@meimu/mutracer 0.1.3 → 0.1.4

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Files changed (118) hide show
  1. package/dist/assets/bvh.worker.js +1 -1
  2. package/dist/mutracer.umd.js +4114 -4015
  3. package/docs/api.md +11 -9
  4. package/docs/threejs.md +30 -4
  5. package/lib/Engine.js +18 -1
  6. package/lib/Engine.js.map +1 -1
  7. package/lib/main.d.ts +1 -1
  8. package/lib/main.js.map +1 -1
  9. package/lib/oidn.d.ts +1 -1
  10. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  11. package/lib/renderer/MaterialTable.d.ts +1 -0
  12. package/lib/renderer/MaterialTable.js +10 -4
  13. package/lib/renderer/MaterialTable.js.map +1 -1
  14. package/lib/renderer/WGPUBloomPass.js +18 -18
  15. package/lib/renderer/WGPUFullQuadPass.js +6 -6
  16. package/lib/renderer/WGPUJNLMDenoiser.js +69 -69
  17. package/lib/renderer/WGPURayTraceOutput.js +14 -14
  18. package/lib/renderer/WGPURayTracePass.d.ts +2 -0
  19. package/lib/renderer/WGPURayTracePass.js +12 -6
  20. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  21. package/lib/renderer/WGPURenderingPipeline.js +15 -15
  22. package/lib/renderer/WebGLJNLMDenoiser.js +69 -69
  23. package/lib/renderer/WebGLRayTraceOutputPass.js +4 -4
  24. package/lib/renderer/WebGLRayTracePass.d.ts +1 -0
  25. package/lib/renderer/WebGLRayTracePass.js +7 -1
  26. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  27. package/lib/renderer/envMapCreation.d.ts +5 -1
  28. package/lib/renderer/envMapCreation.js +42 -5
  29. package/lib/renderer/envMapCreation.js.map +1 -1
  30. package/lib/renderer/geometryUpdates.js +1 -1
  31. package/lib/renderer/geometryUpdates.js.map +1 -1
  32. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
  33. package/lib/renderer/glsl/chunks/envMap.glsl.js +66 -54
  34. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
  35. package/lib/renderer/glsl/chunks/intersect.glsl.js +316 -310
  36. package/lib/renderer/glsl/chunks/intersect.glsl.js.map +1 -1
  37. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +151 -119
  38. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  39. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +414 -414
  40. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  41. package/lib/renderer/glsl/chunks/random.glsl.js +3 -3
  42. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +40 -39
  43. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  44. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +69 -69
  45. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +78 -78
  46. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +12 -12
  47. package/lib/renderer/glsl/chunks/sampling.glsl.js +75 -75
  48. package/lib/renderer/glsl/chunks/sobol.glsl.js +61 -61
  49. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  50. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +11 -11
  51. package/lib/renderer/glsl/depthQuery.frag.js +5 -5
  52. package/lib/renderer/glsl/depthQuery.frag.js.map +1 -1
  53. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +8 -8
  54. package/lib/renderer/glsl/rayTrace.frag.js +133 -133
  55. package/lib/renderer/glsl/rayTrace.frag.js.map +1 -1
  56. package/lib/renderer/glsl/shadowCatcher.frag.js +9 -9
  57. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  58. package/lib/renderer/glsl/webglPipeline.frag.js +52 -52
  59. package/lib/renderer/lightsUtil.js +6 -4
  60. package/lib/renderer/lightsUtil.js.map +1 -1
  61. package/lib/renderer/materialChanges.js +1 -1
  62. package/lib/renderer/materialChanges.js.map +1 -1
  63. package/lib/renderer/materialComparison.generated.js +36 -18
  64. package/lib/renderer/materialComparison.generated.js.map +1 -1
  65. package/lib/renderer/prepareMeshBVH.js +2 -2
  66. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  67. package/lib/renderer/sceneChangeDetector.js +4 -1
  68. package/lib/renderer/sceneChangeDetector.js.map +1 -1
  69. package/lib/renderer/sceneLightChanges.js +3 -2
