@needle-tools/three 0.154.3 → 0.160.3

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 (957) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -84
  3. package/build/three.cjs +53679 -51654
  4. package/build/three.module.js +53263 -51253
  5. package/build/three.module.min.js +6 -6
  6. package/examples/fonts/LICENSE +13 -13
  7. package/examples/fonts/README.md +11 -11
  8. package/examples/fonts/droid/NOTICE +190 -190
  9. package/examples/fonts/droid/README.txt +18 -18
  10. package/examples/fonts/ttf/README.md +9 -9
  11. package/examples/jsm/Addons.js +294 -0
  12. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  13. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  14. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  15. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  16. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  17. package/examples/jsm/capabilities/WebGL.js +108 -91
  18. package/examples/jsm/capabilities/WebGPU.js +57 -53
  19. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  20. package/examples/jsm/controls/DragControls.js +221 -220
  21. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  22. package/examples/jsm/controls/FlyControls.js +326 -300
  23. package/examples/jsm/controls/MapControls.js +28 -28
  24. package/examples/jsm/controls/OrbitControls.js +1521 -1279
  25. package/examples/jsm/controls/PointerLockControls.js +162 -162
  26. package/examples/jsm/controls/TrackballControls.js +828 -828
  27. package/examples/jsm/controls/TransformControls.js +1573 -1557
  28. package/examples/jsm/csm/CSM.js +384 -384
  29. package/examples/jsm/csm/CSMFrustum.js +152 -152
  30. package/examples/jsm/csm/CSMHelper.js +193 -193
  31. package/examples/jsm/csm/CSMShader.js +295 -252
  32. package/examples/jsm/curves/CurveExtras.js +422 -422
  33. package/examples/jsm/curves/NURBSCurve.js +80 -80
  34. package/examples/jsm/curves/NURBSSurface.js +52 -52
  35. package/examples/jsm/curves/NURBSUtils.js +487 -487
  36. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  37. package/examples/jsm/effects/AsciiEffect.js +263 -263
  38. package/examples/jsm/effects/OutlineEffect.js +539 -539
  39. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  40. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  41. package/examples/jsm/effects/StereoEffect.js +55 -55
  42. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  43. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  44. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  45. package/examples/jsm/exporters/EXRExporter.js +579 -501
  46. package/examples/jsm/exporters/GLTFExporter.js +3311 -3163
  47. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  48. package/examples/jsm/exporters/MMDExporter.js +217 -217
  49. package/examples/jsm/exporters/OBJExporter.js +284 -284
  50. package/examples/jsm/exporters/PLYExporter.js +528 -528
  51. package/examples/jsm/exporters/STLExporter.js +199 -199
  52. package/examples/jsm/exporters/USDZExporter.js +720 -710
  53. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  54. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  55. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  56. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -0
  57. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  58. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  59. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  60. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -0
  61. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  62. package/examples/jsm/geometries/TextGeometry.js +57 -57
  63. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  64. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  65. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  66. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  67. package/examples/jsm/helpers/TextureHelper.js +237 -0
  68. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  69. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  70. package/examples/jsm/helpers/ViewHelper.js +333 -333
  71. package/examples/jsm/interactive/HTMLMesh.js +572 -565
  72. package/examples/jsm/interactive/InteractiveGroup.js +116 -116
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -97
  75. package/examples/jsm/libs/ammo.wasm.js +822 -822
  76. package/examples/jsm/libs/basis/README.md +46 -46
  77. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  78. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  79. package/examples/jsm/libs/draco/README.md +32 -32
  80. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  81. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  82. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  83. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  84. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  86. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  87. package/examples/jsm/libs/fflate.module.js +2474 -2474
  88. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  89. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  90. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14844
  91. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  92. package/examples/jsm/libs/mikktspace.module.js +128 -128
  93. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  94. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  95. package/examples/jsm/libs/opentype.module.js +14506 -14568
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +8743 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +8748 -15
  99. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  100. package/examples/jsm/libs/stats.module.js +167 -167
  101. package/examples/jsm/libs/surfaceNet.js +201 -0
  102. package/examples/jsm/libs/tween.module.js +858 -803
  103. package/examples/jsm/libs/utif.module.js +1664 -1578
  104. package/examples/jsm/libs/zstddec.module.js +1 -1
  105. package/examples/jsm/lights/IESSpotLight.js +25 -25
  106. package/examples/jsm/lights/LightProbeGenerator.js +286 -252
  107. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  108. package/examples/jsm/lines/Line2.js +19 -19
  109. package/examples/jsm/lines/LineGeometry.js +79 -79
  110. package/examples/jsm/lines/LineMaterial.js +619 -702
  111. package/examples/jsm/lines/LineSegments2.js +361 -361
  112. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  113. package/examples/jsm/lines/Wireframe.js +56 -56
  114. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  115. package/examples/jsm/loaders/3DMLoader.js +1772 -1497
  116. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  117. package/examples/jsm/loaders/AMFLoader.js +521 -521
  118. package/examples/jsm/loaders/BVHLoader.js +437 -437
  119. package/examples/jsm/loaders/ColladaLoader.js +4116 -4122
  120. package/examples/jsm/loaders/DDSLoader.js +318 -274
  121. package/examples/jsm/loaders/DRACOLoader.js +613 -612
  122. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  123. package/examples/jsm/loaders/FBXLoader.js +4314 -4142
  124. package/examples/jsm/loaders/FontLoader.js +183 -183
  125. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  126. package/examples/jsm/loaders/GLTFLoader.js +4666 -4579
