@luma.gl/shaders 10.0.0-alpha.10 → 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.
- package/dist/dist.dev.js +1776 -58
- package/dist/dist.min.js +1394 -147
- package/dist/index.cjs +35 -0
- package/dist/index.cjs.map +3 -3
- package/dist/index.d.ts +17 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +9 -0
- package/dist/index.js.map +1 -1
- package/dist/modules/lighting/clustered-light-grid/clustered-light-grid.cjs +40 -0
- package/dist/modules/lighting/clustered-light-grid/clustered-light-grid.d.ts +6 -0
- package/dist/modules/lighting/clustered-light-grid/clustered-light-grid.d.ts.map +1 -0
- package/dist/modules/lighting/clustered-light-grid/clustered-light-grid.js +15 -0
- package/dist/modules/lighting/clustered-light-grid/clustered-light-grid.js.map +1 -0
- package/dist/modules/lighting/contact-shadow/contact-shadow.cjs +348 -0
- package/dist/modules/lighting/contact-shadow/contact-shadow.d.ts +188 -0
- package/dist/modules/lighting/contact-shadow/contact-shadow.d.ts.map +1 -0
- package/dist/modules/lighting/contact-shadow/contact-shadow.js +307 -0
- package/dist/modules/lighting/contact-shadow/contact-shadow.js.map +1 -0
- package/dist/modules/lighting/pbr-ambient-occlusion/pbr-ambient-occlusion.cjs +87 -0
- package/dist/modules/lighting/pbr-ambient-occlusion/pbr-ambient-occlusion.d.ts +21 -0
- package/dist/modules/lighting/pbr-ambient-occlusion/pbr-ambient-occlusion.d.ts.map +1 -0
- package/dist/modules/lighting/pbr-ambient-occlusion/pbr-ambient-occlusion.js +61 -0
- package/dist/modules/lighting/pbr-ambient-occlusion/pbr-ambient-occlusion.js.map +1 -0
- package/dist/modules/lighting/pbr-contact-shadow/pbr-contact-shadow.cjs +87 -0
- package/dist/modules/lighting/pbr-contact-shadow/pbr-contact-shadow.d.ts +21 -0
- package/dist/modules/lighting/pbr-contact-shadow/pbr-contact-shadow.d.ts.map +1 -0
- package/dist/modules/lighting/pbr-contact-shadow/pbr-contact-shadow.js +61 -0
- package/dist/modules/lighting/pbr-contact-shadow/pbr-contact-shadow.js.map +1 -0
- package/dist/modules/lighting/pbr-material/pbr-material-glsl.cjs +33 -11
- package/dist/modules/lighting/pbr-material/pbr-material-glsl.d.ts +2 -2
- package/dist/modules/lighting/pbr-material/pbr-material-glsl.d.ts.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material-glsl.js +33 -11
- package/dist/modules/lighting/pbr-material/pbr-material-glsl.js.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material-wgsl.cjs +33 -11
- package/dist/modules/lighting/pbr-material/pbr-material-wgsl.d.ts +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material-wgsl.d.ts.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material-wgsl.js +33 -11
- package/dist/modules/lighting/pbr-material/pbr-material-wgsl.js.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material.d.ts +3 -3
- package/dist/modules/lighting/pbr-shadow/pbr-shadow.cjs +97 -0
- package/dist/modules/lighting/pbr-shadow/pbr-shadow.d.ts +15 -0
- package/dist/modules/lighting/pbr-shadow/pbr-shadow.d.ts.map +1 -0
- package/dist/modules/lighting/pbr-shadow/pbr-shadow.js +69 -0
- package/dist/modules/lighting/pbr-shadow/pbr-shadow.js.map +1 -0
- package/dist/modules/lighting/pbr-surface/pbr-surface.cjs +114 -0
- package/dist/modules/lighting/pbr-surface/pbr-surface.d.ts +15 -0