  70. package/lib/renderer/sceneLightChanges.js.map +1 -1
  71. package/lib/renderer/scratchSampling.js +18 -18
  72. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  73. package/lib/renderer/wgsl/chunks/envMap.wgsl.d.ts +1 -1
  74. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +39 -31
  75. package/lib/renderer/wgsl/chunks/envMap.wgsl.js.map +1 -1
  76. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +475 -469
  77. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  78. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +8 -8
  79. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +93 -59
  80. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
  81. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +469 -469
  82. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.d.ts +1 -1
  83. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +117 -120
  84. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js.map +1 -1
  85. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  86. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +25 -22
  87. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
  88. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +127 -127
  89. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +136 -136
  90. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +6 -6
  91. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +73 -73
  92. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +62 -62
  93. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +11 -11
  94. package/lib/renderer/wgsl/compose.frag.wgsl.js +105 -105
  95. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  96. package/lib/renderer/wgsl/depthQuery.wgsl.d.ts +1 -1
  97. package/lib/renderer/wgsl/depthQuery.wgsl.js +5 -5
  98. package/lib/renderer/wgsl/depthQuery.wgsl.js.map +1 -1
  99. package/lib/renderer/wgsl/offlineAdaptive.compute.js +28 -28
  100. package/lib/renderer/wgsl/rayTrace.compute.js +251 -248
  101. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  102. package/lib/scene/EnvironmentLight.d.ts +9 -3
  103. package/lib/scene/EnvironmentLight.js +9 -2
  104. package/lib/scene/EnvironmentLight.js.map +1 -1
  105. package/lib/scene/Scene.d.ts +4 -0
  106. package/lib/scene/Scene.js.map +1 -1
  107. package/lib/scene/SpotLight.d.ts +2 -2
  108. package/lib/scene/SpotLight.js +1 -1
  109. package/lib/scene/SpotLight.js.map +1 -1
  110. package/lib/scene/Texture.d.ts +17 -6
  111. package/lib/scene/Texture.js +13 -4
  112. package/lib/scene/Texture.js.map +1 -1
  113. package/lib/util/fromTHREE.js +151 -29
  114. package/lib/util/fromTHREE.js.map +1 -1
  115. package/lib/version.d.ts +1 -1
  116. package/lib/version.js +1 -1
  117. package/lib/version.js.map +1 -1
  118. package/package.json +1 -1
@@ -1 +1 @@
1
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'(*ma).alphaMode = i32(matData.alphaMode);'\n : '';\n const alphaModeResolution = hasSceneAlpha\n ? /* wgsl */ `\n if ((*ma).alphaMode == ${materialAlphaModeConstants.opaque}) {\n (*ma).alpha = 1.0;\n }\n else if ((*ma).alphaMode == ${materialAlphaModeConstants.mask}) {\n (*ma).alpha = select(0.0, 1.0, (*ma).alpha >= matData.alphaCutoff);\n }`\n : '(*ma).alpha = 1.0;';\n\n return /* wgsl */ `\n\n${hasAnisotropyDirections ? /* wgsl */ `fn gltf_anisotropy_to_openpbr(roughness: f32, strength: f32) -> vec2f {\n if (strength == 0.0) { return vec2f(roughness, 0.0); }\n let u = roughness * roughness;\n let a = u + (1.0 - u) * strength * strength;\n if (a == 0.0) { return vec2f(0.0); }\n return vec2f(pow((a*a + u*u) * 0.5, 0.25), clamp(1.0 - u/a, 0.0, 1.0));\n}\n` : /* wgsl */ ``}\n\nfn sRGBToLinear(c: vec3f) -> vec3f {\n return mix(pow(c * 0.9478672986 + 0.0521327014, vec3f(2.4)), c * 0.0773993808, vec3f(c < vec3f(0.04045)));\n}\n\nfn decodeMapColor(idx: i32, c: vec3f) -> vec3f {\n if (mapInfo[idx + NUM_MAPS * 2].y > 0.5) { return c; }\n return sRGBToLinear(c);\n}\n\nfn unpackMaterialIndex(val: i32) -> vec2f {\n return vec2f(f32(val >> 8), f32(val & 0xff) / 255.0);\n}\n\nfn getMapSize(idx: i32) -> vec2f {\n return mapInfo[idx].xy;\n}\n\nfn getMapLayer(idx: i32) -> i32 {\n return i32(floor(mapInfo[idx].z));\n}\n\nfn getMapOffset(idx: i32) -> vec2f {\n return vec2f(fract(mapInfo[idx].z), mapInfo[idx].w);\n}\n\nfn getMapUV(idx: i32, uv: vec2f) -> vec2f {\n let transform = mapInfo[idx + NUM_MAPS];\n let repeatedUv = fract(uv * transform.xy + transform.zw);\n let atlasTexel = 1.0 / vec2f(textureDimensions(map).xy);\n let firstTexelCenter = getMapOffset(idx);\n let sourceExtent = getMapSize(idx) + atlasTexel;\n let sourceOrigin = firstTexelCenter - 0.5 * atlasTexel;\n let lastTexelCenter = firstTexelCenter + sourceExtent - atlasTexel;\n return clamp(\n sourceOrigin + repeatedUv * sourceExtent,\n firstTexelCenter,\n lastTexelCenter\n );\n}\n\nfn getMapUvSet(idx: i32, uv: vec2f, uv1: vec2f) -> vec2f {\n return select(uv, uv1, mapInfo[idx + NUM_MAPS * 2].x > 0.5);\n}\n\nfn sampleMap(idx: i32, uv: vec2f) -> vec4f {\n return textureSampleLevel(map, mapSampler, getMapUV(idx, uv), getMapLayer(idx), 0.0);\n}\n\n\nfn getMaterialEmission(materialIndex: i32, uv: vec2f, uv1: vec2f) -> vec3f {\n let matData = materialsBuffer[materialIndex];\n var emission = matData.emission;\n if (USE_EMISSIVE_MAPS) {\n let emissiveMapIndex = i32(matData.emissiveMapIndex);\n if (emissiveMapIndex >= 0) {\n emission *= decodeMapColor(emissiveMapIndex, sampleMap(\n emissiveMapIndex, getMapUvSet(emissiveMapIndex, uv, uv1)\n ).rgb);\n }\n }\n if (USE_COAT_WEIGHT_MAPS && matData.matType == 0.0) {\n let coatWeightMapIndex = i32(matData.coatWeightMapIndex);\n if (coatWeightMapIndex >= 0) {\n let coatWeight = clamp(matData.coatWeight, 0.0, 1.0) * sampleMap(\n coatWeightMapIndex, getMapUvSet(coatWeightMapIndex, uv, uv1)\n ).r;\n emission *= mix(vec3f(1.0), sqrt(max(matData.coatColor, vec3f(0.0))), coatWeight);\n }\n }\n return emission;\n}\n\n// OpenPBR 1.1.1: RMS-preserving GGX anisotropy, shared by base and coat.\nfn openpbr_roughness_to_alpha(roughness: f32, anisotropy: f32) -> vec2f {\n let alpha = roughness * roughness;\n let alphaMin = ROUGHNESS_MIN * ROUGHNESS_MIN;\n if (anisotropy == 0.0) { return vec2f(max(alphaMin, alpha)); }\n let complement = 1.0 - anisotropy;\n let alphaT = alpha * sqrt(2.0 / (1.0 + complement * complement));\n return max(vec2f(alphaMin), vec2f(alphaT, complement * alphaT));\n}\n\nfn getInstanceColor(instanceIndex: i32) -> vec3f {\n if (instanceIndex < 0) { return vec3f(1.0); }\n return instancesBuffer[instanceIndex * ${INSTANCE_VEC4_STRIDE} + 9].xyz;\n}\n\nfn getMaterial(\n ma: ptr<function, OpenPbrResolvedMaterial>,\n materialIndex: i32,\n uv: vec2f,\n uv1: vec2f,\n instanceIndex: i32\n) {\n let matData = materialsBuffer[materialIndex];\n\n (*ma).baseColor = matData.color;\n (*ma).materialType = i32(matData.matType);\n (*ma).specularRoughness = matData.roughness;\n (*ma).baseMetalness = matData.metallic;\n (*ma).specularAnisotropy = clamp(matData.anisotropy, 0.0, 1.0);\n (*ma).emission = getMaterialEmission(materialIndex, uv, uv1);\n (*ma).inside = false;\n (*ma).specularIor = matData.ior;\n (*ma).transmissionWeight = matData.transmission;\n (*ma).thinWalled = matData.thin > 0.5;\n (*ma).bevel = matData.bevel;\n (*ma).transmissionDispersionScale = matData.dispersion;\n (*ma).dispersionAbbeNumber = max(matData.dispersionAbbeNumber, 1e-6);\n (*ma).mediumExtinction = max(matData.mediumExtinction, vec3f(0.0));\n (*ma).mediumScattering = max(matData.mediumScattering, vec3f(0.0));\n (*ma).mediumAnisotropy = clamp(matData.mediumAnisotropy, -1.0, 1.0);\n (*ma).mediumType = select(0, 1, max(max((*ma).mediumExtinction.x, (*ma).mediumExtinction.y), (*ma).mediumExtinction.z) > 0.0);\n (*ma).alpha = matData.alpha;\n ${alphaModeAssignment}\n\n (*ma).thinFilmThickness = matData.thinFilmThickness * 1000.0;\n (*ma).thinFilmIor = matData.thinFilmIor;\n (*ma).thinFilmWeight = select(0.0, clamp(matData.thinFilmWeight, 0.0, 1.0), HAS_THIN_FILM);\n (*ma).baseWeight = clamp(matData.baseWeight, 0.0, 1.0);\n (*ma).diffuseRoughness = clamp(matData.baseDiffuseRoughness, 0.0, 1.0);\n (*ma).specularWeight = max(matData.specularWeight, 0.0);\n (*ma).specularColor = max(matData.specularColor, vec3f(0.0));\n (*ma).subsurfaceWeight = select(0.0, clamp(matData.subsurfaceWeight, 0.0, 1.0), HAS_SUBSURFACE);\n (*ma).subsurfaceColor = max(matData.subsurfaceColor, vec3f(0.0));\n (*ma).transmissionColor = max(matData.transmissionColor, vec3f(0.0));\n (*ma).fuzzWeight = select(0.0, clamp(matData.fuzzWeight, 0.0, 1.0), HAS_FUZZ);\n (*ma).fuzzColor = max(matData.fuzzColor, vec3f(0.0));\n (*ma).fuzzRoughness = clamp(matData.fuzzRoughness, 0.0, 1.0);\n (*ma).coatWeight = select(0.0, clamp(matData.coatWeight, 0.0, 1.0), HAS_COAT);\n (*ma).coatColor = max(matData.coatColor, vec3f(0.0));\n (*ma).coatRoughness = clamp(matData.coatRoughness, ROUGHNESS_MIN, 1.0);\n (*ma).coatAnisotropy = clamp(matData.coatAnisotropy, 0.0, 1.0);\n (*ma).coatIor = max(matData.coatIor, 1.0);\n (*ma).coatDarkening = clamp(matData.coatDarkening, 0.0, 1.0);\n\n if (USE_DIFFUSE_MAPS) {\n let diffuseMapIndex = i32(matData.diffuseMapIndex);\n if (diffuseMapIndex >= 0) {\n // TODO textureSample is not supported in compute shader.\n let diffuse = sampleMap(\n diffuseMapIndex, getMapUvSet(diffuseMapIndex, uv, uv1)\n );\n // Material factors from THREE / glTF are already linear. Only color\n // textures need decoding from their stored sRGB values.\n (*ma).baseColor *= decodeMapColor(diffuseMapIndex, diffuse.rgb);\n\n // Map alpha to transmission\n if (matData.mapAlphaUsage == ${mapAlphaUsageConstants.transmission}) {\n (*ma).transmissionWeight = 1.0 - diffuse.a;\n }\n else if (matData.mapAlphaUsage == ${mapAlphaUsageConstants.alpha}) {\n (*ma).alpha *= diffuse.a;\n }\n }\n }\n\n ${simpleTextureSample('alphaMap', 'wgsl')}\n\n ${alphaModeResolution}\n\n ${simpleTextureSample('transmissionMap', 'wgsl')}\n\n if (USE_METALLIC_ROUGHNESS_MAPS) {\n // Metallic roughness transmission map index\n let mrtMapIndex = i32(matData.mrtMapIndex);\n if (mrtMapIndex >= 0) {\n let metallicRoughness = sampleMap(\n mrtMapIndex, getMapUvSet(mrtMapIndex, uv, uv1)\n );\n (*ma).baseMetalness *= metallicRoughness.b;\n (*ma).specularRoughness *= metallicRoughness.g;\n }\n }\n\n ${simpleTextureSample('roughnessMap', 'wgsl')}\n\n ${simpleTextureSample('metalnessMap', 'wgsl')}\n\n ${thinFilmTextureSample('wgsl')}\n\n ${simpleTextureSample('coatWeightMap', 'wgsl')}\n\n${hasCoatNormals ? /* wgsl */ `\n (*ma).coatNormalEnabled = USE_COAT_NORMAL_MAPS && matData.coatNormalMapIndex >= 0.0 && (*ma).coatWeight > 0.0;\n` : ''}\n\n ${simpleTextureSample('coatRoughnessMap', 'wgsl')}\n\n ${simpleTextureSample('fuzzColorMap', 'wgsl')}\n\n ${simpleTextureSample('fuzzRoughnessMap', 'wgsl')}\n\n ${simpleTextureSample('specularWeightMap', 'wgsl')}\n\n ${simpleTextureSample('specularColorMap', 'wgsl')}\n\n${hasAnisotropyDirections ? /* wgsl */ `\n (*ma).anisotropyDirection = vec2f(1.0, 0.0);\n (*ma).anisotropyDirectionEnabled = matData.specularAnisotropyRotation != 0.0;\n (*ma).coatAnisotropyRotation = matData.coatAnisotropyRotation;\n if (USE_ANISOTROPY_MAPS && matData.anisotropyMapIndex >= 0.0) {\n let index = i32(matData.anisotropyMapIndex);\n let texel = sampleMap(index, getMapUvSet(index, uv, uv1));\n (*ma).specularAnisotropy *= texel.b;\n let direction = texel.rg * 2.0 - 1.0;\n if (dot(direction, direction) > 1e-4) { (*ma).anisotropyDirection = normalize(direction); }\n (*ma).anisotropyDirectionEnabled = true;\n }\n if (matData.specularAnisotropyModel > 0.5 && (*ma).specularAnisotropy > 0.0) {\n let native = gltf_anisotropy_to_openpbr(clamp((*ma).specularRoughness, 0.0, 1.0), (*ma).specularAnisotropy);\n (*ma).specularRoughness = native.x;\n (*ma).specularAnisotropy = native.y;\n }\n if ((*ma).anisotropyDirectionEnabled) {\n let theta = matData.specularAnisotropyRotation;\n let d = (*ma).anisotropyDirection;\n (*ma).anisotropyDirection = vec2f(cos(theta)*d.x - sin(theta)*d.y, sin(theta)*d.x + cos(theta)*d.y);\n }\n\n` : /* wgsl */ ``}\n // OpenPBR 1.1.1: coat refraction broadens all base microfacet lobes.