@luma.gl/gltf 9.1.0-alpha.1 → 9.1.0-alpha.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/dist.min.js CHANGED
@@ -4,36 +4,47 @@
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  else if (typeof define === 'function' && define.amd) define([], factory);
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  else if (typeof exports === 'object') exports['luma'] = factory();
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  else root['luma'] = factory();})(globalThis, function () {
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t!==e&&(e[4]=t[4],e[5]=t[5],e[6]=t[6],e[7]=t[7],e[12]=t[12],e[13]=t[13],e[14]=t[14],e[15]=t[15]),e[0]=o*s-l*r,e[1]=i*s-f*r,e[2]=c*s-h*r,e[3]=a*s-p*r,e[8]=o*r+l*s,e[9]=i*r+f*s,e[10]=c*r+h*s,e[11]=a*r+p*s,e}function ke(e,t,n){let r=Math.sin(n),s=Math.cos(n),o=t[0],i=t[1],c=t[2],a=t[3],l=t[4],f=t[5],h=t[6],p=t[7];return t!==e&&(e[8]=t[8],e[9]=t[9],e[10]=t[10],e[11]=t[11],e[12]=t[12],e[13]=t[13],e[14]=t[14],e[15]=t[15]),e[0]=o*s+l*r,e[1]=i*s+f*r,e[2]=c*s+h*r,e[3]=a*s+p*r,e[4]=l*s-o*r,e[5]=f*s-i*r,e[6]=h*s-c*r,e[7]=p*s-a*r,e}function De(e,t){let n=t[0],r=t[1],s=t[2],o=t[3],i=n+n,c=r+r,a=s+s,l=n*i,f=r*i,h=r*c,p=s*i,m=s*c,x=s*a,g=o*i,d=o*c,_=o*a;return e[0]=1-h-x,e[1]=f+_,e[2]=p-d,e[3]=0,e[4]=f-_,e[5]=1-l-x,e[6]=m+g,e[7]=0,e[8]=p+d,e[9]=m-g,e[10]=1-l-h,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,e}function Ue(e,t,n,r,s,o,i){let c=1/(n-t),a=1/(s-r),l=1/(o-i);return 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Vt;(function(e){e[e.COL0ROW0=0]="COL0ROW0",e[e.COL0ROW1=1]="COL0ROW1",e[e.COL0ROW2=2]="COL0ROW2",e[e.COL0ROW3=3]="COL0ROW3",e[e.COL1ROW0=4]="COL1ROW0",e[e.COL1ROW1=5]="COL1ROW1",e[e.COL1ROW2=6]="COL1ROW2",e[e.COL1ROW3=7]="COL1ROW3",e[e.COL2ROW0=8]="COL2ROW0",e[e.COL2ROW1=9]="COL2ROW1",e[e.COL2ROW2=10]="COL2ROW2",e[e.COL2ROW3=11]="COL2ROW3",e[e.COL3ROW0=12]="COL3ROW0",e[e.COL3ROW1=13]="COL3ROW1",e[e.COL3ROW2=14]="COL3ROW2",e[e.COL3ROW3=15]="COL3ROW3"})(Vt||(Vt={}));var br=45*Math.PI/180,Nr=1,Dt=.1,Ut=500,wr=Object.freeze([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]),k=class extends At{static get IDENTITY(){return Pr()}static get ZERO(){return Or()}get ELEMENTS(){return 16}get RANK(){return 4}get INDICES(){return Vt}constructor(t){super(-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0,-0),arguments.length===1&&Array.isArray(t)?this.copy(t):this.identity()}copy(t){return this[0]=t[0],this[1]=t[1],this[2]=t[2],this[3]=t[3],this[4]=t[4],this[5]=t[5],this[6]=t[6],this[7]=t[7],this[8]=t[8],this[9]=t[9],this[10]=t[10],this[11]=t[11],this[12]=t[12],this[13]=t[13],this[14]=t[14],this[15]=t[15],this.check()}set(t,n,r,s,o,i,c,a,l,f,h,p,m,x,g,d){return this[0]=t,this[1]=n,this[2]=r,this[3]=s,this[4]=o,this[5]=i,this[6]=c,this[7]=a,this[8]=l,this[9]=f,this[10]=h,this[11]=p,this[12]=m,this[13]=x,this[14]=g,this[15]=d,this.check()}setRowMajor(t,n,r,s,o,i,c,a,l,f,h,p,m,x,g,d){return this[0]=t,this[1]=o,this[2]=l,this[3]=m,this[4]=n,this[5]=i,this[6]=f,this[7]=x,this[8]=r,this[9]=c,this[10]=h,this[11]=g,this[12]=s,this[13]=a,this[14]=p,this[15]=d,this.check()}toRowMajor(t){return t[0]=this[0],t[1]=this[4],t[2]=this[8],t[3]=this[12],t[4]=this[1],t[5]=this[5],t[6]=this[9],t[7]=this[13],t[8]=this[2],t[9]=this[6],t[10]=this[10],t[11]=this[14],t[12]=this[3],t[13]=this[7],t[14]=this[11],t[15]=this[15],t}identity(){return this.copy(wr)}fromObject(t){return this.check()}fromQuaternion(t){return De(this,t),this.check()}frustum(t){let{left:n,right:r,bottom:s,top:o,near:i=Dt,far:c=Ut}=t;return c===1/0?Cr(this,n,r,s,o,i):Ue(this,n,r,s,o,i,c),this.check()}lookAt(t){let{eye:n,center:r=[0,0,0],up:s=[0,1,0]}=t;return Ge(this,n,r,s),this.check()}ortho(t){let{left:n,right:r,bottom:s,top:o,near:i=Dt,far:c=Ut}=t;return qe(this,n,r,s,o,i,c),this.check()}orthographic(t){let{fovy:n=br,aspect:r=Nr,focalDistance:s=1,near:o=Dt,far:i=Ut}=t;Je(n);let c=n/2,a=s*Math.tan(c),l=a*r;return this.ortho({left:-l,right:l,bottom:-a,top:a,near:o,far:i})}perspective(t){let{fovy:n=45*Math.PI/180,aspect:r=1,near:s=.1,far:o=500}=t;return Je(n),Ve(this,n,r,s,o),this.check()}determinant(){return Oe(this)}getScale(t=[-0,-0,-0]){return t[0]=Math.sqrt(this[0]*this[0]+this[1]*this[1]+this[2]*this[2]),t[1]=Math.sqrt(this[4]*this[4]+this[5]*this[5]+this[6]*this[6]),t[2]=Math.sqrt(this[8]*this[8]+this[9]*this[9]+this[10]*this[10]),t}getTranslation(t=[-0,-0,-0]){return 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this.identity().translate([t,n,r])}},St,_t;function Or(){return St||(St=new k([0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]),Object.freeze(St)),St}function Pr(){return _t||(_t=new k,Object.freeze(_t)),_t}function Je(e){if(e>Math.PI*2)throw Error("expected radians")}function Cr(e,t,n,r,s,o){let i=2*o/(n-t),c=2*o/(s-r),a=(n+t)/(n-t),l=(s+r)/(s-r),f=-1,h=-1,p=-2*o;return e[0]=i,e[1]=0,e[2]=0,e[3]=0,e[4]=0,e[5]=c,e[6]=0,e[7]=0,e[8]=a,e[9]=l,e[10]=f,e[11]=h,e[12]=0,e[13]=0,e[14]=p,e[15]=0,e}function tn(){let e=new R(4);return R!