- package/dist/modules/lighting/pbr-surface/pbr-surface.d.ts.map +1 -0
- package/dist/modules/lighting/pbr-surface/pbr-surface.js +88 -0
- package/dist/modules/lighting/pbr-surface/pbr-surface.js.map +1 -0
- package/dist/modules/lighting/prefiltered-environment/prefiltered-environment.cjs +379 -0
- package/dist/modules/lighting/prefiltered-environment/prefiltered-environment.d.ts +41 -0
- package/dist/modules/lighting/prefiltered-environment/prefiltered-environment.d.ts.map +1 -0
- package/dist/modules/lighting/prefiltered-environment/prefiltered-environment.js +345 -0
- package/dist/modules/lighting/prefiltered-environment/prefiltered-environment.js.map +1 -0
- package/dist/modules/lighting/shadow/shadow-glsl.cjs +228 -0
- package/dist/modules/lighting/shadow/shadow-glsl.d.ts +3 -0
- package/dist/modules/lighting/shadow/shadow-glsl.d.ts.map +1 -0
- package/dist/modules/lighting/shadow/shadow-glsl.js +204 -0
- package/dist/modules/lighting/shadow/shadow-glsl.js.map +1 -0
- package/dist/modules/lighting/shadow/shadow-types.cjs +15 -0
- package/dist/modules/lighting/shadow/shadow-types.d.ts +63 -0
- package/dist/modules/lighting/shadow/shadow-types.d.ts.map +1 -0
- package/dist/modules/lighting/shadow/shadow-types.js +5 -0
- package/dist/modules/lighting/shadow/shadow-types.js.map +1 -0
- package/dist/modules/lighting/shadow/shadow.cjs +458 -0
- package/dist/modules/lighting/shadow/shadow.d.ts +117 -0
- package/dist/modules/lighting/shadow/shadow.d.ts.map +1 -0
- package/dist/modules/lighting/shadow/shadow.js +450 -0
- package/dist/modules/lighting/shadow/shadow.js.map +1 -0
- package/dist/modules/lighting/unlit-material/unlit-material.cjs +60 -0
- package/dist/modules/lighting/unlit-material/unlit-material.d.ts +9 -0
- package/dist/modules/lighting/unlit-material/unlit-material.d.ts.map +1 -0
- package/dist/modules/lighting/unlit-material/unlit-material.js +40 -0
- package/dist/modules/lighting/unlit-material/unlit-material.js.map +1 -0
- package/package.json +3 -3
- package/src/index.ts +48 -0
- package/src/modules/lighting/clustered-light-grid/clustered-light-grid.ts +17 -0
- package/src/modules/lighting/contact-shadow/contact-shadow.ts +365 -0
- package/src/modules/lighting/pbr-ambient-occlusion/pbr-ambient-occlusion.ts +78 -0
- package/src/modules/lighting/pbr-contact-shadow/pbr-contact-shadow.ts +78 -0
- package/src/modules/lighting/pbr-material/pbr-material-glsl.ts +33 -11
- package/src/modules/lighting/pbr-material/pbr-material-wgsl.ts +33 -11
- package/src/modules/lighting/pbr-shadow/pbr-shadow.ts +85 -0
- package/src/modules/lighting/pbr-surface/pbr-surface.ts +103 -0
- package/src/modules/lighting/prefiltered-environment/prefiltered-environment.ts +370 -0
- package/src/modules/lighting/shadow/shadow-glsl.ts +204 -0
- package/src/modules/lighting/shadow/shadow-types.ts +68 -0
- package/src/modules/lighting/shadow/shadow.ts +536 -0
- package/src/modules/lighting/unlit-material/unlit-material.ts +44 -0
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@@ -1268,7 +1268,9 @@ fn calculateFinalColor(pbrInfo: PBRInfo, lightColor: vec3<f32>) -> vec3<f32> {
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}
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// Visibility for the first four spotlights; environment and other lights are unaffected.