\n // Keep the zero-coat / smooth-coat paths byte-identical.\n if ((*ma).coatWeight > 0.0 && (*ma).coatRoughness > 0.0) {\n let baseRoughness2 = (*ma).specularRoughness * (*ma).specularRoughness;\n let coatRoughness2 = (*ma).coatRoughness * (*ma).coatRoughness;\n (*ma).specularRoughness = mix((*ma).specularRoughness,\n pow(min(1.0, baseRoughness2 * baseRoughness2 + 2.0 * coatRoughness2 * coatRoughness2), 0.25), (*ma).coatWeight);\n }\n let instanceColor = getInstanceColor(instanceIndex);\n (*ma).baseColor *= instanceColor;\n if ((*ma).materialType == UNLIT) { (*ma).emission *= instanceColor; }\n\n (*ma).specularRoughness = clamp((*ma).specularRoughness, ROUGHNESS_MIN, 1.0);\n (*ma).baseMetalness = clamp((*ma).baseMetalness, 0.0, 1.0);\n let specularAlpha = openpbr_roughness_to_alpha((*ma).specularRoughness, (*ma).specularAnisotropy);\n (*ma).alphaX = specularAlpha.x;\n (*ma).alphaY = specularAlpha.y;\n}\n\nfn getMatNormal(materialIndex: i32, uv: vec2f, normal: vec3f, dp1: vec3f, dp2: vec3f, duv1: vec2f, duv2: vec2f) -> vec3f {\n let matData = materialsBuffer[materialIndex];\n let normalMapIndex = i32(matData.normalMapIndex);\n if (normalMapIndex >= 0) {\n // http://www.thetenthplanet.de/archives/1180\n // TODO use tangent attribute\n // Compute co-tangent and co-bitangent vectors\n let dp2perp = cross(dp2, normal);\n let dp1perp = cross(normal, dp1);\n var dpdu = dp2perp * duv1.x + dp1perp * duv2.x;\n var dpdv = dp2perp * duv1.y + dp1perp * duv2.y;\n let gradientLengthSquared = max(dot(dpdu, dpdu), dot(dpdv, dpdv));\n if (gradientLengthSquared > 1e-12) {\n let invmax = inverseSqrt(gradientLengthSquared);\n dpdu *= invmax;\n dpdv *= invmax;\n }\n else {\n // Generated/triplanar UVs have no per-vertex UV derivatives. Build a\n // stable fallback basis instead of normalizing two zero vectors.\n let referenceAxis = select(\n vec3f(0.0, 1.0, 0.0),\n vec3f(0.0, 0.0, 1.0),\n abs(normal.z) < 0.999\n );\n dpdu = normalize(cross(referenceAxis, normal));\n dpdv = cross(normal, dpdu);\n }\n\n var n = 2.0 * sampleMap(normalMapIndex, uv).rgb - 1.0;\n n = normalize(vec3(n.xy * matData.normalMapScale, n.z));\n\n let tbn = mat3x3(dpdu, dpdv, normal);\n\n return normalize(tbn * n);\n } else {\n return normal;\n }\n}\n`;\n}\n\nconst materialBufferWgsl = createMaterialBufferWgsl();\n\nexport default materialBufferWgsl;\n"]}
1
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'(*ma).alphaMode = i32(matData.alphaMode);'\n : '';\n const alphaModeResolution = hasSceneAlpha\n ? /* wgsl */ `\n if ((*ma).alphaMode == ${materialAlphaModeConstants.opaque}) {\n (*ma).alpha = 1.0;\n }\n else if ((*ma).alphaMode == ${materialAlphaModeConstants.mask}) {\n (*ma).alpha = select(0.0, 1.0, (*ma).alpha >= matData.alphaCutoff);\n }`\n : '(*ma).alpha = 1.0;';\n\n return /* wgsl */ `\n\n${hasAnisotropyDirections ? /* wgsl */ `fn gltf_anisotropy_to_openpbr(roughness: f32, strength: f32) -> vec2f {\n if (strength == 0.0) { return vec2f(roughness, 0.0); }\n let u = roughness * roughness;\n let a = u + (1.0 - u) * strength * strength;\n if (a == 0.0) { return vec2f(0.0); }\n return vec2f(pow((a*a + u*u) * 0.5, 0.25), clamp(1.0 - u/a, 0.0, 1.0));\n}\n` : /* wgsl */ ``}\n\nfn sRGBToLinear(c: vec3f) -> vec3f {\n return mix(pow(c * 0.9478672986 + 0.0521327014, vec3f(2.4)), c * 0.0773993808, vec3f(c < vec3f(0.04045)));\n}\n\nfn decodeMapColor(idx: i32, c: vec3f) -> vec3f {\n if (mapInfo[idx + NUM_MAPS * 2].y > 0.5) { return c; }\n return sRGBToLinear(c);\n}\n\nfn unpackMaterialIndex(val: i32) -> vec2f {\n return vec2f(f32(val >> 8), f32(val & 0xff) / 255.0);\n}\n\nfn getMapSize(idx: i32) -> vec2f {\n return mapInfo[idx].xy;\n}\n\nfn getMapLayer(idx: i32) -> i32 {\n return i32(floor(mapInfo[idx].z));\n}\n\nfn getMapOffset(idx: i32) -> vec2f {\n return vec2f(fract(mapInfo[idx].z), mapInfo[idx].w);\n}\n\nfn wrapMapCoordinate(value: f32, mode: f32) -> f32 {\n if (mode < 0.5) { return fract(value); }\n if (mode < 1.5) { return clamp(value, 0.0, 1.0); }\n return 1.0 - abs(1.0 - (value - 2.0 * floor(value * 0.5)));\n}\n\nfn wrappedMapUv(idx: i32, uv: vec2f) -> vec2f {\n let transform = mapInfo[idx + NUM_MAPS];\n let modes = mapInfo[idx + NUM_MAPS * 2].zw;\n let value = uv * transform.xy + transform.zw;\n return vec2f(wrapMapCoordinate(value.x, modes.x), wrapMapCoordinate(value.y, modes.y));\n}\n\nfn getMapUV(idx: i32, uv: vec2f) -> vec2f {\n let repeatedUv = wrappedMapUv(idx, uv);\n let atlasTexel = 1.0 / vec2f(textureDimensions(map).xy);\n let firstTexelCenter = getMapOffset(idx);\n let sourceExtent = getMapSize(idx) + atlasTexel;\n let sourceOrigin = firstTexelCenter - 0.5 * atlasTexel;\n let lastTexelCenter = firstTexelCenter + sourceExtent - atlasTexel;\n return clamp(\n sourceOrigin + repeatedUv * sourceExtent,\n firstTexelCenter,\n lastTexelCenter\n );\n}\n\nfn getMapUvSet(idx: i32, uv: vec2f, uv1: vec2f) -> vec2f {\n return select(uv, uv1, mapInfo[idx + NUM_MAPS * 2].x > 0.5);\n}\n\nfn sampleMap(idx: i32, uv: vec2f) -> vec4f {\n let size = vec2i(round(getMapSize(idx) * vec2f(textureDimensions(map).xy) + vec2f(1.0)));\n let texel = wrappedMapUv(idx, uv) * vec2f(size) - vec2f(0.5);\n let modes = mapInfo[idx + NUM_MAPS * 2].zw;\n // Repeat filtering must cross the logical image boundary, never another\n // atlas placement. Interior/clamped/mirrored footprints use hardware filtering.\n if ((size.x > 1 && modes.x < 0.5 && (texel.x < 0.0 || texel.x > f32(size.x - 1))) ||\n (size.y > 1 && modes.y < 0.5 && (texel.y < 0.0 || texel.y > f32(size.y - 1)))) {\n let base = vec2i(floor(texel));\n let weight = fract(texel);\n let origin = vec2i(round(getMapOffset(idx) * vec2f(textureDimensions(map).xy) - vec2f(0.5)));\n return mix(\n mix(loadMapTexel(idx, base, size, origin, modes), loadMapTexel(idx, base + vec2i(1, 0), size, origin, modes), weight.x),\n mix(loadMapTexel(idx, base + vec2i(0, 1), size, origin, modes), loadMapTexel(idx, base + vec2i(1, 1), size, origin, modes), weight.x), weight.y);\n }\n return textureSampleLevel(map, mapSampler, getMapUV(idx, uv), getMapLayer(idx), 0.0);\n}\n\nfn loadMapTexel(idx: i32, coordinate: vec2i, size: vec2i, origin: vec2i, modes: vec2f) -> vec4f {\n var p = clamp(coordinate, vec2i(0), size - vec2i(1));\n if (modes.x < 0.5) { p.x = ((coordinate.x % size.x) + size.x) % size.x; }\n if (modes.y < 0.5) { p.y = ((coordinate.y % size.y) + size.y) % size.y; }\n return textureLoad(map, origin + p, getMapLayer(idx), 0);\n}\n\n\nfn getMaterialEmission(materialIndex: i32, uv: vec2f, uv1: vec2f) -> vec3f {\n let matData = materialsBuffer[materialIndex];\n var emission = matData.emission;\n if (USE_EMISSIVE_MAPS) {\n let emissiveMapIndex = i32(matData.emissiveMapIndex);\n if (emissiveMapIndex >= 0) {\n emission *= decodeMapColor(emissiveMapIndex, sampleMap(\n emissiveMapIndex, getMapUvSet(emissiveMapIndex, uv, uv1)\n ).rgb);\n }\n }\n if (USE_COAT_WEIGHT_MAPS && matData.matType == 0.0) {\n let coatWeightMapIndex = i32(matData.coatWeightMapIndex);\n if (coatWeightMapIndex >= 0) {\n let coatWeight = clamp(matData.coatWeight, 0.0, 1.0) * sampleMap(\n coatWeightMapIndex, getMapUvSet(coatWeightMapIndex, uv, uv1)\n ).r;\n emission *= mix(vec3f(1.0), sqrt(max(matData.coatColor, vec3f(0.0))), coatWeight);\n }\n }\n return emission;\n}\n\n// OpenPBR 1.1.1: RMS-preserving GGX anisotropy, shared by base and coat.