@luma.gl/shaders 0.0.0-stage → 10.0.0-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.
Files changed (699) hide show
  1. package/LICENSE +38 -0
  2. package/README.md +25 -2
  3. package/dist/dist.dev.js +19880 -0
  4. package/dist/dist.min.js +12192 -0
  5. package/dist/glsl.cjs +33 -0
  6. package/dist/glsl.cjs.map +6 -0
  7. package/dist/glsl.d.ts +6 -0
  8. package/dist/glsl.d.ts.map +1 -0
  9. package/dist/glsl.js +7 -0
  10. package/dist/glsl.js.map +1 -0
  11. package/dist/index.cjs +243 -0
  12. package/dist/index.cjs.map +6 -0
  13. package/dist/index.d.ts +91 -0
  14. package/dist/index.d.ts.map +1 -0
  15. package/dist/index.js +65 -0
  16. package/dist/index.js.map +1 -0
  17. package/dist/lib/color/normalize-byte-colors.cjs +50 -0
  18. package/dist/lib/color/normalize-byte-colors.d.ts +23 -0
  19. package/dist/lib/color/normalize-byte-colors.d.ts.map +1 -0
  20. package/dist/lib/color/normalize-byte-colors.js +42 -0
  21. package/dist/lib/color/normalize-byte-colors.js.map +1 -0
  22. package/dist/lib/filters/prop-types.cjs +90 -0
  23. package/dist/lib/filters/prop-types.d.ts +44 -0
  24. package/dist/lib/filters/prop-types.d.ts.map +1 -0
  25. package/dist/lib/filters/prop-types.js +96 -0
  26. package/dist/lib/filters/prop-types.js.map +1 -0
  27. package/dist/lib/glsl-shader-assembler.cjs +50 -0
  28. package/dist/lib/glsl-shader-assembler.d.ts +19 -0
  29. package/dist/lib/glsl-shader-assembler.d.ts.map +1 -0
  30. package/dist/lib/glsl-shader-assembler.js +29 -0
  31. package/dist/lib/glsl-shader-assembler.js.map +1 -0
  32. package/dist/lib/glsl-utils/get-shader-info.cjs +52 -0
  33. package/dist/lib/glsl-utils/get-shader-info.d.ts +9 -0
  34. package/dist/lib/glsl-utils/get-shader-info.d.ts.map +1 -0
  35. package/dist/lib/glsl-utils/get-shader-info.js +33 -0
  36. package/dist/lib/glsl-utils/get-shader-info.js.map +1 -0
  37. package/dist/lib/glsl-utils/shader-utils.cjs +126 -0
  38. package/dist/lib/glsl-utils/shader-utils.d.ts +23 -0
  39. package/dist/lib/glsl-utils/shader-utils.d.ts.map +1 -0
  40. package/dist/lib/glsl-utils/shader-utils.js +92 -0
  41. package/dist/lib/glsl-utils/shader-utils.js.map +1 -0
  42. package/dist/lib/preprocessor/preprocessor.cjs +128 -0
  43. package/dist/lib/preprocessor/preprocessor.d.ts +15 -0
  44. package/dist/lib/preprocessor/preprocessor.d.ts.map +1 -0
  45. package/dist/lib/preprocessor/preprocessor.js +120 -0
  46. package/dist/lib/preprocessor/preprocessor.js.map +1 -0
  47. package/dist/lib/shader-assembler-base.cjs +132 -0
  48. package/dist/lib/shader-assembler-base.d.ts +51 -0
  49. package/dist/lib/shader-assembler-base.d.ts.map +1 -0
  50. package/dist/lib/shader-assembler-base.js +127 -0
  51. package/dist/lib/shader-assembler-base.js.map +1 -0
  52. package/dist/lib/shader-assembler.cjs +33 -0
  53. package/dist/lib/shader-assembler.d.ts +4 -0
  54. package/dist/lib/shader-assembler.d.ts.map +1 -0
  55. package/dist/lib/shader-assembler.js +7 -0
  56. package/dist/lib/shader-assembler.js.map +1 -0
  57. package/dist/lib/shader-assembly/assemble-glsl-shaders.cjs +181 -0
  58. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts +70 -0
  59. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts.map +1 -0
  60. package/dist/lib/shader-assembly/assemble-glsl-shaders.js +208 -0
  61. package/dist/lib/shader-assembly/assemble-glsl-shaders.js.map +1 -0
  62. package/dist/lib/shader-assembly/assemble-shaders.cjs +42 -0
  63. package/dist/lib/shader-assembly/assemble-shaders.d.ts +10 -0
  64. package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -0
  65. package/dist/lib/shader-assembly/assemble-shaders.js +10 -0
  66. package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -0
  67. package/dist/lib/shader-assembly/assemble-wgsl-shaders.cjs +498 -0
  68. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts +70 -0
  69. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts.map +1 -0
  70. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js +480 -0
  71. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js.map +1 -0
  72. package/dist/lib/shader-assembly/platform-defines.cjs +79 -0
  73. package/dist/lib/shader-assembly/platform-defines.d.ts +4 -0
  74. package/dist/lib/shader-assembly/platform-defines.d.ts.map +1 -0
  75. package/dist/lib/shader-assembly/platform-defines.js +52 -0
  76. package/dist/lib/shader-assembly/platform-defines.js.map +1 -0
  77. package/dist/lib/shader-assembly/platform-info.cjs +15 -0
  78. package/dist/lib/shader-assembly/platform-info.d.ts +20 -0
  79. package/dist/lib/shader-assembly/platform-info.d.ts.map +1 -0
  80. package/dist/lib/shader-assembly/platform-info.js +5 -0
  81. package/dist/lib/shader-assembly/platform-info.js.map +1 -0
  82. package/dist/lib/shader-assembly/shader-assembly-shared.cjs +96 -0
  83. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts +16 -0
  84. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts.map +1 -0