=Float32Array&&(e[0]=0,e[1]=0,e[2]=0),e[3]=1,e}function en(e){return e[0]=0,e[1]=0,e[2]=0,e[3]=1,e}function qt(e,t,n){n=n*.5;let r=Math.sin(n);return e[0]=r*t[0],e[1]=r*t[1],e[2]=r*t[2],e[3]=Math.cos(n),e}function Gt(e,t,n){let r=t[0],s=t[1],o=t[2],i=t[3],c=n[0],a=n[1],l=n[2],f=n[3];return e[0]=r*f+i*c+s*l-o*a,e[1]=s*f+i*a+o*c-r*l,e[2]=o*f+i*l+r*a-s*c,e[3]=i*f-r*c-s*a-o*l,e}function nn(e,t,n){n*=.5;let r=t[0],s=t[1],o=t[2],i=t[3],c=Math.sin(n),a=Math.cos(n);return e[0]=r*a+i*c,e[1]=s*a+o*c,e[2]=o*a-s*c,e[3]=i*a-r*c,e}function rn(e,t,n){n*=.5;let r=t[0],s=t[1],o=t[2],i=t[3],c=Math.sin(n),a=Math.cos(n);return e[0]=r*a-o*c,e[1]=s*a+i*c,e[2]=o*a+r*c,e[3]=i*a-s*c,e}function sn(e,t,n){n*=.5;let r=t[0],s=t[1],o=t[2],i=t[3],c=Math.sin(n),a=Math.cos(n);return e[0]=r*a+s*c,e[1]=s*a-r*c,e[2]=o*a+i*c,e[3]=i*a-o*c,e}function on(e,t){let n=t[0],r=t[1],s=t[2];return e[0]=n,e[1]=r,e[2]=s,e[3]=Math.sqrt(Math.abs(1-n*n-r*r-s*s)),e}function et(e,t,n,r){let s=t[0],o=t[1],i=t[2],c=t[3],a=n[0],l=n[1],f=n[2],h=n[3],p,m,x,g,d;return p=s*a+o*l+i*f+c*h,p<0&&(p=-p,a=-a,l=-l,f=-f,h=-h),1-p>1e-6?(m=Math.acos(p),d=Math.sin(m),x=Math.sin((1-r)*m)/d,g=Math.sin(r*m)/d):(x=1-r,g=r),e[0]=x*s+g*a,e[1]=x*o+g*l,e[2]=x*i+g*f,e[3]=x*c+g*h,e}function cn(e,t){let n=t[0],r=t[1],s=t[2],o=t[3],i=n*n+r*r+s*s+o*o,c=i?1/i:0;return e[0]=-n*c,e[1]=-r*c,e[2]=-s*c,e[3]=o*c,e}function an(e,t){return e[0]=-t[0],e[1]=-t[1],e[2]=-t[2],e[3]=t[3],e}function Ht(e,t){let n=t[0]+t[4]+t[8],r;if(n>0)r=Math.sqrt(n+1),e[3]=.5*r,r=.5/r,e[0]=(t[5]-t[7])*r,e[1]=(t[6]-t[2])*r,e[2]=(t[1]-t[3])*r;else{let s=0;t[4]>t[0]&&(s=1),t[8]>t[s*3+s]&&(s=2);let o=(s+1)%3,i=(s+2)%3;r=Math.sqrt(t[s*3+s]-t[o*3+o]-t[i*3+i]+1),e[s]=.5*r,r=.5/r,e[3]=(t[o*3+i]-t[i*3+o])*r,e[o]=(t[o*3+s]+t[s*3+o])*r,e[i]=(t[i*3+s]+t[s*3+i])*r}return e}var ln=He;var fn=Ye,hn=je,pn=Ke,mn=We;var xn=$e;var gn=Xe;var dn=function(){let e=zt(),t=Ft(1,0,0),n=Ft(0,1,0);return function(r,s,o){let i=Re(s,o);return i<-.999999?(dt(e,t,s),Ie(e)<1e-6&&dt(e,n,s),Le(e,e),qt(r,e,Math.PI),r):i>.999999?(r[0]=0,r[1]=0,r[2]=0,r[3]=1,r):(dt(e,s,o),r[0]=e[0],r[1]=e[1],r[2]=e[2],r[3]=1+i,gn(r,r))}}(),Ho=function(){let e=tn(),t=tn();return function(n,r,s,o,i,c){return et(e,r,i,c),et(t,s,o,c),et(n,e,t,2*c*(1-c)),n}}(),Yo=function(){let e=be();return function(t,n,r,s){return e[0]=r[0],e[3]=r[1],e[6]=r[2],e[1]=s[0],e[4]=s[1],e[7]=s[2],e[2]=-n[0],e[5]=-n[1],e[8]=-n[2],gn(t,Ht(t,e))}}();var Br=[0,0,0,1],nt=class extends D{constructor(t=0,n=0,r=0,s=1){super(-0,-0,-0,-0),Array.isArray(t)&&arguments.length===1?this.copy(t):this.set(t,n,r,s)}copy(t){return this[0]=t[0],this[1]=t[1],this[2]=t[2],this[3]=t[3],this.check()}set(t,n,r,s){return this[0]=t,this[1]=n,this[2]=r,this[3]=s,this.check()}fromObject(t){return this[0]=t.x,this[1]=t.y,this[2]=t.z,this[3]=t.w,this.check()}fromMatrix3(t){return Ht(this,t),this.check()}fromAxisRotation(t,n){return qt(this,t,n),this.check()}identity(){return en(this),this.check()}setAxisAngle(t,n){return this.fromAxisRotation(t,n)}get ELEMENTS(){return 4}get x(){return this[0]}set x(t){this[0]=E(t)}get y(){return this[1]}set y(t){this[1]=E(t)}get z(){return this[2]}set z(t){this[2]=E(t)}get w(){return this[3]}set w(t){this[3]=E(t)}len(){return mn(this)}lengthSquared(){return xn(this)}dot(t){return hn(this,t)}rotationTo(t,n){return dn(this,t,n),this.check()}add(t){return ln(this,this,t),this.check()}calculateW(){return on(this,this),this.check()}conjugate(){return an(this,this),this.check()}invert(){return cn(this,this),this.check()}lerp(t,n,r){return r===void 0?this.lerp(this,t,n):(pn(this,t,n,r),this.check())}multiplyRight(t){return Gt(this,this,t),this.check()}multiplyLeft(t){return Gt(this,t,this),this.check()}normalize(){let t=this.len(),n=t>0?1/t:0;return this[0]=this[0]*n,this[1]=this[1]*n,this[2]=this[2]*n,this[3]=this[3]*n,t===0&&(this[3]=1),this.check()}rotateX(t){return nn(this,this,t),this.check()}rotateY(t){return rn(this,this,t),this.check()}rotateZ(t){return sn(this,this,t),this.check()}scale(t){return fn(this,this,t),this.check()}slerp(t,n,r){let s,o,i;switch(arguments.length){case 1:({start:s=Br,target:o,ratio:i}=t);break;case 2:s=this,o=t,i=n;break;default:s=t,o=n,i=r}return et(this,s,o,i),this.check()}transformVector4(t,n=new Y){return Ze(n,t,this),H(n,4)}lengthSq(){return this.lengthSquared()}setFromAxisAngle(t,n){return this.setAxisAngle(t,n)}premultiply(t){return this.multiplyLeft(t)}multiply(t){return this.multiplyRight(t)}};var Wt=U(j(),1);var zr={SCALAR:1,VEC2:2,VEC3:3,VEC4:4,MAT2:4,MAT3:9,MAT4:16},Fr={5120:Int8Array,5121:Uint8Array,5122:Int16Array,5123:Uint16Array,5125:Uint32Array,5126:Float32Array},$t=class{name;startTime=0;playing=!0;speed=1;channels=[];constructor(t){Object.assign(this,t)}animate(t){if(!this.playing)return;let r=(t/1e3-this.startTime)*this.speed;this.channels.forEach(({sampler:s,target:o,path:i})=>{Gr(r,s,o,i),Dr(o,o._node)})}},W=class{animations;constructor(t){this.animations=t.animations.map((n,r)=>{let s=n.name||`Animation-${r}`,o=n.samplers.map(({input:c,interpolation:a="LINEAR",output:l})=>({input:Mn(t.accessors[c]),interpolation:a,output:Mn(t.accessors[l])})),i=n.channels.map(({sampler:c,target:a})=>({sampler:o[c],target:t.nodes[a.node],path:a.path}));return new $t({name:s,channels:i})})}animate(t){this.setTime(t)}setTime(t){this.animations.forEach(n=>n.animate(t))}getAnimations(){return this.animations}};function Mn(e){if(!e._animation){let t=Fr[e.componentType],n=zr[e.type],r=n*e.count,{buffer:s,byteOffset:o}=e.bufferView.data,i=new t(s,o+(e.byteOffset||0),r);if(n===1)e._animation=Array.from(i);else{let c=[];for(let a=0;a<i.length;a+=n)c.push(Array.from(i.slice(a,a+n)));e._animation=c}}return e._animation}var kr=new k;function Dr(e,t){if(t.matrix.identity(),e.translation&&t.matrix.translate(e.translation),e.rotation){let n=kr.fromQuaternion(e.rotation);t.matrix.multiplyRight(n)}e.scale&&t.matrix.scale(e.scale)}var