@luma.gl/shadertools 9.3.0-alpha.9 → 9.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/dist.dev.js +1018 -188
- package/dist/dist.min.js +440 -145
- package/dist/index.cjs +913 -172
- package/dist/index.cjs.map +4 -4
- package/dist/index.d.ts +7 -2
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +4 -1
- package/dist/index.js.map +1 -1
- package/dist/lib/color/normalize-byte-colors.d.ts +23 -0
- package/dist/lib/color/normalize-byte-colors.d.ts.map +1 -0
- package/dist/lib/color/normalize-byte-colors.js +42 -0
- package/dist/lib/color/normalize-byte-colors.js.map +1 -0
- package/dist/lib/glsl-utils/shader-utils.js +4 -4
- package/dist/lib/glsl-utils/shader-utils.js.map +1 -1
- package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -1
- package/dist/lib/shader-assembly/assemble-shaders.js +102 -49
- package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -1
- package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -1
- package/dist/lib/shader-assembly/wgsl-binding-debug.js +7 -3
- package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -1
- package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts +19 -0
- package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts.map +1 -0
- package/dist/lib/shader-assembly/wgsl-binding-scan.js +151 -0
- package/dist/lib/shader-assembly/wgsl-binding-scan.js.map +1 -0
- package/dist/lib/shader-generator/glsl/generate-glsl.js +4 -4
- package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -1
- package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +69 -0
- package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -1
- package/dist/lib/shader-module/shader-module-uniform-layout.js +143 -3
- package/dist/lib/shader-module/shader-module-uniform-layout.js.map +1 -1
- package/dist/modules/color/float-colors.d.ts +26 -0
- package/dist/modules/color/float-colors.d.ts.map +1 -0
- package/dist/modules/color/float-colors.js +82 -0
- package/dist/modules/color/float-colors.js.map +1 -0
- package/dist/modules/engine/picking/picking.d.ts +8 -8
- package/dist/modules/engine/picking/picking.d.ts.map +1 -1
- package/dist/modules/engine/picking/picking.js +13 -15
- package/dist/modules/engine/picking/picking.js.map +1 -1
- package/dist/modules/engine/project/project.d.ts +1 -1
- package/dist/modules/engine/project/project.js +1 -1
- package/dist/modules/engine/skin/skin.d.ts +2 -2
- package/dist/modules/engine/skin/skin.d.ts.map +1 -1
- package/dist/modules/engine/skin/skin.js +1 -1
- package/dist/modules/lighting/gouraud-material/gouraud-material.d.ts +1 -0
- package/dist/modules/lighting/gouraud-material/gouraud-material.d.ts.map +1 -1
- package/dist/modules/lighting/gouraud-material/gouraud-material.js +6 -3
- package/dist/modules/lighting/gouraud-material/gouraud-material.js.map +1 -1
- package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.d.ts +2 -2
- package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.d.ts.map +1 -1
- package/dist/modules/lighting/lambert-material/lambert-shaders-glsl.js +2 -2
- package/dist/modules/lighting/lights/lighting-glsl.d.ts +1 -1
- package/dist/modules/lighting/lights/lighting-glsl.d.ts.map +1 -1
- package/dist/modules/lighting/lights/lighting-glsl.js +1 -1
- package/dist/modules/lighting/lights/lighting.d.ts +4 -2
- package/dist/modules/lighting/lights/lighting.d.ts.map +1 -1
- package/dist/modules/lighting/lights/lighting.js +17 -11
- package/dist/modules/lighting/lights/lighting.js.map +1 -1
- package/dist/modules/lighting/no-material/dirlight.d.ts +3 -3
- package/dist/modules/lighting/no-material/dirlight.d.ts.map +1 -1
- package/dist/modules/lighting/no-material/dirlight.js +2 -2
- package/dist/modules/lighting/pbr-material/pbr-material-glsl.d.ts +2 -2
- package/dist/modules/lighting/pbr-material/pbr-material-glsl.d.ts.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material-glsl.js +138 -35
- package/dist/modules/lighting/pbr-material/pbr-material-glsl.js.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material-wgsl.d.ts +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material-wgsl.d.ts.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material-wgsl.js +139 -35
- package/dist/modules/lighting/pbr-material/pbr-material-wgsl.js.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material.d.ts +74 -6
- package/dist/modules/lighting/pbr-material/pbr-material.d.ts.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-material.js +70 -2
- package/dist/modules/lighting/pbr-material/pbr-material.js.map +1 -1
- package/dist/modules/lighting/pbr-material/pbr-projection.js +1 -1
- package/dist/modules/lighting/pbr-material/pbr-scene.d.ts +40 -0
- package/dist/modules/lighting/pbr-material/pbr-scene.d.ts.map +1 -0
- package/dist/modules/lighting/pbr-material/pbr-scene.js +67 -0
- package/dist/modules/lighting/pbr-material/pbr-scene.js.map +1 -0
- package/dist/modules/lighting/phong-material/phong-material.d.ts +1 -0
- package/dist/modules/lighting/phong-material/phong-material.d.ts.map +1 -1
- package/dist/modules/lighting/phong-material/phong-material.js +6 -3
- package/dist/modules/lighting/phong-material/phong-material.js.map +1 -1
- package/dist/modules/lighting/phong-material/phong-shaders-glsl.d.ts +2 -2
- package/dist/modules/lighting/phong-material/phong-shaders-glsl.d.ts.map +1 -1
- package/dist/modules/lighting/phong-material/phong-shaders-glsl.js +2 -2
- package/dist/modules/math/fp64/fp64-arithmetic-glsl.d.ts +1 -1
- package/dist/modules/math/fp64/fp64-arithmetic-glsl.d.ts.map +1 -1
- package/dist/modules/math/fp64/fp64-arithmetic-glsl.js +1 -1
- package/package.json +2 -2
- package/src/index.ts +17 -1
- package/src/lib/color/normalize-byte-colors.ts +57 -0
- package/src/lib/glsl-utils/shader-utils.ts +4 -4
- package/src/lib/shader-assembly/assemble-shaders.ts +197 -69
- package/src/lib/shader-assembly/wgsl-binding-debug.ts +14 -3
- package/src/lib/shader-assembly/wgsl-binding-scan.ts +228 -0
- package/src/lib/shader-generator/glsl/generate-glsl.ts +4 -4
- package/src/lib/shader-module/shader-module-uniform-layout.ts +233 -8
- package/src/modules/color/float-colors.ts +99 -0
- package/src/modules/engine/picking/picking.ts +17 -19
- package/src/modules/engine/project/project.ts +1 -1
- package/src/modules/engine/skin/skin.ts +1 -1
- package/src/modules/lighting/gouraud-material/gouraud-material.ts +10 -3
- package/src/modules/lighting/lambert-material/lambert-shaders-glsl.ts +2 -2