  85. package/dist/lib/shader-assembly/shader-assembly-shared.js +79 -0
  86. package/dist/lib/shader-assembly/shader-assembly-shared.js.map +1 -0
  87. package/dist/lib/shader-assembly/shader-assembly-types.cjs +15 -0
  88. package/dist/lib/shader-assembly/shader-assembly-types.d.ts +132 -0
  89. package/dist/lib/shader-assembly/shader-assembly-types.d.ts.map +1 -0
  90. package/dist/lib/shader-assembly/shader-assembly-types.js +5 -0
  91. package/dist/lib/shader-assembly/shader-assembly-types.js.map +1 -0
  92. package/dist/lib/shader-assembly/shader-injection-targets.cjs +103 -0
  93. package/dist/lib/shader-assembly/shader-injection-targets.d.ts +46 -0
  94. package/dist/lib/shader-assembly/shader-injection-targets.d.ts.map +1 -0
  95. package/dist/lib/shader-assembly/shader-injection-targets.js +83 -0
  96. package/dist/lib/shader-assembly/shader-injection-targets.js.map +1 -0
  97. package/dist/lib/shader-assembly/shader-injections.cjs +204 -0
  98. package/dist/lib/shader-assembly/shader-injections.d.ts +49 -0
  99. package/dist/lib/shader-assembly/shader-injections.d.ts.map +1 -0
  100. package/dist/lib/shader-assembly/shader-injections.js +207 -0
  101. package/dist/lib/shader-assembly/shader-injections.js.map +1 -0
  102. package/dist/lib/shader-assembly/shader-plugin-varyings.cjs +434 -0
  103. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts +15 -0
  104. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts.map +1 -0
  105. package/dist/lib/shader-assembly/shader-plugin-varyings.js +438 -0
  106. package/dist/lib/shader-assembly/shader-plugin-varyings.js.map +1 -0
  107. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.cjs +254 -0
  108. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts +12 -0
  109. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts.map +1 -0
  110. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js +237 -0
  111. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js.map +1 -0
  112. package/dist/lib/shader-assembly/wgsl-binding-debug.cjs +166 -0
  113. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts +37 -0
  114. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -0
  115. package/dist/lib/shader-assembly/wgsl-binding-debug.js +144 -0
  116. package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -0
  117. package/dist/lib/shader-assembly/wgsl-binding-scan.cjs +184 -0
  118. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts +19 -0
  119. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts.map +1 -0
  120. package/dist/lib/shader-assembly/wgsl-binding-scan.js +151 -0
  121. package/dist/lib/shader-assembly/wgsl-binding-scan.js.map +1 -0
  122. package/dist/lib/shader-assembly/wgsl-injection-target-names.cjs +163 -0
  123. package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts +8 -0
  124. package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts.map +1 -0
  125. package/dist/lib/shader-assembly/wgsl-injection-target-names.js +145 -0
  126. package/dist/lib/shader-assembly/wgsl-injection-target-names.js.map +1 -0
  127. package/dist/lib/shader-assembly/wgsl-interface-scan.cjs +502 -0
  128. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts +14 -0
  129. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts.map +1 -0
  130. package/dist/lib/shader-assembly/wgsl-interface-scan.js +498 -0
  131. package/dist/lib/shader-assembly/wgsl-interface-scan.js.map +1 -0
  132. package/dist/lib/shader-generator/generate-shader.cjs +36 -0
  133. package/dist/lib/shader-generator/generate-shader.d.ts +8 -0
  134. package/dist/lib/shader-generator/generate-shader.d.ts.map +1 -0
  135. package/dist/lib/shader-generator/generate-shader.js +15 -0
  136. package/dist/lib/shader-generator/generate-shader.js.map +1 -0
  137. package/dist/lib/shader-generator/glsl/generate-glsl.cjs +94 -0
  138. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts +7 -0
  139. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts.map +1 -0
  140. package/dist/lib/shader-generator/glsl/generate-glsl.js +79 -0
  141. package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -0
  142. package/dist/lib/shader-generator/utils/capitalize.cjs +29 -0
  143. package/dist/lib/shader-generator/utils/capitalize.d.ts +7 -0
  144. package/dist/lib/shader-generator/utils/capitalize.d.ts.map +1 -0
  145. package/dist/lib/shader-generator/utils/capitalize.js +12 -0
  146. package/dist/lib/shader-generator/utils/capitalize.js.map +1 -0
  147. package/dist/lib/shader-generator/wgsl/generate-wgsl.cjs +46 -0
  148. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts +7 -0
  149. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts.map +1 -0
  150. package/dist/lib/shader-generator/wgsl/generate-wgsl.js +23 -0
  151. package/dist/lib/shader-generator/wgsl/generate-wgsl.js.map +1 -0
  152. package/dist/lib/shader-module/composite-shader-pass.cjs +15 -0
