@luma.gl/shaders 0.0.0-stage → 10.0.0-alpha.5

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 (692) hide show
  1. package/README.md +25 -2
  2. package/dist/dist.dev.js +19686 -0
  3. package/dist/dist.min.js +12180 -0
  4. package/dist/glsl.cjs +33 -0
  5. package/dist/glsl.cjs.map +6 -0
  6. package/dist/glsl.d.ts +6 -0
  7. package/dist/glsl.d.ts.map +1 -0
  8. package/dist/glsl.js +7 -0
  9. package/dist/glsl.js.map +1 -0
  10. package/dist/index.cjs +243 -0
  11. package/dist/index.cjs.map +6 -0
  12. package/dist/index.d.ts +91 -0
  13. package/dist/index.d.ts.map +1 -0
  14. package/dist/index.js +65 -0
  15. package/dist/index.js.map +1 -0
  16. package/dist/lib/color/normalize-byte-colors.cjs +50 -0
  17. package/dist/lib/color/normalize-byte-colors.d.ts +23 -0
  18. package/dist/lib/color/normalize-byte-colors.d.ts.map +1 -0
  19. package/dist/lib/color/normalize-byte-colors.js +42 -0
  20. package/dist/lib/color/normalize-byte-colors.js.map +1 -0
  21. package/dist/lib/filters/prop-types.cjs +90 -0
  22. package/dist/lib/filters/prop-types.d.ts +44 -0
  23. package/dist/lib/filters/prop-types.d.ts.map +1 -0
  24. package/dist/lib/filters/prop-types.js +96 -0
  25. package/dist/lib/filters/prop-types.js.map +1 -0
  26. package/dist/lib/glsl-shader-assembler.cjs +50 -0
  27. package/dist/lib/glsl-shader-assembler.d.ts +19 -0
  28. package/dist/lib/glsl-shader-assembler.d.ts.map +1 -0
  29. package/dist/lib/glsl-shader-assembler.js +29 -0
  30. package/dist/lib/glsl-shader-assembler.js.map +1 -0
  31. package/dist/lib/glsl-utils/get-shader-info.cjs +52 -0
  32. package/dist/lib/glsl-utils/get-shader-info.d.ts +9 -0
  33. package/dist/lib/glsl-utils/get-shader-info.d.ts.map +1 -0
  34. package/dist/lib/glsl-utils/get-shader-info.js +33 -0
  35. package/dist/lib/glsl-utils/get-shader-info.js.map +1 -0
  36. package/dist/lib/glsl-utils/shader-utils.cjs +126 -0
  37. package/dist/lib/glsl-utils/shader-utils.d.ts +23 -0
  38. package/dist/lib/glsl-utils/shader-utils.d.ts.map +1 -0
  39. package/dist/lib/glsl-utils/shader-utils.js +92 -0
  40. package/dist/lib/glsl-utils/shader-utils.js.map +1 -0
  41. package/dist/lib/preprocessor/preprocessor.cjs +107 -0
  42. package/dist/lib/preprocessor/preprocessor.d.ts +15 -0
  43. package/dist/lib/preprocessor/preprocessor.d.ts.map +1 -0
  44. package/dist/lib/preprocessor/preprocessor.js +99 -0
  45. package/dist/lib/preprocessor/preprocessor.js.map +1 -0
  46. package/dist/lib/shader-assembler-base.cjs +133 -0
  47. package/dist/lib/shader-assembler-base.d.ts +52 -0
  48. package/dist/lib/shader-assembler-base.d.ts.map +1 -0
  49. package/dist/lib/shader-assembler-base.js +128 -0
  50. package/dist/lib/shader-assembler-base.js.map +1 -0
  51. package/dist/lib/shader-assembler.cjs +33 -0
  52. package/dist/lib/shader-assembler.d.ts +4 -0
  53. package/dist/lib/shader-assembler.d.ts.map +1 -0
  54. package/dist/lib/shader-assembler.js +7 -0
  55. package/dist/lib/shader-assembler.js.map +1 -0
  56. package/dist/lib/shader-assembly/assemble-glsl-shaders.cjs +200 -0
  57. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts +69 -0
  58. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts.map +1 -0
  59. package/dist/lib/shader-assembly/assemble-glsl-shaders.js +221 -0
  60. package/dist/lib/shader-assembly/assemble-glsl-shaders.js.map +1 -0
  61. package/dist/lib/shader-assembly/assemble-shaders.cjs +42 -0
  62. package/dist/lib/shader-assembly/assemble-shaders.d.ts +10 -0
  63. package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -0
  64. package/dist/lib/shader-assembly/assemble-shaders.js +10 -0
  65. package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -0
  66. package/dist/lib/shader-assembly/assemble-wgsl-shaders.cjs +501 -0
  67. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts +71 -0
  68. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts.map +1 -0
  69. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js +473 -0
  70. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js.map +1 -0
  71. package/dist/lib/shader-assembly/platform-defines.cjs +79 -0
  72. package/dist/lib/shader-assembly/platform-defines.d.ts +4 -0
  73. package/dist/lib/shader-assembly/platform-defines.d.ts.map +1 -0
  74. package/dist/lib/shader-assembly/platform-defines.js +52 -0
  75. package/dist/lib/shader-assembly/platform-defines.js.map +1 -0
  76. package/dist/lib/shader-assembly/platform-info.cjs +15 -0
  77. package/dist/lib/shader-assembly/platform-info.d.ts +20 -0
  78. package/dist/lib/shader-assembly/platform-info.d.ts.map +1 -0
  79. package/dist/lib/shader-assembly/platform-info.js +5 -0
  80. package/dist/lib/shader-assembly/platform-info.js.map +1 -0
  81. package/dist/lib/shader-assembly/shader-assembly-shared.cjs +96 -0
  82. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts +16 -0
  83. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts.map +1 -0
  84. package/dist/lib/shader-assembly/shader-assembly-shared.js +79 -0
  85. package/dist/lib/shader-assembly/shader-assembly-shared.js.map +1 -0
  86. package/dist/lib/shader-assembly/shader-assembly-types.cjs +15 -0
  87. package/dist/lib/shader-assembly/shader-assembly-types.d.ts +128 -0
  88. package/dist/lib/shader-assembly/shader-assembly-types.d.ts.map +1 -0
