@luma.gl/shadertools 9.3.0-alpha.9 → 9.3.0

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Files changed (113) hide show
  1. package/dist/dist.dev.js +1018 -188
  2. package/dist/dist.min.js +440 -145
  3. package/dist/index.cjs +913 -172
  4. package/dist/index.cjs.map +4 -4
  5. package/dist/index.d.ts +7 -2
  6. package/dist/index.d.ts.map +1 -1
  7. package/dist/index.js +4 -1
  8. package/dist/index.js.map +1 -1
  9. package/dist/lib/color/normalize-byte-colors.d.ts +23 -0
  10. package/dist/lib/color/normalize-byte-colors.d.ts.map +1 -0
  11. package/dist/lib/color/normalize-byte-colors.js +42 -0
  12. package/dist/lib/color/normalize-byte-colors.js.map +1 -0
  13. package/dist/lib/glsl-utils/shader-utils.js +4 -4
  14. package/dist/lib/glsl-utils/shader-utils.js.map +1 -1
  15. package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -1
  16. package/dist/lib/shader-assembly/assemble-shaders.js +102 -49
  17. package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -1
  18. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -1
  19. package/dist/lib/shader-assembly/wgsl-binding-debug.js +7 -3
  20. package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -1
  21. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts +19 -0
  22. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts.map +1 -0
  23. package/dist/lib/shader-assembly/wgsl-binding-scan.js +151 -0
  24. package/dist/lib/shader-assembly/wgsl-binding-scan.js.map +1 -0
  25. package/dist/lib/shader-generator/glsl/generate-glsl.js +4 -4
  26. package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -1
  27. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +69 -0
  28. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -1
  29. package/dist/lib/shader-module/shader-module-uniform-layout.js +143 -3
  30. package/dist/lib/shader-module/shader-module-uniform-layout.js.map +1 -1
  31. package/dist/modules/color/float-colors.d.ts +26 -0
  32. package/dist/modules/color/float-colors.d.ts.map +1 -0
  33. package/dist/modules/color/float-colors.js +82 -0
  34. package/dist/modules/color/float-colors.js.map +1 -0
  35. package/dist/modules/engine/picking/picking.d.ts +8 -8
  36. package/dist/modules/engine/picking/picking.d.ts.map +1 -1
  37. package/dist/modules/engine/picking/picking.js +13 -15
  38. package/dist/modules/engine/picking/picking.js.map +1 -1
  39. package/dist/modules/engine/project/project.d.ts +1 -1
  40. package/dist/modules/engine/project/project.js +1 -1
  41. package/dist/modules/engine/skin/skin.d.ts +2 -2
  42. package/dist/modules/engine/skin/skin.d.ts.map +1 -1
  43. package/dist/modules/engine/skin/skin.js +1 -1
  44. package/dist/modules/lighting/gouraud-material/gouraud-material.d.ts +1 -0
  45. package/dist/modules/lighting/gouraud-material/gouraud-material.d.ts.map +1 -1
  46. package/dist/modules/lighting/gouraud-material/gouraud-material.js +6 -3
  47. package/dist/modules/lighting/gouraud-material/gouraud-material.js.map +1 -1
  48. package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.d.ts +2 -2
  49. package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.d.ts.map +1 -1
  50. package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.js +2 -2
  51. package/dist/modules/lighting/lights/lighting-glsl.d.ts +1 -1
  52. package/dist/modules/lighting/lights/lighting-glsl.d.ts.map +1 -1
  53. package/dist/modules/lighting/lights/lighting-glsl.js +1 -1
  54. package/dist/modules/lighting/lights/lighting.d.ts +4 -2
  55. package/dist/modules/lighting/lights/lighting.d.ts.map +1 -1
  56. package/dist/modules/lighting/lights/lighting.js +17 -11
  57. package/dist/modules/lighting/lights/lighting.js.map +1 -1
  58. package/dist/modules/lighting/no-material/dirlight.d.ts +3 -3
  59. package/dist/modules/lighting/no-material/dirlight.d.ts.map +1 -1
  60. package/dist/modules/lighting/no-material/dirlight.js +2 -2
  61. package/dist/modules/lighting/pbr-material/pbr-material-glsl.d.ts +2 -2
  62. package/dist/modules/lighting/pbr-material/pbr-material-glsl.d.ts.map +1 -1
  63. package/dist/modules/lighting/pbr-material/pbr-material-glsl.js +138 -35
  64. package/dist/modules/lighting/pbr-material/pbr-material-glsl.js.map +1 -1
  65. package/dist/modules/lighting/pbr-material/pbr-material-wgsl.d.ts +1 -1
  66. package/dist/modules/lighting/pbr-material/pbr-material-wgsl.d.ts.map +1 -1
  67. package/dist/modules/lighting/pbr-material/pbr-material-wgsl.js +139 -35
  68. package/dist/modules/lighting/pbr-material/pbr-material-wgsl.js.map +1 -1
  69. package/dist/modules/lighting/pbr-material/pbr-material.d.ts +74 -6
  70. package/dist/modules/lighting/pbr-material/pbr-material.d.ts.map +1 -1
  71. package/dist/modules/lighting/pbr-material/pbr-material.js +70 -2
  72. package/dist/modules/lighting/pbr-material/pbr-material.js.map +1 -1
  73. package/dist/modules/lighting/pbr-material/pbr-projection.js +1 -1
  74. package/dist/modules/lighting/pbr-material/pbr-scene.d.ts +40 -0
  75. package/dist/modules/lighting/pbr-material/pbr-scene.d.ts.map +1 -0
  76. package/dist/modules/lighting/pbr-material/pbr-scene.js +67 -0
  77. package/dist/modules/lighting/pbr-material/pbr-scene.js.map +1 -0
  78. package/dist/modules/lighting/phong-material/phong-material.d.ts +1 -0
  79. package/dist/modules/lighting/phong-material/phong-material.d.ts.map +1 -1
  80. package/dist/modules/lighting/phong-material/phong-material.js +6 -3
  81. package/dist/modules/lighting/phong-material/phong-material.js.map +1 -1
  82. package/dist/modules/lighting/phong-material/phong-shaders-glsl.d.ts +2 -2
  83. package/dist/modules/lighting/phong-material/phong-shaders-glsl.d.ts.map +1 -1
  84. package/dist/modules/lighting/phong-material/phong-shaders-glsl.js +2 -2
  85. package/dist/modules/math/fp64/fp64-arithmetic-glsl.d.ts +1 -1
  86. package/dist/modules/math/fp64/fp64-arithmetic-glsl.d.ts.map +1 -1
  87. package/dist/modules/math/fp64/fp64-arithmetic-glsl.js +1 -1
  88. package/package.json +2 -2
  89. package/src/index.ts +17 -1
  90. package/src/lib/color/normalize-byte-colors.ts +57 -0
  91. package/src/lib/glsl-utils/shader-utils.ts +4 -4
  92. package/src/lib/shader-assembly/assemble-shaders.ts +197 -69
  93. package/src/lib/shader-assembly/wgsl-binding-debug.ts +14 -3
  94. package/src/lib/shader-assembly/wgsl-binding-scan.ts +228 -0
  95. package/src/lib/shader-generator/glsl/generate-glsl.ts +4 -4
  96. package/src/lib/shader-module/shader-module-uniform-layout.ts +233 -8
  97. package/src/modules/color/float-colors.ts +99 -0
  98. package/src/modules/engine/picking/picking.ts +17 -19
  99. package/src/modules/engine/project/project.ts +1 -1
  100. package/src/modules/engine/skin/skin.ts +1 -1
  101. package/src/modules/lighting/gouraud-material/gouraud-material.ts +10 -3
  102. package/src/modules/lighting/lambert-material/lambert-shaders-glsl.ts +2 -2
  103. package/src/modules/lighting/lights/lighting-glsl.ts +1 -1
  104. package/src/modules/lighting/lights/lighting.ts +20 -11
  105. package/src/modules/lighting/no-material/dirlight.ts +2 -2
  106. package/src/modules/lighting/pbr-material/pbr-material-glsl.ts +138 -35
  107. package/src/modules/lighting/pbr-material/pbr-material-wgsl.ts +139 -35
  108. package/src/modules/lighting/pbr-material/pbr-material.ts +110 -3
  109. package/src/modules/lighting/pbr-material/pbr-projection.ts +1 -1
  110. package/src/modules/lighting/pbr-material/pbr-scene.ts +91 -0
  111. package/src/modules/lighting/phong-material/phong-material.ts +10 -3
  112. package/src/modules/lighting/phong-material/phong-shaders-glsl.ts +2 -2
  113. package/src/modules/math/fp64/fp64-arithmetic-glsl.ts +1 -1
@@ -1,3 +1,3 @@
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  export declare const pbrMaterialUniforms = "uniform Projection {\n // Projection\n vec3 u_Camera;\n};\n\nuniform pbrMaterialUniforms {\n // Material is unlit\n bool unlit;\n\n // Base color map\n bool baseColorMapEnabled;\n vec4 baseColorFactor;\n\n bool normalMapEnabled; \n float normalScale; // #ifdef HAS_NORMALMAP\n\n bool emissiveMapEnabled;\n vec3 emissiveFactor; // #ifdef HAS_EMISSIVEMAP\n\n vec2 metallicRoughnessValues;\n bool metallicRoughnessMapEnabled;\n\n bool occlusionMapEnabled;\n float occlusionStrength; // #ifdef HAS_OCCLUSIONMAP\n \n bool alphaCutoffEnabled;\n float alphaCutoff; // #ifdef ALPHA_CUTOFF\n\n vec3 specularColorFactor;\n float specularIntensityFactor;\n bool specularColorMapEnabled;\n bool specularIntensityMapEnabled;\n\n float ior;\n\n float transmissionFactor;\n bool transmissionMapEnabled;\n\n float thicknessFactor;\n float attenuationDistance;\n vec3 attenuationColor;\n\n float clearcoatFactor;\n float clearcoatRoughnessFactor;\n bool clearcoatMapEnabled;\n bool clearcoatRoughnessMapEnabled;\n\n vec3 sheenColorFactor;\n float sheenRoughnessFactor;\n bool sheenColorMapEnabled;\n bool sheenRoughnessMapEnabled;\n\n float iridescenceFactor;\n float iridescenceIor;\n vec2 iridescenceThicknessRange;\n bool iridescenceMapEnabled;\n\n float anisotropyStrength;\n float anisotropyRotation;\n vec2 anisotropyDirection;\n bool anisotropyMapEnabled;\n\n float emissiveStrength;\n \n // IBL\n bool IBLenabled;\n vec2 scaleIBLAmbient; // #ifdef USE_IBL\n \n // debugging flags used for shader output of intermediate PBR variables\n // #ifdef PBR_DEBUG\n vec4 scaleDiffBaseMR;\n vec4 scaleFGDSpec;\n // #endif\n};\n\n// Samplers\n#ifdef HAS_BASECOLORMAP\nuniform sampler2D u_BaseColorSampler;\n#endif\n#ifdef HAS_NORMALMAP\nuniform sampler2D u_NormalSampler;\n#endif\n#ifdef HAS_EMISSIVEMAP\nuniform sampler2D u_EmissiveSampler;\n#endif\n#ifdef HAS_METALROUGHNESSMAP\nuniform sampler2D u_MetallicRoughnessSampler;\n#endif\n#ifdef HAS_OCCLUSIONMAP\nuniform sampler2D u_OcclusionSampler;\n#endif\n#ifdef HAS_SPECULARCOLORMAP\nuniform sampler2D u_SpecularColorSampler;\n#endif\n#ifdef HAS_SPECULARINTENSITYMAP\nuniform sampler2D u_SpecularIntensitySampler;\n#endif\n#ifdef HAS_TRANSMISSIONMAP\nuniform sampler2D u_TransmissionSampler;\n#endif\n#ifdef HAS_THICKNESSMAP\nuniform sampler2D u_ThicknessSampler;\n#endif\n#ifdef HAS_CLEARCOATMAP\nuniform sampler2D u_ClearcoatSampler;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSMAP\nuniform sampler2D u_ClearcoatRoughnessSampler;\n#endif\n#ifdef HAS_CLEARCOATNORMALMAP\nuniform sampler2D u_ClearcoatNormalSampler;\n#endif\n#ifdef HAS_SHEENCOLORMAP\nuniform sampler2D u_SheenColorSampler;\n#endif\n#ifdef HAS_SHEENROUGHNESSMAP\nuniform sampler2D u_SheenRoughnessSampler;\n#endif\n#ifdef HAS_IRIDESCENCEMAP\nuniform sampler2D u_IridescenceSampler;\n#endif\n#ifdef HAS_IRIDESCENCETHICKNESSMAP\nuniform sampler2D u_IridescenceThicknessSampler;\n#endif\n#ifdef HAS_ANISOTROPYMAP\nuniform sampler2D u_AnisotropySampler;\n#endif\n#ifdef USE_IBL\nuniform samplerCube u_DiffuseEnvSampler;\nuniform samplerCube u_SpecularEnvSampler;\nuniform sampler2D u_brdfLUT;\n#endif\n\n";
2
- export declare const source = "struct PBRFragmentInputs {\n pbr_vPosition: vec3f,\n pbr_vUV: vec2f,\n pbr_vTBN: mat3x3f,\n pbr_vNormal: vec3f\n};\n\nvar<private> fragmentInputs: PBRFragmentInputs;\n\nfn pbr_setPositionNormalTangentUV(position: vec4f, normal: vec4f, tangent: vec4f, uv: vec2f)\n{\n var pos: vec4f = pbrProjection.modelMatrix * position;\n fragmentInputs.pbr_vPosition = pos.xyz / pos.w;\n fragmentInputs.pbr_vNormal = vec3f(0.0, 0.0, 1.0);\n fragmentInputs.pbr_vTBN = mat3x3f(\n vec3f(1.0, 0.0, 0.0),\n vec3f(0.0, 1.0, 0.0),\n vec3f(0.0, 0.0, 1.0)\n );\n fragmentInputs.pbr_vUV = vec2f(0.0, 0.0);\n\n#ifdef HAS_NORMALS\n let normalW: vec3f = normalize((pbrProjection.normalMatrix * vec4f(normal.xyz, 0.0)).xyz);\n fragmentInputs.pbr_vNormal = normalW;\n#ifdef HAS_TANGENTS\n let tangentW: vec3f = normalize((pbrProjection.modelMatrix * vec4f(tangent.xyz, 0.0)).xyz);\n let bitangentW: vec3f = cross(normalW, tangentW) * tangent.w;\n fragmentInputs.pbr_vTBN = mat3x3f(tangentW, bitangentW, normalW);\n#endif\n#endif\n\n#ifdef HAS_UV\n fragmentInputs.pbr_vUV = uv;\n#endif\n}\n\nstruct pbrMaterialUniforms {\n // Material is unlit\n unlit: u32,\n\n // Base color map\n baseColorMapEnabled: u32,\n baseColorFactor: vec4f,\n\n normalMapEnabled : u32,\n normalScale: f32, // #ifdef HAS_NORMALMAP\n\n emissiveMapEnabled: u32,\n emissiveFactor: vec3f, // #ifdef HAS_EMISSIVEMAP\n\n metallicRoughnessValues: vec2f,\n metallicRoughnessMapEnabled: u32,\n\n occlusionMapEnabled: i32,\n occlusionStrength: f32, // #ifdef HAS_OCCLUSIONMAP\n \n alphaCutoffEnabled: i32,\n alphaCutoff: f32, // #ifdef ALPHA_CUTOFF\n\n specularColorFactor: vec3f,\n specularIntensityFactor: f32,\n specularColorMapEnabled: i32,\n specularIntensityMapEnabled: i32,\n\n ior: f32,\n\n transmissionFactor: f32,\n transmissionMapEnabled: i32,\n\n thicknessFactor: f32,\n attenuationDistance: f32,\n attenuationColor: vec3f,\n\n clearcoatFactor: f32,\n clearcoatRoughnessFactor: f32,\n clearcoatMapEnabled: i32,\n clearcoatRoughnessMapEnabled: i32,\n\n sheenColorFactor: vec3f,\n sheenRoughnessFactor: f32,\n sheenColorMapEnabled: i32,\n sheenRoughnessMapEnabled: i32,\n\n iridescenceFactor: f32,\n iridescenceIor: f32,\n iridescenceThicknessRange: vec2f,\n iridescenceMapEnabled: i32,\n\n anisotropyStrength: f32,\n anisotropyRotation: f32,\n anisotropyDirection: vec2f,\n anisotropyMapEnabled: i32,\n\n emissiveStrength: f32,\n \n // IBL\n IBLenabled: i32,\n scaleIBLAmbient: vec2f, // #ifdef USE_IBL\n \n // debugging flags used for shader output of intermediate PBR variables\n // #ifdef PBR_DEBUG\n scaleDiffBaseMR: vec4f,\n scaleFGDSpec: vec4f,\n // #endif\n}\n\n@group(3) @binding(auto) var<uniform> pbrMaterial : pbrMaterialUniforms;\n\n// Samplers\n#ifdef HAS_BASECOLORMAP\n@group(3) @binding(auto) var pbr_baseColorSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_baseColorSamplerSampler: sampler;\n#endif\n#ifdef HAS_NORMALMAP\n@group(3) @binding(auto) var pbr_normalSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_normalSamplerSampler: sampler;\n#endif\n#ifdef HAS_EMISSIVEMAP\n@group(3) @binding(auto) var