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-
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var<private> pbr_ambientVisibility: f32 = 1.0;
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fn pbr_filterColorWithShadows(vertexColor: vec4<f32>, directionalVisibility: f32, pointVisibility: vec4f, spotVisibility: vec4f) -> vec4<f32> {
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let baseColorUV = getMaterialUV(pbrMaterial.baseColorUVSet, pbrMaterial.baseColorUVTransform);
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let metallicRoughnessUV = getMaterialUV(
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pbrMaterial.metallicRoughnessUVSet,
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@@ -1361,7 +1363,7 @@ fn pbr_filterColorWithSpotShadows(vertexColor: vec4<f32>, spotVisibility: vec4f)
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color = baseColor.rgb;
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#ifdef HAS_LIGHTMAP
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if (pbrMaterial.lightmapMapEnabled != 0u) {
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color *= lightmapIrradiance / M_PI;
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color *= lightmapIrradiance / M_PI * pbr_ambientVisibility;
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#ifdef HAS_OCCLUSIONMAP
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if (pbrMaterial.occlusionMapEnabled != 0) {
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let ao = textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, occlusionUV).r;
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#ifdef USE_LIGHTS
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PBRInfo_setAmbientLight(&pbrInfo);
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color += calculateFinalColor(pbrInfo, lighting.ambientColor);
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color += calculateFinalColor(pbrInfo, lighting.ambientColor * pbr_ambientVisibility);
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for (var i = 0; i < lighting.directionalLightCount; i++) {
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if (i < lighting.directionalLightCount) {
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PBRInfo_setDirectionalLight(&pbrInfo, -lighting_getDirectionalLight(i).direction);
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color += calculateFinalColor(pbrInfo, lighting_getDirectionalLight(i).color);
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color += calculateFinalColor(pbrInfo, lighting_getDirectionalLight(i).color * select(1.0, clamp(directionalVisibility, 0.0, 1.0), i == 0));
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}
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}
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lighting_getPointLight(i),
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distance(lighting_getPointLight(i).position, fragmentInputs.pbr_vPosition)
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);
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color += calculateFinalColor(pbrInfo, lighting_getPointLight(i).color / attenuation);
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color += calculateFinalColor(pbrInfo, lighting_getPointLight(i).color * select(1.0, clamp(pointVisibility[min(i, 3)], 0.0, 1.0), i < 4) / attenuation);
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}
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}
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}
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#endif
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let indirectBaseColor = color;
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#ifdef USE_IBL
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if (pbrMaterial.IBLenabled != 0) {
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color += getIBLContribution(pbrInfo, n, reflection);
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}
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// The pinned KHR_lightmap draft explicitly defines c_diff = (1 - metallic) * baseColor.
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color += baseColor.rgb * (1.0 - metallic) * lightmapIrradiance / M_PI;
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color = indirectBaseColor + (color - indirectBaseColor) * pbr_ambientVisibility;
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#ifdef HAS_OCCLUSIONMAP
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if (pbrMaterial.occlusionMapEnabled != 0) {
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PBRInfo_setAmbientLight(&pbrInfo);
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color += calculateMaterialLightColor(
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pbrInfo,
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lighting.ambientColor,
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lighting.ambientColor * pbr_ambientVisibility,
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clearcoatNormal,
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clearcoatFactor,
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PBRInfo_setDirectionalLight(&pbrInfo, -lighting_getDirectionalLight(i).direction);
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color += calculateMaterialLightColor(
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lighting_getDirectionalLight(i).color,
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lighting_getDirectionalLight(i).color * select(1.0, clamp(directionalVisibility, 0.0, 1.0), i == 0),
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clearcoatNormal,
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color += calculateDiffuseTransmissionLight(
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pbrInfo,
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lighting_getDirectionalLight(i).color,
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lighting_getDirectionalLight(i).color * select(1.0, clamp(directionalVisibility, 0.0, 1.0), i == 0),
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diffuseTransmissionColor,
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color += calculateMaterialLightColor(
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lighting_getPointLight(i).color / attenuation,
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lighting_getPointLight(i).color * select(1.0, clamp(pointVisibility[min(i, 3)], 0.0, 1.0), i < 4) / attenuation,
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color += calculateDiffuseTransmissionLight(
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lighting_getPointLight(i).color / attenuation,
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lighting_getPointLight(i).color * select(1.0, clamp(pointVisibility[min(i, 3)], 0.0, 1.0), i < 4) / attenuation,
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}
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#endif
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let indirectBaseColor = color;
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color = indirectBaseColor + (color - indirectBaseColor) * pbr_ambientVisibility;
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// Apply optional PBR terms for additional (optional) shading
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if (pbrMaterial.occlusionMapEnabled != 0) {
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return vec4<f32>(applySceneColorManagement(color), alpha);
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}
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// Depth-only passes use the same base-color alpha, vertex color and UV transform.