  153. package/dist/lib/shader-module/composite-shader-pass.d.ts +41 -0
  154. package/dist/lib/shader-module/composite-shader-pass.d.ts.map +1 -0
  155. package/dist/lib/shader-module/composite-shader-pass.js +5 -0
  156. package/dist/lib/shader-module/composite-shader-pass.js.map +1 -0
  157. package/dist/lib/shader-module/shader-module-dependencies.cjs +83 -0
  158. package/dist/lib/shader-module/shader-module-dependencies.d.ts +39 -0
  159. package/dist/lib/shader-module/shader-module-dependencies.d.ts.map +1 -0
  160. package/dist/lib/shader-module/shader-module-dependencies.js +103 -0
  161. package/dist/lib/shader-module/shader-module-dependencies.js.map +1 -0
  162. package/dist/lib/shader-module/shader-module-uniform-layout.cjs +224 -0
  163. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +91 -0
  164. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -0
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  167. package/dist/lib/shader-module/shader-module.cjs +99 -0
  168. package/dist/lib/shader-module/shader-module.d.ts +94 -0
  169. package/dist/lib/shader-module/shader-module.d.ts.map +1 -0
  170. package/dist/lib/shader-module/shader-module.js +101 -0
  171. package/dist/lib/shader-module/shader-module.js.map +1 -0
  172. package/dist/lib/shader-module/shader-pass.cjs +15 -0
  173. package/dist/lib/shader-module/shader-pass.d.ts +48 -0
  174. package/dist/lib/shader-module/shader-pass.d.ts.map +1 -0
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  176. package/dist/lib/shader-module/shader-pass.js.map +1 -0
  177. package/dist/lib/shader-plugin.cjs +156 -0
  178. package/dist/lib/shader-plugin.d.ts +61 -0
  179. package/dist/lib/shader-plugin.d.ts.map +1 -0
  180. package/dist/lib/shader-plugin.js +147 -0
  181. package/dist/lib/shader-plugin.js.map +1 -0
  182. package/dist/lib/shader-transpiler/shader-transpiler.cjs +15 -0
  183. package/dist/lib/shader-transpiler/shader-transpiler.d.ts +27 -0
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  187. package/dist/lib/shader-transpiler/transpile-glsl-shader.cjs +71 -0
  188. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts +9 -0
  189. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts.map +1 -0
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  192. package/dist/lib/utils/assert.cjs +34 -0
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  202. package/dist/lib/wgsl-shader-assembler.cjs +99 -0
  203. package/dist/lib/wgsl-shader-assembler.d.ts +34 -0
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  699. package/src/wgsl.ts +34 -0
@@ -0,0 +1,188 @@
1
+ var __defProp = Object.defineProperty;
2
+ var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
3
+ var __getOwnPropNames = Object.getOwnPropertyNames;
4
+ var __hasOwnProp = Object.prototype.hasOwnProperty;
5
+ var __export = (target, all) => {
6
+ for (var name in all)
7
+ __defProp(target, name, { get: all[name], enumerable: true });
8
+ };
9
+ var __copyProps = (to, from, except, desc) => {
10
+ if (from && typeof from === "object" || typeof from === "function") {
11
+ for (let key of __getOwnPropNames(from))
12
+ if (!__hasOwnProp.call(to, key) && key !== except)
13
+ __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
14
+ }
15
+ return to;
16
+ };
17
+ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
18
+ var water_material_exports = {};
19
+ __export(water_material_exports, {
20
+ waterMaterial: () => waterMaterial
21
+ });
22
+ module.exports = __toCommonJS(water_material_exports);
23
+ var import_lighting = require("../lights/lighting.cjs");
24
+ var import_water_shaders_glsl = require("./water-shaders-glsl.cjs");
25
+ var import_water_shaders_wgsl = require("./water-shaders-wgsl.cjs");
26
+ const DEFAULT_WATER_MATERIAL_UNIFORMS = {
27
+ time: 0,
28
+ baseColor: [0.04, 0.18, 0.31],
29
+ opacity: 0.82,
30
+ fresnelColor: [0.86, 0.95, 1],
31
+ fresnelPower: 5,
32
+ specularIntensity: 1.4,
33
+ normalStrength: 0.35,
34
+ mappingMode: 0,
35
+ coordinateScale: [1, 1],
36
+ coordinateOffset: [0, 0],
37
+ waveADirection: [0.9805806756909201, 0.19611613513818402],
38
+ waveASpeed: 0.6,
39
+ waveAFrequency: 4,
40
+ waveAAmplitude: 0.08,
41
+ waveBDirection: [0.09950371902099893, 0.9950371902099893],
42
+ waveBSpeed: -0.45,
43
+ waveBFrequency: 7,
44
+ waveBAmplitude: 0.04
45
+ };
46
+ const waterMaterial = {
47
+ name: "waterMaterial",
48
+ firstBindingSlot: 0,
49
+ bindingLayout: [{ name: "waterMaterial", group: 3 }],
50
+ dependencies: [import_lighting.lighting],
51
+ source: import_water_shaders_wgsl.WATER_WGSL,
52
+ vs: import_water_shaders_glsl.WATER_VS,
53
+ fs: import_water_shaders_glsl.WATER_FS,
54
+ defines: {
55
+ LIGHTING_FRAGMENT: true
56
+ },
57
+ uniformTypes: {
58
+ time: "f32",
59
+ baseColor: "vec3<f32>",
60
+ opacity: "f32",
61
+ fresnelColor: "vec3<f32>",
62
+ fresnelPower: "f32",
63
+ specularIntensity: "f32",
64
+ normalStrength: "f32",
65
+ mappingMode: "i32",
66
+ coordinateScale: "vec2<f32>",
