@luma.gl/shadertools 9.3.0-alpha.6 → 9.3.0-alpha.8

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 (152) hide show
  1. package/dist/dist.dev.js +2550 -330
  2. package/dist/dist.min.js +1803 -283
  3. package/dist/index.cjs +2495 -358
  4. package/dist/index.cjs.map +4 -4
  5. package/dist/index.d.ts +9 -2
  6. package/dist/index.d.ts.map +1 -1
  7. package/dist/index.js +3 -0
  8. package/dist/index.js.map +1 -1
  9. package/dist/lib/preprocessor/preprocessor.d.ts.map +1 -1
  10. package/dist/lib/preprocessor/preprocessor.js +4 -3
  11. package/dist/lib/preprocessor/preprocessor.js.map +1 -1
  12. package/dist/lib/shader-assembler.d.ts +10 -0
  13. package/dist/lib/shader-assembler.d.ts.map +1 -1
  14. package/dist/lib/shader-assembler.js +12 -2
  15. package/dist/lib/shader-assembler.js.map +1 -1
  16. package/dist/lib/shader-assembly/assemble-shaders.d.ts +23 -2
  17. package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -1
  18. package/dist/lib/shader-assembly/assemble-shaders.js +211 -11
  19. package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -1
  20. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts +37 -0
  21. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -0
  22. package/dist/lib/shader-assembly/wgsl-binding-debug.js +140 -0
  23. package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -0
  24. package/dist/lib/shader-generator/glsl/generate-glsl.js +3 -0
  25. package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -1
  26. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts.map +1 -1
  27. package/dist/lib/shader-generator/wgsl/generate-wgsl.js +3 -0
  28. package/dist/lib/shader-generator/wgsl/generate-wgsl.js.map +1 -1
  29. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +22 -0
  30. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -0
  31. package/dist/lib/shader-module/shader-module-uniform-layout.js +112 -0
  32. package/dist/lib/shader-module/shader-module-uniform-layout.js.map +1 -0
  33. package/dist/lib/shader-module/shader-module.d.ts +11 -5
  34. package/dist/lib/shader-module/shader-module.d.ts.map +1 -1
  35. package/dist/lib/shader-module/shader-module.js.map +1 -1
  36. package/dist/lib/utils/uniform-types.d.ts +11 -7
  37. package/dist/lib/utils/uniform-types.d.ts.map +1 -1
  38. package/dist/modules/engine/picking/picking.d.ts +3 -0
  39. package/dist/modules/engine/picking/picking.d.ts.map +1 -1
  40. package/dist/modules/engine/picking/picking.js +3 -0
  41. package/dist/modules/engine/picking/picking.js.map +1 -1
  42. package/dist/modules/engine/skin/skin.d.ts +7 -6
  43. package/dist/modules/engine/skin/skin.d.ts.map +1 -1
  44. package/dist/modules/engine/skin/skin.js +3 -5
  45. package/dist/modules/engine/skin/skin.js.map +1 -1
  46. package/dist/modules/lighting/gouraud-material/gouraud-material.d.ts +1 -0
  47. package/dist/modules/lighting/gouraud-material/gouraud-material.d.ts.map +1 -1
  48. package/dist/modules/lighting/gouraud-material/gouraud-material.js +3 -0
  49. package/dist/modules/lighting/gouraud-material/gouraud-material.js.map +1 -1
  50. package/dist/modules/lighting/ibl/ibl.d.ts +26 -0
  51. package/dist/modules/lighting/ibl/ibl.d.ts.map +1 -0
  52. package/dist/modules/lighting/ibl/ibl.js +33 -0
  53. package/dist/modules/lighting/ibl/ibl.js.map +1 -0
  54. package/dist/modules/lighting/lambert-material/lambert-material.d.ts +10 -0
  55. package/dist/modules/lighting/lambert-material/lambert-material.d.ts.map +1 -0
  56. package/dist/modules/lighting/lambert-material/lambert-material.js +33 -0
  57. package/dist/modules/lighting/lambert-material/lambert-material.js.map +1 -0
  58. package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.d.ts +3 -0
  59. package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.d.ts.map +1 -0
  60. package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.js +60 -0
  61. package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.js.map +1 -0
  62. package/dist/modules/lighting/lambert-material/lambert-shaders-wgsl.d.ts +2 -0
  63. package/dist/modules/lighting/lambert-material/lambert-shaders-wgsl.d.ts.map +1 -0
  64. package/dist/modules/lighting/lambert-material/lambert-shaders-wgsl.js +73 -0
  65. package/dist/modules/lighting/lambert-material/lambert-shaders-wgsl.js.map +1 -0
  66. package/dist/modules/lighting/lights/lighting-glsl.d.ts +1 -1
  67. package/dist/modules/lighting/lights/lighting-glsl.d.ts.map +1 -1
  68. package/dist/modules/lighting/lights/lighting-glsl.js +43 -55
  69. package/dist/modules/lighting/lights/lighting-glsl.js.map +1 -1
  70. package/dist/modules/lighting/lights/lighting-wgsl.d.ts +1 -1
  71. package/dist/modules/lighting/lights/lighting-wgsl.d.ts.map +1 -1
  72. package/dist/modules/lighting/lights/lighting-wgsl.js +43 -65
  73. package/dist/modules/lighting/lights/lighting-wgsl.js.map +1 -1
  74. package/dist/modules/lighting/lights/lighting.d.ts +104 -86
  75. package/dist/modules/lighting/lights/lighting.d.ts.map +1 -1
  76. package/dist/modules/lighting/lights/lighting.js +96 -83
  77. package/dist/modules/lighting/lights/lighting.js.map +1 -1
  78. package/dist/modules/lighting/no-material/dirlight.d.ts +7 -2
  79. package/dist/modules/lighting/no-material/dirlight.d.ts.map +1 -1
  80. package/dist/modules/lighting/no-material/dirlight.js +3 -1