Yt=new nt;function Ur(e,t,n,r,s){if(t==="rotation"){Yt.slerp({start:n,target:r,ratio:s});for(let o=0;o<Yt.length;o++)e[t][o]=Yt[o]}else for(let o=0;o<n.length;o++)e[t][o]=s*r[o]+(1-s)*n[o]}function Vr(e,t,{p0:n,outTangent0:r,inTangent1:s,p1:o,tDiff:i,ratio:c}){for(let a=0;a<e[t].length;a++){let l=r[a]*i,f=s[a]*i;e[t][a]=(2*Math.pow(c,3)-3*Math.pow(c,2)+1)*n[a]+(Math.pow(c,3)-2*Math.pow(c,2)+c)*l+(-2*Math.pow(c,3)+3*Math.pow(c,2))*o[a]+(Math.pow(c,3)-Math.pow(c,2))*f}}function qr(e,t,n){for(let r=0;r<n.length;r++)e[t][r]=n[r]}function Gr(e,{input:t,interpolation:n,output:r},s,o){let i=t[t.length-1],c=e%i,a=t.findIndex(p=>p>=c),l=Math.max(0,a-1);if(!Array.isArray(s[o]))switch(o){case"translation":s[o]=[0,0,0];break;case"rotation":s[o]=[0,0,0,1];break;case"scale":s[o]=[1,1,1];break;default:Wt.log.warn(`Bad animation path ${o}`)()}let f=t[l],h=t[a];switch(n){case"STEP":qr(s,o,r[l]);break;case"LINEAR":if(h>f){let p=(c-f)/(h-f);Ur(s,o,r[l],r[a],p)}break;case"CUBICSPLINE":if(h>f){let p=(c-f)/(h-f),m=h-f,x=r[3*l+1],g=r[3*l+2],d=r[3*a+0],_=r[3*a+1];Vr(s,o,{p0:x,outTangent0:g,inTangent1:d,p1:_,tDiff:m,ratio:p})}break;default:Wt.log.warn(`Interpolation ${n} not supported`)();break}}var yn=U(j(),1);var Xt=`#if (defined(SHADER_TYPE_FRAGMENT) && defined(LIGHTING_FRAGMENT)) || (defined(SHADER_TYPE_VERTEX) && defined(LIGHTING_VERTEX))
8
+
8
9
  struct AmbientLight {
9
- vec3 color;
10
+ vec3 color;
10
11
  };
12
+
11
13
  struct PointLight {
12
- vec3 color;
13
- vec3 position;
14
- vec3 attenuation;
14
+ vec3 color;
15
+ vec3 position;
16
+
17
+ // Constant-Linear-Exponential
18
+ vec3 attenuation;
15
19
  };
20
+
16
21
  struct DirectionalLight {
17
- vec3 color;
18
- vec3 direction;
22
+ vec3 color;
23
+ vec3 direction;
19
24
  };
25
+
20
26
  uniform AmbientLight lighting_uAmbientLight;
21
27
  uniform PointLight lighting_uPointLight[MAX_LIGHTS];
22
28
  uniform DirectionalLight lighting_uDirectionalLight[MAX_LIGHTS];
23
29
  uniform int lighting_uPointLightCount;
24
30
  uniform int lighting_uDirectionalLightCount;
31
+
25
32
  uniform bool lighting_uEnabled;
33
+
26
34
  float getPointLightAttenuation(PointLight pointLight, float distance) {
27
- return pointLight.attenuation.x
28
- + pointLight.attenuation.y * distance
29
- + pointLight.attenuation.z * distance * distance;
35
+ return pointLight.attenuation.x
36
+ + pointLight.attenuation.y * distance
37
+ + pointLight.attenuation.z * distance * distance;
30
38
  }
39
+
31
40
  #endif
32
- `;var Yr={lightSources:{}};function $t(e={}){let{color:t=[0,0,0],intensity:n=1}=e;return t.map(r=>r*n/255)}function Wr({ambientLight:e,pointLights:t=[],directionalLights:n=[]}){let r={};return e?r["lighting_uAmbientLight.color"]=$t(e):r["lighting_uAmbientLight.color"]=[0,0,0],t.forEach((s,o)=>{r[`lighting_uPointLight[${o}].color`]=$t(s),r[`lighting_uPointLight[${o}].position`]=s.position,r[`lighting_uPointLight[${o}].attenuation`]=s.attenuation||[1,0,0]}),r.lighting_uPointLightCount=t.length,n.forEach((s,o)=>{r[`lighting_uDirectionalLight[${o}].color`]=$t(s),r[`lighting_uDirectionalLight[${o}].direction`]=s.direction}),r.lighting_uDirectionalLightCount=n.length,r}function un(e=Yr){if("lightSources"in e){let{ambientLight:t,pointLights:n,directionalLights:r}=e.lightSources||{};return t||n&&n.length>0||r&&r.length>0?Object.assign({},Wr({ambientLight:t,pointLights:n,directionalLights:r}),{lighting_uEnabled:!0}):{lighting_uEnabled:!1}}if("lights"in e){let t={pointLights:[],directionalLights:[]};for(let n of e.lights||[])switch(n.type){case"ambient":t.ambientLight=n;break;case"directional":t.directionalLights?.push(n);break;case"point":t.pointLights?.push(n);break;default:}return un({lightSources:t})}return{}}var An={name:"lights",vs:jt,fs:jt,getUniforms:un,defines:{MAX_LIGHTS:3}};var _n=`uniform mat4 u_MVPMatrix;
41
+ `;var Hr={lightSources:{}};function jt(e={}){let{color:t=[0,0,0],intensity:n=1}=e;return t.map(r=>r*n/255)}function Yr({ambientLight:e,pointLights:t=[],directionalLights:n=[]}){let r={};return e?r["lighting_uAmbientLight.color"]=jt(e):r["lighting_uAmbientLight.color"]=[0,0,0],t.forEach((s,o)=>{r[`lighting_uPointLight[${o}].color`]=jt(s),r[`lighting_uPointLight[${o}].position`]=s.position,r[`lighting_uPointLight[${o}].attenuation`]=s.attenuation||[1,0,0]}),r.lighting_uPointLightCount=t.length,n.forEach((s,o)=>{r[`lighting_uDirectionalLight[${o}].color`]=jt(s),r[`lighting_uDirectionalLight[${o}].direction`]=s.direction}),r.lighting_uDirectionalLightCount=n.length,r}function un(e=Hr){if("lightSources"in e){let{ambientLight:t,pointLights:n,directionalLights:r}=e.lightSources||{};return t||n&&n.length>0||r&&r.length>0?Object.assign({},Yr({ambientLight:t,pointLights:n,directionalLights:r}),{lighting_uEnabled:!0}):{lighting_uEnabled:!1}}if("lights"in e){let t={pointLights:[],directionalLights:[]};for(let n of e.lights||[])switch(n.type){case"ambient":t.ambientLight=n;break;case"directional":t.directionalLights?.push(n);break;case"point":t.pointLights?.push(n);break;default:}return un({lightSources:t})}return{}}var An={name:"lights",vs:Xt,fs:Xt,getUniforms:un,defines:{MAX_LIGHTS:3}};var Sn=`uniform mat4 u_MVPMatrix;
33
42
  uniform mat4 u_ModelMatrix;
34
43
  uniform mat4 u_NormalMatrix;
44
+
35
45
  out vec3 pbr_vPosition;
36
46
  out vec2 pbr_vUV;
47
+
37
48
  #ifdef HAS_NORMALS
38
49
  # ifdef HAS_TANGENTS
39
50
  out mat3 pbr_vTBN;