  127. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +719 -719
  128. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  129. package/examples/jsm/loaders/IESLoader.js +337 -337
  130. package/examples/jsm/loaders/KMZLoader.js +130 -130
  131. package/examples/jsm/loaders/KTX2Loader.js +932 -868
  132. package/examples/jsm/loaders/KTXLoader.js +176 -176
  133. package/examples/jsm/loaders/LDrawLoader.js +2470 -2464
  134. package/examples/jsm/loaders/LUT3dlLoader.js +183 -151
  135. package/examples/jsm/loaders/LUTCubeLoader.js +167 -153
  136. package/examples/jsm/loaders/LUTImageLoader.js +163 -0
  137. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  138. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  139. package/examples/jsm/loaders/LottieLoader.js +77 -77
  140. package/examples/jsm/loaders/MD2Loader.js +399 -399
  141. package/examples/jsm/loaders/MDDLoader.js +102 -102
  142. package/examples/jsm/loaders/MMDLoader.js +2276 -2273
  143. package/examples/jsm/loaders/MTLLoader.js +567 -567
  144. package/examples/jsm/loaders/MaterialXLoader.js +852 -734
  145. package/examples/jsm/loaders/NRRDLoader.js +686 -699
  146. package/examples/jsm/loaders/OBJLoader.js +905 -905
  147. package/examples/jsm/loaders/PCDLoader.js +467 -467
  148. package/examples/jsm/loaders/PDBLoader.js +232 -232
  149. package/examples/jsm/loaders/PLYLoader.js +771 -771
  150. package/examples/jsm/loaders/PVRLoader.js +251 -251
  151. package/examples/jsm/loaders/RGBELoader.js +450 -468
  152. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  153. package/examples/jsm/loaders/STLLoader.js +410 -403
  154. package/examples/jsm/loaders/SVGLoader.js +3173 -3172
  155. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  156. package/examples/jsm/loaders/TGALoader.js +517 -517
  157. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  158. package/examples/jsm/loaders/TTFLoader.js +214 -214
  159. package/examples/jsm/loaders/TiltLoader.js +520 -520
  160. package/examples/jsm/loaders/USDZLoader.js +822 -633
  161. package/examples/jsm/loaders/VOXLoader.js +311 -311
  162. package/examples/jsm/loaders/VRMLLoader.js +3533 -3533
  163. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  164. package/examples/jsm/loaders/XYZLoader.js +106 -106
  165. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1218
  166. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  167. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  168. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -420
  169. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -0
  170. package/examples/jsm/math/Capsule.js +82 -137
  171. package/examples/jsm/math/ColorConverter.js +36 -36
  172. package/examples/jsm/math/ConvexHull.js +1271 -1271
  173. package/examples/jsm/math/ImprovedNoise.js +71 -71
  174. package/examples/jsm/math/Lut.js +204 -204
  175. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  176. package/examples/jsm/math/OBB.js +423 -423
  177. package/examples/jsm/math/Octree.js +540 -462
  178. package/examples/jsm/math/SimplexNoise.js +444 -444
  179. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  180. package/examples/jsm/misc/GPUComputationRenderer.js +446 -455
  181. package/examples/jsm/misc/Gyroscope.js +66 -66
  182. package/examples/jsm/misc/MD2Character.js +276 -276
  183. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  184. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  185. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  186. package/examples/jsm/misc/ProgressiveLightMap.js +323 -323
  187. package/examples/jsm/misc/RollerCoaster.js +566 -566
  188. package/examples/jsm/misc/Timer.js +119 -0
  189. package/examples/jsm/misc/TubePainter.js +202 -205
  190. package/examples/jsm/misc/Volume.js +473 -475
  191. package/examples/jsm/misc/VolumeSlice.js +229 -229
  192. package/examples/jsm/modifiers/CurveModifier.js +344 -326
  193. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  194. package/examples/jsm/modifiers/SimplifyModifier.js +617 -525
  195. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  196. package/examples/jsm/nodes/Nodes.js +189 -172
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -99
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +120 -98
  201. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -101
  202. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  203. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -0
  204. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -277
  205. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +51 -39
  206. package/examples/jsm/nodes/accessors/ModelNode.js +33 -34
  207. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -29
  208. package/examples/jsm/nodes/accessors/MorphNode.js +245 -70
  209. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  210. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  211. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  212. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  213. package/examples/jsm/nodes/accessors/ReferenceNode.js +102 -72
  214. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  215. package/examples/jsm/nodes/accessors/SceneNode.js +52 -46
  216. package/examples/jsm/nodes/accessors/SkinningNode.js +103 -93
  217. package/examples/jsm/nodes/accessors/StorageBufferNode.js +54 -27
  218. package/examples/jsm/nodes/accessors/TangentNode.js +103 -103
  219. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  220. package/examples/jsm/nodes/accessors/TextureNode.js +367 -230
  221. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  222. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -0
  223. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  224. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  225. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -0
  226. package/examples/jsm/nodes/code/CodeNode.js +78 -78
  227. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  228. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  229. package/examples/jsm/nodes/code/FunctionNode.js +138 -127
  230. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  231. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  232. package/examples/jsm/nodes/core/ArrayUniformNode.js +26 -26
  233. package/examples/jsm/nodes/core/AssignNode.js +72 -0
  234. package/examples/jsm/nodes/core/AttributeNode.js +108 -102
  235. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  236. package/examples/jsm/nodes/core/CacheNode.js +49 -46
  237. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  238. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  239. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  240. package/examples/jsm/nodes/core/InputNode.js +83 -83
  241. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  242. package/examples/jsm/nodes/core/Node.js +483 -445
  243. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  244. package/examples/jsm/nodes/core/NodeBuilder.js +1267 -1016
  245. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  246. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  247. package/examples/jsm/nodes/core/NodeFrame.js +135 -110