  89. package/dist/lib/shader-assembly/shader-assembly-types.js +5 -0
  90. package/dist/lib/shader-assembly/shader-assembly-types.js.map +1 -0
  91. package/dist/lib/shader-assembly/shader-hooks.cjs +103 -0
  92. package/dist/lib/shader-assembly/shader-hooks.d.ts +45 -0
  93. package/dist/lib/shader-assembly/shader-hooks.d.ts.map +1 -0
  94. package/dist/lib/shader-assembly/shader-hooks.js +84 -0
  95. package/dist/lib/shader-assembly/shader-hooks.js.map +1 -0
  96. package/dist/lib/shader-assembly/shader-injections.cjs +180 -0
  97. package/dist/lib/shader-assembly/shader-injections.d.ts +34 -0
  98. package/dist/lib/shader-assembly/shader-injections.d.ts.map +1 -0
  99. package/dist/lib/shader-assembly/shader-injections.js +183 -0
  100. package/dist/lib/shader-assembly/shader-injections.js.map +1 -0
  101. package/dist/lib/shader-assembly/shader-plugin-varyings.cjs +417 -0
  102. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts +15 -0
  103. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts.map +1 -0
  104. package/dist/lib/shader-assembly/shader-plugin-varyings.js +412 -0
  105. package/dist/lib/shader-assembly/shader-plugin-varyings.js.map +1 -0
  106. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.cjs +254 -0
  107. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts +12 -0
  108. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts.map +1 -0
  109. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js +237 -0
  110. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js.map +1 -0
  111. package/dist/lib/shader-assembly/wgsl-binding-debug.cjs +166 -0
  112. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts +37 -0
  113. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -0
  114. package/dist/lib/shader-assembly/wgsl-binding-debug.js +144 -0
  115. package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -0
  116. package/dist/lib/shader-assembly/wgsl-binding-scan.cjs +184 -0
  117. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts +19 -0
  118. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts.map +1 -0
  119. package/dist/lib/shader-assembly/wgsl-binding-scan.js +151 -0
  120. package/dist/lib/shader-assembly/wgsl-binding-scan.js.map +1 -0
  121. package/dist/lib/shader-assembly/wgsl-interface-scan.cjs +502 -0
  122. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts +14 -0
  123. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts.map +1 -0
  124. package/dist/lib/shader-assembly/wgsl-interface-scan.js +498 -0
  125. package/dist/lib/shader-assembly/wgsl-interface-scan.js.map +1 -0
  126. package/dist/lib/shader-generator/generate-shader.cjs +36 -0
  127. package/dist/lib/shader-generator/generate-shader.d.ts +8 -0
  128. package/dist/lib/shader-generator/generate-shader.d.ts.map +1 -0
  129. package/dist/lib/shader-generator/generate-shader.js +15 -0
  130. package/dist/lib/shader-generator/generate-shader.js.map +1 -0
  131. package/dist/lib/shader-generator/glsl/generate-glsl.cjs +94 -0
  132. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts +7 -0
  133. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts.map +1 -0
  134. package/dist/lib/shader-generator/glsl/generate-glsl.js +79 -0
  135. package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -0
  136. package/dist/lib/shader-generator/utils/capitalize.cjs +29 -0
  137. package/dist/lib/shader-generator/utils/capitalize.d.ts +7 -0
  138. package/dist/lib/shader-generator/utils/capitalize.d.ts.map +1 -0
  139. package/dist/lib/shader-generator/utils/capitalize.js +12 -0
  140. package/dist/lib/shader-generator/utils/capitalize.js.map +1 -0
  141. package/dist/lib/shader-generator/wgsl/generate-wgsl.cjs +46 -0
  142. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts +7 -0
  143. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts.map +1 -0
  144. package/dist/lib/shader-generator/wgsl/generate-wgsl.js +23 -0
  145. package/dist/lib/shader-generator/wgsl/generate-wgsl.js.map +1 -0
  146. package/dist/lib/shader-module/composite-shader-pass.cjs +15 -0
  147. package/dist/lib/shader-module/composite-shader-pass.d.ts +41 -0
  148. package/dist/lib/shader-module/composite-shader-pass.d.ts.map +1 -0
  149. package/dist/lib/shader-module/composite-shader-pass.js +5 -0
  150. package/dist/lib/shader-module/composite-shader-pass.js.map +1 -0
  151. package/dist/lib/shader-module/shader-module-dependencies.cjs +83 -0
  152. package/dist/lib/shader-module/shader-module-dependencies.d.ts +39 -0
  153. package/dist/lib/shader-module/shader-module-dependencies.d.ts.map +1 -0
  154. package/dist/lib/shader-module/shader-module-dependencies.js +103 -0
  155. package/dist/lib/shader-module/shader-module-dependencies.js.map +1 -0
  156. package/dist/lib/shader-module/shader-module-uniform-layout.cjs +224 -0
  157. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +91 -0
  158. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -0
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  160. package/dist/lib/shader-module/shader-module-uniform-layout.js.map +1 -0
  161. package/dist/lib/shader-module/shader-module.cjs +105 -0
  162. package/dist/lib/shader-module/shader-module.d.ts +98 -0
  163. package/dist/lib/shader-module/shader-module.d.ts.map +1 -0