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fn pbr_discardMaskedFragment(vertexColor: vec4f) {
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#ifdef ALPHA_CUTOFF
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var alpha = pbrMaterial.baseColorFactor.a * vertexColor.a;
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#ifdef HAS_BASECOLORMAP
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alpha *= textureSample(pbr_baseColorSampler, pbr_baseColorSamplerSampler, getMaterialUV(pbrMaterial.baseColorUVSet, pbrMaterial.baseColorUVTransform)).a;
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#endif
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if (alpha < pbrMaterial.alphaCutoff) {discard;}
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#endif
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}
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fn pbr_filterColorWithSpotShadows(vertexColor: vec4f, spotVisibility: vec4f) -> vec4f {
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}
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fn pbr_filterColor(vertexColor: vec4<f32>) -> vec4<f32> {
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// SPDX-License-Identifier: MIT
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// SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
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import type {NumberArray16} from '@math.gl/core';
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import type {ShaderModule} from '../../../lib/shader-module/shader-module';
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import {pbrMaterial} from '../pbr-material/pbr-material';
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import {shadow} from '../shadow/shadow';
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export type PBRShadowProps = {
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/** Receiver camera view matrix, used for directional cascade selection. */
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viewMatrix?: Readonly<NumberArray16>;
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/** Toggle receiving while retaining allocated maps and bindings. Defaults to true. */
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enabled?: boolean;
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};
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export type PBRShadowUniforms = {
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viewMatrix: Readonly<NumberArray16>;
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enabled: number;
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};
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/** Applies shadow visibility to matching direct-light slots in the canonical PBR shader. */
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export const pbrShadow: ShaderModule<PBRShadowProps, PBRShadowUniforms> = {
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name: 'pbrShadow',
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dependencies: [pbrMaterial, shadow],
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bindingLayout: [{name: 'pbrShadow', group: 0}],
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uniformTypes: {viewMatrix: 'mat4x4<f32>', enabled: 'i32'},
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defaultUniforms: {
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viewMatrix: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1],
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enabled: 1
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},
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getUniforms(properties = {}) {
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return {
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...(properties.viewMatrix ? {viewMatrix: properties.viewMatrix} : {}),
