
4939
4861
 
4940
4862
  }
4941
4863
 
4942
- // if first effect is a RenderPass, it will set its own render target
4864
+ // if the first effect is a RenderPass, it renders the scene itself (see end())
4943
4865
  if ( _hasRenderPass === false ) {
4944
4866
 
4945
- renderer.setRenderTarget( targetA );
4867
+ renderer.setRenderTarget( targetScene );
4946
4868
 
4947
4869
  }
4948
4870
 
@@ -4967,9 +4889,10 @@ function WebGLOutput( type, width, height, antialias, depth, stencil ) {
4967
4889
 
4968
4890
  _isCompositing = true;
4969
4891
 
4970
- // run post-processing effects
4971
- let readBuffer = targetA;
4972
- let writeBuffer = targetB;
4892
+ // run post-processing effects - the scene lives in the multisampled targetScene,
4893
+ // effects ping-pong between the single-sampled targetA and targetB
4894
+ let readBuffer = targetScene;
4895
+ let writeBuffer = targetA;
4973
4896
 
4974
4897
  for ( let i = 0; i < _effects.length; i ++ ) {
4975
4898
 
@@ -4981,9 +4904,9 @@ function WebGLOutput( type, width, height, antialias, depth, stencil ) {
4981
4904
 
4982
4905
  if ( effect.needsSwap !== false ) {
4983
4906
 
4984
- const temp = readBuffer;
4907
+ // keep targetScene out of the rotation so only the scene pass is multisampled
4985
4908
  readBuffer = writeBuffer;
4986
- writeBuffer = temp;
4909
+ writeBuffer = ( writeBuffer === targetA ) ? targetB : targetA;
4987
4910
 
4988
4911
  }
4989
4912
 
@@ -5024,9 +4947,11 @@ function WebGLOutput( type, width, height, antialias, depth, stencil ) {
5024
4947
 
5025
4948
  this.dispose = function () {
5026
4949
 
5027
- if ( targetA.depthTexture ) targetA.depthTexture.dispose();
5028
- targetA.dispose();
5029
- targetB.dispose();
4950
+ targetScene.dispose();
4951
+
4952
+ if ( targetA !== null ) targetA.dispose();
4953
+ if ( targetB !== null ) targetB.dispose();
4954
+
5030
4955
  geometry.dispose();
5031
4956
  material.dispose();
5032
4957
 
@@ -6450,6 +6375,7 @@ function replaceLightNums( string, parameters ) {
6450
6375
  const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;
6451
6376
 
6452
6377
  return string
6378
+ .replace( /NUM_SUN_LIGHTS/g, parameters.numSunLights )
6453
6379
  .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
6454
6380
  .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
6455
6381
  .replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps )
@@ -6457,6 +6383,7 @@ function replaceLightNums( string, parameters ) {
6457
6383
  .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
6458
6384
  .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
6459
6385
  .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
6386
+ .replace( /NUM_SUN_LIGHT_SHADOWS/g, parameters.numSunLightShadows )
6460
6387
  .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
6461
6388
  .replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps )
6462
6389
  .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
@@ -6943,6 +6870,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
6943
6870
  parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
6944
6871
 
6945
6872
  parameters.dispersion ? '#define USE_DISPERSION' : '',
6873
+ parameters.retroreflection ? '#define USE_RETROREFLECTION' : '',
6946
6874
 
6947
6875
  parameters.iridescence ? '#define USE_IRIDESCENCE' : '',
6948
6876
  parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',
@@ -7513,6 +7441,7 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
7513
7441
  const HAS_ANISOTROPY = material.anisotropy > 0;
7514
7442
  const HAS_CLEARCOAT = material.clearcoat > 0;
7515
7443
  const HAS_DISPERSION = material.dispersion > 0;
7444
+ const HAS_RETROREFLECTION = material.retroreflectivity > 0;
7516
7445
  const HAS_IRIDESCENCE = material.iridescence > 0;
7517
7446
  const HAS_SHEEN = material.sheen > 0;
7518
7447
  const HAS_TRANSMISSION = material.transmission > 0;
@@ -7613,6 +7542,7 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
7613
7542
  clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,
7614
7543
 
7615
7544
  dispersion: HAS_DISPERSION,
7545
+ retroreflection: HAS_RETROREFLECTION,
7616
7546
 
7617
7547
  iridescence: HAS_IRIDESCENCE,
7618
7548
  iridescenceMap: HAS_IRIDESCENCEMAP,
@@ -7708,6 +7638,7 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
7708
7638
  morphTargetsCount: morphTargetsCount,
7709
7639
  morphTextureStride: morphTextureStride,
7710
7640
 
7641
+ numSunLights: lights.sun.length,
7711
7642
  numDirLights: lights.directional.length,
7712
7643
  numPointLights: lights.point.length,
7713
7644
  numSpotLights: lights.spot.length,
@@ -7715,6 +7646,7 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
7715
7646
  numRectAreaLights: lights.rectArea.length,
7716
7647
  numHemiLights: lights.hemi.length,
7717
7648
 