pbr_emissiveSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_emissiveSamplerSampler: sampler;\n#endif\n#ifdef HAS_METALROUGHNESSMAP\n@group(3) @binding(auto) var pbr_metallicRoughnessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_metallicRoughnessSamplerSampler: sampler;\n#endif\n#ifdef HAS_OCCLUSIONMAP\n@group(3) @binding(auto) var pbr_occlusionSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_occlusionSamplerSampler: sampler;\n#endif\n#ifdef HAS_SPECULARCOLORMAP\n@group(3) @binding(auto) var pbr_specularColorSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_specularColorSamplerSampler: sampler;\n#endif\n#ifdef HAS_SPECULARINTENSITYMAP\n@group(3) @binding(auto) var pbr_specularIntensitySampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_specularIntensitySamplerSampler: sampler;\n#endif\n#ifdef HAS_TRANSMISSIONMAP\n@group(3) @binding(auto) var pbr_transmissionSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_transmissionSamplerSampler: sampler;\n#endif\n#ifdef HAS_THICKNESSMAP\n@group(3) @binding(auto) var pbr_thicknessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_thicknessSamplerSampler: sampler;\n#endif\n#ifdef HAS_CLEARCOATMAP\n@group(3) @binding(auto) var pbr_clearcoatSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_clearcoatSamplerSampler: sampler;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSMAP\n@group(3) @binding(auto) var pbr_clearcoatRoughnessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_clearcoatRoughnessSamplerSampler: sampler;\n#endif\n#ifdef HAS_CLEARCOATNORMALMAP\n@group(3) @binding(auto) var pbr_clearcoatNormalSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_clearcoatNormalSamplerSampler: sampler;\n#endif\n#ifdef HAS_SHEENCOLORMAP\n@group(3) @binding(auto) var pbr_sheenColorSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_sheenColorSamplerSampler: sampler;\n#endif\n#ifdef HAS_SHEENROUGHNESSMAP\n@group(3) @binding(auto) var pbr_sheenRoughnessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_sheenRoughnessSamplerSampler: sampler;\n#endif\n#ifdef HAS_IRIDESCENCEMAP\n@group(3) @binding(auto) var pbr_iridescenceSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_iridescenceSamplerSampler: sampler;\n#endif\n#ifdef HAS_IRIDESCENCETHICKNESSMAP\n@group(3) @binding(auto) var pbr_iridescenceThicknessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_iridescenceThicknessSamplerSampler: sampler;\n#endif\n#ifdef HAS_ANISOTROPYMAP\n@group(3) @binding(auto) var pbr_anisotropySampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_anisotropySamplerSampler: sampler;\n#endif\n// Encapsulate the various inputs used by the various functions in the shading equation\n// We store values in this struct to simplify the integration of alternative implementations\n// of the shading terms, outlined in the Readme.MD Appendix.\nstruct PBRInfo {\n NdotL: f32, // cos angle between normal and light direction\n NdotV: f32, // cos angle between normal and view direction\n NdotH: f32, // cos angle between normal and half vector\n LdotH: f32, // cos angle between light direction and half vector\n VdotH: f32, // cos angle between view direction and half vector\n perceptualRoughness: f32, // roughness value, as authored by the model creator (input to shader)\n metalness: f32, // metallic value at the surface\n reflectance0: vec3f, // full reflectance color (normal incidence angle)\n reflectance90: vec3f, // reflectance color at grazing angle\n alphaRoughness: f32, // roughness mapped to a more linear change in the roughness (proposed by [2])\n diffuseColor: vec3f, // color contribution from diffuse lighting\n specularColor: vec3f, // color contribution from specular lighting\n n: vec3f, // normal at surface point\n v: vec3f, // vector from surface point to camera\n};\n\nconst M_PI = 3.141592653589793;\nconst c_MinRoughness = 0.04;\n\nfn SRGBtoLINEAR(srgbIn: vec4f ) -> vec4f\n{\n var linOut: vec3f = srgbIn.xyz;\n#ifdef MANUAL_SRGB\n let bLess: vec3f = step(vec3f(0.04045), srgbIn.xyz);\n linOut = mix(\n srgbIn.xyz / vec3f(12.92),\n pow((srgbIn.xyz + vec3f(0.055)) / vec3f(1.055), vec3f(2.4)),\n bLess\n );\n#ifdef SRGB_FAST_APPROXIMATION\n linOut = pow(srgbIn.xyz, vec3f(2.2));\n#endif\n#endif\n return vec4f(linOut, srgbIn.w);\n}\n\n// Build the tangent basis from interpolated attributes or screen-space derivatives.\nfn getTBN() -> mat3x3f\n{\n let pos_dx: vec3f = dpdx(fragmentInputs.pbr_vPosition);\n let pos_dy: vec3f = dpdy(fragmentInputs.pbr_vPosition);\n let tex_dx: vec3f = dpdx(vec3f(fragmentInputs.pbr_vUV, 0.0));\n let tex_dy: vec3f = dpdy(vec3f(fragmentInputs.pbr_vUV, 0.0));\n var t: vec3f = (tex_dy.y * pos_dx - tex_dx.y * pos_dy) / (tex_dx.x * tex_dy.y - tex_dy.x * tex_dx.y);\n\n var ng: vec3f = cross(pos_dx, pos_dy);\n#ifdef HAS_NORMALS\n ng = normalize(fragmentInputs.pbr_vNormal);\n#endif\n t = normalize(t - ng * dot(ng, t));\n var b: vec3f = normalize(cross(ng, t));\n var tbn: mat3x3f = mat3x3f(t, b, ng);\n#ifdef HAS_TANGENTS\n tbn = fragmentInputs.pbr_vTBN;\n#endif\n\n return tbn;\n}\n\n// Find the normal for this fragment, pulling either from a predefined normal map\n// or from the interpolated mesh normal and tangent attributes.\nfn getMappedNormal(\n normalSampler: texture_2d<f32>,\n normalSamplerBinding: sampler,\n tbn: mat3x3f,\n normalScale: f32\n) -> vec3f\n{\n let n = textureSample(normalSampler, normalSamplerBinding, fragmentInputs.pbr_vUV).rgb;\n return normalize(tbn * ((2.0 * n - 1.0) * vec3f(normalScale, normalScale, 1.0)));\n}\n\nfn getNormal(tbn: mat3x3f) -> vec3f\n{\n // The tbn matrix is linearly interpolated, so we need to re-normalize\n var n: vec3f = normalize(tbn[2].xyz);\n#ifdef HAS_NORMALMAP\n n = getMappedNormal(\n pbr_normalSampler,\n pbr_normalSamplerSampler,\n tbn,\n pbrMaterial.normalScale\n );\n#endif\n\n return n;\n}\n\nfn getClearcoatNormal(tbn: mat3x3f, baseNormal: vec3f) -> vec3f\n{\n#ifdef HAS_CLEARCOATNORMALMAP\n return getMappedNormal(\n pbr_clearcoatNormalSampler,\n pbr_clearcoatNormalSamplerSampler,\n tbn,\n 1.0\n );\n#else\n return baseNormal;\n#endif\n}\n\n// Calculation of the lighting contribution from an optional Image Based Light source.\n// Precomputed Environment Maps are required uniform inputs and are computed as outlined in [1].\n// See our README.md on Environment Maps [3] for additional discussion.\n#ifdef USE_IBL\nfn getIBLContribution(pbrInfo: PBRInfo, n: vec3f, reflection: vec3f) -> vec3f\n{\n let mipCount: f32 = 9.0; // resolution of 512x512\n let lod: f32 = pbrInfo.perceptualRoughness * mipCount;\n // retrieve a scale and bias to F0. See [1], Figure 3\n let brdf = SRGBtoLINEAR(\n textureSampleLevel(\n pbr_brdfLUT,\n pbr_brdfLUTSampler,\n vec2f(pbrInfo.NdotV, 1.0 - pbrInfo.perceptualRoughness),\n 0.0\n )\n ).rgb;\n let diffuseLight =\n SRGBtoLINEAR(\n textureSampleLevel(pbr_diffuseEnvSampler, pbr_diffuseEnvSamplerSampler, n, 0.0)\n ).rgb;\n var specularLight = SRGBtoLINEAR(\n textureSampleLevel(\n pbr_specularEnvSampler,\n pbr_specularEnvSamplerSampler,\n reflection,\n 0.0\n )\n ).rgb;\n#ifdef USE_TEX_LOD\n specularLight = SRGBtoLINEAR(\n textureSampleLevel(\n pbr_specularEnvSampler,\n pbr_specularEnvSamplerSampler,\n reflection,\n lod\n )\n ).rgb;\n#endif\n\n let diffuse = diffuseLight * pbrInfo.diffuseColor * pbrMaterial.scaleIBLAmbient.x;\n let specular =\n specularLight * (pbrInfo.specularColor * brdf.x + brdf.y) * pbrMaterial.scaleIBLAmbient.y;\n\n return diffuse + specular;\n}\n#endif\n\n// Basic Lambertian diffuse\n// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog\n// See also [1], Equation 1\nfn diffuse(pbrInfo: PBRInfo) -> vec3<f32> {\n return pbrInfo.diffuseColor / M_PI;\n}\n\n// The following equation models the Fresnel reflectance term of the spec equation (aka F())\n// Implementation of fresnel from [4], Equation 15\nfn specularReflection(pbrInfo: PBRInfo) -> vec3<f32> {\n return pbrInfo.reflectance0 +\n (pbrInfo.reflectance90 - pbrInfo.reflectance0) *\n pow(clamp(1.0 - pbrInfo.VdotH, 0.0, 1.0), 5.0);\n}\n\n// This calculates the specular geometric attenuation (aka G()),\n// where rougher material will reflect less light back to the viewer.\n// This implementation is based on [1] Equation 4, and we adopt their modifications to\n// alphaRoughness as input as originally proposed in [2].\nfn geometricOcclusion(pbrInfo: PBRInfo) -> f32 {\n let NdotL: f32 = pbrInfo.NdotL;\n let NdotV: f32 = pbrInfo.NdotV;\n let r: f32 = pbrInfo.alphaRoughness;\n\n let attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));\n let attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));\n return attenuationL * attenuationV;\n}\n\n// The following equation(s) model the distribution of microfacet normals across\n// the area being drawn (aka D())\n// Implementation from \"Average Irregularity Representation of a Roughened Surface\n// for Ray Reflection\" by T. S. Trowbridge, and K. P. Reitz\n// Follows the distribution function recommended in the SIGGRAPH 2013 course notes\n// from EPIC Games [1], Equation 3.\nfn microfacetDistribution(pbrInfo: PBRInfo) -> f32 {\n let roughnessSq = pbrInfo.alphaRoughness * pbrInfo.alphaRoughness;\n let f = (pbrInfo.NdotH * roughnessSq - pbrInfo.NdotH) * pbrInfo.NdotH + 1.0;\n return roughnessSq / (M_PI * f * f);\n}\n\nfn maxComponent(value: vec3f) -> f32 {\n return max(max(value.r, value.g), value.b);\n}\n\nfn getDielectricF0(ior: f32) -> f32 {\n let clampedIor = max(ior, 1.0);\n let ratio = (clampedIor - 1.0) / (clampedIor + 1.0);\n return ratio * ratio;\n}\n\nfn normalizeDirection(direction: vec2f) -> vec2f {\n let directionLength = length(direction);\n if (directionLength > 0.0001) {\n return direction / directionLength;\n }\n\n return vec2f(1.0, 0.0);\n}\n\nfn rotateDirection(direction: vec2f, rotation: f32) -> vec2f {\n let s = sin(rotation);\n let c = cos(rotation);\n return vec2f(direction.x * c - direction.y * s, direction.x * s + direction.y * c);\n}\n\nfn getIridescenceTint(iridescence: f32, thickness: f32, NdotV: f32) -> vec3f {\n if (iridescence <= 0.0) {\n return vec3f(1.0);\n }\n\n let phase = 0.015 * thickness * pbrMaterial.iridescenceIor + (1.0 - NdotV) * 6.0;\n let thinFilmTint =\n 0.5 +\n 0.5 *\n cos(vec3f(phase, phase + 2.0943951, phase + 4.1887902));\n return mix(vec3f(1.0), thinFilmTint, iridescence);\n}\n\nfn getVolumeAttenuation(thickness: f32) -> vec3f {\n if (thickness <= 0.0) {\n return vec3f(1.0);\n }\n\n let attenuationCoefficient =\n -log(max(pbrMaterial.attenuationColor, vec3f(0.0001))) /\n max(pbrMaterial.attenuationDistance, 0.0001);\n return exp(-attenuationCoefficient * thickness);\n}\n\nfn createClearcoatPBRInfo(\n basePBRInfo: PBRInfo,\n clearcoatNormal: vec3f,\n clearcoatRoughness: f32\n) -> PBRInfo {\n let perceptualRoughness = clamp(clearcoatRoughness, c_MinRoughness, 1.0);\n let alphaRoughness = perceptualRoughness * perceptualRoughness;\n let NdotV = clamp(abs(dot(clearcoatNormal, basePBRInfo.v)), 0.001, 1.0);\n\n return PBRInfo(\n basePBRInfo.NdotL,\n NdotV,\n basePBRInfo.NdotH,\n basePBRInfo.LdotH,\n basePBRInfo.VdotH,\n perceptualRoughness,\n 0.0,\n vec3f(0.04),\n vec3f(1.0),\n alphaRoughness,\n vec3f(0.0),\n vec3f(0.04),\n clearcoatNormal,\n basePBRInfo.v\n );\n}\n\nfn calculateClearcoatContribution(\n pbrInfo: PBRInfo,\n lightColor: vec3f,\n clearcoatNormal: vec3f,\n clearcoatFactor: f32,\n clearcoatRoughness: f32\n) -> vec3f {\n if (clearcoatFactor <= 0.0) {\n return vec3f(0.0);\n }\n\n let clearcoatPBRInfo = createClearcoatPBRInfo(pbrInfo, clearcoatNormal, clearcoatRoughness);\n return calculateFinalColor(clearcoatPBRInfo, lightColor) * clearcoatFactor;\n}\n\n#ifdef USE_IBL\nfn calculateClearcoatIBLContribution(\n pbrInfo: PBRInfo,\n clearcoatNormal: vec3f,\n reflection: vec3f,\n clearcoatFactor: f32,\n clearcoatRoughness: f32\n) -> vec3f {\n if (clearcoatFactor <= 0.0) {\n return vec3f(0.0);\n }\n\n let clearcoatPBRInfo = createClearcoatPBRInfo(pbrInfo, clearcoatNormal, clearcoatRoughness);\n return getIBLContribution(clearcoatPBRInfo, clearcoatNormal, reflection) * clearcoatFactor;\n}\n#endif\n\nfn calculateSheenContribution(\n pbrInfo: PBRInfo,\n lightColor: vec3f,\n sheenColor: vec3f,\n sheenRoughness: f32\n) -> vec3f {\n if (maxComponent(sheenColor) <= 0.0) {\n return vec3f(0.0);\n }\n\n let sheenFresnel = pow(clamp(1.0 - pbrInfo.VdotH, 0.0, 1.0), 5.0);\n let sheenVisibility = mix(1.0, pbrInfo.NdotL * pbrInfo.NdotV, sheenRoughness);\n return pbrInfo.NdotL *\n lightColor *\n sheenColor *\n (0.25 + 0.75 * sheenFresnel) *\n sheenVisibility *\n (1.0 - pbrInfo.metalness);\n}\n\nfn calculateAnisotropyBoost(\n pbrInfo: PBRInfo,\n anisotropyTangent: vec3f,\n anisotropyStrength: f32\n) -> f32 {\n if (anisotropyStrength <= 0.0) {\n return 1.0;\n }\n\n let anisotropyBitangent = normalize(cross(pbrInfo.n, anisotropyTangent));\n let bitangentViewAlignment = abs(dot(pbrInfo.v, anisotropyBitangent));\n return mix(1.0, 0.65 + 0.7 * bitangentViewAlignment, anisotropyStrength);\n}\n\nfn calculateMaterialLightColor(\n pbrInfo: PBRInfo,\n lightColor: vec3f,\n clearcoatNormal: vec3f,\n clearcoatFactor: f32,\n clearcoatRoughness: f32,\n sheenColor: vec3f,\n sheenRoughness: f32,\n anisotropyTangent: vec3f,\n anisotropyStrength: f32\n) -> vec3f {\n let anisotropyBoost = calculateAnisotropyBoost(pbrInfo, anisotropyTangent, anisotropyStrength);\n var color = calculateFinalColor(pbrInfo, lightColor) * anisotropyBoost;\n color += calculateClearcoatContribution(\n pbrInfo,\n lightColor,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness\n );\n color += calculateSheenContribution(pbrInfo, lightColor, sheenColor, sheenRoughness);\n return color;\n}\n\nfn PBRInfo_setAmbientLight(pbrInfo: ptr<function, PBRInfo>) {\n (*pbrInfo).NdotL = 1.0;\n (*pbrInfo).NdotH = 0.0;\n (*pbrInfo).LdotH = 0.0;\n (*pbrInfo).VdotH = 1.0;\n}\n\nfn PBRInfo_setDirectionalLight(pbrInfo: ptr<function, PBRInfo>, lightDirection: vec3<f32>) {\n let n = (*pbrInfo).n;\n let v = (*pbrInfo).v;\n let l = normalize(lightDirection); // Vector from surface point