@meimu/mutracer 0.1.5 → 0.2.0

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.
Files changed (526) hide show
  1. package/LICENSES/Classroom-CC0.txt +121 -0
  2. package/README.md +7 -7
  3. package/THIRD_PARTY_NOTICES.md +13 -8
  4. package/dist/assets/bvh.worker.js +1 -1
  5. package/dist/mutracer.umd.js +10407 -8353
  6. package/docs/api.md +200 -10
  7. package/docs/denoising.md +30 -15
  8. package/docs/materials.md +1 -1
  9. package/docs/performance.md +5 -2
  10. package/docs/progressive-rendering.md +32 -1
  11. package/docs/threejs.md +14 -5
  12. package/docs/updates.md +44 -2
  13. package/docs/viewer.md +11 -6
  14. package/lib/Display.d.ts +13 -2
  15. package/lib/Display.js +27 -6
  16. package/lib/Display.js.map +1 -1
  17. package/lib/Engine.d.ts +2 -0
  18. package/lib/Engine.js +52 -25
  19. package/lib/Engine.js.map +1 -1
  20. package/lib/Render.d.ts +44 -9
  21. package/lib/Render.js +115 -17
  22. package/lib/Render.js.map +1 -1
  23. package/lib/RenderLoop.d.ts +7 -1
  24. package/lib/RenderLoop.js +94 -13
  25. package/lib/RenderLoop.js.map +1 -1
  26. package/lib/main.d.ts +6 -3
  27. package/lib/main.js +1 -0
  28. package/lib/main.js.map +1 -1
  29. package/lib/math/access.d.ts +4 -0
  30. package/lib/math/access.js +10 -0
  31. package/lib/math/access.js.map +1 -0
  32. package/lib/math/mat3.d.ts +4 -0
  33. package/lib/math/mat3.js +54 -0
  34. package/lib/math/mat3.js.map +1 -0
  35. package/lib/math/mat4.d.ts +19 -0
  36. package/lib/math/mat4.js +413 -0
  37. package/lib/math/mat4.js.map +1 -0
  38. package/lib/math/storage.d.ts +6 -0
  39. package/lib/math/storage.js +22 -0
  40. package/lib/math/storage.js.map +1 -0
  41. package/lib/math/types.d.ts +3 -0
  42. package/lib/math/types.js +2 -0
  43. package/lib/math/types.js.map +1 -0
  44. package/lib/math/vec2.d.ts +13 -0
  45. package/lib/math/vec2.js +52 -0
  46. package/lib/math/vec2.js.map +1 -0
  47. package/lib/math/vec3.d.ts +23 -0
  48. package/lib/math/vec3.js +139 -0
  49. package/lib/math/vec3.js.map +1 -0
  50. package/lib/math.d.ts +5 -17
  51. package/lib/math.js +5 -55
  52. package/lib/math.js.map +1 -1
  53. package/lib/oidn.d.ts +1 -1
  54. package/lib/oidn.js +4 -2
  55. package/lib/oidn.js.map +1 -1
  56. package/lib/oidnBundledWeights.cdn.d.ts +2 -2
  57. package/lib/renderer/AovPrimitiveCache.d.ts +10 -0
  58. package/lib/renderer/AovPrimitiveCache.js +48 -0
  59. package/lib/renderer/AovPrimitiveCache.js.map +1 -0
  60. package/lib/renderer/Box3.d.ts +5 -0
  61. package/lib/renderer/Box3.js +9 -0
  62. package/lib/renderer/Box3.js.map +1 -0
  63. package/lib/renderer/GPUTraceQueue.d.ts +10 -0
  64. package/lib/renderer/GPUTraceQueue.js +31 -0
  65. package/lib/renderer/GPUTraceQueue.js.map +1 -0
  66. package/lib/renderer/MaterialData.d.ts +15 -0
  67. package/lib/renderer/MaterialData.js +61 -0
  68. package/lib/renderer/MaterialData.js.map +1 -0
  69. package/lib/renderer/MaterialTable.d.ts +11 -98
  70. package/lib/renderer/MaterialTable.js +34 -412
  71. package/lib/renderer/MaterialTable.js.map +1 -1
  72. package/lib/renderer/RenderingPipeline.d.ts +32 -13
  73. package/lib/renderer/RenderingPipeline.js +1 -17
  74. package/lib/renderer/RenderingPipeline.js.map +1 -1
  75. package/lib/renderer/TileRender.d.ts +0 -1
  76. package/lib/renderer/TileRender.js +14 -1
  77. package/lib/renderer/TileRender.js.map +1 -1
  78. package/lib/renderer/WGPUAov.d.ts +39 -0
  79. package/lib/renderer/WGPUAov.js +239 -0
  80. package/lib/renderer/WGPUAov.js.map +1 -0
  81. package/lib/renderer/WGPUBindlessMaterialData.d.ts +17 -0
  82. package/lib/renderer/WGPUBindlessMaterialData.js +48 -0
  83. package/lib/renderer/WGPUBindlessMaterialData.js.map +1 -0
  84. package/lib/renderer/WGPUBindlessTextures.d.ts +47 -0
  85. package/lib/renderer/WGPUBindlessTextures.js +180 -0
  86. package/lib/renderer/WGPUBindlessTextures.js.map +1 -0
  87. package/lib/renderer/WGPUBloomPass.js +17 -97
  88. package/lib/renderer/WGPUBloomPass.js.map +1 -1
  89. package/lib/renderer/WGPUComputePass.d.ts +1 -1
  90. package/lib/renderer/WGPUComputePass.js.map +1 -1
  91. package/lib/renderer/WGPUEnvMapDistribution.d.ts +12 -0
  92. package/lib/renderer/WGPUEnvMapDistribution.js +150 -0
  93. package/lib/renderer/WGPUEnvMapDistribution.js.map +1 -0
  94. package/lib/renderer/WGPUFullQuadPass.js +10 -9
  95. package/lib/renderer/WGPUFullQuadPass.js.map +1 -1
  96. package/lib/renderer/WGPUJNLMDenoiser.d.ts +1 -20
  97. package/lib/renderer/WGPUJNLMDenoiser.js +4 -267
  98. package/lib/renderer/WGPUJNLMDenoiser.js.map +1 -1
  99. package/lib/renderer/WGPURayTraceOutput.js +26 -17
  100. package/lib/renderer/WGPURayTraceOutput.js.map +1 -1
  101. package/lib/renderer/WGPURayTracePass.d.ts +36 -40
  102. package/lib/renderer/WGPURayTracePass.js +399 -550
  103. package/lib/renderer/WGPURayTracePass.js.map +1 -1
  104. package/lib/renderer/WGPURenderingPipeline.d.ts +5 -3
  105. package/lib/renderer/WGPURenderingPipeline.js +239 -60
  106. package/lib/renderer/WGPURenderingPipeline.js.map +1 -1
  107. package/lib/renderer/WGPUShaderCache.d.ts +2 -2
  108. package/lib/renderer/WGPUShaderCache.js +10 -5
  109. package/lib/renderer/WGPUShaderCache.js.map +1 -1
  110. package/lib/renderer/WGPUShaderCapabilities.d.ts +10 -0
  111. package/lib/renderer/WGPUShaderCapabilities.js +54 -0
  112. package/lib/renderer/WGPUShaderCapabilities.js.map +1 -0
  113. package/lib/renderer/WGPUSkyBaker.d.ts +13 -0
  114. package/lib/renderer/WGPUSkyBaker.js +85 -0
  115. package/lib/renderer/WGPUSkyBaker.js.map +1 -0
  116. package/lib/renderer/WebGLAov.d.ts +41 -0
  117. package/lib/renderer/WebGLAov.js +106 -0
  118. package/lib/renderer/WebGLAov.js.map +1 -0
  119. package/lib/renderer/WebGLFullQuadPass.d.ts +5 -3
  120. package/lib/renderer/WebGLFullQuadPass.js +18 -2
  121. package/lib/renderer/WebGLFullQuadPass.js.map +1 -1
  122. package/lib/renderer/WebGLJNLMDenoiser.d.ts +1 -1
  123. package/lib/renderer/WebGLJNLMDenoiser.js +83 -74
  124. package/lib/renderer/WebGLJNLMDenoiser.js.map +1 -1
  125. package/lib/renderer/WebGLRayTraceOutputPass.js +7 -4
  126. package/lib/renderer/WebGLRayTraceOutputPass.js.map +1 -1
  127. package/lib/renderer/WebGLRayTracePass.d.ts +12 -2
  128. package/lib/renderer/WebGLRayTracePass.js +82 -7
  129. package/lib/renderer/WebGLRayTracePass.js.map +1 -1
  130. package/lib/renderer/WebGLRenderingPipeline.js +116 -8
  131. package/lib/renderer/WebGLRenderingPipeline.js.map +1 -1
  132. package/lib/renderer/WebGLSkyBaker.d.ts +39 -0
  133. package/lib/renderer/WebGLSkyBaker.js +422 -0
  134. package/lib/renderer/WebGLSkyBaker.js.map +1 -0
  135. package/lib/renderer/WebGLSkySource.d.ts +9 -0
  136. package/lib/renderer/WebGLSkySource.js +28 -0
  137. package/lib/renderer/WebGLSkySource.js.map +1 -0
  138. package/lib/renderer/accumulationTarget.d.ts +5 -0
  139. package/lib/renderer/accumulationTarget.js.map +1 -1
  140. package/lib/renderer/aov.d.ts +42 -0
  141. package/lib/renderer/aov.js +50 -0
  142. package/lib/renderer/aov.js.map +1 -0
  143. package/lib/renderer/aovDisplay.d.ts +14 -0
  144. package/lib/renderer/aovDisplay.js +32 -0
  145. package/lib/renderer/aovDisplay.js.map +1 -0
  146. package/lib/renderer/aovScene.d.ts +21 -0
  147. package/lib/renderer/aovScene.js +139 -0
  148. package/lib/renderer/aovScene.js.map +1 -0
  149. package/lib/renderer/binnedSahBvh.js +2 -1
  150. package/lib/renderer/binnedSahBvh.js.map +1 -1
  151. package/lib/renderer/bvhAccel.d.ts +20 -10
  152. package/lib/renderer/bvhAccel.js +168 -58
  153. package/lib/renderer/bvhAccel.js.map +1 -1
  154. package/lib/renderer/bvhWorkerBuild.d.ts +1 -0
  155. package/lib/renderer/cameraSnapshot.js +2 -1
  156. package/lib/renderer/cameraSnapshot.js.map +1 -1
  157. package/lib/renderer/cameraUniform.d.ts +2 -0
  158. package/lib/renderer/cameraUniform.js +12 -0
  159. package/lib/renderer/cameraUniform.js.map +1 -0
  160. package/lib/renderer/committedScene.js +4 -0
  161. package/lib/renderer/committedScene.js.map +1 -1
  162. package/lib/renderer/denoiser.d.ts +3 -11
  163. package/lib/renderer/denoiser.js.map +1 -1
  164. package/lib/renderer/depthQuery.js +4 -1
  165. package/lib/renderer/depthQuery.js.map +1 -1
  166. package/lib/renderer/displacementPreparation.d.ts +11 -0
  167. package/lib/renderer/displacementPreparation.js +351 -0
  168. package/lib/renderer/displacementPreparation.js.map +1 -0
  169. package/lib/renderer/displacementRange.d.ts +1 -0
  170. package/lib/renderer/displacementRange.js +9 -0
  171. package/lib/renderer/displacementRange.js.map +1 -0
  172. package/lib/renderer/displayParityDiagnostics.d.ts +11 -0
  173. package/lib/renderer/displayParityDiagnostics.js +2 -0
  174. package/lib/renderer/displayParityDiagnostics.js.map +1 -0
  175. package/lib/renderer/envMapCreation.d.ts +9 -8
  176. package/lib/renderer/envMapCreation.js +36 -12
  177. package/lib/renderer/envMapCreation.js.map +1 -1
  178. package/lib/renderer/envMapDistribution.d.ts +12 -2
  179. package/lib/renderer/envMapDistribution.js +43 -34
  180. package/lib/renderer/envMapDistribution.js.map +1 -1
  181. package/lib/renderer/geometryBvhBounds.d.ts +4 -0
  182. package/lib/renderer/geometryBvhBounds.js +82 -0
  183. package/lib/renderer/geometryBvhBounds.js.map +1 -0
  184. package/lib/renderer/geometryUpdateState.d.ts +32 -0
  185. package/lib/renderer/geometryUpdateState.js +2 -0
  186. package/lib/renderer/geometryUpdateState.js.map +1 -0
  187. package/lib/renderer/geometryUpdates.d.ts +17 -9
  188. package/lib/renderer/geometryUpdates.js +92 -33
  189. package/lib/renderer/geometryUpdates.js.map +1 -1
  190. package/lib/renderer/glsl/aovDisplay.frag.d.ts +3 -0
  191. package/lib/renderer/glsl/aovDisplay.frag.js +54 -0
  192. package/lib/renderer/glsl/aovDisplay.frag.js.map +1 -0
  193. package/lib/renderer/glsl/aovReflectance.glsl.d.ts +2 -0
  194. package/lib/renderer/glsl/aovReflectance.glsl.js +87 -0
  195. package/lib/renderer/glsl/aovReflectance.glsl.js.map +1 -0
  196. package/lib/renderer/glsl/aovReflectanceSamples.glsl.d.ts +2 -0
  197. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js +135 -0
  198. package/lib/renderer/glsl/aovReflectanceSamples.glsl.js.map +1 -0
  199. package/lib/renderer/glsl/aovTrace.frag.d.ts +2 -0
  200. package/lib/renderer/glsl/aovTrace.frag.js +121 -0
  201. package/lib/renderer/glsl/aovTrace.frag.js.map +1 -0
  202. package/lib/renderer/glsl/chunks/cameraRay.glsl.js +12 -12
  203. package/lib/renderer/glsl/chunks/envMap.glsl.js +80 -74
  204. package/lib/renderer/glsl/chunks/envMap.glsl.js.map +1 -1
  205. package/lib/renderer/glsl/chunks/intersect.glsl.js +429 -429
  206. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js +144 -144
  207. package/lib/renderer/glsl/chunks/materialBuffer.glsl.js.map +1 -1
  208. package/lib/renderer/glsl/chunks/openPbrBsdf.glsl.js +801 -801
  209. package/lib/renderer/glsl/chunks/rand.glsl.js +3 -3
  210. package/lib/renderer/glsl/chunks/random.glsl.js +6 -6
  211. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js +49 -49
  212. package/lib/renderer/glsl/chunks/rayTraceCore.glsl.js.map +1 -1
  213. package/lib/renderer/glsl/chunks/sampleLight.glsl.js +80 -80
  214. package/lib/renderer/glsl/chunks/sampleMaterial.glsl.js +102 -102
  215. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js +20 -17
  216. package/lib/renderer/glsl/chunks/sampleShadowCatcher.glsl.js.map +1 -1
  217. package/lib/renderer/glsl/chunks/sampling.glsl.js +93 -93
  218. package/lib/renderer/glsl/chunks/sobol.glsl.js +79 -79
  219. package/lib/renderer/glsl/chunks/textureLinear.glsl.js +5 -5
  220. package/lib/renderer/glsl/chunks/uvProjection.glsl.js +12 -12
  221. package/lib/renderer/glsl/chunks/uvProjection.glsl.js.map +1 -1
  222. package/lib/renderer/glsl/depthQuery.frag.js +7 -7
  223. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js +17 -9
  224. package/lib/renderer/glsl/normalizeRayTraceOutput.frag.js.map +1 -1
  225. package/lib/renderer/glsl/rayTrace.frag.js +191 -191
  226. package/lib/renderer/glsl/shadowCatcher.frag.js +25 -20
  227. package/lib/renderer/glsl/shadowCatcher.frag.js.map +1 -1
  228. package/lib/renderer/glsl/webglPipeline.frag.js +65 -60
  229. package/lib/renderer/glsl/webglPipeline.frag.js.map +1 -1
  230. package/lib/renderer/lightConstants.d.ts +10 -0
  231. package/lib/renderer/lightConstants.js +11 -0
  232. package/lib/renderer/lightConstants.js.map +1 -0
  233. package/lib/renderer/lightCore.d.ts +12 -0
  234. package/lib/renderer/lightCore.js +13 -0
  235. package/lib/renderer/lightCore.js.map +1 -0
  236. package/lib/renderer/lightSampling.d.ts +20 -17
  237. package/lib/renderer/lightSampling.js +123 -56
  238. package/lib/renderer/lightSampling.js.map +1 -1
  239. package/lib/renderer/lightsData.d.ts +21 -0
  240. package/lib/renderer/lightsData.js +192 -0
  241. package/lib/renderer/lightsData.js.map +1 -0
  242. package/lib/renderer/lightsUtil.d.ts +3 -26
  243. package/lib/renderer/lightsUtil.js +3 -153
  244. package/lib/renderer/lightsUtil.js.map +1 -1
  245. package/lib/renderer/materialBufferData.d.ts +70 -0
  246. package/lib/renderer/materialBufferData.js +2 -0
  247. package/lib/renderer/materialBufferData.js.map +1 -0
  248. package/lib/renderer/materialConstants.d.ts +11 -0
  249. package/lib/renderer/materialConstants.js +11 -0
  250. package/lib/renderer/materialConstants.js.map +1 -1
  251. package/lib/renderer/materialCore.d.ts +8 -0
  252. package/lib/renderer/materialCore.js +9 -0
  253. package/lib/renderer/materialCore.js.map +1 -0
  254. package/lib/renderer/materialEmission.d.ts +2 -2
  255. package/lib/renderer/materialEmission.js +3 -3
  256. package/lib/renderer/materialEmission.js.map +1 -1
  257. package/lib/renderer/materialLayout.d.ts +2 -101
  258. package/lib/renderer/materialLayout.js +110 -172
  259. package/lib/renderer/materialLayout.js.map +1 -1
  260. package/lib/renderer/materialLayoutSchema.d.ts +26 -0
  261. package/lib/renderer/materialLayoutSchema.js +172 -0
  262. package/lib/renderer/materialLayoutSchema.js.map +1 -0
  263. package/lib/renderer/materialParams.d.ts +69 -0
  264. package/lib/renderer/materialParams.js +272 -0
  265. package/lib/renderer/materialParams.js.map +1 -0
  266. package/lib/renderer/materialTextureSlots.d.ts +14 -324
  267. package/lib/renderer/materialTextureSlots.js +21 -8
  268. package/lib/renderer/materialTextureSlots.js.map +1 -1
  269. package/lib/renderer/materialTextures.d.ts +6 -0
  270. package/lib/renderer/{texturesFromMaterials.js → materialTextures.js} +1 -2
  271. package/lib/renderer/materialTextures.js.map +1 -0
  272. package/lib/renderer/mergeMeshesToGeometry.js +6 -147
  273. package/lib/renderer/mergeMeshesToGeometry.js.map +1 -1
  274. package/lib/renderer/meshInstances.d.ts +4 -21
  275. package/lib/renderer/meshInstances.js +10 -56
  276. package/lib/renderer/meshInstances.js.map +1 -1
  277. package/lib/renderer/oidnNetwork.d.ts +2 -2
