@luma.gl/gltf 9.1.0-alpha.9 → 9.1.0-beta.11
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.dev.js +68 -596
- package/dist/dist.min.js +5 -457
- package/dist/gltf/create-gltf-model.d.ts.map +1 -1
- package/dist/gltf/create-gltf-model.js +12 -6
- package/dist/gltf/create-gltf-model.js.map +1 -0
- package/dist/gltf/create-gltf-objects.js +1 -0
- package/dist/gltf/create-gltf-objects.js.map +1 -0
- package/dist/gltf/gl-utils.d.ts.map +1 -1
- package/dist/gltf/gl-utils.js +2 -0
- package/dist/gltf/gl-utils.js.map +1 -0
- package/dist/gltf/gltf-animator.js +1 -0
- package/dist/gltf/gltf-animator.js.map +1 -0
- package/dist/gltf/gltf-instantiator.d.ts.map +1 -1
- package/dist/gltf/gltf-instantiator.js +26 -2
- package/dist/gltf/gltf-instantiator.js.map +1 -0
- package/dist/index.cjs +50 -27
- package/dist/index.cjs.map +3 -3
- package/dist/index.js +1 -0
- package/dist/index.js.map +1 -0
- package/dist/pbr/parse-pbr-material.d.ts +4 -3
- package/dist/pbr/parse-pbr-material.d.ts.map +1 -1
- package/dist/pbr/parse-pbr-material.js +42 -40
- package/dist/pbr/parse-pbr-material.js.map +1 -0
- package/dist/pbr/pbr-environment.js +1 -0
- package/dist/pbr/pbr-environment.js.map +1 -0
- package/package.json +6 -6
- package/src/gltf/create-gltf-model.ts +13 -6
- package/src/gltf/gl-utils.ts +1 -0
- package/src/gltf/gltf-instantiator.ts +29 -2
- package/src/pbr/parse-pbr-material.ts +51 -43
package/dist/dist.min.js
CHANGED
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@@ -4,459 +4,7 @@
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4
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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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6
6
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else root['luma'] = factory();})(globalThis, function () {
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-
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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))
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struct AmbientLight {
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vec3 color;
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};
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struct PointLight {
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vec3 color;
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vec3 position;
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// Constant-Linear-Exponential
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vec3 attenuation;
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};
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struct DirectionalLight {
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vec3 color;
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vec3 direction;
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};
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uniform AmbientLight lighting_uAmbientLight;
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uniform PointLight lighting_uPointLight[MAX_LIGHTS];
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uniform DirectionalLight lighting_uDirectionalLight[MAX_LIGHTS];
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uniform int lighting_uPointLightCount;
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uniform int lighting_uDirectionalLightCount;
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uniform bool lighting_uEnabled;
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float getPointLightAttenuation(PointLight pointLight, float distance) {
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return pointLight.attenuation.x
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+ pointLight.attenuation.y * distance
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}
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#endif
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`;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;
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uniform mat4 u_ModelMatrix;
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uniform mat4 u_NormalMatrix;
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out vec3 pbr_vPosition;
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out vec2 pbr_vUV;
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#ifdef HAS_NORMALS
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# ifdef HAS_TANGENTS
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out mat3 pbr_vTBN;
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# else
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out vec3 pbr_vNormal;
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# endif
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#endif
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void pbr_setPositionNormalTangentUV(vec4 position, vec4 normal, vec4 tangent, vec2 uv)
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{
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vec4 pos = u_ModelMatrix * position;
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pbr_vPosition = vec3(pos.xyz) / pos.w;
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#ifdef HAS_NORMALS
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#ifdef HAS_TANGENTS
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vec3 normalW = normalize(vec3(u_NormalMatrix * vec4(normal.xyz, 0.0)));
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vec3 tangentW = normalize(vec3(u_ModelMatrix * vec4(tangent.xyz, 0.0)));
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vec3 bitangentW = cross(normalW, tangentW) * tangent.w;
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pbr_vTBN = mat3(tangentW, bitangentW, normalW);
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#else // HAS_TANGENTS != 1
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pbr_vNormal = normalize(vec3(u_ModelMatrix * vec4(normal.xyz, 0.0)));
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#endif
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#endif
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#ifdef HAS_UV
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pbr_vUV = uv;
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#else
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pbr_vUV = vec2(0.,0.);
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#endif
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}
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`;var _n=`precision highp float;
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uniform bool pbr_uUnlit;
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#ifdef USE_IBL
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uniform samplerCube u_DiffuseEnvSampler;
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uniform samplerCube u_SpecularEnvSampler;
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uniform sampler2D u_brdfLUT;
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uniform vec2 u_ScaleIBLAmbient;
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#endif
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#ifdef HAS_BASECOLORMAP
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uniform sampler2D u_BaseColorSampler;
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#endif
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#ifdef HAS_NORMALMAP
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uniform sampler2D u_NormalSampler;
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uniform float u_NormalScale;
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#endif
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#ifdef HAS_EMISSIVEMAP
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uniform sampler2D u_EmissiveSampler;
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uniform vec3 u_EmissiveFactor;
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#endif
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#ifdef HAS_METALROUGHNESSMAP
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uniform sampler2D u_MetallicRoughnessSampler;
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#endif
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#ifdef HAS_OCCLUSIONMAP
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uniform sampler2D u_OcclusionSampler;
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uniform float u_OcclusionStrength;
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#endif
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#ifdef ALPHA_CUTOFF
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uniform float u_AlphaCutoff;
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#endif
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uniform vec2 u_MetallicRoughnessValues;
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uniform vec4 u_BaseColorFactor;
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uniform vec3 u_Camera;
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// debugging flags used for shader output of intermediate PBR variables
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#ifdef PBR_DEBUG
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uniform vec4 u_ScaleDiffBaseMR;
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uniform vec4 u_ScaleFGDSpec;
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#endif
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in vec3 pbr_vPosition;
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in vec2 pbr_vUV;
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#ifdef HAS_NORMALS
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#ifdef HAS_TANGENTS
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in mat3 pbr_vTBN;
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#else
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in vec3 pbr_vNormal;
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#endif
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#endif
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// Encapsulate the various inputs used by the various functions in the shading equation
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// We store values in this struct to simplify the integration of alternative implementations
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// of the shading terms, outlined in the Readme.MD Appendix.