  164. package/dist/lib/shader-module/shader-module.js +104 -0
  165. package/dist/lib/shader-module/shader-module.js.map +1 -0
  166. package/dist/lib/shader-module/shader-pass.cjs +15 -0
  167. package/dist/lib/shader-module/shader-pass.d.ts +48 -0
  168. package/dist/lib/shader-module/shader-pass.d.ts.map +1 -0
  169. package/dist/lib/shader-module/shader-pass.js +5 -0
  170. package/dist/lib/shader-module/shader-pass.js.map +1 -0
  171. package/dist/lib/shader-plugin.cjs +117 -0
  172. package/dist/lib/shader-plugin.d.ts +68 -0
  173. package/dist/lib/shader-plugin.d.ts.map +1 -0
  174. package/dist/lib/shader-plugin.js +98 -0
  175. package/dist/lib/shader-plugin.js.map +1 -0
  176. package/dist/lib/shader-transpiler/shader-transpiler.cjs +15 -0
  177. package/dist/lib/shader-transpiler/shader-transpiler.d.ts +27 -0
  178. package/dist/lib/shader-transpiler/shader-transpiler.d.ts.map +1 -0
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  180. package/dist/lib/shader-transpiler/shader-transpiler.js.map +1 -0
  181. package/dist/lib/shader-transpiler/transpile-glsl-shader.cjs +71 -0
  182. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts +9 -0
  183. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts.map +1 -0
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  185. package/dist/lib/shader-transpiler/transpile-glsl-shader.js.map +1 -0
  186. package/dist/lib/utils/assert.cjs +34 -0
  187. package/dist/lib/utils/assert.d.ts +2 -0
  188. package/dist/lib/utils/assert.d.ts.map +1 -0
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  190. package/dist/lib/utils/assert.js.map +1 -0
  191. package/dist/lib/utils/uniform-types.cjs +15 -0
  192. package/dist/lib/utils/uniform-types.d.ts +18 -0
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  195. package/dist/lib/utils/uniform-types.js.map +1 -0
  196. package/dist/lib/wgsl-shader-assembler.cjs +99 -0
  197. package/dist/lib/wgsl-shader-assembler.d.ts +34 -0
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  625. package/src/modules/geometry/pattern-fill/pattern-fill-shaders.ts +88 -0
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  628. package/src/modules/geometry/precipitation/README.md +19 -0
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  648. package/src/modules/lighting/lambert-material/lambert-material.ts +42 -0
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  655. package/src/modules/lighting/pbr-material/pbr-material-glsl.ts +1748 -0
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  659. package/src/modules/lighting/pbr-material/pbr-scene.ts +112 -0
  660. package/src/modules/lighting/phong-material/phong-material.ts +53 -0
  661. package/src/modules/lighting/phong-material/phong-shaders-glsl.ts +73 -0
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  663. package/src/modules/lighting/surface-weather/README.md +28 -0
  664. package/src/modules/lighting/surface-weather/surface-weather.ts +198 -0
  665. package/src/modules/lighting/water-material/river-water-material.ts +58 -0
  666. package/src/modules/lighting/water-material/river-water-shaders.ts +234 -0
  667. package/src/modules/lighting/water-material/water-material.ts +234 -0
  668. package/src/modules/lighting/water-material/water-shaders-glsl.ts +233 -0
  669. package/src/modules/lighting/water-material/water-shaders-wgsl.ts +230 -0
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  680. package/src/modules/math/random/random.ts +25 -0
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  682. package/src/modules/volume/volume-raymarch.ts +87 -0
  683. package/src/types/align-to.ts +13 -0
  684. package/src/types/primitive-data-types.ts +10 -0
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  689. package/src/types/shader-types.ts +207 -0
  690. package/src/types/texture-formats.ts +155 -0
  691. package/src/types.ts +48 -0
  692. package/src/wgsl.ts +23 -0
@@ -0,0 +1,83 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+ /** Portable scene tone-mapping modes shared by the GLSL and WGSL PBR implementations. */
5
+ export const PBR_TONE_MAP_MODE = {
6
+ NONE: 0,
7
+ REINHARD: 1,
8
+ KHRONOS_PBR_NEUTRAL: 2,
9
+ ACES: 3
10
+ };
11
+ const IDENTITY_MATRIX = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
12
+ // Match integer precision across stages without relying on a preceding lighting module.
13
+ const uniformBlock = /* glsl */ `\
14
+ layout(std140) uniform pbrSceneUniforms {
15
+ float exposure;
16
+ highp int toneMapMode;
17
+ float environmentIntensity;
18
+ float environmentRotation;
19
+ float environmentMipCount;
20
+ highp int outputEncoding;
21
+ vec2 framebufferSize;
22
+ mat4 viewMatrix;
23
+ mat4 projectionMatrix;
24
+ } pbrScene;
25
+
26
+ #ifdef USE_TRANSMISSION_FRAMEBUFFER
27
+ uniform sampler2D pbr_transmissionFramebufferSampler;
28
+ #endif
29
+ `;
30
+ const wgslUniformBlock = /* wgsl */ `\
31
+ struct pbrSceneUniforms {
32
+ exposure: f32,
33
+ toneMapMode: i32,
34
+ environmentIntensity: f32,
35
+ environmentRotation: f32,
36
+ environmentMipCount: f32,
37
+ outputEncoding: i32,
38
+ framebufferSize: vec2<f32>,
39
+ viewMatrix: mat4x4<f32>,
40
+ projectionMatrix: mat4x4<f32>
41
+ };
42
+
43
+ @group(1) @binding(auto) var<uniform> pbrScene: pbrSceneUniforms;
44
+
45