67
+ coordinateOffset: "vec2<f32>",
68
+ waveADirection: "vec2<f32>",
69
+ waveASpeed: "f32",
70
+ waveAFrequency: "f32",
71
+ waveAAmplitude: "f32",
72
+ waveBDirection: "vec2<f32>",
73
+ waveBSpeed: "f32",
74
+ waveBFrequency: "f32",
75
+ waveBAmplitude: "f32"
76
+ },
77
+ defaultUniforms: DEFAULT_WATER_MATERIAL_UNIFORMS,
78
+ getUniforms(props, previousUniforms = DEFAULT_WATER_MATERIAL_UNIFORMS) {
79
+ const { mapping, ...uniformProps } = props || {};
80
+ const uniforms = mergeWaterMaterialUniforms(previousUniforms);
81
+ if (uniformProps.time !== void 0) {
82
+ uniforms.time = uniformProps.time;
83
+ }
84
+ if (uniformProps.opacity !== void 0) {
85
+ uniforms.opacity = uniformProps.opacity;
86
+ }
87
+ if (uniformProps.fresnelPower !== void 0) {
88
+ uniforms.fresnelPower = uniformProps.fresnelPower;
89
+ }
90
+ if (uniformProps.specularIntensity !== void 0) {
91
+ uniforms.specularIntensity = uniformProps.specularIntensity;
92
+ }
93
+ if (uniformProps.normalStrength !== void 0) {
94
+ uniforms.normalStrength = uniformProps.normalStrength;
95
+ }
96
+ if (uniformProps.coordinateScale !== void 0) {
97
+ uniforms.coordinateScale = [
98
+ Number(uniformProps.coordinateScale[0]),
99
+ Number(uniformProps.coordinateScale[1])
100
+ ];
101
+ }
102
+ if (uniformProps.coordinateOffset !== void 0) {
103
+ uniforms.coordinateOffset = [
104
+ Number(uniformProps.coordinateOffset[0]),
105
+ Number(uniformProps.coordinateOffset[1])
106
+ ];
107
+ }
108
+ if (uniformProps.waveASpeed !== void 0) {
109
+ uniforms.waveASpeed = uniformProps.waveASpeed;
110
+ }
111
+ if (uniformProps.waveAFrequency !== void 0) {
112
+ uniforms.waveAFrequency = uniformProps.waveAFrequency;
113
+ }
114
+ if (uniformProps.waveAAmplitude !== void 0) {
115
+ uniforms.waveAAmplitude = uniformProps.waveAAmplitude;
116
+ }
117
+ if (uniformProps.waveBSpeed !== void 0) {
118
+ uniforms.waveBSpeed = uniformProps.waveBSpeed;
119
+ }
120
+ if (uniformProps.waveBFrequency !== void 0) {
121
+ uniforms.waveBFrequency = uniformProps.waveBFrequency;
122
+ }
123
+ if (uniformProps.waveBAmplitude !== void 0) {
124
+ uniforms.waveBAmplitude = uniformProps.waveBAmplitude;
125
+ }
126
+ if (uniformProps.baseColor) {
127
+ uniforms.baseColor = normalizeColor3(uniformProps.baseColor);
128
+ }
129
+ if (uniformProps.fresnelColor) {
130
+ uniforms.fresnelColor = normalizeColor3(uniformProps.fresnelColor);
131
+ }
132
+ if (uniformProps.waveADirection) {
133
+ uniforms.waveADirection = normalizeDirection2(uniformProps.waveADirection);
134
+ }
135
+ if (uniformProps.waveBDirection) {
136
+ uniforms.waveBDirection = normalizeDirection2(uniformProps.waveBDirection);
137
+ }
138
+ if (mapping !== void 0) {
139
+ uniforms.mappingMode = mapping === "world" ? 1 : mapping === "object" ? 2 : 0;
140
+ }
141
+ return uniforms;
142
+ }
143
+ };
144
+ function mergeWaterMaterialUniforms(previousUniforms) {
145
+ return {
146
+ time: previousUniforms.time ?? DEFAULT_WATER_MATERIAL_UNIFORMS.time,
147
+ baseColor: previousUniforms.baseColor ? normalizeColor3(previousUniforms.baseColor) : DEFAULT_WATER_MATERIAL_UNIFORMS.baseColor,
148
+ opacity: previousUniforms.opacity ?? DEFAULT_WATER_MATERIAL_UNIFORMS.opacity,
149
+ fresnelColor: previousUniforms.fresnelColor ? normalizeColor3(previousUniforms.fresnelColor) : DEFAULT_WATER_MATERIAL_UNIFORMS.fresnelColor,
150
+ fresnelPower: previousUniforms.fresnelPower ?? DEFAULT_WATER_MATERIAL_UNIFORMS.fresnelPower,
151
+ specularIntensity: previousUniforms.specularIntensity ?? DEFAULT_WATER_MATERIAL_UNIFORMS.specularIntensity,
152
+ normalStrength: previousUniforms.normalStrength ?? DEFAULT_WATER_MATERIAL_UNIFORMS.normalStrength,
153
+ mappingMode: previousUniforms.mappingMode ?? DEFAULT_WATER_MATERIAL_UNIFORMS.mappingMode,
154
+ coordinateScale: previousUniforms.coordinateScale ? [Number(previousUniforms.coordinateScale[0]), Number(previousUniforms.coordinateScale[1])] : DEFAULT_WATER_MATERIAL_UNIFORMS.coordinateScale,
155
+ coordinateOffset: previousUniforms.coordinateOffset ? [Number(previousUniforms.coordinateOffset[0]), Number(previousUniforms.coordinateOffset[1])] : DEFAULT_WATER_MATERIAL_UNIFORMS.coordinateOffset,
156
+ waveADirection: previousUniforms.waveADirection ? normalizeDirection2(previousUniforms.waveADirection) : DEFAULT_WATER_MATERIAL_UNIFORMS.waveADirection,
157
+ waveASpeed: previousUniforms.waveASpeed ?? DEFAULT_WATER_MATERIAL_UNIFORMS.waveASpeed,
158
+ waveAFrequency: previousUniforms.waveAFrequency ?? DEFAULT_WATER_MATERIAL_UNIFORMS.waveAFrequency,
159
+ waveAAmplitude: previousUniforms.waveAAmplitude ?? DEFAULT_WATER_MATERIAL_UNIFORMS.waveAAmplitude,
160
+ waveBDirection: previousUniforms.waveBDirection ? normalizeDirection2(previousUniforms.waveBDirection) : DEFAULT_WATER_MATERIAL_UNIFORMS.waveBDirection,
161
+ waveBSpeed: previousUniforms.waveBSpeed ?? DEFAULT_WATER_MATERIAL_UNIFORMS.waveBSpeed,
162