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struct PBRInfo
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{
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float NdotL; // cos angle between normal and light direction
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float NdotV; // cos angle between normal and view direction
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float NdotH; // cos angle between normal and half vector
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|
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float LdotH; // cos angle between light direction and half vector
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float VdotH; // cos angle between view direction and half vector
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float perceptualRoughness; // roughness value, as authored by the model creator (input to shader)
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float metalness; // metallic value at the surface
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vec3 reflectance0; // full reflectance color (normal incidence angle)
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vec3 reflectance90; // reflectance color at grazing angle
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float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2])
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vec3 diffuseColor; // color contribution from diffuse lighting
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vec3 specularColor; // color contribution from specular lighting
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vec3 n; // normal at surface point
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vec3 v; // vector from surface point to camera
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};
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const float M_PI = 3.141592653589793;
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const float c_MinRoughness = 0.04;
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vec4 SRGBtoLINEAR(vec4 srgbIn)
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{
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#ifdef MANUAL_SRGB
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#ifdef SRGB_FAST_APPROXIMATION
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vec3 linOut = pow(srgbIn.xyz,vec3(2.2));
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#else //SRGB_FAST_APPROXIMATION
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vec3 bLess = step(vec3(0.04045),srgbIn.xyz);
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vec3 linOut = mix( srgbIn.xyz/vec3(12.92), pow((srgbIn.xyz+vec3(0.055))/vec3(1.055),vec3(2.4)), bLess );
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#endif //SRGB_FAST_APPROXIMATION
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|
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return vec4(linOut,srgbIn.w);;
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#else //MANUAL_SRGB
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|
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return srgbIn;
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|
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#endif //MANUAL_SRGB
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|
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}
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|
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|
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174
|
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// Find the normal for this fragment, pulling either from a predefined normal map
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|
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|
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// or from the interpolated mesh normal and tangent attributes.
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|
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|
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vec3 getNormal()
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|
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{
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|
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// Retrieve the tangent space matrix
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|
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#ifndef HAS_TANGENTS
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vec3 pos_dx = dFdx(pbr_vPosition);
|
|
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|
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vec3 pos_dy = dFdy(pbr_vPosition);
|
|
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|
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vec3 tex_dx = dFdx(vec3(pbr_vUV, 0.0));
|
|
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|
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vec3 tex_dy = dFdy(vec3(pbr_vUV, 0.0));
|
|
184
|
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vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);
|
|
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|
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|
|
186
|
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#ifdef HAS_NORMALS
|
|
187
|
-
vec3 ng = normalize(pbr_vNormal);
|
|
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|
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#else
|
|
189
|
-
vec3 ng = cross(pos_dx, pos_dy);
|
|
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|
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#endif
|
|
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;
|
|
197
|
-
#endif
|
|
198
|
-
|
|
199
|
-
#ifdef HAS_NORMALMAP
|
|
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)));
|
|
202
|
-
#else
|
|
203
|
-
// The tbn matrix is linearly interpolated, so we need to re-normalize
|
|
204
|
-
vec3 n = normalize(tbn[2].xyz);
|
|
205
|
-
#endif
|
|
206
|
-
|
|
207
|
-
return n;
|
|
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.