+ #ifdef USE_TRANSMISSION_FRAMEBUFFER
46
+ @group(1) @binding(auto) var pbr_transmissionFramebufferSampler: texture_2d<f32>;
47
+ @group(1) @binding(auto) var pbr_transmissionFramebufferSamplerSampler: sampler;
48
+ #endif
49
+ `;
50
+ export const pbrScene = {
51
+ name: 'pbrScene',
52
+ bindingLayout: [
53
+ { name: 'pbrScene', group: 1 },
54
+ { name: 'pbr_transmissionFramebufferSampler', group: 1 }
55
+ ],
56
+ source: wgslUniformBlock,
57
+ vs: uniformBlock,
58
+ fs: uniformBlock,
59
+ getUniforms: (props) => props,
60
+ uniformTypes: {
61
+ exposure: 'f32',
62
+ toneMapMode: 'i32',
63
+ environmentIntensity: 'f32',
64
+ environmentRotation: 'f32',
65
+ environmentMipCount: 'f32',
66
+ outputEncoding: 'i32',
67
+ framebufferSize: 'vec2<f32>',
68
+ viewMatrix: 'mat4x4<f32>',
69
+ projectionMatrix: 'mat4x4<f32>'
70
+ },
71
+ defaultUniforms: {
72
+ exposure: 1,
73
+ toneMapMode: PBR_TONE_MAP_MODE.KHRONOS_PBR_NEUTRAL,
74
+ environmentIntensity: 1,
75
+ environmentRotation: Math.PI * 0.5,
76
+ environmentMipCount: 1,
77
+ outputEncoding: 1,
78
+ framebufferSize: [1, 1],
79
+ viewMatrix: IDENTITY_MATRIX,
80
+ projectionMatrix: IDENTITY_MATRIX
81
+ }
82
+ };
83
+ //# sourceMappingURL=pbr-scene.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbr-scene.js","sourceRoot":"","sources":["../../../../src/modules/lighting/pbr-material/pbr-scene.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,4DAA4D;AAM5D,yFAAyF;AACzF,MAAM,CAAC,MAAM,iBAAiB,GAAG;IAC/B,IAAI,EAAE,CAAC;IACP,QAAQ,EAAE,CAAC;IACX,mBAAmB,EAAE,CAAC;IACtB,IAAI,EAAE,CAAC;CACC,CAAC;AAuBX,MAAM,eAAe,GAAkB,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AAExF,wFAAwF;AACxF,MAAM,YAAY,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;CAgB/B,CAAC;AAEF,MAAM,gBAAgB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;CAmBnC,CAAC;AAEF,MAAM,CAAC,MAAM,QAAQ,GAAG;IACtB,IAAI,EAAE,UAAU;IAChB,aAAa,EAAE;QACb,EAAC,IAAI,EAAE,UAAU,EAAE,KAAK,EAAE,CAAC,EAAC;QAC5B,EAAC,IAAI,EAAE,oCAAoC,EAAE,KAAK,EAAE,CAAC,EAAC;KACvD;IACD,MAAM,EAAE,gBAAgB;IACxB,EAAE,EAAE,YAAY;IAChB,EAAE,EAAE,YAAY;IAChB,WAAW,EAAE,CAAC,KAAoB,EAAE,EAAE,CAAC,KAAK;IAC5C,YAAY,EAAE;QACZ,QAAQ,EAAE,KAAK;QACf,WAAW,EAAE,KAAK;QAClB,oBAAoB,EAAE,KAAK;QAC3B,mBAAmB,EAAE,KAAK;QAC1B,mBAAmB,EAAE,KAAK;QAC1B,cAAc,EAAE,KAAK;QACrB,eAAe,EAAE,WAAW;QAC5B,UAAU,EAAE,aAAa;QACzB,gBAAgB,EAAE,aAAa;KAChC;IACD,eAAe,EAAE;QACf,QAAQ,EAAE,CAAC;QACX,WAAW,EAAE,iBAAiB,CAAC,mBAAmB;QAClD,oBAAoB,EAAE,CAAC;QACvB,mBAAmB,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG;QAClC,mBAAmB,EAAE,CAAC;QACtB,cAAc,EAAE,CAAC;QACjB,eAAe,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC;QACvB,UAAU,EAAE,eAAe;QAC3B,gBAAgB,EAAE,eAAe;KACJ;CACmD,CAAC"}
@@ -0,0 +1,61 @@
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 phong_material_exports = {};
19
+ __export(phong_material_exports, {
20
+ phongMaterial: () => phongMaterial
21
+ });
22
+ module.exports = __toCommonJS(phong_material_exports);
23
+ var import_float_colors = require("../../color/float-colors.cjs");
24
+ var import_lighting = require("../lights/lighting.cjs");
25
+ var import_phong_shaders_wgsl = require("./phong-shaders-wgsl.cjs");
26
+ var import_phong_shaders_glsl = require("./phong-shaders-glsl.cjs");
27
+ const DEFAULT_SPECULAR_COLOR = [38.25, 38.25, 38.25];
28
+ const phongMaterial = {
29
+ name: "phongMaterial",
30
+ firstBindingSlot: 0,
31
+ bindingLayout: [{ name: "phongMaterial", group: 3 }],
32
+ dependencies: [import_lighting.lighting, import_float_colors.floatColors],
33
+ // Note these are switched between phong and gouraud
34
+ source: import_phong_shaders_wgsl.PHONG_WGSL,
35
+ vs: import_phong_shaders_glsl.PHONG_VS,
36
+ fs: import_phong_shaders_glsl.PHONG_FS,
37
+ defines: {
38
+ LIGHTING_FRAGMENT: true
39
+ },
40
+ uniformTypes: {
41
+ unlit: "i32",
42
+ ambient: "f32",
43
+ diffuse: "f32",
44
+ shininess: "f32",
45
+ specularColor: "vec3<f32>"
46
+ },
47
+ defaultUniforms: {
48
+ unlit: false,
49
+ ambient: 0.35,
50
+ diffuse: 0.6,
51
+ shininess: 32,
52
+ specularColor: DEFAULT_SPECULAR_COLOR
53
+ },
54
+ getUniforms(props) {
55
+ return { ...phongMaterial.defaultUniforms, ...props };
56
+ }
57
+ };
58
+ // Annotate the CommonJS export names for ESM import in node:
59
+ 0 && (module.exports = {
60
+ phongMaterial
61
+ });
@@ -0,0 +1,13 @@
1
+ import { NumberArray3 } from '@math.gl/core';
2
+ import { ShaderModule } from "../../../lib/shader-module/shader-module.js";
3
+ export type PhongMaterialProps = {
4
+ unlit?: boolean;
5
+ ambient?: number;
6
+ diffuse?: number;
7
+ /** Specularity exponent */
8
+ shininess?: number;
9
+ specularColor?: NumberArray3;
10
+ };
11
+ /** In Phong shading, the normal vector is linearly interpolated across the surface of the polygon from the polygon's vertex normals. */
12
+ export declare const phongMaterial: ShaderModule<PhongMaterialProps>;
13
+ //# sourceMappingURL=phong-material.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"phong-material.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/phong-material/phong-material.ts"],"names":[],"mappings":"AAIA,OAAO,EAAC,YAAY,EAAC,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAC,YAAY,EAAC,oDAAiD;AAMtE,MAAM,MAAM,kBAAkB,GAAG;IAC/B,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,2BAA2B;IAC3B,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,aAAa,CAAC,EAAE,YAAY,CAAC;CAC9B,CAAC;AAIF,wIAAwI;AACxI,eAAO,MAAM,aAAa,EAAE,YAAY,CAAC,kBAAkB,CA6B1D,CAAC"}