7649
+ numSunLightShadows: lights.sunShadowMap.length,
7718
7650
  numDirLightShadows: lights.directionalShadowMap.length,
7719
7651
  numPointLightShadows: lights.pointShadowMap.length,
7720
7652
  numSpotLightShadows: lights.spotShadowMap.length,
@@ -7842,12 +7774,14 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
7842
7774
  array.push( parameters.sizeAttenuation );
7843
7775
  array.push( parameters.morphTargetsCount );
7844
7776
  array.push( parameters.morphAttributeCount );
7777
+ array.push( parameters.numSunLights );
7845
7778
  array.push( parameters.numDirLights );
7846
7779
  array.push( parameters.numPointLights );
7847
7780
  array.push( parameters.numSpotLights );
7848
7781
  array.push( parameters.numSpotLightMaps );
7849
7782
  array.push( parameters.numHemiLights );
7850
7783
  array.push( parameters.numRectAreaLights );
7784
+ array.push( parameters.numSunLightShadows );
7851
7785
  array.push( parameters.numDirLightShadows );
7852
7786
  array.push( parameters.numPointLightShadows );
7853
7787
  array.push( parameters.numSpotLightShadows );
@@ -7905,6 +7839,8 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
7905
7839
  _programLayers.enable( 18 );
7906
7840
  if ( parameters.dispersion )
7907
7841
  _programLayers.enable( 19 );
7842
+ if ( parameters.retroreflection )
7843
+ _programLayers.enable( 24 );
7908
7844
  if ( parameters.batchingColor )
7909
7845
  _programLayers.enable( 20 );
7910
7846
  if ( parameters.gradientMap )
@@ -8230,7 +8166,11 @@ function WebGLRenderList() {
8230
8166
 
8231
8167
  }
8232
8168
 
8233
- function push( object, geometry, material, groupOrder, z, group ) {
8169
+ function push( object, geometry, material, groupOrder, z, group, camera ) {
8170
+
8171
+ // with a reversed depth buffer the projected z is inverted
8172
+
8173
+ if ( camera.reversedDepth === true ) z = - z;
8234
8174
 
8235
8175
  const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
8236
8176
 
@@ -8270,20 +8210,12 @@ function WebGLRenderList() {
8270
8210
 
8271
8211
  }
8272
8212
 
8273
- function sort( customOpaqueSort, customTransparentSort, reversedDepth ) {
8213
+ function sort( customOpaqueSort, customTransparentSort ) {
8274
8214
 
8275
8215
  if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );
8276
8216
  if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );
8277
8217
  if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );
8278
8218
 
8279
- if ( reversedDepth ) {
8280
-
8281
- opaque.reverse();
8282
- transmissive.reverse();
8283
- transparent.reverse();
8284
-
8285
- }
8286
-
8287
8219
  }
8288
8220
 
8289
8221
  function finish() {
@@ -8386,6 +8318,7 @@ function UniformsCache() {
8386
8318
 
8387
8319
  switch ( light.type ) {
8388
8320
 
8321
+ case 'SunLight':
8389
8322
  case 'DirectionalLight':
8390
8323
  uniforms = {
8391
8324
  direction: new Vector3(),
@@ -8461,6 +8394,7 @@ function ShadowUniformsCache() {
8461
8394
 
8462
8395
  switch ( light.type ) {
8463
8396
 
8397
+ case 'SunLight':
8464
8398
  case 'DirectionalLight':
8465
8399
  uniforms = {
8466
8400
  shadowIntensity: 1,
@@ -8528,12 +8462,14 @@ function WebGLLights( extensions ) {
8528
8462
  version: 0,
8529
8463
 
8530
8464
  hash: {
8465
+ sunLength: -1,
8531
8466
  directionalLength: -1,
8532
8467
  pointLength: -1,
8533
8468
  spotLength: -1,
8534
8469
  rectAreaLength: -1,
8535
8470
  hemiLength: -1,
8536
8471
 
8472
+ numSunShadows: -1,
8537
8473
  numDirectionalShadows: -1,
8538
8474
  numPointShadows: -1,
8539
8475
  numSpotShadows: -1,
@@ -8544,6 +8480,11 @@ function WebGLLights( extensions ) {
8544
8480
 
8545
8481
  ambient: [ 0, 0, 0 ],
8546
8482
  probe: [],
8483
+ sun: [],
8484
+ sunShadow: [],
8485
+ sunShadowMap: [],
8486
+ sunShadowMatrix: [],
8487
+ sunShadowCascade: [],
8547
8488
  directional: [],
8548
8489
  directionalShadow: [],
8549
8490
  directionalShadowMap: [],
@@ -8578,6 +8519,9 @@ function WebGLLights( extensions ) {
8578
8519
 
8579
8520
  for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
8580
8521
 
8522
+ let sunLength = 0;
8523
+ let numSunShadows = 0;
8524
+ let numSunShadowCascades = 0;
8581
8525
  let directionalLength = 0;
8582
8526
  let pointLength = 0;
8583
8527
  let spotLength = 0;
@@ -8637,6 +8581,45 @@ function WebGLLights( extensions ) {
8637
8581
 
8638
8582
  numLightProbes ++;
8639
8583
 
8584
+ } else if ( light.isSunLight ) {
8585
+
8586
+ const uniforms = cache.get( light );
8587
+
8588
+ uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
8589
+
8590
+ if ( light.castShadow ) {
8591
+
8592
+ const shadow = light.shadow;
8593
+
8594
+ const shadowUniforms = shadowCache.get( light );
8595
+
8596
+ shadowUniforms.shadowIntensity = shadow.intensity;
8597
+ shadowUniforms.shadowBias = shadow.bias;
8598
+ shadowUniforms.shadowNormalBias = shadow.normalBias;
8599
+ shadowUniforms.shadowRadius = shadow.radius;
8600
+ shadowUniforms.shadowMapSize.copy( shadow.mapSize ).multiply( shadow.getFrameExtents() );
8601
+
8602
+ state.sunShadow[ numSunShadows ] = shadowUniforms;
8603
+ state.sunShadowMap[ numSunShadows ] = shadowMap;
8604
+
8605
+ const cascadeCount = shadow.getViewportCount();
8606
+
8607
+ for ( let j = 0; j < cascadeCount; j ++ ) {
8608
+
8609
+ state.sunShadowMatrix[ numSunShadowCascades + j ] = shadow.getMatrix( j );
8610
+ state.sunShadowCascade[ numSunShadowCascades + j ] = shadow._cascadeData[ j ];
8611
+
8612
+ }
8613
+
8614
+ numSunShadowCascades += cascadeCount;
8615
+ numSunShadows ++;
8616
+
8617
+ }
8618
+
8619
+ state.sun[ sunLength ] = uniforms;
8620
+
8621
+ sunLength ++;
8622
+
8640
8623
  } else if ( light.isDirectionalLight ) {
8641
8624
 