  248. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  249. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  250. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  251. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  252. package/examples/jsm/nodes/core/NodeUniform.js +40 -28
  253. package/examples/jsm/nodes/core/NodeUtils.js +210 -212
  254. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  255. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  256. package/examples/jsm/nodes/core/OutputStructNode.js +62 -0
  257. package/examples/jsm/nodes/core/ParameterNode.js +33 -0
  258. package/examples/jsm/nodes/core/PropertyNode.js +72 -57
  259. package/examples/jsm/nodes/core/StackNode.js +89 -99
  260. package/examples/jsm/nodes/core/StructTypeNode.js +24 -0
  261. package/examples/jsm/nodes/core/TempNode.js +58 -58
  262. package/examples/jsm/nodes/core/UniformGroup.js +13 -0
  263. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -0
  264. package/examples/jsm/nodes/core/UniformNode.js +80 -61
  265. package/examples/jsm/nodes/core/VarNode.js +60 -87
  266. package/examples/jsm/nodes/core/VaryingNode.js +65 -69
  267. package/examples/jsm/nodes/core/constants.js +27 -27
  268. package/examples/jsm/nodes/display/AfterImageNode.js +134 -0
  269. package/examples/jsm/nodes/display/BlendModeNode.js +99 -99
  270. package/examples/jsm/nodes/display/BumpMapNode.js +99 -0
  271. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +96 -100
  272. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  273. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  274. package/examples/jsm/nodes/display/GaussianBlurNode.js +177 -0
  275. package/examples/jsm/nodes/display/NormalMapNode.js +108 -106
  276. package/examples/jsm/nodes/display/PassNode.js +182 -0
  277. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  278. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -141
  279. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -69
  280. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -34
  281. package/examples/jsm/nodes/display/ViewportNode.js +134 -115
  282. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  284. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  285. package/examples/jsm/nodes/fog/FogNode.js +38 -37
  286. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  287. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -32
  288. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -43
  290. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -29
  291. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -18
  292. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  293. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  294. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -0
  295. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -20
  296. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -28
  297. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -204
  298. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  299. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  300. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  301. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -72
  302. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  303. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  304. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +238 -146
  305. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -43
  306. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  307. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  308. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  309. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  310. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  311. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -99
  312. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  313. package/examples/jsm/nodes/lighting/LightsNode.js +188 -128
  314. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -71
  315. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -92
  316. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  317. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  318. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  319. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -0
  320. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -0
  321. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +28 -28
  322. package/examples/jsm/nodes/materials/LineDashedNodeMaterial.js +54 -0
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  329. package/examples/jsm/nodes/materials/MeshSSSNodeMaterial.js +84 -0
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  347. package/examples/jsm/nodes/shadernode/ShaderNode.js +625 -420
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  471. package/examples/jsm/renderers/{webgl → webgl-legacy}/nodes/WebGLNodeBuilder.js +794 -764
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@@ -1,560 +1,562 @@
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- export default /* glsl */`
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-
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- struct PhysicalMaterial {
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-
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- vec3 diffuseColor;
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- float roughness;
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- vec3 specularColor;
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- float specularF90;
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-
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- #ifdef USE_CLEARCOAT
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- float clearcoat;
12
- float clearcoatRoughness;
13
- vec3 clearcoatF0;
14
- float clearcoatF90;
15
- #endif
16
-
17
- #ifdef USE_IRIDESCENCE
18
- float iridescence;
19
- float iridescenceIOR;
20
- float iridescenceThickness;
21
- vec3 iridescenceFresnel;
22
- vec3 iridescenceF0;
23
- #endif
24
-
25
- #ifdef USE_SHEEN
26
- vec3 sheenColor;
27
- float sheenRoughness;
28
- #endif
29
-
30
- #ifdef IOR
31
- float ior;
32
- #endif
33
-
34
- #ifdef USE_TRANSMISSION
35
- float transmission;
36
- float transmissionAlpha;
37
- float thickness;
38
- float attenuationDistance;
39
- vec3 attenuationColor;
40
- #endif
41
-
42
- #ifdef USE_ANISOTROPY
43
- float anisotropy;
44
- float alphaT;
45
- vec3 anisotropyT;
46
- vec3 anisotropyB;
47
- #endif
48
-
49
- };
50
-
51
- // temporary
52
- vec3 clearcoatSpecular = vec3( 0.0 );
53
- vec3 sheenSpecular = vec3( 0.0 );
54
-
55
- vec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {
56
- float x = clamp( 1.0 - dotVH, 0.0, 1.0 );
57
- float x2 = x * x;
58
- float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );
59
-
60
- return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );
61
- }
62
-
63
- // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
64
- // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
65
- float V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {
66
-
67
- float a2 = pow2( alpha );
68
-
69
- float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );
70
- float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
71
-
72
- return 0.5 / max( gv + gl, EPSILON );
73
-