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...(properties.enabled === undefined ? {} : {enabled: Number(properties.enabled)})
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};
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},
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source: /* wgsl */ `
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struct PBRShadowUniforms {
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viewMatrix: mat4x4f,
|
|
40
|
+
enabled: i32,
|
|
41
|
+
};
|
|
42
|
+
@group(0) @binding(auto) var<uniform> pbrShadow: PBRShadowUniforms;
|
|
43
|
+
fn pbrShadow_filterColorWithDirectionalContact(vertexColor: vec4f, worldPosition: vec3f, worldNormal: vec3f, contactVisibility: f32) -> vec4f {
|
|
44
|
+
var directionalVisibility = 1.0;
|
|
45
|
+
var pointVisibility = vec4f(1.0);
|
|
46
|
+
var spotVisibility = vec4f(1.0);
|
|
47
|
+
if (pbrShadow.enabled != 0) {
|
|
48
|
+
let normal = normalize(worldNormal);
|
|
49
|
+
let viewDepth = -(pbrShadow.viewMatrix * vec4f(worldPosition, 1.0)).z;
|
|
50
|
+
directionalVisibility = shadow_getDirectionalFactor(worldPosition, normal, viewDepth);
|
|
51
|
+
for (var index = 0; index < 4; index++) {
|
|
52
|
+
pointVisibility[index] = shadow_getPointFactor(index, worldPosition, normal);
|
|
53
|
+
spotVisibility[index] = shadow_getSpotFactor(index, worldPosition, normal);
|
|
54
|
+
}
|
|
55
|
+
}
|
|
56
|
+
return pbr_filterColorWithShadows(vertexColor, min(directionalVisibility, contactVisibility), pointVisibility, spotVisibility);
|
|
57
|
+
}
|
|
58
|
+
fn pbrShadow_filterColor(vertexColor: vec4f, worldPosition: vec3f, worldNormal: vec3f) -> vec4f {
|
|
59
|
+
return pbrShadow_filterColorWithDirectionalContact(vertexColor, worldPosition, worldNormal, 1.0);
|
|
60
|
+
}`,
|
|
61
|
+
|
|
62
|
+
fs: /* glsl */ `
|
|
63
|
+
layout(std140) uniform pbrShadowUniforms {
|
|
64
|
+
mat4 viewMatrix;
|
|
65
|
+
int enabled;
|
|
66
|
+
} pbrShadow;
|
|
67
|
+
vec4 pbrShadow_filterColorWithDirectionalContact(vec4 vertexColor, vec3 worldPosition, vec3 worldNormal, float contactVisibility) {
|
|
68
|
+
float directionalVisibility = 1.0;
|
|
69
|
+
vec4 pointVisibility = vec4(1.0);
|
|
70
|
+
vec4 spotVisibility = vec4(1.0);
|
|
71
|
+
if (pbrShadow.enabled != 0) {
|
|
72
|
+
vec3 normal = normalize(worldNormal);
|
|
73
|
+
float viewDepth = -(pbrShadow.viewMatrix * vec4(worldPosition, 1.0)).z;
|
|
74
|
+
directionalVisibility = shadow_getDirectionalFactor(worldPosition, normal, viewDepth);
|
|
75
|
+
for (int index = 0; index < 4; index++) {
|
|
76
|
+
pointVisibility[index] = shadow_getPointFactor(index, worldPosition, normal);
|
|
77
|
+
spotVisibility[index] = shadow_getSpotFactor(index, worldPosition, normal);
|
|
78
|
+
}
|
|
79
|
+
}
|
|
80
|
+
return pbr_filterColorWithShadows(vertexColor, min(directionalVisibility, contactVisibility), pointVisibility, spotVisibility);
|
|
81
|
+
}
|
|
82
|
+
vec4 pbrShadow_filterColor(vec4 vertexColor, vec3 worldPosition, vec3 worldNormal) {
|
|
83
|
+
return pbrShadow_filterColorWithDirectionalContact(vertexColor, worldPosition, worldNormal, 1.0);
|
|
84
|
+
}`
|
|
85
|
+
};
|
|
@@ -0,0 +1,103 @@
|
|
|
1
|
+
// SPDX-License-Identifier: MIT
|
|
2
|
+
// SPDX-FileCopyrightText: Copyright (c) vis.gl contributors
|
|
3
|
+
|
|
4
|
+
import type {NumberArray16} from '@math.gl/core';
|
|
5
|
+
import type {ShaderModule} from '../../../lib/shader-module/shader-module';
|
|
6
|
+
import {pbrMaterial} from '../pbr-material/pbr-material';
|
|
7
|
+
|
|
8
|
+
export type PBRSurfaceProps = {
|
|
9
|
+
/** Rigid world-to-view camera transform. Defaults to identity. */
|
|
10
|
+
viewMatrix?: Readonly<NumberArray16>;
|
|
11
|
+
/** Include canonical normal/bump maps instead of geometric normals. Defaults to false. */
|
