@luma.gl/shaders 0.0.0-stage → 10.0.0-alpha.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.
Files changed (765) hide show
  1. package/LICENSE +38 -0
  2. package/README.md +25 -2
  3. package/dist/dist.dev.js +21598 -0
  4. package/dist/dist.min.js +13439 -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 +278 -0
  12. package/dist/index.cjs.map +6 -0
  13. package/dist/index.d.ts +108 -0
  14. package/dist/index.d.ts.map +1 -0
  15. package/dist/index.js +74 -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
  175. package/dist/lib/shader-module/shader-pass.js +5 -0
  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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  186. package/dist/lib/shader-transpiler/shader-transpiler.js.map +1 -0
  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
  190. package/dist/lib/shader-transpiler/transpile-glsl-shader.js +69 -0
  191. package/dist/lib/shader-transpiler/transpile-glsl-shader.js.map +1 -0
  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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@@ -0,0 +1,2062 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+ // SPDX-FileCopyrightText: Copyright (c) 2016-2017 Mohamad Moneimne and Contributors
5
+ // Attribution:
6
+ // MIT license, Copyright (c) 2016-2017 Mohamad Moneimne and Contributors
7
+ // This fragment shader defines a reference implementation for Physically Based Shading of
8
+ // a microfacet surface material defined by a glTF model.
9
+ // TODO - better do the checks outside of shader
10
+ export const pbrMaterialUniforms = /* wgsl */ `\
11
+ uniform Projection {
12
+ // Projection
13
+ vec3 u_Camera;
14
+ };
15
+
16
+ uniform pbrMaterialUniforms {
17
+ // Material is unlit
18
+ bool unlit;
19
+
20
+ // Base color map
21
+ bool baseColorMapEnabled;
22
+ vec4 baseColorFactor;
23
+
24
+ bool normalMapEnabled;
25
+ float normalScale; // #ifdef HAS_NORMALMAP
26
+
27
+ bool emissiveMapEnabled;
28
+ bool lightmapMapEnabled;
29
+ vec3 emissiveFactor; // #ifdef HAS_EMISSIVEMAP
30
+
31
+ vec2 metallicRoughnessValues;
32
+ bool metallicRoughnessMapEnabled;
33
+
34
+ bool occlusionMapEnabled;
35
+ float occlusionStrength; // #ifdef HAS_OCCLUSIONMAP
36
+
37
+ bool alphaCutoffEnabled;
38
+ float alphaCutoff; // #ifdef ALPHA_CUTOFF
39
+
40
+ vec3 specularColorFactor;
41
+ float specularIntensityFactor;
42
+ bool specularColorMapEnabled;
43
+ bool specularIntensityMapEnabled;
44
+
45
+ float ior;
46
+
47
+ float transmissionFactor;
48
+ bool transmissionMapEnabled;
49
+
50
+ float thicknessFactor;
51
+ float attenuationDistance;
52
+ vec3 attenuationColor;
53
+
54
+ float clearcoatFactor;
55
+ float clearcoatRoughnessFactor;
56
+ bool clearcoatMapEnabled;
57
+ bool clearcoatRoughnessMapEnabled;
58
+
59
+ vec3 sheenColorFactor;
60
+ float sheenRoughnessFactor;
61
+ bool sheenColorMapEnabled;
62
+ bool sheenRoughnessMapEnabled;
63
+
64
+ float iridescenceFactor;
65
+ float iridescenceIor;
66
+ vec2 iridescenceThicknessRange;
67
+ bool iridescenceMapEnabled;
68
+
69
+ float anisotropyStrength;
70
+ float anisotropyRotation;
71
+ vec2 anisotropyDirection;
72
+ bool anisotropyMapEnabled;
73
+
74
+ float emissiveStrength;
75
+ float lightmapIntensity;
76
+ float dispersion;
77
+
78
+ // IBL
79
+ bool IBLenabled;
80
+ vec2 scaleIBLAmbient; // #ifdef USE_IBL
81
+
82
+ // debugging flags used for shader output of intermediate PBR variables
83
+ // #ifdef PBR_DEBUG
84
+ vec4 scaleDiffBaseMR;
85
+ vec4 scaleFGDSpec;
86
+ // #endif
87
+ };
88
+
89
+ // Samplers
90
+ #ifdef HAS_BASECOLORMAP
91
+ uniform sampler2D u_BaseColorSampler;
92
+ #endif
93
+ #ifdef HAS_NORMALMAP
94
+ uniform sampler2D u_NormalSampler;
95
+ #endif
96
+ #ifdef HAS_EMISSIVEMAP
97
+ uniform sampler2D u_EmissiveSampler;
98
+ #endif
99
+ #ifdef HAS_LIGHTMAP
100
+ uniform sampler2D u_LightmapSampler;
101
+ #endif
102
+ #ifdef HAS_METALROUGHNESSMAP
103
+ uniform sampler2D u_MetallicRoughnessSampler;
104
+ #endif
105
+ #ifdef HAS_OCCLUSIONMAP
106
+ uniform sampler2D u_OcclusionSampler;
107
+ #endif
108
+ #ifdef HAS_SPECULARCOLORMAP
109
+ uniform sampler2D u_SpecularColorSampler;
110
+ #endif
111
+ #ifdef HAS_SPECULARINTENSITYMAP
112
+ uniform sampler2D u_SpecularIntensitySampler;
113
+ #endif
114
+ #ifdef HAS_TRANSMISSIONMAP
115
+ uniform sampler2D u_TransmissionSampler;
116
+ #endif
117
+ #ifdef HAS_THICKNESSMAP
118
+ uniform sampler2D u_ThicknessSampler;
119
+ #endif
120
+ #ifdef HAS_CLEARCOATMAP
121
+ uniform sampler2D u_ClearcoatSampler;
122
+ #endif
123
+ #ifdef HAS_CLEARCOATROUGHNESSMAP
124
+ uniform sampler2D u_ClearcoatRoughnessSampler;
125
+ #endif
126
+ #ifdef HAS_CLEARCOATNORMALMAP
127
+ uniform sampler2D u_ClearcoatNormalSampler;
128
+ #endif
129
+ #ifdef HAS_SHEENCOLORMAP
130
+ uniform sampler2D u_SheenColorSampler;
131
+ #endif
132
+ #ifdef HAS_SHEENROUGHNESSMAP
133
+ uniform sampler2D u_SheenRoughnessSampler;
134
+ #endif
135
+ #ifdef HAS_IRIDESCENCEMAP
136
+ uniform sampler2D u_IridescenceSampler;
137
+ #endif
138
+ #ifdef HAS_IRIDESCENCETHICKNESSMAP
139
+ uniform sampler2D u_IridescenceThicknessSampler;
140
+ #endif
141
+ #ifdef HAS_ANISOTROPYMAP
142
+ uniform sampler2D u_AnisotropySampler;
143
+ #endif
144
+ #ifdef USE_IBL
145
+ uniform samplerCube u_DiffuseEnvSampler;
146
+ uniform samplerCube u_SpecularEnvSampler;
147
+ uniform sampler2D u_brdfLUT;
148
+ #endif
149
+
150
+ `;
151
+ export const source = /* wgsl */ `\
152
+ #ifdef DOUBLE_SIDED
153
+ var<private> pbr_frontFacing: bool = true;
154
+ #endif
155
+ struct PBRFragmentInputs {
156
+ pbr_vPosition: vec3f,
157
+ pbr_vUV0: vec2f,
158
+ pbr_vUV1: vec2f,
159
+ pbr_vTBN: mat3x3f,
160
+ pbr_vNormal: vec3f
161
+ };
162
+
163
+ var<private> fragmentInputs: PBRFragmentInputs;
164
+
165
+ fn pbr_setPositionNormalTangentUV(
166
+ position: vec4f,
167
+ normal: vec4f,
168
+ tangent: vec4f,
169
+ uv0: vec2f,
170
+ uv1: vec2f
171
+ )
172
+ {
173
+ var pos: vec4f = pbrProjection.modelMatrix * position;
174
+ fragmentInputs.pbr_vPosition = pos.xyz / pos.w;
175
+ fragmentInputs.pbr_vNormal = vec3f(0.0, 0.0, 1.0);
176
+ fragmentInputs.pbr_vTBN = mat3x3f(
177
+ vec3f(1.0, 0.0, 0.0),
178
+ vec3f(0.0, 1.0, 0.0),
179
+ vec3f(0.0, 0.0, 1.0)
180
+ );
181
+ fragmentInputs.pbr_vUV0 = vec2f(0.0, 0.0);
182
+ fragmentInputs.pbr_vUV1 = uv1;
183
+
184
+ #ifdef HAS_NORMALS
185
+ let normalW: vec3f = normalize((pbrProjection.normalMatrix * vec4f(normal.xyz, 0.0)).xyz);
186
+ fragmentInputs.pbr_vNormal = normalW;
187
+ #ifdef HAS_TANGENTS
188
+ let tangentW: vec3f = normalize((pbrProjection.modelMatrix * vec4f(tangent.xyz, 0.0)).xyz);
189
+ let bitangentW: vec3f = cross(normalW, tangentW) * tangent.w;
190
+ fragmentInputs.pbr_vTBN = mat3x3f(tangentW, bitangentW, normalW);
191
+ #endif
192
+ #endif
193
+
194
+ #ifdef HAS_UV
195
+ fragmentInputs.pbr_vUV0 = uv0;
196
+ #endif
197
+ }
198
+
199
+ struct pbrMaterialUniforms {
200
+ // Material is unlit
201
+ unlit: u32,
202
+
203
+ // Base color map
204
+ baseColorMapEnabled: u32,
205
+ baseColorFactor: vec4f,
206
+
207
+ normalMapEnabled : u32,
208
+ normalScale: f32, // #ifdef HAS_NORMALMAP
209
+
210
+ emissiveMapEnabled: u32,
211
+ emissiveFactor: vec3f, // #ifdef HAS_EMISSIVEMAP
212
+
213
+ metallicRoughnessValues: vec2f,
214
+ metallicRoughnessMapEnabled: u32,
215
+
216
+ occlusionMapEnabled: i32,
217
+ occlusionStrength: f32, // #ifdef HAS_OCCLUSIONMAP
218
+
219
+ alphaCutoffEnabled: i32,
220
+ alphaCutoff: f32, // #ifdef ALPHA_CUTOFF
221
+
222
+ specularColorFactor: vec3f,
223
+ specularIntensityFactor: f32,
224
+ specularColorMapEnabled: i32,
225
+ specularIntensityMapEnabled: i32,
226
+
227
+ ior: f32,
228
+
229
+ transmissionFactor: f32,
230
+ transmissionMapEnabled: i32,
231
+
232
+ thicknessFactor: f32,
233
+ attenuationDistance: f32,
234
+ attenuationColor: vec3f,
235
+
236
+ clearcoatFactor: f32,
237
+ clearcoatRoughnessFactor: f32,
238
+ clearcoatMapEnabled: i32,
239
+ clearcoatRoughnessMapEnabled: i32,
240
+
241
+ sheenColorFactor: vec3f,
242
+ sheenRoughnessFactor: f32,
243
+ sheenColorMapEnabled: i32,
244
+ sheenRoughnessMapEnabled: i32,
245
+
246
+ iridescenceFactor: f32,
247
+ iridescenceIor: f32,
248
+ iridescenceThicknessRange: vec2f,
249
+ iridescenceMapEnabled: i32,
250
+
251
+ anisotropyStrength: f32,
252
+ anisotropyRotation: f32,
253
+ anisotropyDirection: vec2f,
254
+ anisotropyMapEnabled: i32,
255
+
256
+ emissiveStrength: f32,
257
+ dispersion: f32,
258
+
259
+ // IBL
260
+ IBLenabled: i32,
261
+ scaleIBLAmbient: vec2f, // #ifdef USE_IBL
262
+
263
+ // debugging flags used for shader output of intermediate PBR variables
264
+ // #ifdef PBR_DEBUG
265
+ scaleDiffBaseMR: vec4f,
266
+ scaleFGDSpec: vec4f,
267
+ // #endif
268
+
269
+ baseColorUVSet: i32,
270
+ baseColorUVTransform: mat3x3f,
271
+ metallicRoughnessUVSet: i32,
272
+ metallicRoughnessUVTransform: mat3x3f,
273
+ normalUVSet: i32,
274
+ normalUVTransform: mat3x3f,
275
+ occlusionUVSet: i32,
276
+ occlusionUVTransform: mat3x3f,
277
+ emissiveUVSet: i32,
278
+ emissiveUVTransform: mat3x3f,
279
+ specularColorUVSet: i32,
280
+ specularColorUVTransform: mat3x3f,
281
+ specularIntensityUVSet: i32,
282
+ specularIntensityUVTransform: mat3x3f,
283
+ transmissionUVSet: i32,
284
+ transmissionUVTransform: mat3x3f,
285
+ thicknessUVSet: i32,
286
+ thicknessUVTransform: mat3x3f,
287
+ clearcoatUVSet: i32,
288
+ clearcoatUVTransform: mat3x3f,
289
+ clearcoatRoughnessUVSet: i32,
290
+ clearcoatRoughnessUVTransform: mat3x3f,
291
+ clearcoatNormalUVSet: i32,
292
+ clearcoatNormalUVTransform: mat3x3f,
293
+ sheenColorUVSet: i32,
294
+ sheenColorUVTransform: mat3x3f,
295
+ sheenRoughnessUVSet: i32,
296
+ sheenRoughnessUVTransform: mat3x3f,
297
+ iridescenceUVSet: i32,
298
+ iridescenceUVTransform: mat3x3f,
299