+ waveBFrequency: previousUniforms.waveBFrequency ?? DEFAULT_WATER_MATERIAL_UNIFORMS.waveBFrequency,
163
+ waveBAmplitude: previousUniforms.waveBAmplitude ?? DEFAULT_WATER_MATERIAL_UNIFORMS.waveBAmplitude
164
+ };
165
+ }
166
+ function normalizeColor3(color) {
167
+ const normalizedColor = [Number(color[0]), Number(color[1]), Number(color[2])];
168
+ const maxChannel = Math.max(...normalizedColor.map((channel) => Math.abs(channel)));
169
+ if (maxChannel > 1) {
170
+ normalizedColor[0] /= 255;
171
+ normalizedColor[1] /= 255;
172
+ normalizedColor[2] /= 255;
173
+ }
174
+ return normalizedColor;
175
+ }
176
+ function normalizeDirection2(direction) {
177
+ const x = Number(direction[0]);
178
+ const y = Number(direction[1]);
179
+ const length = Math.hypot(x, y);
180
+ if (length === 0) {
181
+ return [1, 0];
182
+ }
183
+ return [x / length, y / length];
184
+ }
185
+ // Annotate the CommonJS export names for ESM import in node:
186
+ 0 && (module.exports = {
187
+ waterMaterial
188
+ });
@@ -0,0 +1,28 @@
1
+ import type { NumberArray2, NumberArray3, Vector2, Vector3 } from '@math.gl/core';
2
+ import { ShaderModule } from "../../../lib/shader-module/shader-module.js";
3
+ export type WaterMaterialUniforms = {
4
+ time?: number;
5
+ baseColor?: Readonly<Vector3 | NumberArray3>;
6
+ opacity?: number;
7
+ fresnelColor?: Readonly<Vector3 | NumberArray3>;
8
+ fresnelPower?: number;
9
+ specularIntensity?: number;
10
+ normalStrength?: number;
11
+ mappingMode?: number;
12
+ coordinateScale?: Readonly<Vector2 | NumberArray2>;
13
+ coordinateOffset?: Readonly<Vector2 | NumberArray2>;
14
+ waveADirection?: Readonly<Vector2 | NumberArray2>;
15
+ waveASpeed?: number;
16
+ waveAFrequency?: number;
17
+ waveAAmplitude?: number;
18
+ waveBDirection?: Readonly<Vector2 | NumberArray2>;
19
+ waveBSpeed?: number;
20
+ waveBFrequency?: number;
21
+ waveBAmplitude?: number;
22
+ };
23
+ export type WaterMaterialProps = Omit<WaterMaterialUniforms, 'mappingMode'> & {
24
+ mapping?: 'uv' | 'world' | 'object';
25
+ };
26
+ /** Animated water material with procedural waves and Fresnel/specular shading. */
27
+ export declare const waterMaterial: ShaderModule<WaterMaterialProps, WaterMaterialUniforms>;
28
+ //# sourceMappingURL=water-material.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"water-material.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/water-material/water-material.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAC,YAAY,EAAE,YAAY,EAAE,OAAO,EAAE,OAAO,EAAC,MAAM,eAAe,CAAC;AAChF,OAAO,EAAC,YAAY,EAAC,oDAAiD;AAKtE,MAAM,MAAM,qBAAqB,GAAG;IAClC,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,SAAS,CAAC,EAAE,QAAQ,CAAC,OAAO,GAAG,YAAY,CAAC,CAAC;IAC7C,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,YAAY,CAAC,EAAE,QAAQ,CAAC,OAAO,GAAG,YAAY,CAAC,CAAC;IAChD,YAAY,CAAC,EAAE,MAAM,CAAC;IACtB,iBAAiB,CAAC,EAAE,MAAM,CAAC;IAC3B,cAAc,CAAC,EAAE,MAAM,CAAC;IACxB,WAAW,CAAC,EAAE,MAAM,CAAC;IACrB,eAAe,CAAC,EAAE,QAAQ,CAAC,OAAO,GAAG,YAAY,CAAC,CAAC;IACnD,gBAAgB,CAAC,EAAE,QAAQ,CAAC,OAAO,GAAG,YAAY,CAAC,CAAC;IACpD,cAAc,CAAC,EAAE,QAAQ,CAAC,OAAO,GAAG,YAAY,CAAC,CAAC;IAClD,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,cAAc,CAAC,EAAE,MAAM,CAAC;IACxB,cAAc,CAAC,EAAE,MAAM,CAAC;IACxB,cAAc,CAAC,EAAE,QAAQ,CAAC,OAAO,GAAG,YAAY,CAAC,CAAC;IAClD,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,cAAc,CAAC,EAAE,MAAM,CAAC;IACxB,cAAc,CAAC,EAAE,MAAM,CAAC;CACzB,CAAC;AAEF,MAAM,MAAM,kBAAkB,GAAG,IAAI,CAAC,qBAAqB,EAAE,aAAa,CAAC,GAAG;IAC5E,OAAO,CAAC,EAAE,IAAI,GAAG,OAAO,GAAG,QAAQ,CAAC;CACrC,CAAC;AAuBF,kFAAkF;AAClF,eAAO,MAAM,aAAa,EAAE,YAAY,CAAC,kBAAkB,EAAE,qBAAqB,CAwGjF,CAAC"}
@@ -0,0 +1,179 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+ import { lighting } from "../lights/lighting.js";
5
+ import { WATER_FS, WATER_VS } from "./water-shaders-glsl.js";
6
+ import { WATER_WGSL } from "./water-shaders-wgsl.js";
7
+ const DEFAULT_WATER_MATERIAL_UNIFORMS = {
8
+ time: 0,
9
+ baseColor: [0.04, 0.18, 0.31],
10
+ opacity: 0.82,
11
+ fresnelColor: [0.86, 0.95, 1],
12
+ fresnelPower: 5,
13
+ specularIntensity: 1.4,
14
+ normalStrength: 0.35,
15
+ mappingMode: 0,
16
+ coordinateScale: [1, 1],
17
+ coordinateOffset: [0, 0],
18
+ waveADirection: [0.9805806756909201, 0.19611613513818402],
19
+ waveASpeed: 0.6,
20
+ waveAFrequency: 4,
21
+ waveAAmplitude: 0.08,
22
+ waveBDirection: [0.09950371902099893, 0.9950371902099893],
23
+ waveBSpeed: -0.45,
24
+ waveBFrequency: 7,
25
+ waveBAmplitude: 0.04
26
+ };
27
+ /** Animated water material with procedural waves and Fresnel/specular shading. */
28
+ export const waterMaterial = {
29
+ name: 'waterMaterial',
30
+ firstBindingSlot: 0,
31
+ bindingLayout: [{ name: 'waterMaterial', group: 3 }],
32
+ dependencies: [lighting],
33
+ source: WATER_WGSL,
34
+ vs: WATER_VS,
35
+ fs: WATER_FS,
36
+ defines: {
37
+ LIGHTING_FRAGMENT: true
38
+ },
39
+ uniformTypes: {
40
+ time: 'f32',
41
+ baseColor: 'vec3<f32>',
42
+ opacity: 'f32',
43
+ fresnelColor: 'vec3<f32>',
44
+ fresnelPower: 'f32',
45