8642
8625
  const uniforms = cache.get( light );
@@ -8802,42 +8785,51 @@ function WebGLLights( extensions ) {
8802
8785
 
8803
8786
  const hash = state.hash;
8804
8787
 
8805
- if ( hash.directionalLength !== directionalLength ||
8788
+ if ( hash.sunLength !== sunLength ||
8789
+ hash.directionalLength !== directionalLength ||
8806
8790
  hash.pointLength !== pointLength ||
8807
8791
  hash.spotLength !== spotLength ||
8808
8792
  hash.rectAreaLength !== rectAreaLength ||
8809
8793
  hash.hemiLength !== hemiLength ||
8794
+ hash.numSunShadows !== numSunShadows ||
8810
8795
  hash.numDirectionalShadows !== numDirectionalShadows ||
8811
8796
  hash.numPointShadows !== numPointShadows ||
8812
8797
  hash.numSpotShadows !== numSpotShadows ||
8813
8798
  hash.numSpotMaps !== numSpotMaps ||
8814
8799
  hash.numLightProbes !== numLightProbes ) {
8815
8800
 
8801
+ state.sun.length = sunLength;
8816
8802
  state.directional.length = directionalLength;
8817
8803
  state.spot.length = spotLength;
8818
8804
  state.rectArea.length = rectAreaLength;
8819
8805
  state.point.length = pointLength;
8820
8806
  state.hemi.length = hemiLength;
8821
8807
 
8808
+ state.sunShadow.length = numSunShadows;
8809
+ state.sunShadowMap.length = numSunShadows;
8810
+ state.sunShadowMatrix.length = numSunShadowCascades;
8811
+ state.sunShadowCascade.length = numSunShadowCascades;
8822
8812
  state.directionalShadow.length = numDirectionalShadows;
8823
8813
  state.directionalShadowMap.length = numDirectionalShadows;
8814
+ state.directionalShadowMatrix.length = numDirectionalShadows;
8824
8815
  state.pointShadow.length = numPointShadows;
8825
8816
  state.pointShadowMap.length = numPointShadows;
8817
+ state.pointShadowMatrix.length = numPointShadows;
8826
8818
  state.spotShadow.length = numSpotShadows;
8827
8819
  state.spotShadowMap.length = numSpotShadows;
8828
- state.directionalShadowMatrix.length = numDirectionalShadows;
8829
- state.pointShadowMatrix.length = numPointShadows;
8830
8820
  state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;
8831
8821
  state.spotLightMap.length = numSpotMaps;
8832
8822
  state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;
8833
8823
  state.numLightProbes = numLightProbes;
8834
8824
 
8825
+ hash.sunLength = sunLength;
8835
8826
  hash.directionalLength = directionalLength;
8836
8827
  hash.pointLength = pointLength;
8837
8828
  hash.spotLength = spotLength;
8838
8829
  hash.rectAreaLength = rectAreaLength;
8839
8830
  hash.hemiLength = hemiLength;
8840
8831
 
8832
+ hash.numSunShadows = numSunShadows;
8841
8833
  hash.numDirectionalShadows = numDirectionalShadows;
8842
8834
  hash.numPointShadows = numPointShadows;
8843
8835
  hash.numSpotShadows = numSpotShadows;
@@ -8853,6 +8845,7 @@ function WebGLLights( extensions ) {
8853
8845
 
8854
8846
  function setupView( lights, camera ) {
8855
8847
 
8848
+ let sunLength = 0;
8856
8849
  let directionalLength = 0;
8857
8850
  let pointLength = 0;
8858
8851
  let spotLength = 0;
@@ -8865,7 +8858,16 @@ function WebGLLights( extensions ) {
8865
8858
 
8866
8859
  const light = lights[ i ];
8867
8860
 
8868
- if ( light.isDirectionalLight ) {
8861
+ if ( light.isSunLight ) {
8862
+
8863
+ const uniforms = state.sun[ sunLength ];
8864
+
8865
+ uniforms.direction.setFromMatrixPosition( light.matrixWorld );
8866
+ uniforms.direction.transformDirection( viewMatrix );
8867
+
8868
+ sunLength ++;
8869
+
8870
+ } else if ( light.isDirectionalLight ) {
8869
8871
 
8870
8872
  const uniforms = state.directional[ directionalLength ];
8871
8873
 
@@ -9149,7 +9151,7 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
9149
9151
 
9150
9152
  if ( this.type === PCFSoftShadowMap ) {
9151
9153
 
9152
- warn( 'WebGLShadowMap: PCFSoftShadowMap has been deprecated. Using PCFShadowMap instead.' );
9154
+ warn( 'WebGLShadowMap: PCFSoftShadowMap has been removed. Using PCFShadowMap instead.' );
9153
9155
  this.type = PCFShadowMap;
9154
9156
 
9155
9157
  }
@@ -9364,48 +9366,26 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
9364
9366
 
9365
9367
  }
9366
9368
 
9367
- // For cube render targets (PointLights), render all 6 faces. Otherwise, render once.
9368
- const faceCount = shadow.map.isWebGLCubeRenderTarget ? 6 : 1;
9369
-
9370
- for ( let face = 0; face < faceCount; face ++ ) {
9369
+ if ( shadow.map.isWebGLCubeRenderTarget !== true && ( shadow.map.width !== _shadowMapSize.x || shadow.map.height !== _shadowMapSize.y ) ) {
9371
9370
 