to light\n let h = normalize(l + v); // Half vector between both l and v\n\n (*pbrInfo).NdotL = clamp(dot(n, l), 0.001, 1.0);\n (*pbrInfo).NdotH = clamp(dot(n, h), 0.0, 1.0);\n (*pbrInfo).LdotH = clamp(dot(l, h), 0.0, 1.0);\n (*pbrInfo).VdotH = clamp(dot(v, h), 0.0, 1.0);\n}\n\nfn PBRInfo_setPointLight(pbrInfo: ptr<function, PBRInfo>, pointLight: PointLight) {\n let light_direction = normalize(pointLight.position - fragmentInputs.pbr_vPosition);\n PBRInfo_setDirectionalLight(pbrInfo, light_direction);\n}\n\nfn PBRInfo_setSpotLight(pbrInfo: ptr<function, PBRInfo>, spotLight: SpotLight) {\n let light_direction = normalize(spotLight.position - fragmentInputs.pbr_vPosition);\n PBRInfo_setDirectionalLight(pbrInfo, light_direction);\n}\n\nfn calculateFinalColor(pbrInfo: PBRInfo, lightColor: vec3<f32>) -> vec3<f32> {\n // Calculate the shading terms for the microfacet specular shading model\n let F = specularReflection(pbrInfo);\n let G = geometricOcclusion(pbrInfo);\n let D = microfacetDistribution(pbrInfo);\n\n // Calculation of analytical lighting contribution\n let diffuseContrib = (1.0 - F) * diffuse(pbrInfo);\n let specContrib = F * G * D / (4.0 * pbrInfo.NdotL * pbrInfo.NdotV);\n // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)\n return pbrInfo.NdotL * lightColor * (diffuseContrib + specContrib);\n}\n\nfn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {\n // The albedo may be defined from a base texture or a flat color\n var baseColor: vec4<f32> = pbrMaterial.baseColorFactor;\n #ifdef HAS_BASECOLORMAP\n baseColor = SRGBtoLINEAR(\n textureSample(pbr_baseColorSampler, pbr_baseColorSamplerSampler, fragmentInputs.pbr_vUV)\n ) * pbrMaterial.baseColorFactor;\n #endif\n\n #ifdef ALPHA_CUTOFF\n if (baseColor.a < pbrMaterial.alphaCutoff) {\n discard;\n }\n #endif\n\n var color = vec3<f32>(0.0, 0.0, 0.0);\n var transmission = 0.0;\n\n if (pbrMaterial.unlit != 0u) {\n color = baseColor.rgb;\n } else {\n // Metallic and Roughness material properties are packed together\n // In glTF, these factors can be specified by fixed scalar values\n // or from a metallic-roughness map\n var perceptualRoughness = pbrMaterial.metallicRoughnessValues.y;\n var metallic = pbrMaterial.metallicRoughnessValues.x;\n #ifdef HAS_METALROUGHNESSMAP\n // Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel.\n // This layout intentionally reserves the 'r' channel for (optional) occlusion map data\n let mrSample = textureSample(\n pbr_metallicRoughnessSampler,\n pbr_metallicRoughnessSamplerSampler,\n fragmentInputs.pbr_vUV\n );\n perceptualRoughness = mrSample.g * perceptualRoughness;\n metallic = mrSample.b * metallic;\n #endif\n perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);\n metallic = clamp(metallic, 0.0, 1.0);\n let tbn = getTBN();\n let n = getNormal(tbn); // normal at surface point\n let v = normalize(pbrProjection.camera - fragmentInputs.pbr_vPosition); // Vector from surface point to camera\n let NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);\n var useExtendedPBR = false;\n #ifdef USE_MATERIAL_EXTENSIONS\n useExtendedPBR =\n pbrMaterial.specularColorMapEnabled != 0 ||\n pbrMaterial.specularIntensityMapEnabled != 0 ||\n abs(pbrMaterial.specularIntensityFactor - 1.0) > 0.0001 ||\n maxComponent(abs(pbrMaterial.specularColorFactor - vec3f(1.0))) > 0.0001 ||\n abs(pbrMaterial.ior - 1.5) > 0.0001 ||\n pbrMaterial.transmissionMapEnabled != 0 ||\n pbrMaterial.transmissionFactor > 0.0001 ||\n pbrMaterial.clearcoatMapEnabled != 0 ||\n pbrMaterial.clearcoatRoughnessMapEnabled != 0 ||\n pbrMaterial.clearcoatFactor > 0.0001 ||\n pbrMaterial.clearcoatRoughnessFactor > 0.0001 ||\n pbrMaterial.sheenColorMapEnabled != 0 ||\n pbrMaterial.sheenRoughnessMapEnabled != 0 ||\n maxComponent(pbrMaterial.sheenColorFactor) > 0.0001 ||\n pbrMaterial.sheenRoughnessFactor > 0.0001 ||\n pbrMaterial.iridescenceMapEnabled != 0 ||\n pbrMaterial.iridescenceFactor > 0.0001 ||\n abs(pbrMaterial.iridescenceIor - 1.3) > 0.0001 ||\n abs(pbrMaterial.iridescenceThicknessRange.x - 100.0) > 0.0001 ||\n abs(pbrMaterial.iridescenceThicknessRange.y - 400.0) > 0.0001 ||\n pbrMaterial.anisotropyMapEnabled != 0 ||\n pbrMaterial.anisotropyStrength > 0.0001 ||\n abs(pbrMaterial.anisotropyRotation) > 0.0001 ||\n length(pbrMaterial.anisotropyDirection - vec2f(1.0, 0.0)) > 0.0001;\n #endif\n\n if (!useExtendedPBR) {\n let alphaRoughness = perceptualRoughness * perceptualRoughness;\n\n let f0 = vec3<f32>(0.04);\n var diffuseColor = baseColor.rgb * (vec3<f32>(1.0) - f0);\n diffuseColor *= 1.0 - metallic;\n let specularColor = mix(f0, baseColor.rgb, metallic);\n\n let reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);\n let reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);\n let specularEnvironmentR0 = specularColor;\n let specularEnvironmentR90 = vec3<f32>(1.0, 1.0, 1.0) * reflectance90;\n let reflection = -normalize(reflect(v, n));\n\n var pbrInfo = PBRInfo(\n 0.0, // NdotL\n NdotV,\n 0.0, // NdotH\n 0.0, // LdotH\n 0.0, // VdotH\n perceptualRoughness,\n metallic,\n specularEnvironmentR0,\n specularEnvironmentR90,\n alphaRoughness,\n diffuseColor,\n specularColor,\n n,\n v\n );\n\n #ifdef USE_LIGHTS\n PBRInfo_setAmbientLight(&pbrInfo);\n color += calculateFinalColor(pbrInfo, lighting.ambientColor);\n\n for (var i = 0; i < lighting.directionalLightCount; i++) {\n if (i < lighting.directionalLightCount) {\n PBRInfo_setDirectionalLight(&pbrInfo, lighting_getDirectionalLight(i).direction);\n color += calculateFinalColor(pbrInfo, lighting_getDirectionalLight(i).color);\n }\n }\n\n for (var i = 0; i < lighting.pointLightCount; i++) {\n if (i < lighting.pointLightCount) {\n PBRInfo_setPointLight(&pbrInfo, lighting_getPointLight(i));\n let attenuation = getPointLightAttenuation(\n lighting_getPointLight(i),\n distance(lighting_getPointLight(i).position, fragmentInputs.pbr_vPosition)\n );\n color += calculateFinalColor(pbrInfo, lighting_getPointLight(i).color / attenuation);\n }\n }\n\n for (var i = 0; i < lighting.spotLightCount; i++) {\n if (i < lighting.spotLightCount) {\n PBRInfo_setSpotLight(&pbrInfo, lighting_getSpotLight(i));\n let attenuation = getSpotLightAttenuation(\n lighting_getSpotLight(i),\n fragmentInputs.pbr_vPosition\n );\n color += calculateFinalColor(pbrInfo, lighting_getSpotLight(i).color / attenuation);\n }\n }\n #endif\n\n #ifdef USE_IBL\n if (pbrMaterial.IBLenabled != 0) {\n color += getIBLContribution(pbrInfo, n, reflection);\n }\n #endif\n\n #ifdef HAS_OCCLUSIONMAP\n if (pbrMaterial.occlusionMapEnabled != 0) {\n let ao =\n textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, fragmentInputs.pbr_vUV).r;\n color = mix(color, color * ao, pbrMaterial.occlusionStrength);\n }\n #endif\n\n var emissive = pbrMaterial.emissiveFactor;\n #ifdef HAS_EMISSIVEMAP\n if (pbrMaterial.emissiveMapEnabled != 0u) {\n emissive *= SRGBtoLINEAR(\n textureSample(pbr_emissiveSampler, pbr_emissiveSamplerSampler, fragmentInputs.pbr_vUV)\n ).rgb;\n }\n #endif\n color += emissive * pbrMaterial.emissiveStrength;\n\n #ifdef PBR_DEBUG\n color = mix(color, baseColor.rgb, pbrMaterial.scaleDiffBaseMR.y);\n color = mix(color, vec3<f32>(metallic), pbrMaterial.scaleDiffBaseMR.z);\n color = mix(color, vec3<f32>(perceptualRoughness), pbrMaterial.scaleDiffBaseMR.w);\n #endif\n\n return vec4<f32>(pow(color, vec3<f32>(1.0 / 2.2)), baseColor.a);\n }\n\n var specularIntensity = pbrMaterial.specularIntensityFactor;\n #ifdef HAS_SPECULARINTENSITYMAP\n if (pbrMaterial.specularIntensityMapEnabled != 0) {\n specularIntensity *= textureSample(\n pbr_specularIntensitySampler,\n pbr_specularIntensitySamplerSampler,\n fragmentInputs.pbr_vUV\n ).a;\n }\n #endif\n\n var specularFactor = pbrMaterial.specularColorFactor;\n #ifdef HAS_SPECULARCOLORMAP\n if (pbrMaterial.specularColorMapEnabled != 0) {\n specularFactor *= SRGBtoLINEAR(\n textureSample(\n pbr_specularColorSampler,\n pbr_specularColorSamplerSampler,\n fragmentInputs.pbr_vUV\n )\n ).rgb;\n }\n #endif\n\n transmission = pbrMaterial.transmissionFactor;\n #ifdef HAS_TRANSMISSIONMAP\n if (pbrMaterial.transmissionMapEnabled != 0) {\n transmission *= textureSample(\n pbr_transmissionSampler,\n pbr_transmissionSamplerSampler,\n fragmentInputs.pbr_vUV\n ).r;\n }\n #endif\n transmission = clamp(transmission * (1.0 - metallic), 0.0, 1.0);\n var thickness = max(pbrMaterial.thicknessFactor, 0.0);\n #ifdef HAS_THICKNESSMAP\n thickness *= textureSample(\n pbr_thicknessSampler,\n pbr_thicknessSamplerSampler,\n fragmentInputs.pbr_vUV\n ).g;\n #endif\n\n var clearcoatFactor = pbrMaterial.clearcoatFactor;\n var clearcoatRoughness = pbrMaterial.clearcoatRoughnessFactor;\n #ifdef HAS_CLEARCOATMAP\n if (pbrMaterial.clearcoatMapEnabled != 0) {\n clearcoatFactor *= textureSample(\n pbr_clearcoatSampler,\n pbr_clearcoatSamplerSampler,\n fragmentInputs.pbr_vUV\n ).r;\n }\n #endif\n #ifdef HAS_CLEARCOATROUGHNESSMAP\n if (pbrMaterial.clearcoatRoughnessMapEnabled != 0) {\n clearcoatRoughness *= textureSample(\n pbr_clearcoatRoughnessSampler,\n pbr_clearcoatRoughnessSamplerSampler,\n fragmentInputs.pbr_vUV\n ).g;\n }\n #endif\n clearcoatFactor = clamp(clearcoatFactor, 0.0, 1.0);\n clearcoatRoughness = clamp(clearcoatRoughness, c_MinRoughness, 1.0);\n let clearcoatNormal = getClearcoatNormal(tbn, n);\n\n var sheenColor = pbrMaterial.sheenColorFactor;\n var sheenRoughness = pbrMaterial.sheenRoughnessFactor;\n #ifdef HAS_SHEENCOLORMAP\n if (pbrMaterial.sheenColorMapEnabled != 0) {\n sheenColor *= SRGBtoLINEAR(\n textureSample(\n pbr_sheenColorSampler,\n pbr_sheenColorSamplerSampler,\n fragmentInputs.pbr_vUV\n )\n ).rgb;\n }\n #endif\n #ifdef HAS_SHEENROUGHNESSMAP\n if (pbrMaterial.sheenRoughnessMapEnabled != 0) {\n sheenRoughness *= textureSample(\n pbr_sheenRoughnessSampler,\n pbr_sheenRoughnessSamplerSampler,\n fragmentInputs.pbr_vUV\n ).a;\n }\n #endif\n sheenRoughness = clamp(sheenRoughness, c_MinRoughness, 1.0);\n\n var iridescence = pbrMaterial.iridescenceFactor;\n #ifdef HAS_IRIDESCENCEMAP\n if (pbrMaterial.iridescenceMapEnabled != 0) {\n iridescence *= textureSample(\n pbr_iridescenceSampler,\n pbr_iridescenceSamplerSampler,\n fragmentInputs.pbr_vUV\n ).r;\n }\n #endif\n iridescence = clamp(iridescence, 0.0, 1.0);\n var iridescenceThickness = mix(\n pbrMaterial.iridescenceThicknessRange.x,\n pbrMaterial.iridescenceThicknessRange.y,\n 0.5\n );\n #ifdef HAS_IRIDESCENCETHICKNESSMAP\n iridescenceThickness = mix(\n pbrMaterial.iridescenceThicknessRange.x,\n pbrMaterial.iridescenceThicknessRange.y,\n textureSample(\n pbr_iridescenceThicknessSampler,\n pbr_iridescenceThicknessSamplerSampler,\n fragmentInputs.pbr_vUV\n ).g\n );\n #endif\n\n var anisotropyStrength = clamp(pbrMaterial.anisotropyStrength, 0.0, 1.0);\n var anisotropyDirection = normalizeDirection(pbrMaterial.anisotropyDirection);\n #ifdef HAS_ANISOTROPYMAP\n if (pbrMaterial.anisotropyMapEnabled != 0) {\n let anisotropySample = textureSample(\n pbr_anisotropySampler,\n pbr_anisotropySamplerSampler,\n fragmentInputs.pbr_vUV\n ).rgb;\n anisotropyStrength *= anisotropySample.b;\n let mappedDirection = anisotropySample.rg * 2.0 - 1.0;\n if (length(mappedDirection) > 0.0001) {\n anisotropyDirection = normalize(mappedDirection);\n }\n }\n #endif\n anisotropyDirection = rotateDirection(anisotropyDirection, pbrMaterial.anisotropyRotation);\n var anisotropyTangent =\n normalize(tbn[0] * anisotropyDirection.x + tbn[1] * anisotropyDirection.y);\n if (length(anisotropyTangent) < 0.0001) {\n anisotropyTangent = normalize(tbn[0]);\n }\n let anisotropyViewAlignment = abs(dot(v, anisotropyTangent));\n perceptualRoughness = mix(\n perceptualRoughness,\n clamp(perceptualRoughness * (1.0 - 0.6 * anisotropyViewAlignment), c_MinRoughness, 1.0),\n anisotropyStrength\n );\n\n // Roughness is authored as perceptual roughness; as is convention,\n // convert to material roughness by squaring the perceptual roughness [2].\n let alphaRoughness = perceptualRoughness * perceptualRoughness;\n\n let dielectricF0 = getDielectricF0(pbrMaterial.ior);\n var dielectricSpecularF0 = min(\n vec3f(dielectricF0) * specularFactor * specularIntensity,\n vec3f(1.0)\n );\n let iridescenceTint = getIridescenceTint(iridescence, iridescenceThickness, NdotV);\n dielectricSpecularF0 = mix(\n dielectricSpecularF0,\n dielectricSpecularF0 * iridescenceTint,\n iridescence\n );\n var diffuseColor = baseColor.rgb * (vec3f(1.0) - dielectricSpecularF0);\n diffuseColor *= (1.0 - metallic) * (1.0 - transmission);\n var specularColor = mix(dielectricSpecularF0, baseColor.rgb, metallic);\n\n let baseLayerEnergy = 1.0 - clearcoatFactor * 0.25;\n diffuseColor *= baseLayerEnergy;\n specularColor *= baseLayerEnergy;\n\n // Compute reflectance.\n let reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);\n\n // For typical incident reflectance range (between 4% to 100%) set the grazing\n // reflectance to 100% for typical fresnel effect.\n // For very low reflectance range on highly diffuse objects (below 4%),\n // incrementally reduce grazing reflectance to 0%.