+ iridescenceThicknessUVSet: i32,
300
+ iridescenceThicknessUVTransform: mat3x3f,
301
+ anisotropyUVSet: i32,
302
+ anisotropyUVTransform: mat3x3f,
303
+
304
+ bumpFactor: f32,
305
+ bumpMapEnabled: i32,
306
+ diffuseTransmissionFactor: f32,
307
+ diffuseTransmissionMapEnabled: i32,
308
+ diffuseTransmissionColorFactor: vec3f,
309
+ diffuseTransmissionColorMapEnabled: i32,
310
+ multiscatterColorFactor: vec3f,
311
+ multiscatterColorMapEnabled: i32,
312
+ scatterAnisotropy: f32,
313
+
314
+ bumpUVSet: i32,
315
+ bumpUVTransform: mat3x3f,
316
+ diffuseTransmissionUVSet: i32,
317
+ diffuseTransmissionUVTransform: mat3x3f,
318
+ diffuseTransmissionColorUVSet: i32,
319
+ diffuseTransmissionColorUVTransform: mat3x3f,
320
+ multiscatterColorUVSet: i32,
321
+ multiscatterColorUVTransform: mat3x3f,
322
+ lightmapMapEnabled: u32,
323
+ lightmapIntensity: f32,
324
+ lightmapUVSet: i32,
325
+ lightmapUVTransform: mat3x3f,
326
+ scatterStrengthFactor: f32,
327
+ }
328
+
329
+ @group(3) @binding(auto) var<uniform> pbrMaterial : pbrMaterialUniforms;
330
+
331
+ // Samplers
332
+ #ifdef HAS_BASECOLORMAP
333
+ @group(3) @binding(auto) var pbr_baseColorSampler: texture_2d<f32>;
334
+ @group(3) @binding(auto) var pbr_baseColorSamplerSampler: sampler;
335
+ #endif
336
+ #ifdef HAS_NORMALMAP
337
+ @group(3) @binding(auto) var pbr_normalSampler: texture_2d<f32>;
338
+ @group(3) @binding(auto) var pbr_normalSamplerSampler: sampler;
339
+ #endif
340
+ #ifdef HAS_EMISSIVEMAP
341
+ @group(3) @binding(auto) var pbr_emissiveSampler: texture_2d<f32>;
342
+ @group(3) @binding(auto) var pbr_emissiveSamplerSampler: sampler;
343
+ #endif
344
+ #ifdef HAS_LIGHTMAP
345
+ @group(3) @binding(auto) var pbr_lightmapSampler: texture_2d<f32>;
346
+ @group(3) @binding(auto) var pbr_lightmapSamplerSampler: sampler;
347
+ #endif
348
+ #ifdef HAS_METALROUGHNESSMAP
349
+ @group(3) @binding(auto) var pbr_metallicRoughnessSampler: texture_2d<f32>;
350
+ @group(3) @binding(auto) var pbr_metallicRoughnessSamplerSampler: sampler;
351
+ #endif
352
+ #ifdef HAS_OCCLUSIONMAP
353
+ @group(3) @binding(auto) var pbr_occlusionSampler: texture_2d<f32>;
354
+ @group(3) @binding(auto) var pbr_occlusionSamplerSampler: sampler;
355
+ #endif
356
+ #ifdef HAS_SPECULARCOLORMAP
357
+ @group(3) @binding(auto) var pbr_specularColorSampler: texture_2d<f32>;
358
+ @group(3) @binding(auto) var pbr_specularColorSamplerSampler: sampler;
359
+ #endif
360
+ #ifdef HAS_SPECULARINTENSITYMAP
361
+ @group(3) @binding(auto) var pbr_specularIntensitySampler: texture_2d<f32>;
362
+ @group(3) @binding(auto) var pbr_specularIntensitySamplerSampler: sampler;
363
+ #endif
364
+ #ifdef HAS_TRANSMISSIONMAP
365
+ @group(3) @binding(auto) var pbr_transmissionSampler: texture_2d<f32>;
366
+ @group(3) @binding(auto) var pbr_transmissionSamplerSampler: sampler;
367
+ #endif
368
+ #ifdef HAS_THICKNESSMAP
369
+ @group(3) @binding(auto) var pbr_thicknessSampler: texture_2d<f32>;
370
+ @group(3) @binding(auto) var pbr_thicknessSamplerSampler: sampler;
371
+ #endif
372
+ #ifdef HAS_CLEARCOATMAP
373
+ @group(3) @binding(auto) var pbr_clearcoatSampler: texture_2d<f32>;
374
+ @group(3) @binding(auto) var pbr_clearcoatSamplerSampler: sampler;
375
+ #endif
376
+ #ifdef HAS_CLEARCOATROUGHNESSMAP
377
+ @group(3) @binding(auto) var pbr_clearcoatRoughnessSampler: texture_2d<f32>;
378
+ @group(3) @binding(auto) var pbr_clearcoatRoughnessSamplerSampler: sampler;
379
+ #endif
380
+ #ifdef HAS_CLEARCOATNORMALMAP
381
+ @group(3) @binding(auto) var pbr_clearcoatNormalSampler: texture_2d<f32>;
382
+ @group(3) @binding(auto) var pbr_clearcoatNormalSamplerSampler: sampler;
383
+ #endif
384
+ #ifdef HAS_SHEENCOLORMAP
385
+ @group(3) @binding(auto) var pbr_sheenColorSampler: texture_2d<f32>;
386
+ @group(3) @binding(auto) var pbr_sheenColorSamplerSampler: sampler;
387
+ #endif
388
+ #ifdef HAS_SHEENROUGHNESSMAP
389
+ @group(3) @binding(auto) var pbr_sheenRoughnessSampler: texture_2d<f32>;
390
+ @group(3) @binding(auto) var pbr_sheenRoughnessSamplerSampler: sampler;
391
+ #endif
392
+ #ifdef HAS_IRIDESCENCEMAP
393
+ @group(3) @binding(auto) var pbr_iridescenceSampler: texture_2d<f32>;
394
+ @group(3) @binding(auto) var pbr_iridescenceSamplerSampler: sampler;
395
+ #endif
396
+ #ifdef HAS_IRIDESCENCETHICKNESSMAP
397
+ @group(3) @binding(auto) var pbr_iridescenceThicknessSampler: texture_2d<f32>;
398
+ @group(3) @binding(auto) var pbr_iridescenceThicknessSamplerSampler: sampler;
399
+ #endif
400
+ #ifdef HAS_ANISOTROPYMAP
401
+ @group(3) @binding(auto) var pbr_anisotropySampler: texture_2d<f32>;
402
+ @group(3) @binding(auto) var pbr_anisotropySamplerSampler: sampler;
403
+ #endif
404
+ #ifdef HAS_BUMPMAP
405
+ @group(3) @binding(auto) var pbr_bumpSampler: texture_2d<f32>;
406
+ @group(3) @binding(auto) var pbr_bumpSamplerSampler: sampler;
407
+ #endif
408
+ #ifdef HAS_DIFFUSETRANSMISSIONMAP
409
+ @group(3) @binding(auto) var pbr_diffuseTransmissionSampler: texture_2d<f32>;
410
+ @group(3) @binding(auto) var pbr_diffuseTransmissionSamplerSampler: sampler;
411
+ #endif
412
+ #ifdef HAS_DIFFUSETRANSMISSIONCOLORMAP
413
+ @group(3) @binding(auto) var pbr_diffuseTransmissionColorSampler: texture_2d<f32>;
414
+ @group(3) @binding(auto) var pbr_diffuseTransmissionColorSamplerSampler: sampler;
415
+ #endif
416
+ #ifdef HAS_MULTISCATTERCOLORMAP
417
+ @group(3) @binding(auto) var pbr_multiscatterColorSampler: texture_2d<f32>;
418
+ @group(3) @binding(auto) var pbr_multiscatterColorSamplerSampler: sampler;
419
+ #endif
420
+ // Encapsulate the various inputs used by the various functions in the shading equation
421
+ // We store values in this struct to simplify the integration of alternative implementations
422
+ // of the shading terms, outlined in the Readme.MD Appendix.
423
+ struct PBRInfo {
424
+ NdotL: f32, // cos angle between normal and light direction
425
+ NdotV: f32, // cos angle between normal and view direction
426
+ NdotH: f32, // cos angle between normal and half vector
427
+ LdotH: f32, // cos angle between light direction and half vector
428
+ VdotH: f32, // cos angle between view direction and half vector
429
+ perceptualRoughness: f32, // roughness value, as authored by the model creator (input to shader)
430
+ metalness: f32, // metallic value at the surface
431
+ reflectance0: vec3f, // full reflectance color (normal incidence angle)
432
+ reflectance90: vec3f, // reflectance color at grazing angle
433
+ alphaRoughness: f32, // roughness mapped to a more linear change in the roughness (proposed by [2])
434
+ diffuseColor: vec3f, // color contribution from diffuse lighting
435
+ specularColor: vec3f, // color contribution from specular lighting
436
+ n: vec3f, // normal at surface point
437
+ v: vec3f, // vector from surface point to camera
438
+ l: vec3f, // direction from the surface toward the current light
439
+ h: vec3f // half vector between the current light and camera
440
+ };
441
+
442
+ const M_PI = 3.141592653589793;
443
+ const c_MinRoughness = 0.04;
444
+
445
+ // Widen sub-pixel specular lobes using the screen-space normal footprint.
446
+ // This is geometric specular antialiasing: the normal variance is converted
447
+ // into an additional squared perceptual roughness before evaluating BRDFs.
448
+ fn widenSpecularRoughness(perceptualRoughness: f32, normal: vec3f) -> f32 {
449
+ let normalDerivativeX = dpdx(normal);
450
+ let normalDerivativeY = dpdy(normal);
451
+ let normalVariance =
452
+ dot(normalDerivativeX, normalDerivativeX) +
453
+ dot(normalDerivativeY, normalDerivativeY);
454
+ let kernelRoughnessSquared = min(2.0 * normalVariance, 1.0);
455
+ return clamp(
456
+ sqrt(perceptualRoughness * perceptualRoughness + kernelRoughnessSquared),
457
+ c_MinRoughness,
458
+ 1.0
459
+ );
460
+ }
461
+
462
+ fn SRGBtoLINEAR(srgbIn: vec4f ) -> vec4f
463
+ {
464
+ var linOut: vec3f = srgbIn.xyz;
465
+ #ifdef MANUAL_SRGB
466
+ let bLess: vec3f = step(vec3f(0.04045), srgbIn.xyz);
467
+ linOut = mix(
468
+ srgbIn.xyz / vec3f(12.92),
469
+ pow((srgbIn.xyz + vec3f(0.055)) / vec3f(1.055), vec3f(2.4)),
470
+ bLess
471
+ );
472
+ #ifdef SRGB_FAST_APPROXIMATION
473
+ linOut = pow(srgbIn.xyz, vec3f(2.2));
474
+ #endif
475
+ #endif
476
+ return vec4f(linOut, srgbIn.w);
477
+ }
478
+
479
+ fn getMaterialUV(uvSet: i32, uvTransform: mat3x3f) -> vec2f
480
+ {
481
+ var baseUV = fragmentInputs.pbr_vUV0;
482
+ if (uvSet == 1) {
483
+ baseUV = fragmentInputs.pbr_vUV1;
484
+ }
485
+ return (uvTransform * vec3f(baseUV, 1.0)).xy;
486
+ }
487
+
488
+ // Build the tangent basis from interpolated attributes or screen-space derivatives.
489
+ fn getTBN(uv: vec2f) -> mat3x3f
490
+ {
491
+ let pos_dx: vec3f = dpdx(fragmentInputs.pbr_vPosition);
492
+ let pos_dy: vec3f = dpdy(fragmentInputs.pbr_vPosition);
493
+ let tex_dx: vec3f = dpdx(vec3f(uv, 0.0));
494
+ let tex_dy: vec3f = dpdy(vec3f(uv, 0.0));
495
+ var t: vec3f = (tex_dy.y * pos_dx - tex_dx.y * pos_dy) / (tex_dx.x * tex_dy.y - tex_dy.x * tex_dx.y);
496
+
497
+ var ng: vec3f = cross(pos_dy, pos_dx);
498
+ #ifdef HAS_NORMALS
499
+ ng = normalize(fragmentInputs.pbr_vNormal);
500
+ #endif
501
+ t = normalize(t - ng * dot(ng, t));
502
+ var b: vec3f = normalize(cross(ng, t));
503
+ var tbn: mat3x3f = mat3x3f(t, b, ng);
504
+ #ifdef HAS_TANGENTS
505
+ tbn = fragmentInputs.pbr_vTBN;
506
+ #endif
507
+
508
+ #ifdef DOUBLE_SIDED
509
+ #ifdef HAS_NORMALS
510
+ // Derivative normals already face the viewer; only flip an authored basis.
511
+ if (!pbr_frontFacing) { tbn = mat3x3f(-tbn[0], -tbn[1], -tbn[2]); }
512
+ #endif
513
+ #endif
514
+ return tbn;
515
+ }
516
+
517
+ // Find the normal for this fragment, pulling either from a predefined normal map
518
+ // or from the interpolated mesh normal and tangent attributes.