  278. package/lib/renderer/oidnNetwork.js +1 -1
  279. package/lib/renderer/oidnNetwork.js.map +1 -1
  280. package/lib/renderer/openPbrEnergyLut.js +850 -846
  281. package/lib/renderer/openPbrEnergyLut.js.map +1 -1
  282. package/lib/renderer/ownedDenoiser.d.ts +9 -0
  283. package/lib/renderer/ownedDenoiser.js +2 -0
  284. package/lib/renderer/ownedDenoiser.js.map +1 -0
  285. package/lib/renderer/packedMeshInstances.d.ts +23 -0
  286. package/lib/renderer/packedMeshInstances.js +80 -0
  287. package/lib/renderer/packedMeshInstances.js.map +1 -0
  288. package/lib/renderer/prepareMeshBVH.d.ts +12 -47
  289. package/lib/renderer/prepareMeshBVH.js +21 -642
  290. package/lib/renderer/prepareMeshBVH.js.map +1 -1
  291. package/lib/renderer/proceduralEnvironmentPower.d.ts +3 -0
  292. package/lib/renderer/proceduralEnvironmentPower.js +8 -0
  293. package/lib/renderer/proceduralEnvironmentPower.js.map +1 -0
  294. package/lib/renderer/progressiveScheduler.d.ts +1 -0
  295. package/lib/renderer/progressiveScheduler.js +3 -0
  296. package/lib/renderer/progressiveScheduler.js.map +1 -1
  297. package/lib/renderer/renderPipeline.d.ts +3 -1
  298. package/lib/renderer/renderPipeline.js.map +1 -1
  299. package/lib/renderer/renderingLimits.d.ts +9 -0
  300. package/lib/renderer/renderingLimits.js +18 -0
  301. package/lib/renderer/renderingLimits.js.map +1 -0
  302. package/lib/renderer/sceneAssembly.d.ts +73 -0
  303. package/lib/renderer/sceneAssembly.js +109 -0
  304. package/lib/renderer/sceneAssembly.js.map +1 -0
  305. package/lib/renderer/sceneChangeCore.d.ts +39 -0
  306. package/lib/renderer/sceneChangeCore.js +307 -0
  307. package/lib/renderer/sceneChangeCore.js.map +1 -0
  308. package/lib/renderer/sceneChangeDetector.d.ts +3 -6
  309. package/lib/renderer/sceneChangeDetector.js +24 -150
  310. package/lib/renderer/sceneChangeDetector.js.map +1 -1
  311. package/lib/renderer/sceneLayoutSchema.d.ts +118 -0
  312. package/lib/renderer/sceneLayoutSchema.js +111 -0
  313. package/lib/renderer/sceneLayoutSchema.js.map +1 -0
  314. package/lib/renderer/sceneLightChanges.d.ts +3 -3
  315. package/lib/renderer/sceneLightChanges.js.map +1 -1
  316. package/lib/renderer/scenePreparation.d.ts +55 -0
  317. package/lib/renderer/scenePreparation.js +360 -0
  318. package/lib/renderer/scenePreparation.js.map +1 -0
  319. package/lib/renderer/scratchSampling.js +18 -18
  320. package/lib/renderer/scratchSampling.js.map +1 -1
  321. package/lib/renderer/shader.d.ts +2 -0
  322. package/lib/renderer/shader.js +2 -0
  323. package/lib/renderer/shader.js.map +1 -1
  324. package/lib/renderer/shaderCapabilities.d.ts +23 -0
  325. package/lib/renderer/shaderCapabilities.js +55 -0
  326. package/lib/renderer/shaderCapabilities.js.map +1 -0
  327. package/lib/renderer/shaderCapacity.d.ts +2 -0
  328. package/lib/renderer/shaderCapacity.js +5 -0
  329. package/lib/renderer/shaderCapacity.js.map +1 -0
  330. package/lib/renderer/skyModel.d.ts +9 -0
  331. package/lib/renderer/skyModel.js +10 -0
  332. package/lib/renderer/skyModel.js.map +1 -0
  333. package/lib/renderer/textureAtlas.d.ts +60 -0
  334. package/lib/renderer/textureAtlas.js +145 -0
  335. package/lib/renderer/textureAtlas.js.map +1 -0
  336. package/lib/renderer/textureAtlasPixels.d.ts +7 -0
  337. package/lib/renderer/textureAtlasPixels.js +68 -0
  338. package/lib/renderer/textureAtlasPixels.js.map +1 -0
  339. package/lib/renderer/util.d.ts +1 -1
  340. package/lib/renderer/util.js.map +1 -1
  341. package/lib/renderer/webgl.d.ts +9 -2
  342. package/lib/renderer/webgl.js +54 -9
  343. package/lib/renderer/webgl.js.map +1 -1
  344. package/lib/renderer/wgpuBindless.d.ts +26 -0
  345. package/lib/renderer/wgpuBindless.js +95 -0
  346. package/lib/renderer/wgpuBindless.js.map +1 -0
  347. package/lib/renderer/wgpuBindlessSource.d.ts +2 -0
  348. package/lib/renderer/wgpuBindlessSource.js +51 -0
  349. package/lib/renderer/wgpuBindlessSource.js.map +1 -0
  350. package/lib/renderer/wgpuMaterialConstants.d.ts +4 -0
  351. package/lib/renderer/wgpuMaterialConstants.js +52 -0
  352. package/lib/renderer/wgpuMaterialConstants.js.map +1 -0
  353. package/lib/renderer/wgpuSceneUniform.d.ts +42 -0
  354. package/lib/renderer/wgpuSceneUniform.js +125 -0
  355. package/lib/renderer/wgpuSceneUniform.js.map +1 -0
  356. package/lib/renderer/wgpuShaderSource.d.ts +15 -0
  357. package/lib/renderer/wgpuShaderSource.js +31 -0
  358. package/lib/renderer/wgpuShaderSource.js.map +1 -0
  359. package/lib/renderer/wgsl/aovDisplay.wgsl.d.ts +1 -0
  360. package/lib/renderer/wgsl/aovDisplay.wgsl.js +70 -0
  361. package/lib/renderer/wgsl/aovDisplay.wgsl.js.map +1 -0
  362. package/lib/renderer/wgsl/aovReflectance.wgsl.d.ts +2 -0
  363. package/lib/renderer/wgsl/aovReflectance.wgsl.js +98 -0
  364. package/lib/renderer/wgsl/aovReflectance.wgsl.js.map +1 -0
  365. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.d.ts +2 -0
  366. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js +135 -0
  367. package/lib/renderer/wgsl/aovReflectanceSamples.wgsl.js.map +1 -0
  368. package/lib/renderer/wgsl/aovResolve.wgsl.d.ts +5 -0
  369. package/lib/renderer/wgsl/aovResolve.wgsl.js +38 -0
  370. package/lib/renderer/wgsl/aovResolve.wgsl.js.map +1 -0
  371. package/lib/renderer/wgsl/aovSnapshot.wgsl.d.ts +4 -0
  372. package/lib/renderer/wgsl/aovSnapshot.wgsl.js +21 -0
  373. package/lib/renderer/wgsl/aovSnapshot.wgsl.js.map +1 -0
  374. package/lib/renderer/wgsl/aovTrace.wgsl.d.ts +2 -0
  375. package/lib/renderer/wgsl/aovTrace.wgsl.js +115 -0
  376. package/lib/renderer/wgsl/aovTrace.wgsl.js.map +1 -0
  377. package/lib/renderer/wgsl/bloom.wgsl.d.ts +13 -0
  378. package/lib/renderer/wgsl/bloom.wgsl.js +92 -0
  379. package/lib/renderer/wgsl/bloom.wgsl.js.map +1 -0
  380. package/lib/renderer/wgsl/chunks/common.wgsl.js +4 -4
  381. package/lib/renderer/wgsl/chunks/envMap.wgsl.d.ts +1 -1
  382. package/lib/renderer/wgsl/chunks/envMap.wgsl.js +43 -37
  383. package/lib/renderer/wgsl/chunks/envMap.wgsl.js.map +1 -1
  384. package/lib/renderer/wgsl/chunks/intersect.wgsl.d.ts +13 -1
  385. package/lib/renderer/wgsl/chunks/intersect.wgsl.js +742 -705
  386. package/lib/renderer/wgsl/chunks/intersect.wgsl.js.map +1 -1
  387. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js +16 -16
  388. package/lib/renderer/wgsl/chunks/intersectionAlpha.wgsl.js.map +1 -1
  389. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.d.ts +3 -1
  390. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js +84 -82
  391. package/lib/renderer/wgsl/chunks/materialBuffer.wgsl.js.map +1 -1
  392. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js +855 -857
  393. package/lib/renderer/wgsl/chunks/openPbrBsdf.wgsl.js.map +1 -1
  394. package/lib/renderer/wgsl/chunks/pdm_displacement.wgsl.js +139 -139
  395. package/lib/renderer/wgsl/chunks/rand.wgsl.js +3 -3
  396. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.d.ts +2 -1
  397. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js +42 -32
  398. package/lib/renderer/wgsl/chunks/rayTraceCore.wgsl.js.map +1 -1
  399. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.d.ts +1 -1
  400. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js +152 -148
  401. package/lib/renderer/wgsl/chunks/sampleLight.wgsl.js.map +1 -1
  402. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js +239 -232
  403. package/lib/renderer/wgsl/chunks/sampleMaterial.wgsl.js.map +1 -1
  404. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.d.ts +1 -1
  405. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js +26 -13
  406. package/lib/renderer/wgsl/chunks/sampleShadowCatcher.wgsl.js.map +1 -1
  407. package/lib/renderer/wgsl/chunks/sampling.wgsl.js +91 -91
  408. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.d.ts +1 -1
  409. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js +1 -0
  410. package/lib/renderer/wgsl/chunks/shadowCatcherAccumulation.wgsl.js.map +1 -1
  411. package/lib/renderer/wgsl/chunks/sobol.wgsl.js +83 -83
  412. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js +12 -12
  413. package/lib/renderer/wgsl/chunks/uvProjection.wgsl.js.map +1 -1
  414. package/lib/renderer/wgsl/compose.frag.wgsl.d.ts +8 -3
  415. package/lib/renderer/wgsl/compose.frag.wgsl.js +143 -118
  416. package/lib/renderer/wgsl/compose.frag.wgsl.js.map +1 -1
  417. package/lib/renderer/wgsl/customDenoise.wgsl.js +10 -10
  418. package/lib/renderer/wgsl/depthQuery.wgsl.js +7 -7
  419. package/lib/renderer/wgsl/jnlm.compute.d.ts +25 -0
  420. package/lib/renderer/wgsl/jnlm.compute.js +315 -0
  421. package/lib/renderer/wgsl/jnlm.compute.js.map +1 -0
  422. package/lib/renderer/wgsl/offlineAdaptive.compute.js +28 -28
  423. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.d.ts +1 -0
  424. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js +17 -0
  425. package/lib/renderer/wgsl/oidnAuxiliary.wgsl.js.map +1 -0
  426. package/lib/renderer/wgsl/proceduralSky.compute.d.ts +1 -0
  427. package/lib/renderer/wgsl/proceduralSky.compute.js +198 -0
  428. package/lib/renderer/wgsl/proceduralSky.compute.js.map +1 -0
  429. package/lib/renderer/wgsl/rayTrace.compute.d.ts +17 -1
  430. package/lib/renderer/wgsl/rayTrace.compute.js +612 -393
  431. package/lib/renderer/wgsl/rayTrace.compute.js.map +1 -1
  432. package/lib/scene/Camera.js +7 -3
  433. package/lib/scene/Camera.js.map +1 -1
  434. package/lib/scene/EnvironmentLight.d.ts +5 -9
  435. package/lib/scene/EnvironmentLight.js +4 -14
  436. package/lib/scene/EnvironmentLight.js.map +1 -1
  437. package/lib/scene/EnvironmentLightState.d.ts +18 -0
  438. package/lib/scene/EnvironmentLightState.js +19 -0
  439. package/lib/scene/EnvironmentLightState.js.map +1 -0
  440. package/lib/scene/Geometry.d.ts +12 -6
  441. package/lib/scene/Geometry.js +37 -13
  442. package/lib/scene/Geometry.js.map +1 -1
  443. package/lib/scene/InstanceState.d.ts +39 -0
  444. package/lib/scene/InstanceState.js +77 -0
  445. package/lib/scene/InstanceState.js.map +1 -0
  446. package/lib/scene/InstancedMesh.d.ts +1 -1
  447. package/lib/scene/InstancedMesh.js +3 -0
  448. package/lib/scene/InstancedMesh.js.map +1 -1
  449. package/lib/scene/MaterialState.d.ts +209 -0
  450. package/lib/scene/MaterialState.js +231 -0
  451. package/lib/scene/MaterialState.js.map +1 -0
  452. package/lib/scene/Mesh.d.ts +4 -6
  453. package/lib/scene/Mesh.js +3 -11
  454. package/lib/scene/Mesh.js.map +1 -1
  455. package/lib/scene/MeshState.d.ts +20 -0
  456. package/lib/scene/MeshState.js +35 -0
  457. package/lib/scene/MeshState.js.map +1 -0
  458. package/lib/scene/OpenPBRMaterial.d.ts +6 -168
  459. package/lib/scene/OpenPBRMaterial.js +5 -223
  460. package/lib/scene/OpenPBRMaterial.js.map +1 -1
  461. package/lib/scene/PixelTexture.d.ts +6 -0
  462. package/lib/scene/PixelTexture.js +10 -0
  463. package/lib/scene/PixelTexture.js.map +1 -0
  464. package/lib/scene/ProceduralSky.d.ts +24 -0
  465. package/lib/scene/ProceduralSky.js +40 -0
  466. package/lib/scene/ProceduralSky.js.map +1 -0
  467. package/lib/scene/RectLight.d.ts +2 -13
  468. package/lib/scene/RectLight.js +3 -21
  469. package/lib/scene/RectLight.js.map +1 -1
  470. package/lib/scene/RectLightState.d.ts +31 -0
  471. package/lib/scene/RectLightState.js +26 -0
  472. package/lib/scene/RectLightState.js.map +1 -0
  473. package/lib/scene/Scene.d.ts +15 -4
  474. package/lib/scene/Scene.js.map +1 -1
  475. package/lib/scene/SceneNode.js +7 -6
  476. package/lib/scene/SceneNode.js.map +1 -1
  477. package/lib/scene/Texture.d.ts +10 -41
  478. package/lib/scene/Texture.js +4 -33
  479. package/lib/scene/Texture.js.map +1 -1
  480. package/lib/scene/TextureState.d.ts +35 -0
  481. package/lib/scene/TextureState.js +35 -0
  482. package/lib/scene/TextureState.js.map +1 -0
  483. package/lib/scene/attributeData.d.ts +4 -0
  484. package/lib/scene/attributeData.js +10 -0
  485. package/lib/scene/attributeData.js.map +1 -0
  486. package/lib/scene/lightState.d.ts +8 -0
  487. package/lib/scene/lightState.js +2 -0
  488. package/lib/scene/lightState.js.map +1 -0
  489. package/lib/scene/openPbrSchema.d.ts +7 -12
  490. package/lib/scene/openPbrSchema.js +273 -28
  491. package/lib/scene/openPbrSchema.js.map +1 -1
  492. package/lib/scene/skyParameters.d.ts +20 -0
  493. package/lib/scene/skyParameters.js +28 -0
  494. package/lib/scene/skyParameters.js.map +1 -0
  495. package/lib/scene/textureData.d.ts +9 -0
  496. package/lib/scene/textureData.js +2 -0
  497. package/lib/scene/textureData.js.map +1 -0
  498. package/lib/scene/texturePixels.d.ts +6 -0
  499. package/lib/scene/texturePixels.js +10 -0
  500. package/lib/scene/texturePixels.js.map +1 -0
  501. package/lib/settings/display.d.ts +33 -0
  502. package/lib/settings/display.js +7 -0
  503. package/lib/settings/display.js.map +1 -1
  504. package/lib/settings/render.d.ts +25 -3
  505. package/lib/settings/render.js +3 -1
  506. package/lib/settings/render.js.map +1 -1
  507. package/lib/tinybvh/tinybvh.wasm +0 -0
  508. package/lib/util/commonGeometry.js +7 -7
  509. package/lib/util/commonGeometry.js.map +1 -1
  510. package/lib/util/fromTHREE.d.ts +4 -1
  511. package/lib/util/fromTHREE.js +18 -5
  512. package/lib/util/fromTHREE.js.map +1 -1
  513. package/lib/util/geometry.js +42 -29
  514. package/lib/util/geometry.js.map +1 -1
  515. package/lib/util/loadRGBE.js +3 -4
  516. package/lib/util/loadRGBE.js.map +1 -1
  517. package/lib/util/studioLighting.d.ts +18 -0
  518. package/lib/util/studioLighting.js +36 -0
  519. package/lib/util/studioLighting.js.map +1 -0
  520. package/lib/version.d.ts +1 -1
  521. package/lib/version.js +1 -1
  522. package/lib/version.js.map +1 -1
  523. package/llms.txt +4 -0
  524. package/package.json +31 -5
  525. package/lib/renderer/texturesFromMaterials.d.ts +0 -6
  526. package/lib/renderer/texturesFromMaterials.js.map +0 -1
@@ -1,6 +1,6 @@
1
1
  import { simpleTextureSample, thinFilmTextureSample } from '../../materialTextureSlots.js';
2
- import { materialRowsGlsl } from '../../materialLayout.js';
3
- import { materialAlphaModeConstants } from '../../../scene/OpenPBRMaterial.js';
2
+ import { materialRowsGlsl } from '../../materialLayoutSchema.js';
3
+ import { materialAlphaModeConstants } from '../../materialConstants.js';
4
4
  import { INSTANCE_VEC4_STRIDE } from '../../bvhAccel.js';
5
5
  import { mapAlphaUsageConstants } from '../../materialConstants.js';
6
6
  // Portions adapted from ray-tracing-renderer@0.10.15
@@ -24,7 +24,7 @@ export default createShaderMixin({
24
24
  main: glsl `
25
25
  ${materialRowsGlsl()}
26
26
  #ifdef HAS_GLTF_ANISOTROPY
27
- vec2 fe(float roughness, float strength) {
27
+ vec2 fv(float roughness, float strength) {
28
28
  if (strength == 0.0) { return vec2(roughness, 0.0); }
29
29
  float u = roughness * roughness;
30
30
  float a = u + (1.0 - u) * strength * strength;
@@ -34,15 +34,15 @@ return vec2(pow((a*a + u*u) * 0.5, 0.25), clamp(1.0 - u/a, 0.0, 1.0));
34
34
 
