@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.
- package/dist/dist.dev.js +2550 -330
- package/dist/dist.min.js +1803 -283
- package/dist/index.cjs +2495 -358
- package/dist/index.cjs.map +4 -4
- package/dist/index.d.ts +9 -2
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +3 -0
- package/dist/index.js.map +1 -1
- package/dist/lib/preprocessor/preprocessor.d.ts.map +1 -1
- package/dist/lib/preprocessor/preprocessor.js +4 -3
- package/dist/lib/preprocessor/preprocessor.js.map +1 -1
- package/dist/lib/shader-assembler.d.ts +10 -0
- package/dist/lib/shader-assembler.d.ts.map +1 -1
- package/dist/lib/shader-assembler.js +12 -2
- package/dist/lib/shader-assembler.js.map +1 -1
- package/dist/lib/shader-assembly/assemble-shaders.d.ts +23 -2
- package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -1
- package/dist/lib/shader-assembly/assemble-shaders.js +211 -11
- package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -1
- package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts +37 -0
- package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -0
- package/dist/lib/shader-assembly/wgsl-binding-debug.js +140 -0
- package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -0
- package/dist/lib/shader-generator/glsl/generate-glsl.js +3 -0
- package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -1
- package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts.map +1 -1
- package/dist/lib/shader-generator/wgsl/generate-wgsl.js +3 -0
- package/dist/lib/shader-generator/wgsl/generate-wgsl.js.map +1 -1
- package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +22 -0
- package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -0
- package/dist/lib/shader-module/shader-module-uniform-layout.js +112 -0
- package/dist/lib/shader-module/shader-module-uniform-layout.js.map +1 -0
- package/dist/lib/shader-module/shader-module.d.ts +11 -5
- package/dist/lib/shader-module/shader-module.d.ts.map +1 -1
- package/dist/lib/shader-module/shader-module.js.map +1 -1
- package/dist/lib/utils/uniform-types.d.ts +11 -7
- package/dist/lib/utils/uniform-types.d.ts.map +1 -1
- package/dist/modules/engine/picking/picking.d.ts +3 -0
- package/dist/modules/engine/picking/picking.d.ts.map +1 -1
- package/dist/modules/engine/picking/picking.js +3 -0
- package/dist/modules/engine/picking/picking.js.map +1 -1
- package/dist/modules/engine/skin/skin.d.ts +7 -6
- package/dist/modules/engine/skin/skin.d.ts.map +1 -1
- package/dist/modules/engine/skin/skin.js +3 -5
- package/dist/modules/engine/skin/skin.js.map +1 -1
- package/dist/modules/lighting/gouraud-material/gouraud-material.d.ts +1 -0
- package/dist/modules/lighting/gouraud-material/gouraud-material.d.ts.map +1 -1
- package/dist/modules/lighting/gouraud-material/gouraud-material.js +3 -0
- package/dist/modules/lighting/gouraud-material/gouraud-material.js.map +1 -1
- package/dist/modules/lighting/ibl/ibl.d.ts +26 -0
- package/dist/modules/lighting/ibl/ibl.d.ts.map +1 -0
- package/dist/modules/lighting/ibl/ibl.js +33 -0
- package/dist/modules/lighting/ibl/ibl.js.map +1 -0
- package/dist/modules/lighting/lambert-material/lambert-material.d.ts +10 -0
- package/dist/modules/lighting/lambert-material/lambert-material.d.ts.map +1 -0
- package/dist/modules/lighting/lambert-material/lambert-material.js +33 -0
- package/dist/modules/lighting/lambert-material/lambert-material.js.map +1 -0
- package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.d.ts +3 -0
- package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.d.ts.map +1 -0
- package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.js +60 -0
- package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.js.map +1 -0
- package/dist/modules/lighting/lambert-material/lambert-shaders-wgsl.d.ts +2 -0
- package/dist/modules/lighting/lambert-material/lambert-shaders-wgsl.d.ts.map +1 -0
- package/dist/modules/lighting/lambert-material/lambert-shaders-wgsl.js +73 -0
- package/dist/modules/lighting/lambert-material/lambert-shaders-wgsl.js.map +1 -0
- package/dist/modules/lighting/lights/lighting-glsl.d.ts +1 -1
- package/dist/modules/lighting/lights/lighting-glsl.d.ts.map +1 -1
- package/dist/modules/lighting/lights/lighting-glsl.js +43 -55
- package/dist/modules/lighting/lights/lighting-glsl.js.map +1 -1
- package/dist/modules/lighting/lights/lighting-wgsl.d.ts +1 -1
- package/dist/modules/lighting/lights/lighting-wgsl.d.ts.map +1 -1
- package/dist/modules/lighting/lights/lighting-wgsl.js +43 -65
- package/dist/modules/lighting/lights/lighting-wgsl.js.map +1 -1
- package/dist/modules/lighting/lights/lighting.d.ts +104 -86
- package/dist/modules/lighting/lights/lighting.d.ts.map +1 -1
- package/dist/modules/lighting/lights/lighting.js +96 -83
- package/dist/modules/lighting/lights/lighting.js.map +1 -1
- package/dist/modules/lighting/no-material/dirlight.d.ts +7 -2
- package/dist/modules/lighting/no-material/dirlight.d.ts.map +1 -1
- package/dist/modules/lighting/no-material/dirlight.js +3 -1
- package/dist/modules/lighting/no-material/dirlight.js.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material-glsl.d.ts +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material-glsl.d.ts.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material-glsl.js +524 -28
- package/dist/modules/lighting/pbr-material/pbr-material-glsl.js.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material-wgsl.d.ts +2 -2
- package/dist/modules/lighting/pbr-material/pbr-material-wgsl.d.ts.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material-wgsl.js +706 -50
- package/dist/modules/lighting/pbr-material/pbr-material-wgsl.js.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material.d.ts +110 -61