+ specularIntensity: 'f32',
46
+ normalStrength: 'f32',
47
+ mappingMode: 'i32',
48
+ coordinateScale: 'vec2<f32>',
49
+ coordinateOffset: 'vec2<f32>',
50
+ waveADirection: 'vec2<f32>',
51
+ waveASpeed: 'f32',
52
+ waveAFrequency: 'f32',
53
+ waveAAmplitude: 'f32',
54
+ waveBDirection: 'vec2<f32>',
55
+ waveBSpeed: 'f32',
56
+ waveBFrequency: 'f32',
57
+ waveBAmplitude: 'f32'
58
+ },
59
+ defaultUniforms: DEFAULT_WATER_MATERIAL_UNIFORMS,
60
+ getUniforms(props, previousUniforms = DEFAULT_WATER_MATERIAL_UNIFORMS) {
61
+ const { mapping, ...uniformProps } = props || {};
62
+ const uniforms = mergeWaterMaterialUniforms(previousUniforms);
63
+ if (uniformProps.time !== undefined) {
64
+ uniforms.time = uniformProps.time;
65
+ }
66
+ if (uniformProps.opacity !== undefined) {
67
+ uniforms.opacity = uniformProps.opacity;
68
+ }
69
+ if (uniformProps.fresnelPower !== undefined) {
70
+ uniforms.fresnelPower = uniformProps.fresnelPower;
71
+ }
72
+ if (uniformProps.specularIntensity !== undefined) {
73
+ uniforms.specularIntensity = uniformProps.specularIntensity;
74
+ }
75
+ if (uniformProps.normalStrength !== undefined) {
76
+ uniforms.normalStrength = uniformProps.normalStrength;
77
+ }
78
+ if (uniformProps.coordinateScale !== undefined) {
79
+ uniforms.coordinateScale = [
80
+ Number(uniformProps.coordinateScale[0]),
81
+ Number(uniformProps.coordinateScale[1])
82
+ ];
83
+ }
84
+ if (uniformProps.coordinateOffset !== undefined) {
85
+ uniforms.coordinateOffset = [
86
+ Number(uniformProps.coordinateOffset[0]),
87
+ Number(uniformProps.coordinateOffset[1])
88
+ ];
89
+ }
90
+ if (uniformProps.waveASpeed !== undefined) {
91
+ uniforms.waveASpeed = uniformProps.waveASpeed;
92
+ }
93
+ if (uniformProps.waveAFrequency !== undefined) {
94
+ uniforms.waveAFrequency = uniformProps.waveAFrequency;
95
+ }
96
+ if (uniformProps.waveAAmplitude !== undefined) {
97
+ uniforms.waveAAmplitude = uniformProps.waveAAmplitude;
98
+ }
99
+ if (uniformProps.waveBSpeed !== undefined) {
100
+ uniforms.waveBSpeed = uniformProps.waveBSpeed;
101
+ }
102
+ if (uniformProps.waveBFrequency !== undefined) {
103
+ uniforms.waveBFrequency = uniformProps.waveBFrequency;
104
+ }
105
+ if (uniformProps.waveBAmplitude !== undefined) {
106
+ uniforms.waveBAmplitude = uniformProps.waveBAmplitude;
107
+ }
108
+ if (uniformProps.baseColor) {
109
+ uniforms.baseColor = normalizeColor3(uniformProps.baseColor);
110
+ }
111
+ if (uniformProps.fresnelColor) {
112
+ uniforms.fresnelColor = normalizeColor3(uniformProps.fresnelColor);
113
+ }
114
+ if (uniformProps.waveADirection) {
115
+ uniforms.waveADirection = normalizeDirection2(uniformProps.waveADirection);
116
+ }
117
+ if (uniformProps.waveBDirection) {
118
+ uniforms.waveBDirection = normalizeDirection2(uniformProps.waveBDirection);
119
+ }
120
+ if (mapping !== undefined) {
121
+ uniforms.mappingMode = mapping === 'world' ? 1 : mapping === 'object' ? 2 : 0;
122
+ }
123
+ return uniforms;
124
+ }
125
+ };
126
+ function mergeWaterMaterialUniforms(previousUniforms) {
127
+ return {
128
+ time: previousUniforms.time ?? DEFAULT_WATER_MATERIAL_UNIFORMS.time,
129
+ baseColor: previousUniforms.baseColor
130
+ ? normalizeColor3(previousUniforms.baseColor)
131
+ : DEFAULT_WATER_MATERIAL_UNIFORMS.baseColor,
132
+ opacity: previousUniforms.opacity ?? DEFAULT_WATER_MATERIAL_UNIFORMS.opacity,
133
+ fresnelColor: previousUniforms.fresnelColor
134
+ ? normalizeColor3(previousUniforms.fresnelColor)
135
+ : DEFAULT_WATER_MATERIAL_UNIFORMS.fresnelColor,
136
+ fresnelPower: previousUniforms.fresnelPower ?? DEFAULT_WATER_MATERIAL_UNIFORMS.fresnelPower,
137
+ specularIntensity: previousUniforms.specularIntensity ?? DEFAULT_WATER_MATERIAL_UNIFORMS.specularIntensity,
138
+ normalStrength: previousUniforms.normalStrength ?? DEFAULT_WATER_MATERIAL_UNIFORMS.normalStrength,
139
+ mappingMode: previousUniforms.mappingMode ?? DEFAULT_WATER_MATERIAL_UNIFORMS.mappingMode,
140
+ coordinateScale: previousUniforms.coordinateScale
141
+ ? [Number(previousUniforms.coordinateScale[0]), Number(previousUniforms.coordinateScale[1])]
142
+ : DEFAULT_WATER_MATERIAL_UNIFORMS.coordinateScale,
143
+ coordinateOffset: previousUniforms.coordinateOffset
144
+ ? [Number(previousUniforms.coordinateOffset[0]), Number(previousUniforms.coordinateOffset[1])]
145
+ : DEFAULT_WATER_MATERIAL_UNIFORMS.coordinateOffset,
146
+ waveADirection: previousUniforms.waveADirection
147
+ ? normalizeDirection2(previousUniforms.waveADirection)
148
+ : DEFAULT_WATER_MATERIAL_UNIFORMS.waveADirection,
149
+ waveASpeed: previousUniforms.waveASpeed ?? DEFAULT_WATER_MATERIAL_UNIFORMS.waveASpeed,
150
+ waveAFrequency: previousUniforms.waveAFrequency ?? DEFAULT_WATER_MATERIAL_UNIFORMS.waveAFrequency,
151
+ waveAAmplitude: previousUniforms.waveAAmplitude ?? DEFAULT_WATER_MATERIAL_UNIFORMS.waveAAmplitude,
152
+ waveBDirection: previousUniforms.waveBDirection
153
+ ? normalizeDirection2(previousUniforms.waveBDirection)