35
35
  #endif
36
36
 
37
- vec3 oJ(vec3 c) {
37
+ vec3 mG(vec3 c) {
38
38
  return mix(pow(c * 0.9478672986 + 0.0521327014, vec3(2.4)), c * 0.0773993808, vec3(lessThan(c, vec3(0.04045))));
39
39
  }
40
40
  vec4 fetchMatData(int i) {
41
- return kG(materialBuffer, i, materialBufferColumns);
41
+ return lm(materialBuffer, i, materialBufferColumns);
42
42
  }
43
43
 
44
44
 
45
- float lr(float alpha, int alphaMode, float alphaCutoff) {
45
+ float mb(float alpha, int alphaMode, float alphaCutoff) {
46
46
  if (alphaMode == ${materialAlphaModeConstants.opaque}) {
47
47
  return 1.0;
48
48
  }
@@ -52,55 +52,55 @@ return alpha >= alphaCutoff ? 1.0 : 0.0;
52
52
  return alpha;
53
53
  }
54
54
 
55
- float wb(int idx) {
55
+ float xS(int idx) {
56
56
  return fetchMatData(idx * MAT_DATA_SIZE + MAT_ROW_COLOR).w;
57
57
  }
58
58
 
59
- vec2 ae(int val) {
59
+ vec2 ah(int val) {
60
60
  return vec2(float(val >> 8), float(val & 0xff) / 255.0);
61
61
  }
62
62
 
63
63
  #ifdef NUM_MAPS
64
64
  vec3 decodeMapColor(int index, vec3 c) {
65
65
  if (mapColorLinear[index] > 0.5) { return c; }
66
- return oJ(c);
66
+ return mG(c);
67
67
  }
68
68
 
69
- vec2 kJ(int index) {
69
+ vec2 jO(int index) {
70
70
  return mapInfo[index].xy;
71
71
  }
72
72
 
73
- float lk(int index) {
73
+ float lT(int index) {
74
74
  return floor(mapInfo[index].z);
75
75
  }
76
76
 
77
- vec2 jP(int index) {
77
+ vec2 kt(int index) {
78
78
  return vec2(fract(mapInfo[index].z), mapInfo[index].w);
79
79
  }
80
80
 