\n let reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);\n let specularEnvironmentR0 = specularColor;\n let specularEnvironmentR90 = vec3<f32>(1.0, 1.0, 1.0) * reflectance90;\n let reflection = -normalize(reflect(v, n));\n\n var pbrInfo = PBRInfo(\n 0.0, // NdotL\n NdotV,\n 0.0, // NdotH\n 0.0, // LdotH\n 0.0, // VdotH\n perceptualRoughness,\n metallic,\n specularEnvironmentR0,\n specularEnvironmentR90,\n alphaRoughness,\n diffuseColor,\n specularColor,\n n,\n v\n );\n\n #ifdef USE_LIGHTS\n // Apply ambient light\n PBRInfo_setAmbientLight(&pbrInfo);\n color += calculateMaterialLightColor(\n pbrInfo,\n lighting.ambientColor,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness,\n sheenColor,\n sheenRoughness,\n anisotropyTangent,\n anisotropyStrength\n );\n\n // Apply directional light\n for (var i = 0; i < lighting.directionalLightCount; i++) {\n if (i < lighting.directionalLightCount) {\n PBRInfo_setDirectionalLight(&pbrInfo, lighting_getDirectionalLight(i).direction);\n color += calculateMaterialLightColor(\n pbrInfo,\n lighting_getDirectionalLight(i).color,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness,\n sheenColor,\n sheenRoughness,\n anisotropyTangent,\n anisotropyStrength\n );\n }\n }\n\n // Apply point light\n for (var i = 0; i < lighting.pointLightCount; i++) {\n if (i < lighting.pointLightCount) {\n PBRInfo_setPointLight(&pbrInfo, lighting_getPointLight(i));\n let attenuation = getPointLightAttenuation(\n lighting_getPointLight(i),\n distance(lighting_getPointLight(i).position, fragmentInputs.pbr_vPosition)\n );\n color += calculateMaterialLightColor(\n pbrInfo,\n lighting_getPointLight(i).color / attenuation,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness,\n sheenColor,\n sheenRoughness,\n anisotropyTangent,\n anisotropyStrength\n );\n }\n }\n\n for (var i = 0; i < lighting.spotLightCount; i++) {\n if (i < lighting.spotLightCount) {\n PBRInfo_setSpotLight(&pbrInfo, lighting_getSpotLight(i));\n let attenuation = getSpotLightAttenuation(lighting_getSpotLight(i), fragmentInputs.pbr_vPosition);\n color += calculateMaterialLightColor(\n pbrInfo,\n lighting_getSpotLight(i).color / attenuation,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness,\n sheenColor,\n sheenRoughness,\n anisotropyTangent,\n anisotropyStrength\n );\n }\n }\n #endif\n\n // Calculate lighting contribution from image based lighting source (IBL)\n #ifdef USE_IBL\n if (pbrMaterial.IBLenabled != 0) {\n color += getIBLContribution(pbrInfo, n, reflection) *\n calculateAnisotropyBoost(pbrInfo, anisotropyTangent, anisotropyStrength);\n color += calculateClearcoatIBLContribution(\n pbrInfo,\n clearcoatNormal,\n -normalize(reflect(v, clearcoatNormal)),\n clearcoatFactor,\n clearcoatRoughness\n );\n color += sheenColor * pbrMaterial.scaleIBLAmbient.x * (1.0 - sheenRoughness) * 0.25;\n }\n #endif\n\n // Apply optional PBR terms for additional (optional) shading\n #ifdef HAS_OCCLUSIONMAP\n if (pbrMaterial.occlusionMapEnabled != 0) {\n let ao =\n textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, fragmentInputs.pbr_vUV).r;\n color = mix(color, color * ao, pbrMaterial.occlusionStrength);\n }\n #endif\n\n var emissive = pbrMaterial.emissiveFactor;\n #ifdef HAS_EMISSIVEMAP\n if (pbrMaterial.emissiveMapEnabled != 0u) {\n emissive *= SRGBtoLINEAR(\n textureSample(pbr_emissiveSampler, pbr_emissiveSamplerSampler, fragmentInputs.pbr_vUV)\n ).rgb;\n }\n #endif\n color += emissive * pbrMaterial.emissiveStrength;\n\n if (transmission > 0.0) {\n color = mix(color, color * getVolumeAttenuation(thickness), transmission);\n }\n\n // This section uses mix to override final color for reference app visualization\n // of various parameters in the lighting equation.\n #ifdef PBR_DEBUG\n // TODO: Figure out how to debug multiple lights\n\n // color = mix(color, F, pbr_scaleFGDSpec.x);\n // color = mix(color, vec3(G), pbr_scaleFGDSpec.y);\n // color = mix(color, vec3(D), pbr_scaleFGDSpec.z);\n // color = mix(color, specContrib, pbr_scaleFGDSpec.w);\n\n // color = mix(color, diffuseContrib, pbr_scaleDiffBaseMR.x);\n color = mix(color, baseColor.rgb, pbrMaterial.scaleDiffBaseMR.y);\n color = mix(color, vec3<f32>(metallic), pbrMaterial.scaleDiffBaseMR.z);\n color = mix(color, vec3<f32>(perceptualRoughness), pbrMaterial.scaleDiffBaseMR.w);\n #endif\n }\n\n let alpha = clamp(baseColor.a * (1.0 - transmission), 0.0, 1.0);\n return vec4<f32>(pow(color, vec3<f32>(1.0 / 2.2)), alpha);\n}\n";
2
+ export declare const source = "struct PBRFragmentInputs {\n pbr_vPosition: vec3f,\n pbr_vUV0: vec2f,\n pbr_vUV1: vec2f,\n pbr_vTBN: mat3x3f,\n pbr_vNormal: vec3f\n};\n\nvar<private> fragmentInputs: PBRFragmentInputs;\n\nfn pbr_setPositionNormalTangentUV(\n position: vec4f,\n normal: vec4f,\n tangent: vec4f,\n uv0: vec2f,\n uv1: vec2f\n)\n{\n var pos: vec4f = pbrProjection.modelMatrix * position;\n fragmentInputs.pbr_vPosition = pos.xyz / pos.w;\n fragmentInputs.pbr_vNormal = vec3f(0.0, 0.0, 1.0);\n fragmentInputs.pbr_vTBN = mat3x3f(\n vec3f(1.0, 0.0, 0.0),\n vec3f(0.0, 1.0, 0.0),\n vec3f(0.0, 0.0, 1.0)\n );\n fragmentInputs.pbr_vUV0 = vec2f(0.0, 0.0);\n fragmentInputs.pbr_vUV1 = uv1;\n\n#ifdef HAS_NORMALS\n let normalW: vec3f = normalize((pbrProjection.normalMatrix * vec4f(normal.xyz, 0.0)).xyz);\n fragmentInputs.pbr_vNormal = normalW;\n#ifdef HAS_TANGENTS\n let tangentW: vec3f = normalize((pbrProjection.modelMatrix * vec4f(tangent.xyz, 0.0)).xyz);\n let bitangentW: vec3f = cross(normalW, tangentW) * tangent.w;\n fragmentInputs.pbr_vTBN = mat3x3f(tangentW, bitangentW, normalW);\n#endif\n#endif\n\n#ifdef HAS_UV\n fragmentInputs.pbr_vUV0 = uv0;\n#endif\n}\n\nstruct pbrMaterialUniforms {\n // Material is unlit\n unlit: u32,\n\n // Base color map\n baseColorMapEnabled: u32,\n baseColorFactor: vec4f,\n\n normalMapEnabled : u32,\n normalScale: f32, // #ifdef HAS_NORMALMAP\n\n emissiveMapEnabled: u32,\n emissiveFactor: vec3f, // #ifdef HAS_EMISSIVEMAP\n\n metallicRoughnessValues: vec2f,\n metallicRoughnessMapEnabled: u32,\n\n occlusionMapEnabled: i32,\n occlusionStrength: f32, // #ifdef HAS_OCCLUSIONMAP\n \n alphaCutoffEnabled: i32,\n alphaCutoff: f32, // #ifdef ALPHA_CUTOFF\n\n specularColorFactor: vec3f,\n specularIntensityFactor: f32,\n specularColorMapEnabled: i32,\n specularIntensityMapEnabled: i32,\n\n ior: f32,\n\n transmissionFactor: f32,\n transmissionMapEnabled: i32,\n\n thicknessFactor: f32,\n attenuationDistance: f32,\n attenuationColor: vec3f,\n\n clearcoatFactor: f32,\n clearcoatRoughnessFactor: f32,\n clearcoatMapEnabled: i32,\n clearcoatRoughnessMapEnabled: i32,\n\n sheenColorFactor: vec3f,\n sheenRoughnessFactor: f32,\n sheenColorMapEnabled: i32,\n sheenRoughnessMapEnabled: i32,\n\n iridescenceFactor: f32,\n iridescenceIor: f32,\n iridescenceThicknessRange: vec2f,\n iridescenceMapEnabled: i32,\n\n anisotropyStrength: f32,\n anisotropyRotation: f32,\n anisotropyDirection: vec2f,\n anisotropyMapEnabled: i32,\n\n emissiveStrength: f32,\n \n // IBL\n IBLenabled: i32,\n scaleIBLAmbient: vec2f, // #ifdef USE_IBL\n \n // debugging flags used for shader output of intermediate PBR variables\n // #ifdef PBR_DEBUG\n scaleDiffBaseMR: vec4f,\n scaleFGDSpec: vec4f,\n // #endif\n\n baseColorUVSet: i32,\n baseColorUVTransform: mat3x3f,\n metallicRoughnessUVSet: i32,\n metallicRoughnessUVTransform: mat3x3f,\n normalUVSet: i32,\n normalUVTransform: mat3x3f,\n occlusionUVSet: i32,\n occlusionUVTransform: mat3x3f,\n emissiveUVSet: i32,\n emissiveUVTransform: mat3x3f,\n specularColorUVSet: i32,\n specularColorUVTransform: mat3x3f,\n specularIntensityUVSet: i32,\n specularIntensityUVTransform: mat3x3f,\n transmissionUVSet: i32,\n transmissionUVTransform: mat3x3f,\n thicknessUVSet: i32,\n thicknessUVTransform: mat3x3f,\n clearcoatUVSet: i32,\n clearcoatUVTransform: mat3x3f,\n clearcoatRoughnessUVSet: i32,\n clearcoatRoughnessUVTransform: mat3x3f,\n clearcoatNormalUVSet: i32,\n clearcoatNormalUVTransform: mat3x3f,\n sheenColorUVSet: i32,\n sheenColorUVTransform: mat3x3f,\n sheenRoughnessUVSet: i32,\n sheenRoughnessUVTransform: mat3x3f,\n iridescenceUVSet: i32,\n iridescenceUVTransform: mat3x3f,\n iridescenceThicknessUVSet: i32,\n iridescenceThicknessUVTransform: mat3x3f,\n anisotropyUVSet: i32,\n anisotropyUVTransform: mat3x3f,\n}\n\n@group(3) @binding(auto) var<uniform> pbrMaterial : pbrMaterialUniforms;\n\n// Samplers\n#ifdef HAS_BASECOLORMAP\n@group(3) @binding(auto) var pbr_baseColorSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_baseColorSamplerSampler: sampler;\n#endif\n#ifdef HAS_NORMALMAP\n@group(3) @binding(auto) var pbr_normalSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_normalSamplerSampler: sampler;\n#endif\n#ifdef HAS_EMISSIVEMAP\n@group(3) @binding(auto) var pbr_emissiveSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_emissiveSamplerSampler: sampler;\n#endif\n#ifdef HAS_METALROUGHNESSMAP\n@group(3) @binding(auto) var pbr_metallicRoughnessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_metallicRoughnessSamplerSampler: sampler;\n#endif\n#ifdef HAS_OCCLUSIONMAP\n@group(3) @binding(auto) var pbr_occlusionSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_occlusionSamplerSampler: sampler;\n#endif\n#ifdef HAS_SPECULARCOLORMAP\n@group(3) @binding(auto) var pbr_specularColorSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_specularColorSamplerSampler: sampler;\n#endif\n#ifdef HAS_SPECULARINTENSITYMAP\n@group(3) @binding(auto) var pbr_specularIntensitySampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_specularIntensitySamplerSampler: sampler;\n#endif\n#ifdef HAS_TRANSMISSIONMAP\n@group(3) @binding(auto) var pbr_transmissionSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_transmissionSamplerSampler: sampler;\n#endif\n#ifdef HAS_THICKNESSMAP\n@group(3) @binding(auto) var pbr_thicknessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_thicknessSamplerSampler: sampler;\n#endif\n#ifdef HAS_CLEARCOATMAP\n@group(3) @binding(auto) var pbr_clearcoatSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_clearcoatSamplerSampler: sampler;\n#endif\n#ifdef HAS_CLEARCOATROUGHNESSMAP\n@group(3) @binding(auto) var pbr_clearcoatRoughnessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_clearcoatRoughnessSamplerSampler: sampler;\n#endif\n#ifdef HAS_CLEARCOATNORMALMAP\n@group(3) @binding(auto) var pbr_clearcoatNormalSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_clearcoatNormalSamplerSampler: sampler;\n#endif\n#ifdef HAS_SHEENCOLORMAP\n@group(3) @binding(auto) var pbr_sheenColorSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_sheenColorSamplerSampler: sampler;\n#endif\n#ifdef HAS_SHEENROUGHNESSMAP\n@group(3) @binding(auto) var pbr_sheenRoughnessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_sheenRoughnessSamplerSampler: sampler;\n#endif\n#ifdef HAS_IRIDESCENCEMAP\n@group(3) @binding(auto) var pbr_iridescenceSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_iridescenceSamplerSampler: sampler;\n#endif\n#ifdef HAS_IRIDESCENCETHICKNESSMAP\n@group(3) @binding(auto) var pbr_iridescenceThicknessSampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_iridescenceThicknessSamplerSampler: sampler;\n#endif\n#ifdef HAS_ANISOTROPYMAP\n@group(3) @binding(auto) var pbr_anisotropySampler: texture_2d<f32>;\n@group(3) @binding(auto) var pbr_anisotropySamplerSampler: sampler;\n#endif\n// Encapsulate the various inputs used by the various functions in the shading equation\n// We store values in this struct to simplify the integration of alternative implementations\n// of the shading terms, outlined in the Readme.MD Appendix.\nstruct PBRInfo {\n NdotL: f32, // cos angle between normal and light direction\n NdotV: f32, // cos angle between normal and view direction\n NdotH: f32, // cos angle between normal and half vector\n LdotH: f32, // cos angle between light direction and half vector\n VdotH: f32, // cos angle between view direction and half vector\n perceptualRoughness: f32, // roughness value, as authored by the model creator (input to shader)\n metalness: f32, // metallic value at the surface\n reflectance0: vec3f, // full reflectance color (normal incidence angle)\n reflectance90: vec3f, // reflectance color at grazing angle\n alphaRoughness: f32, // roughness mapped to a more linear change in the roughness (proposed by [2])\n diffuseColor: vec3f, // color contribution from diffuse lighting\n specularColor: vec3f, // color contribution from specular lighting\n n: vec3f, // normal at surface point\n v: vec3f, // vector from surface point to camera\n};\n\nconst M_PI = 3.141592653589793;\nconst c_MinRoughness = 0.04;\n\nfn SRGBtoLINEAR(srgbIn: vec4f ) -> vec4f\n{\n var linOut: vec3f = srgbIn.xyz;\n#ifdef MANUAL_SRGB\n let bLess: vec3f = step(vec3f(0.04045), srgbIn.xyz);\n linOut = mix(\n srgbIn.xyz / vec3f(12.92),\n pow((srgbIn.xyz + vec3f(0.055)) / vec3f(1.055), vec3f(2.4)),\n bLess\n );\n#ifdef SRGB_FAST_APPROXIMATION\n linOut = pow(srgbIn.xyz, vec3f(2.2));\n#endif\n#endif\n return vec4f(linOut, srgbIn.w);\n}\n\nfn getMaterialUV(uvSet: i32, uvTransform: mat3x3f) -> vec2f\n{\n var baseUV = fragmentInputs.pbr_vUV0;\n if (uvSet == 1) {\n baseUV = fragmentInputs.pbr_vUV1;\n }\n return (uvTransform * vec3f(baseUV, 1.0)).xy;\n}\n\n// Build the tangent basis from interpolated attributes or screen-space derivatives.\nfn getTBN(uv: vec2f) -> mat3x3f\n{\n let pos_dx: vec3f = dpdx(fragmentInputs.pbr_vPosition);\n let pos_dy: vec3f = dpdy(fragmentInputs.pbr_vPosition);\n let tex_dx: vec3f = dpdx(vec3f(uv, 0.0));\n let tex_dy: vec3f = dpdy(vec3f(uv, 0.0));\n var t: vec3f = (tex_dy.y * pos_dx - tex_dx.y * pos_dy) / (tex_dx.x * tex_dy.y - tex_dy.x * tex_dx.y);\n\n var ng: vec3f = cross(pos_dx, pos_dy);\n#ifdef HAS_NORMALS\n ng = normalize(fragmentInputs.pbr_vNormal);\n#endif\n t = normalize(t - ng * dot(ng, t));\n var b: vec3f = normalize(cross(ng, t));\n var tbn: mat3x3f = mat3x3f(t, b, ng);\n#ifdef HAS_TANGENTS\n tbn = fragmentInputs.pbr_vTBN;\n#endif\n\n return tbn;\n}\n\n// Find the normal for this fragment, pulling either from a predefined normal map\n// or from the interpolated mesh normal and tangent attributes.\nfn getMappedNormal(\n normalSampler: texture_2d<f32>,\n normalSamplerBinding: sampler,\n tbn: mat3x3f,\n normalScale: f32,\n uv: vec2f\n) -> vec3f\n{\n let n = textureSample(normalSampler, normalSamplerBinding, uv).rgb;\n return normalize(tbn * ((2.0 * n - 1.0) * vec3f(normalScale, normalScale, 1.0)));\n}\n\nfn getNormal(tbn: mat3x3f, uv: vec2f) -> vec3f\n{\n // The tbn matrix is linearly interpolated, so we need to re-normalize\n var n: vec3f = normalize(tbn[2].xyz);\n#ifdef HAS_NORMALMAP\n n = getMappedNormal(\n pbr_normalSampler,\n pbr_normalSamplerSampler,\n tbn,\n pbrMaterial.normalScale,\n uv\n );\n#endif\n\n return n;\n}\n\nfn getClearcoatNormal(tbn: mat3x3f, baseNormal: vec3f, uv: vec2f) -> vec3f\n{\n#ifdef HAS_CLEARCOATNORMALMAP\n return getMappedNormal(\n pbr_clearcoatNormalSampler,\n pbr_clearcoatNormalSamplerSampler,\n tbn,\n 1.0,\n uv\n );\n#else\n return baseNormal;\n#endif\n}\n\n// Calculation of the lighting contribution from an optional Image Based Light source.