- package/src/modules/lighting/lights/lighting-glsl.ts +1 -1
- package/src/modules/lighting/lights/lighting.ts +20 -11
- package/src/modules/lighting/no-material/dirlight.ts +2 -2
- package/src/modules/lighting/pbr-material/pbr-material-glsl.ts +138 -35
- package/src/modules/lighting/pbr-material/pbr-material-wgsl.ts +139 -35
- package/src/modules/lighting/pbr-material/pbr-material.ts +110 -3
- package/src/modules/lighting/pbr-material/pbr-projection.ts +1 -1
- package/src/modules/lighting/pbr-material/pbr-scene.ts +91 -0
- package/src/modules/lighting/phong-material/phong-material.ts +10 -3
- package/src/modules/lighting/phong-material/phong-shaders-glsl.ts +2 -2
- package/src/modules/math/fp64/fp64-arithmetic-glsl.ts +1 -1
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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";
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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";
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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";
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{"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,
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{"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"}
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@@ -144,14 +144,21 @@ uniform sampler2D u_brdfLUT;
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export const source = /* wgsl */ `\
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struct PBRFragmentInputs {
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fn getTBN() -> mat3x3f
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let tex_dx: vec3f = dpdx(vec3f(
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let tex_dy: vec3f = dpdy(vec3f(
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let tex_dx: vec3f = dpdx(vec3f(uv, 0.0));
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let tex_dy: vec3f = dpdy(vec3f(uv, 0.0));
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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);
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var ng: vec3f = cross(pos_dx, pos_dy);
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normalScale: f32
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normalScale: f32,
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uv: vec2f
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) -> vec3f
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{
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let n = textureSample(normalSampler, normalSamplerBinding,
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let n = textureSample(normalSampler, normalSamplerBinding, uv).rgb;
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return normalize(tbn * ((2.0 * n - 1.0) * vec3f(normalScale, normalScale, 1.0)));
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}
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fn getNormal(tbn: mat3x3f) -> vec3f
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+
fn getNormal(tbn: mat3x3f, uv: vec2f) -> vec3f
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{
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// The tbn matrix is linearly interpolated, so we need to re-normalize
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var n: vec3f = normalize(tbn[2].xyz);
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@@ -404,21 +457,23 @@ fn getNormal(tbn: mat3x3f) -> vec3f
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pbr_normalSampler,
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pbr_normalSamplerSampler,
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tbn,
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pbrMaterial.normalScale
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uv
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);
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#endif
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return n;
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}
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fn getClearcoatNormal(tbn: mat3x3f, baseNormal: vec3f) -> vec3f
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+
fn getClearcoatNormal(tbn: mat3x3f, baseNormal: vec3f, uv: vec2f) -> vec3f
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{
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#ifdef HAS_CLEARCOATNORMALMAP
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return getMappedNormal(
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1.0
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uv
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);
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#else
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return baseNormal;
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@@ -723,11 +778,62 @@ fn calculateFinalColor(pbrInfo: PBRInfo, lightColor: vec3<f32>) -> vec3<f32> {
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723
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}
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724
779
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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,
|
|
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
|
-
|
|
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,
|
|
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
|
-
|
|
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
|
-
|
|
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
|
-
|
|
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
|
-
|
|
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
|
-
|
|
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
|
-
|
|
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(
|
|
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
|
-
|
|
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
|
-
|
|
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
|
-
|
|
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
|
-
|
|
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
|
-
|
|
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,
|
|
1303
|
+
textureSample(pbr_emissiveSampler, pbr_emissiveSamplerSampler, emissiveUV)
|
|
1200
1304
|
).rgb;
|
|
1201
1305
|
}
|
|
1202
1306
|
#endif
|
|
@@ -1 +1 @@
|
|
|
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
|
|
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"}
|