9372
- // WITH_GENESYS
9373
- const faceLabel = faceCount > 1 ? `shadowMap.render.depthPass (face ${face})` : 'shadowMap.render.depthPass';
9374
- // !WITH_GENESYS
9375
-
9376
- // For cube render targets, render to each face separately
9377
- if ( shadow.map.isWebGLCubeRenderTarget ) {
9378
-
9379
- renderer.setRenderTarget( shadow.map, face );
9380
- renderer.clear();
9381
-
9382
- } else {
9383
-
9384
- // For 2D render targets, use viewports
9385
- if ( face === 0 ) {
9386
-
9387
- renderer.setRenderTarget( shadow.map );
9388
- renderer.clear();
9389
-
9390
- }
9371
+ shadow.map.setSize( _shadowMapSize.x, _shadowMapSize.y );
9391
9372
 
9392
- const viewport = shadow.getViewport( face );
9373
+ }
9393
9374
 
9394
- _viewport.set(
9395
- _viewportSize.x * viewport.x,
9396
- _viewportSize.y * viewport.y,
9397
- _viewportSize.x * viewport.z,
9398
- _viewportSize.y * viewport.w
9399
- );
9375
+ // For cube render targets (PointLights), render all 6 faces. Sun lights
9376
+ // render one atlas viewport per cascade.
9377
+ const faceCount = shadow.map.isWebGLCubeRenderTarget ? 6 : shadow.getViewportCount();
9400
9378
 
9401
- _state.viewport( _viewport );
9379
+ if ( light.isPointLight !== true ) shadow.updateMatrices( light, camera );
9402
9380
 
9403
- }
9381
+ for ( let face = 0; face < faceCount; face ++ ) {
9404
9382
 
9405
9383
  // WITH_GENESYS
9406
- ProfilerService.begin( 'shadowMap.render.updateMatrices' );
9384
+ const faceLabel = faceCount > 1 ? `shadowMap.render.depthPass (face ${face})` : 'shadowMap.render.depthPass';
9407
9385
  // !WITH_GENESYS
9408
9386
 
9387
+ const shadowCamera = shadow.getCamera( face );
9388
+
9409
9389
  if ( light.isPointLight ) {
9410
9390
 
9411
9391
  const camera = shadow.camera;
@@ -9434,22 +9414,43 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
9434
9414
  _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
9435
9415
  shadow._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
9436
9416
 
9417
+ }
9418
+
9419
+ // For cube render targets, render to each face separately
9420
+ if ( shadow.map.isWebGLCubeRenderTarget ) {
9421
+
9422
+ renderer.setRenderTarget( shadow.map, face );
9423
+ renderer.clear();
9424
+
9437
9425
  } else {
9438
9426
 
9439
- shadow.updateMatrices( light );
9427
+ // For 2D render targets, use viewports
9428
+ if ( face === 0 ) {
9440
9429
 
9441
- }
9430
+ renderer.setRenderTarget( shadow.map );
9431
+ renderer.clear();
9442
9432
 
9443
- // WITH_GENESYS
9444
- ProfilerService.end( 'shadowMap.render.updateMatrices' );
9445
- // !WITH_GENESYS
9433
+ }
9446
9434
 
9447
- _frustum = shadow.getFrustum();
9435
+ const viewport = shadow.getViewport( face );
9436
+
9437
+ _viewport.set(
9438
+ _viewportSize.x * viewport.x,
9439
+ _viewportSize.y * viewport.y,
9440
+ _viewportSize.x * viewport.z,
9441
+ _viewportSize.y * viewport.w
9442
+ );
9443
+
9444
+ _state.viewport( _viewport );
9445
+
9446
+ }
9447
+
9448
+ _frustum = shadow.getFrustum( face );
9448
9449
 
9449
9450
  // WITH_GENESYS
9450
9451
  ProfilerService.begin( faceLabel );
9451
9452
  // !WITH_GENESYS
9452
- renderObject( scene, camera, shadow.camera, light, this.type );
9453
+ renderObject( scene, camera, shadowCamera, light, this.type );
9453
9454
  // WITH_GENESYS
9454
9455
  ProfilerService.end( faceLabel );
9455
9456
  // !WITH_GENESYS
@@ -9507,6 +9508,10 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
9507
9508
  type: HalfFloatType
9508
9509
  } );
9509
9510
 
9511
+ } else if ( shadow.mapPass.width !== shadow.map.width || shadow.mapPass.height !== shadow.map.height ) {
9512
+
9513
+ shadow.mapPass.setSize( shadow.map.width, shadow.map.height );
9514
+
9510
9515
  }
9511
9516
 
9512
9517
  // vertical pass - read from native depth texture
@@ -9515,7 +9520,7 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
9515
9520
  ProfilerService.begin( 'shadowMap.vsmPass.vertical' );
9516
9521
  // !WITH_GENESYS
9517
9522
  shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.depthTexture;
9518
- shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
9523
+ shadowMaterialVertical.uniforms.resolution.value.set( shadow.map.width, shadow.map.height );
9519
9524
  shadowMaterialVertical.uniforms.radius.value = shadow.radius;
9520
9525
  renderer.setRenderTarget( shadow.mapPass );
9521
9526
  renderer.clear();
@@ -9530,7 +9535,7 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
9530
9535
  ProfilerService.begin( 'shadowMap.vsmPass.horizontal' );
9531
9536
  // !WITH_GENESYS
9532
9537
  shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
9533
- shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
9538
+ shadowMaterialHorizontal.uniforms.resolution.value.set( shadow.map.width, shadow.map.height );
9534
9539
  shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
9535
9540
  renderer.setRenderTarget( shadow.map );
9536
9541
  renderer.clear();
@@ -9638,7 +9643,7 @@ function WebGLShadowMap( renderer, objects, capabilities ) {
9638
9643
 