74
- }
75
-
76
- // Microfacet Models for Refraction through Rough Surfaces - equation (33)
77
- // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
78
- // alpha is "roughness squared" in Disney’s reparameterization
79
- float D_GGX( const in float alpha, const in float dotNH ) {
80
-
81
- float a2 = pow2( alpha );
82
-
83
- float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1
84
-
85
- return RECIPROCAL_PI * a2 / pow2( denom );
86
-
87
- }
88
-
89
- // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
90
- #ifdef USE_ANISOTROPY
91
-
92
- float V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {
93
-
94
- float gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );
95
- float gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );
96
- float v = 0.5 / ( gv + gl );
97
-
98
- return saturate(v);
99
-
100
- }
101
-
102
- float D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {
103
-
104
- float a2 = alphaT * alphaB;
105
- highp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );
106
- highp float v2 = dot( v, v );
107
- float w2 = a2 / v2;
108
-
109
- return RECIPROCAL_PI * a2 * pow2 ( w2 );
110
-
111
- }
112
-
113
- #endif
114
-
115
- #ifdef USE_CLEARCOAT
116
-
117
- // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
118
- vec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {
119
-
120
- vec3 f0 = material.clearcoatF0;
121
- float f90 = material.clearcoatF90;
122
- float roughness = material.clearcoatRoughness;
123
-
124
- float alpha = pow2( roughness ); // UE4's roughness
125
-
126
- vec3 halfDir = normalize( lightDir + viewDir );
127
-
128
- float dotNL = saturate( dot( normal, lightDir ) );
129
- float dotNV = saturate( dot( normal, viewDir ) );
130
- float dotNH = saturate( dot( normal, halfDir ) );
131
- float dotVH = saturate( dot( viewDir, halfDir ) );
132
-
133
- vec3 F = F_Schlick( f0, f90, dotVH );
134
-
135
- float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
136
-
137
- float D = D_GGX( alpha, dotNH );
138
-
139
- return F * ( V * D );
140
-
141
- }
142
-
143
- #endif
144
-
145
- vec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {
146
-
147
- vec3 f0 = material.specularColor;
148
- float f90 = material.specularF90;
149
- float roughness = material.roughness;
150
-
151
- float alpha = pow2( roughness ); // UE4's roughness
152
-
153
- vec3 halfDir = normalize( lightDir + viewDir );
154
-
155
- float dotNL = saturate( dot( normal, lightDir ) );
156
- float dotNV = saturate( dot( normal, viewDir ) );
157
- float dotNH = saturate( dot( normal, halfDir ) );
158
- float dotVH = saturate( dot( viewDir, halfDir ) );
159
-
160
- vec3 F = F_Schlick( f0, f90, dotVH );
161
-
162
- #ifdef USE_IRIDESCENCE
163
-
164
- F = mix( F, material.iridescenceFresnel, material.iridescence );
165
-
166
- #endif
167
-
168
- #ifdef USE_ANISOTROPY
169
-
170
- float dotTL = dot( material.anisotropyT, lightDir );
171
- float dotTV = dot( material.anisotropyT, viewDir );
172
- float dotTH = dot( material.anisotropyT, halfDir );
173
- float dotBL = dot( material.anisotropyB, lightDir );
174
- float dotBV = dot( material.anisotropyB, viewDir );
175
- float dotBH = dot( material.anisotropyB, halfDir );
176
-
177
- float V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );
178
-
179
- float D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );
180
-
181
- #else
182
-
183
- float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
184
-
185
- float D = D_GGX( alpha, dotNH );
186
-
187
- #endif
188
-
189
- return F * ( V * D );
190
-
191
- }
192
-
193
- // Rect Area Light
194
-
195
- // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
196
- // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
197
- // code: https://github.com/selfshadow/ltc_code/
198
-
199
- vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {
200
-
201
- const float LUT_SIZE = 64.0;
202
- const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
203
- const float LUT_BIAS = 0.5 / LUT_SIZE;
204
-
205
- float dotNV = saturate( dot( N, V ) );
206
-
207
- // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )
208
- vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );
209
-
210
- uv = uv * LUT_SCALE + LUT_BIAS;
211
-
212
- return uv;
213
-
214
- }
215
-
216
- float LTC_ClippedSphereFormFactor( const in vec3 f ) {
217
-
218
- // Real-Time Area Lighting: a Journey from Research to Production (p.102)
219
- // An approximation of the form factor of a horizon-clipped rectangle.
220
-
221
- float l = length( f );
222
-
223
- return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );
224
-
225
- }
226
-
227
- vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {
228
-
229
- float x = dot( v1, v2 );
230
-
231
- float y = abs( x );
232
-
233
- // rational polynomial approximation to theta / sin( theta ) / 2PI
234
- float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;
235
- float b = 3.4175940 + ( 4.1616724 + y ) * y;
236
- float v = a / b;
237
-
238
- float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;
239
-
240
- return cross( v1, v2 ) * theta_sintheta;
241
-
242
- }
243
-
244
- vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {
245
-
246
- // bail if point is on back side of plane of light
247
- // assumes ccw winding order of light vertices
248
- vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];
249
- vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];
250
- vec3 lightNormal = cross( v1, v2 );
251
-
252
- if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );
253
-
254
- // construct orthonormal basis around N
255
- vec3 T1, T2;
256
- T1 = normalize( V - N * dot( V, N ) );
257
- T2 = - cross( N, T1 ); // negated from paper; possibly due to a different handedness of world coordinate system
258
-
259
- // compute transform
260
- mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );
261
-
262
- // transform rect
263
- vec3 coords[ 4 ];
264
- coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );
265
- coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );
266
- coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );
267
- coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );
268
-
269
- // project rect onto sphere
270
- coords[ 0 ] = normalize( coords[ 0 ] );
271
- coords[ 1 ] = normalize( coords[ 1 ] );
272
- coords[ 2 ] = normalize( coords[ 2 ] );
273
- coords[ 3 ] = normalize( coords[ 3 ] );
274
-
275
- // calculate vector form factor
276
- vec3 vectorFormFactor = vec3( 0.0 );
277
- vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );
278
- vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );
279
- vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );
280
- vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );
281
-
282
- // adjust for horizon clipping
283
- float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
284
-
285
- /*
286
- // alternate method of adjusting for horizon clipping (see referece)
287
- // refactoring required
288
- float len = length( vectorFormFactor );
289
- float z = vectorFormFactor.z / len;
290
-
291
- const float LUT_SIZE = 64.0;
292
- const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
293
- const float LUT_BIAS = 0.5 / LUT_SIZE;
294
-
295
- // tabulated horizon-clipped sphere, apparently...