@@ -41,34 +52,40 @@ out mat3 pbr_vTBN;
41
52
  out vec3 pbr_vNormal;
42
53
  # endif
43
54
  #endif
55
+
44
56
  void pbr_setPositionNormalTangentUV(vec4 position, vec4 normal, vec4 tangent, vec2 uv)
45
57
  {
46
- vec4 pos = u_ModelMatrix * position;
47
- pbr_vPosition = vec3(pos.xyz) / pos.w;
58
+ vec4 pos = u_ModelMatrix * position;
59
+ pbr_vPosition = vec3(pos.xyz) / pos.w;
60
+
48
61
  #ifdef HAS_NORMALS
49
62
  #ifdef HAS_TANGENTS
50
- vec3 normalW = normalize(vec3(u_NormalMatrix * vec4(normal.xyz, 0.0)));
51
- vec3 tangentW = normalize(vec3(u_ModelMatrix * vec4(tangent.xyz, 0.0)));
52
- vec3 bitangentW = cross(normalW, tangentW) * tangent.w;
53
- pbr_vTBN = mat3(tangentW, bitangentW, normalW);
54
- #else
55
- pbr_vNormal = normalize(vec3(u_ModelMatrix * vec4(normal.xyz, 0.0)));
63
+ vec3 normalW = normalize(vec3(u_NormalMatrix * vec4(normal.xyz, 0.0)));
64
+ vec3 tangentW = normalize(vec3(u_ModelMatrix * vec4(tangent.xyz, 0.0)));
65
+ vec3 bitangentW = cross(normalW, tangentW) * tangent.w;
66
+ pbr_vTBN = mat3(tangentW, bitangentW, normalW);
67
+ #else // HAS_TANGENTS != 1
68
+ pbr_vNormal = normalize(vec3(u_ModelMatrix * vec4(normal.xyz, 0.0)));
56
69
  #endif
57
70
  #endif
71
+
58
72
  #ifdef HAS_UV
59
- pbr_vUV = uv;
73
+ pbr_vUV = uv;
60
74
  #else
61
- pbr_vUV = vec2(0.,0.);
75
+ pbr_vUV = vec2(0.,0.);
62
76
  #endif
63
77
  }
64
- `;var Sn=`precision highp float;
78
+ `;var _n=`precision highp float;
79
+
65
80
  uniform bool pbr_uUnlit;
81
+
66
82
  #ifdef USE_IBL
67
83
  uniform samplerCube u_DiffuseEnvSampler;
68
84
  uniform samplerCube u_SpecularEnvSampler;
69
85
  uniform sampler2D u_brdfLUT;
70
86
  uniform vec2 u_ScaleIBLAmbient;
71
87
  #endif
88
+
72
89
  #ifdef HAS_BASECOLORMAP
73
90
  uniform sampler2D u_BaseColorSampler;
74
91
  #endif
@@ -87,18 +104,26 @@ uniform sampler2D u_MetallicRoughnessSampler;
87
104
  uniform sampler2D u_OcclusionSampler;
88
105
  uniform float u_OcclusionStrength;
89
106
  #endif
107
+
90
108
  #ifdef ALPHA_CUTOFF
91
109
  uniform float u_AlphaCutoff;
92
110
  #endif
111
+
93
112
  uniform vec2 u_MetallicRoughnessValues;
94
113
  uniform vec4 u_BaseColorFactor;
114
+
95
115
  uniform vec3 u_Camera;
116
+
117
+ // debugging flags used for shader output of intermediate PBR variables
96
118
  #ifdef PBR_DEBUG
97
119
  uniform vec4 u_ScaleDiffBaseMR;
98
120
  uniform vec4 u_ScaleFGDSpec;
99
121
  #endif
122
+
100
123
  in vec3 pbr_vPosition;
124
+
101
125
  in vec2 pbr_vUV;
126
+
102
127
  #ifdef HAS_NORMALS
103
128
  #ifdef HAS_TANGENTS
104
129
  in mat3 pbr_vTBN;
@@ -106,231 +131,332 @@ in mat3 pbr_vTBN;
106
131
  in vec3 pbr_vNormal;
107
132
  #endif
108
133
  #endif
134
+
135
+ // Encapsulate the various inputs used by the various functions in the shading equation
136
+ // We store values in this struct to simplify the integration of alternative implementations
137
+ // of the shading terms, outlined in the Readme.MD Appendix.
109
138
  struct PBRInfo
110
139
  {
111
- float NdotL;
112
- float NdotV;
113
- float NdotH;
114
- float LdotH;
115
- float VdotH;
116
- float perceptualRoughness;
117
- float metalness;
118
- vec3 reflectance0;
119
- vec3 reflectance90;
120
- float alphaRoughness;
121
- vec3 diffuseColor;
122
- vec3 specularColor;
123
- vec3 n;
124
- vec3 v;
140
+ float NdotL; // cos angle between normal and light direction
141
+ float NdotV; // cos angle between normal and view direction
142
+ float NdotH; // cos angle between normal and half vector
143
+ float LdotH; // cos angle between light direction and half vector
144
+ float VdotH; // cos angle between view direction and half vector
145
+ float perceptualRoughness; // roughness value, as authored by the model creator (input to shader)
146
+ float metalness; // metallic value at the surface
147
+ vec3 reflectance0; // full reflectance color (normal incidence angle)
148
+ vec3 reflectance90; // reflectance color at grazing angle
149
+ float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2])
150
+ vec3 diffuseColor; // color contribution from diffuse lighting
151
+ vec3 specularColor; // color contribution from specular lighting
152
+ vec3 n; // normal at surface point
153
+ vec3 v; // vector from surface point to camera
125
154
  };
155
+
126
156
  const float M_PI = 3.141592653589793;
127
157
  const float c_MinRoughness = 0.04;
158
+
128
159
  vec4 SRGBtoLINEAR(vec4 srgbIn)
129
160
  {
130
161
  #ifdef MANUAL_SRGB
131
162
  #ifdef SRGB_FAST_APPROXIMATION
132
- vec3 linOut = pow(srgbIn.xyz,vec3(2.2));
133
- #else
134
- vec3 bLess = step(vec3(0.04045),srgbIn.xyz);
135
- vec3 linOut = mix( srgbIn.xyz/vec3(12.92), pow((srgbIn.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), bLess );
136
- #endif
137
- return vec4(linOut,srgbIn.w);;
138
- #else
139
- return srgbIn;
140
- #endif
163
+ vec3 linOut = pow(srgbIn.xyz,vec3(2.2));
164
+ #else //SRGB_FAST_APPROXIMATION
165
+ vec3 bLess = step(vec3(0.04045),srgbIn.xyz);
166
+ vec3 linOut = mix( srgbIn.xyz/vec3(12.92), pow((srgbIn.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), bLess );
167
+ #endif //SRGB_FAST_APPROXIMATION
168
+ return vec4(linOut,srgbIn.w);;
169
+ #else //MANUAL_SRGB
170
+ return srgbIn;
171
+ #endif //MANUAL_SRGB
141
172
  }
173
+
174
+ // Find the normal for this fragment, pulling either from a predefined normal map
175
+ // or from the interpolated mesh normal and tangent attributes.