\n// Precomputed Environment Maps are required uniform inputs and are computed as outlined in [1].\n// See our README.md on Environment Maps [3] for additional discussion.\n#ifdef USE_IBL\nfn getIBLContribution(pbrInfo: PBRInfo, n: vec3f, reflection: vec3f) -> vec3f\n{\n let mipCount: f32 = 9.0; // resolution of 512x512\n let lod: f32 = pbrInfo.perceptualRoughness * mipCount;\n // retrieve a scale and bias to F0. See [1], Figure 3\n let brdf = SRGBtoLINEAR(\n textureSampleLevel(\n pbr_brdfLUT,\n pbr_brdfLUTSampler,\n vec2f(pbrInfo.NdotV, 1.0 - pbrInfo.perceptualRoughness),\n 0.0\n )\n ).rgb;\n let diffuseLight =\n SRGBtoLINEAR(\n textureSampleLevel(pbr_diffuseEnvSampler, pbr_diffuseEnvSamplerSampler, n, 0.0)\n ).rgb;\n var specularLight = SRGBtoLINEAR(\n textureSampleLevel(\n pbr_specularEnvSampler,\n pbr_specularEnvSamplerSampler,\n reflection,\n 0.0\n )\n ).rgb;\n#ifdef USE_TEX_LOD\n specularLight = SRGBtoLINEAR(\n textureSampleLevel(\n pbr_specularEnvSampler,\n pbr_specularEnvSamplerSampler,\n reflection,\n lod\n )\n ).rgb;\n#endif\n\n let diffuse = diffuseLight * pbrInfo.diffuseColor * pbrMaterial.scaleIBLAmbient.x;\n let specular =\n specularLight * (pbrInfo.specularColor * brdf.x + brdf.y) * pbrMaterial.scaleIBLAmbient.y;\n\n return diffuse + specular;\n}\n#endif\n\n// Basic Lambertian diffuse\n// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog\n// See also [1], Equation 1\nfn diffuse(pbrInfo: PBRInfo) -> vec3<f32> {\n return pbrInfo.diffuseColor / M_PI;\n}\n\n// The following equation models the Fresnel reflectance term of the spec equation (aka F())\n// Implementation of fresnel from [4], Equation 15\nfn specularReflection(pbrInfo: PBRInfo) -> vec3<f32> {\n return pbrInfo.reflectance0 +\n (pbrInfo.reflectance90 - pbrInfo.reflectance0) *\n pow(clamp(1.0 - pbrInfo.VdotH, 0.0, 1.0), 5.0);\n}\n\n// This calculates the specular geometric attenuation (aka G()),\n// where rougher material will reflect less light back to the viewer.\n// This implementation is based on [1] Equation 4, and we adopt their modifications to\n// alphaRoughness as input as originally proposed in [2].\nfn geometricOcclusion(pbrInfo: PBRInfo) -> f32 {\n let NdotL: f32 = pbrInfo.NdotL;\n let NdotV: f32 = pbrInfo.NdotV;\n let r: f32 = pbrInfo.alphaRoughness;\n\n let attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));\n let attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));\n return attenuationL * attenuationV;\n}\n\n// The following equation(s) model the distribution of microfacet normals across\n// the area being drawn (aka D())\n// Implementation from \"Average Irregularity Representation of a Roughened Surface\n// for Ray Reflection\" by T. S. Trowbridge, and K. P. Reitz\n// Follows the distribution function recommended in the SIGGRAPH 2013 course notes\n// from EPIC Games [1], Equation 3.\nfn microfacetDistribution(pbrInfo: PBRInfo) -> f32 {\n let roughnessSq = pbrInfo.alphaRoughness * pbrInfo.alphaRoughness;\n let f = (pbrInfo.NdotH * roughnessSq - pbrInfo.NdotH) * pbrInfo.NdotH + 1.0;\n return roughnessSq / (M_PI * f * f);\n}\n\nfn maxComponent(value: vec3f) -> f32 {\n return max(max(value.r, value.g), value.b);\n}\n\nfn getDielectricF0(ior: f32) -> f32 {\n let clampedIor = max(ior, 1.0);\n let ratio = (clampedIor - 1.0) / (clampedIor + 1.0);\n return ratio * ratio;\n}\n\nfn normalizeDirection(direction: vec2f) -> vec2f {\n let directionLength = length(direction);\n if (directionLength > 0.0001) {\n return direction / directionLength;\n }\n\n return vec2f(1.0, 0.0);\n}\n\nfn rotateDirection(direction: vec2f, rotation: f32) -> vec2f {\n let s = sin(rotation);\n let c = cos(rotation);\n return vec2f(direction.x * c - direction.y * s, direction.x * s + direction.y * c);\n}\n\nfn getIridescenceTint(iridescence: f32, thickness: f32, NdotV: f32) -> vec3f {\n if (iridescence <= 0.0) {\n return vec3f(1.0);\n }\n\n let phase = 0.015 * thickness * pbrMaterial.iridescenceIor + (1.0 - NdotV) * 6.0;\n let thinFilmTint =\n 0.5 +\n 0.5 *\n cos(vec3f(phase, phase + 2.0943951, phase + 4.1887902));\n return mix(vec3f(1.0), thinFilmTint, iridescence);\n}\n\nfn getVolumeAttenuation(thickness: f32) -> vec3f {\n if (thickness <= 0.0) {\n return vec3f(1.0);\n }\n\n let attenuationCoefficient =\n -log(max(pbrMaterial.attenuationColor, vec3f(0.0001))) /\n max(pbrMaterial.attenuationDistance, 0.0001);\n return exp(-attenuationCoefficient * thickness);\n}\n\nfn createClearcoatPBRInfo(\n basePBRInfo: PBRInfo,\n clearcoatNormal: vec3f,\n clearcoatRoughness: f32\n) -> PBRInfo {\n let perceptualRoughness = clamp(clearcoatRoughness, c_MinRoughness, 1.0);\n let alphaRoughness = perceptualRoughness * perceptualRoughness;\n let NdotV = clamp(abs(dot(clearcoatNormal, basePBRInfo.v)), 0.001, 1.0);\n\n return PBRInfo(\n basePBRInfo.NdotL,\n NdotV,\n basePBRInfo.NdotH,\n basePBRInfo.LdotH,\n basePBRInfo.VdotH,\n perceptualRoughness,\n 0.0,\n vec3f(0.04),\n vec3f(1.0),\n alphaRoughness,\n vec3f(0.0),\n vec3f(0.04),\n clearcoatNormal,\n basePBRInfo.v\n );\n}\n\nfn calculateClearcoatContribution(\n pbrInfo: PBRInfo,\n lightColor: vec3f,\n clearcoatNormal: vec3f,\n clearcoatFactor: f32,\n clearcoatRoughness: f32\n) -> vec3f {\n if (clearcoatFactor <= 0.0) {\n return vec3f(0.0);\n }\n\n let clearcoatPBRInfo = createClearcoatPBRInfo(pbrInfo, clearcoatNormal, clearcoatRoughness);\n return calculateFinalColor(clearcoatPBRInfo, lightColor) * clearcoatFactor;\n}\n\n#ifdef USE_IBL\nfn calculateClearcoatIBLContribution(\n pbrInfo: PBRInfo,\n clearcoatNormal: vec3f,\n reflection: vec3f,\n clearcoatFactor: f32,\n clearcoatRoughness: f32\n) -> vec3f {\n if (clearcoatFactor <= 0.0) {\n return vec3f(0.0);\n }\n\n let clearcoatPBRInfo = createClearcoatPBRInfo(pbrInfo, clearcoatNormal, clearcoatRoughness);\n return getIBLContribution(clearcoatPBRInfo, clearcoatNormal, reflection) * clearcoatFactor;\n}\n#endif\n\nfn calculateSheenContribution(\n pbrInfo: PBRInfo,\n lightColor: vec3f,\n sheenColor: vec3f,\n sheenRoughness: f32\n) -> vec3f {\n if (maxComponent(sheenColor) <= 0.0) {\n return vec3f(0.0);\n }\n\n let sheenFresnel = pow(clamp(1.0 - pbrInfo.VdotH, 0.0, 1.0), 5.0);\n let sheenVisibility = mix(1.0, pbrInfo.NdotL * pbrInfo.NdotV, sheenRoughness);\n return pbrInfo.NdotL *\n lightColor *\n sheenColor *\n (0.25 + 0.75 * sheenFresnel) *\n sheenVisibility *\n (1.0 - pbrInfo.metalness);\n}\n\nfn calculateAnisotropyBoost(\n pbrInfo: PBRInfo,\n anisotropyTangent: vec3f,\n anisotropyStrength: f32\n) -> f32 {\n if (anisotropyStrength <= 0.0) {\n return 1.0;\n }\n\n let anisotropyBitangent = normalize(cross(pbrInfo.n, anisotropyTangent));\n let bitangentViewAlignment = abs(dot(pbrInfo.v, anisotropyBitangent));\n return mix(1.0, 0.65 + 0.7 * bitangentViewAlignment, anisotropyStrength);\n}\n\nfn calculateMaterialLightColor(\n pbrInfo: PBRInfo,\n lightColor: vec3f,\n clearcoatNormal: vec3f,\n clearcoatFactor: f32,\n clearcoatRoughness: f32,\n sheenColor: vec3f,\n sheenRoughness: f32,\n anisotropyTangent: vec3f,\n anisotropyStrength: f32\n) -> vec3f {\n let anisotropyBoost = calculateAnisotropyBoost(pbrInfo, anisotropyTangent, anisotropyStrength);\n var color = calculateFinalColor(pbrInfo, lightColor) * anisotropyBoost;\n color += calculateClearcoatContribution(\n pbrInfo,\n lightColor,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness\n );\n color += calculateSheenContribution(pbrInfo, lightColor, sheenColor, sheenRoughness);\n return color;\n}\n\nfn PBRInfo_setAmbientLight(pbrInfo: ptr<function, PBRInfo>) {\n (*pbrInfo).NdotL = 1.0;\n (*pbrInfo).NdotH = 0.0;\n (*pbrInfo).LdotH = 0.0;\n (*pbrInfo).VdotH = 1.0;\n}\n\nfn PBRInfo_setDirectionalLight(pbrInfo: ptr<function, PBRInfo>, lightDirection: vec3<f32>) {\n let n = (*pbrInfo).n;\n let v = (*pbrInfo).v;\n let l = normalize(lightDirection); // Vector from surface point to light\n let h = normalize(l + v); // Half vector between both l and v\n\n (*pbrInfo).NdotL = clamp(dot(n, l), 0.001, 1.0);\n (*pbrInfo).NdotH = clamp(dot(n, h), 0.0, 1.0);\n (*pbrInfo).LdotH = clamp(dot(l, h), 0.0, 1.0);\n (*pbrInfo).VdotH = clamp(dot(v, h), 0.0, 1.0);\n}\n\nfn PBRInfo_setPointLight(pbrInfo: ptr<function, PBRInfo>, pointLight: PointLight) {\n let light_direction = normalize(pointLight.position - fragmentInputs.pbr_vPosition);\n PBRInfo_setDirectionalLight(pbrInfo, light_direction);\n}\n\nfn PBRInfo_setSpotLight(pbrInfo: ptr<function, PBRInfo>, spotLight: SpotLight) {\n let light_direction = normalize(spotLight.position - fragmentInputs.pbr_vPosition);\n PBRInfo_setDirectionalLight(pbrInfo, light_direction);\n}\n\nfn calculateFinalColor(pbrInfo: PBRInfo, lightColor: vec3<f32>) -> vec3<f32> {\n // Calculate the shading terms for the microfacet specular shading model\n let F = specularReflection(pbrInfo);\n let G = geometricOcclusion(pbrInfo);\n let D = microfacetDistribution(pbrInfo);\n\n // Calculation of analytical lighting contribution\n let diffuseContrib = (1.0 - F) * diffuse(pbrInfo);\n let specContrib = F * G * D / (4.0 * pbrInfo.NdotL * pbrInfo.NdotV);\n // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)\n return pbrInfo.NdotL * lightColor * (diffuseContrib + specContrib);\n}\n\nfn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {\n let baseColorUV = getMaterialUV(pbrMaterial.baseColorUVSet, pbrMaterial.baseColorUVTransform);\n let metallicRoughnessUV = getMaterialUV(\n pbrMaterial.metallicRoughnessUVSet,\n pbrMaterial.metallicRoughnessUVTransform\n );\n let normalUV = getMaterialUV(pbrMaterial.normalUVSet, pbrMaterial.normalUVTransform);\n let occlusionUV = getMaterialUV(pbrMaterial.occlusionUVSet, pbrMaterial.occlusionUVTransform);\n let emissiveUV = getMaterialUV(pbrMaterial.emissiveUVSet, pbrMaterial.emissiveUVTransform);\n let specularColorUV = getMaterialUV(\n pbrMaterial.specularColorUVSet,\n pbrMaterial.specularColorUVTransform\n );\n let specularIntensityUV = getMaterialUV(\n pbrMaterial.specularIntensityUVSet,\n pbrMaterial.specularIntensityUVTransform\n );\n let transmissionUV = getMaterialUV(\n pbrMaterial.transmissionUVSet,\n pbrMaterial.transmissionUVTransform\n );\n let thicknessUV = getMaterialUV(pbrMaterial.thicknessUVSet, pbrMaterial.thicknessUVTransform);\n let clearcoatUV = getMaterialUV(pbrMaterial.clearcoatUVSet, pbrMaterial.clearcoatUVTransform);\n let clearcoatRoughnessUV = getMaterialUV(\n pbrMaterial.clearcoatRoughnessUVSet,\n pbrMaterial.clearcoatRoughnessUVTransform\n );\n let clearcoatNormalUV = getMaterialUV(\n pbrMaterial.clearcoatNormalUVSet,\n pbrMaterial.clearcoatNormalUVTransform\n );\n let sheenColorUV = getMaterialUV(\n pbrMaterial.sheenColorUVSet,\n pbrMaterial.sheenColorUVTransform\n );\n let sheenRoughnessUV = getMaterialUV(\n pbrMaterial.sheenRoughnessUVSet,\n pbrMaterial.sheenRoughnessUVTransform\n );\n let iridescenceUV = getMaterialUV(\n pbrMaterial.iridescenceUVSet,\n pbrMaterial.iridescenceUVTransform\n );\n let iridescenceThicknessUV = getMaterialUV(\n pbrMaterial.iridescenceThicknessUVSet,\n pbrMaterial.iridescenceThicknessUVTransform\n );\n let anisotropyUV = getMaterialUV(\n pbrMaterial.anisotropyUVSet,\n pbrMaterial.anisotropyUVTransform\n );\n\n // The albedo may be defined from a base texture or a flat color\n var baseColor: vec4<f32> = pbrMaterial.baseColorFactor;\n #ifdef HAS_BASECOLORMAP\n baseColor = SRGBtoLINEAR(\n textureSample(pbr_baseColorSampler, pbr_baseColorSamplerSampler, baseColorUV)\n ) * pbrMaterial.baseColorFactor;\n #endif\n\n #ifdef ALPHA_CUTOFF\n if (baseColor.a < pbrMaterial.alphaCutoff) {\n discard;\n }\n #endif\n\n var color = vec3<f32>(0.0, 0.0, 0.0);\n var transmission = 0.0;\n\n if (pbrMaterial.unlit != 0u) {\n color = baseColor.rgb;\n } else {\n // Metallic and Roughness material properties are packed together\n // In glTF, these factors can be specified by fixed scalar values\n // or from a metallic-roughness map\n var perceptualRoughness = pbrMaterial.metallicRoughnessValues.y;\n var metallic = pbrMaterial.metallicRoughnessValues.x;\n #ifdef HAS_METALROUGHNESSMAP\n // Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel.\n // This layout intentionally reserves the 'r' channel for (optional) occlusion map data\n let mrSample = textureSample(\n pbr_metallicRoughnessSampler,\n pbr_metallicRoughnessSamplerSampler,\n metallicRoughnessUV\n );\n perceptualRoughness = mrSample.g * perceptualRoughness;\n metallic = mrSample.b * metallic;\n #endif\n perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);\n metallic = clamp(metallic, 0.0, 1.0);\n let tbn = getTBN(normalUV);\n let n = getNormal(tbn, normalUV); // normal at surface point\n let v = normalize(pbrProjection.camera - fragmentInputs.pbr_vPosition); // Vector from surface point to camera\n let NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);\n var useExtendedPBR = false;\n #ifdef USE_MATERIAL_EXTENSIONS\n useExtendedPBR =\n pbrMaterial.specularColorMapEnabled != 0 ||\n pbrMaterial.specularIntensityMapEnabled != 0 ||\n abs(pbrMaterial.specularIntensityFactor - 1.0) > 0.0001 ||\n maxComponent(abs(pbrMaterial.specularColorFactor - vec3f(1.0))) > 0.0001 ||\n abs(pbrMaterial.ior - 1.5) > 0.0001 ||\n pbrMaterial.transmissionMapEnabled != 0 ||\n pbrMaterial.transmissionFactor > 0.0001 ||\n pbrMaterial.clearcoatMapEnabled != 0 ||\n pbrMaterial.clearcoatRoughnessMapEnabled != 0 ||\n pbrMaterial.clearcoatFactor > 0.0001 ||\n pbrMaterial.clearcoatRoughnessFactor > 0.0001 ||\n pbrMaterial.sheenColorMapEnabled != 0 ||\n pbrMaterial.sheenRoughnessMapEnabled != 0 ||\n maxComponent(pbrMaterial.sheenColorFactor) > 0.0001 ||\n pbrMaterial.sheenRoughnessFactor > 0.0001 ||\n pbrMaterial.iridescenceMapEnabled != 0 ||\n pbrMaterial.iridescenceFactor > 0.0001 ||\n abs(pbrMaterial.iridescenceIor - 1.3) > 0.0001 ||\n abs(pbrMaterial.iridescenceThicknessRange.x - 100.0) > 0.0001 ||\n abs(pbrMaterial.iridescenceThicknessRange.y - 400.0) > 0.0001 ||\n pbrMaterial.anisotropyMapEnabled != 0 ||\n pbrMaterial.anisotropyStrength > 0.0001 ||\n abs(pbrMaterial.anisotropyRotation) > 0.0001 ||\n length(pbrMaterial.anisotropyDirection - vec2f(1.0, 0.0)) > 0.0001;\n #endif\n\n if (!useExtendedPBR) {\n let alphaRoughness = perceptualRoughness * perceptualRoughness;\n\n let f0 = vec3<f32>(0.04);\n var diffuseColor = baseColor.rgb * (vec3<f32>(1.0) - f0);\n diffuseColor *= 1.0 - metallic;\n let specularColor = mix(f0, baseColor.rgb, metallic);\n\n let reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);\n let reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);\n let specularEnvironmentR0 = specularColor;\n let specularEnvironmentR90 = vec3<f32>(1.0, 1.0, 1.0) * reflectance90;\n let reflection = -normalize(reflect(v, n));\n\n var pbrInfo = PBRInfo(\n 0.0, // NdotL\n NdotV,\n 0.0, // NdotH\n 0.0, // LdotH\n 0.0, // VdotH\n perceptualRoughness,\n metallic,\n specularEnvironmentR0,\n specularEnvironmentR90,\n alphaRoughness,\n diffuseColor,\n specularColor,\n n,\n v\n );\n\n #ifdef USE_LIGHTS\n PBRInfo_setAmbientLight(&pbrInfo);\n color += calculateFinalColor(pbrInfo, lighting.ambientColor);\n\n for (var i = 0; i < lighting.directionalLightCount; i++) {\n if (i < lighting.directionalLightCount) {\n PBRInfo_setDirectionalLight(&pbrInfo, lighting_getDirectionalLight(i).direction);\n color += calculateFinalColor(pbrInfo, lighting_getDirectionalLight(i).color);\n }\n }\n\n for (var i = 0; i < lighting.pointLightCount; i++) {\n if (i < lighting.pointLightCount) {\n PBRInfo_setPointLight(&pbrInfo, lighting_getPointLight(i));\n let attenuation = getPointLightAttenuation(\n lighting_getPointLight(i),\n distance(lighting_getPointLight(i).position, fragmentInputs.pbr_vPosition)\n );\n color += calculateFinalColor(pbrInfo, lighting_getPointLight(i).color / attenuation);\n }\n }\n\n for (var i = 0; i < lighting.spotLightCount; i++) {\n if (i < lighting.spotLightCount) {\n PBRInfo_setSpotLight(&pbrInfo, lighting_getSpotLight(i));\n let attenuation = getSpotLightAttenuation(\n lighting_getSpotLight(i),\n fragmentInputs.pbr_vPosition\n );\n color += calculateFinalColor(pbrInfo, lighting_getSpotLight(i).color / attenuation);\n }\n }\n #endif\n\n #ifdef USE_IBL\n if (pbrMaterial.IBLenabled != 0) {\n color += getIBLContribution(pbrInfo, n, reflection);\n }\n #endif\n\n #ifdef HAS_OCCLUSIONMAP\n if (pbrMaterial.occlusionMapEnabled != 0) {\n let ao = textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, occlusionUV).r;\n color = mix(color, color * ao, pbrMaterial.occlusionStrength);\n }\n #endif\n\n var emissive = pbrMaterial.emissiveFactor;\n #ifdef HAS_EMISSIVEMAP\n if (pbrMaterial.emissiveMapEnabled != 0u) {\n emissive *= SRGBtoLINEAR(\n textureSample(pbr_emissiveSampler, pbr_emissiveSamplerSampler, emissiveUV)\n ).rgb;\n }\n #endif\n color += emissive * pbrMaterial.emissiveStrength;\n\n #ifdef PBR_DEBUG\n color = mix(color, baseColor.rgb, pbrMaterial.scaleDiffBaseMR.y);\n color = mix(color, vec3<f32>(metallic), pbrMaterial.scaleDiffBaseMR.z);\n color = mix(color, vec3<f32>(perceptualRoughness), pbrMaterial.scaleDiffBaseMR.w);\n #endif\n\n return vec4<f32>(pow(color, vec3<f32>(1.0 / 2.2)), baseColor.a);\n }\n\n var specularIntensity = pbrMaterial.specularIntensityFactor;\n #ifdef HAS_SPECULARINTENSITYMAP\n if (pbrMaterial.specularIntensityMapEnabled != 0) {\n specularIntensity *= textureSample(\n pbr_specularIntensitySampler,\n pbr_specularIntensitySamplerSampler,\n specularIntensityUV\n ).a;\n }\n #endif\n\n var specularFactor = pbrMaterial.specularColorFactor;\n #ifdef HAS_SPECULARCOLORMAP\n if (pbrMaterial.specularColorMapEnabled != 0) {\n specularFactor *= SRGBtoLINEAR(\n textureSample(\n pbr_specularColorSampler,\n pbr_specularColorSamplerSampler,\n specularColorUV\n )\n ).rgb;\n }\n #endif\n\n transmission = pbrMaterial.transmissionFactor;\n #ifdef HAS_TRANSMISSIONMAP\n if (pbrMaterial.transmissionMapEnabled != 0) {\n transmission *= textureSample(\n pbr_transmissionSampler,\n pbr_transmissionSamplerSampler,\n transmissionUV\n ).r;\n }\n #endif\n transmission = clamp(transmission * (1.0 - metallic), 0.0, 1.0);\n var thickness = max(pbrMaterial.thicknessFactor, 0.0);\n #ifdef HAS_THICKNESSMAP\n thickness *= textureSample(\n pbr_thicknessSampler,\n pbr_thicknessSamplerSampler,\n thicknessUV\n ).g;\n #endif\n\n var clearcoatFactor = pbrMaterial.clearcoatFactor;\n var clearcoatRoughness = pbrMaterial.clearcoatRoughnessFactor;\n #ifdef HAS_CLEARCOATMAP\n if (pbrMaterial.clearcoatMapEnabled != 0) {\n clearcoatFactor *= textureSample(\n pbr_clearcoatSampler,\n pbr_clearcoatSamplerSampler,\n clearcoatUV\n ).r;\n }\n #endif\n #ifdef HAS_CLEARCOATROUGHNESSMAP\n if (pbrMaterial.clearcoatRoughnessMapEnabled != 0) {\n clearcoatRoughness *= textureSample(\n pbr_clearcoatRoughnessSampler,\n pbr_clearcoatRoughnessSamplerSampler,\n clearcoatRoughnessUV\n ).g;\n }\n #endif\n clearcoatFactor = clamp(clearcoatFactor, 0.0, 1.0);\n clearcoatRoughness = clamp(clearcoatRoughness, c_MinRoughness, 1.0);\n let clearcoatNormal = getClearcoatNormal(getTBN(clearcoatNormalUV), n, clearcoatNormalUV);\n\n var sheenColor = pbrMaterial.sheenColorFactor;\n var sheenRoughness = pbrMaterial.sheenRoughnessFactor;\n #ifdef HAS_SHEENCOLORMAP\n if (pbrMaterial.sheenColorMapEnabled != 0) {\n sheenColor *= SRGBtoLINEAR(\n textureSample(\n pbr_sheenColorSampler,\n pbr_sheenColorSamplerSampler,\n sheenColorUV\n )\n ).rgb;\n }\n #endif\n #ifdef HAS_SHEENROUGHNESSMAP\n if (pbrMaterial.sheenRoughnessMapEnabled != 0) {\n sheenRoughness *= textureSample(\n pbr_sheenRoughnessSampler,\n pbr_sheenRoughnessSamplerSampler,\n sheenRoughnessUV\n ).a;\n }\n #endif\n sheenRoughness = clamp(sheenRoughness, c_MinRoughness, 1.0);\n\n var iridescence = pbrMaterial.iridescenceFactor;\n #ifdef HAS_IRIDESCENCEMAP\n if (pbrMaterial.iridescenceMapEnabled != 0) {\n iridescence *= textureSample(\n pbr_iridescenceSampler,\n pbr_iridescenceSamplerSampler,\n iridescenceUV\n ).r;\n }\n #endif\n iridescence = clamp(iridescence, 0.0, 1.0);\n var iridescenceThickness = mix(\n pbrMaterial.iridescenceThicknessRange.x,\n pbrMaterial.iridescenceThicknessRange.y,\n 0.5\n );\n #ifdef HAS_IRIDESCENCETHICKNESSMAP\n iridescenceThickness = mix(\n pbrMaterial.iridescenceThicknessRange.x,\n pbrMaterial.iridescenceThicknessRange.y,\n textureSample(\n pbr_iridescenceThicknessSampler,\n pbr_iridescenceThicknessSamplerSampler,\n iridescenceThicknessUV\n ).g\n );\n #endif\n\n var anisotropyStrength = clamp(pbrMaterial.anisotropyStrength, 0.0, 1.0);\n var anisotropyDirection = normalizeDirection(pbrMaterial.anisotropyDirection);\n #ifdef HAS_ANISOTROPYMAP\n if (pbrMaterial.anisotropyMapEnabled != 0) {\n let anisotropySample = textureSample(\n pbr_anisotropySampler,\n pbr_anisotropySamplerSampler,\n anisotropyUV\n ).rgb;\n anisotropyStrength *= anisotropySample.b;\n let mappedDirection = anisotropySample.rg * 2.0 - 1.0;\n if (length(mappedDirection) > 0.0001) {\n anisotropyDirection = normalize(mappedDirection);\n }\n }\n #endif\n anisotropyDirection = rotateDirection(anisotropyDirection, pbrMaterial.anisotropyRotation);\n var anisotropyTangent =\n normalize(tbn[0] * anisotropyDirection.x + tbn[1] * anisotropyDirection.y);\n if (length(anisotropyTangent) < 0.0001) {\n anisotropyTangent = normalize(tbn[0]);\n }\n let anisotropyViewAlignment = abs(dot(v, anisotropyTangent));\n perceptualRoughness = mix(\n perceptualRoughness,\n clamp(perceptualRoughness * (1.0 - 0.6 * anisotropyViewAlignment), c_MinRoughness, 1.0),\n anisotropyStrength\n );\n\n // Roughness is authored as perceptual roughness; as is convention,\n // convert to material roughness by squaring the perceptual roughness [2].\n let alphaRoughness = perceptualRoughness * perceptualRoughness;\n\n let dielectricF0 = getDielectricF0(pbrMaterial.ior);\n var dielectricSpecularF0 = min(\n vec3f(dielectricF0) * specularFactor * specularIntensity,\n vec3f(1.0)\n );\n let iridescenceTint = getIridescenceTint(iridescence, iridescenceThickness, NdotV);\n dielectricSpecularF0 = mix(\n dielectricSpecularF0,\n dielectricSpecularF0 * iridescenceTint,\n iridescence\n );\n var diffuseColor = baseColor.rgb * (vec3f(1.0) - dielectricSpecularF0);\n diffuseColor *= (1.0 - metallic) * (1.0 - transmission);\n var specularColor = mix(dielectricSpecularF0, baseColor.rgb, metallic);\n\n let baseLayerEnergy = 1.0 - clearcoatFactor * 0.25;\n diffuseColor *= baseLayerEnergy;\n specularColor *= baseLayerEnergy;\n\n // Compute reflectance.\n let reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);\n\n // For typical incident reflectance range (between 4% to 100%) set the grazing\n // reflectance to 100% for typical fresnel effect.\n // For very low reflectance range on highly diffuse objects (below 4%),\n // incrementally reduce grazing reflectance to 0%.\n let reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);\n let specularEnvironmentR0 = specularColor;\n let specularEnvironmentR90 = vec3<f32>(1.0, 1.0, 1.0) * reflectance90;\n let reflection = -normalize(reflect(v, n));\n\n var pbrInfo = PBRInfo(\n 0.0, // NdotL\n NdotV,\n 0.0, // NdotH\n 0.0, // LdotH\n 0.0, // VdotH\n perceptualRoughness,\n metallic,\n specularEnvironmentR0,\n specularEnvironmentR90,\n alphaRoughness,\n diffuseColor,\n specularColor,\n n,\n v\n );\n\n #ifdef USE_LIGHTS\n // Apply ambient light\n PBRInfo_setAmbientLight(&pbrInfo);\n color += calculateMaterialLightColor(\n pbrInfo,\n lighting.ambientColor,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness,\n sheenColor,\n sheenRoughness,\n anisotropyTangent,\n anisotropyStrength\n );\n\n // Apply directional light\n for (var i = 0; i < lighting.directionalLightCount; i++) {\n if (i < lighting.directionalLightCount) {\n PBRInfo_setDirectionalLight(&pbrInfo, lighting_getDirectionalLight(i).direction);\n color += calculateMaterialLightColor(\n pbrInfo,\n lighting_getDirectionalLight(i).color,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness,\n sheenColor,\n sheenRoughness,\n anisotropyTangent,\n anisotropyStrength\n );\n }\n }\n\n // Apply point light\n for (var i = 0; i < lighting.pointLightCount; i++) {\n if (i < lighting.pointLightCount) {\n PBRInfo_setPointLight(&pbrInfo, lighting_getPointLight(i));\n let attenuation = getPointLightAttenuation(\n lighting_getPointLight(i),\n distance(lighting_getPointLight(i).position, fragmentInputs.pbr_vPosition)\n );\n color += calculateMaterialLightColor(\n pbrInfo,\n lighting_getPointLight(i).color / attenuation,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness,\n sheenColor,\n sheenRoughness,\n anisotropyTangent,\n anisotropyStrength\n );\n }\n }\n\n for (var i = 0; i < lighting.spotLightCount; i++) {\n if (i < lighting.spotLightCount) {\n PBRInfo_setSpotLight(&pbrInfo, lighting_getSpotLight(i));\n let attenuation = getSpotLightAttenuation(lighting_getSpotLight(i), fragmentInputs.pbr_vPosition);\n color += calculateMaterialLightColor(\n pbrInfo,\n lighting_getSpotLight(i).color / attenuation,\n clearcoatNormal,\n clearcoatFactor,\n clearcoatRoughness,\n sheenColor,\n sheenRoughness,\n anisotropyTangent,\n anisotropyStrength\n );\n }\n }\n #endif\n\n // Calculate lighting contribution from image based lighting source (IBL)\n #ifdef USE_IBL\n if (pbrMaterial.IBLenabled != 0) {\n color += getIBLContribution(pbrInfo, n, reflection) *\n calculateAnisotropyBoost(pbrInfo, anisotropyTangent, anisotropyStrength);\n color += calculateClearcoatIBLContribution(\n pbrInfo,\n clearcoatNormal,\n -normalize(reflect(v, clearcoatNormal)),\n clearcoatFactor,\n clearcoatRoughness\n );\n color += sheenColor * pbrMaterial.scaleIBLAmbient.x * (1.0 - sheenRoughness) * 0.25;\n }\n #endif\n\n // Apply optional PBR terms for additional (optional) shading\n #ifdef HAS_OCCLUSIONMAP\n if (pbrMaterial.occlusionMapEnabled != 0) {\n let ao = textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, occlusionUV).r;\n color = mix(color, color * ao, pbrMaterial.occlusionStrength);\n }\n #endif\n\n var emissive = pbrMaterial.emissiveFactor;\n #ifdef HAS_EMISSIVEMAP\n if (pbrMaterial.emissiveMapEnabled != 0u) {\n emissive *= SRGBtoLINEAR(\n textureSample(pbr_emissiveSampler, pbr_emissiveSamplerSampler, emissiveUV)\n ).rgb;\n }\n #endif\n color += emissive * pbrMaterial.emissiveStrength;\n\n if (transmission > 0.0) {\n color = mix(color, color * getVolumeAttenuation(thickness), transmission);\n }\n\n // This section uses mix to override final color for reference app visualization\n // of various parameters in the lighting equation.\n #ifdef PBR_DEBUG\n // TODO: Figure out how to debug multiple lights\n\n // color = mix(color, F, pbr_scaleFGDSpec.x);\n // color = mix(color, vec3(G), pbr_scaleFGDSpec.y);\n // color = mix(color, vec3(D), pbr_scaleFGDSpec.z);\n // color = mix(color, specContrib, pbr_scaleFGDSpec.w);\n\n // color = mix(color, diffuseContrib, pbr_scaleDiffBaseMR.x);\n color = mix(color, baseColor.rgb, pbrMaterial.scaleDiffBaseMR.y);\n color = mix(color, vec3<f32>(metallic), pbrMaterial.scaleDiffBaseMR.z);\n color = mix(color, vec3<f32>(perceptualRoughness), pbrMaterial.scaleDiffBaseMR.w);\n #endif\n }\n\n let alpha = clamp(baseColor.a * (1.0 - transmission), 0.0, 1.0);\n return vec4<f32>(pow(color, vec3<f32>(1.0 / 2.2)), alpha);\n}\n";
3
3
  //# sourceMappingURL=pbr-material-wgsl.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"pbr-material-wgsl.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/pbr-material/pbr-material-wgsl.ts"],"names":[],"mappings":"AAWA,eAAO,MAAM,mBAAmB,klGAsI/B,CAAC;AAEF,eAAO,MAAM,MAAM,q3pCA6jClB,CAAC"}
1
+ {"version":3,"file":"pbr-material-wgsl.d.ts","sourceRoot":"","sources":["../../../../src/modules/lighting/pbr-material/pbr-material-wgsl.ts"],"names":[],"mappings":"AAWA,eAAO,MAAM,mBAAmB,klGAsI/B,CAAC;AAEF,eAAO,MAAM,MAAM,kmwCAqqClB,CAAC"}
@@ -144,14 +144,21 @@ uniform sampler2D u_brdfLUT;
144
144
  export const source = /* wgsl */ `\
145
145
  struct PBRFragmentInputs {
146
146
  pbr_vPosition: vec3f,
147
- pbr_vUV: vec2f,
147
+ pbr_vUV0: vec2f,
148
+ pbr_vUV1: vec2f,
148
149
  pbr_vTBN: mat3x3f,
149
150
  pbr_vNormal: vec3f
150
151
  };
151
152
 