@@ -0,0 +1,40 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+ import { floatColors } from "../../color/float-colors.js";
5
+ import { lighting } from "../lights/lighting.js";
6
+ import { PHONG_WGSL } from "./phong-shaders-wgsl.js";
7
+ import { PHONG_VS, PHONG_FS } from "./phong-shaders-glsl.js";
8
+ const DEFAULT_SPECULAR_COLOR = [38.25, 38.25, 38.25];
9
+ /** In Phong shading, the normal vector is linearly interpolated across the surface of the polygon from the polygon's vertex normals. */
10
+ export const phongMaterial = {
11
+ name: 'phongMaterial',
12
+ firstBindingSlot: 0,
13
+ bindingLayout: [{ name: 'phongMaterial', group: 3 }],
14
+ dependencies: [lighting, floatColors],
15
+ // Note these are switched between phong and gouraud
16
+ source: PHONG_WGSL,
17
+ vs: PHONG_VS,
18
+ fs: PHONG_FS,
19
+ defines: {
20
+ LIGHTING_FRAGMENT: true
21
+ },
22
+ uniformTypes: {
23
+ unlit: 'i32',
24
+ ambient: 'f32',
25
+ diffuse: 'f32',
26
+ shininess: 'f32',
27
+ specularColor: 'vec3<f32>'
28
+ },
29
+ defaultUniforms: {
30
+ unlit: false,
31
+ ambient: 0.35,
32
+ diffuse: 0.6,
33
+ shininess: 32,
34
+ specularColor: DEFAULT_SPECULAR_COLOR
35
+ },
36
+ getUniforms(props) {
37
+ return { ...phongMaterial.defaultUniforms, ...props };
38
+ }
39
+ };
40
+ //# sourceMappingURL=phong-material.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"phong-material.js","sourceRoot":"","sources":["../../../../src/modules/lighting/phong-material/phong-material.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,4DAA4D;AAI5D,OAAO,EAAC,WAAW,EAAC,oCAAiC;AACrD,OAAO,EAAC,QAAQ,EAAC,8BAA2B;AAC5C,OAAO,EAAC,UAAU,EAAC,gCAA6B;AAChD,OAAO,EAAC,QAAQ,EAAE,QAAQ,EAAC,gCAA6B;AAWxD,MAAM,sBAAsB,GAAiB,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;AAEnE,wIAAwI;AACxI,MAAM,CAAC,MAAM,aAAa,GAAqC;IAC7D,IAAI,EAAE,eAAe;IACrB,gBAAgB,EAAE,CAAC;IACnB,aAAa,EAAE,CAAC,EAAC,IAAI,EAAE,eAAe,EAAE,KAAK,EAAE,CAAC,EAAC,CAAC;IAClD,YAAY,EAAE,CAAC,QAAQ,EAAE,WAAW,CAAC;IACrC,oDAAoD;IACpD,MAAM,EAAE,UAAU;IAClB,EAAE,EAAE,QAAQ;IACZ,EAAE,EAAE,QAAQ;IACZ,OAAO,EAAE;QACP,iBAAiB,EAAE,IAAI;KACxB;IACD,YAAY,EAAE;QACZ,KAAK,EAAE,KAAK;QACZ,OAAO,EAAE,KAAK;QACd,OAAO,EAAE,KAAK;QACd,SAAS,EAAE,KAAK;QAChB,aAAa,EAAE,WAAW;KAC3B;IACD,eAAe,EAAE;QACf,KAAK,EAAE,KAAK;QACZ,OAAO,EAAE,IAAI;QACb,OAAO,EAAE,GAAG;QACZ,SAAS,EAAE,EAAE;QACb,aAAa,EAAE,sBAAsB;KACtC;IACD,WAAW,CAAC,KAA0B;QACpC,OAAO,EAAC,GAAG,aAAa,CAAC,eAAe,EAAE,GAAG,KAAK,EAAC,CAAC;IACtD,CAAC;CACF,CAAC"}
@@ -0,0 +1,100 @@
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 phong_shaders_glsl_exports = {};
19
+ __export(phong_shaders_glsl_exports, {
20
+ PHONG_FS: () => PHONG_FS,
21
+ PHONG_VS: () => PHONG_VS
22
+ });
23
+ module.exports = __toCommonJS(phong_shaders_glsl_exports);
24
+ const PHONG_VS = (
25
+ /* glsl */
26
+ `layout(std140) uniform phongMaterialUniforms {
27
+ uniform bool unlit;
28
+ uniform float ambient;
29
+ uniform float diffuse;
30
+ uniform float shininess;
31
+ uniform vec3 specularColor;
32
+ } material;
33
+ `
34
+ );
35
+ const PHONG_FS = (
36
+ /* glsl */
37
+ `layout(std140) uniform phongMaterialUniforms {
38
+ uniform bool unlit;
39
+ uniform float ambient;
40
+ uniform float diffuse;
41
+ uniform float shininess;
42
+ uniform vec3 specularColor;
43
+ } material;
44
+
45
+ vec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {
46
+ vec3 halfway_direction = normalize(light_direction + view_direction);
47
+ float lambertian = dot(light_direction, normal_worldspace);
48
+ float specular = 0.0;
49
+ if (lambertian > 0.0) {
50
+ float specular_angle = max(dot(normal_worldspace, halfway_direction), 0.0);
51
+ specular = pow(specular_angle, material.shininess);
52
+ }
53
+ lambertian = max(lambertian, 0.0);
54
+ return (lambertian * material.diffuse * surfaceColor + specular * floatColors_normalize(material.specularColor)) * color;
55
+ }
56
+
57
+ vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {
58
+ vec3 lightColor = surfaceColor;
59
+
60
+ if (material.unlit) {
61
+ return surfaceColor;
62
+ }
63
+
64
+ if (lighting.enabled == 0) {
65
+ return lightColor;
66
+ }
67
+
68
+ vec3 view_direction = normalize(cameraPosition - position_worldspace);
69
+ lightColor = material.ambient * surfaceColor * lighting.ambientColor;
70
+
71
+ for (int i = 0; i < lighting.pointLightCount; i++) {
72
+ PointLight pointLight = lighting_getPointLight(i);
73
+ vec3 light_position_worldspace = pointLight.position;
74
+ vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
75
+ float light_attenuation = getPointLightAttenuation(pointLight, distance(light_position_worldspace, position_worldspace));
76
+ lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color / light_attenuation);
77
+ }
78
+
79
+ for (int i = 0; i < lighting.spotLightCount; i++) {
80
+ SpotLight spotLight = lighting_getSpotLight(i);
81
+ vec3 light_position_worldspace = spotLight.position;
82
+ vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
83
+ float light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);
84
+ lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, spotLight.color / light_attenuation);
85
+ }
86
+
87
+ for (int i = 0; i < lighting.directionalLightCount; i++) {
88