|
|
213
|
-
#ifdef USE_IBL
|
|
214
|
-
vec3 getIBLContribution(PBRInfo pbrInputs, vec3 n, vec3 reflection)
|
|
215
|
-
{
|
|
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
|
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vec3 brdf = SRGBtoLINEAR(texture(u_brdfLUT,
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vec2(pbrInputs.NdotV, 1.0 - pbrInputs.perceptualRoughness))).rgb;
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vec3 diffuseLight = SRGBtoLINEAR(textureCube(u_DiffuseEnvSampler, n)).rgb;
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#ifdef USE_TEX_LOD
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vec3 specularLight = SRGBtoLINEAR(textureCubeLod(u_SpecularEnvSampler, reflection, lod)).rgb;
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#else
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vec3 specularLight = SRGBtoLINEAR(textureCube(u_SpecularEnvSampler, reflection)).rgb;
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#endif
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vec3 diffuse = diffuseLight * pbrInputs.diffuseColor;
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vec3 specular = specularLight * (pbrInputs.specularColor * brdf.x + brdf.y);
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// For presentation, this allows us to disable IBL terms
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diffuse *= u_ScaleIBLAmbient.x;
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specular *= u_ScaleIBLAmbient.y;
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return diffuse + specular;
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}
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#endif
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// Basic Lambertian diffuse
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// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog
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// See also [1], Equation 1
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vec3 diffuse(PBRInfo pbrInputs)
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{
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return pbrInputs.diffuseColor / M_PI;
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}
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// The following equation models the Fresnel reflectance term of the spec equation (aka F())
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// Implementation of fresnel from [4], Equation 15
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vec3 specularReflection(PBRInfo pbrInputs)
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{
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return pbrInputs.reflectance0 +
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(pbrInputs.reflectance90 - pbrInputs.reflectance0) *
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pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0);
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}
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// This calculates the specular geometric attenuation (aka G()),
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// where rougher material will reflect less light back to the viewer.
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// This implementation is based on [1] Equation 4, and we adopt their modifications to
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// alphaRoughness as input as originally proposed in [2].
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float geometricOcclusion(PBRInfo pbrInputs)
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{
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float NdotL = pbrInputs.NdotL;
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float NdotV = pbrInputs.NdotV;
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float r = pbrInputs.alphaRoughness;
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266
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267
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float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
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268
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float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
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|
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return attenuationL * attenuationV;
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}