|
12
|
+
useMaterialNormals?: boolean;
|
|
13
|
+
};
|
|
14
|
+
|
|
15
|
+
export type PBRSurfaceUniforms = {
|
|
16
|
+
viewMatrix: Readonly<NumberArray16>;
|
|
17
|
+
useMaterialNormals: number;
|
|
18
|
+
};
|
|
19
|
+
|
|
20
|
+
/** Encodes view-space PBR normals in RGB; alpha one marks covered surface pixels. */
|
|
21
|
+
export const pbrSurface: ShaderModule<PBRSurfaceProps, PBRSurfaceUniforms> = {
|
|
22
|
+
name: 'pbrSurface',
|
|
23
|
+
dependencies: [pbrMaterial],
|
|
24
|
+
bindingLayout: [{name: 'pbrSurface', group: 0}],
|
|
25
|
+
uniformTypes: {viewMatrix: 'mat4x4<f32>', useMaterialNormals: 'i32'},
|
|
26
|
+
defaultUniforms: {
|
|
27
|
+
viewMatrix: [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1],
|
|
28
|
+
useMaterialNormals: 0
|
|
29
|
+
},
|
|
30
|
+
getUniforms(properties = {}) {
|
|
31
|
+
return {
|
|
32
|
+
...(properties.viewMatrix ? {viewMatrix: properties.viewMatrix} : {}),
|
|
33
|
+
...(properties.useMaterialNormals === undefined
|
|
34
|
+
? {}
|
|
35
|
+
: {useMaterialNormals: Number(properties.useMaterialNormals)})
|
|
36
|
+
};
|
|
37
|
+
},
|
|
38
|
+
source: /* wgsl */ `
|
|
39
|
+
struct PBRSurfaceUniforms {
|
|
40
|
+
viewMatrix: mat4x4f,
|
|
41
|
+
useMaterialNormals: i32,
|
|
42
|
+
};
|
|
43
|
+
@group(0) @binding(auto) var<uniform> pbrSurface: PBRSurfaceUniforms;
|
|
44
|
+
fn pbrSurface_getColor() -> vec4f {
|
|
45
|
+
#ifdef HAS_NORMALS
|
|
46
|
+
var normal = normalize(fragmentInputs.pbr_vNormal);
|
|
47
|
+
#ifdef DOUBLE_SIDED
|
|
48
|
+
if (!pbr_frontFacing) {normal = -normal;}
|
|
49
|
+
#endif
|
|
50
|
+
#else
|
|
51
|
+
var normal = normalize(cross(dpdy(fragmentInputs.pbr_vPosition), dpdx(fragmentInputs.pbr_vPosition)));
|
|
52
|
+
#endif
|
|
53
|
+
#ifdef HAS_NORMALMAP
|
|
54
|
+
if (pbrSurface.useMaterialNormals != 0) {
|
|
55
|
+
let coordinates = getMaterialUV(pbrMaterial.normalUVSet, pbrMaterial.normalUVTransform);
|
|
56
|
+
normal = getNormal(getTBN(coordinates), coordinates);
|
|
57
|
+
}
|
|
58
|
+
#else
|
|
59
|
+
#ifdef HAS_BUMPMAP
|
|
60
|
+
if (pbrSurface.useMaterialNormals != 0) {
|
|
61
|
+
let coordinates = getMaterialUV(pbrMaterial.normalUVSet, pbrMaterial.normalUVTransform);
|
|
62
|
+
normal = getNormal(getTBN(coordinates), coordinates);
|
|
63
|
+
}
|
|
64
|
+
#endif
|
|
65
|
+
#endif
|
|
66
|
+
let viewNormal = normalize((pbrSurface.viewMatrix * vec4f(normal, 0.0)).xyz);
|
|
67
|
+
return vec4f(viewNormal * 0.5 + vec3f(0.5), 1.0);
|
|
68
|
+
}`,
|
|
69
|
+
fs: /* glsl */ `
|
|
70
|
+
layout(std140) uniform pbrSurfaceUniforms {
|
|
71
|
+
mat4 viewMatrix;
|
|
72
|
+
int useMaterialNormals;
|
|
73
|
+
} pbrSurface;
|
|
74
|
+
vec4 pbrSurface_getColor() {
|
|
75
|
+
#ifdef HAS_NORMALS
|
|
76
|
+
#ifdef HAS_TANGENTS
|
|
77
|
+
vec3 normal = normalize(pbr_vTBN[2]);
|
|
78
|
+
#else
|
|
79
|
+
vec3 normal = normalize(pbr_vNormal);
|
|
80
|
+
#endif
|
|
81
|
+
#ifdef DOUBLE_SIDED
|
|
82
|
+
if (!gl_FrontFacing) normal = -normal;
|
|
83
|
+
#endif
|
|
84
|
+
#else
|
|
85
|
+
vec3 normal = normalize(cross(dFdx(pbr_vPosition), dFdy(pbr_vPosition)));
|
|
86
|
+
#endif
|
|
87
|
+
#ifdef HAS_NORMALMAP
|
|
88
|
+
if (pbrSurface.useMaterialNormals != 0) {
|
|
89
|
+
vec2 coordinates = getMaterialUV(pbrMaterial.normalUVSet, pbrMaterial.normalUVTransform);
|
|
90
|
+
normal = getNormal(getTBN(coordinates), coordinates);
|
|
91
|
+
}
|
|
92
|
+
#else
|
|
93
|
+
#ifdef HAS_BUMPMAP
|
|
94
|
+
if (pbrSurface.useMaterialNormals != 0) {
|
|
95
|
+
vec2 coordinates = getMaterialUV(pbrMaterial.normalUVSet, pbrMaterial.normalUVTransform);
|
|
96
|
+
normal = getNormal(getTBN(coordinates), coordinates);
|
|
97
|
+
}
|
|
98
|
+
#endif
|
|
99
|
+
#endif
|
|
100
|
+
vec3 viewNormal = normalize((pbrSurface.viewMatrix * vec4(normal, 0.0)).xyz);
|
|
101
|
+
return vec4(viewNormal * 0.5 + 0.5, 1.0);
|
|
102
|
+
}`
|
|
103
|
+
};
|