- package/dist/modules/lighting/pbr-material/pbr-material.d.ts.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material.js +85 -9
- package/dist/modules/lighting/pbr-material/pbr-material.js.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-projection.d.ts.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-projection.js +2 -1
- package/dist/modules/lighting/pbr-material/pbr-projection.js.map +1 -1
- package/dist/modules/lighting/phong-material/phong-material.d.ts +1 -0
- package/dist/modules/lighting/phong-material/phong-material.d.ts.map +1 -1
- package/dist/modules/lighting/phong-material/phong-material.js +4 -0
- package/dist/modules/lighting/phong-material/phong-material.js.map +1 -1
- package/dist/modules/lighting/phong-material/phong-shaders-glsl.d.ts +2 -2
- package/dist/modules/lighting/phong-material/phong-shaders-glsl.d.ts.map +1 -1
- package/dist/modules/lighting/phong-material/phong-shaders-glsl.js +15 -4
- package/dist/modules/lighting/phong-material/phong-shaders-glsl.js.map +1 -1
- package/dist/modules/lighting/phong-material/phong-shaders-wgsl.d.ts +1 -1
- package/dist/modules/lighting/phong-material/phong-shaders-wgsl.d.ts.map +1 -1
- package/dist/modules/lighting/phong-material/phong-shaders-wgsl.js +36 -5
- package/dist/modules/lighting/phong-material/phong-shaders-wgsl.js.map +1 -1
- package/dist/modules/math/fp64/fp64-arithmetic-glsl.d.ts +1 -1
- package/dist/modules/math/fp64/fp64-arithmetic-glsl.d.ts.map +1 -1
- package/dist/modules/math/fp64/fp64-arithmetic-glsl.js +41 -10
- package/dist/modules/math/fp64/fp64-arithmetic-glsl.js.map +1 -1
- package/dist/modules/math/fp64/fp64-arithmetic-wgsl.d.ts +2 -0
- package/dist/modules/math/fp64/fp64-arithmetic-wgsl.d.ts.map +1 -0
- package/dist/modules/math/fp64/fp64-arithmetic-wgsl.js +212 -0
- package/dist/modules/math/fp64/fp64-arithmetic-wgsl.js.map +1 -0
- package/dist/modules/math/fp64/fp64.d.ts +1 -0
- package/dist/modules/math/fp64/fp64.d.ts.map +1 -1
- package/dist/modules/math/fp64/fp64.js +8 -2
- package/dist/modules/math/fp64/fp64.js.map +1 -1
- package/package.json +3 -3
- package/src/index.ts +19 -2
- package/src/lib/preprocessor/preprocessor.ts +6 -3
- package/src/lib/shader-assembler.ts +17 -2
- package/src/lib/shader-assembly/assemble-shaders.ts +377 -12
- package/src/lib/shader-assembly/wgsl-binding-debug.ts +216 -0
- package/src/lib/shader-generator/glsl/generate-glsl.ts +7 -1
- package/src/lib/shader-generator/wgsl/generate-wgsl.ts +6 -0
- package/src/lib/shader-module/shader-module-uniform-layout.ts +194 -0
- package/src/lib/shader-module/shader-module.ts +16 -6
- package/src/lib/utils/uniform-types.ts +24 -9
- package/src/modules/engine/picking/picking.ts +3 -0
- package/src/modules/engine/skin/skin.ts +3 -5
- package/src/modules/lighting/gouraud-material/gouraud-material.ts +4 -0
- package/src/modules/lighting/ibl/ibl.ts +44 -0
- package/src/modules/lighting/lambert-material/lambert-material.ts +42 -0
- package/src/modules/lighting/lambert-material/lambert-shaders-glsl.ts +61 -0
- package/src/modules/lighting/lambert-material/lambert-shaders-wgsl.ts +73 -0
- package/src/modules/lighting/lights/lighting-glsl.ts +43 -55
- package/src/modules/lighting/lights/lighting-wgsl.ts +43 -65
- package/src/modules/lighting/lights/lighting.ts +186 -123
- package/src/modules/lighting/no-material/dirlight.ts +3 -1
- package/src/modules/lighting/pbr-material/pbr-material-glsl.ts +524 -28
- package/src/modules/lighting/pbr-material/pbr-material-wgsl.ts +706 -50
- package/src/modules/lighting/pbr-material/pbr-material.ts +111 -18
- package/src/modules/lighting/pbr-material/pbr-projection.ts +2 -1
- package/src/modules/lighting/phong-material/phong-material.ts +5 -0
- package/src/modules/lighting/phong-material/phong-shaders-glsl.ts +15 -4
- package/src/modules/lighting/phong-material/phong-shaders-wgsl.ts +36 -5
- package/src/modules/math/fp64/fp64-arithmetic-glsl.ts +41 -10
- package/src/modules/math/fp64/fp64-arithmetic-wgsl.ts +212 -0
- package/src/modules/math/fp64/fp64.ts +9 -3
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@@ -16,6 +16,7 @@ import type {
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import {ShaderModule} from '../../../lib/shader-module/shader-module';
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import {lighting} from '../lights/lighting';
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import {ibl} from '../ibl/ibl';
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import {vs, fs} from './pbr-material-glsl';
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import {source} from './pbr-material-wgsl';
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@@ -33,18 +34,16 @@ export type PBRMaterialBindings = {
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pbr_specularColorSampler?: Texture | null; // #ifdef HAS_SPECULARCOLORMAP
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pbr_specularIntensitySampler?: Texture | null; // #ifdef HAS_SPECULARINTENSITYMAP
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pbr_transmissionSampler?: Texture | null; // #ifdef HAS_TRANSMISSIONMAP
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pbr_thicknessSampler?: Texture | null; // #ifdef HAS_THICKNESSMAP
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pbr_clearcoatSampler?: Texture | null; // #ifdef HAS_CLEARCOATMAP
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pbr_clearcoatRoughnessSampler?: Texture | null; // #ifdef
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pbr_clearcoatRoughnessSampler?: Texture | null; // #ifdef HAS_CLEARCOATROUGHNESSMAP
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pbr_clearcoatNormalSampler?: Texture | null; // #ifdef HAS_CLEARCOATNORMALMAP
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pbr_sheenColorSampler?: Texture | null; // #ifdef HAS_SHEENCOLORMAP