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272
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// The following equation(s) model the distribution of microfacet normals across
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// the area being drawn (aka D())
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274
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// Implementation from "Average Irregularity Representation of a Roughened Surface
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275
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// for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz
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276
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// Follows the distribution function recommended in the SIGGRAPH 2013 course notes
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277
|
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// from EPIC Games [1], Equation 3.
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278
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float microfacetDistribution(PBRInfo pbrInputs)
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{
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280
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float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;
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281
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float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;
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282
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return roughnessSq / (M_PI * f * f);
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283
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}
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285
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void PBRInfo_setAmbientLight(inout PBRInfo pbrInputs) {
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pbrInputs.NdotL = 1.0;
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pbrInputs.NdotH = 0.0;
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pbrInputs.LdotH = 0.0;
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pbrInputs.VdotH = 1.0;
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}
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void PBRInfo_setDirectionalLight(inout PBRInfo pbrInputs, vec3 lightDirection) {
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vec3 n = pbrInputs.n;
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vec3 v = pbrInputs.v;
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295
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vec3 l = normalize(lightDirection); // Vector from surface point to light
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vec3 h = normalize(l+v); // Half vector between both l and v
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pbrInputs.NdotL = clamp(dot(n, l), 0.001, 1.0);
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pbrInputs.NdotH = clamp(dot(n, h), 0.0, 1.0);
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300
|
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pbrInputs.LdotH = clamp(dot(l, h), 0.0, 1.0);
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301
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pbrInputs.VdotH = clamp(dot(v, h), 0.0, 1.0);
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}
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304
|
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void PBRInfo_setPointLight(inout PBRInfo pbrInputs, PointLight pointLight) {
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|
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vec3 light_direction = normalize(pointLight.position - pbr_vPosition);
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306
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PBRInfo_setDirectionalLight(pbrInputs, light_direction);
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307
|
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}
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308
|
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309
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vec3 calculateFinalColor(PBRInfo pbrInputs, vec3 lightColor) {
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// Calculate the shading terms for the microfacet specular shading model
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311
|
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vec3 F = specularReflection(pbrInputs);