81
- float fT(float value, float mode) {
81
+ float gg(float value, float mode) {
82
82
  if (mode < 0.5) return fract(value);
83
83
  if (mode < 1.5) return clamp(value, 0.0, 1.0);
84
84
  return 1.0 - abs(1.0 - (value - 2.0 * floor(value * 0.5)));
85
85
  }
86
86
 
87
- vec2 kv(int index, vec2 uv) {
87
+ vec2 kZ(int index, vec2 uv) {
88
88
  vec4 transform = mapTransform[index];
89
89
  vec2 value = uv * transform.xy + transform.zw;
90
- return vec2(fT(value.x, mapWrap[index].x), fT(value.y, mapWrap[index].y));
90
+ return vec2(gg(value.x, mapWrap[index].x), gg(value.y, mapWrap[index].y));
91
91
  }
92
92
 
93
- vec2 sq(int index, vec2 uv) {
94
- vec2 qH = kv(index, uv);
95
- vec2 jk = 1.0 / vec2(textureSize(map, 0).xy);
96
- vec2 dZ = jP(index);
97
- vec2 kn = kJ(index) + jk;
98
- vec2 oM = dZ - 0.5 * jk;
99
- vec2 lD = dZ + kn - jk;
93
+ vec2 tJ(int index, vec2 uv) {
94
+ vec2 rN = kZ(index, uv);
95
+ vec2 jH = 1.0 / vec2(textureSize(map, 0).xy);
96
+ vec2 eo = kt(index);
97
+ vec2 kS = jO(index) + jH;
98
+ vec2 pJ = eo - 0.5 * jH;
99
+ vec2 ml = eo + kS - jH;
100
100
  return clamp(
101
- oM + qH * kn,
102
- dZ,
103
- lD
101
+ pJ + rN * kS,
102
+ eo,
103
+ ml
104
104
  );
105
105
  }
106
106
 
@@ -108,48 +108,48 @@ vec2 getMapUvSet(int index, vec2 uv, vec2 uv1) {
108
108
  return mapUvChannel[index] > 0.5 ? uv1 : uv;
109
109
  }
110
110
 
111
- vec4 eU(int index, ivec2 jm, ivec2 size, ivec2 origin, vec2 iK) {
112
- ivec2 p = clamp(jm, ivec2(0), size - 1);
113
- if (iK.x < 0.5) p.x = ((jm.x % size.x) + size.x) % size.x;
114
- if (iK.y < 0.5) p.y = ((jm.y % size.y) + size.y) % size.y;
115
- return texelFetch(map, ivec3(origin + p, int(lk(index))), 0);
111
+ vec4 fe(int index, ivec2 jJ, ivec2 size, ivec2 origin, vec2 modes) {
112
+ ivec2 p = clamp(jJ, ivec2(0), size - 1);
113
+ if (modes.x < 0.5) p.x = ((jJ.x % size.x) + size.x) % size.x;
114
+ if (modes.y < 0.5) p.y = ((jJ.y % size.y) + size.y) % size.y;
115
+ return texelFetch(map, ivec3(origin + p, int(lT(index))), 0);
116
116
  }
117
117
 
118
118
  vec4 sampleMap(int index, vec2 uv) {
119
- ivec2 size = ivec2(round(kJ(index) * vec2(textureSize(map, 0).xy) + 1.0));
120
- vec2 eA = kv(index, uv) * vec2(size) - 0.5;
121
- vec2 iK = mapWrap[index];
122
- if ((size.x > 1 && iK.x < 0.5 && (eA.x < 0.0 || eA.x > float(size.x - 1))) ||
123
- (size.y > 1 && iK.y < 0.5 && (eA.y < 0.0 || eA.y > float(size.y - 1)))) {
124
- ivec2 base = ivec2(floor(eA));
125
- vec2 weight = fract(eA);
126
- ivec2 origin = ivec2(round(jP(index) * vec2(textureSize(map, 0).xy) - 0.5));
119
+ ivec2 size = ivec2(round(jO(index) * vec2(textureSize(map, 0).xy) + 1.0));
120
+ vec2 dk = kZ(index, uv) * vec2(size) - 0.5;
121
+ vec2 modes = mapWrap[index];
122
+ if ((size.x > 1 && modes.x < 0.5 && (dk.x < 0.0 || dk.x > float(size.x - 1))) ||
123
+ (size.y > 1 && modes.y < 0.5 && (dk.y < 0.0 || dk.y > float(size.y - 1)))) {
124
+ ivec2 base = ivec2(floor(dk));
125
+ vec2 weight = fract(dk);
126
+ ivec2 origin = ivec2(round(kt(index) * vec2(textureSize(map, 0).xy) - 0.5));
127
127
  return mix(
128
- mix(eU(index, base, size, origin, iK), eU(index, base + ivec2(1, 0), size, origin, iK), weight.x),
129
- mix(eU(index, base + ivec2(0, 1), size, origin, iK), eU(index, base + ivec2(1, 1), size, origin, iK), weight.x), weight.y);
128
+ mix(fe(index, base, size, origin, modes), fe(index, base + ivec2(1, 0), size, origin, modes), weight.x),
129
+ mix(fe(index, base + ivec2(0, 1), size, origin, modes), fe(index, base + ivec2(1, 1), size, origin, modes), weight.x), weight.y);
130
130
  }
131
- return texture(map, vec3(sq(index, uv), lk(index)));
131
+ return texture(map, vec3(tJ(index, uv), lT(index)));
132
132
  }
133
133
  #endif
134
134
 
135
135
 
136
- vec2 aK(float roughness, float anisotropy) {
136
+ vec2 aN(float roughness, float anisotropy) {
137
137
  float alpha = roughness * roughness;
138
- float pg = ROUGHNESS_MIN * ROUGHNESS_MIN;
139
- if (anisotropy == 0.0) { return vec2(max(pg, alpha)); }
140
- float di = 1.0 - anisotropy;
141
- float sh = alpha * sqrt(2.0 / (1.0 + di * di));
142
- return max(vec2(pg), vec2(sh, di * sh));
138
+ float qe = ROUGHNESS_MIN * ROUGHNESS_MIN;
139
+ if (anisotropy == 0.0) { return vec2(max(qe, alpha)); }
140
+ float dw = 1.0 - anisotropy;
141
+ float tp = alpha * sqrt(2.0 / (1.0 + dw * dw));
142
+ return max(vec2(qe), vec2(tp, dw * tp));
143
143
  }
144
144
 
145
- vec4 bv(int i);
146
- vec3 kI(int instanceIndex) {
145
+ vec4 bF(int i);
146
+ vec3 lp(int instanceIndex) {
147
147
  if (instanceIndex < 0) return vec3(1.0);
148
- return bv(instanceIndex * ${INSTANCE_VEC4_STRIDE + ''} + 9).rgb;
148
+ return bF(instanceIndex * ${INSTANCE_VEC4_STRIDE + ''} + 9).rgb;
149
149
  }
150
150
 
151
- void eX(
152
- inout J mat,
151
+ void dg(
152
+ inout OpenPbrResolvedMaterial mat,
153
153
  int materialIndex,
154
154
  vec2 uv,
155
155
  vec2 uv1,
@@ -157,62 +157,62 @@ int instanceIndex,
157
157
  vec3 vertexColor
158
158
  ) {
159
159
  int i = materialIndex * MAT_DATA_SIZE;
160
- vec4 oV = fetchMatData(i + MAT_ROW_COLOR);
161
- vec4 fo = fetchMatData(i + MAT_ROW_ROUGHNESS_NORMAL);
162
- vec4 gp = fetchMatData(i + MAT_ROW_METALLIC_MAPS);
163
- vec4 hI = fetchMatData(i + MAT_ROW_EMISSION);
164
- vec4 gZ = fetchMatData(i + MAT_ROW_IOR_TRANSMISSION);
160
+ vec4 pR = fetchMatData(i + MAT_ROW_COLOR);
161
+ vec4 fG = fetchMatData(i + MAT_ROW_ROUGHNESS_NORMAL);
162
+ vec4 gE = fetchMatData(i + MAT_ROW_METALLIC_MAPS);
163
+ vec4 hY = fetchMatData(i + MAT_ROW_EMISSION);
164
+ vec4 hm = fetchMatData(i + MAT_ROW_IOR_TRANSMISSION);
165
165
  vec4 misc = fetchMatData(i + MAT_ROW_MISC);
166
- vec4 nB = fetchMatData(i + MAT_ROW_ALPHA_FILM);
167
- vec4 lR = fetchMatData(i + MAT_ROW_BASE_CONTROLS);
168
- vec4 oZ = fetchMatData(i + MAT_ROW_SPECULAR_FUZZ);
166
+ vec4 ov = fetchMatData(i + MAT_ROW_ALPHA_FILM);
167
+ vec4 mB = fetchMatData(i + MAT_ROW_BASE_CONTROLS);
168
+ vec4 pV = fetchMatData(i + MAT_ROW_SPECULAR_FUZZ);
169
169
  vec4 subsurface = fetchMatData(i + MAT_ROW_SUBSURFACE);
170
- vec4 wq = fetchMatData(i + MAT_ROW_FUZZ);
171
- vec4 vL = fetchMatData(i + MAT_ROW_COAT);
172
- vec4 lS = fetchMatData(i + MAT_ROW_COAT_CONTROLS);
173
- vec4 mX = fetchMatData(i + MAT_ROW_FILM_DISPERSION);
174
- vec4 nA = fetchMatData(i + MAT_ROW_STANDALONE_MAPS);
170
+ vec4 yj = fetchMatData(i + MAT_ROW_FUZZ);
171
+ vec4 xr = fetchMatData(i + MAT_ROW_COAT);
172
+ vec4 mC = fetchMatData(i + MAT_ROW_COAT_CONTROLS);
173
+ vec4 nV = fetchMatData(i + MAT_ROW_FILM_DISPERSION);
174
+ vec4 ou = fetchMatData(i + MAT_ROW_STANDALONE_MAPS);
175
175
  int mapAlphaUsage = int(misc.a);
176
176
 
177
- mat.baseColor = oV.rgb;
178
- mat.materialType = int(oV.w);
179
- mat.specularRoughness = fo.x;
180
- mat.baseMetalness = gp.x;
181
- mat.specularAnisotropy = clamp(gp.y, 0.0, 1.0);
182
- mat.emission = hI.rgb;
177
+ mat.baseColor = pR.rgb;
178
+ mat.materialType = int(pR.w);
179
+ mat.specularRoughness = fG.x;
180
+ mat.baseMetalness = gE.x;
181
+ mat.specularAnisotropy = clamp(gE.y, 0.0, 1.0);
182
+ mat.emission = hY.rgb;
183
183
  mat.inside = false;
184
- mat.specularIor = gZ.x;
185
- mat.transmissionWeight = gZ.y;
184
+ mat.specularIor = hm.x;
185
+ mat.transmissionWeight = hm.y;
186
186
  #ifdef HAS_MEDIUM
187
- mat.mediumType = int(gZ.z);
187
+ mat.mediumType = int(hm.z);
188
188
  #else
189
189
  mat.mediumType = 0;
190
190
  #endif
191
- mat.thinWalled = gZ.w > 0.5;
191
+ mat.thinWalled = hm.w > 0.5;
192
192
  mat.bevel = misc.r;
193
193
  mat.transmissionDispersionScale = misc.g;
194
- mat.dispersionAbbeNumber = max(mX.y, 1e-6);
194
+ mat.dispersionAbbeNumber = max(nV.y, 1e-6);
195
195
  mat.thinFilmThickness = misc.b;
196
- mat.thinFilmIor = nB.b;
197
- mat.thinFilmWeight = clamp(mX.x, 0.0, 1.0);
196
+ mat.thinFilmIor = ov.b;
197
+ mat.thinFilmWeight = clamp(nV.x, 0.0, 1.0);
198
198
 
199
199
  mat.thinFilmThickness *= 1000.0;
200
- mat.baseWeight = clamp(lR.x, 0.0, 1.0);
201
- mat.diffuseRoughness = clamp(lR.y, 0.0, 1.0);
202
- mat.specularWeight = max(0.0, lR.z);
203
- mat.subsurfaceWeight = clamp(lR.w, 0.0, 1.0);
204
- mat.specularColor = max(oZ.rgb, vec3(0.0));
205
- mat.fuzzWeight = clamp(oZ.w, 0.0, 1.0);
200
+ mat.baseWeight = clamp(mB.x, 0.0, 1.0);
201
+ mat.diffuseRoughness = clamp(mB.y, 0.0, 1.0);
202
+ mat.specularWeight = max(0.0, mB.z);
203
+ mat.subsurfaceWeight = clamp(mB.w, 0.0, 1.0);
204
+ mat.specularColor = max(pV.rgb, vec3(0.0));
205
+ mat.fuzzWeight = clamp(pV.w, 0.0, 1.0);
206
206
  mat.subsurfaceColor = max(subsurface.rgb, vec3(0.0));
207
207
  mat.transmissionColor = max(fetchMatData(i + MAT_ROW_TRANSMISSION_COLOR).rgb, vec3(0.0));
208
- mat.fuzzColor = max(wq.rgb, vec3(0.0));
209
- mat.fuzzRoughness = clamp(wq.w, 0.0, 1.0);
210
- mat.coatColor = max(vL.rgb, vec3(0.0));
211
- mat.coatWeight = clamp(vL.w, 0.0, 1.0);
212
- mat.coatRoughness = clamp(lS.x, ROUGHNESS_MIN, 1.0);
213
- mat.coatAnisotropy = clamp(lS.y, 0.0, 1.0);
214
- mat.coatIor = max(lS.z, 1.0);
215
- mat.coatDarkening = clamp(lS.w, 0.0, 1.0);
208
+ mat.fuzzColor = max(yj.rgb, vec3(0.0));
209
+ mat.fuzzRoughness = clamp(yj.w, 0.0, 1.0);
210
+ mat.coatColor = max(xr.rgb, vec3(0.0));
211
+ mat.coatWeight = clamp(xr.w, 0.0, 1.0);
212
+ mat.coatRoughness = clamp(mC.x, ROUGHNESS_MIN, 1.0);
213
+ mat.coatAnisotropy = clamp(mC.y, 0.0, 1.0);
214
+ mat.coatIor = max(mC.z, 1.0);
215
+ mat.coatDarkening = clamp(mC.w, 0.0, 1.0);
216
216
 