142
176
  vec3 getNormal()
143
177
  {
178
+ // Retrieve the tangent space matrix
144
179
  #ifndef HAS_TANGENTS
145
- vec3 pos_dx = dFdx(pbr_vPosition);
146
- vec3 pos_dy = dFdy(pbr_vPosition);
147
- vec3 tex_dx = dFdx(vec3(pbr_vUV, 0.0));
148
- vec3 tex_dy = dFdy(vec3(pbr_vUV, 0.0));
149
- vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);
180
+ vec3 pos_dx = dFdx(pbr_vPosition);
181
+ vec3 pos_dy = dFdy(pbr_vPosition);
182
+ vec3 tex_dx = dFdx(vec3(pbr_vUV, 0.0));
183
+ vec3 tex_dy = dFdy(vec3(pbr_vUV, 0.0));
184
+ vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);
185
+
150
186
  #ifdef HAS_NORMALS
151
- vec3 ng = normalize(pbr_vNormal);
187
+ vec3 ng = normalize(pbr_vNormal);
152
188
  #else
153
- vec3 ng = cross(pos_dx, pos_dy);
189
+ vec3 ng = cross(pos_dx, pos_dy);
154
190
  #endif
155
- t = normalize(t - ng * dot(ng, t));
156
- vec3 b = normalize(cross(ng, t));
157
- mat3 tbn = mat3(t, b, ng);
158
- #else
159
- mat3 tbn = pbr_vTBN;
191
+
192
+ t = normalize(t - ng * dot(ng, t));
193
+ vec3 b = normalize(cross(ng, t));
194
+ mat3 tbn = mat3(t, b, ng);
195
+ #else // HAS_TANGENTS
196
+ mat3 tbn = pbr_vTBN;
160
197
  #endif
198
+
161
199
  #ifdef HAS_NORMALMAP
162
- vec3 n = texture(u_NormalSampler, pbr_vUV).rgb;
163
- n = normalize(tbn * ((2.0 * n - 1.0) * vec3(u_NormalScale, u_NormalScale, 1.0)));
200
+ vec3 n = texture(u_NormalSampler, pbr_vUV).rgb;
201
+ n = normalize(tbn * ((2.0 * n - 1.0) * vec3(u_NormalScale, u_NormalScale, 1.0)));
164
202
  #else
165
- vec3 n = normalize(tbn[2].xyz);
203
+ // The tbn matrix is linearly interpolated, so we need to re-normalize
204
+ vec3 n = normalize(tbn[2].xyz);
166
205
  #endif
167
- return n;
206
+
207
+ return n;
168
208
  }
209
+
210
+ // Calculation of the lighting contribution from an optional Image Based Light source.
211
+ // Precomputed Environment Maps are required uniform inputs and are computed as outlined in [1].
212
+ // See our README.md on Environment Maps [3] for additional discussion.
169
213
  #ifdef USE_IBL
170
214
  vec3 getIBLContribution(PBRInfo pbrInputs, vec3 n, vec3 reflection)
171
215
  {
172
- float mipCount = 9.0;
173
- float lod = (pbrInputs.perceptualRoughness * mipCount);
174
- vec3 brdf = SRGBtoLINEAR(texture(u_brdfLUT,
175
- vec2(pbrInputs.NdotV, 1.0 - pbrInputs.perceptualRoughness))).rgb;
176
- vec3 diffuseLight = SRGBtoLINEAR(textureCube(u_DiffuseEnvSampler, n)).rgb;
216
+ float mipCount = 9.0; // resolution of 512x512
217
+ float lod = (pbrInputs.perceptualRoughness * mipCount);
218
+ // retrieve a scale and bias to F0. See [1], Figure 3
219
+ vec3 brdf = SRGBtoLINEAR(texture(u_brdfLUT,
220
+ vec2(pbrInputs.NdotV, 1.0 - pbrInputs.perceptualRoughness))).rgb;
221
+ vec3 diffuseLight = SRGBtoLINEAR(textureCube(u_DiffuseEnvSampler, n)).rgb;
222
+
177
223
  #ifdef USE_TEX_LOD
178
- vec3 specularLight = SRGBtoLINEAR(textureCubeLod(u_SpecularEnvSampler, reflection, lod)).rgb;
224
+ vec3 specularLight = SRGBtoLINEAR(textureCubeLod(u_SpecularEnvSampler, reflection, lod)).rgb;
179
225
  #else
180
- vec3 specularLight = SRGBtoLINEAR(textureCube(u_SpecularEnvSampler, reflection)).rgb;
226
+ vec3 specularLight = SRGBtoLINEAR(textureCube(u_SpecularEnvSampler, reflection)).rgb;
181
227
  #endif
182
- vec3 diffuse = diffuseLight * pbrInputs.diffuseColor;
183
- vec3 specular = specularLight * (pbrInputs.specularColor * brdf.x + brdf.y);
184
- diffuse *= u_ScaleIBLAmbient.x;
185
- specular *= u_ScaleIBLAmbient.y;
186
- return diffuse + specular;
228
+
229
+ vec3 diffuse = diffuseLight * pbrInputs.diffuseColor;
230
+ vec3 specular = specularLight * (pbrInputs.specularColor * brdf.x + brdf.y);
231
+
232
+ // For presentation, this allows us to disable IBL terms
233
+ diffuse *= u_ScaleIBLAmbient.x;
234
+ specular *= u_ScaleIBLAmbient.y;
235
+
236
+ return diffuse + specular;
187
237
  }
188
238
  #endif
239
+
240
+ // Basic Lambertian diffuse
241
+ // Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog
242
+ // See also [1], Equation 1
189
243
  vec3 diffuse(PBRInfo pbrInputs)
190
244
  {
191
- return pbrInputs.diffuseColor / M_PI;
245
+ return pbrInputs.diffuseColor / M_PI;
192
246
  }
247
+
248
+ // The following equation models the Fresnel reflectance term of the spec equation (aka F())
249
+ // Implementation of fresnel from [4], Equation 15
193
250
  vec3 specularReflection(PBRInfo pbrInputs)
194
251
  {
195
- return pbrInputs.reflectance0 +
196
- (pbrInputs.reflectance90 - pbrInputs.reflectance0) *
197
- pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0);
252
+ return pbrInputs.reflectance0 +
253
+ (pbrInputs.reflectance90 - pbrInputs.reflectance0) *
254
+ pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0);
198
255
  }
256
+
257
+ // This calculates the specular geometric attenuation (aka G()),
258
+ // where rougher material will reflect less light back to the viewer.
259
+ // This implementation is based on [1] Equation 4, and we adopt their modifications to
260
+ // alphaRoughness as input as originally proposed in [2].
199
261
  float geometricOcclusion(PBRInfo pbrInputs)
200
262
  {
201
- float NdotL = pbrInputs.NdotL;
202
- float NdotV = pbrInputs.NdotV;
203
- float r = pbrInputs.alphaRoughness;
204
- float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
205
- float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
206
- return attenuationL * attenuationV;
263
+ float NdotL = pbrInputs.NdotL;
264
+ float NdotV = pbrInputs.NdotV;
265
+ float r = pbrInputs.alphaRoughness;
266
+
267
+ float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
268
+ float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
269
+ return attenuationL * attenuationV;
207
270
  }
271
+
272
+ // The following equation(s) model the distribution of microfacet normals across
273
+ // the area being drawn (aka D())
274
+ // Implementation from "Average Irregularity Representation of a Roughened Surface
275
+ // for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz
276
+ // Follows the distribution function recommended in the SIGGRAPH 2013 course notes
277
+ // from EPIC Games [1], Equation 3.