296
- vec2 uv = vec2( z * 0.5 + 0.5, len );
297
- uv = uv * LUT_SCALE + LUT_BIAS;
298
-
299
- float scale = texture2D( ltc_2, uv ).w;
300
-
301
- float result = len * scale;
302
- */
303
-
304
- return vec3( result );
305
-
306
- }
307
-
308
- // End Rect Area Light
309
-
310
- #if defined( USE_SHEEN )
311
-
312
- // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
313
- float D_Charlie( float roughness, float dotNH ) {
314
-
315
- float alpha = pow2( roughness );
316
-
317
- // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
318
- float invAlpha = 1.0 / alpha;
319
- float cos2h = dotNH * dotNH;
320
- float sin2h = max( 1.0 - cos2h, 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16
321
-
322
- return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );
323
-
324
- }
325
-
326
- // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
327
- float V_Neubelt( float dotNV, float dotNL ) {
328
-
329
- // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
330
- return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );
331
-
332
- }
333
-
334
- vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {
335
-
336
- vec3 halfDir = normalize( lightDir + viewDir );
337
-
338
- float dotNL = saturate( dot( normal, lightDir ) );
339
- float dotNV = saturate( dot( normal, viewDir ) );
340
- float dotNH = saturate( dot( normal, halfDir ) );
341
-
342
- float D = D_Charlie( sheenRoughness, dotNH );
343
- float V = V_Neubelt( dotNV, dotNL );
344
-
345
- return sheenColor * ( D * V );
346
-
347
- }
348
-
349
- #endif
350
-
351
- // This is a curve-fit approxmation to the "Charlie sheen" BRDF integrated over the hemisphere from
352
- // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found
353
- // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
354
- float IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
355
-
356
- float dotNV = saturate( dot( normal, viewDir ) );
357
-
358
- float r2 = roughness * roughness;
359
-
360
- float a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;
361
-
362
- float b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;
363
-
364
- float DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );
365
-
366
- return saturate( DG * RECIPROCAL_PI );
367
-
368
- }
369
-
370
- // Analytical approximation of the DFG LUT, one half of the
371
- // split-sum approximation used in indirect specular lighting.
372
- // via 'environmentBRDF' from "Physically Based Shading on Mobile"
373
- // https://www.unrealengine.com/blog/physically-based-shading-on-mobile
374
- vec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
375
-
376
- float dotNV = saturate( dot( normal, viewDir ) );
377
-
378
- const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
379
-
380
- const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
381
-
382
- vec4 r = roughness * c0 + c1;
383
-
384
- float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;
385
-
386
- vec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;
387
-
388
- return fab;
389
-
390
- }
391
-
392
- vec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {
393
-
394
- vec2 fab = DFGApprox( normal, viewDir, roughness );
395
-
396
- return specularColor * fab.x + specularF90 * fab.y;
397
-
398
- }
399
-
400
- // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
401
- // Approximates multiscattering in order to preserve energy.
402
- // http://www.jcgt.org/published/0008/01/03/
403
- #ifdef USE_IRIDESCENCE
404
- void computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
405
- #else
406
- void computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
407
- #endif
408
-
409
- vec2 fab = DFGApprox( normal, viewDir, roughness );
410
-
411
- #ifdef USE_IRIDESCENCE
412
-
413
- vec3 Fr = mix( specularColor, iridescenceF0, iridescence );
414
-
415
- #else
416
-
417
- vec3 Fr = specularColor;
418
-
419
- #endif
420
-
421
- vec3 FssEss = Fr * fab.x + specularF90 * fab.y;
422
-
423
- float Ess = fab.x + fab.y;
424
- float Ems = 1.0 - Ess;
425
-
426
- vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619; // 1/21
427
- vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );
428
-
429
- singleScatter += FssEss;
430
- multiScatter += Fms * Ems;
431
-
432
- }
433
-
434
- #if NUM_RECT_AREA_LIGHTS > 0
435
-
436
- void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
437
-
438
- vec3 normal = geometry.normal;
439
- vec3 viewDir = geometry.viewDir;
440
- vec3 position = geometry.position;
441
- vec3 lightPos = rectAreaLight.position;
442
- vec3 halfWidth = rectAreaLight.halfWidth;
443
- vec3 halfHeight = rectAreaLight.halfHeight;
444
- vec3 lightColor = rectAreaLight.color;
445
- float roughness = material.roughness;
446
-
447
- vec3 rectCoords[ 4 ];
448
- rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; // counterclockwise; light shines in local neg z direction
449
- rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;
450
- rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;
451
- rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;
452
-
453
- vec2 uv = LTC_Uv( normal, viewDir, roughness );
454
-
455
- vec4 t1 = texture2D( ltc_1, uv );
456
- vec4 t2 = texture2D( ltc_2, uv );
457
-
458
- mat3 mInv = mat3(
459
- vec3( t1.x, 0, t1.y ),
460
- vec3( 0, 1, 0 ),
461
- vec3( t1.z, 0, t1.w )
462
- );
463
-
464
- // LTC Fresnel Approximation by Stephen Hill
465
- // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
466
- vec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );
467
-
468
- reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );
469
-
470
- reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );
471
-
472
- }
473
-
474
- #endif
475
-
476
- void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
477
-
478
- float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
479
-
480
- vec3 irradiance = dotNL * directLight.color;
481
-
482
- #ifdef USE_CLEARCOAT
483
-
484
- float dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );
485
-
486
- vec3 ccIrradiance = dotNLcc * directLight.color;
487
-
488
- clearcoatSpecular += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material );
489
-
490
- #endif
491
-
492
- #ifdef USE_SHEEN
493
-
494
- sheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );
495
-
496
- #endif
497
-
498
- reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material );
499
-
500
- reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
501
- }
502
-
503
- void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
504
-
505
- reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
506
-
507
- }
508
-
509
- void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {
510
-
511
- #ifdef USE_CLEARCOAT
512
-
513
- clearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );
514
-
515
- #endif
516
-
517
- #ifdef USE_SHEEN
518
-
519
- sheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );
520
-
521
- #endif
522
-
523
- // Both indirect specular and indirect diffuse light accumulate here
524
-
525
- vec3 singleScattering = vec3( 0.0 );
526
- vec3 multiScattering = vec3( 0.0 );
527
- vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;
528
-
529
- #ifdef USE_IRIDESCENCE
530
-
531
- computeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );
532
-
533
- #else
534
-
535
- computeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );
536
-
537
- #endif
538
-
539
- vec3 totalScattering = singleScattering + multiScattering;
540
- vec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );
541
-
542
- reflectedLight.indirectSpecular += radiance * singleScattering;
543
- reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;
544
-
545
- reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;
546
-
547
- }
548
-
549
- #define RE_Direct RE_Direct_Physical
550
- #define RE_Direct_RectArea RE_Direct_RectArea_Physical
551
- #define RE_IndirectDiffuse RE_IndirectDiffuse_Physical
552
- #define RE_IndirectSpecular RE_IndirectSpecular_Physical
553
-
554
- // ref: https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
555
- float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {
556
-
557
- return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );
558
-
559
- }
560
- `;
1
+ export default /* glsl */`
2
+
3
+ struct PhysicalMaterial {
4
+
5
+ vec3 diffuseColor;
6
+ float roughness;
7
+ vec3 specularColor;
8
+ float specularF90;
9
+
10
+ #ifdef USE_CLEARCOAT
11
+ float clearcoat;
12
+ float clearcoatRoughness;
13
+ vec3 clearcoatF0;
14
+ float clearcoatF90;
15
+ #endif
16
+
17
+ #ifdef USE_IRIDESCENCE
18
+ float iridescence;
19
+ float iridescenceIOR;
20
+ float iridescenceThickness;
21
+ vec3 iridescenceFresnel;
22
+ vec3 iridescenceF0;
23
+ #endif
24
+
25
+ #ifdef USE_SHEEN
26
+ vec3 sheenColor;
27
+ float sheenRoughness;
28
+ #endif
29
+
30
+ #ifdef IOR
31
+ float ior;
32
+ #endif
33
+
34
+ #ifdef USE_TRANSMISSION
35
+ float transmission;
36
+ float transmissionAlpha;
37
+ float thickness;
38
+ float attenuationDistance;
39
+ vec3 attenuationColor;
40
+ #endif
41
+
42
+ #ifdef USE_ANISOTROPY
43
+ float anisotropy;
44
+ float alphaT;
45
+ vec3 anisotropyT;
46
+ vec3 anisotropyB;
47
+ #endif
48
+
49
+ };
50
+
51
+ // temporary
52
+ vec3 clearcoatSpecularDirect = vec3( 0.0 );
53
+ vec3 clearcoatSpecularIndirect = vec3( 0.0 );
54
+ vec3 sheenSpecularDirect = vec3( 0.0 );
55
+ vec3 sheenSpecularIndirect = vec3(0.0 );
56
+
57
+ vec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {
58
+ float x = clamp( 1.0 - dotVH, 0.0, 1.0 );
59
+ float x2 = x * x;
60
+ float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );
61
+
62
+ return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );
63
+ }
64
+
65
+ // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
66
+ // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
67
+ float V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {
68
+
69
+ float a2 = pow2( alpha );
70
+
71
+ float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );
72
+ float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
73
+
74
+ return 0.5 / max( gv + gl, EPSILON );
75
+
76
+ }
77
+
78
+ // Microfacet Models for Refraction through Rough Surfaces - equation (33)
79
+ // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
80
+ // alpha is "roughness squared" in Disney’s reparameterization
81
+ float D_GGX( const in float alpha, const in float dotNH ) {
82
+
83
+ float a2 = pow2( alpha );
84
+
85
+ float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1
86
+
87
+ return RECIPROCAL_PI * a2 / pow2( denom );
88
+
89
+ }
90
+
91
+ // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
92
+ #ifdef USE_ANISOTROPY
93
+
94
+ float V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {
95
+
96
+ float gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );
97
+ float gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );
98
+ float v = 0.5 / ( gv + gl );
99
+
100
+ return saturate(v);
101
+
102
+ }
103
+
104
+ float D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {
105
+
106
+ float a2 = alphaT * alphaB;
107
+ highp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );
108
+ highp float v2 = dot( v, v );
109
+ float w2 = a2 / v2;
110
+
111
+ return RECIPROCAL_PI * a2 * pow2 ( w2 );
112
+
113
+ }
114
+
115
+ #endif
116
+
117
+ #ifdef USE_CLEARCOAT
118
+
119
+ // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
120
+ vec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {
121
+
122
+ vec3 f0 = material.clearcoatF0;
123
+ float f90 = material.clearcoatF90;
124
+ float roughness = material.clearcoatRoughness;
125
+
126
+ float alpha = pow2( roughness ); // UE4's roughness
127
+
128
+ vec3 halfDir = normalize( lightDir + viewDir );
129
+
130
+ float dotNL = saturate( dot( normal, lightDir ) );
131
+ float dotNV = saturate( dot( normal, viewDir ) );
132
+ float dotNH = saturate( dot( normal, halfDir ) );
133
+ float dotVH = saturate( dot( viewDir, halfDir ) );
134
+
135
+ vec3 F = F_Schlick( f0, f90, dotVH );
136
+
137
+ float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
138
+
139
+ float D = D_GGX( alpha, dotNH );
140
+
141
+ return F * ( V * D );
142
+
143
+ }
144
+
145
+ #endif
146
+
147
+ vec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {
148
+
149
+ vec3 f0 = material.specularColor;
150
+ float f90 = material.specularF90;
151
+ float roughness = material.roughness;
152
+
153
+ float alpha = pow2( roughness ); // UE4's roughness
154
+
155
+ vec3 halfDir = normalize( lightDir + viewDir );
156
+
157
+ float dotNL = saturate( dot( normal, lightDir ) );
158
+ float dotNV = saturate( dot( normal, viewDir ) );
159
+ float dotNH = saturate( dot( normal, halfDir ) );
160
+ float dotVH = saturate( dot( viewDir, halfDir ) );
161
+
162
+ vec3 F = F_Schlick( f0, f90, dotVH );
163
+
164
+ #ifdef USE_IRIDESCENCE
165
+
166
+ F = mix( F, material.iridescenceFresnel, material.iridescence );
167
+
168
+ #endif
169
+
170
+ #ifdef USE_ANISOTROPY
171
+
172
+ float dotTL = dot( material.anisotropyT, lightDir );
173
+ float dotTV = dot( material.anisotropyT, viewDir );
174
+ float dotTH = dot( material.anisotropyT, halfDir );
175
+ float dotBL = dot( material.anisotropyB, lightDir );
176
+ float dotBV = dot( material.anisotropyB, viewDir );
177
+ float dotBH = dot( material.anisotropyB, halfDir );
178
+
179
+ float V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );
180
+
181
+ float D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );
182
+
183
+ #else
184
+
185
+ float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
186
+
187
+ float D = D_GGX( alpha, dotNH );
188
+
189
+ #endif
190
+
191
+ return F * ( V * D );
192
+
193
+ }
194
+
195
+ // Rect Area Light
196
+
197
+ // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
198
+ // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
199
+ // code: https://github.com/selfshadow/ltc_code/
200
+
201
+ vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {
202
+
203
+ const float LUT_SIZE = 64.0;
204
+ const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
205
+ const float LUT_BIAS = 0.5 / LUT_SIZE;
206
+
207
+ float dotNV = saturate( dot( N, V ) );
208
+
209
+ // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )
210
+ vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );
211
+
212
+ uv = uv * LUT_SCALE + LUT_BIAS;
213
+
214
+ return uv;
215
+
216
+ }
217
+
218
+ float LTC_ClippedSphereFormFactor( const in vec3 f ) {
219
+
220
+ // Real-Time Area Lighting: a Journey from Research to Production (p.102)
221
+ // An approximation of the form factor of a horizon-clipped rectangle.