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pbr_sheenRoughnessSampler?: Texture | null; // #ifdef
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pbr_sheenRoughnessSampler?: Texture | null; // #ifdef HAS_SHEENROUGHNESSMAP
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pbr_iridescenceSampler?: Texture | null; // #ifdef HAS_IRIDESCENCEMAP
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pbr_iridescenceThicknessSampler?: Texture | null; // #ifdef HAS_IRIDESCENCETHICKNESSMAP
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pbr_anisotropySampler?: Texture | null; // #ifdef HAS_ANISOTROPYMAP
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// IBL Samplers
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pbr_diffuseEnvSampler?: Texture | null; // #ifdef USE_IBL (samplerCube)
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pbr_specularEnvSampler?: Texture | null; // #ifdef USE_IBL (samplerCube)
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pbr_BrdfLUT?: Texture | null; // #ifdef USE_IBL
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};
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export type PBRMaterialUniforms = {
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clearcoatFactor?: number;
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clearcoatRoughnessFactor?: number;
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clearcoatMapEnabled?: boolean;
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clearcoatRoughnessMapEnabled?: boolean;
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sheenColorFactor?: Readonly<Vector3 | NumberArray3>;
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sheenRoughnessFactor?: number;
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sheenColorMapEnabled?: boolean;
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sheenRoughnessMapEnabled?: boolean;
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iridescenceFactor?: number;
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iridescenceIor?: number;
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export const pbrMaterial = {
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props: {} as PBRMaterialProps,
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uniforms: {} as PBRMaterialUniforms,
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defaultUniforms: {
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unlit: false,
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baseColorMapEnabled: false,
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baseColorFactor: [1, 1, 1, 1],
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normalMapEnabled: false,
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normalScale: 1,
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emissiveMapEnabled: false,
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emissiveFactor: [0, 0, 0],
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metallicRoughnessValues: [1, 1],
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metallicRoughnessMapEnabled: false,
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occlusionMapEnabled: false,
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occlusionStrength: 1,
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alphaCutoffEnabled: false,
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alphaCutoff: 0.5,
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IBLenabled: false,
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scaleIBLAmbient: [1, 1],
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scaleDiffBaseMR: [0, 0, 0, 0],
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scaleFGDSpec: [0, 0, 0, 0],
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specularColorFactor: [1, 1, 1],
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specularIntensityFactor: 1,
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specularColorMapEnabled: false,
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specularIntensityMapEnabled: false,
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ior: 1.5,
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transmissionFactor: 0,
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transmissionMapEnabled: false,
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thicknessFactor: 0,
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attenuationDistance: 1e9,
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attenuationColor: [1, 1, 1],
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clearcoatFactor: 0,
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clearcoatRoughnessFactor: 0,
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clearcoatMapEnabled: false,
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clearcoatRoughnessMapEnabled: false,
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sheenColorFactor: [0, 0, 0],
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sheenRoughnessFactor: 0,
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sheenColorMapEnabled: false,
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sheenRoughnessMapEnabled: false,
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iridescenceFactor: 0,
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iridescenceIor: 1.3,
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iridescenceThicknessRange: [100, 400],
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iridescenceMapEnabled: false,
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anisotropyStrength: 0,
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anisotropyRotation: 0,
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anisotropyDirection: [1, 0],