+ DirectionalLight directionalLight = lighting_getDirectionalLight(i);
89
+ lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
90
+ }
91
+
92
+ return lightColor;
93
+ }
94
+ `
95
+ );
96
+ // Annotate the CommonJS export names for ESM import in node:
97
+ 0 && (module.exports = {
98
+ PHONG_FS,
99
+ PHONG_VS
100
+ });
@@ -0,0 +1,3 @@
1
+ export declare const PHONG_VS = "layout(std140) uniform phongMaterialUniforms {\n uniform bool unlit;\n uniform float ambient;\n uniform float diffuse;\n uniform float shininess;\n uniform vec3 specularColor;\n} material;\n";
2
+ export declare const PHONG_FS = "layout(std140) uniform phongMaterialUniforms {\n uniform bool unlit;\n uniform float ambient;\n uniform float diffuse;\n uniform float shininess;\n uniform vec3 specularColor;\n} material;\n\nvec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {\n vec3 halfway_direction = normalize(light_direction + view_direction);\n float lambertian = dot(light_direction, normal_worldspace);\n float specular = 0.0;\n if (lambertian > 0.0) {\n float specular_angle = max(dot(normal_worldspace, halfway_direction), 0.0);\n specular = pow(specular_angle, material.shininess);\n }\n lambertian = max(lambertian, 0.0);\n return (lambertian * material.diffuse * surfaceColor + specular * floatColors_normalize(material.specularColor)) * color;\n}\n\nvec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {\n vec3 lightColor = surfaceColor;\n\n if (material.unlit) {\n return surfaceColor;\n }\n\n if (lighting.enabled == 0) {\n return lightColor;\n }\n\n vec3 view_direction = normalize(cameraPosition - position_worldspace);\n lightColor = material.ambient * surfaceColor * lighting.ambientColor;\n\n for (int i = 0; i < lighting.pointLightCount; i++) {\n PointLight pointLight = lighting_getPointLight(i);\n vec3 light_position_worldspace = pointLight.position;\n vec3 light_direction = normalize(light_position_worldspace - position_worldspace);\n float light_attenuation = getPointLightAttenuation(pointLight, distance(light_position_worldspace, position_worldspace));\n lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color / light_attenuation);\n }\n\n for (int i = 0; i < lighting.spotLightCount; i++) {\n SpotLight spotLight = lighting_getSpotLight(i);\n vec3 light_position_worldspace = spotLight.position;\n vec3 light_direction = normalize(light_position_worldspace - position_worldspace);\n float light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);\n lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, spotLight.color / light_attenuation);\n }\n\n for (int i = 0; i < lighting.directionalLightCount; i++) {\n DirectionalLight directionalLight = lighting_getDirectionalLight(i);\n lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);\n }\n \n return lightColor;\n}\n";
3
+ //# sourceMappingURL=phong-shaders-glsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"phong-shaders-glsl.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/phong-material/phong-shaders-glsl.ts"],"names":[],"mappings":"AAIA,eAAO,MAAM,QAAQ,yMAQpB,CAAC;AAEF,eAAO,MAAM,QAAQ,ijFA0DpB,CAAC"}
@@ -0,0 +1,72 @@
1
+ // luma.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
4
+ export const PHONG_VS = /* glsl */ `\
5
+ layout(std140) uniform phongMaterialUniforms {
6
+ uniform bool unlit;
7
+ uniform float ambient;
8
+ uniform float diffuse;
9
+ uniform float shininess;
10
+ uniform vec3 specularColor;
11
+ } material;
12
+ `;
13
+ export const PHONG_FS = /* glsl */ `\
14
+ layout(std140) uniform phongMaterialUniforms {
15
+ uniform bool unlit;
16
+ uniform float ambient;
17
+ uniform float diffuse;
18
+ uniform float shininess;
19
+ uniform vec3 specularColor;
20
+ } material;
21
+
22
+ vec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {
23
+ vec3 halfway_direction = normalize(light_direction + view_direction);
24
+ float lambertian = dot(light_direction, normal_worldspace);
25
+ float specular = 0.0;
26
+ if (lambertian > 0.0) {
27
+ float specular_angle = max(dot(normal_worldspace, halfway_direction), 0.0);
28
+ specular = pow(specular_angle, material.shininess);
29
+ }
30
+ lambertian = max(lambertian, 0.0);
31
+ return (lambertian * material.diffuse * surfaceColor + specular * floatColors_normalize(material.specularColor)) * color;
32
+ }
33
+
34
+ vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {
35
+ vec3 lightColor = surfaceColor;
36
+
37
+ if (material.unlit) {
38
+ return surfaceColor;
39
+ }
40
+
41
+ if (lighting.enabled == 0) {
42
+ return lightColor;
43
+ }
44
+
45
+ vec3 view_direction = normalize(cameraPosition - position_worldspace);
46
+ lightColor = material.ambient * surfaceColor * lighting.ambientColor;
47
+
48
+ for (int i = 0; i < lighting.pointLightCount; i++) {
49
+ PointLight pointLight = lighting_getPointLight(i);
50
+ vec3 light_position_worldspace = pointLight.position;
51
+ vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
52
+ float light_attenuation = getPointLightAttenuation(pointLight, distance(light_position_worldspace, position_worldspace));
53
+ lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color / light_attenuation);
54
+ }
55
+
56
+ for (int i = 0; i < lighting.spotLightCount; i++) {
57
+ SpotLight spotLight = lighting_getSpotLight(i);
58
+ vec3 light_position_worldspace = spotLight.position;