\nfn openpbr_roughness_to_alpha(roughness: f32, anisotropy: f32) -> vec2f {\n let alpha = roughness * roughness;\n let alphaMin = ROUGHNESS_MIN * ROUGHNESS_MIN;\n if (anisotropy == 0.0) { return vec2f(max(alphaMin, alpha)); }\n let complement = 1.0 - anisotropy;\n let alphaT = alpha * sqrt(2.0 / (1.0 + complement * complement));\n return max(vec2f(alphaMin), vec2f(alphaT, complement * alphaT));\n}\n\nfn getInstanceColor(instanceIndex: i32) -> vec3f {\n if (instanceIndex < 0) { return vec3f(1.0); }\n return instancesBuffer[instanceIndex * ${INSTANCE_VEC4_STRIDE} + 9].xyz;\n}\n\nfn getMaterial(\n ma: ptr<function, OpenPbrResolvedMaterial>,\n materialIndex: i32,\n uv: vec2f,\n uv1: vec2f,\n instanceIndex: i32,\n vertexColor: vec3f\n) {\n let matData = materialsBuffer[materialIndex];\n\n (*ma).baseColor = matData.color;\n (*ma).materialType = i32(matData.matType);\n (*ma).specularRoughness = matData.roughness;\n (*ma).baseMetalness = matData.metallic;\n (*ma).specularAnisotropy = clamp(matData.anisotropy, 0.0, 1.0);\n (*ma).emission = getMaterialEmission(materialIndex, uv, uv1);\n (*ma).inside = false;\n (*ma).specularIor = matData.ior;\n (*ma).transmissionWeight = matData.transmission;\n (*ma).thinWalled = matData.thin > 0.5;\n (*ma).bevel = matData.bevel;\n (*ma).transmissionDispersionScale = matData.dispersion;\n (*ma).dispersionAbbeNumber = max(matData.dispersionAbbeNumber, 1e-6);\n (*ma).mediumExtinction = max(matData.mediumExtinction, vec3f(0.0));\n (*ma).mediumScattering = max(matData.mediumScattering, vec3f(0.0));\n (*ma).mediumAnisotropy = clamp(matData.mediumAnisotropy, -1.0, 1.0);\n (*ma).mediumType = select(0, 1, max(max((*ma).mediumExtinction.x, (*ma).mediumExtinction.y), (*ma).mediumExtinction.z) > 0.0);\n (*ma).alpha = matData.alpha;\n ${alphaModeAssignment}\n\n (*ma).thinFilmThickness = matData.thinFilmThickness * 1000.0;\n (*ma).thinFilmIor = matData.thinFilmIor;\n (*ma).thinFilmWeight = select(0.0, clamp(matData.thinFilmWeight, 0.0, 1.0), HAS_THIN_FILM);\n (*ma).baseWeight = clamp(matData.baseWeight, 0.0, 1.0);\n (*ma).diffuseRoughness = clamp(matData.baseDiffuseRoughness, 0.0, 1.0);\n (*ma).specularWeight = max(matData.specularWeight, 0.0);\n (*ma).specularColor = max(matData.specularColor, vec3f(0.0));\n (*ma).subsurfaceWeight = select(0.0, clamp(matData.subsurfaceWeight, 0.0, 1.0), HAS_SUBSURFACE);\n (*ma).subsurfaceColor = max(matData.subsurfaceColor, vec3f(0.0));\n (*ma).transmissionColor = max(matData.transmissionColor, vec3f(0.0));\n (*ma).fuzzWeight = select(0.0, clamp(matData.fuzzWeight, 0.0, 1.0), HAS_FUZZ);\n (*ma).fuzzColor = max(matData.fuzzColor, vec3f(0.0));\n (*ma).fuzzRoughness = clamp(matData.fuzzRoughness, 0.0, 1.0);\n (*ma).coatWeight = select(0.0, clamp(matData.coatWeight, 0.0, 1.0), HAS_COAT);\n (*ma).coatColor = max(matData.coatColor, vec3f(0.0));\n (*ma).coatRoughness = clamp(matData.coatRoughness, ROUGHNESS_MIN, 1.0);\n (*ma).coatAnisotropy = clamp(matData.coatAnisotropy, 0.0, 1.0);\n (*ma).coatIor = max(matData.coatIor, 1.0);\n (*ma).coatDarkening = clamp(matData.coatDarkening, 0.0, 1.0);\n\n if (USE_DIFFUSE_MAPS) {\n let diffuseMapIndex = i32(matData.diffuseMapIndex);\n if (diffuseMapIndex >= 0) {\n // TODO textureSample is not supported in compute shader.\n let diffuse = sampleMap(\n diffuseMapIndex, getMapUvSet(diffuseMapIndex, uv, uv1)\n );\n // Material factors from THREE / glTF are already linear. Only color\n // textures need decoding from their stored sRGB values.\n (*ma).baseColor *= decodeMapColor(diffuseMapIndex, diffuse.rgb);\n\n // Map alpha to transmission\n if (matData.mapAlphaUsage == ${mapAlphaUsageConstants.transmission}) {\n (*ma).transmissionWeight = 1.0 - diffuse.a;\n }\n else if (matData.mapAlphaUsage == ${mapAlphaUsageConstants.alpha}) {\n (*ma).alpha *= diffuse.a;\n }\n }\n }\n\n ${simpleTextureSample('alphaMap', 'wgsl')}\n\n ${alphaModeResolution}\n\n ${simpleTextureSample('transmissionMap', 'wgsl')}\n\n if (USE_METALLIC_ROUGHNESS_MAPS) {\n // Metallic roughness transmission map index\n let mrtMapIndex = i32(matData.mrtMapIndex);\n if (mrtMapIndex >= 0) {\n let metallicRoughness = sampleMap(\n mrtMapIndex, getMapUvSet(mrtMapIndex, uv, uv1)\n );\n (*ma).baseMetalness *= metallicRoughness.b;\n (*ma).specularRoughness *= metallicRoughness.g;\n }\n }\n\n ${simpleTextureSample('roughnessMap', 'wgsl')}\n\n ${simpleTextureSample('metalnessMap', 'wgsl')}\n\n ${thinFilmTextureSample('wgsl')}\n\n ${simpleTextureSample('coatWeightMap', 'wgsl')}\n\n${hasCoatNormals ? /* wgsl */ `\n (*ma).coatNormalEnabled = USE_COAT_NORMAL_MAPS && matData.coatNormalMapIndex >= 0.0 && (*ma).coatWeight > 0.0;\n` : ''}\n\n ${simpleTextureSample('coatRoughnessMap', 'wgsl')}\n\n ${simpleTextureSample('fuzzColorMap', 'wgsl')}\n\n ${simpleTextureSample('fuzzRoughnessMap', 'wgsl')}\n\n ${simpleTextureSample('specularWeightMap', 'wgsl')}\n\n ${simpleTextureSample('specularColorMap', 'wgsl')}\n\n${hasAnisotropyDirections ? /* wgsl */ `\n (*ma).anisotropyDirection = vec2f(1.0, 0.0);\n (*ma).anisotropyDirectionEnabled = matData.specularAnisotropyRotation != 0.0;\n (*ma).coatAnisotropyRotation = matData.coatAnisotropyRotation;\n if (USE_ANISOTROPY_MAPS && matData.anisotropyMapIndex >= 0.0) {\n let index = i32(matData.anisotropyMapIndex);\n let texel = sampleMap(index, getMapUvSet(index, uv, uv1));\n (*ma).specularAnisotropy *= texel.b;\n let direction = texel.rg * 2.0 - 1.0;\n if (dot(direction, direction) > 1e-4) { (*ma).anisotropyDirection = normalize(direction); }\n (*ma).anisotropyDirectionEnabled = true;\n }\n if (matData.specularAnisotropyModel > 0.5 && (*ma).specularAnisotropy > 0.0) {\n let native = gltf_anisotropy_to_openpbr(clamp((*ma).specularRoughness, 0.0, 1.0), (*ma).specularAnisotropy);\n (*ma).specularRoughness = native.x;\n (*ma).specularAnisotropy = native.y;\n }\n if ((*ma).anisotropyDirectionEnabled) {\n let theta = matData.specularAnisotropyRotation;\n let d = (*ma).anisotropyDirection;\n (*ma).anisotropyDirection = vec2f(cos(theta)*d.x - sin(theta)*d.y, sin(theta)*d.x + cos(theta)*d.y);\n }\n\n` : /* wgsl */ ``}\n // OpenPBR 1.1.1: coat refraction broadens all base microfacet lobes.\n // Keep the zero-coat / smooth-coat paths byte-identical.\n if ((*ma).coatWeight > 0.0 && (*ma).coatRoughness > 0.0) {\n let baseRoughness2 = (*ma).specularRoughness * (*ma).specularRoughness;\n let coatRoughness2 = (*ma).coatRoughness * (*ma).coatRoughness;\n (*ma).specularRoughness = mix((*ma).specularRoughness,\n pow(min(1.0, baseRoughness2 * baseRoughness2 + 2.0 * coatRoughness2 * coatRoughness2), 0.25), (*ma).coatWeight);\n }\n let color = getInstanceColor(instanceIndex) * vertexColor;\n (*ma).baseColor *= color;\n if ((*ma).materialType == UNLIT) { (*ma).emission *= color; }\n\n (*ma).specularRoughness = clamp((*ma).specularRoughness, ROUGHNESS_MIN, 1.0);\n (*ma).baseMetalness = clamp((*ma).baseMetalness, 0.0, 1.0);\n let specularAlpha = openpbr_roughness_to_alpha((*ma).specularRoughness, (*ma).specularAnisotropy);\n (*ma).alphaX = specularAlpha.x;\n (*ma).alphaY = specularAlpha.y;\n}\n\nfn getMatNormal(materialIndex: i32, uv: vec2f, normal: vec3f, dp1: vec3f, dp2: vec3f, duv1: vec2f, duv2: vec2f) -> vec3f {\n let matData = materialsBuffer[materialIndex];\n let normalMapIndex = i32(matData.normalMapIndex);\n if (normalMapIndex >= 0) {\n // http://www.thetenthplanet.de/archives/1180\n // TODO use tangent attribute\n // Compute co-tangent and co-bitangent vectors\n let dp2perp = cross(dp2, normal);\n let dp1perp = cross(normal, dp1);\n var dpdu = dp2perp * duv1.x + dp1perp * duv2.x;\n var dpdv = dp2perp * duv1.y + dp1perp * duv2.y;\n let gradientLengthSquared = max(dot(dpdu, dpdu), dot(dpdv, dpdv));\n if (gradientLengthSquared > 1e-12) {\n let invmax = inverseSqrt(gradientLengthSquared);\n dpdu *= invmax;\n dpdv *= invmax;\n }\n else {\n // Generated/triplanar UVs have no per-vertex UV derivatives. Build a\n // stable fallback basis instead of normalizing two zero vectors.\n let referenceAxis = select(\n vec3f(0.0, 1.0, 0.0),\n vec3f(0.0, 0.0, 1.0),\n abs(normal.z) < 0.999\n );\n dpdu = normalize(cross(referenceAxis, normal));\n dpdv = cross(normal, dpdu);\n }\n\n var n = 2.0 * sampleMap(normalMapIndex, uv).rgb - 1.0;\n n = normalize(vec3(n.xy * matData.normalMapScale, n.z));\n\n let tbn = mat3x3(dpdu, dpdv, normal);\n\n return normalize(tbn * n);\n } else {\n return normal;\n }\n}\n`;\n}\n\nconst materialBufferWgsl = createMaterialBufferWgsl();\n\nexport default materialBufferWgsl;\n"]}