@needle-tools/three 0.160.3 → 0.162.1

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 (961) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -86
  3. package/build/three.cjs +53267 -53092
  4. package/build/three.module.js +53269 -53094
  5. package/build/three.module.min.js +1 -1
  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 +295 -294
  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 -108
  18. package/examples/jsm/capabilities/WebGPU.js +57 -57
  19. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  20. package/examples/jsm/controls/DragControls.js +282 -221
  21. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  22. package/examples/jsm/controls/FlyControls.js +326 -326
  23. package/examples/jsm/controls/MapControls.js +28 -28
  24. package/examples/jsm/controls/OrbitControls.js +1548 -1521
  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 -1573
  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 -295
  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 +542 -487
  36. package/examples/jsm/curves/NURBSVolume.js +62 -0
  37. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  38. package/examples/jsm/effects/AsciiEffect.js +263 -263
  39. package/examples/jsm/effects/OutlineEffect.js +539 -539
  40. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  41. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  42. package/examples/jsm/effects/StereoEffect.js +55 -55
  43. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  44. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  45. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  46. package/examples/jsm/exporters/EXRExporter.js +579 -579
  47. package/examples/jsm/exporters/GLTFExporter.js +3321 -3311
  48. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  49. package/examples/jsm/exporters/MMDExporter.js +217 -217
  50. package/examples/jsm/exporters/OBJExporter.js +284 -284
  51. package/examples/jsm/exporters/PLYExporter.js +528 -528
  52. package/examples/jsm/exporters/STLExporter.js +199 -199
  53. package/examples/jsm/exporters/USDZExporter.js +720 -720
  54. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  55. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  56. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  57. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -174
  58. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  59. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  60. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  61. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -144
  62. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  63. package/examples/jsm/geometries/TextGeometry.js +57 -57
  64. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  65. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  66. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  67. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  68. package/examples/jsm/helpers/TextureHelper.js +237 -237
  69. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  70. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  71. package/examples/jsm/helpers/ViewHelper.js +333 -333
  72. package/examples/jsm/interactive/HTMLMesh.js +572 -572
  73. package/examples/jsm/interactive/InteractiveGroup.js +106 -116
  74. package/examples/jsm/interactive/SelectionBox.js +227 -227
  75. package/examples/jsm/interactive/SelectionHelper.js +104 -104
  76. package/examples/jsm/libs/ammo.wasm.js +822 -822
  77. package/examples/jsm/libs/basis/README.md +46 -46
  78. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  79. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  80. package/examples/jsm/libs/draco/README.md +32 -32
  81. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  82. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  83. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  84. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  86. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  87. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  88. package/examples/jsm/libs/fflate.module.js +2474 -2474
  89. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  90. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  91. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14849
  92. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  93. package/examples/jsm/libs/mikktspace.module.js +128 -128
  94. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  95. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  96. package/examples/jsm/libs/opentype.module.js +14506 -14506
  97. package/examples/jsm/libs/potpack.module.js +124 -124
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -8743
  99. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +15 -8748
  100. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  101. package/examples/jsm/libs/stats.module.js +167 -167
  102. package/examples/jsm/libs/surfaceNet.js +200 -200
  103. package/examples/jsm/libs/tween.module.js +876 -858
  104. package/examples/jsm/libs/utif.module.js +1664 -1664
  105. package/examples/jsm/libs/zstddec.module.js +1 -1