222
+
223
+ float l = length( f );
224
+
225
+ return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );
226
+
227
+ }
228
+
229
+ vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {
230
+
231
+ float x = dot( v1, v2 );
232
+
233
+ float y = abs( x );
234
+
235
+ // rational polynomial approximation to theta / sin( theta ) / 2PI
236
+ float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;
237
+ float b = 3.4175940 + ( 4.1616724 + y ) * y;
238
+ float v = a / b;
239
+
240
+ float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;
241
+
242
+ return cross( v1, v2 ) * theta_sintheta;
243
+
244
+ }
245
+
246
+ vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {
247
+
248
+ // bail if point is on back side of plane of light
249
+ // assumes ccw winding order of light vertices
250
+ vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];
251
+ vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];
252
+ vec3 lightNormal = cross( v1, v2 );
253
+
254
+ if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );
255
+
256
+ // construct orthonormal basis around N
257
+ vec3 T1, T2;
258
+ T1 = normalize( V - N * dot( V, N ) );
259
+ T2 = - cross( N, T1 ); // negated from paper; possibly due to a different handedness of world coordinate system
260
+
261
+ // compute transform
262
+ mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );
263
+
264
+ // transform rect
265
+ vec3 coords[ 4 ];
266
+ coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );
267
+ coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );
268
+ coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );
269
+ coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );
270
+
271
+ // project rect onto sphere
272
+ coords[ 0 ] = normalize( coords[ 0 ] );
273
+ coords[ 1 ] = normalize( coords[ 1 ] );
274
+ coords[ 2 ] = normalize( coords[ 2 ] );
275
+ coords[ 3 ] = normalize( coords[ 3 ] );
276
+
277
+ // calculate vector form factor
278
+ vec3 vectorFormFactor = vec3( 0.0 );
279
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );
280
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );
281
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );
282
+ vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );
283
+
284
+ // adjust for horizon clipping
285
+ float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
286
+
287
+ /*
288
+ // alternate method of adjusting for horizon clipping (see referece)
289
+ // refactoring required
290
+ float len = length( vectorFormFactor );
291
+ float z = vectorFormFactor.z / len;
292
+
293
+ const float LUT_SIZE = 64.0;
294
+ const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
295
+ const float LUT_BIAS = 0.5 / LUT_SIZE;
296
+
297
+ // tabulated horizon-clipped sphere, apparently...
298
+ vec2 uv = vec2( z * 0.5 + 0.5, len );
299
+ uv = uv * LUT_SCALE + LUT_BIAS;
300
+
301
+ float scale = texture2D( ltc_2, uv ).w;
302
+
303
+ float result = len * scale;
304
+ */
305
+
306
+ return vec3( result );
307
+
308
+ }
309
+
310
+ // End Rect Area Light
311
+
312
+ #if defined( USE_SHEEN )
313
+
314
+ // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
315
+ float D_Charlie( float roughness, float dotNH ) {
316
+
317
+ float alpha = pow2( roughness );
318
+
319
+ // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
320
+ float invAlpha = 1.0 / alpha;
321
+ float cos2h = dotNH * dotNH;
322
+ float sin2h = max( 1.0 - cos2h, 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16
323
+
324
+ return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );
325
+
326
+ }
327
+
328
+ // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
329
+ float V_Neubelt( float dotNV, float dotNL ) {
330
+
331
+ // Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
332
+ return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );
333
+
334
+ }
335
+
336
+ vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {
337
+
338
+ vec3 halfDir = normalize( lightDir + viewDir );
339
+
340
+ float dotNL = saturate( dot( normal, lightDir ) );
341
+ float dotNV = saturate( dot( normal, viewDir ) );
342
+ float dotNH = saturate( dot( normal, halfDir ) );
343
+
344
+ float D = D_Charlie( sheenRoughness, dotNH );
345
+ float V = V_Neubelt( dotNV, dotNL );
346
+
347
+ return sheenColor * ( D * V );
348
+
349
+ }
350
+
351
+ #endif
352
+
353
+ // This is a curve-fit approxmation to the "Charlie sheen" BRDF integrated over the hemisphere from
354
+ // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF". The analysis can be found
355
+ // in the Sheen section of https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
356
+ float IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
357
+
358
+ float dotNV = saturate( dot( normal, viewDir ) );
359
+
360
+ float r2 = roughness * roughness;
361
+
362
+ float a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;
363
+
364
+ float b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;
365
+
366
+ float DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );
367
+
368
+ return saturate( DG * RECIPROCAL_PI );
369
+
370
+ }
371
+
372
+ // Analytical approximation of the DFG LUT, one half of the
373
+ // split-sum approximation used in indirect specular lighting.