|
|
312
|
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float G = geometricOcclusion(pbrInputs);
|
|
313
|
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float D = microfacetDistribution(pbrInputs);
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314
|
-
|
|
315
|
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// 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);
|
|
320
|
-
}
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|
321
|
-
|
|
322
|
-
vec4 pbr_filterColor(vec4 colorUnused)
|
|
323
|
-
{
|
|
324
|
-
// The albedo may be defined from a base texture or a flat color
|
|
325
|
-
#ifdef HAS_BASECOLORMAP
|
|
326
|
-
vec4 baseColor = SRGBtoLINEAR(texture(u_BaseColorSampler, pbr_vUV)) * u_BaseColorFactor;
|
|
327
|
-
#else
|
|
328
|
-
vec4 baseColor = u_BaseColorFactor;
|
|
329
|
-
#endif
|
|
330
|
-
|
|
331
|
-
#ifdef ALPHA_CUTOFF
|
|
332
|
-
if (baseColor.a < u_AlphaCutoff) {
|
|
333
|
-
discard;
|
|
334
|
-
}
|
|
335
|
-
#endif
|
|
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;
|
|
348
|
-
#ifdef HAS_METALROUGHNESSMAP
|
|
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
|
-
|
|
400
|
-
#ifdef USE_LIGHTS
|
|
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
|
-
}
|
|
421
|
-
#endif
|
|
422
|
-
|
|
423
|
-
// Calculate lighting contribution from image based lighting source (IBL)
|
|
424
|
-
#ifdef USE_IBL
|
|
425
|
-
color += getIBLContribution(pbrInputs, n, reflection);
|
|
426
|
-
#endif
|
|
427
|
-
|
|
428
|
-
// Apply optional PBR terms for additional (optional) shading
|
|
429
|
-
#ifdef HAS_OCCLUSIONMAP
|
|
430
|
-
float ao = texture(u_OcclusionSampler, pbr_vUV).r;
|
|
431
|
-
color = mix(color, color * ao, u_OcclusionStrength);
|
|
432
|
-
#endif
|
|
433
|
-
|
|
434
|
-
#ifdef HAS_EMISSIVEMAP
|
|
435
|
-
vec3 emissive = SRGBtoLINEAR(texture(u_EmissiveSampler, pbr_vUV)).rgb * u_EmissiveFactor;
|
|
436
|
-
color += emissive;
|
|
437
|
-
#endif
|
|
438
|
-
|
|
439
|
-
// This section uses mix to override final color for reference app visualization
|
|
440
|
-
// of various parameters in the lighting equation.
|
|
441
|
-
#ifdef PBR_DEBUG
|
|
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);
|
|
453
|
-
#endif
|
|
454
|
-
|
|
455
|
-
}
|
|
456
|
-
|
|
457
|
-
return vec4(pow(color,vec3(1.0/2.2)), baseColor.a);
|
|
458
|
-
}
|
|
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=`
|
|
7
|
+
var __exports__=(()=>{var we=Object.create;var it=Object.defineProperty;var Oe=Object.getOwnPropertyDescriptor;var Re=Object.getOwnPropertyNames;var Le=Object.getPrototypeOf,Ne=Object.prototype.hasOwnProperty;var Ot=(n,t)=>()=>(t||n((t={exports:{}}).exports,t),t.exports),_e=(n,t)=>{for(var e in t)it(n,e,{get:t[e],enumerable:!0})},st=(n,t,e,r)=>{if(t&&typeof t=="object"||typeof t=="function")for(let s of Re(t))!Ne.call(n,s)&&s!==e&&it(n,s,{get:()=>t[s],enumerable:!(r=Oe(t,s))||r.enumerable});return n},ct=(n,t,e)=>(st(n,t,"default"),e&&st(e,t,"default")),C=(n,t,e)=>(e=n!=null?we(Le(n)):{},st(t||!n||!n.__esModule?it(e,"default",{value:n,enumerable:!0}):e,n)),Ie=n=>st(it({},"__esModule",{value:!0}),n);var j=Ot((Gr,Kt)=>{Kt.exports=globalThis.luma});var at=Ot((Xr,Zt)=>{Zt.exports=globalThis.luma});var ge=Ot((Zi,de)=>{de.exports=globalThis.luma});var rt={};_e(rt,{GLTFAnimator:()=>G,createScenegraphsFromGLTF:()=>Se,loadPBREnvironment:()=>Mn,parsePBRMaterial:()=>ot});ct(rt,C(j(),1));var Qt=C(j(),1),z;(function(n){n[n.FUNC_ADD=32774]="FUNC_ADD",n[n.ONE=1]="ONE",n[n.SRC_ALPHA=770]="SRC_ALPHA",n[n.ONE_MINUS_SRC_ALPHA=771]="ONE_MINUS_SRC_ALPHA",n[n.TEXTURE_MIN_FILTER=10241]="TEXTURE_MIN_FILTER",n[n.LINEAR=9729]="LINEAR",n[n.LINEAR_MIPMAP_NEAREST=9985]="LINEAR_MIPMAP_NEAREST",n[n.UNPACK_FLIP_Y_WEBGL=37440]="UNPACK_FLIP_Y_WEBGL"})(z||(z={}));function ot(n,t,e,r){let s={defines:{MANUAL_SRGB:1,SRGB_FAST_APPROXIMATION:1},bindings:{},uniforms:{camera:[0,0,0],metallicRoughnessValues:[1,1]},parameters:{},glParameters:{},generatedTextures:[]};s.defines.USE_TEX_LOD=1;let{imageBasedLightingEnvironment:i}=r;return i&&(s.bindings.pbr_diffuseEnvSampler=i.diffuseEnvSampler.texture,s.bindings.pbr_specularEnvSampler=i.specularEnvSampler.texture,s.bindings.pbr_BrdfLUT=i.brdfLutTexture.texture,s.uniforms.scaleIBLAmbient=[1,1]),r?.pbrDebug&&(s.defines.PBR_DEBUG=1,s.uniforms.scaleDiffBaseMR=[0,0,0,0],s.uniforms.scaleFGDSpec=[0,0,0,0]),e.NORMAL&&(s.defines.HAS_NORMALS=1),e.TANGENT&&r?.useTangents&&(s.defines.HAS_TANGENTS=1),e.TEXCOORD_0&&(s.defines.HAS_UV=1),r?.imageBasedLightingEnvironment&&(s.defines.USE_IBL=1),r?.lights&&(s.defines.USE_LIGHTS=1),t&&Pe(n,t,s),s}function