152
153
  var<private> fragmentInputs: PBRFragmentInputs;
153
154
 
154
- fn pbr_setPositionNormalTangentUV(position: vec4f, normal: vec4f, tangent: vec4f, uv: vec2f)
155
+ fn pbr_setPositionNormalTangentUV(
156
+ position: vec4f,
157
+ normal: vec4f,
158
+ tangent: vec4f,
159
+ uv0: vec2f,
160
+ uv1: vec2f
161
+ )
155
162
  {
156
163
  var pos: vec4f = pbrProjection.modelMatrix * position;
157
164
  fragmentInputs.pbr_vPosition = pos.xyz / pos.w;
@@ -161,7 +168,8 @@ fn pbr_setPositionNormalTangentUV(position: vec4f, normal: vec4f, tangent: vec4f
161
168
  vec3f(0.0, 1.0, 0.0),
162
169
  vec3f(0.0, 0.0, 1.0)
163
170
  );
164
- fragmentInputs.pbr_vUV = vec2f(0.0, 0.0);
171
+ fragmentInputs.pbr_vUV0 = vec2f(0.0, 0.0);
172
+ fragmentInputs.pbr_vUV1 = uv1;
165
173
 
166
174
  #ifdef HAS_NORMALS
167
175
  let normalW: vec3f = normalize((pbrProjection.normalMatrix * vec4f(normal.xyz, 0.0)).xyz);
@@ -174,7 +182,7 @@ fn pbr_setPositionNormalTangentUV(position: vec4f, normal: vec4f, tangent: vec4f
174
182
  #endif
175
183
 
176
184
  #ifdef HAS_UV
177
- fragmentInputs.pbr_vUV = uv;
185
+ fragmentInputs.pbr_vUV0 = uv0;
178
186
  #endif
179
187
  }
180
188
 
@@ -246,6 +254,41 @@ struct pbrMaterialUniforms {
246
254
  scaleDiffBaseMR: vec4f,
247
255
  scaleFGDSpec: vec4f,
248
256
  // #endif
257
+
258
+ baseColorUVSet: i32,
259
+ baseColorUVTransform: mat3x3f,
260
+ metallicRoughnessUVSet: i32,
261
+ metallicRoughnessUVTransform: mat3x3f,
262
+ normalUVSet: i32,
263
+ normalUVTransform: mat3x3f,
264
+ occlusionUVSet: i32,
265
+ occlusionUVTransform: mat3x3f,
266
+ emissiveUVSet: i32,
267
+ emissiveUVTransform: mat3x3f,
268
+ specularColorUVSet: i32,
269
+ specularColorUVTransform: mat3x3f,
270
+ specularIntensityUVSet: i32,
271
+ specularIntensityUVTransform: mat3x3f,
272
+ transmissionUVSet: i32,
273
+ transmissionUVTransform: mat3x3f,
274
+ thicknessUVSet: i32,
275
+ thicknessUVTransform: mat3x3f,
276
+ clearcoatUVSet: i32,
277
+ clearcoatUVTransform: mat3x3f,
278
+ clearcoatRoughnessUVSet: i32,
279
+ clearcoatRoughnessUVTransform: mat3x3f,
280
+ clearcoatNormalUVSet: i32,
281
+ clearcoatNormalUVTransform: mat3x3f,
282
+ sheenColorUVSet: i32,
283
+ sheenColorUVTransform: mat3x3f,
284
+ sheenRoughnessUVSet: i32,
285
+ sheenRoughnessUVTransform: mat3x3f,
286
+ iridescenceUVSet: i32,
287
+ iridescenceUVTransform: mat3x3f,
288
+ iridescenceThicknessUVSet: i32,
289
+ iridescenceThicknessUVTransform: mat3x3f,
290
+ anisotropyUVSet: i32,
291
+ anisotropyUVTransform: mat3x3f,
249
292
  }
250
293
 