  81. package/dist/modules/lighting/no-material/dirlight.js.map +1 -1
  82. package/dist/modules/lighting/pbr-material/pbr-material-glsl.d.ts +1 -1
  83. package/dist/modules/lighting/pbr-material/pbr-material-glsl.d.ts.map +1 -1
  84. package/dist/modules/lighting/pbr-material/pbr-material-glsl.js +524 -28
  85. package/dist/modules/lighting/pbr-material/pbr-material-glsl.js.map +1 -1
  86. package/dist/modules/lighting/pbr-material/pbr-material-wgsl.d.ts +2 -2
  87. package/dist/modules/lighting/pbr-material/pbr-material-wgsl.d.ts.map +1 -1
  88. package/dist/modules/lighting/pbr-material/pbr-material-wgsl.js +706 -50
  89. package/dist/modules/lighting/pbr-material/pbr-material-wgsl.js.map +1 -1
  90. package/dist/modules/lighting/pbr-material/pbr-material.d.ts +110 -61
  91. package/dist/modules/lighting/pbr-material/pbr-material.d.ts.map +1 -1
  92. package/dist/modules/lighting/pbr-material/pbr-material.js +85 -9
  93. package/dist/modules/lighting/pbr-material/pbr-material.js.map +1 -1
  94. package/dist/modules/lighting/pbr-material/pbr-projection.d.ts.map +1 -1
  95. package/dist/modules/lighting/pbr-material/pbr-projection.js +2 -1
  96. package/dist/modules/lighting/pbr-material/pbr-projection.js.map +1 -1
  97. package/dist/modules/lighting/phong-material/phong-material.d.ts +1 -0
  98. package/dist/modules/lighting/phong-material/phong-material.d.ts.map +1 -1
  99. package/dist/modules/lighting/phong-material/phong-material.js +4 -0
  100. package/dist/modules/lighting/phong-material/phong-material.js.map +1 -1
  101. package/dist/modules/lighting/phong-material/phong-shaders-glsl.d.ts +2 -2
  102. package/dist/modules/lighting/phong-material/phong-shaders-glsl.d.ts.map +1 -1
  103. package/dist/modules/lighting/phong-material/phong-shaders-glsl.js +15 -4
  104. package/dist/modules/lighting/phong-material/phong-shaders-glsl.js.map +1 -1
  105. package/dist/modules/lighting/phong-material/phong-shaders-wgsl.d.ts +1 -1
  106. package/dist/modules/lighting/phong-material/phong-shaders-wgsl.d.ts.map +1 -1
  107. package/dist/modules/lighting/phong-material/phong-shaders-wgsl.js +36 -5
  108. package/dist/modules/lighting/phong-material/phong-shaders-wgsl.js.map +1 -1
  109. package/dist/modules/math/fp64/fp64-arithmetic-glsl.d.ts +1 -1
  110. package/dist/modules/math/fp64/fp64-arithmetic-glsl.d.ts.map +1 -1
  111. package/dist/modules/math/fp64/fp64-arithmetic-glsl.js +41 -10
  112. package/dist/modules/math/fp64/fp64-arithmetic-glsl.js.map +1 -1
  113. package/dist/modules/math/fp64/fp64-arithmetic-wgsl.d.ts +2 -0
  114. package/dist/modules/math/fp64/fp64-arithmetic-wgsl.d.ts.map +1 -0
  115. package/dist/modules/math/fp64/fp64-arithmetic-wgsl.js +212 -0
  116. package/dist/modules/math/fp64/fp64-arithmetic-wgsl.js.map +1 -0
  117. package/dist/modules/math/fp64/fp64.d.ts +1 -0
  118. package/dist/modules/math/fp64/fp64.d.ts.map +1 -1
  119. package/dist/modules/math/fp64/fp64.js +8 -2
  120. package/dist/modules/math/fp64/fp64.js.map +1 -1
  121. package/package.json +3 -3
  122. package/src/index.ts +19 -2
  123. package/src/lib/preprocessor/preprocessor.ts +6 -3
  124. package/src/lib/shader-assembler.ts +17 -2
  125. package/src/lib/shader-assembly/assemble-shaders.ts +377 -12
  126. package/src/lib/shader-assembly/wgsl-binding-debug.ts +216 -0
  127. package/src/lib/shader-generator/glsl/generate-glsl.ts +7 -1
  128. package/src/lib/shader-generator/wgsl/generate-wgsl.ts +6 -0
  129. package/src/lib/shader-module/shader-module-uniform-layout.ts +194 -0
  130. package/src/lib/shader-module/shader-module.ts +16 -6
  131. package/src/lib/utils/uniform-types.ts +24 -9
  132. package/src/modules/engine/picking/picking.ts +3 -0
  133. package/src/modules/engine/skin/skin.ts +3 -5
  134. package/src/modules/lighting/gouraud-material/gouraud-material.ts +4 -0
  135. package/src/modules/lighting/ibl/ibl.ts +44 -0
  136. package/src/modules/lighting/lambert-material/lambert-material.ts +42 -0
  137. package/src/modules/lighting/lambert-material/lambert-shaders-glsl.ts +61 -0
  138. package/src/modules/lighting/lambert-material/lambert-shaders-wgsl.ts +73 -0
  139. package/src/modules/lighting/lights/lighting-glsl.ts +43 -55
  140. package/src/modules/lighting/lights/lighting-wgsl.ts +43 -65
  141. package/src/modules/lighting/lights/lighting.ts +186 -123
  142. package/src/modules/lighting/no-material/dirlight.ts +3 -1
  143. package/src/modules/lighting/pbr-material/pbr-material-glsl.ts +524 -28
  144. package/src/modules/lighting/pbr-material/pbr-material-wgsl.ts +706 -50
  145. package/src/modules/lighting/pbr-material/pbr-material.ts +111 -18
  146. package/src/modules/lighting/pbr-material/pbr-projection.ts +2 -1
  147. package/src/modules/lighting/phong-material/phong-material.ts +5 -0
  148. package/src/modules/lighting/phong-material/phong-shaders-glsl.ts +15 -4
  149. package/src/modules/lighting/phong-material/phong-shaders-wgsl.ts +36 -5
  150. package/src/modules/math/fp64/fp64-arithmetic-glsl.ts +41 -10
  151. package/src/modules/math/fp64/fp64-arithmetic-wgsl.ts +212 -0
  152. package/src/modules/math/fp64/fp64.ts +9 -3
@@ -88,10 +88,12 @@ uniform pbrMaterialUniforms {
88
88
  float clearcoatFactor;
89
89
  float clearcoatRoughnessFactor;
90
90
  bool clearcoatMapEnabled;
91
+ bool clearcoatRoughnessMapEnabled;
91
92
 