217
217
  #ifdef HAS_MEDIUM
218
218
  mat.mediumExtinction = max(fetchMatData(i + MAT_ROW_MEDIUM_EXTINCTION).rgb, vec3(0.0));
@@ -223,48 +223,48 @@ mat.mediumType = max(max(mat.mediumExtinction.x, mat.mediumExtinction.y), mat.me
223
223
 
224
224
 
225
225
  #ifdef HAS_ALPHA
226
- mat.alpha = nB.r;
226
+ mat.alpha = ov.r;
227
227
  #else
228
228
  mat.alpha = 1.0;
229
229
  #endif
230
230
 
231
231
  #ifdef NUM_DIFFUSE_MAPS
232
- int diffuseMapIndex = int(gp.z);
232
+ int diffuseMapIndex = int(gE.z);
233
233
  if (diffuseMapIndex >= 0) {
234
- vec4 oa = sampleMap(
234
+ vec4 diffuse = sampleMap(
235
235
  diffuseMapIndex, getMapUvSet(diffuseMapIndex, uv, uv1)
236
236
  );
237
237
 
238
238
 
239
- mat.baseColor *= decodeMapColor(diffuseMapIndex, oa.rgb);
239
+ mat.baseColor *= decodeMapColor(diffuseMapIndex, diffuse.rgb);
240
240
 
241
241
 
242
242
  if (mapAlphaUsage == ${mapAlphaUsageConstants.transmission + ''}) {
243
- mat.transmissionWeight = 1.0 - oa.a;
243
+ mat.transmissionWeight = 1.0 - diffuse.a;
244
244
  }
245
245
  else if (mapAlphaUsage == ${mapAlphaUsageConstants.alpha + ''}) {
246
- mat.alpha *= oa.a;
246
+ mat.alpha *= diffuse.a;
247
247
  }
248
248
  }
249
249
  #endif
250
250
 
251
251
  ${simpleTextureSample('alphaMap', 'glsl')}
252
252
 
253
- mat.alpha = lr(
254
- mat.alpha, int(fetchMatData(i + MAT_ROW_ALPHA).w), nA.w
253
+ mat.alpha = mb(
254
+ mat.alpha, int(fetchMatData(i + MAT_ROW_ALPHA).w), ou.w
255
255
  );
256
256
 
257
257
  ${simpleTextureSample('transmissionMap', 'glsl')}
258
258
 
259
259
  #ifdef NUM_METALLIC_ROUGHNESS_MAPS
260
- int metallicRoughnessMapIndex = int(gp.w);
260
+ int metallicRoughnessMapIndex = int(gE.w);
261
261
  if (metallicRoughnessMapIndex >= 0) {
262
- vec4 fO = sampleMap(
262
+ vec4 gc = sampleMap(
263
263
  metallicRoughnessMapIndex,
264
264
  getMapUvSet(metallicRoughnessMapIndex, uv, uv1)
265
265
  );
266
- mat.baseMetalness *= fO.b;
267
- mat.specularRoughness *= fO.g;
266
+ mat.baseMetalness *= gc.b;
267
+ mat.specularRoughness *= gc.g;
268
268
  }
269
269
  #endif
270
270
 
@@ -273,7 +273,7 @@ ${simpleTextureSample('roughnessMap', 'glsl')}
273
273
  ${simpleTextureSample('metalnessMap', 'glsl')}
274
274
 
275
275
  #ifdef NUM_EMISSIVE_MAPS
276
- int emissiveMapIndex = int(hI.w);
276
+ int emissiveMapIndex = int(hY.w);
277
277
  if (emissiveMapIndex >= 0) {
278
278
  vec3 emissive = sampleMap(
279
279
  emissiveMapIndex, getMapUvSet(emissiveMapIndex, uv, uv1)
@@ -283,12 +283,12 @@ mat.emission *= decodeMapColor(emissiveMapIndex, emissive);
283
283
  #endif
284
284
 
285
285
  #ifdef NUM_COAT_WEIGHT_MAPS
286
- int hQ = int(fetchMatData(i + MAT_ROW_LAYER_MAPS).x);
287
- if (hQ >= 0 && mat.materialType == 0) {
288
- float qw = clamp(vL.w, 0.0, 1.0) * sampleMap(
289
- hQ, getMapUvSet(hQ, uv, uv1)
286
+ int il = int(fetchMatData(i + MAT_ROW_LAYER_MAPS).x);
287
+ if (il >= 0 && mat.materialType == 0) {
288
+ float rA = clamp(xr.w, 0.0, 1.0) * sampleMap(
289
+ il, getMapUvSet(il, uv, uv1)
290
290
  ).r;
291
- mat.emission *= mix(vec3(1.0), sqrt(max(vL.rgb, vec3(0.0))), qw);
291
+ mat.emission *= mix(vec3(1.0), sqrt(max(xr.rgb, vec3(0.0))), rA);
292
292
  }
293
293
  #endif
294
294
 
@@ -297,7 +297,7 @@ ${thinFilmTextureSample('glsl')}
297
297
  ${simpleTextureSample('coatWeightMap', 'glsl')}
298
298
  #ifdef USE_COAT_NORMAL_FRAMES
299
299
 
300
- mat.coatNormalEnabled = mat.coatWeight > 0.0 && (fo.y >= 0.0 || fetchMatData(i + MAT_ROW_LAYER_MAPS).z >= 0.0);
300
+ mat.coatNormalEnabled = mat.coatWeight > 0.0 && (fG.y >= 0.0 || fetchMatData(i + MAT_ROW_LAYER_MAPS).z >= 0.0);
301
301
  #endif
302
302
 
303
303
  ${simpleTextureSample('coatRoughnessMap', 'glsl')}
@@ -310,29 +310,29 @@ ${simpleTextureSample('specularWeightMap', 'glsl')}
310
310
 
311
311
  ${simpleTextureSample('specularColorMap', 'glsl')}
312
312
 
313
- vec4 kW = fetchMatData(i + MAT_ROW_DIRECTION_NORMAL);
313
+ vec4 lG = fetchMatData(i + MAT_ROW_DIRECTION_NORMAL);
314
314
  mat.anisotropyDirection = vec2(1.0, 0.0);
315
- mat.anisotropyDirectionEnabled = kW.y != 0.0;
315
+ mat.anisotropyDirectionEnabled = lG.y != 0.0;
316
316
  mat.coatAnisotropyRotation = fetchMatData(i + MAT_ROW_FILM_TEXTURE).x;
317
317
  #ifdef NUM_ANISOTROPY_MAPS
318
- if (kW.x >= 0.0) {
319
- int index = int(kW.x);
320
- vec4 eA = sampleMap(index, getMapUvSet(index, uv, uv1));
321
- mat.specularAnisotropy *= eA.b;
322
- vec2 direction = eA.rg * 2.0 - 1.0;
318
+ if (lG.x >= 0.0) {
319
+ int index = int(lG.x);
320
+ vec4 dk = sampleMap(index, getMapUvSet(index, uv, uv1));
321
+ mat.specularAnisotropy *= dk.b;
322
+ vec2 direction = dk.rg * 2.0 - 1.0;
323
323
  if (dot(direction, direction) > 1e-4) mat.anisotropyDirection = normalize(direction);
324
324
  mat.anisotropyDirectionEnabled = true;
325
325
  }
326
326
  #endif
327
327
  #ifdef HAS_GLTF_ANISOTROPY
328
328
  if (fetchMatData(i + MAT_ROW_FILM_TEXTURE).y > 0.5 && mat.specularAnisotropy > 0.0) {
329
- vec2 sF = fe(clamp(mat.specularRoughness, 0.0, 1.0), mat.specularAnisotropy);
330
- mat.specularRoughness = sF.x;
331
- mat.specularAnisotropy = sF.y;
329
+ vec2 tU = fv(clamp(mat.specularRoughness, 0.0, 1.0), mat.specularAnisotropy);
330
+ mat.specularRoughness = tU.x;
331
+ mat.specularAnisotropy = tU.y;
332
332
  }
333
333
  #endif
334
334
  if (mat.anisotropyDirectionEnabled) {
335
- float theta = kW.y;
335
+ float theta = lG.y;
336
336
  vec2 d = mat.anisotropyDirection;
337
337
  mat.anisotropyDirection = vec2(cos(theta)*d.x - sin(theta)*d.y, sin(theta)*d.x + cos(theta)*d.y);
338
338
  }
@@ -340,57 +340,57 @@ mat.anisotropyDirection = vec2(cos(theta)*d.x - sin(theta)*d.y, sin(theta)*d.x +
340
340
 
341
341
 
342
342
  if (mat.coatWeight > 0.0 && mat.coatRoughness > 0.0) {
343
- float hM = mat.specularRoughness * mat.specularRoughness;
344
- float hN = mat.coatRoughness * mat.coatRoughness;
343
+ float ih = mat.specularRoughness * mat.specularRoughness;
344
+ float ij = mat.coatRoughness * mat.coatRoughness;
345
345
  mat.specularRoughness = mix(mat.specularRoughness,
346
- pow(min(1.0, hM * hM + 2.0 * hN * hN), 0.25), mat.coatWeight);
346
+ pow(min(1.0, ih * ih + 2.0 * ij * ij), 0.25), mat.coatWeight);
347
347
  }
348
- vec3 color = kI(instanceIndex) * vertexColor;
348
+ vec3 color = lp(instanceIndex) * vertexColor;
349
349
  mat.baseColor *= color;
350
350
  if (mat.materialType == UNLIT) mat.emission *= color;
351
351
 
352
352
  mat.specularRoughness = clamp(mat.specularRoughness, ROUGHNESS_MIN, 1.0);
353
353
  mat.baseMetalness = clamp(mat.baseMetalness, 0.0, 1.0);
354
- vec2 specularAlpha = aK(mat.specularRoughness, mat.specularAnisotropy);
354
+ vec2 specularAlpha = aN(mat.specularRoughness, mat.specularAnisotropy);
355
355
  mat.alphaX = specularAlpha.x;
356
356
  mat.alphaY = specularAlpha.y;
357
357
  }
358
358
 
359
359
  #if defined(NUM_NORMAL_MAPS)
360
- vec3 ol(int materialIndex, vec2 uv, vec3 normal, vec3 dp1, vec3 dp2, vec2 oc, vec2 od) {
360
+ vec3 pd(int materialIndex, vec2 uv, vec3 normal, vec3 dp1, vec3 dp2, vec2 oW, vec2 oX) {
361
361
  int i = materialIndex * MAT_DATA_SIZE;
362
- vec4 fo = fetchMatData(i + MAT_ROW_ROUGHNESS_NORMAL);
363
- int normalMapIndex = int(fo.y);
362
+ vec4 fG = fetchMatData(i + MAT_ROW_ROUGHNESS_NORMAL);
363
+ int normalMapIndex = int(fG.y);
364
364
  if (normalMapIndex >= 0) {
365
365
 
366
366
 
367
367
 
368
- vec3 qW = cross(dp2, normal);
369
- vec3 qV = cross(normal, dp1);
370
- vec3 dpdu = qW * oc.x + qV * od.x;
371
- vec3 sn = qW * oc.y + qV * od.y;
372
- float dT = max(dot(dpdu, dpdu), dot(sn, sn));
373
- if (dT > 1e-12) {
374
- float sz = inversesqrt(dT);
375
- dpdu *= sz;
376
- sn *= sz;
368
+ vec3 sb = cross(dp2, normal);
369
+ vec3 sa = cross(normal, dp1);
370
+ vec3 dpdu = sb * oW.x + sa * oX.x;
371
+ vec3 tH = sb * oW.y + sa * oX.y;
372
+ float ej = max(dot(dpdu, dpdu), dot(tH, tH));
373
+ if (ej > 1e-12) {
374
+ float tO = inversesqrt(ej);
375
+ dpdu *= tO;
376
+ tH *= tO;
377
377
  }
378
378
  else {
379
379
 
380
380
 
381
381
 
382
- vec3 ns = abs(normal.z) < 0.999
382
+ vec3 oo = abs(normal.z) < 0.999
383
383
  ? vec3(0.0, 0.0, 1.0)
384
384
  : vec3(0.0, 1.0, 0.0);
385
- dpdu = normalize(cross(ns, normal));
386
- sn = cross(normal, dpdu);
385
+ dpdu = normalize(cross(oo, normal));
386
+ tH = cross(normal, dpdu);
387
387
  }
388
388
 