9639
9644
  if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
9640
9645
 
9641
- if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
9646
+ if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || object.intersectsFrustum( _frustum ) ) ) {
9642
9647
 
9643
9648
  object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
9644
9649
 
@@ -11096,7 +11101,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
11096
11101
  const _htmlTextures = new Set();
11097
11102
  let _canvas;
11098
11103
 
11099
- const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source
11104
+ const _sources = new WeakMap(); // maps WebglTexture objects to instances of TextureSource
11100
11105
 
11101
11106
  // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
11102
11107
  // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
@@ -11597,7 +11602,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
11597
11602
 
11598
11603
  if ( textureUnit >= capabilities.maxTextures ) {
11599
11604
 
11600
- warn( 'WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
11605
+ warn( 'WebGLTextures: Trying to use ' + ( textureUnit + 1 ) + ' texture units while this GPU supports only ' + capabilities.maxTextures );
11601
11606
 
11602
11607
  }
11603
11608
 
@@ -11802,7 +11807,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
11802
11807
 
11803
11808
  }
11804
11809
 
11805
- // create Source <-> WebGLTextures mapping if necessary
11810
+ // create TextureSource <-> WebGLTextures mapping if necessary
11806
11811
 
11807
11812
  const source = texture.source;
11808
11813
  let webglTextures = _sources.get( source );
@@ -12147,8 +12152,6 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
12147
12152
 
12148
12153
  }
12149
12154
 
12150
- texture.clearLayerUpdates();
12151
-
12152
12155
  } else {
12153
12156
 
12154
12157
  state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data );
@@ -12189,6 +12192,8 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
12189
12192
 
12190
12193
  }
12191
12194
 
12195
+ if ( texture.layerUpdates.size > 0 ) texture.clearLayerUpdates();
12196
+
12192
12197
  } else {
12193
12198
 
12194
12199
  if ( useTexStorage && allocateMemory ) {
@@ -13430,7 +13435,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
13430
13435
 
13431
13436
  invalidationArrayRead.push( _gl.COLOR_ATTACHMENT0 + i );
13432
13437
 
13433
- if ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false ) {
13438
+ if ( renderTarget.depthBuffer && renderTarget.storeMultisampledDepthBuffer === false ) {
13434
13439
 
13435
13440
  invalidationArrayRead.push( depthStyle );
13436
13441
  invalidationArrayDraw.push( depthStyle );
@@ -13469,7 +13474,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
13469
13474
 
13470
13475
  } else {
13471
13476
 
13472
- if ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false && supportsInvalidateFramebuffer ) {
13477
+ if ( renderTarget.depthBuffer && renderTarget.storeMultisampledDepthBuffer === false && supportsInvalidateFramebuffer ) {
13473
13478
 
13474
13479
  const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
13475
13480
 
@@ -14012,6 +14017,7 @@ class WebXRManager extends EventDispatcher {
14012
14017
 
14013
14018
  const currentSize = new Vector2();
14014
14019
  let currentPixelRatio = null;
14020
+ let currentCameraSettings = null;
14015
14021
 
14016
14022
  //
14017
14023
 
@@ -14207,6 +14213,18 @@ class WebXRManager extends EventDispatcher {
14207
14213
  renderer.setPixelRatio( currentPixelRatio );
14208
14214
  renderer.setSize( currentSize.width, currentSize.height, false );
14209
14215
 
14216
+ if ( currentCameraSettings !== null ) {
14217
+
14218
+ const camera = currentCameraSettings.camera;
14219
+
14220
+ camera.fov = currentCameraSettings.fov;
14221
+ camera.zoom = currentCameraSettings.zoom;
14222
+ camera.updateProjectionMatrix();
14223
+
14224
+ currentCameraSettings = null;
14225
+
14226
+ }
14227
+
14210
14228
  scope.dispatchEvent( { type: 'sessionend' } );
14211
14229
 
14212
14230
  }
@@ -14396,7 +14414,9 @@ class WebXRManager extends EventDispatcher {
14396
14414
  colorSpace: renderer.outputColorSpace,
14397
14415
  stencilBuffer: attributes.stencil,
14398
14416
  resolveDepthBuffer: ( glBaseLayer.ignoreDepthValues === false ),
14399
- resolveStencilBuffer: ( glBaseLayer.ignoreDepthValues === false )
14417
+ resolveStencilBuffer: ( glBaseLayer.ignoreDepthValues === false ),
14418
+ storeMultisampledDepthBuffer: ( glBaseLayer.ignoreDepthValues === false ),
14419
+ storeMultisampledStencilBuffer: ( glBaseLayer.ignoreDepthValues === false )
14400
14420
 
14401
14421
  }
14402
14422
  );
@@ -14441,7 +14461,9 @@ class WebXRManager extends EventDispatcher {
14441
14461
  colorSpace: renderer.outputColorSpace,
14442
14462
  samples: attributes.antialias ? 4 : 0,
14443
14463
  resolveDepthBuffer: ( glProjLayer.ignoreDepthValues === false ),
14444
- resolveStencilBuffer: ( glProjLayer.ignoreDepthValues === false )
14464
+ resolveStencilBuffer: ( glProjLayer.ignoreDepthValues === false ),
14465
+ storeMultisampledDepthBuffer: ( glProjLayer.ignoreDepthValues === false ),
14466
+ storeMultisampledStencilBuffer: ( glProjLayer.ignoreDepthValues === false )
14445
14467
  } );
14446
14468
 