208
278
  float microfacetDistribution(PBRInfo pbrInputs)
209
279
  {
210
- float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;
211
- float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;
212
- return roughnessSq / (M_PI * f * f);
280
+ float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;
281
+ float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;
282
+ return roughnessSq / (M_PI * f * f);
213
283
  }
284
+
214
285
  void PBRInfo_setAmbientLight(inout PBRInfo pbrInputs) {
215
- pbrInputs.NdotL = 1.0;
216
- pbrInputs.NdotH = 0.0;
217
- pbrInputs.LdotH = 0.0;
218
- pbrInputs.VdotH = 1.0;
286
+ pbrInputs.NdotL = 1.0;
287
+ pbrInputs.NdotH = 0.0;
288
+ pbrInputs.LdotH = 0.0;
289
+ pbrInputs.VdotH = 1.0;
219
290
  }
291
+
220
292
  void PBRInfo_setDirectionalLight(inout PBRInfo pbrInputs, vec3 lightDirection) {
221
- vec3 n = pbrInputs.n;
222
- vec3 v = pbrInputs.v;
223
- vec3 l = normalize(lightDirection);
224
- vec3 h = normalize(l+v);
225
- pbrInputs.NdotL = clamp(dot(n, l), 0.001, 1.0);
226
- pbrInputs.NdotH = clamp(dot(n, h), 0.0, 1.0);
227
- pbrInputs.LdotH = clamp(dot(l, h), 0.0, 1.0);
228
- pbrInputs.VdotH = clamp(dot(v, h), 0.0, 1.0);
293
+ vec3 n = pbrInputs.n;
294
+ vec3 v = pbrInputs.v;
295
+ vec3 l = normalize(lightDirection); // Vector from surface point to light
296
+ vec3 h = normalize(l+v); // Half vector between both l and v
297
+
298
+ pbrInputs.NdotL = clamp(dot(n, l), 0.001, 1.0);
299
+ pbrInputs.NdotH = clamp(dot(n, h), 0.0, 1.0);
300
+ pbrInputs.LdotH = clamp(dot(l, h), 0.0, 1.0);
301
+ pbrInputs.VdotH = clamp(dot(v, h), 0.0, 1.0);
229
302
  }
303
+
230
304
  void PBRInfo_setPointLight(inout PBRInfo pbrInputs, PointLight pointLight) {
231
- vec3 light_direction = normalize(pointLight.position - pbr_vPosition);
232
- PBRInfo_setDirectionalLight(pbrInputs, light_direction);
305
+ vec3 light_direction = normalize(pointLight.position - pbr_vPosition);
306
+ PBRInfo_setDirectionalLight(pbrInputs, light_direction);
233
307
  }
308
+
234
309
  vec3 calculateFinalColor(PBRInfo pbrInputs, vec3 lightColor) {
235
- vec3 F = specularReflection(pbrInputs);
236
- float G = geometricOcclusion(pbrInputs);
237
- float D = microfacetDistribution(pbrInputs);
238
- vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
239
- vec3 specContrib = F * G * D / (4.0 * pbrInputs.NdotL * pbrInputs.NdotV);
240
- return pbrInputs.NdotL * lightColor * (diffuseContrib + specContrib);
310
+ // Calculate the shading terms for the microfacet specular shading model
311
+ vec3 F = specularReflection(pbrInputs);
312
+ float G = geometricOcclusion(pbrInputs);
313
+ float D = microfacetDistribution(pbrInputs);
314
+
315
+ // Calculation of analytical lighting contribution
316
+ vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
317
+ vec3 specContrib = F * G * D / (4.0 * pbrInputs.NdotL * pbrInputs.NdotV);
318
+ // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
319
+ return pbrInputs.NdotL * lightColor * (diffuseContrib + specContrib);
241
320
  }
321
+
242
322
  vec4 pbr_filterColor(vec4 colorUnused)
243
323
  {
324
+ // The albedo may be defined from a base texture or a flat color
244
325
  #ifdef HAS_BASECOLORMAP
245
- vec4 baseColor = SRGBtoLINEAR(texture(u_BaseColorSampler, pbr_vUV)) * u_BaseColorFactor;
326
+ vec4 baseColor = SRGBtoLINEAR(texture(u_BaseColorSampler, pbr_vUV)) * u_BaseColorFactor;
246
327
  #else
247
- vec4 baseColor = u_BaseColorFactor;
328
+ vec4 baseColor = u_BaseColorFactor;
248
329
  #endif
330
+
249
331
  #ifdef ALPHA_CUTOFF
250
- if (baseColor.a < u_AlphaCutoff) {
251
- discard;
252
- }
332
+ if (baseColor.a < u_AlphaCutoff) {
333
+ discard;
334
+ }
253
335
  #endif
254
- vec3 color = vec3(0, 0, 0);
255
- if(pbr_uUnlit){
256
- color.rgb = baseColor.rgb;
257
- }
258
- else{
259
- float perceptualRoughness = u_MetallicRoughnessValues.y;
260
- float metallic = u_MetallicRoughnessValues.x;
336
+
337
+ vec3 color = vec3(0, 0, 0);
338
+
339
+ if(pbr_uUnlit){
340
+ color.rgb = baseColor.rgb;
341
+ }
342
+ else{
343
+ // Metallic and Roughness material properties are packed together
344
+ // In glTF, these factors can be specified by fixed scalar values
345
+ // or from a metallic-roughness map
346
+ float perceptualRoughness = u_MetallicRoughnessValues.y;
347
+ float metallic = u_MetallicRoughnessValues.x;
261
348
  #ifdef HAS_METALROUGHNESSMAP
262
- vec4 mrSample = texture(u_MetallicRoughnessSampler, pbr_vUV);
263
- perceptualRoughness = mrSample.g * perceptualRoughness;
264
- metallic = mrSample.b * metallic;
265
- #endif
266
- perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);
267
- metallic = clamp(metallic, 0.0, 1.0);
268
- float alphaRoughness = perceptualRoughness * perceptualRoughness;
269
- vec3 f0 = vec3(0.04);
270
- vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
271
- diffuseColor *= 1.0 - metallic;
272
- vec3 specularColor = mix(f0, baseColor.rgb, metallic);
273
- float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
274
- float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
275
- vec3 specularEnvironmentR0 = specularColor.rgb;
276
- vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
277
- vec3 n = getNormal();
278
- vec3 v = normalize(u_Camera - pbr_vPosition);
279
- float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
280
- vec3 reflection = -normalize(reflect(v, n));
281
- PBRInfo pbrInputs = PBRInfo(
282
- 0.0,
283
- NdotV,
284
- 0.0,
285
- 0.0,
286
- 0.0,
287
- perceptualRoughness,
288
- metallic,
289
- specularEnvironmentR0,
290
- specularEnvironmentR90,
291
- alphaRoughness,
292
- diffuseColor,
293
- specularColor,
294
- n,
295
- v
296
- );
349
+ // Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel.
350
+ // This layout intentionally reserves the 'r' channel for (optional) occlusion map data
351
+ vec4 mrSample = texture(u_MetallicRoughnessSampler, pbr_vUV);
352
+ perceptualRoughness = mrSample.g * perceptualRoughness;
353
+ metallic = mrSample.b * metallic;
354
+ #endif
355
+ perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);
356
+ metallic = clamp(metallic, 0.0, 1.0);
357
+ // Roughness is authored as perceptual roughness; as is convention,
358
+ // convert to material roughness by squaring the perceptual roughness [2].
359
+ float alphaRoughness = perceptualRoughness * perceptualRoughness;
360
+
361
+ vec3 f0 = vec3(0.04);
362
+ vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
363
+ diffuseColor *= 1.0 - metallic;
364
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
365
+
366
+ // Compute reflectance.
367
+ float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
368
+
369
+ // For typical incident reflectance range (between 4% to 100%) set the grazing
370
+ // reflectance to 100% for typical fresnel effect.
371
+ // For very low reflectance range on highly diffuse objects (below 4%),
372
+ // incrementally reduce grazing reflecance to 0%.