519
+ fn getMappedNormal(
520
+ normalSampler: texture_2d<f32>,
521
+ normalSamplerBinding: sampler,
522
+ tbn: mat3x3f,
523
+ normalScale: f32,
524
+ uv: vec2f
525
+ ) -> vec3f
526
+ {
527
+ let n = textureSample(normalSampler, normalSamplerBinding, uv).rgb;
528
+ return normalize(tbn * ((2.0 * n - 1.0) * vec3f(normalScale, normalScale, 1.0)));
529
+ }
530
+
531
+ fn getNormal(tbn: mat3x3f, uv: vec2f) -> vec3f
532
+ {
533
+ // The tbn matrix is linearly interpolated, so we need to re-normalize
534
+ var n: vec3f = normalize(tbn[2].xyz);
535
+ #ifdef HAS_NORMALMAP
536
+ n = getMappedNormal(
537
+ pbr_normalSampler,
538
+ pbr_normalSamplerSampler,
539
+ tbn,
540
+ pbrMaterial.normalScale,
541
+ uv
542
+ );
543
+ #endif
544
+
545
+ #ifdef HAS_BUMPMAP
546
+ let bumpUV = getMaterialUV(pbrMaterial.bumpUVSet, pbrMaterial.bumpUVTransform);
547
+ let bumpTexelSize = 1.0 / vec2f(textureDimensions(pbr_bumpSampler, 0));
548
+ let bumpHeight = textureSample(pbr_bumpSampler, pbr_bumpSamplerSampler, bumpUV).r;
549
+ let bumpGradient = vec2f(
550
+ textureSample(
551
+ pbr_bumpSampler,
552
+ pbr_bumpSamplerSampler,
553
+ bumpUV + vec2f(bumpTexelSize.x, 0.0)
554
+ ).r - bumpHeight,
555
+ textureSample(
556
+ pbr_bumpSampler,
557
+ pbr_bumpSamplerSampler,
558
+ bumpUV + vec2f(0.0, bumpTexelSize.y)
559
+ ).r - bumpHeight
560
+ );
561
+ n = normalize(n - pbrMaterial.bumpFactor *
562
+ (tbn[0] * bumpGradient.x + tbn[1] * bumpGradient.y));
563
+ #endif
564
+
565
+ return n;
566
+ }
567
+
568
+ fn getClearcoatNormal(tbn: mat3x3f, baseNormal: vec3f, uv: vec2f) -> vec3f
569
+ {
570
+ #ifdef HAS_CLEARCOATNORMALMAP
571
+ return getMappedNormal(
572
+ pbr_clearcoatNormalSampler,
573
+ pbr_clearcoatNormalSamplerSampler,
574
+ tbn,
575
+ 1.0,
576
+ uv
577
+ );
578
+ #else
579
+ return baseNormal;
580
+ #endif
581
+ }
582
+
583
+ // Calculation of the lighting contribution from an optional Image Based Light source.
584
+ // Precomputed Environment Maps are required uniform inputs and are computed as outlined in [1].
585
+ // See our README.md on Environment Maps [3] for additional discussion.
586
+ #ifdef USE_IBL
587
+ fn getIBLContribution(pbrInfo: PBRInfo, n: vec3f, reflection: vec3f) -> vec3f
588
+ {
589
+ #ifdef USE_SCENE_ENVIRONMENT
590
+ let maximumMipLevel = max(pbrScene.environmentMipCount - 1.0, 0.0);
591
+ let rotationSine = sin(pbrScene.environmentRotation);
592
+ let rotationCosine = cos(pbrScene.environmentRotation);
593
+ let environmentRotation = mat2x2f(
594
+ vec2f(rotationCosine, rotationSine),
595
+ vec2f(-rotationSine, rotationCosine)
596
+ );
597
+ let rotatedNormal = environmentRotation * n.xz;
598
+ let rotatedReflection = environmentRotation * reflection.xz;
599
+ let environmentNormal = vec3f(rotatedNormal.x, n.y, rotatedNormal.y);
600
+ let environmentReflection = vec3f(rotatedReflection.x, reflection.y, rotatedReflection.y);
601
+ #else
602
+ let maximumMipLevel = 9.0;
603
+ let environmentNormal = n;
604
+ let environmentReflection = reflection;
605
+ #endif
606
+ let lod = pbrInfo.perceptualRoughness * maximumMipLevel;
607
+ // retrieve a scale and bias to F0. See [1], Figure 3
608
+ let brdfSample = textureSampleLevel(
609
+ pbr_brdfLUT,
610
+ pbr_brdfLUTSampler,
611
+ vec2f(pbrInfo.NdotV, 1.0 - pbrInfo.perceptualRoughness),
612
+ 0.0
613
+ );
614
+ let diffuseSample = textureSampleLevel(
615
+ pbr_diffuseEnvSampler,
616
+ pbr_diffuseEnvSamplerSampler,
617
+ environmentNormal,
618
+ 0.0
619
+ );
620
+ var specularSample = textureSampleLevel(
621
+ pbr_specularEnvSampler,
622
+ pbr_specularEnvSamplerSampler,
623
+ environmentReflection,
624
+ 0.0
625
+ );
626
+ #ifdef USE_TEX_LOD
627
+ specularSample = textureSampleLevel(
628
+ pbr_specularEnvSampler,
629
+ pbr_specularEnvSamplerSampler,
630
+ environmentReflection,
631
+ lod
632
+ );
633
+ #endif
634
+
635
+ #ifdef USE_SCENE_ENVIRONMENT
636
+ let brdf = brdfSample.rgb;
637
+ let diffuseLight = diffuseSample.rgb;
638
+ let specularLight = specularSample.rgb;
639
+ #else
640
+ let brdf = SRGBtoLINEAR(brdfSample).rgb;
641
+ let diffuseLight = SRGBtoLINEAR(diffuseSample).rgb;
642
+ let specularLight = SRGBtoLINEAR(specularSample).rgb;
643
+ #endif
644
+
645
+ let diffuse = diffuseLight * pbrInfo.diffuseColor * pbrMaterial.scaleIBLAmbient.x;
646
+ let specular =
647
+ specularLight * (pbrInfo.specularColor * brdf.x + brdf.y) * pbrMaterial.scaleIBLAmbient.y;
648
+
649
+ #ifdef USE_SCENE_ENVIRONMENT
650
+ return (diffuse + specular) * max(pbrScene.environmentIntensity, 0.0);
651
+ #else
652
+ return diffuse + specular;
653
+ #endif
654
+ }
655
+ #endif
656
+
657
+ // Basic Lambertian diffuse
658
+ // Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog
659
+ // See also [1], Equation 1
660
+ fn diffuse(pbrInfo: PBRInfo) -> vec3<f32> {
661
+ return pbrInfo.diffuseColor / M_PI;
662
+ }
663
+
664
+ // The following equation models the Fresnel reflectance term of the spec equation (aka F())
665
+ // Implementation of fresnel from [4], Equation 15
666
+ fn specularReflection(pbrInfo: PBRInfo) -> vec3<f32> {
667
+ return pbrInfo.reflectance0 +
668
+ (pbrInfo.reflectance90 - pbrInfo.reflectance0) *
669
+ pow(clamp(1.0 - pbrInfo.VdotH, 0.0, 1.0), 5.0);
670
+ }
671
+
672
+ // This calculates the specular geometric attenuation (aka G()),
673
+ // where rougher material will reflect less light back to the viewer.
674
+ // This implementation is based on [1] Equation 4, and we adopt their modifications to
675
+ // alphaRoughness as input as originally proposed in [2].
676
+ fn geometricOcclusion(pbrInfo: PBRInfo) -> f32 {
677
+ let NdotL: f32 = pbrInfo.NdotL;
678
+ let NdotV: f32 = pbrInfo.NdotV;
679
+ let r: f32 = pbrInfo.alphaRoughness;
680
+
681
+ let attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
682
+ let attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
683
+ return attenuationL * attenuationV;
684
+ }
685
+
686
+ // The following equation(s) model the distribution of microfacet normals across
687
+ // the area being drawn (aka D())
688
+ // Implementation from "Average Irregularity Representation of a Roughened Surface
689
+ // for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz
690
+ // Follows the distribution function recommended in the SIGGRAPH 2013 course notes
691
+ // from EPIC Games [1], Equation 3.
692
+ fn microfacetDistribution(pbrInfo: PBRInfo) -> f32 {
693
+ let roughnessSq = pbrInfo.alphaRoughness * pbrInfo.alphaRoughness;
694
+ let f = (pbrInfo.NdotH * roughnessSq - pbrInfo.NdotH) * pbrInfo.NdotH + 1.0;
695
+ return roughnessSq / (M_PI * f * f);
696
+ }
697
+
698
+ fn maxComponent(value: vec3f) -> f32 {
699
+ return max(max(value.r, value.g), value.b);
700
+ }
701
+
702
+ fn getDielectricF0(ior: f32) -> f32 {
703
+ let clampedIor = max(ior, 1.0);
704
+ let ratio = (clampedIor - 1.0) / (clampedIor + 1.0);
705
+ return ratio * ratio;
706
+ }
707
+
708
+ fn normalizeDirection(direction: vec2f) -> vec2f {
709
+ let directionLength = length(direction);
710
+ if (directionLength > 0.0001) {
711
+ return direction / directionLength;
712
+ }
713
+
714
+ return vec2f(1.0, 0.0);
715
+ }
716
+
717
+ fn rotateDirection(direction: vec2f, rotation: f32) -> vec2f {
718
+ let s = sin(rotation);
719
+ let c = cos(rotation);
720
+ return vec2f(direction.x * c - direction.y * s, direction.x * s + direction.y * c);
721
+ }
722
+
723
+ fn encodeLinearSRGB(linearColor: vec3f) -> vec3f {
724
+ let positiveColor = max(linearColor, vec3f(0.0));
725
+ return select(
726
+ positiveColor * 12.92,
727
+ 1.055 * pow(positiveColor, vec3f(1.0 / 2.4)) - 0.055,
728
+ positiveColor > vec3f(0.0031308)
729
+ );
730
+ }
731
+
732
+ fn toneMapKhronosPBRNeutral(inputColor: vec3f) -> vec3f {
733
+ let startCompression = 0.76;
734
+ let darkestChannel = min(inputColor.r, min(inputColor.g, inputColor.b));
735
+ let offset = select(
736
+ 0.04,
737
+ darkestChannel - 6.25 * darkestChannel * darkestChannel,
738
+ darkestChannel < 0.08
739
+ );
740
+ var color = inputColor - vec3f(offset);
741
+ let peak = maxComponent(color);
742
+ if (peak < startCompression) {
743
+ return color;
744
+ }
745
+
746
+ let compressionRange = 1.0 - startCompression;
747
+ let compressedPeak = 1.0 - compressionRange * compressionRange /
748
+ (peak + compressionRange - startCompression);
749
+ color *= compressedPeak / max(peak, 0.0001);
750
+ let desaturation = 1.0 - 1.0 / (0.15 * (peak - compressedPeak) + 1.0);
751
+ return mix(color, vec3f(compressedPeak), desaturation);
752
+ }
753
+
754
+ fn applySceneColorManagement(sceneColor: vec3f) -> vec3f {
755
+ #ifdef USE_SCENE_COLOR_MANAGEMENT
756
+ var color = max(sceneColor, vec3f(0.0)) * max(pbrScene.exposure, 0.0);
757
+ if (pbrScene.toneMapMode == 1) {
758
+ color /= vec3f(1.0) + color;
759
+ } else if (pbrScene.toneMapMode == 2) {
760
+ color = toneMapKhronosPBRNeutral(color);
761
+ } else if (pbrScene.toneMapMode == 3) {
762
+ color = clamp(
763
+ (color * (2.51 * color + 0.03)) / (color * (2.43 * color + 0.59) + 0.14),
764
+ vec3f(0.0),
765
+ vec3f(1.0)
766
+ );
767
+ }
768
+ if (pbrScene.outputEncoding == 0) {
769
+ return color;
770
+ }
771
+ return encodeLinearSRGB(color);
772
+ #else
773
+ return pow(max(sceneColor, vec3f(0.0)), vec3f(1.0 / 2.2));
774
+ #endif
775
+ }
776
+
777
+ fn dielectricSchlick(reflectance: f32, cosine: f32) -> f32 {
778
+ return reflectance + (1.0 - reflectance) * pow(clamp(1.0 - cosine, 0.0, 1.0), 5.0);
779
+ }
780
+
781
+ fn evaluateIridescenceSensitivity(opticalPathDifference: f32, phaseShift: vec3f) -> vec3f {
782
+ let phase = 2.0 * M_PI * opticalPathDifference * 1.0e-9;
783
+ let sensitivity = vec3f(5.4856e-13, 4.4201e-13, 5.2481e-13);
784
+ let position = vec3f(1.6810e6, 1.7953e6, 2.2084e6);
785
+ let variance = vec3f(4.3278e9, 9.3046e9, 6.6121e9);
786
+ var xyz = sensitivity * sqrt(2.0 * M_PI * variance) *
787
+ cos(position * phase + phaseShift) * exp(-phase * phase * variance);
788
+ xyz.x += 9.7470e-14 * sqrt(2.0 * M_PI * 4.5282e9) *
789
+ cos(2.2399e6 * phase + phaseShift.x) * exp(-4.5282e9 * phase * phase);
790
+ xyz /= 1.0685e-7;
791
+ return mat3x3f(
792
+ vec3f(3.2404542, -0.9692660, 0.0556434),
793
+ vec3f(-1.5371385, 1.8760108, -0.2040259),
794
+ vec3f(-0.4985314, 0.0415560, 1.0572252)
795
+ ) * xyz;
796
+ }
797
+
798
+ fn getIridescenceTint(
799
+ iridescence: f32,
800
+ thickness: f32,
801
+ NdotV: f32,
802
+ baseReflectance: vec3f
803
+ ) -> vec3f {
804
+ if (iridescence <= 0.0 || thickness <= 0.0) {
805
+ return baseReflectance;
806
+ }
807
+
808
+ let filmIor = max(pbrMaterial.iridescenceIor, 1.0);
809
+ let sineSquared = (1.0 - NdotV * NdotV) / (filmIor * filmIor);
810
+ let cosineSquared = 1.0 - sineSquared;
811
+ if (cosineSquared <= 0.0) {
812
+ return mix(baseReflectance, vec3f(1.0), iridescence);
813
+ }
814
+ let filmCosine = sqrt(cosineSquared);
815
+ let firstInterfaceReflectance = dielectricSchlick(getDielectricF0(filmIor), NdotV);
816
+ let transmittedEnergy = 1.0 - firstInterfaceReflectance;
817
+ let squareRootReflectance = sqrt(clamp(baseReflectance, vec3f(0.0), vec3f(0.9999)));
818
+ let baseIor = (vec3f(1.0) + squareRootReflectance) /
819
+ (vec3f(1.0) - squareRootReflectance);
820
+ var secondInterfaceF0 = (baseIor - vec3f(filmIor)) / (baseIor + vec3f(filmIor));
821
+ secondInterfaceF0 *= secondInterfaceF0;
822
+ let secondInterfaceReflectance = secondInterfaceF0 +
823
+ (vec3f(1.0) - secondInterfaceF0) * pow(1.0 - filmCosine, 5.0);
824
+ let phaseShift = vec3f(M_PI) + select(
825
+ vec3f(0.0),
826
+ vec3f(M_PI),
827
+ baseIor < vec3f(filmIor)
828
+ );
829
+ let opticalPathDifference = 2.0 * filmIor * thickness * filmCosine;
830
+ let combinedReflectance = clamp(
831
+ firstInterfaceReflectance * secondInterfaceReflectance,
832
+ vec3f(0.00001),
833
+ vec3f(0.9999)
834
+ );
835
+ let recurringAmplitude = sqrt(combinedReflectance);
836
+ let interfaceResponse = transmittedEnergy * transmittedEnergy * secondInterfaceReflectance /
837
+ (vec3f(1.0) - combinedReflectance);
838
+ var reflectedSpectrum = vec3f(firstInterfaceReflectance) + interfaceResponse;
839
+ var harmonicAmplitude = interfaceResponse - vec3f(transmittedEnergy);
840
+ for (var harmonic = 1; harmonic <= 2; harmonic++) {
841
+ harmonicAmplitude *= recurringAmplitude;
842
+ reflectedSpectrum += harmonicAmplitude * 2.0 * evaluateIridescenceSensitivity(
843
+ f32(harmonic) * opticalPathDifference,
844
+ f32(harmonic) * phaseShift
845
+ );
846
+ }
847
+ return mix(baseReflectance, clamp(reflectedSpectrum, vec3f(0.0), vec3f(1.0)), iridescence);
848
+ }
849
+
850
+ fn getVolumeAttenuation(thickness: f32) -> vec3f {
851
+ if (thickness <= 0.0) {
852
+ return vec3f(1.0);
853
+ }
854
+
855
+ let attenuationCoefficient =
856
+ -log(max(pbrMaterial.attenuationColor, vec3f(0.0001))) /
857
+ max(pbrMaterial.attenuationDistance, 0.0001);
858
+ return exp(-attenuationCoefficient * thickness);
859
+ }
860
+
861
+ // KHR_materials_volume_scatter is an active draft. This evaluates a local,
862
+ // thickness-aware single-scattering approximation rather than random walk.