92
93
  vec3 sheenColorFactor;
93
94
  float sheenRoughnessFactor;
94
95
  bool sheenColorMapEnabled;
96
+ bool sheenRoughnessMapEnabled;
95
97
 
96
98
  float iridescenceFactor;
97
99
  float iridescenceIor;
@@ -141,26 +143,33 @@ uniform sampler2D pbr_specularIntensitySampler;
141
143
  #ifdef HAS_TRANSMISSIONMAP
142
144
  uniform sampler2D pbr_transmissionSampler;
143
145
  #endif
146
+ #ifdef HAS_THICKNESSMAP
147
+ uniform sampler2D pbr_thicknessSampler;
148
+ #endif
144
149
  #ifdef HAS_CLEARCOATMAP
145
150
  uniform sampler2D pbr_clearcoatSampler;
151
+ #endif
152
+ #ifdef HAS_CLEARCOATROUGHNESSMAP
146
153
  uniform sampler2D pbr_clearcoatRoughnessSampler;
147
154
  #endif
155
+ #ifdef HAS_CLEARCOATNORMALMAP
156
+ uniform sampler2D pbr_clearcoatNormalSampler;
157
+ #endif
148
158
  #ifdef HAS_SHEENCOLORMAP
149
159
  uniform sampler2D pbr_sheenColorSampler;
160
+ #endif
161
+ #ifdef HAS_SHEENROUGHNESSMAP
150
162
  uniform sampler2D pbr_sheenRoughnessSampler;
151
163
  #endif
152
164
  #ifdef HAS_IRIDESCENCEMAP
153
165
  uniform sampler2D pbr_iridescenceSampler;
154
166
  #endif
167
+ #ifdef HAS_IRIDESCENCETHICKNESSMAP
168
+ uniform sampler2D pbr_iridescenceThicknessSampler;
169
+ #endif
155
170
  #ifdef HAS_ANISOTROPYMAP
156
171
  uniform sampler2D pbr_anisotropySampler;
157
172
  #endif
158
- #ifdef USE_IBL
159
- uniform samplerCube pbr_diffuseEnvSampler;
160
- uniform samplerCube pbr_specularEnvSampler;
161
- uniform sampler2D pbr_brdfLUT;
162
- #endif
163
-
164
173
  // Inputs from vertex shader
165
174
 
166
175
  in vec3 pbr_vPosition;
@@ -197,6 +206,8 @@ struct PBRInfo {
197
206
  const float M_PI = 3.141592653589793;
198
207
  const float c_MinRoughness = 0.04;
199
208
 
209
+ vec3 calculateFinalColor(PBRInfo pbrInfo, vec3 lightColor);
210
+
200
211
  vec4 SRGBtoLINEAR(vec4 srgbIn)
201
212
  {
202
213
  #ifdef MANUAL_SRGB
@@ -212,11 +223,9 @@ vec4 SRGBtoLINEAR(vec4 srgbIn)
212
223
  #endif //MANUAL_SRGB
213
224
  }
214
225
 
215
- // Find the normal for this fragment, pulling either from a predefined normal map
216
- // or from the interpolated mesh normal and tangent attributes.
217
- vec3 getNormal()
226
+ // Build the tangent basis from interpolated attributes or screen-space derivatives.
227
+ mat3 getTBN()
218
228
  {
219
- // Retrieve the tangent space matrix
220
229
  #ifndef HAS_TANGENTS
221
230
  vec3 pos_dx = dFdx(pbr_vPosition);
222
231
  vec3 pos_dy = dFdy(pbr_vPosition);
@@ -237,9 +246,21 @@ vec3 getNormal()
237
246
  mat3 tbn = pbr_vTBN;
238
247
  #endif
239
248
 
249
+ return tbn;
250
+ }
251
+
252
+ // Find the normal for this fragment, pulling either from a predefined normal map
253
+ // or from the interpolated mesh normal and tangent attributes.
254
+ vec3 getMappedNormal(sampler2D normalSampler, mat3 tbn, float normalScale)
255
+ {
256
+ vec3 n = texture(normalSampler, pbr_vUV).rgb;
257
+ return normalize(tbn * ((2.0 * n - 1.0) * vec3(normalScale, normalScale, 1.0)));
258
+ }
259
+
260
+ vec3 getNormal(mat3 tbn)
261
+ {
240
262
  #ifdef HAS_NORMALMAP
241
- vec3 n = texture(pbr_normalSampler, pbr_vUV).rgb;
242
- n = normalize(tbn * ((2.0 * n - 1.0) * vec3(pbrMaterial.normalScale, pbrMaterial.normalScale, 1.0)));
263
+ vec3 n = getMappedNormal(pbr_normalSampler, tbn, pbrMaterial.normalScale);
243
264
  #else
244
265
  // The tbn matrix is linearly interpolated, so we need to re-normalize
245
266
  vec3 n = normalize(tbn[2].xyz);
@@ -248,6 +269,15 @@ vec3 getNormal()
248
269
  return n;
249
270
  }
250
271
 