389
389
  vec3 n = 2.0 * sampleMap(normalMapIndex, uv).rgb - 1.0;
390
- n.xy *= fo.zw;
390
+ n.xy *= fG.zw;
391
391
  n = normalize(n);
392
392
 
393
- mat3 tbn = mat3(dpdu, sn, normal);
393
+ mat3 tbn = mat3(dpdu, tH, normal);
394
394
 
395
395
  return normalize(tbn * n);
396
396
  } else {
@@ -1 +1 @@
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see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport { createShaderMixin, glsl, Shader } from '../../shader.js';\n\nexport default createShaderMixin({\n uniforms: {\n materialBuffer: Shader.uniform('sampler2D'),\n materialBufferColumns: Shader.uniform('int', 1),\n mapInfo: Shader.arrayUniform('vec4', 'NUM_MAPS'),\n mapTransform: Shader.arrayUniform('vec4', 'NUM_MAPS'),\n mapUvChannel: Shader.arrayUniform('float', 'NUM_MAPS'),\n mapColorLinear: Shader.arrayUniform('float', 'NUM_MAPS'),\n mapWrap: Shader.arrayUniform('vec2', 'NUM_MAPS'),\n map: Shader.uniform('sampler2DArray')\n },\n defines: {\n NUM_MATERIALS: 1\n },\n main: glsl`\n${materialRowsGlsl()}\n#ifdef HAS_GLTF_ANISOTROPY\nvec2 gltf_anisotropy_to_openpbr(float roughness, float strength) {\n if (strength == 0.0) { return vec2(roughness, 0.0); }\n float u = roughness * roughness;\n float a = u + (1.0 - u) * strength * strength;\n if (a == 0.0) { return vec2(0.0); }\n return vec2(pow((a*a + u*u) * 0.5, 0.25), clamp(1.0 - u/a, 0.0, 1.0));\n}\n\n#endif\n\nvec3 sRGBToLinear(vec3 c) {\n return mix(pow(c * 0.9478672986 + 0.0521327014, vec3(2.4)), c * 0.0773993808, vec3(lessThan(c, vec3(0.04045))));\n}\nvec4 fetchMatData(int i) {\n return fetchData(materialBuffer, i, materialBufferColumns);\n}\n\n// Shared by surface evaluation and shadow occlusion, after texture factors.\nfloat resolveMaterialAlpha(float alpha, int alphaMode, float alphaCutoff) {\n if (alphaMode == ${materialAlphaModeConstants.opaque}) {\n return 1.0;\n }\n if (alphaMode == ${materialAlphaModeConstants.mask}) {\n return alpha >= alphaCutoff ? 1.0 : 0.0;\n }\n return alpha;\n}\n\nfloat getMatType(int idx) {\n return fetchMatData(idx * MAT_DATA_SIZE + MAT_ROW_COLOR).w;\n}\n\nvec2 unpackMaterialIndex(int val) {\n return vec2(float(val >> 8), float(val & 0xff) / 255.0);\n}\n\n#ifdef NUM_MAPS\nvec3 decodeMapColor(int index, vec3 c) {\n if (mapColorLinear[index] > 0.5) { return c; }\n return sRGBToLinear(c);\n}\n\nvec2 getMapSize(int index) {\n return mapInfo[index].xy;\n}\n\nfloat getMapLayer(int index) {\n return floor(mapInfo[index].z);\n}\n\nvec2 getMapOffset(int index) {\n return vec2(fract(mapInfo[index].z), mapInfo[index].w);\n}\n\nfloat wrapMapCoordinate(float value, float mode) {\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\nvec2 wrappedMapUv(int index, vec2 uv) {\n vec4 transform = mapTransform[index];\n vec2 value = uv * transform.xy + transform.zw;\n return vec2(wrapMapCoordinate(value.x, mapWrap[index].x), wrapMapCoordinate(value.y, mapWrap[index].y));\n}\n\nvec2 getMapUV(int index, vec2 uv) {\n vec2 repeatedUv = wrappedMapUv(index, uv);\n vec2 atlasTexel = 1.0 / vec2(textureSize(map, 0).xy);\n vec2 firstTexelCenter = getMapOffset(index);\n vec2 sourceExtent = getMapSize(index) + atlasTexel;\n vec2 sourceOrigin = firstTexelCenter - 0.5 * atlasTexel;\n vec2 lastTexelCenter = firstTexelCenter + sourceExtent - atlasTexel;\n return clamp(\n sourceOrigin + repeatedUv * sourceExtent,\n firstTexelCenter,\n lastTexelCenter\n );\n}\n\nvec2 getMapUvSet(int index, vec2 uv, vec2 uv1) {\n return mapUvChannel[index] > 0.5 ? uv1 : uv;\n}\n\nvec4 loadMapTexel(int index, ivec2 coordinate, ivec2 size, ivec2 origin, vec2 modes) {\n ivec2 p = clamp(coordinate, ivec2(0), size - 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 texelFetch(map, ivec3(origin + p, int(getMapLayer(index))), 0);\n}\n\nvec4 sampleMap(int index, vec2 uv) {\n ivec2 size = ivec2(round(getMapSize(index) * vec2(textureSize(map, 0).xy) + 1.0));\n vec2 texel = wrappedMapUv(index, uv) * vec2(size) - 0.5;\n vec2 modes = mapWrap[index];\n if ((size.x > 1 && modes.x < 0.5 && (texel.x < 0.0 || texel.x > float(size.x - 1))) ||\n (size.y > 1 && modes.y < 0.5 && (texel.y < 0.0 || texel.y > float(size.y - 1)))) {\n ivec2 base = ivec2(floor(texel));\n vec2 weight = fract(texel);\n ivec2 origin = ivec2(round(getMapOffset(index) * vec2(textureSize(map, 0).xy) - 0.5));\n return mix(\n mix(loadMapTexel(index, base, size, origin, modes), loadMapTexel(index, base + ivec2(1, 0), size, origin, modes), weight.x),\n mix(loadMapTexel(index, base + ivec2(0, 1), size, origin, modes), loadMapTexel(index, base + ivec2(1, 1), size, origin, modes), weight.x), weight.y);\n }\n return texture(map, vec3(getMapUV(index, uv), getMapLayer(index)));\n}\n#endif\n\n// OpenPBR 1.1.1: RMS-preserving GGX anisotropy, shared by base and coat.\nvec2 openpbr_roughness_to_alpha(float roughness, float anisotropy) {\n float alpha = roughness * roughness;\n float alphaMin = ROUGHNESS_MIN * ROUGHNESS_MIN;\n if (anisotropy == 0.0) { return vec2(max(alphaMin, alpha)); }\n float complement = 1.0 - anisotropy;\n float alphaT = alpha * sqrt(2.0 / (1.0 + complement * complement));\n return max(vec2(alphaMin), vec2(alphaT, complement * alphaT));\n}\n\nvec4 fetchIns(int i);\nvec3 getInstanceColor(int instanceIndex) {\n if (instanceIndex < 0) return vec3(1.0);\n return fetchIns(instanceIndex * ${INSTANCE_VEC4_STRIDE + ''} + 9).rgb;\n}\n\nvoid getMaterial(\n inout OpenPbrResolvedMaterial mat,\n int materialIndex,\n vec2 uv,\n vec2 uv1,\n int instanceIndex,\n vec3 vertexColor\n) {\n int i = materialIndex * MAT_DATA_SIZE;\n vec4 colorAndMatType = fetchMatData(i + MAT_ROW_COLOR);\n vec4 roughnessAndNormal = fetchMatData(i + MAT_ROW_ROUGHNESS_NORMAL);\n vec4 metallicAndMapIndex = fetchMatData(i + MAT_ROW_METALLIC_MAPS);\n vec4 emissionAndEmissiveMapIndex = fetchMatData(i + MAT_ROW_EMISSION);\n vec4 iorAndTransmission = fetchMatData(i + MAT_ROW_IOR_TRANSMISSION);\n vec4 misc = fetchMatData(i + MAT_ROW_MISC);\n vec4 alphaAndThinFilm = fetchMatData(i + MAT_ROW_ALPHA_FILM);\n vec4 baseControls = fetchMatData(i + MAT_ROW_BASE_CONTROLS);\n vec4 specularAndFuzz = fetchMatData(i + MAT_ROW_SPECULAR_FUZZ);\n vec4 subsurface = fetchMatData(i + MAT_ROW_SUBSURFACE);\n vec4 fuzz = fetchMatData(i + MAT_ROW_FUZZ);\n vec4 coat = fetchMatData(i + MAT_ROW_COAT);\n vec4 coatControls = fetchMatData(i + MAT_ROW_COAT_CONTROLS);\n vec4 filmAndDispersion = fetchMatData(i + MAT_ROW_FILM_DISPERSION);\n vec4 standaloneMetalRoughMaps = fetchMatData(i + MAT_ROW_STANDALONE_MAPS);\n int mapAlphaUsage = int(misc.a);\n\n mat.baseColor = colorAndMatType.rgb;\n mat.materialType = int(colorAndMatType.w);\n mat.specularRoughness = roughnessAndNormal.x;\n mat.baseMetalness = metallicAndMapIndex.x;\n mat.specularAnisotropy = clamp(metallicAndMapIndex.y, 0.0, 1.0);\n mat.emission = emissionAndEmissiveMapIndex.rgb;\n mat.inside = false;\n mat.specularIor = iorAndTransmission.x;\n mat.transmissionWeight = iorAndTransmission.y;\n#ifdef HAS_MEDIUM\n mat.mediumType = int(iorAndTransmission.z);\n#else\n mat.mediumType = 0;\n#endif\n mat.thinWalled = iorAndTransmission.w > 0.5;\n mat.bevel = misc.r;\n mat.transmissionDispersionScale = misc.g;\n mat.dispersionAbbeNumber = max(filmAndDispersion.y, 1e-6);\n mat.thinFilmThickness = misc.b;\n mat.thinFilmIor = alphaAndThinFilm.b;\n mat.thinFilmWeight = clamp(filmAndDispersion.x, 0.0, 1.0);\n // OpenPBR specifies micrometres; the interference routine uses nanometres.\n mat.thinFilmThickness *= 1000.0;\n mat.baseWeight = clamp(baseControls.x, 0.0, 1.0);\n mat.diffuseRoughness = clamp(baseControls.y, 0.0, 1.0);\n mat.specularWeight = max(0.0, baseControls.z);\n mat.subsurfaceWeight = clamp(baseControls.w, 0.0, 1.0);\n mat.specularColor = max(specularAndFuzz.rgb, vec3(0.0));\n mat.fuzzWeight = clamp(specularAndFuzz.w, 0.0, 1.0);\n mat.subsurfaceColor = max(subsurface.rgb, vec3(0.0));\n mat.transmissionColor = max(fetchMatData(i + MAT_ROW_TRANSMISSION_COLOR).rgb, vec3(0.0));\n mat.fuzzColor = max(fuzz.rgb, vec3(0.0));\n mat.fuzzRoughness = clamp(fuzz.w, 0.0, 1.0);\n mat.coatColor = max(coat.rgb, vec3(0.0));\n mat.coatWeight = clamp(coat.w, 0.0, 1.0);\n mat.coatRoughness = clamp(coatControls.x, ROUGHNESS_MIN, 1.0);\n mat.coatAnisotropy = clamp(coatControls.y, 0.0, 1.0);\n mat.coatIor = max(coatControls.z, 1.0);\n mat.coatDarkening = clamp(coatControls.w, 0.0, 1.0);\n\n#ifdef HAS_MEDIUM\n mat.mediumExtinction = max(fetchMatData(i + MAT_ROW_MEDIUM_EXTINCTION).rgb, vec3(0.0));\n mat.mediumAnisotropy = clamp(fetchMatData(i + MAT_ROW_MEDIUM_EXTINCTION).a, -1.0, 1.0);\n mat.mediumScattering = max(fetchMatData(i + MAT_ROW_MEDIUM_SCATTERING).rgb, vec3(0.0));\n mat.mediumType = max(max(mat.mediumExtinction.x, mat.mediumExtinction.y), mat.mediumExtinction.z) > 0.0 ? 