863
+ fn getDiffuseTransmissionAttenuation(
864
+ pbrInfo: PBRInfo,
865
+ multiscatterColor: vec3f,
866
+ thickness: f32
867
+ ) -> vec3f {
868
+ let volumeAttenuation = getVolumeAttenuation(thickness);
869
+ let scatteringStrength = maxComponent(multiscatterColor);
870
+ if (thickness <= 0.0 || scatteringStrength <= 0.0001) {
871
+ return volumeAttenuation;
872
+ }
873
+
874
+ let anisotropy = clamp(pbrMaterial.scatterAnisotropy, -0.95, 0.95);
875
+ let scatteringCosine = clamp(dot(-pbrInfo.v, pbrInfo.l), -1.0, 1.0);
876
+ let phaseDenominator = max(
877
+ 1.0 + anisotropy * anisotropy - 2.0 * anisotropy * scatteringCosine,
878
+ 0.0001
879
+ );
880
+ let phaseWeight = clamp(
881
+ (1.0 - anisotropy * anisotropy) / pow(phaseDenominator, 1.5),
882
+ 0.0,
883
+ 4.0
884
+ );
885
+ let scatteringDepth = thickness / max(pbrMaterial.attenuationDistance, 0.0001);
886
+ let scatteringProbability = 1.0 - exp(-scatteringDepth);
887
+ let scatteringColor = clamp(multiscatterColor, vec3f(0.0), vec3f(1.0));
888
+ return mix(
889
+ volumeAttenuation,
890
+ volumeAttenuation * mix(vec3f(1.0), scatteringColor * phaseWeight, scatteringColor),
891
+ scatteringProbability
892
+ );
893
+ }
894
+
895
+ fn calculateDiffuseTransmissionLight(
896
+ pbrInfo: PBRInfo,
897
+ lightColor: vec3f,
898
+ diffuseTransmissionColor: vec3f,
899
+ diffuseTransmission: f32,
900
+ multiscatterColor: vec3f,
901
+ thickness: f32
902
+ ) -> vec3f {
903
+ let oppositeHemisphere = max(dot(-pbrInfo.n, pbrInfo.l), 0.0);
904
+ if (oppositeHemisphere <= 0.0 || diffuseTransmission <= 0.0) {
905
+ return vec3f(0.0);
906
+ }
907
+
908
+ let nonReflectedEnergy = vec3f(1.0) - clamp(pbrInfo.reflectance0, vec3f(0.0), vec3f(1.0));
909
+ let attenuatedColor = getDiffuseTransmissionAttenuation(
910
+ pbrInfo,
911
+ multiscatterColor,
912
+ thickness
913
+ );
914
+ return lightColor * diffuseTransmissionColor * nonReflectedEnergy *
915
+ attenuatedColor * (diffuseTransmission * oppositeHemisphere / M_PI);
916
+ }
917
+
918
+ #ifdef USE_IBL
919
+ fn calculateDiffuseTransmissionIBL(
920
+ pbrInfo: PBRInfo,
921
+ diffuseTransmissionColor: vec3f,
922
+ diffuseTransmission: f32,
923
+ multiscatterColor: vec3f,
924
+ thickness: f32
925
+ ) -> vec3f {
926
+ if (diffuseTransmission <= 0.0) {
927
+ return vec3f(0.0);
928
+ }
929
+
930
+ #ifdef USE_SCENE_ENVIRONMENT
931
+ let rotationSine = sin(pbrScene.environmentRotation);
932
+ let rotationCosine = cos(pbrScene.environmentRotation);
933
+ let environmentRotation = mat2x2f(
934
+ vec2f(rotationCosine, rotationSine),
935
+ vec2f(-rotationSine, rotationCosine)
936
+ );
937
+ let rotatedNormal = environmentRotation * -pbrInfo.n.xz;
938
+ let oppositeNormal = vec3f(rotatedNormal.x, -pbrInfo.n.y, rotatedNormal.y);
939
+ let environmentColor = textureSampleLevel(
940
+ pbr_diffuseEnvSampler,
941
+ pbr_diffuseEnvSamplerSampler,
942
+ oppositeNormal,
943
+ 0.0
944
+ ).rgb * max(pbrScene.environmentIntensity, 0.0);
945
+ #else
946
+ let environmentColor = SRGBtoLINEAR(
947
+ textureSampleLevel(pbr_diffuseEnvSampler, pbr_diffuseEnvSamplerSampler, -pbrInfo.n, 0.0)
948
+ ).rgb;
949
+ #endif
950
+ let nonReflectedEnergy = vec3f(1.0) - clamp(pbrInfo.reflectance0, vec3f(0.0), vec3f(1.0));
951
+ return environmentColor * diffuseTransmissionColor * nonReflectedEnergy *
952
+ getDiffuseTransmissionAttenuation(pbrInfo, multiscatterColor, thickness) *
953
+ diffuseTransmission * pbrMaterial.scaleIBLAmbient.x;
954
+ }
955
+ #endif
956
+
957
+ #ifdef USE_TRANSMISSION_FRAMEBUFFER
958
+ fn sampleTransmittedSceneColor(
959
+ position: vec3f,
960
+ normal: vec3f,
961
+ viewDirection: vec3f,
962
+ thickness: f32,
963
+ perceptualRoughness: f32,
964
+ indexOfRefraction: f32
965
+ ) -> vec3f {
966
+ let refractionDirection = refract(
967
+ -viewDirection,
968
+ normal,
969
+ 1.0 / max(indexOfRefraction, 1.0)
970
+ );
971
+ let refractedPosition = position + refractionDirection * thickness;
972
+ let clipPosition = pbrScene.projectionMatrix *
973
+ pbrScene.viewMatrix * vec4f(refractedPosition, 1.0);
974
+ var textureCoordinate = clipPosition.xy / max(clipPosition.w, 0.0001) * 0.5 + 0.5;
975
+ textureCoordinate.y = 1.0 - textureCoordinate.y;
976
+ textureCoordinate = clamp(textureCoordinate, vec2f(0.001), vec2f(0.999));
977
+
978
+ let blurRadius = perceptualRoughness * perceptualRoughness * 8.0 /
979
+ max(pbrScene.framebufferSize, vec2f(1.0));
980
+ var sceneColor = textureSampleLevel(
981
+ pbr_transmissionFramebufferSampler,
982
+ pbr_transmissionFramebufferSamplerSampler,
983
+ textureCoordinate,
984
+ 0.0
985
+ ).rgb * 0.4;
986
+ sceneColor += textureSampleLevel(
987
+ pbr_transmissionFramebufferSampler,
988
+ pbr_transmissionFramebufferSamplerSampler,
989
+ textureCoordinate + vec2f(blurRadius.x, 0.0),
990
+ 0.0
991
+ ).rgb * 0.15;
992
+ sceneColor += textureSampleLevel(
993
+ pbr_transmissionFramebufferSampler,
994
+ pbr_transmissionFramebufferSamplerSampler,
995
+ textureCoordinate - vec2f(blurRadius.x, 0.0),
996
+ 0.0
997
+ ).rgb * 0.15;
998
+ sceneColor += textureSampleLevel(
999
+ pbr_transmissionFramebufferSampler,
1000
+ pbr_transmissionFramebufferSamplerSampler,
1001
+ textureCoordinate + vec2f(0.0, blurRadius.y),
1002
+ 0.0
1003
+ ).rgb * 0.15;
1004
+ sceneColor += textureSampleLevel(
1005
+ pbr_transmissionFramebufferSampler,
1006
+ pbr_transmissionFramebufferSamplerSampler,
1007
+ textureCoordinate - vec2f(0.0, blurRadius.y),
1008
+ 0.0
1009
+ ).rgb * 0.15;
1010
+ return max(sceneColor, vec3f(0.0));
1011
+ }
1012
+
1013
+ fn getTransmittedSceneColor(
1014
+ position: vec3f,
1015
+ normal: vec3f,
1016
+ viewDirection: vec3f,
1017
+ thickness: f32,
1018
+ perceptualRoughness: f32
1019
+ ) -> vec3f {
1020
+ if (pbrMaterial.dispersion <= 0.0) {
1021
+ return sampleTransmittedSceneColor(
1022
+ position,
1023
+ normal,
1024
+ viewDirection,
1025
+ thickness,
1026
+ perceptualRoughness,
1027
+ pbrMaterial.ior
1028
+ );
1029
+ }
1030
+
1031
+ let halfSpread = (max(pbrMaterial.ior, 1.0) - 1.0) * 0.025 * pbrMaterial.dispersion;
1032
+ let indicesOfRefraction = max(
1033
+ vec3f(pbrMaterial.ior - halfSpread, pbrMaterial.ior, pbrMaterial.ior + halfSpread),
1034
+ vec3f(1.0)
1035
+ );
1036
+ return vec3f(
1037
+ sampleTransmittedSceneColor(
1038
+ position, normal, viewDirection, thickness, perceptualRoughness, indicesOfRefraction.r
1039
+ ).r,
1040
+ sampleTransmittedSceneColor(
1041
+ position, normal, viewDirection, thickness, perceptualRoughness, indicesOfRefraction.g
1042
+ ).g,
1043
+ sampleTransmittedSceneColor(
1044
+ position, normal, viewDirection, thickness, perceptualRoughness, indicesOfRefraction.b
1045
+ ).b
1046
+ );
1047
+ }
1048
+ #endif
1049
+
1050
+ fn createClearcoatPBRInfo(
1051
+ basePBRInfo: PBRInfo,
1052
+ clearcoatNormal: vec3f,
1053
+ clearcoatRoughness: f32
1054
+ ) -> PBRInfo {
1055
+ let perceptualRoughness = clamp(clearcoatRoughness, c_MinRoughness, 1.0);
1056
+ let alphaRoughness = perceptualRoughness * perceptualRoughness;
1057
+ let NdotV = clamp(abs(dot(clearcoatNormal, basePBRInfo.v)), 0.001, 1.0);
1058
+
1059
+ return PBRInfo(
1060
+ basePBRInfo.NdotL,
1061
+ NdotV,
1062
+ basePBRInfo.NdotH,
1063
+ basePBRInfo.LdotH,
1064
+ basePBRInfo.VdotH,
1065
+ perceptualRoughness,
1066
+ 0.0,
1067
+ vec3f(0.04),
1068
+ vec3f(1.0),
1069
+ alphaRoughness,
1070
+ vec3f(0.0),
1071
+ vec3f(0.04),
1072
+ clearcoatNormal,
1073
+ basePBRInfo.v,
1074
+ basePBRInfo.l,
1075
+ basePBRInfo.h
1076
+ );
1077
+ }
1078
+
1079
+ fn calculateClearcoatContribution(
1080
+ pbrInfo: PBRInfo,
1081
+ lightColor: vec3f,
1082
+ clearcoatNormal: vec3f,
1083
+ clearcoatFactor: f32,
1084
+ clearcoatRoughness: f32
1085
+ ) -> vec3f {
1086
+ if (clearcoatFactor <= 0.0) {
1087
+ return vec3f(0.0);
1088
+ }
1089
+
1090
+ let clearcoatPBRInfo = createClearcoatPBRInfo(pbrInfo, clearcoatNormal, clearcoatRoughness);
1091
+ return calculateFinalColor(clearcoatPBRInfo, lightColor) * clearcoatFactor;
1092
+ }
1093
+
1094
+ #ifdef USE_IBL
1095
+ fn calculateClearcoatIBLContribution(
1096
+ pbrInfo: PBRInfo,
1097
+ clearcoatNormal: vec3f,
1098
+ reflection: vec3f,
1099
+ clearcoatFactor: f32,
1100
+ clearcoatRoughness: f32
1101
+ ) -> vec3f {
1102
+ if (clearcoatFactor <= 0.0) {
1103
+ return vec3f(0.0);
1104
+ }
1105
+
1106
+ let clearcoatPBRInfo = createClearcoatPBRInfo(pbrInfo, clearcoatNormal, clearcoatRoughness);
1107
+ return getIBLContribution(clearcoatPBRInfo, clearcoatNormal, reflection) * clearcoatFactor;
1108
+ }
1109
+ #endif
1110
+
1111
+ fn calculateSheenContribution(
1112
+ pbrInfo: PBRInfo,
1113
+ lightColor: vec3f,
1114
+ sheenColor: vec3f,
1115
+ sheenRoughness: f32
1116
+ ) -> vec3f {
1117
+ if (maxComponent(sheenColor) <= 0.0) {
1118
+ return vec3f(0.0);
1119
+ }
1120
+
1121
+ let alpha = max(sheenRoughness * sheenRoughness, 0.0001);
1122
+ let inverseAlpha = 1.0 / alpha;
1123
+ let sineSquared = max(1.0 - pbrInfo.NdotH * pbrInfo.NdotH, 0.0);
1124
+ let distribution = (2.0 + inverseAlpha) * pow(sineSquared, inverseAlpha * 0.5) /
1125
+ (2.0 * M_PI);
1126
+ let visibility = 1.0 / max(
1127
+ 4.0 * (pbrInfo.NdotL + pbrInfo.NdotV - pbrInfo.NdotL * pbrInfo.NdotV),
1128
+ 0.0001
1129
+ );
1130
+ return pbrInfo.NdotL * lightColor * sheenColor * distribution * visibility *
1131
+ (1.0 - pbrInfo.metalness);
1132
+ }
1133
+
1134
+ fn calculateAnisotropicLightColor(
1135
+ pbrInfo: PBRInfo,
1136
+ lightColor: vec3f,
1137
+ anisotropyTangent: vec3f,
1138
+ anisotropyStrength: f32
1139
+ ) -> vec3f {
1140
+ if (anisotropyStrength <= 0.0) {
1141
+ return calculateFinalColor(pbrInfo, lightColor);
1142
+ }
1143
+
1144
+ let anisotropyBitangent = normalize(cross(pbrInfo.n, anisotropyTangent));
1145
+ let tangentRoughness = mix(
1146
+ pbrInfo.alphaRoughness,
1147
+ 1.0,
1148