272
+ vec3 getClearcoatNormal(mat3 tbn, vec3 baseNormal)
273
+ {
274
+ #ifdef HAS_CLEARCOATNORMALMAP
275
+ return getMappedNormal(pbr_clearcoatNormalSampler, tbn, 1.0);
276
+ #else
277
+ return baseNormal;
278
+ #endif
279
+ }
280
+
251
281
  // Calculation of the lighting contribution from an optional Image Based Light source.
252
282
  // Precomputed Environment Maps are required uniform inputs and are computed as outlined in [1].
253
283
  // See our README.md on Environment Maps [3] for additional discussion.
@@ -323,6 +353,169 @@ float microfacetDistribution(PBRInfo pbrInfo)
323
353
  return roughnessSq / (M_PI * f * f);
324
354
  }
325
355
 
356
+ float maxComponent(vec3 value)
357
+ {
358
+ return max(max(value.r, value.g), value.b);
359
+ }
360
+
361
+ float getDielectricF0(float ior)
362
+ {
363
+ float clampedIor = max(ior, 1.0);
364
+ float ratio = (clampedIor - 1.0) / (clampedIor + 1.0);
365
+ return ratio * ratio;
366
+ }
367
+
368
+ vec2 normalizeDirection(vec2 direction)
369
+ {
370
+ float directionLength = length(direction);
371
+ return directionLength > 0.0001 ? direction / directionLength : vec2(1.0, 0.0);
372
+ }
373
+
374
+ vec2 rotateDirection(vec2 direction, float rotation)
375
+ {
376
+ float s = sin(rotation);
377
+ float c = cos(rotation);
378
+ return vec2(direction.x * c - direction.y * s, direction.x * s + direction.y * c);
379
+ }
380
+
381
+ vec3 getIridescenceTint(float iridescence, float thickness, float NdotV)
382
+ {
383
+ if (iridescence <= 0.0) {
384
+ return vec3(1.0);
385
+ }
386
+
387
+ float phase = 0.015 * thickness * pbrMaterial.iridescenceIor + (1.0 - NdotV) * 6.0;
388
+ vec3 thinFilmTint =
389
+ 0.5 + 0.5 * cos(vec3(phase, phase + 2.0943951, phase + 4.1887902));
390
+ return mix(vec3(1.0), thinFilmTint, iridescence);
391
+ }
392
+
393
+ vec3 getVolumeAttenuation(float thickness)
394
+ {
395
+ if (thickness <= 0.0) {
396
+ return vec3(1.0);
397
+ }
398
+
399
+ vec3 attenuationCoefficient =
400
+ -log(max(pbrMaterial.attenuationColor, vec3(0.0001))) /
401
+ max(pbrMaterial.attenuationDistance, 0.0001);
402
+ return exp(-attenuationCoefficient * thickness);
403
+ }
404
+
405
+ PBRInfo createClearcoatPBRInfo(PBRInfo basePBRInfo, vec3 clearcoatNormal, float clearcoatRoughness)
406
+ {
407
+ float perceptualRoughness = clamp(clearcoatRoughness, c_MinRoughness, 1.0);
408
+ float alphaRoughness = perceptualRoughness * perceptualRoughness;
409
+ float NdotV = clamp(abs(dot(clearcoatNormal, basePBRInfo.v)), 0.001, 1.0);
410
+
411
+ return PBRInfo(
412
+ basePBRInfo.NdotL,
413
+ NdotV,
414
+ basePBRInfo.NdotH,
415
+ basePBRInfo.LdotH,
416
+ basePBRInfo.VdotH,
417
+ perceptualRoughness,
418
+ 0.0,
419
+ vec3(0.04),
420
+ vec3(1.0),
421
+ alphaRoughness,
422
+ vec3(0.0),
423
+ vec3(0.04),
424
+ clearcoatNormal,
425
+ basePBRInfo.v
426
+ );
427
+ }
428
+
429
+ vec3 calculateClearcoatContribution(
430
+ PBRInfo pbrInfo,
431
+ vec3 lightColor,
432
+ vec3 clearcoatNormal,
433
+ float clearcoatFactor,
434
+ float clearcoatRoughness
435
+ ) {
436
+ if (clearcoatFactor <= 0.0) {
437
+ return vec3(0.0);
438
+ }
439
+
440
+ PBRInfo clearcoatPBRInfo = createClearcoatPBRInfo(pbrInfo, clearcoatNormal, clearcoatRoughness);
441
+ return calculateFinalColor(clearcoatPBRInfo, lightColor) * clearcoatFactor;
442
+ }
443
+
444
+ #ifdef USE_IBL
445
+ vec3 calculateClearcoatIBLContribution(
446
+ PBRInfo pbrInfo,
447
+ vec3 clearcoatNormal,
448
+ vec3 reflection,
449
+ float clearcoatFactor,
450
+ float clearcoatRoughness
451
+ ) {
452
+ if (clearcoatFactor <= 0.0) {
453
+ return vec3(0.0);
454
+ }
455
+
456
+ PBRInfo clearcoatPBRInfo = createClearcoatPBRInfo(pbrInfo, clearcoatNormal, clearcoatRoughness);
457
+ return getIBLContribution(clearcoatPBRInfo, clearcoatNormal, reflection) * clearcoatFactor;
458
+ }
459
+ #endif
460
+
461
+ vec3 calculateSheenContribution(
462
+ PBRInfo pbrInfo,
463
+ vec3 lightColor,
464
+ vec3 sheenColor,
465
+ float sheenRoughness
466
+ ) {
467
+ if (maxComponent(sheenColor) <= 0.0) {
468
+ return vec3(0.0);
469
+ }
470
+
471
+ float sheenFresnel = pow(clamp(1.0 - pbrInfo.VdotH, 0.0, 1.0), 5.0);
472
+ float sheenVisibility = mix(1.0, pbrInfo.NdotL * pbrInfo.NdotV, sheenRoughness);
473
+ return pbrInfo.NdotL *
474
+ lightColor *
475
+ sheenColor *
476
+ (0.25 + 0.75 * sheenFresnel) *
477
+ sheenVisibility *
478
+ (1.0 - pbrInfo.metalness);
479
+ }
480
+
481
+ float calculateAnisotropyBoost(
482
+ PBRInfo pbrInfo,
483
+ vec3 anisotropyTangent,
484
+ float anisotropyStrength
485
+ ) {
486
+ if (anisotropyStrength <= 0.0) {
487
+ return 1.0;
488
+ }
489
+
490
+ vec3 anisotropyBitangent = normalize(cross(pbrInfo.n, anisotropyTangent));
491
+ float bitangentViewAlignment = abs(dot(pbrInfo.v, anisotropyBitangent));
492
+ return mix(1.0, 0.65 + 0.7 * bitangentViewAlignment, anisotropyStrength);
493
+ }
494
+
495
+ vec3 calculateMaterialLightColor(
496
+ PBRInfo pbrInfo,
497
+ vec3 lightColor,
498
+ vec3 clearcoatNormal,
499
+ float clearcoatFactor,
500
+ float clearcoatRoughness,
501
+ vec3 sheenColor,
502
+ float sheenRoughness,
503
+ vec3 anisotropyTangent,
504
+ float anisotropyStrength
505
+ ) {
506
+ float anisotropyBoost = calculateAnisotropyBoost(pbrInfo, anisotropyTangent, anisotropyStrength);
507
+ vec3 color = calculateFinalColor(pbrInfo, lightColor) * anisotropyBoost;
508
+ color += calculateClearcoatContribution(
509
+ pbrInfo,
510
+ lightColor,
511
+ clearcoatNormal,
512
+ clearcoatFactor,
513
+ clearcoatRoughness
514
+ );
515
+ color += calculateSheenContribution(pbrInfo, lightColor, sheenColor, sheenRoughness);
516
+ return color;
517
+ }
518
+
326
519
  void PBRInfo_setAmbientLight(inout PBRInfo pbrInfo) {
327
520
  pbrInfo.NdotL = 1.0;
328
521
  pbrInfo.NdotH = 0.0;
@@ -347,6 +540,11 @@ void PBRInfo_setPointLight(inout PBRInfo pbrInfo, PointLight pointLight) {
347
540
  PBRInfo_setDirectionalLight(pbrInfo, light_direction);
348
541
  }
349
542
 