59
+ vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
60
+ float light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);
61
+ lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, spotLight.color / light_attenuation);
62
+ }
63
+
64
+ for (int i = 0; i < lighting.directionalLightCount; i++) {
65
+ DirectionalLight directionalLight = lighting_getDirectionalLight(i);
66
+ lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
67
+ }
68
+
69
+ return lightColor;
70
+ }
71
+ `;
72
+ //# sourceMappingURL=phong-shaders-glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"phong-shaders-glsl.js","sourceRoot":"","sources":["../../../../src/modules/lighting/phong-material/phong-shaders-glsl.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,4DAA4D;AAE5D,MAAM,CAAC,MAAM,QAAQ,GAAG,UAAU,CAAC;;;;;;;;CAQlC,CAAC;AAEF,MAAM,CAAC,MAAM,QAAQ,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0DlC,CAAC"}
@@ -0,0 +1,153 @@
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 phong_shaders_wgsl_exports = {};
19
+ __export(phong_shaders_wgsl_exports, {
20
+ PHONG_WGSL: () => PHONG_WGSL
21
+ });
22
+ module.exports = __toCommonJS(phong_shaders_wgsl_exports);
23
+ const PHONG_WGSL = (
24
+ /* wgsl */
25
+ `struct phongMaterialUniforms {
26
+ unlit: u32,
27
+ ambient: f32,
28
+ diffuse: f32,
29
+ shininess: f32,
30
+ specularColor: vec3<f32>,
31
+ };
32
+
33
+ @group(3) @binding(auto) var<uniform> phongMaterial : phongMaterialUniforms;
34
+
35
+ fn lighting_getLightColor(surfaceColor: vec3<f32>, light_direction: vec3<f32>, view_direction: vec3<f32>, normal_worldspace: vec3<f32>, color: vec3<f32>) -> vec3<f32> {
36
+ let halfway_direction: vec3<f32> = normalize(light_direction + view_direction);
37
+ var lambertian: f32 = dot(light_direction, normal_worldspace);
38
+ var specular: f32 = 0.0;
39
+ if (lambertian > 0.0) {
40
+ let specular_angle = max(dot(normal_worldspace, halfway_direction), 0.0);
41
+ specular = pow(specular_angle, phongMaterial.shininess);
42
+ }
43
+ lambertian = max(lambertian, 0.0);
44
+ return (
45
+ lambertian * phongMaterial.diffuse * surfaceColor +
46
+ specular * floatColors_normalize(phongMaterial.specularColor)
47
+ ) * color;
48
+ }
49
+
50
+ fn lighting_getLightColor2(surfaceColor: vec3<f32>, cameraPosition: vec3<f32>, position_worldspace: vec3<f32>, normal_worldspace: vec3<f32>) -> vec3<f32> {
51
+ var lightColor: vec3<f32> = surfaceColor;
52
+
53
+ if (phongMaterial.unlit != 0u) {
54
+ return surfaceColor;
55
+ }
56
+
57
+ if (lighting.enabled == 0) {
58
+ return lightColor;
59
+ }
60
+
61
+ let view_direction: vec3<f32> = normalize(cameraPosition - position_worldspace);
62
+ lightColor = phongMaterial.ambient * surfaceColor * lighting.ambientColor;
63
+
64
+ for (var i: i32 = 0; i < lighting.pointLightCount; i++) {
65
+ let pointLight: PointLight = lighting_getPointLight(i);
66
+ let light_position_worldspace: vec3<f32> = pointLight.position;
67
+ let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);
68
+ let light_attenuation = getPointLightAttenuation(
69
+ pointLight,
70
+ distance(light_position_worldspace, position_worldspace)
71
+ );
72
+ lightColor += lighting_getLightColor(
73
+ surfaceColor,
74
+ light_direction,
75
+ view_direction,
76
+ normal_worldspace,
77
+ pointLight.color / light_attenuation
78
+ );
79
+ }
80
+
81
+ for (var i: i32 = 0; i < lighting.spotLightCount; i++) {
82
+ let spotLight: SpotLight = lighting_getSpotLight(i);
83
+ let light_position_worldspace: vec3<f32> = spotLight.position;
84
+ let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);
85
+ let light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);
86
+ lightColor += lighting_getLightColor(
87
+ surfaceColor,
88
+ light_direction,
89
+ view_direction,
90
+ normal_worldspace,
91
+ spotLight.color / light_attenuation
92
+ );
93
+ }
94
+
95
+ for (var i: i32 = 0; i < lighting.directionalLightCount; i++) {
96
+ let directionalLight: DirectionalLight = lighting_getDirectionalLight(i);
97
+ lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
98
+ }
99
+
100
+ return lightColor;
101
+ }
102
+
103
+ fn lighting_getSpecularLightColor(cameraPosition: vec3<f32>, position_worldspace: vec3<f32>, normal_worldspace: vec3<f32>) -> vec3<f32>{
104
+ var lightColor = vec3<f32>(0, 0, 0);
105
+ let surfaceColor = vec3<f32>(0, 0, 0);
106
+
107
+ if (lighting.enabled != 0) {
108
+ let view_direction = normalize(cameraPosition - position_worldspace);
109
+
110
+ for (var i: i32 = 0; i < lighting.pointLightCount; i++) {
111
+ let pointLight: PointLight = lighting_getPointLight(i);
112
+ let light_position_worldspace: vec3<f32> = pointLight.position;
113
+ let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);
114
+ let light_attenuation = getPointLightAttenuation(
115
+ pointLight,
116
+ distance(light_position_worldspace, position_worldspace)
117
+ );
118
+ lightColor += lighting_getLightColor(
119
+ surfaceColor,
120
+ light_direction,
121
+ view_direction,
122
+ normal_worldspace,
123
+ pointLight.color / light_attenuation
124
+ );
125
+ }
126
+
127
+ for (var i: i32 = 0; i < lighting.spotLightCount; i++) {
128
+ let spotLight: SpotLight = lighting_getSpotLight(i);
129
+ let light_position_worldspace: vec3<f32> = spotLight.position;
130
+ let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);