14447
14469
  }
@@ -14724,6 +14746,12 @@ class WebXRManager extends EventDispatcher {
14724
14746
 
14725
14747
  // update user camera and its children
14726
14748
 
14749
+ if ( currentCameraSettings === null && camera.isPerspectiveCamera ) {
14750
+
14751
+ currentCameraSettings = { camera: camera, fov: camera.fov, zoom: camera.zoom };
14752
+
14753
+ }
14754
+
14727
14755
  updateUserCamera( camera, cameraXR, parent );
14728
14756
 
14729
14757
  };
@@ -15525,6 +15553,12 @@ function WebGLMaterials( renderer, properties ) {
15525
15553
 
15526
15554
  }
15527
15555
 
15556
+ if ( material.retroreflectivity > 0 ) {
15557
+
15558
+ uniforms.retroreflectivity.value = material.retroreflectivity;
15559
+
15560
+ }
15561
+
15528
15562
  if ( material.iridescence > 0 ) {
15529
15563
 
15530
15564
  uniforms.iridescence.value = material.iridescence;
@@ -16079,7 +16113,8 @@ function WebGLUniformsGroups( gl, info, capabilities, state ) {
16079
16113
  }
16080
16114
 
16081
16115
  /**
16082
- * Precomputed DFG LUT for Image-Based Lighting
16116
+ * Precomputed DFG LUT for physically based specular lighting, used by both
16117
+ * image-based lighting and direct-light multi-scattering energy compensation
16083
16118
  * Resolution: 16x16
16084
16119
  * Samples: 4096 per texel
16085
16120
  * Format: RG16F (2 half floats per texel: scale, bias)
@@ -16253,6 +16288,14 @@ class WebGLRenderer {
16253
16288
  * @type {boolean}
16254
16289
  */
16255
16290
  checkShaderErrors: true,
16291
+ /**
16292
+ * Diagnostics configuration for the shader generation. Only relevant for TSL.
16293
+ * @type {Object}
16294
+ * @property {boolean} keywords - Whether declaration names that collide with reserved keywords of the shading language should be renamed or not.
16295
+ */
16296
+ diagnostics: {
16297
+ keywords: false
16298
+ },
16256
16299
  /**
16257
16300
  * Callback for custom error reporting.
16258
16301
  * @type {?Function}
@@ -16440,6 +16483,14 @@ class WebGLRenderer {
16440
16483
 
16441
16484
  }
16442
16485
 
16486
+ let extensions, capabilities, state, info;
16487
+ let properties, textures, environments, attributes, geometries, objects;
16488
+ let programCache, materials, renderLists, renderStates, clipping, shadowMap;
16489
+
16490
+ let background, morphtargets, bufferRenderer, indexedBufferRenderer;
16491
+
16492
+ let utils, bindingStates, uniformsGroups;
16493
+
16443
16494
  try {
16444
16495
 
16445
16496
  const contextAttributes = {
@@ -16483,21 +16534,19 @@ class WebGLRenderer {
16483
16534
 
16484
16535
  }
16485
16536
 
16537
+ initGLContext();
16538
+
16486
16539
  } catch ( e ) {
16487
16540
 
16541
+ canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
16542
+ canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
16543
+ canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );
16544
+
16488
16545
  error( 'WebGLRenderer: ' + e.message );
16489
16546
  throw e;
16490
16547
 
16491
16548
  }
16492
16549
 
16493
- let extensions, capabilities, state, info;
16494
- let properties, textures, environments, attributes, geometries, objects;
16495
- let programCache, materials, renderLists, renderStates, clipping, shadowMap;
16496
-
16497
- let background, morphtargets, bufferRenderer, indexedBufferRenderer;
16498
-
16499
- let utils, bindingStates, uniformsGroups;
16500
-
16501
16550
  function initGLContext() {
16502
16551
 
16503
16552
  extensions = new WebGLExtensions( _gl );
@@ -16619,8 +16668,6 @@ class WebGLRenderer {
16619
16668
 
16620
16669
  }
16621
16670
 
16622
- initGLContext();
16623
-
16624
16671
  // initialize internal render target for non-UnsignedByteType color buffer
16625
16672
 
16626
16673
  if ( _outputBufferType !== UnsignedByteType ) {
@@ -17416,7 +17463,11 @@ class WebGLRenderer {
17416
17463
 
17417
17464
  // Compile
17418
17465
 
17419
- function prepareMaterial( material, scene, object ) {
17466
+ function prepareMaterial( material, scene, camera, object ) {
17467
+
17468
+ if ( _nodesHandler !== null && material.isNodeMaterial ) _nodesHandler.setObject( object, material );
17469
+
17470
+ if ( _clippingEnabled === true ) clipping.setState( material, camera, false );
17420
17471
 
17421
17472
  if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
17422
17473
 
@@ -17453,6 +17504,7 @@ class WebGLRenderer {
17453
17504
  this.compile = function ( scene, camera, targetScene = null ) {
17454
17505
 
17455
17506
  if ( targetScene === null ) targetScene = scene;
17507
+ if ( _nodesHandler !== null ) _nodesHandler.renderStart( scene, camera, targetScene );
17456
17508
 
17457
17509
  currentRenderState = renderStates.get( targetScene );
17458
17510
  currentRenderState.init( camera );
@@ -17498,6 +17550,16 @@ class WebGLRenderer {
17498
17550
  }
17499
17551
 
17500
17552
  currentRenderState.setupLights();
17553
+ if ( _nodesHandler !== null ) _nodesHandler.updateLights( currentRenderState.state.lightsArray );
17554
+
17555
+ _localClippingEnabled = this.localClippingEnabled;
17556
+ _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );
17557
+
17558
+ if ( _clippingEnabled === true ) clipping.setGlobalState( this.clippingPlanes, camera );
17559
+
17560
+ // node materials reference the shadow map when they are built, so it must exist by now
17561
+
17562
+ if ( _nodesHandler !== null ) shadowMap.render( currentRenderState.state.shadowsArray, targetScene, camera );
17501
17563
 