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anisotropyMapEnabled: false,
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emissiveStrength: 1
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} as Required<PBRMaterialUniforms>,
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name: 'pbrMaterial',
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firstBindingSlot: 0,
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bindingLayout: [
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{name: 'pbrMaterial', group: 3},
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{name: 'pbr_baseColorSampler', group: 3},
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{name: 'pbr_normalSampler', group: 3},
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{name: 'pbr_emissiveSampler', group: 3},
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{name: 'pbr_metallicRoughnessSampler', group: 3},
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{name: 'pbr_occlusionSampler', group: 3},
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{name: 'pbr_specularColorSampler', group: 3},
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{name: 'pbr_specularIntensitySampler', group: 3},
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{name: 'pbr_transmissionSampler', group: 3},
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{name: 'pbr_thicknessSampler', group: 3},
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{name: 'pbr_clearcoatSampler', group: 3},
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{name: 'pbr_clearcoatRoughnessSampler', group: 3},
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{name: 'pbr_clearcoatNormalSampler', group: 3},
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{name: 'pbr_sheenColorSampler', group: 3},
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{name: 'pbr_sheenRoughnessSampler', group: 3},
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{name: 'pbr_iridescenceSampler', group: 3},
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{name: 'pbr_iridescenceThicknessSampler', group: 3},
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{name: 'pbr_anisotropySampler', group: 3}
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],
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dependencies: [lighting, ibl, pbrProjection],
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HAS_SPECULARCOLORMAP: false,
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HAS_SPECULARINTENSITYMAP: false,
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HAS_TRANSMISSIONMAP: false,
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HAS_THICKNESSMAP: false,
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HAS_CLEARCOATMAP: false,
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HAS_CLEARCOATROUGHNESSMAP: false,
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HAS_CLEARCOATNORMALMAP: false,
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HAS_SHEENCOLORMAP: false,
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alphaCutoff: 'f32', // #ifdef ALPHA_CUTOFF
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// IBL
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// #ifdef PBR_DEBUG
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specularIntensityFactor: 'f32',
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specularColorMapEnabled: 'i32',
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clearcoatFactor: 'f32',
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clearcoatRoughnessFactor: 'f32',
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clearcoatMapEnabled: 'i32',
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sheenColorFactor: 'vec3<f32>',
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sheenRoughnessFactor: 'f32',
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iridescenceFactor: 'f32',
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iridescenceIor: 'f32',
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anisotropyDirection: 'vec2<f32>',
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anisotropyMapEnabled: 'i32',
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emissiveStrength: 'f32'
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emissiveStrength: 'f32',
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+
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// IBL
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IBLenabled: 'i32',
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scaleIBLAmbient: 'vec2<f32>', // #ifdef USE_IBL
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+
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// debugging flags used for shader output of intermediate PBR variables
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// #ifdef PBR_DEBUG
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scaleDiffBaseMR: 'vec4<f32>',
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scaleFGDSpec: 'vec4<f32>'
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}
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} as const satisfies ShaderModule<PBRMaterialProps, PBRMaterialUniforms, PBRMaterialBindings>;
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@@ -23,7 +23,7 @@ struct pbrProjectionUniforms {
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camera: vec3<f32>
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};
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-
@
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+
@group(0) @binding(auto) var<uniform> pbrProjection: pbrProjectionUniforms;
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`;
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export type PBRProjectionProps = {