131
+ let light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);
132
+ lightColor += lighting_getLightColor(
133
+ surfaceColor,
134
+ light_direction,
135
+ view_direction,
136
+ normal_worldspace,
137
+ spotLight.color / light_attenuation
138
+ );
139
+ }
140
+
141
+ for (var i: i32 = 0; i < lighting.directionalLightCount; i++) {
142
+ let directionalLight: DirectionalLight = lighting_getDirectionalLight(i);
143
+ lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
144
+ }
145
+ }
146
+ return lightColor;
147
+ }
148
+ `
149
+ );
150
+ // Annotate the CommonJS export names for ESM import in node:
151
+ 0 && (module.exports = {
152
+ PHONG_WGSL
153
+ });
@@ -0,0 +1,2 @@
1
+ export declare const PHONG_WGSL = "struct phongMaterialUniforms {\n unlit: u32,\n ambient: f32,\n diffuse: f32,\n shininess: f32,\n specularColor: vec3<f32>,\n};\n\n@group(3) @binding(auto) var<uniform> phongMaterial : phongMaterialUniforms;\n\nfn lighting_getLightColor(surfaceColor: vec3<f32>, light_direction: vec3<f32>, view_direction: vec3<f32>, normal_worldspace: vec3<f32>, color: vec3<f32>) -> vec3<f32> {\n let halfway_direction: vec3<f32> = normalize(light_direction + view_direction);\n var lambertian: f32 = dot(light_direction, normal_worldspace);\n var specular: f32 = 0.0;\n if (lambertian > 0.0) {\n let specular_angle = max(dot(normal_worldspace, halfway_direction), 0.0);\n specular = pow(specular_angle, phongMaterial.shininess);\n }\n lambertian = max(lambertian, 0.0);\n return (\n lambertian * phongMaterial.diffuse * surfaceColor +\n specular * floatColors_normalize(phongMaterial.specularColor)\n ) * color;\n}\n\nfn lighting_getLightColor2(surfaceColor: vec3<f32>, cameraPosition: vec3<f32>, position_worldspace: vec3<f32>, normal_worldspace: vec3<f32>) -> vec3<f32> {\n var lightColor: vec3<f32> = surfaceColor;\n\n if (phongMaterial.unlit != 0u) {\n return surfaceColor;\n }\n\n if (lighting.enabled == 0) {\n return lightColor;\n }\n\n let view_direction: vec3<f32> = normalize(cameraPosition - position_worldspace);\n lightColor = phongMaterial.ambient * surfaceColor * lighting.ambientColor;\n\n for (var i: i32 = 0; i < lighting.pointLightCount; i++) {\n let pointLight: PointLight = lighting_getPointLight(i);\n let light_position_worldspace: vec3<f32> = pointLight.position;\n let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);\n let light_attenuation = getPointLightAttenuation(\n pointLight,\n distance(light_position_worldspace, position_worldspace)\n );\n lightColor += lighting_getLightColor(\n surfaceColor,\n light_direction,\n view_direction,\n normal_worldspace,\n pointLight.color / light_attenuation\n );\n }\n\n for (var i: i32 = 0; i < lighting.spotLightCount; i++) {\n let spotLight: SpotLight = lighting_getSpotLight(i);\n let light_position_worldspace: vec3<f32> = spotLight.position;\n let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);\n let light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);\n lightColor += lighting_getLightColor(\n surfaceColor,\n light_direction,\n view_direction,\n normal_worldspace,\n spotLight.color / light_attenuation\n );\n }\n\n for (var i: i32 = 0; i < lighting.directionalLightCount; i++) {\n let directionalLight: DirectionalLight = lighting_getDirectionalLight(i);\n lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);\n } \n \n return lightColor;\n}\n\nfn lighting_getSpecularLightColor(cameraPosition: vec3<f32>, position_worldspace: vec3<f32>, normal_worldspace: vec3<f32>) -> vec3<f32>{\n var lightColor = vec3<f32>(0, 0, 0);\n let surfaceColor = vec3<f32>(0, 0, 0);\n\n if (lighting.enabled != 0) {\n let view_direction = normalize(cameraPosition - position_worldspace);\n\n for (var i: i32 = 0; i < lighting.pointLightCount; i++) {\n let pointLight: PointLight = lighting_getPointLight(i);\n let light_position_worldspace: vec3<f32> = pointLight.position;\n let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);\n let light_attenuation = getPointLightAttenuation(\n pointLight,\n distance(light_position_worldspace, position_worldspace)\n );\n lightColor += lighting_getLightColor(\n surfaceColor,\n light_direction,\n view_direction,\n normal_worldspace,\n pointLight.color / light_attenuation\n );\n }\n\n for (var i: i32 = 0; i < lighting.spotLightCount; i++) {\n let spotLight: SpotLight = lighting_getSpotLight(i);\n let light_position_worldspace: vec3<f32> = spotLight.position;\n let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);\n let light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);\n lightColor += lighting_getLightColor(\n surfaceColor,\n light_direction,\n view_direction,\n normal_worldspace,\n spotLight.color / light_attenuation\n );\n }\n\n for (var i: i32 = 0; i < lighting.directionalLightCount; i++) {\n let directionalLight: DirectionalLight = lighting_getDirectionalLight(i);\n lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);\n }\n }\n return lightColor;\n}\n";
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+ //# sourceMappingURL=phong-shaders-wgsl.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"phong-shaders-wgsl.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/phong-material/phong-shaders-wgsl.ts"],"names":[],"mappings":"AAIA,eAAO,MAAM,UAAU,ixJA4HtB,CAAC"}