543
+ void PBRInfo_setSpotLight(inout PBRInfo pbrInfo, SpotLight spotLight) {
544
+ vec3 light_direction = normalize(spotLight.position - pbr_vPosition);
545
+ PBRInfo_setDirectionalLight(pbrInfo, light_direction);
546
+ }
547
+
350
548
  vec3 calculateFinalColor(PBRInfo pbrInfo, vec3 lightColor) {
351
549
  // Calculate the shading terms for the microfacet specular shading model
352
550
  vec3 F = specularReflection(pbrInfo);
@@ -377,6 +575,8 @@ vec4 pbr_filterColor(vec4 colorUnused)
377
575
 
378
576
  vec3 color = vec3(0, 0, 0);
379
577
 
578
+ float transmission = 0.0;
579
+
380
580
  if(pbrMaterial.unlit){
381
581
  color.rgb = baseColor.rgb;
382
582
  }
@@ -395,14 +595,252 @@ vec4 pbr_filterColor(vec4 colorUnused)
395
595
  #endif
396
596
  perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);
397
597
  metallic = clamp(metallic, 0.0, 1.0);
598
+ mat3 tbn = getTBN();
599
+ vec3 n = getNormal(tbn); // normal at surface point
600
+ vec3 v = normalize(pbrProjection.camera - pbr_vPosition); // Vector from surface point to camera
601
+ float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
602
+ #ifdef USE_MATERIAL_EXTENSIONS
603
+ bool useExtendedPBR =
604
+ pbrMaterial.specularColorMapEnabled ||
605
+ pbrMaterial.specularIntensityMapEnabled ||
606
+ abs(pbrMaterial.specularIntensityFactor - 1.0) > 0.0001 ||
607
+ maxComponent(abs(pbrMaterial.specularColorFactor - vec3(1.0))) > 0.0001 ||
608
+ abs(pbrMaterial.ior - 1.5) > 0.0001 ||
609
+ pbrMaterial.transmissionMapEnabled ||
610
+ pbrMaterial.transmissionFactor > 0.0001 ||
611
+ pbrMaterial.clearcoatMapEnabled ||
612
+ pbrMaterial.clearcoatRoughnessMapEnabled ||
613
+ pbrMaterial.clearcoatFactor > 0.0001 ||
614
+ pbrMaterial.clearcoatRoughnessFactor > 0.0001 ||
615
+ pbrMaterial.sheenColorMapEnabled ||
616
+ pbrMaterial.sheenRoughnessMapEnabled ||
617
+ maxComponent(pbrMaterial.sheenColorFactor) > 0.0001 ||
618
+ pbrMaterial.sheenRoughnessFactor > 0.0001 ||
619
+ pbrMaterial.iridescenceMapEnabled ||
620
+ pbrMaterial.iridescenceFactor > 0.0001 ||
621
+ abs(pbrMaterial.iridescenceIor - 1.3) > 0.0001 ||
622
+ abs(pbrMaterial.iridescenceThicknessRange.x - 100.0) > 0.0001 ||
623
+ abs(pbrMaterial.iridescenceThicknessRange.y - 400.0) > 0.0001 ||
624
+ pbrMaterial.anisotropyMapEnabled ||
625
+ pbrMaterial.anisotropyStrength > 0.0001 ||
626
+ abs(pbrMaterial.anisotropyRotation) > 0.0001 ||
627
+ length(pbrMaterial.anisotropyDirection - vec2(1.0, 0.0)) > 0.0001;
628
+ #else
629
+ bool useExtendedPBR = false;
630
+ #endif
631
+
632
+ if (!useExtendedPBR) {
633
+ // Keep the baseline metallic-roughness implementation byte-for-byte equivalent in behavior.
634
+ float alphaRoughness = perceptualRoughness * perceptualRoughness;
635
+
636
+ vec3 f0 = vec3(0.04);
637
+ vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
638
+ diffuseColor *= 1.0 - metallic;
639
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
640
+
641
+ float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
642
+ float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
643
+ vec3 specularEnvironmentR0 = specularColor.rgb;
644
+ vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
645
+ vec3 reflection = -normalize(reflect(v, n));
646
+
647
+ PBRInfo pbrInfo = PBRInfo(
648
+ 0.0, // NdotL
649
+ NdotV,
650
+ 0.0, // NdotH
651
+ 0.0, // LdotH
652
+ 0.0, // VdotH
653
+ perceptualRoughness,
654
+ metallic,
655
+ specularEnvironmentR0,
656
+ specularEnvironmentR90,
657
+ alphaRoughness,
658
+ diffuseColor,
659
+ specularColor,
660
+ n,
661
+ v
662
+ );
663
+
664
+ #ifdef USE_LIGHTS
665
+ PBRInfo_setAmbientLight(pbrInfo);
666
+ color += calculateFinalColor(pbrInfo, lighting.ambientColor);
667
+
668
+ for(int i = 0; i < lighting.directionalLightCount; i++) {
669
+ if (i < lighting.directionalLightCount) {
670
+ PBRInfo_setDirectionalLight(pbrInfo, lighting_getDirectionalLight(i).direction);
671
+ color += calculateFinalColor(pbrInfo, lighting_getDirectionalLight(i).color);
672
+ }
673
+ }
674
+
675
+ for(int i = 0; i < lighting.pointLightCount; i++) {
676
+ if (i < lighting.pointLightCount) {
677
+ PBRInfo_setPointLight(pbrInfo, lighting_getPointLight(i));
678
+ float attenuation = getPointLightAttenuation(lighting_getPointLight(i), distance(lighting_getPointLight(i).position, pbr_vPosition));
679
+ color += calculateFinalColor(pbrInfo, lighting_getPointLight(i).color / attenuation);
680
+ }
681
+ }
682
+
683
+ for(int i = 0; i < lighting.spotLightCount; i++) {
684
+ if (i < lighting.spotLightCount) {
685
+ PBRInfo_setSpotLight(pbrInfo, lighting_getSpotLight(i));
686
+ float attenuation = getSpotLightAttenuation(lighting_getSpotLight(i), pbr_vPosition);
687
+ color += calculateFinalColor(pbrInfo, lighting_getSpotLight(i).color / attenuation);
688
+ }
689
+ }
690
+ #endif
691
+
692
+ #ifdef USE_IBL
693
+ if (pbrMaterial.IBLenabled) {
694
+ color += getIBLContribution(pbrInfo, n, reflection);
695
+ }
696
+ #endif
697
+
698
+ #ifdef HAS_OCCLUSIONMAP
699
+ if (pbrMaterial.occlusionMapEnabled) {
700