154
+ : DEFAULT_WATER_MATERIAL_UNIFORMS.waveBDirection,
155
+ waveBSpeed: previousUniforms.waveBSpeed ?? DEFAULT_WATER_MATERIAL_UNIFORMS.waveBSpeed,
156
+ waveBFrequency: previousUniforms.waveBFrequency ?? DEFAULT_WATER_MATERIAL_UNIFORMS.waveBFrequency,
157
+ waveBAmplitude: previousUniforms.waveBAmplitude ?? DEFAULT_WATER_MATERIAL_UNIFORMS.waveBAmplitude
158
+ };
159
+ }
160
+ function normalizeColor3(color) {
161
+ const normalizedColor = [Number(color[0]), Number(color[1]), Number(color[2])];
162
+ const maxChannel = Math.max(...normalizedColor.map(channel => Math.abs(channel)));
163
+ if (maxChannel > 1) {
164
+ normalizedColor[0] /= 255;
165
+ normalizedColor[1] /= 255;
166
+ normalizedColor[2] /= 255;
167
+ }
168
+ return normalizedColor;
169
+ }
170
+ function normalizeDirection2(direction) {
171
+ const x = Number(direction[0]);
172
+ const y = Number(direction[1]);
173
+ const length = Math.hypot(x, y);
174
+ if (length === 0) {
175
+ return [1, 0];
176
+ }
177
+ return [x / length, y / length];
178
+ }
179
+ //# sourceMappingURL=water-material.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,260 @@
1
+ var __defProp = Object.defineProperty;
2
+ var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
3
+ var __getOwnPropNames = Object.getOwnPropertyNames;
4
+ var __hasOwnProp = Object.prototype.hasOwnProperty;
5
+ var __export = (target, all) => {
6
+ for (var name in all)
7
+ __defProp(target, name, { get: all[name], enumerable: true });
8
+ };
9
+ var __copyProps = (to, from, except, desc) => {
10
+ if (from && typeof from === "object" || typeof from === "function") {
11
+ for (let key of __getOwnPropNames(from))
12
+ if (!__hasOwnProp.call(to, key) && key !== except)
13
+ __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
14
+ }
15
+ return to;
16
+ };
17
+ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
18
+ var water_shaders_glsl_exports = {};
19
+ __export(water_shaders_glsl_exports, {
20
+ WATER_FS: () => WATER_FS,
21
+ WATER_VS: () => WATER_VS
22
+ });
23
+ module.exports = __toCommonJS(water_shaders_glsl_exports);
24
+ const WATER_VS = (
25
+ /* glsl */
26
+ `layout(std140) uniform waterMaterialUniforms {
27
+ uniform float time;
28
+ uniform vec3 baseColor;
29
+ uniform float opacity;
30
+ uniform vec3 fresnelColor;
31
+ uniform float fresnelPower;
32
+ uniform float specularIntensity;
33
+ uniform float normalStrength;
34
+ uniform int mappingMode;
35
+ uniform vec2 coordinateScale;
36
+ uniform vec2 coordinateOffset;
37
+ uniform vec2 waveADirection;
38
+ uniform float waveASpeed;
39
+ uniform float waveAFrequency;
40
+ uniform float waveAAmplitude;
41
+ uniform vec2 waveBDirection;
42
+ uniform float waveBSpeed;
43
+ uniform float waveBFrequency;
44
+ uniform float waveBAmplitude;
45
+ } waterMaterial;
46
+ `
47
+ );
48
+ const WATER_FS = (
49
+ /* glsl */
50
+ `layout(std140) uniform waterMaterialUniforms {
51
+ uniform float time;
52
+ uniform vec3 baseColor;
53
+ uniform float opacity;
54
+ uniform vec3 fresnelColor;
55
+ uniform float fresnelPower;
56
+ uniform float specularIntensity;
57
+ uniform float normalStrength;
58
+ uniform int mappingMode;
59
+ uniform vec2 coordinateScale;
60
+ uniform vec2 coordinateOffset;
61
+ uniform vec2 waveADirection;
62
+ uniform float waveASpeed;
63
+ uniform float waveAFrequency;
64
+ uniform float waveAAmplitude;
65
+ uniform vec2 waveBDirection;
66
+ uniform float waveBSpeed;
67
+ uniform float waveBFrequency;
68
+ uniform float waveBAmplitude;
69
+ } waterMaterial;
70
+
71
+ vec2 water_getDirection(vec2 direction) {
72
+ float directionLength = length(direction);
73
+ return directionLength > 0.0 ? direction / directionLength : vec2(1.0, 0.0);
74
+ }
75
+
76
+ vec2 water_getCoordinates(vec3 position_worldspace, vec3 position_objectspace, vec2 uv) {
77
+ vec2 baseCoordinates = uv;
78
+ if (waterMaterial.mappingMode == 1) {
79
+ baseCoordinates = position_worldspace.xz;
80
+ } else if (waterMaterial.mappingMode == 2) {
81
+ vec3 globeDirection = normalize(position_objectspace);
82
+ float longitude = atan(globeDirection.x, globeDirection.z);
83
+ float latitude = asin(clamp(globeDirection.y, -1.0, 1.0));
84
+ baseCoordinates = vec2(longitude, latitude);
85
+ }
86
+ return baseCoordinates * waterMaterial.coordinateScale + waterMaterial.coordinateOffset;
87
+ }
88
+
89
+ vec2 water_getWaveGradient(
90
+ vec2 coordinates,
91
+ vec2 direction,
92
+ float speed,
93
+ float frequency,
94
+ float amplitude
95
+ ) {
96
+ vec2 normalizedDirection = water_getDirection(direction);
97
+ float phase = dot(coordinates * frequency, normalizedDirection) + waterMaterial.time * speed;
98
+ return cos(phase) * normalizedDirection * frequency * amplitude;
99
+ }
100
+
101
+ vec3 water_getTangent(vec3 normal_worldspace) {
102
+ vec3 referenceAxis = abs(normal_worldspace.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
103
+ return normalize(cross(referenceAxis, normal_worldspace));