+ anisotropyStrength * anisotropyStrength
1149
+ );
1150
+ let bitangentRoughness = clamp(pbrInfo.alphaRoughness, 0.001, 1.0);
1151
+ let roughnessProduct = tangentRoughness * bitangentRoughness;
1152
+ let distributionVector = vec3f(
1153
+ bitangentRoughness * dot(anisotropyTangent, pbrInfo.h),
1154
+ tangentRoughness * dot(anisotropyBitangent, pbrInfo.h),
1155
+ roughnessProduct * pbrInfo.NdotH
1156
+ );
1157
+ let distributionFactor = roughnessProduct /
1158
+ max(dot(distributionVector, distributionVector), 0.000001);
1159
+ let distribution = roughnessProduct * distributionFactor * distributionFactor / M_PI;
1160
+ let viewMask = pbrInfo.NdotL * length(vec3f(
1161
+ tangentRoughness * dot(anisotropyTangent, pbrInfo.v),
1162
+ bitangentRoughness * dot(anisotropyBitangent, pbrInfo.v),
1163
+ pbrInfo.NdotV
1164
+ ));
1165
+ let lightMask = pbrInfo.NdotV * length(vec3f(
1166
+ tangentRoughness * dot(anisotropyTangent, pbrInfo.l),
1167
+ bitangentRoughness * dot(anisotropyBitangent, pbrInfo.l),
1168
+ pbrInfo.NdotL
1169
+ ));
1170
+ let visibility = clamp(0.5 / max(viewMask + lightMask, 0.000001), 0.0, 1.0);
1171
+ let fresnel = specularReflection(pbrInfo);
1172
+ let diffuseContribution = (vec3f(1.0) - fresnel) * diffuse(pbrInfo);
1173
+ return pbrInfo.NdotL * lightColor *
1174
+ (diffuseContribution + fresnel * distribution * visibility);
1175
+ }
1176
+
1177
+ fn getAnisotropicReflection(
1178
+ pbrInfo: PBRInfo,
1179
+ anisotropyTangent: vec3f,
1180
+ anisotropyStrength: f32
1181
+ ) -> vec3f {
1182
+ if (anisotropyStrength <= 0.0) {
1183
+ return -normalize(reflect(pbrInfo.v, pbrInfo.n));
1184
+ }
1185
+ let anisotropyBitangent = normalize(cross(pbrInfo.n, anisotropyTangent));
1186
+ var anisotropicNormal = normalize(cross(anisotropyBitangent, pbrInfo.v));
1187
+ anisotropicNormal = normalize(cross(anisotropicNormal, anisotropyBitangent));
1188
+ let bend = anisotropyStrength * (1.0 - pbrInfo.perceptualRoughness);
1189
+ return -normalize(reflect(pbrInfo.v, normalize(mix(pbrInfo.n, anisotropicNormal, bend))));
1190
+ }
1191
+
1192
+ fn calculateMaterialLightColor(
1193
+ pbrInfo: PBRInfo,
1194
+ lightColor: vec3f,
1195
+ clearcoatNormal: vec3f,
1196
+ clearcoatFactor: f32,
1197
+ clearcoatRoughness: f32,
1198
+ sheenColor: vec3f,
1199
+ sheenRoughness: f32,
1200
+ anisotropyTangent: vec3f,
1201
+ anisotropyStrength: f32
1202
+ ) -> vec3f {
1203
+ var color = calculateAnisotropicLightColor(
1204
+ pbrInfo,
1205
+ lightColor,
1206
+ anisotropyTangent,
1207
+ anisotropyStrength
1208
+ );
1209
+ color += calculateClearcoatContribution(
1210
+ pbrInfo,
1211
+ lightColor,
1212
+ clearcoatNormal,
1213
+ clearcoatFactor,
1214
+ clearcoatRoughness
1215
+ );
1216
+ color += calculateSheenContribution(pbrInfo, lightColor, sheenColor, sheenRoughness);
1217
+ return color;
1218
+ }
1219
+
1220
+ fn PBRInfo_setAmbientLight(pbrInfo: ptr<function, PBRInfo>) {
1221
+ (*pbrInfo).NdotL = 1.0;
1222
+ (*pbrInfo).NdotH = 0.0;
1223
+ (*pbrInfo).LdotH = 0.0;
1224
+ (*pbrInfo).VdotH = 1.0;
1225
+ (*pbrInfo).l = (*pbrInfo).n;
1226
+ (*pbrInfo).h = (*pbrInfo).n;
1227
+ }
1228
+
1229
+ fn PBRInfo_setDirectionalLight(pbrInfo: ptr<function, PBRInfo>, lightDirection: vec3<f32>) {
1230
+ let n = (*pbrInfo).n;
1231
+ let v = (*pbrInfo).v;
1232
+ let l = normalize(lightDirection); // Vector from surface point to light
1233
+ let h = normalize(l + v); // Half vector between both l and v
1234
+
1235
+ (*pbrInfo).NdotL = clamp(dot(n, l), 0.001, 1.0);
1236
+ (*pbrInfo).NdotH = clamp(dot(n, h), 0.0, 1.0);
1237
+ (*pbrInfo).LdotH = clamp(dot(l, h), 0.0, 1.0);
1238
+ (*pbrInfo).VdotH = clamp(dot(v, h), 0.0, 1.0);
1239
+ (*pbrInfo).l = l;
1240
+ (*pbrInfo).h = h;
1241
+ }
1242
+
1243
+ fn PBRInfo_setPointLight(pbrInfo: ptr<function, PBRInfo>, pointLight: PointLight) {
1244
+ let light_direction = normalize(pointLight.position - fragmentInputs.pbr_vPosition);
1245
+ PBRInfo_setDirectionalLight(pbrInfo, light_direction);
1246
+ }
1247
+
1248
+ fn PBRInfo_setSpotLight(pbrInfo: ptr<function, PBRInfo>, spotLight: SpotLight) {
1249
+ let light_direction = normalize(spotLight.position - fragmentInputs.pbr_vPosition);
1250
+ PBRInfo_setDirectionalLight(pbrInfo, light_direction);
1251
+ }
1252
+
1253
+ fn calculateFinalColor(pbrInfo: PBRInfo, lightColor: vec3<f32>) -> vec3<f32> {
1254
+ // Calculate the shading terms for the microfacet specular shading model
1255
+ let F = specularReflection(pbrInfo);
1256
+ let G = geometricOcclusion(pbrInfo);
1257
+ let D = microfacetDistribution(pbrInfo);
1258
+
1259
+ // Calculation of analytical lighting contribution
1260
+ let diffuseContrib = (1.0 - F) * diffuse(pbrInfo);
1261
+ let specContrib = F * G * D / (4.0 * pbrInfo.NdotL * pbrInfo.NdotV);
1262
+ // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
1263
+ return pbrInfo.NdotL * lightColor * (diffuseContrib + specContrib);
1264
+ }
1265
+
1266
+ // Visibility for the first four spotlights; environment and other lights are unaffected.
1267
+ var<private> pbr_ambientVisibility: f32 = 1.0;
1268
+
1269
+ fn pbr_filterColorWithShadows(vertexColor: vec4<f32>, directionalVisibility: f32, pointVisibility: vec4f, spotVisibility: vec4f) -> vec4<f32> {
1270
+ let baseColorUV = getMaterialUV(pbrMaterial.baseColorUVSet, pbrMaterial.baseColorUVTransform);
1271
+ let metallicRoughnessUV = getMaterialUV(
1272
+ pbrMaterial.metallicRoughnessUVSet,
1273
+ pbrMaterial.metallicRoughnessUVTransform
1274
+ );
1275
+ let normalUV = getMaterialUV(pbrMaterial.normalUVSet, pbrMaterial.normalUVTransform);
1276
+ let occlusionUV = getMaterialUV(pbrMaterial.occlusionUVSet, pbrMaterial.occlusionUVTransform);
1277
+ let emissiveUV = getMaterialUV(pbrMaterial.emissiveUVSet, pbrMaterial.emissiveUVTransform);
1278
+ let lightmapUV = getMaterialUV(pbrMaterial.lightmapUVSet, pbrMaterial.lightmapUVTransform);
1279
+ let specularColorUV = getMaterialUV(
1280
+ pbrMaterial.specularColorUVSet,
1281
+ pbrMaterial.specularColorUVTransform
1282
+ );
1283
+ let specularIntensityUV = getMaterialUV(
1284
+ pbrMaterial.specularIntensityUVSet,
1285
+ pbrMaterial.specularIntensityUVTransform
1286
+ );
1287
+ let transmissionUV = getMaterialUV(
1288
+ pbrMaterial.transmissionUVSet,
1289
+ pbrMaterial.transmissionUVTransform
1290
+ );
1291
+ let thicknessUV = getMaterialUV(pbrMaterial.thicknessUVSet, pbrMaterial.thicknessUVTransform);
1292
+ let clearcoatUV = getMaterialUV(pbrMaterial.clearcoatUVSet, pbrMaterial.clearcoatUVTransform);
1293
+ let clearcoatRoughnessUV = getMaterialUV(
1294
+ pbrMaterial.clearcoatRoughnessUVSet,
1295
+ pbrMaterial.clearcoatRoughnessUVTransform
1296
+ );
1297
+ let clearcoatNormalUV = getMaterialUV(
1298
+ pbrMaterial.clearcoatNormalUVSet,
1299
+ pbrMaterial.clearcoatNormalUVTransform
1300
+ );
1301
+ let sheenColorUV = getMaterialUV(
1302
+ pbrMaterial.sheenColorUVSet,
1303
+ pbrMaterial.sheenColorUVTransform
1304
+ );
1305
+ let sheenRoughnessUV = getMaterialUV(
1306
+ pbrMaterial.sheenRoughnessUVSet,
1307
+ pbrMaterial.sheenRoughnessUVTransform
1308
+ );
1309
+ let iridescenceUV = getMaterialUV(
1310
+ pbrMaterial.iridescenceUVSet,
1311
+ pbrMaterial.iridescenceUVTransform
1312
+ );
1313
+ let iridescenceThicknessUV = getMaterialUV(
1314
+ pbrMaterial.iridescenceThicknessUVSet,
1315
+ pbrMaterial.iridescenceThicknessUVTransform
1316
+ );
1317
+ let anisotropyUV = getMaterialUV(
1318
+ pbrMaterial.anisotropyUVSet,
1319
+ pbrMaterial.anisotropyUVTransform
1320
+ );
1321
+ let diffuseTransmissionUV = getMaterialUV(
1322
+ pbrMaterial.diffuseTransmissionUVSet,
1323
+ pbrMaterial.diffuseTransmissionUVTransform
1324
+ );
1325
+ let diffuseTransmissionColorUV = getMaterialUV(
1326
+ pbrMaterial.diffuseTransmissionColorUVSet,
1327
+ pbrMaterial.diffuseTransmissionColorUVTransform
1328
+ );
1329
+ let multiscatterColorUV = getMaterialUV(
1330
+ pbrMaterial.multiscatterColorUVSet,
1331
+ pbrMaterial.multiscatterColorUVTransform
1332
+ );
1333
+
1334
+ // The albedo may be defined from a base texture or a flat color
1335
+ var baseColor: vec4<f32> = pbrMaterial.baseColorFactor * vertexColor;
1336
+ #ifdef HAS_BASECOLORMAP
1337
+ baseColor = SRGBtoLINEAR(
1338
+ textureSample(pbr_baseColorSampler, pbr_baseColorSamplerSampler, baseColorUV)
1339
+ ) * pbrMaterial.baseColorFactor * vertexColor;
1340
+ #endif
1341
+
1342
+ #ifdef ALPHA_CUTOFF
1343
+ if (baseColor.a < pbrMaterial.alphaCutoff) {
1344
+ discard;
1345
+ }
1346
+ #endif
1347
+
1348
+ var color = vec3<f32>(0.0, 0.0, 0.0);
1349
+ var transmission = 0.0;
1350
+
1351
+ var lightmapIrradiance = vec3<f32>(0.0);
1352
+ #ifdef HAS_LIGHTMAP
1353
+ if (pbrMaterial.lightmapMapEnabled != 0u) {
1354
+ lightmapIrradiance = textureSample(pbr_lightmapSampler, pbr_lightmapSamplerSampler, lightmapUV).rgb * pbrMaterial.lightmapIntensity;
1355
+ }
1356
+ #endif
1357
+
1358
+ if (pbrMaterial.unlit != 0u) {
1359
+ color = baseColor.rgb;
1360
+ #ifdef HAS_LIGHTMAP
1361
+ if (pbrMaterial.lightmapMapEnabled != 0u) {
1362
+ color *= lightmapIrradiance / M_PI * pbr_ambientVisibility;
1363
+ #ifdef HAS_OCCLUSIONMAP
1364
+ if (pbrMaterial.occlusionMapEnabled != 0) {
1365
+ let ao = textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, occlusionUV).r;
1366
+ color = mix(color, color * ao, pbrMaterial.occlusionStrength);
1367
+ }
1368
+ #endif
1369
+ }
1370
+ #endif
1371
+ } else {
1372
+ // Metallic and Roughness material properties are packed together
1373
+ // In glTF, these factors can be specified by fixed scalar values
1374
+ // or from a metallic-roughness map
1375
+ var perceptualRoughness = pbrMaterial.metallicRoughnessValues.y;
1376
+ var metallic = pbrMaterial.metallicRoughnessValues.x;
1377
+ #ifdef HAS_METALROUGHNESSMAP
1378
+ // Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel.