+ float ao = texture(pbr_occlusionSampler, pbr_vUV).r;
701
+ color = mix(color, color * ao, pbrMaterial.occlusionStrength);
702
+ }
703
+ #endif
704
+
705
+ vec3 emissive = pbrMaterial.emissiveFactor;
706
+ #ifdef HAS_EMISSIVEMAP
707
+ if (pbrMaterial.emissiveMapEnabled) {
708
+ emissive *= SRGBtoLINEAR(texture(pbr_emissiveSampler, pbr_vUV)).rgb;
709
+ }
710
+ #endif
711
+ color += emissive * pbrMaterial.emissiveStrength;
712
+
713
+ #ifdef PBR_DEBUG
714
+ color = mix(color, baseColor.rgb, pbrMaterial.scaleDiffBaseMR.y);
715
+ color = mix(color, vec3(metallic), pbrMaterial.scaleDiffBaseMR.z);
716
+ color = mix(color, vec3(perceptualRoughness), pbrMaterial.scaleDiffBaseMR.w);
717
+ #endif
718
+
719
+ return vec4(pow(color, vec3(1.0 / 2.2)), baseColor.a);
720
+ }
721
+
722
+ float specularIntensity = pbrMaterial.specularIntensityFactor;
723
+ #ifdef HAS_SPECULARINTENSITYMAP
724
+ if (pbrMaterial.specularIntensityMapEnabled) {
725
+ specularIntensity *= texture(pbr_specularIntensitySampler, pbr_vUV).a;
726
+ }
727
+ #endif
728
+
729
+ vec3 specularFactor = pbrMaterial.specularColorFactor;
730
+ #ifdef HAS_SPECULARCOLORMAP
731
+ if (pbrMaterial.specularColorMapEnabled) {
732
+ specularFactor *= SRGBtoLINEAR(texture(pbr_specularColorSampler, pbr_vUV)).rgb;
733
+ }
734
+ #endif
735
+
736
+ transmission = pbrMaterial.transmissionFactor;
737
+ #ifdef HAS_TRANSMISSIONMAP
738
+ if (pbrMaterial.transmissionMapEnabled) {
739
+ transmission *= texture(pbr_transmissionSampler, pbr_vUV).r;
740
+ }
741
+ #endif
742
+ transmission = clamp(transmission * (1.0 - metallic), 0.0, 1.0);
743
+ float thickness = max(pbrMaterial.thicknessFactor, 0.0);
744
+ #ifdef HAS_THICKNESSMAP
745
+ thickness *= texture(pbr_thicknessSampler, pbr_vUV).g;
746
+ #endif
747
+
748
+ float clearcoatFactor = pbrMaterial.clearcoatFactor;
749
+ float clearcoatRoughness = pbrMaterial.clearcoatRoughnessFactor;
750
+ #ifdef HAS_CLEARCOATMAP
751
+ if (pbrMaterial.clearcoatMapEnabled) {
752
+ clearcoatFactor *= texture(pbr_clearcoatSampler, pbr_vUV).r;
753
+ }
754
+ #endif
755
+ #ifdef HAS_CLEARCOATROUGHNESSMAP
756
+ if (pbrMaterial.clearcoatRoughnessMapEnabled) {
757
+ clearcoatRoughness *= texture(pbr_clearcoatRoughnessSampler, pbr_vUV).g;
758
+ }
759
+ #endif
760
+ clearcoatFactor = clamp(clearcoatFactor, 0.0, 1.0);
761
+ clearcoatRoughness = clamp(clearcoatRoughness, c_MinRoughness, 1.0);
762
+ vec3 clearcoatNormal = getClearcoatNormal(tbn, n);
763
+
764
+ vec3 sheenColor = pbrMaterial.sheenColorFactor;
765
+ float sheenRoughness = pbrMaterial.sheenRoughnessFactor;
766
+ #ifdef HAS_SHEENCOLORMAP
767
+ if (pbrMaterial.sheenColorMapEnabled) {
768
+ sheenColor *= SRGBtoLINEAR(texture(pbr_sheenColorSampler, pbr_vUV)).rgb;
769
+ }
770
+ #endif
771
+ #ifdef HAS_SHEENROUGHNESSMAP
772
+ if (pbrMaterial.sheenRoughnessMapEnabled) {
773
+ sheenRoughness *= texture(pbr_sheenRoughnessSampler, pbr_vUV).a;
774
+ }
775
+ #endif
776
+ sheenRoughness = clamp(sheenRoughness, c_MinRoughness, 1.0);
777
+
778
+ float iridescence = pbrMaterial.iridescenceFactor;
779
+ #ifdef HAS_IRIDESCENCEMAP
780
+ if (pbrMaterial.iridescenceMapEnabled) {
781
+ iridescence *= texture(pbr_iridescenceSampler, pbr_vUV).r;
782
+ }
783
+ #endif
784
+ iridescence = clamp(iridescence, 0.0, 1.0);
785
+ float iridescenceThickness = mix(
786
+ pbrMaterial.iridescenceThicknessRange.x,
787
+ pbrMaterial.iridescenceThicknessRange.y,
788
+ 0.5
789
+ );
790
+ #ifdef HAS_IRIDESCENCETHICKNESSMAP
791
+ iridescenceThickness = mix(
792
+ pbrMaterial.iridescenceThicknessRange.x,
793
+ pbrMaterial.iridescenceThicknessRange.y,
794
+ texture(pbr_iridescenceThicknessSampler, pbr_vUV).g
795
+ );
796
+ #endif
797
+
798
+ float anisotropyStrength = clamp(pbrMaterial.anisotropyStrength, 0.0, 1.0);
799
+ vec2 anisotropyDirection = normalizeDirection(pbrMaterial.anisotropyDirection);
800
+ #ifdef HAS_ANISOTROPYMAP
801
+ if (pbrMaterial.anisotropyMapEnabled) {
802
+ vec3 anisotropySample = texture(pbr_anisotropySampler, pbr_vUV).rgb;
803
+ anisotropyStrength *= anisotropySample.b;
804
+ vec2 mappedDirection = anisotropySample.rg * 2.0 - 1.0;
805
+ if (length(mappedDirection) > 0.0001) {
806
+ anisotropyDirection = normalize(mappedDirection);
807
+ }
808
+ }
809
+ #endif
810
+ anisotropyDirection = rotateDirection(anisotropyDirection, pbrMaterial.anisotropyRotation);
811
+ vec3 anisotropyTangent = normalize(tbn[0] * anisotropyDirection.x + tbn[1] * anisotropyDirection.y);
812
+ if (length(anisotropyTangent) < 0.0001) {
813
+ anisotropyTangent = normalize(tbn[0]);
814
+ }
815
+ float anisotropyViewAlignment = abs(dot(v, anisotropyTangent));
816
+ perceptualRoughness = mix(
817
+ perceptualRoughness,
818
+ clamp(perceptualRoughness * (1.0 - 0.6 * anisotropyViewAlignment), c_MinRoughness, 1.0),
819
+ anisotropyStrength
820
+ );
821
+
398
822
  // Roughness is authored as perceptual roughness; as is convention,
399
823
  // convert to material roughness by squaring the perceptual roughness [2].
400
824
  float alphaRoughness = perceptualRoughness * perceptualRoughness;
401
825
 