Pe(n,t,e){if(e.uniforms.unlit=Boolean(t.unlit),t.pbrMetallicRoughness&&ve(n,t.pbrMetallicRoughness,e),t.normalTexture){K(n,t.normalTexture,"pbr_normalSampler","HAS_NORMALMAP",e);let{scale:r=1}=t.normalTexture;e.uniforms.normalScale=r}if(t.occlusionTexture){K(n,t.occlusionTexture,"pbr_occlusionSampler","HAS_OCCLUSIONMAP",e);let{strength:r=1}=t.occlusionTexture;e.uniforms.occlusionStrength=r}switch(t.emissiveTexture&&(K(n,t.emissiveTexture,"pbr_emissiveSampler","HAS_EMISSIVEMAP",e),e.uniforms.emissiveFactor=t.emissiveFactor||[0,0,0]),t.alphaMode){case"MASK":let{alphaCutoff:r=.5}=t;e.defines.ALPHA_CUTOFF=1,e.uniforms.alphaCutoff=r;break;case"BLEND":Qt.log.warn("glTF BLEND alphaMode might not work well because it requires mesh 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r[0]=n,r[1]=t,r[2]=e,r}function On(n,t){let e=t[0],r=t[1],s=t[2],i=e*e+r*r+s*s;return i>0&&(i=1/Math.sqrt(i)),n[0]=t[0]*i,n[1]=t[1]*i,n[2]=t[2]*i,n}function Rn(n,t){return n[0]*t[0]+n[1]*t[1]+n[2]*t[2]}function dt(n,t,e){let r=t[0],s=t[1],i=t[2],c=e[0],o=e[1],a=e[2];return n[0]=s*a-i*o,n[1]=i*c-r*a,n[2]=r*o-s*c,n}function gt(n,t,e){let r=t[0],s=t[1],i=t[2],c=e[3]*r+e[7]*s+e[11]*i+e[15];return c=c||1,n[0]=(e[0]*r+e[4]*s+e[8]*i+e[12])/c,n[1]=(e[1]*r+e[5]*s+e[9]*i+e[13])/c,n[2]=(e[2]*r+e[6]*s+e[10]*i+e[14])/c,n}function Ln(n,t,e){let r=e[0],s=e[1],i=e[2],c=e[3],o=t[0],a=t[1],f=t[2],h=s*f-i*a,p=i*o-r*f,l=r*a-s*o,x=s*l-i*p,m=i*h-r*l,M=r*p-s*h,d=c*2;return h*=d,p*=d,l*=d,x*=2,m*=2,M*=2,n[0]=o+h+x,n[1]=a+p+m,n[2]=f+l+M,n}var Nn=yr;var pi=function(){let n=Ft();return function(t,e,r,s,i,c){let o,a;for(e||(e=3),r||(r=0),s?a=Math.min(s*e+r,t.length):a=t.length,o=r;o<a;o+=e)n[0]=t[o],n[1]=t[o+1],n[2]=t[o+2],i(n,n,c),t[o]=n[0],t[o+1]=n[1],t[o+2]=n[2];return t}}();var yt,W=class extends Mt{static 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t="[";if(R.printRowMajor){t+="row-major:";for(let e=0;e<this.RANK;++e)for(let r=0;r<this.RANK;++r)t+=` ${this[r*this.RANK+e]}`}else{t+="column-major:";for(let e=0;e<this.ELEMENTS;++e)t+=` ${this[e]}`}return t+="]",t}getElementIndex(t,e){return e*this.RANK+t}getElement(t,e){return this[e*this.RANK+t]}setElement(t,e,r){return this[e*this.RANK+t]=w(r),this}getColumn(t,e=new Array(this.RANK).fill(-0)){let r=t*this.RANK;for(let s=0;s<this.RANK;++s)e[s]=this[r+s];return e}setColumn(t,e){let r=t*this.RANK;for(let s=0;s<this.RANK;++s)this[r+s]=e[s];return this}};function _n(){let n=new L(9);return L!=Float32Array&&(n[1]=0,n[2]=0,n[3]=0,n[5]=0,n[6]=0,n[7]=0),n[0]=1,n[4]=1,n[8]=1,n}function Er(n){return n[0]=1,n[1]=0,n[2]=0,n[3]=0,n[4]=0,n[5]=1,n[6]=0,n[7]=0,n[8]=0,n[9]=0,n[10]=1,n[11]=0,n[12]=0,n[13]=0,n[14]=0,n[15]=1,n}function In(n,t){if(n===t){let e=t[1],r=t[2],s=t[3],i=t[6],c=t[7],o=t[11];n[1]=t[4],n[2]=t[8],n[3]=t[12],n[4]=e,n[6]=t[9],n[7]=t[13],n[8]=r,n[9]=i,n[11]=t[14],n[12]=s,n[13]=c,n[14]=o}else n[0]=t[0],n[1]=t[4],n[2]=t[8],n[3]=t[12],n[4]=t[1],n[5]=t[5],n[6]=t[9],n[7]=t[13],n[8]=t[2],n[9]=t[6],n[10]=t[10],n[11]=t[14],n[12]=t[3],n[13]=t[7],n[14]=t[11],n[15]=t[15];return n}function Pn(n,t){let e=t[0],r=t[1],s=t[2],i=t[3],c=t[4],o=t[5],a=t[6],f=t[7],h=t[8],p=t[9],l=t[10],x=t[11],m=t[12],M=t[13],d=t[14],E=t[15],O=e*o-r*c,g=e*a-s*c,y=e*f-i*c,A=r*a-s*o,T=r*f-i*o,N=s*f-i*a,_=h*M-p*m,I=h*d-l*m,P=h*E-x*m,v=p*d-l*M,u=p*E-x*M,k=l*E-x*d,S=O*k-g*u+y*v+A*P-T*I+N*_;return S?(S=1/S,n[0]=(o*k-a*u+f*v)*S,n[1]=(s*u-r*k-i*v)*S,n[2]=(M*N-d*T+E*A)*S,n[3]=(l*T-p*N-x*A)*S,n[4]=(a*P-c*k-f*I)*S,n[5]=(e*k-s*P+i*I)*S,n[6]=(d*y-m*N-E*g)*S,n[7]=(h*N-l*y+x*g)*S,n[8]=(c*u-o*P+f*_)*S,n[9]=(r*P-e*u-i*_)*S,n[10]=(m*T-M*y+E*O)*S,n[11]=(p*y-h*T-x*O)*S,n[12]=(o*I-c*v-a*_)*S,n[13]=(e*v-r*I+s*_)*S,n[14]=(M*g-m*A-d*O)*S,n[15]=(h*A-p*g+l*O)*S,n):null}function 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t!==n&&(n[4]=t[4],n[5]=t[5],n[6]=t[6],n[7]=t[7],n[12]=t[12],n[13]=t[13],n[14]=t[14],n[15]=t[15]),n[0]=i*s-f*r,n[1]=c*s-h*r,n[2]=o*s-p*r,n[3]=a*s-l*r,n[8]=i*r+f*s,n[9]=c*r+h*s,n[10]=o*r+p*s,n[11]=a*r+l*s,n}function Fn(n,t,e){let r=Math.sin(e),s=Math.cos(e),i=t[0],c=t[1],o=t[2],a=t[3],f=t[4],h=t[5],p=t[6],l=t[7];return t!