1 : 0;\n#endif\n\n\n#ifdef HAS_ALPHA\n mat.alpha = alphaAndThinFilm.r;\n#else\n mat.alpha = 1.0;\n#endif\n\n #ifdef NUM_DIFFUSE_MAPS\n int diffuseMapIndex = int(metallicAndMapIndex.z);\n if (diffuseMapIndex >= 0) {\n vec4 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 mat.baseColor *= decodeMapColor(diffuseMapIndex, diffuse.rgb);\n\n // Map alpha to transmission\n if (mapAlphaUsage == ${mapAlphaUsageConstants.transmission + ''}) {\n mat.transmissionWeight = 1.0 - diffuse.a;\n }\n else if (mapAlphaUsage == ${mapAlphaUsageConstants.alpha + ''}) {\n mat.alpha *= diffuse.a;\n }\n }\n #endif\n\n ${simpleTextureSample('alphaMap', 'glsl')}\n\n mat.alpha = resolveMaterialAlpha(\n mat.alpha, int(fetchMatData(i + MAT_ROW_ALPHA).w), standaloneMetalRoughMaps.w\n );\n\n ${simpleTextureSample('transmissionMap', 'glsl')}\n\n #ifdef NUM_METALLIC_ROUGHNESS_MAPS\n int metallicRoughnessMapIndex = int(metallicAndMapIndex.w);\n if (metallicRoughnessMapIndex >= 0) {\n vec4 metallicRoughness = sampleMap(\n metallicRoughnessMapIndex,\n getMapUvSet(metallicRoughnessMapIndex, uv, uv1)\n );\n mat.baseMetalness *= metallicRoughness.b;\n mat.specularRoughness *= metallicRoughness.g;\n }\n #endif\n\n ${simpleTextureSample('roughnessMap', 'glsl')}\n\n ${simpleTextureSample('metalnessMap', 'glsl')}\n\n #ifdef NUM_EMISSIVE_MAPS\n int emissiveMapIndex = int(emissionAndEmissiveMapIndex.w);\n if (emissiveMapIndex >= 0) {\n vec3 emissive = sampleMap(\n emissiveMapIndex, getMapUvSet(emissiveMapIndex, uv, uv1)\n ).rgb;\n mat.emission *= decodeMapColor(emissiveMapIndex, emissive);\n }\n #endif\n\n #ifdef NUM_COAT_WEIGHT_MAPS\n int emissionCoatMapIndex = int(fetchMatData(i + MAT_ROW_LAYER_MAPS).x);\n if (emissionCoatMapIndex >= 0 && mat.materialType == 0) {\n float emissionCoatWeight = clamp(coat.w, 0.0, 1.0) * sampleMap(\n emissionCoatMapIndex, getMapUvSet(emissionCoatMapIndex, uv, uv1)\n ).r;\n mat.emission *= mix(vec3(1.0), sqrt(max(coat.rgb, vec3(0.0))), emissionCoatWeight);\n }\n #endif\n\n ${thinFilmTextureSample('glsl')}\n\n ${simpleTextureSample('coatWeightMap', 'glsl')}\n#ifdef USE_COAT_NORMAL_FRAMES\n // Independent coat shading also applies when the coat has no normal map.\n mat.coatNormalEnabled = mat.coatWeight > 0.0 && (roughnessAndNormal.y >= 0.0 || fetchMatData(i + MAT_ROW_LAYER_MAPS).z >= 0.0);\n#endif\n\n ${simpleTextureSample('coatRoughnessMap', 'glsl')}\n\n ${simpleTextureSample('fuzzColorMap', 'glsl')}\n\n ${simpleTextureSample('fuzzRoughnessMap', 'glsl')}\n\n ${simpleTextureSample('specularWeightMap', 'glsl')}\n\n ${simpleTextureSample('specularColorMap', 'glsl')}\n\n vec4 directionInfo = fetchMatData(i + MAT_ROW_DIRECTION_NORMAL);\n mat.anisotropyDirection = vec2(1.0, 0.0);\n mat.anisotropyDirectionEnabled = directionInfo.y != 0.0;\n mat.coatAnisotropyRotation = fetchMatData(i + MAT_ROW_FILM_TEXTURE).x;\n#ifdef NUM_ANISOTROPY_MAPS\n if (directionInfo.x >= 0.0) {\n int index = int(directionInfo.x);\n vec4 texel = sampleMap(index, getMapUvSet(index, uv, uv1));\n mat.specularAnisotropy *= texel.b;\n vec2 direction = texel.rg * 2.0 - 1.0;\n if (dot(direction, direction) > 1e-4) mat.anisotropyDirection = normalize(direction);\n mat.anisotropyDirectionEnabled = true;\n }\n#endif\n#ifdef HAS_GLTF_ANISOTROPY\n if (fetchMatData(i + MAT_ROW_FILM_TEXTURE).y > 0.5 && mat.specularAnisotropy > 0.0) {\n vec2 native = gltf_anisotropy_to_openpbr(clamp(mat.specularRoughness, 0.0, 1.0), mat.specularAnisotropy);\n mat.specularRoughness = native.x;\n mat.specularAnisotropy = native.y;\n }\n#endif\n if (mat.anisotropyDirectionEnabled) {\n float theta = directionInfo.y;\n vec2 d = mat.anisotropyDirection;\n mat.anisotropyDirection = vec2(cos(theta)*d.x - sin(theta)*d.y, sin(theta)*d.x + cos(theta)*d.y);\n }\n\n // OpenPBR 1.1.1: coat refraction broadens all base microfacet lobes.\n // Keep the zero-coat / smooth-coat paths byte-identical.\n if (mat.coatWeight > 0.0 && mat.coatRoughness > 0.0) {\n float baseRoughness2 = mat.specularRoughness * mat.specularRoughness;\n float coatRoughness2 = mat.coatRoughness * mat.coatRoughness;\n mat.specularRoughness = mix(mat.specularRoughness,\n pow(min(1.0, baseRoughness2 * baseRoughness2 + 2.0 * coatRoughness2 * coatRoughness2), 0.25), mat.coatWeight);\n }\n vec3 color = getInstanceColor(instanceIndex) * vertexColor;\n mat.baseColor *= color;\n if (mat.materialType == UNLIT) mat.emission *= color;\n\n mat.specularRoughness = clamp(mat.specularRoughness, ROUGHNESS_MIN, 1.0);\n mat.baseMetalness = clamp(mat.baseMetalness, 0.0, 1.0);\n vec2 specularAlpha = openpbr_roughness_to_alpha(mat.specularRoughness, mat.specularAnisotropy);\n mat.alphaX = specularAlpha.x;\n mat.alphaY = specularAlpha.y;\n}\n\n#if defined(NUM_NORMAL_MAPS)\nvec3 getMatNormal(int materialIndex, vec2 uv, vec3 normal, vec3 dp1, vec3 dp2, vec2 duv1, vec2 duv2) {\n int i = materialIndex * MAT_DATA_SIZE;\n vec4 roughnessAndNormal = fetchMatData(i + MAT_ROW_ROUGHNESS_NORMAL);\n int normalMapIndex = int(roughnessAndNormal.y);\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 vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 dpdu = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 dpdv = dp2perp * duv1.y + dp1perp * duv2.y;\n float gradientLengthSquared = max(dot(dpdu, dpdu), dot(dpdv, dpdv));\n if (gradientLengthSquared > 1e-12) {\n float invmax = inversesqrt(gradientLengthSquared);\n dpdu *= invmax;\n dpdv *= invmax;\n }\n else {\n // Imported meshes can legitimately omit UVs and use generated or\n // triplanar projection. Their zero UV derivatives must not turn the TBN\n // basis (and then every lighting result) into NaN.\n vec3 referenceAxis = abs(normal.z) < 0.999\n ? vec3(0.0, 0.0, 1.0)\n : vec3(0.0, 1.0, 0.0);\n dpdu = normalize(cross(referenceAxis, normal));\n dpdv = cross(normal, dpdu);\n }\n\n vec3 n = 2.0 * sampleMap(normalMapIndex, uv).rgb - 1.0;\n n.xy *= roughnessAndNormal.zw;\n n = normalize(n);\n\n mat3 tbn = mat3(dpdu, dpdv, normal);\n\n return normalize(tbn * n);\n } else {\n return normal;\n }\n}\n#endif\n\n`\n});\n"]}
1
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see LICENSES/RayTracingRenderer-MIT.txt.\n\nimport { createShaderMixin, glsl, Shader } from '../../shader.js';\n\nexport default createShaderMixin({\n uniforms: {\n materialBuffer: Shader.uniform('sampler2D'),\n materialBufferColumns: Shader.uniform('int', 1),\n mapInfo: Shader.arrayUniform('vec4', 'NUM_MAPS'),\n mapTransform: Shader.arrayUniform('vec4', 'NUM_MAPS'),\n mapUvChannel: Shader.arrayUniform('float', 'NUM_MAPS'),\n mapColorLinear: Shader.arrayUniform('float', 'NUM_MAPS'),\n mapWrap: Shader.arrayUniform('vec2', 'NUM_MAPS'),\n map: Shader.uniform('sampler2DArray')\n },\n defines: {\n NUM_MATERIALS: 1\n },\n main: glsl`\n${materialRowsGlsl()}\n#ifdef HAS_GLTF_ANISOTROPY\nvec2 gltf_anisotropy_to_openpbr(float roughness, float strength) {\n if (strength == 0.0) { return vec2(roughness, 0.0); }\n float u = roughness * roughness;\n float a = u + (1.0 - u) * strength * strength;\n if (a == 0.0) { return vec2(0.0); }\n return vec2(pow((a*a + u*u) * 0.5, 0.25), clamp(1.0 - u/a, 0.0, 1.0));\n}\n\n#endif\n\nvec3 sRGBToLinear(vec3 c) {\n return mix(pow(c * 0.9478672986 + 0.0521327014, vec3(2.4)), c * 0.0773993808, vec3(lessThan(c, vec3(0.04045))));\n}\nvec4 fetchMatData(int i) {\n return fetchData(materialBuffer, i, materialBufferColumns);\n}\n\n// Shared by surface evaluation and shadow occlusion, after texture factors.\nfloat resolveMaterialAlpha(float alpha, int alphaMode, float alphaCutoff) {\n if (alphaMode == ${materialAlphaModeConstants.opaque}) {\n return 1.0;\n }\n if (alphaMode == ${materialAlphaModeConstants.mask}) {\n return alpha >= alphaCutoff ? 1.0 : 0.0;\n }\n return alpha;\n}\n\nfloat getMatType(int idx) {\n return fetchMatData(idx * MAT_DATA_SIZE + MAT_ROW_COLOR).w;\n}\n\nvec2 unpackMaterialIndex(int val) {\n return vec2(float(val >> 8), float(val & 0xff) / 255.0);\n}\n\n#ifdef NUM_MAPS\nvec3 decodeMapColor(int index, vec3 c) {\n if (mapColorLinear[index] > 0.5) { return c; }\n return sRGBToLinear(c);\n}\n\nvec2 getMapSize(int index) {\n return mapInfo[index].xy;\n}\n\nfloat getMapLayer(int index) {\n return floor(mapInfo[index].z);\n}\n\nvec2 getMapOffset(int index) {\n return vec2(fract(mapInfo[index].z), mapInfo[index].w);\n}\n\nfloat wrapMapCoordinate(float value, float mode) {\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\nvec2 wrappedMapUv(int index, vec2 uv) {\n vec4 transform = mapTransform[index];\n vec2 value = uv * transform.xy + transform.zw;\n return vec2(wrapMapCoordinate(value.x, mapWrap[index].x), wrapMapCoordinate(value.y, mapWrap[index].y));\n}\n\nvec2 getMapUV(int index, vec2 uv) {\n vec2 repeatedUv = wrappedMapUv(index, uv);\n vec2 atlasTexel = 1.0 / vec2(textureSize(map, 0).xy);\n vec2 firstTexelCenter = getMapOffset(index);\n vec2 sourceExtent = getMapSize(index) + atlasTexel;\n vec2 sourceOrigin = firstTexelCenter - 0.5 * atlasTexel;\n vec2 lastTexelCenter = firstTexelCenter + sourceExtent - atlasTexel;\n return clamp(\n sourceOrigin + repeatedUv * sourceExtent,\n firstTexelCenter,\n lastTexelCenter\n );\n}\n\nvec2 getMapUvSet(int index, vec2 uv, vec2 uv1) {\n return mapUvChannel[index] > 0.5 ? uv1 : uv;\n}\n\nvec4 loadMapTexel(int index, ivec2 coordinate, ivec2 size, ivec2 origin, vec2 modes) {\n ivec2 p = clamp(coordinate, ivec2(0), size - 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 texelFetch(map, ivec3(origin + p, int(getMapLayer(index))), 0);\n}\n\nvec4 sampleMap(int index, vec2 uv) {\n ivec2 size = ivec2(round(getMapSize(index) * vec2(textureSize(map, 0).xy) + 1.0));\n vec2 texel = wrappedMapUv(index, uv) * vec2(size) - 0.5;\n vec2 modes = mapWrap[index];\n if ((size.x > 1 && modes.x < 0.5 && (texel.x < 0.0 || texel.x > float(size.x - 1))) ||\n (size.y > 1 && modes.y < 0.5 && (texel.y < 0.0 || texel.y > float(size.y - 1)))) {\n ivec2 base = ivec2(floor(texel));\n vec2 weight = fract(texel);\n ivec2 origin = ivec2(round(getMapOffset(index) * vec2(textureSize(map, 0).xy) - 0.5));\n return mix(\n mix(loadMapTexel(index, base, size, origin, modes), loadMapTexel(index, base + ivec2(1, 0), size, origin, modes), weight.x),\n mix(loadMapTexel(index, base + ivec2(0, 1), size, origin, modes), loadMapTexel(index, base + ivec2(1, 1), size, origin, modes), weight.x), weight.y);\n }\n return texture(map, vec3(getMapUV(index, uv), getMapLayer(index)));\n}\n#endif\n\n// OpenPBR 1.1.1: RMS-preserving GGX anisotropy, shared by base and coat.