373
+ float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
374
+ vec3 specularEnvironmentR0 = specularColor.rgb;
375
+ vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
376
+
377
+ vec3 n = getNormal(); // normal at surface point
378
+ vec3 v = normalize(u_Camera - pbr_vPosition); // Vector from surface point to camera
379
+
380
+ float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
381
+ vec3 reflection = -normalize(reflect(v, n));
382
+
383
+ PBRInfo pbrInputs = PBRInfo(
384
+ 0.0, // NdotL
385
+ NdotV,
386
+ 0.0, // NdotH
387
+ 0.0, // LdotH
388
+ 0.0, // VdotH
389
+ perceptualRoughness,
390
+ metallic,
391
+ specularEnvironmentR0,
392
+ specularEnvironmentR90,
393
+ alphaRoughness,
394
+ diffuseColor,
395
+ specularColor,
396
+ n,
397
+ v
398
+ );
399
+
297
400
  #ifdef USE_LIGHTS
298
- PBRInfo_setAmbientLight(pbrInputs);
299
- color += calculateFinalColor(pbrInputs, lighting_uAmbientLight.color);
300
- for(int i = 0; i < lighting_uDirectionalLightCount; i++) {
301
- if (i < lighting_uDirectionalLightCount) {
302
- PBRInfo_setDirectionalLight(pbrInputs, lighting_uDirectionalLight[i].direction);
303
- color += calculateFinalColor(pbrInputs, lighting_uDirectionalLight[i].color);
304
- }
305
- }
306
- for(int i = 0; i < lighting_uPointLightCount; i++) {
307
- if (i < lighting_uPointLightCount) {
308
- PBRInfo_setPointLight(pbrInputs, lighting_uPointLight[i]);
309
- float attenuation = getPointLightAttenuation(lighting_uPointLight[i], distance(lighting_uPointLight[i].position, pbr_vPosition));
310
- color += calculateFinalColor(pbrInputs, lighting_uPointLight[i].color / attenuation);
311
- }
312
- }
401
+ // Apply ambient light
402
+ PBRInfo_setAmbientLight(pbrInputs);
403
+ color += calculateFinalColor(pbrInputs, lighting_uAmbientLight.color);
404
+
405
+ // Apply directional light
406
+ for(int i = 0; i < lighting_uDirectionalLightCount; i++) {
407
+ if (i < lighting_uDirectionalLightCount) {
408
+ PBRInfo_setDirectionalLight(pbrInputs, lighting_uDirectionalLight[i].direction);
409
+ color += calculateFinalColor(pbrInputs, lighting_uDirectionalLight[i].color);
410
+ }
411
+ }
412
+
413
+ // Apply point light
414
+ for(int i = 0; i < lighting_uPointLightCount; i++) {
415
+ if (i < lighting_uPointLightCount) {
416
+ PBRInfo_setPointLight(pbrInputs, lighting_uPointLight[i]);
417
+ float attenuation = getPointLightAttenuation(lighting_uPointLight[i], distance(lighting_uPointLight[i].position, pbr_vPosition));
418
+ color += calculateFinalColor(pbrInputs, lighting_uPointLight[i].color / attenuation);
419
+ }
420
+ }
313
421
  #endif
422
+
423
+ // Calculate lighting contribution from image based lighting source (IBL)
314
424
  #ifdef USE_IBL
315
- color += getIBLContribution(pbrInputs, n, reflection);
425
+ color += getIBLContribution(pbrInputs, n, reflection);
316
426
  #endif
427
+
428
+ // Apply optional PBR terms for additional (optional) shading
317
429
  #ifdef HAS_OCCLUSIONMAP
318
- float ao = texture(u_OcclusionSampler, pbr_vUV).r;
319
- color = mix(color, color * ao, u_OcclusionStrength);
430
+ float ao = texture(u_OcclusionSampler, pbr_vUV).r;
431
+ color = mix(color, color * ao, u_OcclusionStrength);
320
432
  #endif
433
+
321
434
  #ifdef HAS_EMISSIVEMAP
322
- vec3 emissive = SRGBtoLINEAR(texture(u_EmissiveSampler, pbr_vUV)).rgb * u_EmissiveFactor;
323
- color += emissive;
435
+ vec3 emissive = SRGBtoLINEAR(texture(u_EmissiveSampler, pbr_vUV)).rgb * u_EmissiveFactor;
436
+ color += emissive;
324
437
  #endif
438
+
439
+ // This section uses mix to override final color for reference app visualization
440
+ // of various parameters in the lighting equation.
325
441
  #ifdef PBR_DEBUG
326
- color = mix(color, baseColor.rgb, u_ScaleDiffBaseMR.y);
327
- color = mix(color, vec3(metallic), u_ScaleDiffBaseMR.z);
328
- color = mix(color, vec3(perceptualRoughness), u_ScaleDiffBaseMR.w);
442
+ // TODO: Figure out how to debug multiple lights
443
+
444
+ // color = mix(color, F, u_ScaleFGDSpec.x);
445
+ // color = mix(color, vec3(G), u_ScaleFGDSpec.y);
446
+ // color = mix(color, vec3(D), u_ScaleFGDSpec.z);
447
+ // color = mix(color, specContrib, u_ScaleFGDSpec.w);
448
+
449
+ // color = mix(color, diffuseContrib, u_ScaleDiffBaseMR.x);
450
+ color = mix(color, baseColor.rgb, u_ScaleDiffBaseMR.y);
451
+ color = mix(color, vec3(metallic), u_ScaleDiffBaseMR.z);
452
+ color = mix(color, vec3(perceptualRoughness), u_ScaleDiffBaseMR.w);
329
453
  #endif
454
+
455
+ }
456
+
457
+ return vec4(pow(color,vec3(1.0/2.2)), baseColor.a);
330
458
  }
331
- return vec4(pow(color,vec3(1.0/2.2)), baseColor.a);
332
- }
333
- `;var Kt={name:"pbr",vs:_n,fs:Sn,defines:{LIGHTING_FRAGMENT:1},dependencies:[An],getUniforms:e=>e};var Et=V(at(),1);var Xr=`
459
+ `;var Kt={name:"pbr",vs:Sn,fs:_n,defines:{LIGHTING_FRAGMENT:1},dependencies:[An],getUniforms:e=>e};var yt=U(at(),1);var Wr=`
334
460
  layout(0) positions: vec4; // in vec4 POSITION;
335
461
 
336
462
  #ifdef HAS_NORMALS
@@ -375,39 +501,52 @@ layout(0) positions: vec4; // in vec4 POSITION;
375
501
  vec3 pos = pbr_vPosition;
376
502
  fragmentColor = pbr_filterColor(vec4(1.0));
377
503
  }
378
- `,jr=`#version 300 es
379
- in vec4 positions;
380
- #ifdef HAS_NORMALS
381
- in vec4 normals;
382
- #endif
383
- #ifdef HAS_TANGENTS
384
- in vec4 TANGENT;
385
- #endif
386
- #ifdef HAS_UV
387
- in vec2 texCoords;
388
- #endif
389
- void main(void) {
390
- vec4 _NORMAL = vec4(0.);
391
- vec4 _TANGENT = vec4(0.);
392
- vec2 _TEXCOORD_0 = vec2(0.);
393
- #ifdef HAS_NORMALS
394
- _NORMAL = normals;
395
- #endif
396
- #ifdef HAS_TANGENTS
397
- _TANGENT = TANGENT;
398
- #endif
399
- #ifdef HAS_UV
400
- _TEXCOORD_0 = texCoords;
401
- #endif
402
- pbr_setPositionNormalTangentUV(positions, _NORMAL, _TANGENT, _TEXCOORD_0);
403
- gl_Position = u_MVPMatrix * positions;
404
- }
405
504
  `,$r=`#version 300 es
406
- out vec4 fragmentColor;
407
- void main(void) {
408
- vec3 pos = pbr_vPosition;
409
- fragmentColor = pbr_filterColor(vec4(1.0));
410
- }
411