1379
+ // This layout intentionally reserves the 'r' channel for (optional) occlusion map data
1380
+ let mrSample = textureSample(
1381
+ pbr_metallicRoughnessSampler,
1382
+ pbr_metallicRoughnessSamplerSampler,
1383
+ metallicRoughnessUV
1384
+ );
1385
+ perceptualRoughness = mrSample.g * perceptualRoughness;
1386
+ metallic = mrSample.b * metallic;
1387
+ #endif
1388
+ perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);
1389
+ metallic = clamp(metallic, 0.0, 1.0);
1390
+ let tbn = getTBN(normalUV);
1391
+ let n = getNormal(tbn, normalUV); // normal at surface point
1392
+ perceptualRoughness = widenSpecularRoughness(perceptualRoughness, n);
1393
+ let v = normalize(pbrProjection.camera - fragmentInputs.pbr_vPosition); // Vector from surface point to camera
1394
+ let NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
1395
+ var useExtendedPBR = false;
1396
+ #ifdef USE_MATERIAL_EXTENSIONS
1397
+ useExtendedPBR =
1398
+ pbrMaterial.specularColorMapEnabled != 0 ||
1399
+ pbrMaterial.specularIntensityMapEnabled != 0 ||
1400
+ abs(pbrMaterial.specularIntensityFactor - 1.0) > 0.0001 ||
1401
+ maxComponent(abs(pbrMaterial.specularColorFactor - vec3f(1.0))) > 0.0001 ||
1402
+ abs(pbrMaterial.ior - 1.5) > 0.0001 ||
1403
+ pbrMaterial.dispersion > 0.0001 ||
1404
+ pbrMaterial.transmissionMapEnabled != 0 ||
1405
+ pbrMaterial.transmissionFactor > 0.0001 ||
1406
+ pbrMaterial.diffuseTransmissionMapEnabled != 0 ||
1407
+ pbrMaterial.diffuseTransmissionColorMapEnabled != 0 ||
1408
+ pbrMaterial.diffuseTransmissionFactor > 0.0001 ||
1409
+ pbrMaterial.multiscatterColorMapEnabled != 0 ||
1410
+ maxComponent(pbrMaterial.multiscatterColorFactor) > 0.0001 ||
1411
+ pbrMaterial.clearcoatMapEnabled != 0 ||
1412
+ pbrMaterial.clearcoatRoughnessMapEnabled != 0 ||
1413
+ pbrMaterial.clearcoatFactor > 0.0001 ||
1414
+ pbrMaterial.clearcoatRoughnessFactor > 0.0001 ||
1415
+ pbrMaterial.sheenColorMapEnabled != 0 ||
1416
+ pbrMaterial.sheenRoughnessMapEnabled != 0 ||
1417
+ maxComponent(pbrMaterial.sheenColorFactor) > 0.0001 ||
1418
+ pbrMaterial.sheenRoughnessFactor > 0.0001 ||
1419
+ pbrMaterial.iridescenceMapEnabled != 0 ||
1420
+ pbrMaterial.iridescenceFactor > 0.0001 ||
1421
+ abs(pbrMaterial.iridescenceIor - 1.3) > 0.0001 ||
1422
+ abs(pbrMaterial.iridescenceThicknessRange.x - 100.0) > 0.0001 ||
1423
+ abs(pbrMaterial.iridescenceThicknessRange.y - 400.0) > 0.0001 ||
1424
+ pbrMaterial.anisotropyMapEnabled != 0 ||
1425
+ pbrMaterial.anisotropyStrength > 0.0001 ||
1426
+ abs(pbrMaterial.anisotropyRotation) > 0.0001 ||
1427
+ length(pbrMaterial.anisotropyDirection - vec2f(1.0, 0.0)) > 0.0001;
1428
+ #endif
1429
+
1430
+ if (!useExtendedPBR) {
1431
+ let alphaRoughness = perceptualRoughness * perceptualRoughness;
1432
+
1433
+ let f0 = vec3<f32>(0.04);
1434
+ var diffuseColor = baseColor.rgb * (vec3<f32>(1.0) - f0);
1435
+ diffuseColor *= 1.0 - metallic;
1436
+ let specularColor = mix(f0, baseColor.rgb, metallic);
1437
+
1438
+ let reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
1439
+ let reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
1440
+ let specularEnvironmentR0 = specularColor;
1441
+ let specularEnvironmentR90 = vec3<f32>(1.0, 1.0, 1.0) * reflectance90;
1442
+ let reflection = -normalize(reflect(v, n));
1443
+
1444
+ var pbrInfo = PBRInfo(
1445
+ 0.0, // NdotL
1446
+ NdotV,
1447
+ 0.0, // NdotH
1448
+ 0.0, // LdotH
1449
+ 0.0, // VdotH
1450
+ perceptualRoughness,
1451
+ metallic,
1452
+ specularEnvironmentR0,
1453
+ specularEnvironmentR90,
1454
+ alphaRoughness,
1455
+ diffuseColor,
1456
+ specularColor,
1457
+ n,
1458
+ v,
1459
+ n,
1460
+ n
1461
+ );
1462
+
1463
+ #ifdef USE_LIGHTS
1464
+ PBRInfo_setAmbientLight(&pbrInfo);
1465
+ color += calculateFinalColor(pbrInfo, lighting.ambientColor * pbr_ambientVisibility);
1466
+
1467
+ for (var i = 0; i < lighting.directionalLightCount; i++) {
1468
+ if (i < lighting.directionalLightCount) {
1469
+ PBRInfo_setDirectionalLight(&pbrInfo, -lighting_getDirectionalLight(i).direction);
1470
+ color += calculateFinalColor(pbrInfo, lighting_getDirectionalLight(i).color * select(1.0, clamp(directionalVisibility, 0.0, 1.0), i == 0));
1471
+ }
1472
+ }
1473
+
1474
+ for (var i = 0; i < lighting.pointLightCount; i++) {
1475
+ if (i < lighting.pointLightCount) {
1476
+ PBRInfo_setPointLight(&pbrInfo, lighting_getPointLight(i));
1477
+ let attenuation = getPointLightAttenuation(
1478
+ lighting_getPointLight(i),
1479
+ distance(lighting_getPointLight(i).position, fragmentInputs.pbr_vPosition)
1480
+ );
1481
+ color += calculateFinalColor(pbrInfo, lighting_getPointLight(i).color * select(1.0, clamp(pointVisibility[min(i, 3)], 0.0, 1.0), i < 4) / attenuation);
1482
+ }
1483
+ }
1484
+
1485
+ for (var i = 0; i < lighting.spotLightCount; i++) {
1486
+ if (i < lighting.spotLightCount) {
1487
+ PBRInfo_setSpotLight(&pbrInfo, lighting_getSpotLight(i));
1488
+ let attenuation = getSpotLightAttenuation(
1489
+ lighting_getSpotLight(i),
1490
+ fragmentInputs.pbr_vPosition
1491
+ );
1492
+ color += calculateFinalColor(pbrInfo, lighting_getSpotLight(i).color * select(1.0, clamp(spotVisibility[min(i, 3)], 0.0, 1.0), i < 4) / attenuation);
1493
+ }
1494
+ }
1495
+ for (var areaIndex: i32 = 0; areaIndex < areaLighting_getLightCount(); areaIndex++) {
1496
+ #ifdef USE_AREA_LIGHT_LTC
1497
+ color += areaLTC_evaluate(areaIndex, fragmentInputs.pbr_vPosition, pbrInfo.n, pbrInfo.v, pbrInfo.perceptualRoughness, pbrInfo.diffuseColor, pbrInfo.reflectance0, pbrInfo.reflectance90);
1498
+ #else
1499
+ for (var sampleIndex: i32 = 0; sampleIndex < areaLighting.sampleCount; sampleIndex++) {
1500
+ let sampleLight = areaLighting_getSample(areaIndex, sampleIndex, fragmentInputs.pbr_vPosition);
1501
+ if (dot(sampleLight.color, sampleLight.color) > 0.0) {
1502
+ PBRInfo_setPointLight(&pbrInfo, sampleLight);
1503
+ color += calculateFinalColor(pbrInfo, sampleLight.color);
1504
+ }
1505
+ }
1506
+ #endif
1507
+ }
1508
+ #endif
1509
+
1510
+ let indirectBaseColor = color;
1511
+ #ifdef USE_IBL
1512
+ if (pbrMaterial.IBLenabled != 0) {
1513
+ color += getIBLContribution(pbrInfo, n, reflection);
1514
+ }
1515
+ #endif
1516
+
1517
+ // The pinned KHR_lightmap draft explicitly defines c_diff = (1 - metallic) * baseColor.