\nvec2 openpbr_roughness_to_alpha(float roughness, float anisotropy) {\n float alpha = roughness * roughness;\n float alphaMin = ROUGHNESS_MIN * ROUGHNESS_MIN;\n if (anisotropy == 0.0) { return vec2(max(alphaMin, alpha)); }\n float complement = 1.0 - anisotropy;\n float alphaT = alpha * sqrt(2.0 / (1.0 + complement * complement));\n return max(vec2(alphaMin), vec2(alphaT, complement * alphaT));\n}\n\nvec4 fetchIns(int i);\nvec3 getInstanceColor(int instanceIndex) {\n if (instanceIndex < 0) return vec3(1.0);\n return fetchIns(instanceIndex * ${INSTANCE_VEC4_STRIDE + ''} + 9).rgb;\n}\n\nvoid getMaterial(\n inout OpenPbrResolvedMaterial mat,\n int materialIndex,\n vec2 uv,\n vec2 uv1,\n int instanceIndex,\n vec3 vertexColor\n) {\n int i = materialIndex * MAT_DATA_SIZE;\n vec4 colorAndMatType = fetchMatData(i + MAT_ROW_COLOR);\n vec4 roughnessAndNormal = fetchMatData(i + MAT_ROW_ROUGHNESS_NORMAL);\n vec4 metallicAndMapIndex = fetchMatData(i + MAT_ROW_METALLIC_MAPS);\n vec4 emissionAndEmissiveMapIndex = fetchMatData(i + MAT_ROW_EMISSION);\n vec4 iorAndTransmission = fetchMatData(i + MAT_ROW_IOR_TRANSMISSION);\n vec4 misc = fetchMatData(i + MAT_ROW_MISC);\n vec4 alphaAndThinFilm = fetchMatData(i + MAT_ROW_ALPHA_FILM);\n vec4 baseControls = fetchMatData(i + MAT_ROW_BASE_CONTROLS);\n vec4 specularAndFuzz = fetchMatData(i + MAT_ROW_SPECULAR_FUZZ);\n vec4 subsurface = fetchMatData(i + MAT_ROW_SUBSURFACE);\n vec4 fuzz = fetchMatData(i + MAT_ROW_FUZZ);\n vec4 coat = fetchMatData(i + MAT_ROW_COAT);\n vec4 coatControls = fetchMatData(i + MAT_ROW_COAT_CONTROLS);\n vec4 filmAndDispersion = fetchMatData(i + MAT_ROW_FILM_DISPERSION);\n vec4 standaloneMetalRoughMaps = fetchMatData(i + MAT_ROW_STANDALONE_MAPS);\n int mapAlphaUsage = int(misc.a);\n\n mat.baseColor = colorAndMatType.rgb;\n mat.materialType = int(colorAndMatType.w);\n mat.specularRoughness = roughnessAndNormal.x;\n mat.baseMetalness = metallicAndMapIndex.x;\n mat.specularAnisotropy = clamp(metallicAndMapIndex.y, 0.0, 1.0);\n mat.emission = emissionAndEmissiveMapIndex.rgb;\n mat.inside = false;\n mat.specularIor = iorAndTransmission.x;\n mat.transmissionWeight = iorAndTransmission.y;\n#ifdef HAS_MEDIUM\n mat.mediumType = int(iorAndTransmission.z);\n#else\n mat.mediumType = 0;\n#endif\n mat.thinWalled = iorAndTransmission.w > 0.5;\n mat.bevel = misc.r;\n mat.transmissionDispersionScale = misc.g;\n mat.dispersionAbbeNumber = max(filmAndDispersion.y, 1e-6);\n mat.thinFilmThickness = misc.b;\n mat.thinFilmIor = alphaAndThinFilm.b;\n mat.thinFilmWeight = clamp(filmAndDispersion.x, 0.0, 1.0);\n // OpenPBR specifies micrometres; the interference routine uses nanometres.\n mat.thinFilmThickness *= 1000.0;\n mat.baseWeight = clamp(baseControls.x, 0.0, 1.0);\n mat.diffuseRoughness = clamp(baseControls.y, 0.0, 1.0);\n mat.specularWeight = max(0.0, baseControls.z);\n mat.subsurfaceWeight = clamp(baseControls.w, 0.0, 1.0);\n mat.specularColor = max(specularAndFuzz.rgb, vec3(0.0));\n mat.fuzzWeight = clamp(specularAndFuzz.w, 0.0, 1.0);\n mat.subsurfaceColor = max(subsurface.rgb, vec3(0.0));\n mat.transmissionColor = max(fetchMatData(i + MAT_ROW_TRANSMISSION_COLOR).rgb, vec3(0.0));\n mat.fuzzColor = max(fuzz.rgb, vec3(0.0));\n mat.fuzzRoughness = clamp(fuzz.w, 0.0, 1.0);\n mat.coatColor = max(coat.rgb, vec3(0.0));\n mat.coatWeight = clamp(coat.w, 0.0, 1.0);\n mat.coatRoughness = clamp(coatControls.x, ROUGHNESS_MIN, 1.0);\n mat.coatAnisotropy = clamp(coatControls.y, 0.0, 1.0);\n mat.coatIor = max(coatControls.z, 1.0);\n mat.coatDarkening = clamp(coatControls.w, 0.0, 1.0);\n\n#ifdef HAS_MEDIUM\n mat.mediumExtinction = max(fetchMatData(i + MAT_ROW_MEDIUM_EXTINCTION).rgb, vec3(0.0));\n mat.mediumAnisotropy = clamp(fetchMatData(i + MAT_ROW_MEDIUM_EXTINCTION).a, -1.0, 1.0);\n mat.mediumScattering = max(fetchMatData(i + MAT_ROW_MEDIUM_SCATTERING).rgb, vec3(0.0));\n mat.mediumType = max(max(mat.mediumExtinction.x, mat.mediumExtinction.y), mat.mediumExtinction.z) > 0.0 ? 1 : 0;\n#endif\n\n\n#ifdef HAS_ALPHA\n mat.alpha = alphaAndThinFilm.r;\n#else\n mat.alpha = 1.0;\n#endif\n\n #ifdef NUM_DIFFUSE_MAPS\n int diffuseMapIndex = int(metallicAndMapIndex.z);\n if (diffuseMapIndex >= 0) {\n vec4 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 mat.baseColor *= decodeMapColor(diffuseMapIndex, diffuse.rgb);\n\n // Map alpha to transmission\n if (mapAlphaUsage == ${mapAlphaUsageConstants.transmission + ''}) {\n mat.transmissionWeight = 1.0 - diffuse.a;\n }\n else if (mapAlphaUsage == ${mapAlphaUsageConstants.alpha + ''}) {\n mat.alpha *= diffuse.a;\n }\n }\n #endif\n\n ${simpleTextureSample('alphaMap', 'glsl')}\n\n mat.alpha = resolveMaterialAlpha(\n mat.alpha, int(fetchMatData(i + MAT_ROW_ALPHA).w), standaloneMetalRoughMaps.w\n );\n\n ${simpleTextureSample('transmissionMap', 'glsl')}\n\n #ifdef NUM_METALLIC_ROUGHNESS_MAPS\n int metallicRoughnessMapIndex = int(metallicAndMapIndex.w);\n if (metallicRoughnessMapIndex >= 0) {\n vec4 metallicRoughness = sampleMap(\n metallicRoughnessMapIndex,\n getMapUvSet(metallicRoughnessMapIndex, uv, uv1)\n );\n mat.baseMetalness *= metallicRoughness.b;\n mat.specularRoughness *= metallicRoughness.g;\n }\n #endif\n\n ${simpleTextureSample('roughnessMap', 'glsl')}\n\n ${simpleTextureSample('metalnessMap', 'glsl')}\n\n #ifdef NUM_EMISSIVE_MAPS\n int emissiveMapIndex = int(emissionAndEmissiveMapIndex.w);\n if (emissiveMapIndex >= 0) {\n vec3 emissive = sampleMap(\n emissiveMapIndex, getMapUvSet(emissiveMapIndex, uv, uv1)\n ).rgb;\n mat.emission *= decodeMapColor(emissiveMapIndex, emissive);\n }\n #endif\n\n #ifdef NUM_COAT_WEIGHT_MAPS\n int emissionCoatMapIndex = int(fetchMatData(i + MAT_ROW_LAYER_MAPS).x);\n if (emissionCoatMapIndex >= 0 && mat.materialType == 0) {\n float emissionCoatWeight = clamp(coat.w, 0.0, 1.0) * sampleMap(\n emissionCoatMapIndex, getMapUvSet(emissionCoatMapIndex, uv, uv1)\n ).r;\n mat.emission *= mix(vec3(1.0), sqrt(max(coat.rgb, vec3(0.0))), emissionCoatWeight);\n }\n #endif\n\n ${thinFilmTextureSample('glsl')}\n\n ${simpleTextureSample('coatWeightMap', 'glsl')}\n#ifdef USE_COAT_NORMAL_FRAMES\n // Independent coat shading also applies when the coat has no normal map.\n mat.coatNormalEnabled = mat.coatWeight > 0.0 && (roughnessAndNormal.y >= 0.0 || fetchMatData(i + MAT_ROW_LAYER_MAPS).z >= 0.0);\n#endif\n\n ${simpleTextureSample('coatRoughnessMap', 'glsl')}\n\n ${simpleTextureSample('fuzzColorMap', 'glsl')}\n\n ${simpleTextureSample('fuzzRoughnessMap', 'glsl')}\n\n ${simpleTextureSample('specularWeightMap', 'glsl')}\n\n ${simpleTextureSample('specularColorMap', 'glsl')}\n\n vec4 directionInfo = fetchMatData(i + MAT_ROW_DIRECTION_NORMAL);\n mat.anisotropyDirection = vec2(1.0, 0.0);\n mat.anisotropyDirectionEnabled = directionInfo.y != 0.0;\n mat.coatAnisotropyRotation = fetchMatData(i + MAT_ROW_FILM_TEXTURE).x;\n#ifdef NUM_ANISOTROPY_MAPS\n if (directionInfo.x >= 0.0) {\n int index = int(directionInfo.x);\n vec4 texel = sampleMap(index, getMapUvSet(index, uv, uv1));\n mat.specularAnisotropy *= texel.b;\n vec2 direction = texel.rg * 2.0 - 1.0;\n if (dot(direction, direction) > 1e-4) mat.anisotropyDirection = normalize(direction);\n mat.anisotropyDirectionEnabled = true;\n }\n#endif\n#ifdef HAS_GLTF_ANISOTROPY\n if (fetchMatData(i + MAT_ROW_FILM_TEXTURE).y > 0.5 && mat.specularAnisotropy > 0.0) {\n vec2 native = gltf_anisotropy_to_openpbr(clamp(mat.specularRoughness, 0.0, 1.0), mat.specularAnisotropy);\n mat.specularRoughness = native.x;\n mat.specularAnisotropy = native.y;\n }\n#endif\n if (mat.anisotropyDirectionEnabled) {\n float theta = directionInfo.y;\n vec2 d = mat.anisotropyDirection;\n mat.anisotropyDirection = vec2(cos(theta)*d.x - sin(theta)*d.y, sin(theta)*d.x + cos(theta)*d.y);\n }\n\n // OpenPBR 1.1.1: coat refraction broadens all base microfacet lobes.\n // Keep the zero-coat / smooth-coat paths byte-identical.\n if (mat.coatWeight > 0.0 && mat.coatRoughness > 0.0) {\n float baseRoughness2 = mat.specularRoughness * mat.specularRoughness;\n float coatRoughness2 = mat.coatRoughness * mat.coatRoughness;\n mat.specularRoughness = mix(mat.specularRoughness,\n pow(min(1.0, baseRoughness2 * baseRoughness2 + 2.0 * coatRoughness2 * coatRoughness2), 0.25), mat.coatWeight);\n }\n vec3 color = getInstanceColor(instanceIndex) * vertexColor;\n mat.baseColor *= color;\n if (mat.materialType == UNLIT) mat.emission *= color;\n\n mat.specularRoughness = clamp(mat.specularRoughness, ROUGHNESS_MIN, 1.0);\n mat.baseMetalness = clamp(mat.baseMetalness, 0.0, 1.0);\n vec2 specularAlpha = openpbr_roughness_to_alpha(mat.specularRoughness, mat.specularAnisotropy);\n mat.alphaX = specularAlpha.x;\n mat.alphaY = specularAlpha.y;\n}\n\n#if defined(NUM_NORMAL_MAPS)\nvec3 getMatNormal(int materialIndex, vec2 uv, vec3 normal, vec3 dp1, vec3 dp2, vec2 duv1, vec2 duv2) {\n int i = materialIndex * MAT_DATA_SIZE;\n vec4 roughnessAndNormal = fetchMatData(i + MAT_ROW_ROUGHNESS_NORMAL);\n int normalMapIndex = int(roughnessAndNormal.y);\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 vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 dpdu = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 dpdv = dp2perp * duv1.y + dp1perp * duv2.y;\n float gradientLengthSquared = max(dot(dpdu, dpdu), dot(dpdv, dpdv));\n if (gradientLengthSquared > 1e-12) {\n float invmax = inversesqrt(gradientLengthSquared);\n dpdu *= invmax;\n dpdv *= invmax;\n }\n else {\n // Imported meshes can legitimately omit UVs and use generated or\n // triplanar projection. Their zero UV derivatives must not turn the TBN\n // basis (and then every lighting result) into NaN.\n vec3 referenceAxis = abs(normal.z) < 0.999\n ? vec3(0.0, 0.0, 1.0)\n : vec3(0.0, 1.0, 0.0);\n dpdu = normalize(cross(referenceAxis, normal));\n dpdv = cross(normal, dpdu);\n }\n\n vec3 n = 2.0 * sampleMap(normalMapIndex, uv).rgb - 1.0;\n n.xy *= roughnessAndNormal.zw;\n n = normalize(n);\n\n mat3 tbn = mat3(dpdu, dpdv, normal);\n\n return normalize(tbn * n);\n } else {\n return normal;\n }\n}\n#endif\n\n`\n});\n"]}