251
294
  @group(3) @binding(auto) var<uniform> pbrMaterial : pbrMaterialUniforms;
@@ -359,13 +402,22 @@ fn SRGBtoLINEAR(srgbIn: vec4f ) -> vec4f
359
402
  return vec4f(linOut, srgbIn.w);
360
403
  }
361
404
 
405
+ fn getMaterialUV(uvSet: i32, uvTransform: mat3x3f) -> vec2f
406
+ {
407
+ var baseUV = fragmentInputs.pbr_vUV0;
408
+ if (uvSet == 1) {
409
+ baseUV = fragmentInputs.pbr_vUV1;
410
+ }
411
+ return (uvTransform * vec3f(baseUV, 1.0)).xy;
412
+ }
413
+
362
414
  // Build the tangent basis from interpolated attributes or screen-space derivatives.
363
- fn getTBN() -> mat3x3f
415
+ fn getTBN(uv: vec2f) -> mat3x3f
364
416
  {
365
417
  let pos_dx: vec3f = dpdx(fragmentInputs.pbr_vPosition);
366
418
  let pos_dy: vec3f = dpdy(fragmentInputs.pbr_vPosition);
367
- let tex_dx: vec3f = dpdx(vec3f(fragmentInputs.pbr_vUV, 0.0));
368
- let tex_dy: vec3f = dpdy(vec3f(fragmentInputs.pbr_vUV, 0.0));
419
+ let tex_dx: vec3f = dpdx(vec3f(uv, 0.0));
420
+ let tex_dy: vec3f = dpdy(vec3f(uv, 0.0));
369
421
  var t: vec3f = (tex_dy.y * pos_dx - tex_dx.y * pos_dy) / (tex_dx.x * tex_dy.y - tex_dy.x * tex_dx.y);
370
422
 
371
423
  var ng: vec3f = cross(pos_dx, pos_dy);
@@ -388,14 +440,15 @@ fn getMappedNormal(
388
440
  normalSampler: texture_2d<f32>,
389
441
  normalSamplerBinding: sampler,
390
442
  tbn: mat3x3f,
391
- normalScale: f32
443
+ normalScale: f32,
444
+ uv: vec2f
392
445
  ) -> vec3f
393
446
  {
394
- let n = textureSample(normalSampler, normalSamplerBinding, fragmentInputs.pbr_vUV).rgb;
447
+ let n = textureSample(normalSampler, normalSamplerBinding, uv).rgb;
395
448
  return normalize(tbn * ((2.0 * n - 1.0) * vec3f(normalScale, normalScale, 1.0)));
396
449
  }
397
450
 
398
- fn getNormal(tbn: mat3x3f) -> vec3f
451
+ fn getNormal(tbn: mat3x3f, uv: vec2f) -> vec3f
399
452
  {
400
453
  // The tbn matrix is linearly interpolated, so we need to re-normalize
401
454
  var n: vec3f = normalize(tbn[2].xyz);
@@ -404,21 +457,23 @@ fn getNormal(tbn: mat3x3f) -> vec3f
404
457
  pbr_normalSampler,
405
458
  pbr_normalSamplerSampler,
406
459
  tbn,
407
- pbrMaterial.normalScale
460
+ pbrMaterial.normalScale,
461
+ uv
408
462
  );
409
463
  #endif
410
464
 
411
465
  return n;
412
466
  }
413
467
 
414
- fn getClearcoatNormal(tbn: mat3x3f, baseNormal: vec3f) -> vec3f
468
+ fn getClearcoatNormal(tbn: mat3x3f, baseNormal: vec3f, uv: vec2f) -> vec3f
415
469
  {
416
470
  #ifdef HAS_CLEARCOATNORMALMAP
417
471
  return getMappedNormal(
418
472
  pbr_clearcoatNormalSampler,
419
473
  pbr_clearcoatNormalSamplerSampler,
420
474
  tbn,
421
- 1.0
475
+ 1.0,
476
+ uv
422
477
  );
423
478
  #else
424
479
  return baseNormal;
@@ -723,11 +778,62 @@ fn calculateFinalColor(pbrInfo: PBRInfo, lightColor: vec3<f32>) -> vec3<f32> {
723
778
  }
724
779
 
725
780
  fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
781
+ let baseColorUV = getMaterialUV(pbrMaterial.baseColorUVSet, pbrMaterial.baseColorUVTransform);
782
+ let metallicRoughnessUV = getMaterialUV(
783
+ pbrMaterial.metallicRoughnessUVSet,
784
+ pbrMaterial.metallicRoughnessUVTransform
785
+ );
786
+ let normalUV = getMaterialUV(pbrMaterial.normalUVSet, pbrMaterial.normalUVTransform);
787
+ let occlusionUV = getMaterialUV(pbrMaterial.occlusionUVSet, pbrMaterial.occlusionUVTransform);
788
+ let emissiveUV = getMaterialUV(pbrMaterial.emissiveUVSet, pbrMaterial.emissiveUVTransform);
789
+ let specularColorUV = getMaterialUV(
790
+ pbrMaterial.specularColorUVSet,
791
+ pbrMaterial.specularColorUVTransform
792
+ );
793
+ let specularIntensityUV = getMaterialUV(
794
+ pbrMaterial.specularIntensityUVSet,
795
+ pbrMaterial.specularIntensityUVTransform
796
+ );
797
+ let transmissionUV = getMaterialUV(
798
+ pbrMaterial.transmissionUVSet,
799
+ pbrMaterial.transmissionUVTransform
800
+ );
801
+ let thicknessUV = getMaterialUV(pbrMaterial.thicknessUVSet, pbrMaterial.thicknessUVTransform);
802
+ let clearcoatUV = getMaterialUV(pbrMaterial.clearcoatUVSet, pbrMaterial.clearcoatUVTransform);
803
+ let clearcoatRoughnessUV = getMaterialUV(
804
+ pbrMaterial.clearcoatRoughnessUVSet,
805
+ pbrMaterial.clearcoatRoughnessUVTransform
806
+ );
807
+ let clearcoatNormalUV = getMaterialUV(
808
+ pbrMaterial.clearcoatNormalUVSet,
809
+ pbrMaterial.clearcoatNormalUVTransform
810
+ );
811
+ let sheenColorUV = getMaterialUV(
812
+ pbrMaterial.sheenColorUVSet,
813
+ pbrMaterial.sheenColorUVTransform
814
+ );
815
+ let sheenRoughnessUV = getMaterialUV(
816
+ pbrMaterial.sheenRoughnessUVSet,
817
+ pbrMaterial.sheenRoughnessUVTransform
818
+ );
819
+ let iridescenceUV = getMaterialUV(
820
+ pbrMaterial.iridescenceUVSet,
821
+ pbrMaterial.iridescenceUVTransform
822
+ );
823
+ let iridescenceThicknessUV = getMaterialUV(
824
+ pbrMaterial.iridescenceThicknessUVSet,
825
+ pbrMaterial.iridescenceThicknessUVTransform
826
+ );
827
+ let anisotropyUV = getMaterialUV(
828
+ pbrMaterial.anisotropyUVSet,
829
+ pbrMaterial.anisotropyUVTransform
830
+ );
831
+
726
832
  // The albedo may be defined from a base texture or a flat color
727
833
  var baseColor: vec4<f32> = pbrMaterial.baseColorFactor;
728
834
  #ifdef HAS_BASECOLORMAP
729
835
  baseColor = SRGBtoLINEAR(
730
- textureSample(pbr_baseColorSampler, pbr_baseColorSamplerSampler, fragmentInputs.pbr_vUV)
836
+ textureSample(pbr_baseColorSampler, pbr_baseColorSamplerSampler, baseColorUV)
731
837
  ) * pbrMaterial.baseColorFactor;
732
838
  #endif
733
839
 
@@ -754,15 +860,15 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
754
860
  let mrSample = textureSample(
755
861
  pbr_metallicRoughnessSampler,
756
862
  pbr_metallicRoughnessSamplerSampler,
757
- fragmentInputs.pbr_vUV
863
+ metallicRoughnessUV
758
864
  );
759
865
  perceptualRoughness = mrSample.g * perceptualRoughness;
760
866
  metallic = mrSample.b * metallic;
761
867
  #endif
762
868
  perceptualRoughness = clamp(perceptualRoughness, c_MinRoughness, 1.0);
763
869
  metallic = clamp(metallic, 0.0, 1.0);
764
- let tbn = getTBN();
765
- let n = getNormal(tbn); // normal at surface point
870
+ let tbn = getTBN(normalUV);
871
+ let n = getNormal(tbn, normalUV); // normal at surface point
766
872
  let v = normalize(pbrProjection.camera - fragmentInputs.pbr_vPosition); // Vector from surface point to camera
767
873
  let NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
768
874
  var useExtendedPBR = false;
@@ -867,8 +973,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
867
973
 
868
974
  #ifdef HAS_OCCLUSIONMAP
869
975
  if (pbrMaterial.occlusionMapEnabled != 0) {
870
- let ao =
871
- textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, fragmentInputs.pbr_vUV).r;
976
+ let ao = textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, occlusionUV).r;
872
977
  color = mix(color, color * ao, pbrMaterial.occlusionStrength);
873
978
  }
874
979
  #endif
@@ -877,7 +982,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
877
982
  #ifdef HAS_EMISSIVEMAP
878
983
  if (pbrMaterial.emissiveMapEnabled != 0u) {
879
984
  emissive *= SRGBtoLINEAR(
880
- textureSample(pbr_emissiveSampler, pbr_emissiveSamplerSampler, fragmentInputs.pbr_vUV)
985
+ textureSample(pbr_emissiveSampler, pbr_emissiveSamplerSampler, emissiveUV)
881
986
  ).rgb;
882
987
  }
883
988
  #endif
@@ -898,7 +1003,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
898
1003
  specularIntensity *= textureSample(
899
1004
  pbr_specularIntensitySampler,
900
1005
  pbr_specularIntensitySamplerSampler,
901
- fragmentInputs.pbr_vUV
1006
+ specularIntensityUV
902
1007
  ).a;
903
1008
  }
904
1009
  #endif
@@ -910,7 +1015,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
910
1015
  textureSample(
911
1016
  pbr_specularColorSampler,
912
1017
  pbr_specularColorSamplerSampler,
913
- fragmentInputs.pbr_vUV
1018
+ specularColorUV
914
1019
  )
915
1020
  ).rgb;
916
1021
  }
@@ -922,7 +1027,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
922
1027
  transmission *= textureSample(
923
1028
  pbr_transmissionSampler,
924
1029
  pbr_transmissionSamplerSampler,
925
- fragmentInputs.pbr_vUV
1030
+ transmissionUV
926
1031
  ).r;
927
1032
  }
928
1033
  #endif
@@ -932,7 +1037,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
932
1037
  thickness *= textureSample(
933
1038
  pbr_thicknessSampler,
934
1039
  pbr_thicknessSamplerSampler,
935
- fragmentInputs.pbr_vUV
1040
+ thicknessUV
936
1041
  ).g;
937
1042
  #endif
938
1043
 
@@ -943,7 +1048,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
943
1048
  clearcoatFactor *= textureSample(
944
1049
  pbr_clearcoatSampler,
945
1050
  pbr_clearcoatSamplerSampler,
946
- fragmentInputs.pbr_vUV
1051
+ clearcoatUV
947
1052
  ).r;
948
1053
  }
949
1054
  #endif
@@ -952,13 +1057,13 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
952
1057
  clearcoatRoughness *= textureSample(
953
1058
  pbr_clearcoatRoughnessSampler,
954
1059
  pbr_clearcoatRoughnessSamplerSampler,
955
- fragmentInputs.pbr_vUV
1060
+ clearcoatRoughnessUV
956
1061
  ).g;
957
1062
  }
958
1063
  #endif
959
1064
  clearcoatFactor = clamp(clearcoatFactor, 0.0, 1.0);
960
1065
  clearcoatRoughness = clamp(clearcoatRoughness, c_MinRoughness, 1.0);
961
- let clearcoatNormal = getClearcoatNormal(tbn, n);
1066
+ let clearcoatNormal = getClearcoatNormal(getTBN(clearcoatNormalUV), n, clearcoatNormalUV);
962
1067
 
963
1068
  var sheenColor = pbrMaterial.sheenColorFactor;
964
1069
  var sheenRoughness = pbrMaterial.sheenRoughnessFactor;
@@ -968,7 +1073,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
968
1073
  textureSample(
969
1074
  pbr_sheenColorSampler,
970
1075
  pbr_sheenColorSamplerSampler,
971
- fragmentInputs.pbr_vUV
1076
+ sheenColorUV
972
1077
  )
973
1078
  ).rgb;
974
1079
  }
@@ -978,7 +1083,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
978
1083
  sheenRoughness *= textureSample(
979
1084
  pbr_sheenRoughnessSampler,
980
1085
  pbr_sheenRoughnessSamplerSampler,
981
- fragmentInputs.pbr_vUV
1086
+ sheenRoughnessUV
982
1087
  ).a;
983
1088
  }
984
1089
  #endif
@@ -990,7 +1095,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
990
1095
  iridescence *= textureSample(
991
1096
  pbr_iridescenceSampler,
992
1097
  pbr_iridescenceSamplerSampler,
993
- fragmentInputs.pbr_vUV
1098
+ iridescenceUV
994
1099
  ).r;
995
1100
  }
996
1101
  #endif
@@ -1007,7 +1112,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
1007
1112
  textureSample(
1008
1113
  pbr_iridescenceThicknessSampler,
1009
1114
  pbr_iridescenceThicknessSamplerSampler,
1010
- fragmentInputs.pbr_vUV
1115
+ iridescenceThicknessUV
1011
1116
  ).g
1012
1117
  );
1013
1118
  #endif
@@ -1019,7 +1124,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
1019
1124
  let anisotropySample = textureSample(
1020
1125
  pbr_anisotropySampler,
1021
1126
  pbr_anisotropySamplerSampler,
1022
- fragmentInputs.pbr_vUV
1127
+ anisotropyUV
1023
1128
  ).rgb;
1024
1129
  anisotropyStrength *= anisotropySample.b;
1025
1130
  let mappedDirection = anisotropySample.rg * 2.0 - 1.0;
@@ -1186,8 +1291,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
1186
1291
  // Apply optional PBR terms for additional (optional) shading
1187
1292
  #ifdef HAS_OCCLUSIONMAP
1188
1293
  if (pbrMaterial.occlusionMapEnabled != 0) {
1189
- let ao =
1190
- textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, fragmentInputs.pbr_vUV).r;
1294
+ let ao = textureSample(pbr_occlusionSampler, pbr_occlusionSamplerSampler, occlusionUV).r;
1191
1295
  color = mix(color, color * ao, pbrMaterial.occlusionStrength);
1192
1296
  }
1193
1297
  #endif
@@ -1196,7 +1300,7 @@ fn pbr_filterColor(colorUnused: vec4<f32>) -> vec4<f32> {
1196
1300
  #ifdef HAS_EMISSIVEMAP
1197
1301
  if (pbrMaterial.emissiveMapEnabled != 0u) {
1198
1302
  emissive *= SRGBtoLINEAR(
1199
- textureSample(pbr_emissiveSampler, pbr_emissiveSamplerSampler, fragmentInputs.pbr_vUV)
1303
+ textureSample(pbr_emissiveSampler, pbr_emissiveSamplerSampler, emissiveUV)
1200
1304
  ).rgb;
1201
1305
  }
1202
1306
  #endif
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"pbr-material-wgsl.js","sourceRoot":"","sources":["../../../../src/modules/lighting/pbr-material/pbr-material-wgsl.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AAEpC,eAAe;AACf,yEAAyE;AACzE,0FAA0F;AAC1F,yDAAyD;AAEzD,gDAAgD;AAEhD,MAAM,CAAC,MAAM,mBAAmB,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsI7C,CAAC;AAEF,MAAM,CAAC,MAAM,MAAM,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqqChC,CAAC"}