- `;function yn(e,t){let{id:n,geometry:r,material:s,vertexCount:o,materialOptions:i,modelOptions:c}=t,a=ct(e,s,r.attributes,i);En.log.info(4,"createGLTFModel defines: ",a.defines)();let f=[],l={depthWriteEnabled:!0,depthCompare:"less",depthFormat:"depth24plus",cullMode:"back"},h={id:n,source:Xr,vs:jr,fs:$r,geometry:r,topology:r.topology,vertexCount:o,modules:[Kt],...c,bindings:{...a.bindings,...c.bindings},defines:{...a.defines,...c.defines},parameters:{...l,...a.parameters,...c.parameters},uniforms:{...a.uniforms,...c.uniforms}},p=new Et.Model(e,h);return new Et.ModelNode({managedResources:f,model:p})}var q;(function(e){e[e.POINTS=0]="POINTS",e[e.LINES=1]="LINES",e[e.LINE_LOOP=2]="LINE_LOOP",e[e.LINE_STRIP=3]="LINE_STRIP",e[e.TRIANGLES=4]="TRIANGLES",e[e.TRIANGLE_STRIP=5]="TRIANGLE_STRIP",e[e.TRIANGLE_FAN=6]="TRIANGLE_FAN"})(q||(q={}));function Tn(e){switch(e){case q.POINTS:return"point-list";case q.LINES:return"line-list";case q.LINE_STRIP:return"line-strip";case q.TRIANGLES:return"triangle-list";case q.TRIANGLE_STRIP:return"triangle-strip";default:throw new Error(String(e))}}var Kr={modelOptions:{},pbrDebug:!1,imageBasedLightingEnvironment:null,lights:!0,useTangents:!1},yt=class{device;options;gltf;constructor(t,n={}){this.device=t,this.options={...Kr,...n}}instantiate(t){return this.gltf=t,(t.scenes||[]).map(r=>this.createScene(r))}createAnimator(){return Array.isArray(this.gltf.animations)?new W(this.gltf):null}createScene(t){let r=(t.nodes||[]).map(o=>this.createNode(o));return new X.GroupNode({id:t.name||t.id,children:r})}createNode(t){if(!t._node){let r=(t.children||[]).map(o=>this.createNode(o));t.mesh&&r.push(this.createMesh(t.mesh));let s=new X.GroupNode({id:t.name||t.id,children:r});if(t.matrix)s.setMatrix(t.matrix);else{if(s.matrix.identity(),t.translation&&s.matrix.translate(t.translation),t.rotation){let o=new F().fromQuaternion(t.rotation);s.matrix.multiplyRight(o)}t.scale&&s.matrix.scale(t.scale)}t._node=s}return t._node}createMesh(t){if(!t._mesh){let r=(t.primitives||[]).map((o,i)=>this.createPrimitive(o,i,t)),s=new X.GroupNode({id:t.name||t.id,children:r});t._mesh=s}return t._mesh}createPrimitive(t,n,r){let s=t.name||`${r.name||r.id}-primitive-${n}`,o=Tn(t.mode||4),i=t.indices?t.indices.count:this.getVertexCount(t.attributes),c=yn(this.device,{id:s,geometry:this.createGeometry(s,t,o),material:t.material,materialOptions:this.options,modelOptions:this.options.modelOptions,vertexCount:i});return c.bounds=[t.attributes.POSITION.min,t.attributes.POSITION.max],c}getVertexCount(t){throw new Error("getVertexCount not implemented")}createGeometry(t,n,r){let s={};for(let[o,i]of Object.entries(n.attributes)){let{components:c,size:a,value:f}=i;s[o]={size:a??c,value:f}}return new X.Geometry({id:t,topology:r,indices:n.indices.value,attributes:s})}createBuffer(t,n){t.bufferView||(t.bufferView={});let{bufferView:r}=t;return r.lumaBuffers||(r.lumaBuffers={}),r.lumaBuffers[n]||(r.lumaBuffers[n]=this.device.createBuffer({id:`from-${r.id}`,data:r.data||t.value})),r.lumaBuffers[n]}createSampler(t){return t}needsPOT(){return!1}};function Ln(e,t,n){let r=new yt(e,n),s=r.instantiate(t),o=r.createAnimator();return{scenes:s,animator:o}}return wn(rt);})();
505
+
506
+ // in vec4 POSITION;
507
+ in vec4 positions;
508
+
509
+ #ifdef HAS_NORMALS
510
+ // in vec4 NORMAL;
511
+ in vec4 normals;
512
+ #endif
513
+
514
+ #ifdef HAS_TANGENTS
515
+ in vec4 TANGENT;
516
+ #endif
517
+
518
+ #ifdef HAS_UV
519
+ // in vec2 TEXCOORD_0;
520
+ in vec2 texCoords;
521
+ #endif
522
+
523
+ void main(void) {
524
+ vec4 _NORMAL = vec4(0.);
525
+ vec4 _TANGENT = vec4(0.);
526
+ vec2 _TEXCOORD_0 = vec2(0.);
527
+
528
+ #ifdef HAS_NORMALS
529
+ _NORMAL = normals;
530
+ #endif
531
+
532
+ #ifdef HAS_TANGENTS
533
+ _TANGENT = TANGENT;
534
+ #endif
535
+
536
+ #ifdef HAS_UV
537
+ _TEXCOORD_0 = texCoords;
538
+ #endif
539
+
540
+ pbr_setPositionNormalTangentUV(positions, _NORMAL, _TANGENT, _TEXCOORD_0);
541
+ gl_Position = u_MVPMatrix * positions;
542
+ }
543
+ `,Xr=`#version 300 es
544
+ out vec4 fragmentColor;
545
+
546
+ void main(void) {
547
+ vec3 pos = pbr_vPosition;
548
+ fragmentColor = pbr_filterColor(vec4(1.0));
549
+ }
550
+ `;function En(e,t){let{id:n,geometry:r,material:s,vertexCount:o,materialOptions:i,modelOptions:c}=t,a=ct(e,s,r.attributes,i);yn.log.info(4,"createGLTFModel defines: ",a.defines)();let l=[],f={depthWriteEnabled:!0,depthCompare:"less",depthFormat:"depth24plus",cullMode:"back"},h={id:n,source:Wr,vs:$r,fs:Xr,geometry:r,topology:r.topology,vertexCount:o,modules:[Kt],...c,bindings:{...a.bindings,...c.bindings},defines:{...a.defines,...c.defines},parameters:{...f,...a.parameters,...c.parameters},uniforms:{...a.uniforms,...c.uniforms}},p=new yt.Model(e,h);return new yt.ModelNode({managedResources:l,model:p})}var q;(function(e){e[e.POINTS=0]="POINTS",e[e.LINES=1]="LINES",e[e.LINE_LOOP=2]="LINE_LOOP",e[e.LINE_STRIP=3]="LINE_STRIP",e[e.TRIANGLES=4]="TRIANGLES",e[e.TRIANGLE_STRIP=5]="TRIANGLE_STRIP",e[e.TRIANGLE_FAN=6]="TRIANGLE_FAN"})(q||(q={}));function Tn(e){switch(e){case q.POINTS:return"point-list";case q.LINES:return"line-list";case q.LINE_STRIP:return"line-strip";case q.TRIANGLES:return"triangle-list";case q.TRIANGLE_STRIP:return"triangle-strip";default:throw new Error(String(e))}}var jr={modelOptions:{},pbrDebug:!1,imageBasedLightingEnvironment:null,lights:!0,useTangents:!1},Et=class{device;options;gltf;constructor(t,n={}){this.device=t,this.options={...jr,...n}}instantiate(t){return this.gltf=t,(t.scenes||[]).map(r=>this.createScene(r))}createAnimator(){return Array.isArray(this.gltf.animations)?new W(this.gltf):null}createScene(t){let r=(t.nodes||[]).map(o=>this.createNode(o));return new $.GroupNode({id:t.name||t.id,children:r})}createNode(t){if(!t._node){let r=(t.children||[]).map(o=>this.createNode(o));t.mesh&&r.push(this.createMesh(t.mesh));let s=new $.GroupNode({id:t.name||t.id,children:r});if(t.matrix)s.setMatrix(t.matrix);else{if(s.matrix.identity(),t.translation&&s.matrix.translate(t.translation),t.rotation){let o=new k().fromQuaternion(t.rotation);s.matrix.multiplyRight(o)}t.scale&&s.matrix.scale(t.scale)}t._node=s}return t._node}createMesh(t){if(!t._mesh){let r=(t.primitives||[]).map((o,i)=>this.createPrimitive(o,i,t)),s=new $.GroupNode({id:t.name||t.id,children:r});t._mesh=s}return t._mesh}createPrimitive(t,n,r){let s=t.name||`${r.name||r.id}-primitive-${n}`,o=Tn(t.mode||4),i=t.indices?t.indices.count:this.getVertexCount(t.attributes),c=En(this.device,{id:s,geometry:this.createGeometry(s,t,o),material:t.material,materialOptions:this.options,modelOptions:this.options.modelOptions,vertexCount:i});return c.bounds=[t.attributes.POSITION.min,t.attributes.POSITION.max],c}getVertexCount(t){throw new Error("getVertexCount not implemented")}createGeometry(t,n,r){let s={};for(let[o,i]of Object.entries(n.attributes)){let{components:c,size:a,value:l}=i;s[o]={size:a??c,value:l}}return new $.Geometry({id:t,topology:r,indices:n.indices.value,attributes:s})}createBuffer(t,n){t.bufferView||(t.bufferView={});let{bufferView:r}=t;return r.lumaBuffers||(r.lumaBuffers={}),r.lumaBuffers[n]||(r.lumaBuffers[n]=this.device.createBuffer({id:`from-${r.id}`,data:r.data||t.value})),r.lumaBuffers[n]}createSampler(t){return t}needsPOT(){return!1}};function Ln(e,t,n){let r=new Et(e,n),s=r.instantiate(t),o=r.createAnimator();return{scenes:s,animator:o}}return On(rt);})();
412
551
  return __exports__;
413
552
  });