104
+ }
105
+
106
+ vec3 water_getNormal(
107
+ vec3 position_worldspace,
108
+ vec3 position_objectspace,
109
+ vec3 normal_worldspace,
110
+ vec2 uv
111
+ ) {
112
+ vec2 coordinates = water_getCoordinates(position_worldspace, position_objectspace, uv);
113
+ vec2 gradient =
114
+ water_getWaveGradient(
115
+ coordinates,
116
+ waterMaterial.waveADirection,
117
+ waterMaterial.waveASpeed,
118
+ waterMaterial.waveAFrequency,
119
+ waterMaterial.waveAAmplitude
120
+ ) +
121
+ water_getWaveGradient(
122
+ coordinates,
123
+ waterMaterial.waveBDirection,
124
+ waterMaterial.waveBSpeed,
125
+ waterMaterial.waveBFrequency,
126
+ waterMaterial.waveBAmplitude
127
+ );
128
+
129
+ vec3 tangent = water_getTangent(normal_worldspace);
130
+ vec3 bitangent = normalize(cross(normal_worldspace, tangent));
131
+ vec3 perturbation =
132
+ waterMaterial.normalStrength * (gradient.x * tangent + gradient.y * bitangent);
133
+
134
+ return normalize(normal_worldspace + perturbation);
135
+ }
136
+
137
+ vec3 water_getSpecularContribution(
138
+ vec3 light_direction,
139
+ vec3 view_direction,
140
+ vec3 normal_worldspace,
141
+ vec3 light_color,
142
+ float fresnel
143
+ ) {
144
+ vec3 halfway_direction = normalize(light_direction + view_direction);
145
+ float specular =
146
+ pow(max(dot(normal_worldspace, halfway_direction), 0.0), 72.0) *
147
+ waterMaterial.specularIntensity *
148
+ (0.25 + 0.75 * fresnel);
149
+
150
+ return waterMaterial.fresnelColor * light_color * specular;
151
+ }
152
+
153
+ vec4 water_getColorMapped(
154
+ vec3 cameraPosition,
155
+ vec3 position_worldspace,
156
+ vec3 position_objectspace,
157
+ vec3 normal_worldspace,
158
+ vec2 uv
159
+ ) {
160
+ vec3 waterNormal = water_getNormal(
161
+ position_worldspace,
162
+ position_objectspace,
163
+ normalize(normal_worldspace),
164
+ uv
165
+ );
166
+ vec3 viewDirection = normalize(cameraPosition - position_worldspace);
167
+ float fresnel =
168
+ pow(
169
+ 1.0 - max(dot(viewDirection, waterNormal), 0.0),
170
+ max(waterMaterial.fresnelPower, 0.0001)
171
+ );
172
+ vec3 surfaceColor = mix(
173
+ waterMaterial.baseColor,
174
+ waterMaterial.fresnelColor,
175
+ clamp(fresnel * 0.6, 0.0, 1.0)
176
+ );
177
+
178
+ if (lighting.enabled == 0) {
179
+ return vec4(surfaceColor, waterMaterial.opacity);
180
+ }
181
+
182
+ vec3 lightColor = surfaceColor * (0.15 + 0.85 * lighting.ambientColor);
183
+
184
+ for (int i = 0; i < lighting.pointLightCount; i++) {
185
+ PointLight pointLight = lighting_getPointLight(i);
186
+ vec3 lightPosition = pointLight.position;
187
+ vec3 lightDirection = normalize(lightPosition - position_worldspace);
188
+ float attenuation =
189
+ getPointLightAttenuation(pointLight, distance(lightPosition, position_worldspace));
190
+ vec3 incidentLight = pointLight.color / attenuation;
191
+ float diffuse = max(dot(waterNormal, lightDirection), 0.0);
192
+
193
+ lightColor += surfaceColor * incidentLight * diffuse;
194
+ lightColor += water_getSpecularContribution(
195
+ lightDirection,
196
+ viewDirection,
197
+ waterNormal,
198
+ incidentLight,
199
+ fresnel
200
+ );
201
+ }
202
+
203
+ for (int i = 0; i < lighting.spotLightCount; i++) {
204
+ SpotLight spotLight = lighting_getSpotLight(i);
205
+ vec3 lightPosition = spotLight.position;
206
+ vec3 lightDirection = normalize(lightPosition - position_worldspace);
207
+ float attenuation = getSpotLightAttenuation(spotLight, position_worldspace);
208
+ vec3 incidentLight = spotLight.color / attenuation;
209
+ float diffuse = max(dot(waterNormal, lightDirection), 0.0);
210
+
211
+ lightColor += surfaceColor * incidentLight * diffuse;
212
+ lightColor += water_getSpecularContribution(
213
+ lightDirection,
214
+ viewDirection,
215
+ waterNormal,
216
+ incidentLight,
217
+ fresnel
218
+ );
219
+ }
220
+
221
+ for (int i = 0; i < lighting.directionalLightCount; i++) {
222
+ DirectionalLight directionalLight = lighting_getDirectionalLight(i);
223
+ vec3 lightDirection = normalize(-directionalLight.direction);
224
+ float diffuse = max(dot(waterNormal, lightDirection), 0.0);
225
+
226
+ lightColor += surfaceColor * directionalLight.color * diffuse;
227
+ lightColor += water_getSpecularContribution(
228
+ lightDirection,
229
+ viewDirection,
230
+ waterNormal,
231
+ directionalLight.color,
232
+ fresnel
233
+ );
234
+ }
235
+
236
+ lightColor = mix(lightColor, waterMaterial.fresnelColor, clamp(fresnel, 0.0, 1.0) * 0.35);
237
+ return vec4(lightColor, waterMaterial.opacity);
238
+ }
239
+
240
+ vec4 water_getColor(
241
+ vec3 cameraPosition,
242
+ vec3 position_worldspace,
243
+ vec3 normal_worldspace,
244
+ vec2 uv
245
+ ) {
246
+ return water_getColorMapped(
247
+ cameraPosition,
248
+ position_worldspace,
249
+ position_worldspace,
250
+ normal_worldspace,
251
+ uv
252
+ );
253
+ }
254
+ `
255
+ );
256
+ // Annotate the CommonJS export names for ESM import in node:
257
+ 0 && (module.exports = {
258
+ WATER_FS,
259
+ WATER_VS
260
+ });