17502
17564
  // Only initialize materials in the new scene, not the targetScene.
17503
17565
 
@@ -17521,14 +17583,14 @@ class WebGLRenderer {
17521
17583
 
17522
17584
  const material2 = material[ i ];
17523
17585
 
17524
- prepareMaterial( material2, targetScene, object );
17586
+ prepareMaterial( material2, targetScene, camera, object );
17525
17587
  materials.add( material2 );
17526
17588
 
17527
17589
  }
17528
17590
 
17529
17591
  } else {
17530
17592
 
17531
- prepareMaterial( material, targetScene, object );
17593
+ prepareMaterial( material, targetScene, camera, object );
17532
17594
  materials.add( material );
17533
17595
 
17534
17596
  }
@@ -17538,6 +17600,7 @@ class WebGLRenderer {
17538
17600
  } );
17539
17601
 
17540
17602
  currentRenderState = renderStateStack.pop();
17603
+ if ( _nodesHandler !== null ) _nodesHandler.renderEnd();
17541
17604
 
17542
17605
  return materials;
17543
17606
 
@@ -17573,9 +17636,9 @@ class WebGLRenderer {
17573
17636
  const materialProperties = properties.get( material );
17574
17637
  const program = materialProperties.currentProgram;
17575
17638
 
17576
- if ( program.isReady() ) {
17639
+ if ( program === undefined || program.isReady() ) {
17577
17640
 
17578
- // remove any programs that report they're ready to use from the list
17641
+ // stop waiting for materials that are ready to use or have been disposed
17579
17642
  materials.delete( material );
17580
17643
 
17581
17644
  }
@@ -17786,6 +17849,7 @@ class WebGLRenderer {
17786
17849
  // !WITH_GENESYS
17787
17850
 
17788
17851
  currentRenderList.finish();
17852
+ if ( _nodesHandler !== null ) _nodesHandler.updateLights( currentRenderState.state.lightsArray );
17789
17853
 
17790
17854
  if ( _this.sortObjects === true ) {
17791
17855
 
@@ -17793,7 +17857,7 @@ class WebGLRenderer {
17793
17857
  ProfilerService.begin( 'sortRenderList' );
17794
17858
  // !WITH_GENESYS
17795
17859
 
17796
- currentRenderList.sort( _opaqueSort, _transparentSort, camera.reversedDepth );
17860
+ currentRenderList.sort( _opaqueSort, _transparentSort );
17797
17861
 
17798
17862
  // WITH_GENESYS
17799
17863
  ProfilerService.end( 'sortRenderList' );
@@ -18001,7 +18065,7 @@ class WebGLRenderer {
18001
18065
 
18002
18066
  } else if ( object.isSprite ) {
18003
18067
 
18004
- if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
18068
+ if ( ! object.frustumCulled || object.intersectsFrustum( _frustum ) ) {
18005
18069
 
18006
18070
  if ( sortObjects ) {
18007
18071
 
@@ -18015,7 +18079,7 @@ class WebGLRenderer {
18015
18079
 
18016
18080
  if ( material.visible ) {
18017
18081
 
18018
- currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );
18082
+ currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null, camera );
18019
18083
 
18020
18084
  }
18021
18085
 
@@ -18023,7 +18087,7 @@ class WebGLRenderer {
18023
18087
 
18024
18088
  } else if ( object.isMesh || object.isLine || object.isPoints ) {
18025
18089
 
18026
- if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
18090
+ if ( ! object.frustumCulled || object.intersectsFrustum( _frustum ) ) {
18027
18091
 
18028
18092
  const geometry = objects.update( object );
18029
18093
  const material = object.material;
@@ -18059,7 +18123,7 @@ class WebGLRenderer {
18059
18123
 
18060
18124
  if ( groupMaterial && groupMaterial.visible ) {
18061
18125
 
18062
- currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group );
18126
+ currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group, camera );
18063
18127
 
18064
18128
  }
18065
18129
 
@@ -18067,7 +18131,7 @@ class WebGLRenderer {
18067
18131
 
18068
18132
  } else if ( material.visible ) {
18069
18133
 
18070
- currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );
18134
+ currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null, camera );
18071
18135
 
18072
18136
  }
18073
18137
 
@@ -18140,6 +18204,8 @@ class WebGLRenderer {
18140
18204
  stencilBuffer: stencil,
18141
18205
  resolveDepthBuffer: false,
18142
18206
  resolveStencilBuffer: false,
18207
+ storeMultisampledDepthBuffer: false,
18208
+ storeMultisampledStencilBuffer: false,
18143
18209
  colorSpace: ColorManagement.workingColorSpace,
18144
18210
  } );
18145
18211
 
@@ -18284,6 +18350,7 @@ class WebGLRenderer {
18284
18350
 
18285
18351
  function renderObject( object, scene, camera, geometry, material, group ) {
18286
18352
 
18353
+ if ( _nodesHandler !== null && material.isNodeMaterial ) _nodesHandler.setObject( object, material );
18287
18354
  object.onBeforeRender( _this, scene, camera, geometry, material, group );
18288
18355
 
18289
18356
  object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
@@ -18404,6 +18471,8 @@ class WebGLRenderer {
18404
18471
 