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@@ -35,6 +35,7 @@ export type PBRProjectionProps = {
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export const pbrProjection: ShaderModule<PBRProjectionProps> = {
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name: 'pbrProjection',
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+
bindingLayout: [{name: 'pbrProjection', group: 0}],
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source: wgslUniformBlock,
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vs: uniformBlock,
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fs: uniformBlock,
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@@ -9,6 +9,7 @@ import {PHONG_WGSL} from './phong-shaders-wgsl';
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9
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import {PHONG_VS, PHONG_FS} from './phong-shaders-glsl';
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export type PhongMaterialProps = {
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+
unlit?: boolean;
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ambient?: number;
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diffuse?: number;
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/** Specularity exponent */
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@@ -19,6 +20,8 @@ export type PhongMaterialProps = {
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/** In Phong shading, the normal vector is linearly interpolated across the surface of the polygon from the polygon's vertex normals. */
|
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export const phongMaterial: ShaderModule<PhongMaterialProps> = {
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name: 'phongMaterial',
|
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+
firstBindingSlot: 0,
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+
bindingLayout: [{name: 'phongMaterial', group: 3}],
|
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dependencies: [lighting],
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|
// Note these are switched between phong and gouraud
|
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|
source: PHONG_WGSL,
|
|
@@ -28,12 +31,14 @@ export const phongMaterial: ShaderModule<PhongMaterialProps> = {
|
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LIGHTING_FRAGMENT: true
|
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},
|
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|
uniformTypes: {
|
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|
+
unlit: 'i32',
|
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|
ambient: 'f32',
|
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32
36
|
diffuse: 'f32',
|
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|
shininess: 'f32',
|
|
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38
|
specularColor: 'vec3<f32>'
|
|
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|
},
|
|
36
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|
defaultUniforms: {
|
|
41
|
+
unlit: false,
|
|
37
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|
ambient: 0.35,
|
|
38
43
|
diffuse: 0.6,
|
|
39
44
|
shininess: 32,
|
|
@@ -4,6 +4,7 @@
|
|
|
4
4
|
|
|
5
5
|
export const PHONG_VS = /* glsl */ `\
|
|
6
6
|
uniform phongMaterialUniforms {
|
|
7
|
+
uniform bool unlit;
|
|
7
8
|
uniform float ambient;
|
|
8
9
|
uniform float diffuse;
|
|
9
10
|
uniform float shininess;
|
|
@@ -12,9 +13,8 @@ uniform phongMaterialUniforms {
|
|
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12
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|
`;
|
|
13
14
|
|
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14
15
|
export const PHONG_FS = /* glsl */ `\
|
|
15
|
-
#define MAX_LIGHTS 3
|
|
16
|
-
|
|
17
16
|
uniform phongMaterialUniforms {
|
|
17
|
+
uniform bool unlit;
|
|
18
18
|
uniform float ambient;
|
|
19
19
|
uniform float diffuse;
|
|
20
20
|
uniform float shininess;
|
|
@@ -36,6 +36,10 @@ vec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_d
|
|
|
36
36
|
vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {
|
|
37
37
|
vec3 lightColor = surfaceColor;
|
|
38
38
|
|
|
39
|
+
if (material.unlit) {
|
|
40
|
+
return surfaceColor;
|
|
41
|
+
}
|
|
42
|
+
|
|
39
43
|
if (lighting.enabled == 0) {
|
|
40
44
|
return lightColor;
|
|
41
45
|
}
|
|
@@ -51,8 +55,15 @@ vec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 positio
|
|
|
51
55
|
lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color / light_attenuation);
|
|
52
56
|
}
|
|
53
57
|
|
|
54
|
-
int
|
|
55
|
-
|
|
58
|
+
for (int i = 0; i < lighting.spotLightCount; i++) {
|
|
59
|
+
SpotLight spotLight = lighting_getSpotLight(i);
|
|
60
|
+
vec3 light_position_worldspace = spotLight.position;
|
|
61
|
+
vec3 light_direction = normalize(light_position_worldspace - position_worldspace);
|
|
62
|
+
float light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);
|
|
63
|
+
lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, spotLight.color / light_attenuation);
|
|
64
|
+
}
|
|
65
|
+
|
|
66
|
+
for (int i = 0; i < lighting.directionalLightCount; i++) {
|
|
56
67
|
DirectionalLight directionalLight = lighting_getDirectionalLight(i);
|
|
57
68
|
lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
|
|
58
69
|
}
|
|
@@ -4,13 +4,14 @@
|
|
|
4
4
|
|
|
5
5
|
export const PHONG_WGSL = /* wgsl */ `\
|
|
6
6
|
struct phongMaterialUniforms {
|
|
7
|
+
unlit: u32,
|
|
7
8
|
ambient: f32,
|
|
8
9
|
diffuse: f32,
|
|
9
10
|
shininess: f32,
|
|
10
11
|
specularColor: vec3<f32>,
|
|
11
12
|
};
|
|
12
13
|
|
|
13
|
-
@
|
|
14
|
+
@group(3) @binding(auto) var<uniform> phongMaterial : phongMaterialUniforms;
|
|
14
15
|
|
|
15
16
|