402
- vec3 f0 = vec3(0.04);
403
- vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
404
- diffuseColor *= 1.0 - metallic;
405
- vec3 specularColor = mix(f0, baseColor.rgb, metallic);
826
+ float dielectricF0 = getDielectricF0(pbrMaterial.ior);
827
+ vec3 dielectricSpecularF0 = min(
828
+ vec3(dielectricF0) * specularFactor * specularIntensity,
829
+ vec3(1.0)
830
+ );
831
+ vec3 iridescenceTint = getIridescenceTint(iridescence, iridescenceThickness, NdotV);
832
+ dielectricSpecularF0 = mix(
833
+ dielectricSpecularF0,
834
+ dielectricSpecularF0 * iridescenceTint,
835
+ iridescence
836
+ );
837
+ vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - dielectricSpecularF0);
838
+ diffuseColor *= (1.0 - metallic) * (1.0 - transmission);
839
+ vec3 specularColor = mix(dielectricSpecularF0, baseColor.rgb, metallic);
840
+
841
+ float baseLayerEnergy = 1.0 - clearcoatFactor * 0.25;
842
+ diffuseColor *= baseLayerEnergy;
843
+ specularColor *= baseLayerEnergy;
406
844
 
407
845
  // Compute reflectance.
408
846
  float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
@@ -414,11 +852,6 @@ vec4 pbr_filterColor(vec4 colorUnused)
414
852
  float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
415
853
  vec3 specularEnvironmentR0 = specularColor.rgb;
416
854
  vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
417
-
418
- vec3 n = getNormal(); // normal at surface point
419
- vec3 v = normalize(pbrProjection.camera - pbr_vPosition); // Vector from surface point to camera
420
-
421
- float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
422
855
  vec3 reflection = -normalize(reflect(v, n));
423
856
 