1518
+ color += baseColor.rgb * (1.0 - metallic) * lightmapIrradiance / M_PI;
1519
+ color = indirectBaseColor + (color - indirectBaseColor) * pbr_ambientVisibility;
1520
+
1521
+ #ifdef HAS_OCCLUSIONMAP
1522
+ if (pbrMaterial.occlusionMapEnabled != 0) {
1523
+ let ao = textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, occlusionUV).r;
1524
+ color = mix(color, color * ao, pbrMaterial.occlusionStrength);
1525
+ }
1526
+ #endif
1527
+
1528
+ var emissive = pbrMaterial.emissiveFactor;
1529
+ #ifdef HAS_EMISSIVEMAP
1530
+ if (pbrMaterial.emissiveMapEnabled != 0u) {
1531
+ emissive *= SRGBtoLINEAR(
1532
+ textureSample(pbr_emissiveSampler, pbr_emissiveSamplerSampler, emissiveUV)
1533
+ ).rgb;
1534
+ }
1535
+ #endif
1536
+ color += emissive * pbrMaterial.emissiveStrength;
1537
+
1538
+ #ifdef PBR_DEBUG
1539
+ color = mix(color, baseColor.rgb, pbrMaterial.scaleDiffBaseMR.y);
1540
+ color = mix(color, vec3<f32>(metallic), pbrMaterial.scaleDiffBaseMR.z);
1541
+ color = mix(color, vec3<f32>(perceptualRoughness), pbrMaterial.scaleDiffBaseMR.w);
1542
+ #endif
1543
+
1544
+ return vec4<f32>(applySceneColorManagement(color), baseColor.a);
1545
+ }
1546
+
1547
+ var specularIntensity = pbrMaterial.specularIntensityFactor;
1548
+ #ifdef HAS_SPECULARINTENSITYMAP
1549
+ if (pbrMaterial.specularIntensityMapEnabled != 0) {
1550
+ specularIntensity *= textureSample(
1551
+ pbr_specularIntensitySampler,
1552
+ pbr_specularIntensitySamplerSampler,
1553
+ specularIntensityUV
1554
+ ).a;
1555
+ }
1556
+ #endif
1557
+
1558
+ var specularFactor = pbrMaterial.specularColorFactor;
1559
+ #ifdef HAS_SPECULARCOLORMAP
1560
+ if (pbrMaterial.specularColorMapEnabled != 0) {
1561
+ specularFactor *= SRGBtoLINEAR(
1562
+ textureSample(
1563
+ pbr_specularColorSampler,
1564
+ pbr_specularColorSamplerSampler,
1565
+ specularColorUV
1566
+ )
1567
+ ).rgb;
1568
+ }
1569
+ #endif
1570
+
1571
+ transmission = pbrMaterial.transmissionFactor;
1572
+ #ifdef HAS_TRANSMISSIONMAP
1573
+ if (pbrMaterial.transmissionMapEnabled != 0) {
1574
+ transmission *= textureSample(
1575
+ pbr_transmissionSampler,
1576
+ pbr_transmissionSamplerSampler,
1577
+ transmissionUV
1578
+ ).r;
1579
+ }
1580
+ #endif
1581
+ transmission = clamp(transmission * (1.0 - metallic), 0.0, 1.0);
1582
+ var thickness = max(pbrMaterial.thicknessFactor, 0.0);
1583
+ #ifdef HAS_THICKNESSMAP
1584
+ thickness *= textureSample(
1585
+ pbr_thicknessSampler,
1586
+ pbr_thicknessSamplerSampler,
1587
+ thicknessUV
1588
+ ).g;
1589
+ #endif
1590
+
1591
+ var diffuseTransmission = clamp(pbrMaterial.diffuseTransmissionFactor, 0.0, 1.0);
1592
+ #ifdef HAS_DIFFUSETRANSMISSIONMAP
1593
+ if (pbrMaterial.diffuseTransmissionMapEnabled != 0) {
1594
+ diffuseTransmission *= textureSample(
1595
+ pbr_diffuseTransmissionSampler,
1596
+ pbr_diffuseTransmissionSamplerSampler,
1597
+ diffuseTransmissionUV
1598
+ ).a;
1599
+ }
1600
+ #endif
1601
+ diffuseTransmission *= (1.0 - metallic) * (1.0 - transmission);
1602
+ var diffuseTransmissionColor = pbrMaterial.diffuseTransmissionColorFactor;
1603
+ #ifdef HAS_DIFFUSETRANSMISSIONCOLORMAP
1604
+ if (pbrMaterial.diffuseTransmissionColorMapEnabled != 0) {
1605
+ diffuseTransmissionColor *= SRGBtoLINEAR(
1606
+ textureSample(
1607
+ pbr_diffuseTransmissionColorSampler,
1608
+ pbr_diffuseTransmissionColorSamplerSampler,
1609
+ diffuseTransmissionColorUV
1610
+ )
1611
+ ).rgb;
1612
+ }
1613
+ #endif
1614
+ var multiscatterColor = pbrMaterial.multiscatterColorFactor;
1615
+ #ifdef HAS_MULTISCATTERCOLORMAP
1616
+ if (pbrMaterial.multiscatterColorMapEnabled != 0) {
1617
+ multiscatterColor *= SRGBtoLINEAR(
1618
+ textureSample(
1619
+ pbr_multiscatterColorSampler,
1620
+ pbr_multiscatterColorSamplerSampler,
1621
+ multiscatterColorUV
1622
+ )
1623
+ ).rgb;
1624
+ }
1625
+ #endif
1626
+
1627
+ let originalTransmission = transmission;
1628
+ var scatterReflection = 0.0;
1629
+ #ifdef HAS_MATERIAL_SCATTER
1630
+ if (thickness <= 0.0) {
1631
+ var strength = clamp(pbrMaterial.scatterStrengthFactor, 0.0, 1.0);
1632
+ #ifdef HAS_DIFFUSETRANSMISSIONMAP
1633
+ if (pbrMaterial.diffuseTransmissionMapEnabled != 0) {
1634
+ strength *= textureSample(
1635
+ pbr_diffuseTransmissionSampler,
1636
+ pbr_diffuseTransmissionSamplerSampler,
1637
+ diffuseTransmissionUV
1638
+ ).a;
1639
+ }
1640
+ #endif
1641
+ let anisotropy = pbrMaterial.scatterAnisotropy;
1642
+ scatterReflection = originalTransmission * strength * (1.0 - anisotropy) * 0.5;
1643
+ diffuseTransmission = originalTransmission * strength * (1.0 + anisotropy) * 0.5;
1644
+ diffuseTransmissionColor = multiscatterColor;
1645
+ transmission *= 1.0 - strength;
1646
+ }
1647
+ #endif
1648
+
1649
+ var clearcoatFactor = pbrMaterial.clearcoatFactor;
1650
+ var clearcoatRoughness = pbrMaterial.clearcoatRoughnessFactor;
1651
+ #ifdef HAS_CLEARCOATMAP
1652
+ if (pbrMaterial.clearcoatMapEnabled != 0) {
1653
+ clearcoatFactor *= textureSample(
1654
+ pbr_clearcoatSampler,
1655
+ pbr_clearcoatSamplerSampler,
1656
+ clearcoatUV
1657
+ ).r;
1658
+ }
1659
+ #endif
1660
+ #ifdef HAS_CLEARCOATROUGHNESSMAP
1661
+ if (pbrMaterial.clearcoatRoughnessMapEnabled != 0) {
1662
+ clearcoatRoughness *= textureSample(
1663
+ pbr_clearcoatRoughnessSampler,
1664
+ pbr_clearcoatRoughnessSamplerSampler,
1665
+ clearcoatRoughnessUV
1666
+ ).g;
1667
+ }
1668
+ #endif
1669
+ clearcoatFactor = clamp(clearcoatFactor, 0.0, 1.0);
1670
+ clearcoatRoughness = clamp(clearcoatRoughness, c_MinRoughness, 1.0);
1671
+ let clearcoatNormal = getClearcoatNormal(getTBN(clearcoatNormalUV), n, clearcoatNormalUV);
1672
+ clearcoatRoughness = widenSpecularRoughness(clearcoatRoughness, clearcoatNormal);
1673
+
1674
+ var sheenColor = pbrMaterial.sheenColorFactor;
1675
+ var sheenRoughness = pbrMaterial.sheenRoughnessFactor;
1676
+ #ifdef HAS_SHEENCOLORMAP
1677
+ if (pbrMaterial.sheenColorMapEnabled != 0) {
1678
+ sheenColor *= SRGBtoLINEAR(
1679
+ textureSample(
1680
+ pbr_sheenColorSampler,
1681
+ pbr_sheenColorSamplerSampler,
1682
+ sheenColorUV
1683
+ )
1684
+ ).rgb;
1685
+ }
1686
+ #endif
1687
+ #ifdef HAS_SHEENROUGHNESSMAP
1688
+ if (pbrMaterial.sheenRoughnessMapEnabled != 0) {
1689
+ sheenRoughness *= textureSample(
1690
+ pbr_sheenRoughnessSampler,
1691
+ pbr_sheenRoughnessSamplerSampler,
1692
+ sheenRoughnessUV
1693
+ ).a;
1694
+ }
1695
+ #endif
1696
+ sheenRoughness = clamp(sheenRoughness, c_MinRoughness, 1.0);
1697
+
1698
+ var iridescence = pbrMaterial.iridescenceFactor;
1699
+ #ifdef HAS_IRIDESCENCEMAP
1700
+ if (pbrMaterial.iridescenceMapEnabled != 0) {
1701
+ iridescence *= textureSample(
1702
+ pbr_iridescenceSampler,
1703
+ pbr_iridescenceSamplerSampler,
1704
+ iridescenceUV
1705
+ ).r;
1706
+ }
1707
+ #endif
1708
+ iridescence = clamp(iridescence, 0.0, 1.0);
1709
+ var iridescenceThickness = mix(
1710
+ pbrMaterial.iridescenceThicknessRange.x,
1711
+ pbrMaterial.iridescenceThicknessRange.y,
1712
+ 0.5
1713
+ );
1714
+ #ifdef HAS_IRIDESCENCETHICKNESSMAP
1715
+ iridescenceThickness = mix(
1716
+ pbrMaterial.iridescenceThicknessRange.x,
1717
+ pbrMaterial.iridescenceThicknessRange.y,
1718
+ textureSample(
1719
+ pbr_iridescenceThicknessSampler,
1720
+ pbr_iridescenceThicknessSamplerSampler,
1721
+ iridescenceThicknessUV
1722
+ ).g
1723
+ );
1724
+ #endif
1725
+
1726
+ var anisotropyStrength = clamp(pbrMaterial.anisotropyStrength, 0.0, 1.0);
1727
+ var anisotropyDirection = normalizeDirection(pbrMaterial.anisotropyDirection);
1728
+ #ifdef HAS_ANISOTROPYMAP
1729
+ if (pbrMaterial.anisotropyMapEnabled != 0) {
1730
+ let anisotropySample = textureSample(
1731
+ pbr_anisotropySampler,
1732
+ pbr_anisotropySamplerSampler,
1733
+ anisotropyUV
1734
+ ).rgb;
1735
+ anisotropyStrength *= anisotropySample.b;
1736
+ let mappedDirection = anisotropySample.rg * 2.0 - 1.0;
1737
+ if (length(mappedDirection) > 0.0001) {
1738
+ anisotropyDirection = normalize(mappedDirection);
1739
+ }
1740
+ }
1741
+ #endif
1742
+ anisotropyDirection = rotateDirection(anisotropyDirection, pbrMaterial.anisotropyRotation);
1743
+ var anisotropyTangent =
1744
+ normalize(tbn[0] * anisotropyDirection.x + tbn[1] * anisotropyDirection.y);
1745
+ if (length(anisotropyTangent) < 0.0001) {
1746
+ anisotropyTangent = normalize(tbn[0]);
1747
+ }
1748
+ // Roughness is authored as perceptual roughness; as is convention,
1749
+ // convert to material roughness by squaring the perceptual roughness [2].
1750
+ let alphaRoughness = perceptualRoughness * perceptualRoughness;
1751
+
1752
+ let dielectricF0 = getDielectricF0(pbrMaterial.ior);
1753
+ var dielectricSpecularF0 = min(
1754
+ vec3f(dielectricF0) * specularFactor * specularIntensity,
1755
+ vec3f(1.0)
1756
+ );
1757
+ dielectricSpecularF0 = getIridescenceTint(
1758
+ iridescence,
1759
+ iridescenceThickness,
1760
+ NdotV,
1761
+ dielectricSpecularF0
1762
+ );
1763
+ var diffuseColor = baseColor.rgb * (vec3f(1.0) - dielectricSpecularF0);
1764
+ diffuseColor *= (1.0 - metallic) * (1.0 - transmission) * (1.0 - diffuseTransmission);
1765
+ #ifdef HAS_MATERIAL_SCATTER
1766
+ diffuseColor = (baseColor.rgb * (1.0 - metallic) * (1.0 - originalTransmission) +
1767
+ multiscatterColor * scatterReflection) * (vec3f(1.0) - dielectricSpecularF0);
1768
+ #endif
1769
+ var specularColor = mix(dielectricSpecularF0, baseColor.rgb, metallic);
1770
+
1771
+ let clearcoatViewFresnel = dielectricSchlick(
1772
+ 0.04,
1773
+ clamp(abs(dot(clearcoatNormal, v)), 0.0, 1.0)
1774
+ );
1775
+ let sheenDirectionalAlbedo = maxComponent(sheenColor) *
1776
+ (0.157 + 0.343 * (1.0 - NdotV)) * (1.0 - sheenRoughness * 0.5);
1777
+ let baseLayerEnergy = (1.0 - clearcoatFactor * clearcoatViewFresnel) *
1778
+ (1.0 - clamp(sheenDirectionalAlbedo, 0.0, 1.0));
1779
+ diffuseColor *= baseLayerEnergy;
1780
+ specularColor *= baseLayerEnergy;
1781
+
1782
+ // Compute reflectance.
1783
+ let reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
1784
+
1785
+ // For typical incident reflectance range (between 4% to 100%) set the grazing
1786
+ // reflectance to 100% for typical fresnel effect.
1787
+ // For very low reflectance range on highly diffuse objects (below 4%),
1788
+ // incrementally reduce grazing reflectance to 0%.