fn lighting_getLightColor(surfaceColor: vec3<f32>, light_direction: vec3<f32>, view_direction: vec3<f32>, normal_worldspace: vec3<f32>, color: vec3<f32>) -> vec3<f32> {
|
|
16
17
|
let halfway_direction: vec3<f32> = normalize(light_direction + view_direction);
|
|
@@ -27,6 +28,10 @@ fn lighting_getLightColor(surfaceColor: vec3<f32>, light_direction: vec3<f32>, v
|
|
|
27
28
|
fn lighting_getLightColor2(surfaceColor: vec3<f32>, cameraPosition: vec3<f32>, position_worldspace: vec3<f32>, normal_worldspace: vec3<f32>) -> vec3<f32> {
|
|
28
29
|
var lightColor: vec3<f32> = surfaceColor;
|
|
29
30
|
|
|
31
|
+
if (phongMaterial.unlit != 0u) {
|
|
32
|
+
return surfaceColor;
|
|
33
|
+
}
|
|
34
|
+
|
|
30
35
|
if (lighting.enabled == 0) {
|
|
31
36
|
return lightColor;
|
|
32
37
|
}
|
|
@@ -51,8 +56,21 @@ fn lighting_getLightColor2(surfaceColor: vec3<f32>, cameraPosition: vec3<f32>, p
|
|
|
51
56
|
);
|
|
52
57
|
}
|
|
53
58
|
|
|
54
|
-
|
|
55
|
-
|
|
59
|
+
for (var i: i32 = 0; i < lighting.spotLightCount; i++) {
|
|
60
|
+
let spotLight: SpotLight = lighting_getSpotLight(i);
|
|
61
|
+
let light_position_worldspace: vec3<f32> = spotLight.position;
|
|
62
|
+
let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);
|
|
63
|
+
let light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);
|
|
64
|
+
lightColor += lighting_getLightColor(
|
|
65
|
+
surfaceColor,
|
|
66
|
+
light_direction,
|
|
67
|
+
view_direction,
|
|
68
|
+
normal_worldspace,
|
|
69
|
+
spotLight.color / light_attenuation
|
|
70
|
+
);
|
|
71
|
+
}
|
|
72
|
+
|
|
73
|
+
for (var i: i32 = 0; i < lighting.directionalLightCount; i++) {
|
|
56
74
|
let directionalLight: DirectionalLight = lighting_getDirectionalLight(i);
|
|
57
75
|
lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
|
|
58
76
|
}
|
|
@@ -84,8 +102,21 @@ fn lighting_getSpecularLightColor(cameraPosition: vec3<f32>, position_worldspace
|
|
|
84
102
|
);
|
|
85
103
|
}
|
|
86
104
|
|
|
87
|
-
|
|
88
|
-
|
|
105
|
+
for (var i: i32 = 0; i < lighting.spotLightCount; i++) {
|
|
106
|
+
let spotLight: SpotLight = lighting_getSpotLight(i);
|
|
107
|
+
let light_position_worldspace: vec3<f32> = spotLight.position;
|
|
108
|
+
let light_direction: vec3<f32> = normalize(light_position_worldspace - position_worldspace);
|
|
109
|
+
let light_attenuation = getSpotLightAttenuation(spotLight, position_worldspace);
|
|
110
|
+
lightColor += lighting_getLightColor(
|
|
111
|
+
surfaceColor,
|
|
112
|
+
light_direction,
|
|
113
|
+
view_direction,
|
|
114
|
+
normal_worldspace,
|
|
115
|
+
spotLight.color / light_attenuation
|
|
116
|
+
);
|
|
117
|
+
}
|
|
118
|
+
|
|
119
|
+
for (var i: i32 = 0; i < lighting.directionalLightCount; i++) {
|
|
89
120
|
let directionalLight: DirectionalLight = lighting_getDirectionalLight(i);
|
|
90
121
|
lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);
|
|
91
122
|
}
|
|
@@ -6,6 +6,7 @@ export const fp64arithmeticShader = /* glsl */ `\
|
|
|
6
6
|
|
|
7
7
|
uniform fp64arithmeticUniforms {
|
|
8
8
|
uniform float ONE;
|
|
9
|
+
uniform float SPLIT;
|
|
9
10
|
} fp64;
|
|
10
11
|
|
|
11
12
|
/*
|
|
@@ -15,6 +16,12 @@ The purpose of this workaround is to prevent shader compilers from
|
|
|
15
16
|
optimizing away necessary arithmetic operations by swapping their sequences
|
|
16
17
|
or transform the equation to some 'equivalent' form.
|
|
17
18
|
|
|
19
|
+
These helpers implement Dekker/Veltkamp-style error tracking. If the compiler
|
|
20
|
+
folds constants or reassociates the arithmetic, the high/low split can stop
|
|
21
|
+
tracking the rounding error correctly. That failure mode tends to look fine in
|
|
22
|
+
simple coordinate setup, but then breaks down inside iterative arithmetic such
|
|
23
|
+
as fp64 Mandelbrot loops.
|
|
24
|
+
|
|
18
25
|
The method is to multiply an artifical variable, ONE, which will be known to
|
|
19
26
|
the compiler to be 1 only at runtime. The whole expression is then represented
|
|
20
27
|
as a polynomial with respective to ONE. In the coefficients of all terms, only one a
|
|
@@ -23,17 +30,23 @@ and one b should appear
|
|
|
23
30
|
err = (a + b) * ONE^6 - a * ONE^5 - (a + b) * ONE^4 + a * ONE^3 - b - (a + b) * ONE^2 + a * ONE
|
|
24
31
|
*/
|
|
25
32
|
|
|
26
|
-
|
|
27
|
-
vec2 split(float a) {
|
|
28
|
-
const float SPLIT = 4097.0;
|
|
29
|
-
float t = a * SPLIT;
|
|
33
|
+
float prevent_fp64_optimization(float value) {
|
|
30
34
|
#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)
|
|
31
|
-
|
|
32
|
-
float a_lo = a * fp64.ONE - a_hi;
|
|
35
|
+
return value + fp64.ONE * 0.0;
|
|
33
36
|
#else
|
|
34
|
-
|
|
35
|
-
float a_lo = a - a_hi;
|
|
37
|
+
return value;
|
|
36
38
|
#endif
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
// Divide float number to high and low floats to extend fraction bits
|
|
42
|
+
vec2 split(float a) {
|
|
43
|
+
// Keep SPLIT as a runtime uniform so the compiler cannot fold the Dekker
|
|
44
|
+
// split into a constant expression and reassociate the recovery steps.
|
|
45
|
+
float split = prevent_fp64_optimization(fp64.SPLIT);
|
|
46
|
+
float t = prevent_fp64_optimization(a * split);
|
|
47
|
+
float temp = t - a;
|
|
48
|
+
float a_hi = t - temp;
|
|
49
|
+
float a_lo = a - a_hi;
|
|
37
50
|
return vec2(a_hi, a_lo);
|
|
38
51
|
}
|
|
39
52
|
|
|
@@ -97,8 +110,26 @@ vec2 twoProd(float a, float b) {
|
|
|
97
110
|
float prod = a * b;
|
|
98
111
|
vec2 a_fp64 = split(a);
|
|
99
112
|
vec2 b_fp64 = split(b);
|
|
100
|
-
|
|
101
|
-
|
|
113
|
+
// twoProd is especially sensitive because mul_fp64 and div_fp64 both depend
|
|
114
|
+
// on the split terms and cross terms staying in the original evaluation
|
|
115
|
+
// order. If the compiler folds or reassociates them, the low part tends to
|
|
116
|
+
// collapse to zero or NaN on some drivers.