==n&&(n[8]=t[8],n[9]=t[9],n[10]=t[10],n[11]=t[11],n[12]=t[12],n[13]=t[13],n[14]=t[14],n[15]=t[15]),n[0]=i*s+f*r,n[1]=c*s+h*r,n[2]=o*s+p*r,n[3]=a*s+l*r,n[4]=f*s-i*r,n[5]=h*s-c*r,n[6]=p*s-o*r,n[7]=l*s-a*r,n}function Bn(n,t){let e=t[0],r=t[1],s=t[2],i=t[3],c=e+e,o=r+r,a=s+s,f=e*c,h=r*c,p=r*o,l=s*c,x=s*o,m=s*a,M=i*c,d=i*o,E=i*a;return n[0]=1-p-m,n[1]=h+E,n[2]=l-d,n[3]=0,n[4]=h-E,n[5]=1-f-m,n[6]=x+M,n[7]=0,n[8]=l+d,n[9]=x-M,n[10]=1-f-p,n[11]=0,n[12]=0,n[13]=0,n[14]=0,n[15]=1,n}function Cn(n,t,e,r,s,i,c){let o=1/(e-t),a=1/(s-r),f=1/(i-c);return 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ce(this,this),this.check()}invert(){return ie(this,this),this.check()}lerp(t,e,r){return r===void 0?this.lerp(this,t,e):(he(this,t,e,r),this.check())}multiplyRight(t){return $t(this,this,t),this.check()}multiplyLeft(t){return $t(this,t,this),this.check()}normalize(){let t=this.len(),e=t>0?1/t:0;return this[0]=this[0]*e,this[1]=this[1]*e,this[2]=this[2]*e,this[3]=this[3]*e,t===0&&(this[3]=1),this.check()}rotateX(t){return ne(this,this,t),this.check()}rotateY(t){return ee(this,this,t),this.check()}rotateZ(t){return re(this,this,t),this.check()}scale(t){return ae(this,this,t),this.check()}slerp(t,e,r){let s,i,c;switch(arguments.length){case 1:({start:s=ur,target:i,ratio:c}=t);break;case 2:s=this,i=t,c=e;break;default:s=t,i=e,c=r}return nt(this,s,i,c),this.check()}transformVector4(t,e=new W){return Qn(e,t,this),$(e,4)}lengthSq(){return this.lengthSquared()}setFromAxisAngle(t,e){return this.setAxisAngle(t,e)}premultiply(t){return this.multiplyLeft(t)}multiply(t){return this.multiplyRight(t)}};var Ht=C(j(),1);var kr={SCALAR:1,VEC2:2,VEC3:3,VEC4:4,MAT2:4,MAT3:9,MAT4:16},zr={5120:Int8Array,5121:Uint8Array,5122:Int16Array,5123:Uint16Array,5125:Uint32Array,5126:Float32Array},Xt=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:i,path:c})=>{Ur(r,s,i,c),qr(i,i._node)})}},G=class{animations;constructor(t){this.animations=t.animations.map((e,r)=>{let s=e.name||`Animation-${r}`,i=e.samplers.map(({input:o,interpolation:a="LINEAR",output:f})=>({input:Me(t.accessors[o]),interpolation:a,output:Me(t.accessors[f])})),c=e.channels.map(({sampler:o,target:a})=>({sampler:i[o],target:t.nodes[a.node],path:a.path}));return new Xt({name:s,channels:c})})}animate(t){this.setTime(t)}setTime(t){this.animations.forEach(e=>e.animate(t))}getAnimations(){return this.animations}};function Me(n){if(!n._animation){let t=zr[n.componentType],e=kr[n.type],r=e*n.count,{buffer:s,byteOffset:i}=n.bufferView.data,c=new t(s,i+(n.byteOffset||0),r);if(e===1)n._animation=Array.from(c);else{let o=[];for(let a=0;a<c.length;a+=e)o.push(Array.from(c.slice(a,a+e)));n._animation=o}}return n._animation}var br=new B;function qr(n,t){if(t.matrix.identity(),n.translation&&t.matrix.translate(n.translation),n.rotation){let e=br.fromQuaternion(n.rotation);t.matrix.multiplyRight(e)}n.scale&&t.matrix.scale(n.scale)}var Gt=new et;function Fr(n,t,e,r,s){if(t==="rotation"){Gt.slerp({start:e,target:r,ratio:s});for(let i=0;i<Gt.length;i++)n[t][i]=Gt[i]}else for(let i=0;i<e.length;i++)n[t][i]=s*r[i]+(1-s)*e[i]}function Br(n,t,{p0:e,outTangent0:r,inTangent1:s,p1:i,tDiff:c,ratio:o}){for(let a=0;a<n[t].length;a++){let f=r[a]*c,h=s[a]*c;n[t][a]=(2*Math.pow(o,3)-3*Math.pow(o,2)+1)*e[a]+(Math.pow(o,3)-2*Math.pow(o,2)+o)*f+(-2*Math.pow(o,3)+3*Math.pow(o,2))*i[a]+(Math.pow(o,3)-Math.pow(o,2))*h}}function Cr(n,t,e){for(let r=0;r<e.length;r++)n[t][r]=e[r]}function Ur(n,{input:t,interpolation:e,output:r},s,i){let c=t[t.length-1],o=n%c,a=t.findIndex(l=>l>=o),f=Math.max(0,a-1);if(!Array.isArray(s[i]))switch(i){case"translation":s[i]=[0,0,0];break;case"rotation":s[i]=[0,0,0,1];break;case"scale":s[i]=[1,1,1];break;default:Ht.log.warn(`Bad animation path ${i}`)()}let h=t[f],p=t[a];switch(e){case"STEP":Cr(s,i,r[f]);break;case"LINEAR":if(p>h){let l=(o-h)/(p-h);Fr(s,i,r[f],r[a],l)}break;case"CUBICSPLINE":if(p>h){let l=(o-h)/(p-h),x=p-h,m=r[3*f+1],M=r[3*f+2],d=r[3*a+0],E=r[3*a+1];Br(s,i,{p0:m,outTangent0:M,inTangent1:d,p1:E,tDiff:x,ratio:l})}break;default:Ht.log.warn(`Interpolation ${e} not supported`)();break}}var ye=C(j(),1),Ae=C(ge(),1),St=C(at(),1);var Vr=`
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layout(0) positions: vec4; // in vec4 POSITION;
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#ifdef HAS_NORMALS
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@@ -501,7 +49,7 @@ layout(0) positions: vec4; // in vec4 POSITION;
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vec3 pos = pbr_vPosition;
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}
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`,Dr=`#version 300 es
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// in vec4 POSITION;
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in vec4 positions;
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@@ -538,15 +86,15 @@ layout(0) positions: vec4; // in vec4 POSITION;
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#endif