18405
18472
  uniforms.ambientLightColor.value = lights.state.ambient;
18406
18473
  uniforms.lightProbe.value = lights.state.probe;
18474
+ uniforms.sunLights.value = lights.state.sun;
18475
+ uniforms.sunLightShadows.value = lights.state.sunShadow;
18407
18476
  uniforms.directionalLights.value = lights.state.directional;
18408
18477
  uniforms.directionalLightShadows.value = lights.state.directionalShadow;
18409
18478
  uniforms.spotLights.value = lights.state.spot;
@@ -18415,6 +18484,8 @@ class WebGLRenderer {
18415
18484
  uniforms.pointLightShadows.value = lights.state.pointShadow;
18416
18485
  uniforms.hemisphereLights.value = lights.state.hemi;
18417
18486
 
18487
+ uniforms.sunShadowMatrix.value = lights.state.sunShadowMatrix;
18488
+ uniforms.sunShadowCascade.value = lights.state.sunShadowCascade;
18418
18489
  uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
18419
18490
  uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
18420
18491
  uniforms.spotLightMap.value = lights.state.spotLightMap;
@@ -18566,11 +18637,11 @@ class WebGLRenderer {
18566
18637
 
18567
18638
  needsProgramChange = true;
18568
18639
 
18569
- } else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object.colorTexture === null ) {
18640
+ } else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object._colorsTexture === null ) {
18570
18641
 
18571
18642
  needsProgramChange = true;
18572
18643
 
18573
- } else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object.colorTexture !== null ) {
18644
+ } else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object._colorsTexture !== null ) {
18574
18645
 
18575
18646
  needsProgramChange = true;
18576
18647
 
@@ -18779,6 +18850,12 @@ class WebGLRenderer {
18779
18850
  if ( materialProperties.needsLights ) {
18780
18851
 
18781
18852
  // Set shadow map uniforms first to ensure they get the first texture units
18853
+ if ( lights.state.sunShadowMap.length > 0 ) {
18854
+
18855
+ p_uniforms.setValue( _gl, 'sunShadowMap', lights.state.sunShadowMap, textures );
18856
+
18857
+ }
18858
+
18782
18859
  if ( lights.state.directionalShadowMap.length > 0 ) {
18783
18860
 
18784
18861
  p_uniforms.setValue( _gl, 'directionalShadowMap', lights.state.directionalShadowMap, textures );
@@ -18958,6 +19035,8 @@ class WebGLRenderer {
18958
19035
  uniforms.ambientLightColor.needsUpdate = value;
18959
19036
  uniforms.lightProbe.needsUpdate = value;
18960
19037
 
19038
+ uniforms.sunLights.needsUpdate = value;
19039
+ uniforms.sunLightShadows.needsUpdate = value;
18961
19040
  uniforms.directionalLights.needsUpdate = value;
18962
19041
  uniforms.directionalLightShadows.needsUpdate = value;
18963
19042
  uniforms.pointLights.needsUpdate = value;
@@ -19217,6 +19296,23 @@ class WebGLRenderer {
19217
19296
 
19218
19297
  };
19219
19298
 
19299
+ function getReadableState( texture ) {
19300
+
19301
+ const textureProperties = properties.get( texture );
19302
+
19303
+ if ( textureProperties.__readFormat !== texture.format || textureProperties.__readType !== texture.type ) {
19304
+
19305
+ textureProperties.__readFormat = texture.format;
19306
+ textureProperties.__readType = texture.type;
19307
+ textureProperties.__formatReadable = capabilities.textureFormatReadable( texture.format );
19308
+ textureProperties.__typeReadable = capabilities.textureTypeReadable( texture.type );
19309
+
19310
+ }
19311
+
19312
+ return textureProperties;
19313
+
19314
+ }
19315
+
19220
19316
  /**
19221
19317
  * Reads the pixel data from the given render target into the given buffer.
19222
19318
  *
@@ -19260,14 +19356,16 @@ class WebGLRenderer {
19260
19356
 
19261
19357
  if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex );
19262
19358
 
19263
- if ( ! capabilities.textureFormatReadable( textureFormat ) ) {
19359
+ const readableState = getReadableState( texture );
19360
+
19361
+ if ( readableState.__formatReadable === false ) {
19264
19362
 
19265
19363
  error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
19266
19364
  return;
19267
19365
 
19268
19366
  }
19269
19367
 
19270
- if ( ! capabilities.textureTypeReadable( textureType ) ) {
19368
+ if ( readableState.__typeReadable === false ) {
19271
19369
 
19272
19370
  error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
19273
19371
  return;
@@ -19342,14 +19440,15 @@ class WebGLRenderer {
19342
19440
 
19343
19441
  if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex );
19344
19442
 
19443
+ const readableState = getReadableState( texture );
19345
19444
 
19346
- if ( ! capabilities.textureFormatReadable( textureFormat ) ) {
19445
+ if ( readableState.__formatReadable === false ) {
19347
19446
 
19348
19447
  throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' );
19349
19448
 
19350
19449
  }
19351
19450
 
19352
- if ( ! capabilities.textureTypeReadable( textureType ) ) {
19451
+ if ( readableState.__typeReadable === false ) {
19353
19452
 
19354
19453
  throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.' );
19355
19454
 
@@ -19360,6 +19459,7 @@ class WebGLRenderer {
19360
19459
  _gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ );
19361
19460
 
19362
19461
  _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 );
19462
+ _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, null );
19363
19463
 
19364
19464
  // reset the frame buffer to the currently set buffer before waiting
19365
19465
  const currFramebuffer = _currentRenderTarget !== null ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
@@ -19375,6 +19475,7 @@ class WebGLRenderer {
19375
19475
  // read the data and delete the buffer
19376
19476
  _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );
19377
19477
  _gl.getBufferSubData( _gl.PIXEL_PACK_BUFFER, 0, buffer );
19478
+ _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, null );
19378
19479
  _gl.deleteBuffer( glBuffer );
19379
19480
  _gl.deleteSync( sync );
19380
19481