|
|
117
|
+
float highProduct = prevent_fp64_optimization(a_fp64.x * b_fp64.x);
|
|
118
|
+
float crossProduct1 = prevent_fp64_optimization(a_fp64.x * b_fp64.y);
|
|
119
|
+
float crossProduct2 = prevent_fp64_optimization(a_fp64.y * b_fp64.x);
|
|
120
|
+
float lowProduct = prevent_fp64_optimization(a_fp64.y * b_fp64.y);
|
|
121
|
+
#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND)
|
|
122
|
+
float err1 = (highProduct - prod) * fp64.ONE;
|
|
123
|
+
float err2 = crossProduct1 * fp64.ONE * fp64.ONE;
|
|
124
|
+
float err3 = crossProduct2 * fp64.ONE * fp64.ONE * fp64.ONE;
|
|
125
|
+
float err4 = lowProduct * fp64.ONE * fp64.ONE * fp64.ONE * fp64.ONE;
|
|
126
|
+
#else
|
|
127
|
+
float err1 = highProduct - prod;
|
|
128
|
+
float err2 = crossProduct1;
|
|
129
|
+
float err3 = crossProduct2;
|
|
130
|
+
float err4 = lowProduct;
|
|
131
|
+
#endif
|
|
132
|
+
float err = ((err1 + err2) + err3) + err4;
|
|
102
133
|
return vec2(prod, err);
|
|
103
134
|
}
|
|
104
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// luma.gl
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// SPDX-License-Identifier: MIT
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// Copyright (c) vis.gl contributors
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export const fp64arithmeticWGSL = /* wgsl */ `\
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struct Fp64ArithmeticUniforms {
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ONE: f32,
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SPLIT: f32,
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};
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@group(0) @binding(auto) var<uniform> fp64arithmetic : Fp64ArithmeticUniforms;
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fn fp64_nan(seed: f32) -> f32 {
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let nanBits = 0x7fc00000u | select(0u, 1u, seed < 0.0);
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return bitcast<f32>(nanBits);
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}
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fn fp64_runtime_zero() -> f32 {
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return fp64arithmetic.ONE * 0.0;
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}
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fn prevent_fp64_optimization(value: f32) -> f32 {
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#ifdef LUMA_FP64_CODE_ELIMINATION_WORKAROUND
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return value + fp64_runtime_zero();
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#else
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return value;
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#endif
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}
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fn split(a: f32) -> vec2f {
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let splitValue = prevent_fp64_optimization(fp64arithmetic.SPLIT + fp64_runtime_zero());
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let t = prevent_fp64_optimization(a * splitValue);
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let temp = prevent_fp64_optimization(t - a);
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let aHi = prevent_fp64_optimization(t - temp);
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let aLo = prevent_fp64_optimization(a - aHi);
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return vec2f(aHi, aLo);
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}
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fn split2(a: vec2f) -> vec2f {
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var b = split(a.x);
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b.y = b.y + a.y;
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return b;
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}
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fn quickTwoSum(a: f32, b: f32) -> vec2f {
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#ifdef LUMA_FP64_CODE_ELIMINATION_WORKAROUND
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let sum = prevent_fp64_optimization((a + b) * fp64arithmetic.ONE);
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let err = prevent_fp64_optimization(b - (sum - a) * fp64arithmetic.ONE);
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#else
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let sum = prevent_fp64_optimization(a + b);
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let err = prevent_fp64_optimization(b - (sum - a));
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#endif
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return vec2f(sum, err);
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}
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fn twoSum(a: f32, b: f32) -> vec2f {
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let s = prevent_fp64_optimization(a + b);
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#ifdef LUMA_FP64_CODE_ELIMINATION_WORKAROUND
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let v = prevent_fp64_optimization((s * fp64arithmetic.ONE - a) * fp64arithmetic.ONE);
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let err =
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prevent_fp64_optimization((a - (s - v) * fp64arithmetic.ONE) *
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fp64arithmetic.ONE *
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fp64arithmetic.ONE *
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fp64arithmetic.ONE) +
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prevent_fp64_optimization(b - v);
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#else
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let v = prevent_fp64_optimization(s - a);
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let err = prevent_fp64_optimization(a - (s - v)) + prevent_fp64_optimization(b - v);
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#endif
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return vec2f(s, err);
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}
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fn twoSub(a: f32, b: f32) -> vec2f {
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let s = prevent_fp64_optimization(a - b);
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#ifdef LUMA_FP64_CODE_ELIMINATION_WORKAROUND
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let v = prevent_fp64_optimization((s * fp64arithmetic.ONE - a) * fp64arithmetic.ONE);
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let err =
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prevent_fp64_optimization((a - (s - v) * fp64arithmetic.ONE) *
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fp64arithmetic.ONE *
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fp64arithmetic.ONE *
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fp64arithmetic.ONE) -
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prevent_fp64_optimization(b + v);
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#else
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let v = prevent_fp64_optimization(s - a);
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let err = prevent_fp64_optimization(a - (s - v)) - prevent_fp64_optimization(b + v);
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#endif
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return vec2f(s, err);
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}
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fn twoSqr(a: f32) -> vec2f {
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let prod = prevent_fp64_optimization(a * a);
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let aFp64 = split(a);
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let highProduct = prevent_fp64_optimization(aFp64.x * aFp64.x);
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let crossProduct = prevent_fp64_optimization(2.0 * aFp64.x * aFp64.y);
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let lowProduct = prevent_fp64_optimization(aFp64.y * aFp64.y);
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#ifdef LUMA_FP64_CODE_ELIMINATION_WORKAROUND
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let err =
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(prevent_fp64_optimization(highProduct - prod) * fp64arithmetic.ONE +
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crossProduct * fp64arithmetic.ONE * fp64arithmetic.ONE) +
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lowProduct * fp64arithmetic.ONE * fp64arithmetic.ONE * fp64arithmetic.ONE;
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#else
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let err = ((prevent_fp64_optimization(highProduct - prod) + crossProduct) + lowProduct);