1789
+ let reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
1790
+ let specularEnvironmentR0 = specularColor;
1791
+ let specularEnvironmentR90 = vec3<f32>(1.0, 1.0, 1.0) * reflectance90;
1792
+ let reflection = -normalize(reflect(v, n));
1793
+
1794
+ var pbrInfo = PBRInfo(
1795
+ 0.0, // NdotL
1796
+ NdotV,
1797
+ 0.0, // NdotH
1798
+ 0.0, // LdotH
1799
+ 0.0, // VdotH
1800
+ perceptualRoughness,
1801
+ metallic,
1802
+ specularEnvironmentR0,
1803
+ specularEnvironmentR90,
1804
+ alphaRoughness,
1805
+ diffuseColor,
1806
+ specularColor,
1807
+ n,
1808
+ v,
1809
+ n,
1810
+ n
1811
+ );
1812
+
1813
+ #ifdef USE_LIGHTS
1814
+ // Apply ambient light
1815
+ PBRInfo_setAmbientLight(&pbrInfo);
1816
+ color += calculateMaterialLightColor(
1817
+ pbrInfo,
1818
+ lighting.ambientColor * pbr_ambientVisibility,
1819
+ clearcoatNormal,
1820
+ clearcoatFactor,
1821
+ clearcoatRoughness,
1822
+ sheenColor,
1823
+ sheenRoughness,
1824
+ anisotropyTangent,
1825
+ anisotropyStrength
1826
+ );
1827
+
1828
+ // Apply directional light
1829
+ for (var i = 0; i < lighting.directionalLightCount; i++) {
1830
+ if (i < lighting.directionalLightCount) {
1831
+ PBRInfo_setDirectionalLight(&pbrInfo, -lighting_getDirectionalLight(i).direction);
1832
+ color += calculateMaterialLightColor(
1833
+ pbrInfo,
1834
+ lighting_getDirectionalLight(i).color * select(1.0, clamp(directionalVisibility, 0.0, 1.0), i == 0),
1835
+ clearcoatNormal,
1836
+ clearcoatFactor,
1837
+ clearcoatRoughness,
1838
+ sheenColor,
1839
+ sheenRoughness,
1840
+ anisotropyTangent,
1841
+ anisotropyStrength
1842
+ );
1843
+ color += calculateDiffuseTransmissionLight(
1844
+ pbrInfo,
1845
+ lighting_getDirectionalLight(i).color * select(1.0, clamp(directionalVisibility, 0.0, 1.0), i == 0),
1846
+ diffuseTransmissionColor,
1847
+ diffuseTransmission,
1848
+ multiscatterColor,
1849
+ thickness
1850
+ );
1851
+ }
1852
+ }
1853
+
1854
+ // Apply point light
1855
+ for (var i = 0; i < lighting.pointLightCount; i++) {
1856
+ if (i < lighting.pointLightCount) {
1857
+ PBRInfo_setPointLight(&pbrInfo, lighting_getPointLight(i));
1858
+ let attenuation = getPointLightAttenuation(
1859
+ lighting_getPointLight(i),
1860
+ distance(lighting_getPointLight(i).position, fragmentInputs.pbr_vPosition)
1861
+ );
1862
+ color += calculateMaterialLightColor(
1863
+ pbrInfo,
1864
+ lighting_getPointLight(i).color * select(1.0, clamp(pointVisibility[min(i, 3)], 0.0, 1.0), i < 4) / attenuation,
1865
+ clearcoatNormal,
1866
+ clearcoatFactor,
1867
+ clearcoatRoughness,
1868
+ sheenColor,
1869
+ sheenRoughness,
1870
+ anisotropyTangent,
1871
+ anisotropyStrength
1872
+ );
1873
+ color += calculateDiffuseTransmissionLight(
1874
+ pbrInfo,
1875
+ lighting_getPointLight(i).color * select(1.0, clamp(pointVisibility[min(i, 3)], 0.0, 1.0), i < 4) / attenuation,
1876
+ diffuseTransmissionColor,
1877
+ diffuseTransmission,
1878
+ multiscatterColor,
1879
+ thickness
1880
+ );
1881
+ }
1882
+ }
1883
+
1884
+ for (var i = 0; i < lighting.spotLightCount; i++) {
1885
+ if (i < lighting.spotLightCount) {
1886
+ PBRInfo_setSpotLight(&pbrInfo, lighting_getSpotLight(i));
1887
+ let attenuation = getSpotLightAttenuation(lighting_getSpotLight(i), fragmentInputs.pbr_vPosition);
1888
+ color += calculateMaterialLightColor(
1889
+ pbrInfo,
1890
+ lighting_getSpotLight(i).color * select(1.0, clamp(spotVisibility[min(i, 3)], 0.0, 1.0), i < 4) / attenuation,
1891
+ clearcoatNormal,
1892
+ clearcoatFactor,
1893
+ clearcoatRoughness,
1894
+ sheenColor,
1895
+ sheenRoughness,
1896
+ anisotropyTangent,
1897
+ anisotropyStrength
1898
+ );
1899
+ color += calculateDiffuseTransmissionLight(
1900
+ pbrInfo,
1901
+ lighting_getSpotLight(i).color * select(1.0, clamp(spotVisibility[min(i, 3)], 0.0, 1.0), i < 4) / attenuation,
1902
+ diffuseTransmissionColor,
1903
+ diffuseTransmission,
1904
+ multiscatterColor,
1905
+ thickness
1906
+ );
1907
+ }
1908
+ }
1909
+ for (var areaIndex: i32 = 0; areaIndex < areaLighting_getLightCount(); areaIndex++) {
1910
+ #ifdef USE_AREA_LIGHT_LTC
1911
+ // Unsupported fits retain numerical integration rather than silently dropping material lobes.
1912
+ if (anisotropyStrength <= 0.0001 && dot(sheenColor, sheenColor) <= 0.000001 && diffuseTransmission <= 0.0001) {
1913
+ color += areaLTC_evaluate(areaIndex, fragmentInputs.pbr_vPosition, pbrInfo.n, pbrInfo.v, pbrInfo.perceptualRoughness, pbrInfo.diffuseColor, pbrInfo.reflectance0, pbrInfo.reflectance90);
1914
+ color += clearcoatFactor * areaLTC_specular(areaLighting_getLight(areaIndex), fragmentInputs.pbr_vPosition, clearcoatNormal, pbrInfo.v, clearcoatRoughness, vec3f(0.04), vec3f(1.0));
1915
+ } else {
1916
+ for (var sampleIndex: i32 = 0; sampleIndex < areaLighting.sampleCount; sampleIndex++) {
1917
+ let sampleLight = areaLighting_getSample(areaIndex, sampleIndex, fragmentInputs.pbr_vPosition);
1918
+ if (dot(sampleLight.color, sampleLight.color) > 0.0) {
1919
+ PBRInfo_setPointLight(&pbrInfo, sampleLight);
1920
+ color += calculateMaterialLightColor(pbrInfo, sampleLight.color, clearcoatNormal,
1921
+ clearcoatFactor, clearcoatRoughness, sheenColor, sheenRoughness, anisotropyTangent, anisotropyStrength);
1922
+ color += calculateDiffuseTransmissionLight(pbrInfo, sampleLight.color,
1923
+ diffuseTransmissionColor, diffuseTransmission, multiscatterColor, thickness);
1924
+ }
1925
+ }
1926
+
1927
+ }
1928
+ #else
1929
+ for (var sampleIndex: i32 = 0; sampleIndex < areaLighting.sampleCount; sampleIndex++) {
1930
+ let sampleLight = areaLighting_getSample(areaIndex, sampleIndex, fragmentInputs.pbr_vPosition);
1931
+ if (dot(sampleLight.color, sampleLight.color) > 0.0) {
1932
+ PBRInfo_setPointLight(&pbrInfo, sampleLight);
1933
+ color += calculateMaterialLightColor(pbrInfo, sampleLight.color, clearcoatNormal,
1934
+ clearcoatFactor, clearcoatRoughness, sheenColor, sheenRoughness, anisotropyTangent, anisotropyStrength);
1935
+ color += calculateDiffuseTransmissionLight(pbrInfo, sampleLight.color,
1936
+ diffuseTransmissionColor, diffuseTransmission, multiscatterColor, thickness);
1937
+ }
1938
+ }
1939
+
1940
+ #endif
1941
+ }
1942
+ #endif
1943
+
1944
+ let indirectBaseColor = color;
1945
+ // Calculate lighting contribution from image based lighting source (IBL)
1946
+ #ifdef USE_IBL
1947
+ if (pbrMaterial.IBLenabled != 0) {
1948
+ color += getIBLContribution(
1949
+ pbrInfo,
1950
+ n,
1951
+ getAnisotropicReflection(pbrInfo, anisotropyTangent, anisotropyStrength)
1952
+ );
1953
+ color += calculateClearcoatIBLContribution(
1954
+ pbrInfo,
1955
+ clearcoatNormal,
1956
+ -normalize(reflect(v, clearcoatNormal)),
1957
+ clearcoatFactor,
1958
+ clearcoatRoughness
1959
+ );
1960
+ color += calculateDiffuseTransmissionIBL(
1961
+ pbrInfo,
1962
+ diffuseTransmissionColor,
1963
+ diffuseTransmission,
1964
+ multiscatterColor,
1965
+ thickness
1966
+ );
1967
+ color += sheenColor * pbrMaterial.scaleIBLAmbient.x * (1.0 - sheenRoughness) * 0.25;
1968
+ }
1969
+ #endif
1970
+
1971
+ #ifdef HAS_MATERIAL_SCATTER
1972
+ color += (baseColor.rgb * (1.0 - metallic) * (1.0 - originalTransmission) +
1973
+ multiscatterColor * scatterReflection) * baseLayerEnergy * lightmapIrradiance / M_PI;
1974
+ #else
1975
+ color += baseColor.rgb * (1.0 - metallic) * (1.0 - transmission) *
1976
+ (1.0 - diffuseTransmission) * baseLayerEnergy * lightmapIrradiance / M_PI;
1977
+ #endif
1978
+
1979
+ color = indirectBaseColor + (color - indirectBaseColor) * pbr_ambientVisibility;
1980
+
1981
+ // Apply optional PBR terms for additional (optional) shading
1982
+ #ifdef HAS_OCCLUSIONMAP
1983
+ if (pbrMaterial.occlusionMapEnabled != 0) {
1984
+ let ao = textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, occlusionUV).r;
1985
+ color = mix(color, color * ao, pbrMaterial.occlusionStrength);
1986
+ }
1987
+ #endif
1988
+
1989
+ var emissive = pbrMaterial.emissiveFactor;
1990
+ #ifdef HAS_EMISSIVEMAP
1991
+ if (pbrMaterial.emissiveMapEnabled != 0u) {
1992
+ emissive *= SRGBtoLINEAR(
1993
+ textureSample(pbr_emissiveSampler, pbr_emissiveSamplerSampler, emissiveUV)
1994
+ ).rgb;
1995
+ }
1996
+ #endif
1997
+ color += emissive * pbrMaterial.emissiveStrength;
1998
+
1999
+ if (transmission > 0.0) {
2000
+ #ifdef USE_TRANSMISSION_FRAMEBUFFER
2001
+ let dielectricFresnel = getDielectricF0(pbrMaterial.ior);
2002
+ let transmissionFresnel = dielectricFresnel +
2003
+ (1.0 - dielectricFresnel) * pow(1.0 - NdotV, 5.0);
2004
+ let transmittedColor = getTransmittedSceneColor(
2005
+ fragmentInputs.pbr_vPosition,
2006
+ n,
2007
+ v,
2008
+ thickness,
2009
+ perceptualRoughness
2010
+ );
2011
+ color += transmittedColor * getVolumeAttenuation(thickness) *
2012
+ transmission * (1.0 - transmissionFresnel);
2013
+ #else
2014
+ color = mix(color, color * getVolumeAttenuation(thickness), transmission);
2015
+ #endif
2016
+ }
2017
+
2018
+ // This section uses mix to override final color for reference app visualization
2019
+ // of various parameters in the lighting equation.
2020
+ #ifdef PBR_DEBUG
2021
+ // TODO: Figure out how to debug multiple lights
2022
+
2023
+ // color = mix(color, F, pbr_scaleFGDSpec.x);
2024
+ // color = mix(color, vec3(G), pbr_scaleFGDSpec.y);
2025
+ // color = mix(color, vec3(D), pbr_scaleFGDSpec.z);
2026
+ // color = mix(color, specContrib, pbr_scaleFGDSpec.w);
2027
+
2028
+ // color = mix(color, diffuseContrib, pbr_scaleDiffBaseMR.x);
2029
+ color = mix(color, baseColor.rgb, pbrMaterial.scaleDiffBaseMR.y);
2030
+ color = mix(color, vec3<f32>(metallic), pbrMaterial.scaleDiffBaseMR.z);
2031
+ color = mix(color, vec3<f32>(perceptualRoughness), pbrMaterial.scaleDiffBaseMR.w);
2032
+ #endif
2033
+ }
2034
+
2035
+ #ifdef USE_TRANSMISSION_FRAMEBUFFER
2036
+ let alpha = clamp(baseColor.a, 0.0, 1.0);
2037
+ #else
2038
+ let alpha = clamp(baseColor.a * (1.0 - transmission), 0.0, 1.0);
2039
+ #endif
2040
+ return vec4<f32>(applySceneColorManagement(color), alpha);
2041
+ }
2042
+
2043
+ // Depth-only passes use the same base-color alpha, vertex color and UV transform.
2044
+ fn pbr_discardMaskedFragment(vertexColor: vec4f) {
2045
+ #ifdef ALPHA_CUTOFF
2046
+ var alpha = pbrMaterial.baseColorFactor.a * vertexColor.a;
2047
+ #ifdef HAS_BASECOLORMAP
2048
+ alpha *= textureSample(pbr_baseColorSampler, pbr_baseColorSamplerSampler, getMaterialUV(pbrMaterial.baseColorUVSet, pbrMaterial.baseColorUVTransform)).a;
2049
+ #endif
2050
+ if (alpha < pbrMaterial.alphaCutoff) {discard;}
2051
+ #endif
2052
+ }
2053
+
2054
+ fn pbr_filterColorWithSpotShadows(vertexColor: vec4f, spotVisibility: vec4f) -> vec4f {
2055
+ return pbr_filterColorWithShadows(vertexColor, 1.0, vec4f(1.0), spotVisibility);
2056
+ }
2057
+
2058
+ fn pbr_filterColor(vertexColor: vec4<f32>) -> vec4<f32> {
2059
+ return pbr_filterColorWithSpotShadows(vertexColor, vec4f(1.0));
2060
+ }
2061
+ `;
2062
+ //# sourceMappingURL=pbr-material-wgsl.js.map