424
857
  PBRInfo pbrInfo = PBRInfo(
@@ -442,13 +875,33 @@ vec4 pbr_filterColor(vec4 colorUnused)
442
875
  #ifdef USE_LIGHTS
443
876
  // Apply ambient light
444
877
  PBRInfo_setAmbientLight(pbrInfo);
445
- color += calculateFinalColor(pbrInfo, lighting.ambientColor);
878
+ color += calculateMaterialLightColor(
879
+ pbrInfo,
880
+ lighting.ambientColor,
881
+ clearcoatNormal,
882
+ clearcoatFactor,
883
+ clearcoatRoughness,
884
+ sheenColor,
885
+ sheenRoughness,
886
+ anisotropyTangent,
887
+ anisotropyStrength
888
+ );
446
889
 
447
890
  // Apply directional light
448
891
  for(int i = 0; i < lighting.directionalLightCount; i++) {
449
892
  if (i < lighting.directionalLightCount) {
450
893
  PBRInfo_setDirectionalLight(pbrInfo, lighting_getDirectionalLight(i).direction);
451
- color += calculateFinalColor(pbrInfo, lighting_getDirectionalLight(i).color);
894
+ color += calculateMaterialLightColor(
895
+ pbrInfo,
896
+ lighting_getDirectionalLight(i).color,
897
+ clearcoatNormal,
898
+ clearcoatFactor,
899
+ clearcoatRoughness,
900
+ sheenColor,
901
+ sheenRoughness,
902
+ anisotropyTangent,
903
+ anisotropyStrength
904
+ );
452
905
  }
453
906
  }
454
907
 
@@ -457,7 +910,35 @@ vec4 pbr_filterColor(vec4 colorUnused)
457
910
  if (i < lighting.pointLightCount) {
458
911
  PBRInfo_setPointLight(pbrInfo, lighting_getPointLight(i));
459
912
  float attenuation = getPointLightAttenuation(lighting_getPointLight(i), distance(lighting_getPointLight(i).position, pbr_vPosition));
460
- color += calculateFinalColor(pbrInfo, lighting_getPointLight(i).color / attenuation);
913
+ color += calculateMaterialLightColor(
914
+ pbrInfo,
915
+ lighting_getPointLight(i).color / attenuation,
916
+ clearcoatNormal,
917
+ clearcoatFactor,
918
+ clearcoatRoughness,
919
+ sheenColor,
920
+ sheenRoughness,
921
+ anisotropyTangent,
922
+ anisotropyStrength
923
+ );
924
+ }
925
+ }
926
+
927
+ for(int i = 0; i < lighting.spotLightCount; i++) {
928
+ if (i < lighting.spotLightCount) {
929
+ PBRInfo_setSpotLight(pbrInfo, lighting_getSpotLight(i));
930
+ float attenuation = getSpotLightAttenuation(lighting_getSpotLight(i), pbr_vPosition);
931
+ color += calculateMaterialLightColor(
932
+ pbrInfo,
933
+ lighting_getSpotLight(i).color / attenuation,
934
+ clearcoatNormal,
935
+ clearcoatFactor,
936
+ clearcoatRoughness,
937
+ sheenColor,
938
+ sheenRoughness,
939
+ anisotropyTangent,
940
+ anisotropyStrength
941
+ );
461
942
  }
462
943
  }
463
944
  #endif
@@ -465,7 +946,16 @@ vec4 pbr_filterColor(vec4 colorUnused)
465
946
  // Calculate lighting contribution from image based lighting source (IBL)
466
947
  #ifdef USE_IBL
467
948
  if (pbrMaterial.IBLenabled) {
468
- color += getIBLContribution(pbrInfo, n, reflection);
949
+ color += getIBLContribution(pbrInfo, n, reflection) *
950
+ calculateAnisotropyBoost(pbrInfo, anisotropyTangent, anisotropyStrength);
951
+ color += calculateClearcoatIBLContribution(
952
+ pbrInfo,
953
+ clearcoatNormal,
954
+ -normalize(reflect(v, clearcoatNormal)),
955
+ clearcoatFactor,
956
+ clearcoatRoughness
957
+ );
958
+ color += sheenColor * pbrMaterial.scaleIBLAmbient.x * (1.0 - sheenRoughness) * 0.25;
469
959
  }
470
960
  #endif
471
961
 
@@ -477,12 +967,17 @@ vec4 pbr_filterColor(vec4 colorUnused)
477
967
  }
478
968
  #endif
479
969
 
970
+ vec3 emissive = pbrMaterial.emissiveFactor;
480
971
  #ifdef HAS_EMISSIVEMAP
481
972
  if (pbrMaterial.emissiveMapEnabled) {
482
- vec3 emissive = SRGBtoLINEAR(texture(pbr_emissiveSampler, pbr_vUV)).rgb * pbrMaterial.emissiveFactor;
483
- color += emissive;
973
+ emissive *= SRGBtoLINEAR(texture(pbr_emissiveSampler, pbr_vUV)).rgb;
484
974
  }
485
975
  #endif
976
+ color += emissive * pbrMaterial.emissiveStrength;
977
+
978
+ if (transmission > 0.0) {
979
+ color = mix(color, color * getVolumeAttenuation(thickness), transmission);
980
+ }
486
981
 
487
982
  // This section uses mix to override final color for reference app visualization
488
983
  // of various parameters in the lighting equation.
@@ -502,6 +997,7 @@ vec4 pbr_filterColor(vec4 colorUnused)
502
997
 
503
998
  }
504
999
 
505
- return vec4(pow(color,vec3(1.0/2.2)), baseColor.a);
1000
+ float alpha = clamp(baseColor.a * (1.0 - transmission), 0.0, 1.0);
1001
+ return vec4(pow(color,vec3(1.0/2.2)), alpha);
506
1002
  }
507
1003
  `;