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#endif
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return vec2f(prod, err);
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}
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fn twoProd(a: f32, b: f32) -> vec2f {
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let prod = prevent_fp64_optimization(a * b);
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let aFp64 = split(a);
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let bFp64 = split(b);
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let highProduct = prevent_fp64_optimization(aFp64.x * bFp64.x);
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let crossProduct1 = prevent_fp64_optimization(aFp64.x * bFp64.y);
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let crossProduct2 = prevent_fp64_optimization(aFp64.y * bFp64.x);
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let lowProduct = prevent_fp64_optimization(aFp64.y * bFp64.y);
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#ifdef LUMA_FP64_CODE_ELIMINATION_WORKAROUND
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let err1 = (highProduct - prod) * fp64arithmetic.ONE;
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let err2 = crossProduct1 * fp64arithmetic.ONE * fp64arithmetic.ONE;
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let err3 = crossProduct2 * fp64arithmetic.ONE * fp64arithmetic.ONE * fp64arithmetic.ONE;
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let err4 =
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lowProduct *
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fp64arithmetic.ONE *
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fp64arithmetic.ONE *
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fp64arithmetic.ONE *
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fp64arithmetic.ONE;
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#else
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let err1 = highProduct - prod;
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let err2 = crossProduct1;
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let err3 = crossProduct2;
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let err4 = lowProduct;
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#endif
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let err12InputA = prevent_fp64_optimization(err1);
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let err12InputB = prevent_fp64_optimization(err2);
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let err12 = prevent_fp64_optimization(err12InputA + err12InputB);
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let err123InputA = prevent_fp64_optimization(err12);
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let err123InputB = prevent_fp64_optimization(err3);
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let err123 = prevent_fp64_optimization(err123InputA + err123InputB);
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let err1234InputA = prevent_fp64_optimization(err123);
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let err1234InputB = prevent_fp64_optimization(err4);
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let err = prevent_fp64_optimization(err1234InputA + err1234InputB);
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return vec2f(prod, err);
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}
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fn sum_fp64(a: vec2f, b: vec2f) -> vec2f {
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var s = twoSum(a.x, b.x);
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let t = twoSum(a.y, b.y);
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s.y = prevent_fp64_optimization(s.y + t.x);
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s = quickTwoSum(s.x, s.y);
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s.y = prevent_fp64_optimization(s.y + t.y);
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s = quickTwoSum(s.x, s.y);
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return s;
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}
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fn sub_fp64(a: vec2f, b: vec2f) -> vec2f {
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var s = twoSub(a.x, b.x);
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let t = twoSub(a.y, b.y);
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s.y = prevent_fp64_optimization(s.y + t.x);
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s = quickTwoSum(s.x, s.y);
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s.y = prevent_fp64_optimization(s.y + t.y);
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s = quickTwoSum(s.x, s.y);
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return s;
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}
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fn mul_fp64(a: vec2f, b: vec2f) -> vec2f {
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var prod = twoProd(a.x, b.x);
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let crossProduct1 = prevent_fp64_optimization(a.x * b.y);
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prod.y = prevent_fp64_optimization(prod.y + crossProduct1);
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#ifdef LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND
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prod = split2(prod);
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#endif
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prod = quickTwoSum(prod.x, prod.y);
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let crossProduct2 = prevent_fp64_optimization(a.y * b.x);
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prod.y = prevent_fp64_optimization(prod.y + crossProduct2);
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#ifdef LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND
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prod = split2(prod);
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#endif
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prod = quickTwoSum(prod.x, prod.y);
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return prod;
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}
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fn div_fp64(a: vec2f, b: vec2f) -> vec2f {
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let xn = prevent_fp64_optimization(1.0 / b.x);
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let yn = mul_fp64(a, vec2f(xn, fp64_runtime_zero()));
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let diff = prevent_fp64_optimization(sub_fp64(a, mul_fp64(b, yn)).x);
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let prod = twoProd(xn, diff);
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return sum_fp64(yn, prod);
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}
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fn sqrt_fp64(a: vec2f) -> vec2f {
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if (a.x == 0.0 && a.y == 0.0) {
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return vec2f(0.0, 0.0);
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}
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if (a.x < 0.0) {
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let nanValue = fp64_nan(a.x);
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return vec2f(nanValue, nanValue);
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}
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let x = prevent_fp64_optimization(1.0 / sqrt(a.x));
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let yn = prevent_fp64_optimization(a.x * x);
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#ifdef LUMA_FP64_CODE_ELIMINATION_WORKAROUND
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let ynSqr = twoSqr(yn) * fp64arithmetic.ONE;
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#else
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let ynSqr = twoSqr(yn);
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#endif
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let diff = prevent_fp64_optimization(sub_fp64(a, ynSqr).x);
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let prod = twoProd(prevent_fp64_optimization(x * 0.5), diff);
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#ifdef LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND
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return sum_fp64(split(yn), prod);
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#else
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return sum_fp64(vec2f(yn, 0.0), prod);
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#endif
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}
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`;
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