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pbr_setPositionNormalTangentUV(positions, _NORMAL, _TANGENT, _TEXCOORD_0);
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gl_Position =
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gl_Position = pbrProjection.modelViewProjectionMatrix * positions;
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}
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`,
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out vec4 fragmentColor;
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void main(void) {
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vec3 pos = pbr_vPosition;
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}
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`;function Te(n,t){let{id:e,geometry:r,material:s,vertexCount:i,materialOptions:c,modelOptions:o}=t,a=ot(n,s,r.attributes,c);ye.log.info(4,"createGLTFModel defines: ",a.defines)();let f=[],h={depthWriteEnabled:!0,depthCompare:"less",depthFormat:"depth24plus",cullMode:"back"},p={id:e,source:Vr,vs:Dr,fs:Yr,geometry:r,topology:r.topology,vertexCount:i,modules:[Ae.pbrMaterial],...o,defines:{...a.defines,...o.defines},parameters:{...h,...a.parameters,...o.parameters}},l=new St.Model(n,p),{camera:x,...m}={...a.uniforms,...o.uniforms,...a.bindings,...o.bindings};return l.shaderInputs.setProps({pbrMaterial:m,pbrProjection:{camera:x}}),new St.ModelNode({managedResources:f,model:l})}var D;(function(n){n[n.POINTS=0]="POINTS",n[n.LINES=1]="LINES",n[n.LINE_LOOP=2]="LINE_LOOP",n[n.LINE_STRIP=3]="LINE_STRIP",n[n.TRIANGLES=4]="TRIANGLES",n[n.TRIANGLE_STRIP=5]="TRIANGLE_STRIP",n[n.TRIANGLE_FAN=6]="TRIANGLE_FAN"})(D||(D={}));function Ee(n){switch(n){case D.POINTS:return"point-list";case D.LINES:return"line-list";case D.LINE_STRIP:return"line-strip";case D.TRIANGLES:return"triangle-list";case D.TRIANGLE_STRIP:return"triangle-strip";default:throw new Error(String(n))}}var $r={modelOptions:{},pbrDebug:!1,imageBasedLightingEnvironment:null,lights:!0,useTangents:!1},wt=class{device;options;gltf;constructor(t,e={}){this.device=t,this.options={...$r,...e}}instantiate(t){return this.gltf=jt(t),(this.gltf.scenes||[]).map(r=>this.createScene(r))}createAnimator(){return Array.isArray(this.gltf.animations)?new G(this.gltf):null}createScene(t){let r=(t.nodes||[]).map(i=>this.createNode(i));return new H.GroupNode({id:t.name||t.id,children:r})}createNode(t){if(!t._node){let s=(t.children||[]).map(c=>this.createNode(c));t.mesh&&s.push(this.createMesh(t.mesh));let i=new H.GroupNode({id:t.name||t.id,children:s});if(t.matrix)i.setMatrix(t.matrix);else{if(i.matrix.identity(),t.translation&&i.matrix.translate(t.translation),t.rotation){let c=new B().fromQuaternion(t.rotation);i.matrix.multiplyRight(c)}t.scale&&i.matrix.scale(t.scale)}t._node=i}let e=this.gltf.nodes.find(r=>r.id===t.id);return e._node=t._node,t._node}createMesh(t){if(!t._mesh){let r=(t.primitives||[]).map((i,c)=>this.createPrimitive(i,c,t)),s=new H.GroupNode({id:t.name||t.id,children:r});t._mesh=s}return t._mesh}createPrimitive(t,e,r){let s=t.name||`${r.name||r.id}-primitive-${e}`,i=Ee(t.mode||4),c=t.indices?t.indices.count:this.getVertexCount(t.attributes),o=Te(this.device,{id:s,geometry:this.createGeometry(s,t,i),material:t.material,materialOptions:this.options,modelOptions:this.options.modelOptions,vertexCount:c});return o.bounds=[t.attributes.POSITION.min,t.attributes.POSITION.max],o}getVertexCount(t){throw new Error("getVertexCount not implemented")}createGeometry(t,e,r){let s={};for(let[i,c]of Object.entries(e.attributes)){let{components:o,size:a,value:f}=c;s[i]={size:a??o,value:f}}return new H.Geometry({id:t,topology:r,indices:e.indices.value,attributes:s})}createBuffer(t,e){t.bufferView||(t.bufferView={});let{bufferView:r}=t;return r.lumaBuffers||(r.lumaBuffers={}),r.lumaBuffers[e]||(r.lumaBuffers[e]=this.device.createBuffer({id:`from-${r.id}`,data:r.data||t.value})),r.lumaBuffers[e]}createSampler(t){return t}needsPOT(){return!1}};function jt(n){if(ArrayBuffer.isView(n)||n instanceof ArrayBuffer||n instanceof ImageBitmap)return n;if(Array.isArray(n))return n.map(jt);if(n&&typeof n=="object"){let t={};for(let e in n)t[e]=jt(n[e]);return t}return n}function Se(n,t,e){let r=new wt(n,e),s=r.instantiate(t),i=r.createAnimator();return{scenes:s,animator:i}}return Ie(rt);})();
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return __exports__;
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100
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});
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