374
+ // via 'environmentBRDF' from "Physically Based Shading on Mobile"
375
+ // https://www.unrealengine.com/blog/physically-based-shading-on-mobile
376
+ vec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
377
+
378
+ float dotNV = saturate( dot( normal, viewDir ) );
379
+
380
+ const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
381
+
382
+ const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
383
+
384
+ vec4 r = roughness * c0 + c1;
385
+
386
+ float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;
387
+
388
+ vec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;
389
+
390
+ return fab;
391
+
392
+ }
393
+
394
+ vec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {
395
+
396
+ vec2 fab = DFGApprox( normal, viewDir, roughness );
397
+
398
+ return specularColor * fab.x + specularF90 * fab.y;
399
+
400
+ }
401
+
402
+ // Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
403
+ // Approximates multiscattering in order to preserve energy.
404
+ // http://www.jcgt.org/published/0008/01/03/
405
+ #ifdef USE_IRIDESCENCE
406
+ void computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
407
+ #else
408
+ void computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
409
+ #endif
410
+
411
+ vec2 fab = DFGApprox( normal, viewDir, roughness );
412
+
413
+ #ifdef USE_IRIDESCENCE
414
+
415
+ vec3 Fr = mix( specularColor, iridescenceF0, iridescence );
416
+
417
+ #else
418
+
419
+ vec3 Fr = specularColor;
420
+
421
+ #endif
422
+
423
+ vec3 FssEss = Fr * fab.x + specularF90 * fab.y;
424
+
425
+ float Ess = fab.x + fab.y;
426
+ float Ems = 1.0 - Ess;
427
+
428
+ vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619; // 1/21
429
+ vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );
430
+
431
+ singleScatter += FssEss;
432
+ multiScatter += Fms * Ems;
433
+
434
+ }
435
+
436
+ #if NUM_RECT_AREA_LIGHTS > 0
437
+
438
+ void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
439
+
440
+ vec3 normal = geometryNormal;
441
+ vec3 viewDir = geometryViewDir;
442
+ vec3 position = geometryPosition;
443
+ vec3 lightPos = rectAreaLight.position;
444
+ vec3 halfWidth = rectAreaLight.halfWidth;
445
+ vec3 halfHeight = rectAreaLight.halfHeight;
446
+ vec3 lightColor = rectAreaLight.color;
447
+ float roughness = material.roughness;
448
+
449
+ vec3 rectCoords[ 4 ];
450
+ rectCoords[ 0 ] = lightPos + halfWidth - halfHeight; // counterclockwise; light shines in local neg z direction
451
+ rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;
452
+ rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;
453
+ rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;
454
+
455
+ vec2 uv = LTC_Uv( normal, viewDir, roughness );
456
+
457
+ vec4 t1 = texture2D( ltc_1, uv );
458
+ vec4 t2 = texture2D( ltc_2, uv );
459
+
460
+ mat3 mInv = mat3(
461
+ vec3( t1.x, 0, t1.y ),
462
+ vec3( 0, 1, 0 ),
463
+ vec3( t1.z, 0, t1.w )
464
+ );
465
+
466
+ // LTC Fresnel Approximation by Stephen Hill
467
+ // http://blog.selfshadow.com/publications/s2016-advances/s2016_ltc_fresnel.pdf
468
+ vec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );
469
+
470
+ reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );
471
+
472
+ reflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );
473
+
474
+ }
475
+
476
+ #endif
477
+
478
+ void RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
479
+
480
+ float dotNL = saturate( dot( geometryNormal, directLight.direction ) );
481
+
482
+ vec3 irradiance = dotNL * directLight.color;
483
+
484
+ #ifdef USE_CLEARCOAT
485
+
486
+ float dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );
487
+
488
+ vec3 ccIrradiance = dotNLcc * directLight.color;
489
+
490
+ clearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );
491
+
492
+ #endif
493
+
494
+ #ifdef USE_SHEEN
495
+
496
+ sheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );
497
+
498
+ #endif
499
+
500
+ reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );
501
+
502
+ reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
503
+ }
504
+
505
+ void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
506
+
507
+ reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
508
+
509
+ }
510
+
511
+ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {
512
+
513
+ #ifdef USE_CLEARCOAT
514
+
515
+ clearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );
516
+
517
+ #endif
518
+
519
+ #ifdef USE_SHEEN
520
+
521
+ sheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );
522
+
523
+ #endif
524
+
525
+ // Both indirect specular and indirect diffuse light accumulate here
526
+
527
+ vec3 singleScattering = vec3( 0.0 );
528
+ vec3 multiScattering = vec3( 0.0 );
529
+ vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;
530
+
531
+ #ifdef USE_IRIDESCENCE
532
+
533
+ computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );
534
+
535
+ #else
536
+
537
+ computeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );
538
+
539
+ #endif
540
+
541
+ vec3 totalScattering = singleScattering + multiScattering;
542
+ vec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );
543
+
544
+ reflectedLight.indirectSpecular += radiance * singleScattering;
545
+ reflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;
546
+
547
+ reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;
548
+
549
+ }
550
+
551
+ #define RE_Direct RE_Direct_Physical
552
+ #define RE_Direct_RectArea RE_Direct_RectArea_Physical
553
+ #define RE_IndirectDiffuse RE_IndirectDiffuse_Physical
554
+ #define RE_IndirectSpecular RE_IndirectSpecular_Physical
555
+
556
+ // ref: https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
557
+ float computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {
558
+
559
+ return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );
560
+
561
+ }
562
+ `;