  106. package/examples/jsm/lights/IESSpotLight.js +25 -25
  107. package/examples/jsm/lights/LightProbeGenerator.js +286 -286
  108. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  109. package/examples/jsm/lines/Line2.js +19 -19
  110. package/examples/jsm/lines/LineGeometry.js +79 -79
  111. package/examples/jsm/lines/LineMaterial.js +619 -619
  112. package/examples/jsm/lines/LineSegments2.js +361 -361
  113. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  114. package/examples/jsm/lines/Wireframe.js +56 -56
  115. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  116. package/examples/jsm/loaders/3DMLoader.js +1764 -1772
  117. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  118. package/examples/jsm/loaders/AMFLoader.js +521 -521
  119. package/examples/jsm/loaders/BVHLoader.js +437 -437
  120. package/examples/jsm/loaders/ColladaLoader.js +4116 -4116
  121. package/examples/jsm/loaders/DDSLoader.js +318 -318
  122. package/examples/jsm/loaders/DRACOLoader.js +613 -613
  123. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  124. package/examples/jsm/loaders/FBXLoader.js +4314 -4314
  125. package/examples/jsm/loaders/FontLoader.js +183 -183
  126. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  127. package/examples/jsm/loaders/GLTFLoader.js +4666 -4666
  128. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +729 -720
  129. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  130. package/examples/jsm/loaders/IESLoader.js +337 -337
  131. package/examples/jsm/loaders/KMZLoader.js +130 -130
  132. package/examples/jsm/loaders/KTX2Loader.js +932 -932
  133. package/examples/jsm/loaders/KTXLoader.js +176 -176
  134. package/examples/jsm/loaders/LDrawLoader.js +2470 -2470
  135. package/examples/jsm/loaders/LUT3dlLoader.js +183 -183
  136. package/examples/jsm/loaders/LUTCubeLoader.js +167 -167
  137. package/examples/jsm/loaders/LUTImageLoader.js +163 -163
  138. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  139. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  140. package/examples/jsm/loaders/LottieLoader.js +77 -77
  141. package/examples/jsm/loaders/MD2Loader.js +399 -399
  142. package/examples/jsm/loaders/MDDLoader.js +102 -102
  143. package/examples/jsm/loaders/MMDLoader.js +2276 -2276
  144. package/examples/jsm/loaders/MTLLoader.js +567 -567
  145. package/examples/jsm/loaders/MaterialXLoader.js +852 -852
  146. package/examples/jsm/loaders/NRRDLoader.js +686 -686
  147. package/examples/jsm/loaders/OBJLoader.js +905 -905
  148. package/examples/jsm/loaders/PCDLoader.js +467 -467
  149. package/examples/jsm/loaders/PDBLoader.js +232 -232
  150. package/examples/jsm/loaders/PLYLoader.js +771 -771
  151. package/examples/jsm/loaders/PVRLoader.js +251 -251
  152. package/examples/jsm/loaders/RGBELoader.js +450 -450
  153. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  154. package/examples/jsm/loaders/STLLoader.js +410 -410
  155. package/examples/jsm/loaders/SVGLoader.js +3173 -3173
  156. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  157. package/examples/jsm/loaders/TGALoader.js +517 -517
  158. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  159. package/examples/jsm/loaders/TTFLoader.js +214 -214
  160. package/examples/jsm/loaders/TiltLoader.js +520 -520
  161. package/examples/jsm/loaders/USDZLoader.js +822 -822
  162. package/examples/jsm/loaders/VOXLoader.js +318 -311
  163. package/examples/jsm/loaders/VRMLLoader.js +3537 -3533
  164. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  165. package/examples/jsm/loaders/XYZLoader.js +106 -106
  166. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1214
  167. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  168. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  169. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -426
  170. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -144
  171. package/examples/jsm/math/Capsule.js +82 -82
  172. package/examples/jsm/math/ColorConverter.js +36 -36
  173. package/examples/jsm/math/ConvexHull.js +1271 -1271
  174. package/examples/jsm/math/ImprovedNoise.js +71 -71
  175. package/examples/jsm/math/Lut.js +204 -204
  176. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  177. package/examples/jsm/math/OBB.js +423 -423
  178. package/examples/jsm/math/Octree.js +540 -540
  179. package/examples/jsm/math/SimplexNoise.js +444 -444
  180. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  181. package/examples/jsm/misc/GPUComputationRenderer.js +446 -446
  182. package/examples/jsm/misc/Gyroscope.js +66 -66
  183. package/examples/jsm/misc/MD2Character.js +276 -276
  184. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  185. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  186. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  187. package/examples/jsm/misc/ProgressiveLightMap.js +324 -323
  188. package/examples/jsm/misc/RollerCoaster.js +566 -566
  189. package/examples/jsm/misc/Timer.js +128 -119
  190. package/examples/jsm/misc/TubePainter.js +202 -202
  191. package/examples/jsm/misc/Volume.js +473 -473
  192. package/examples/jsm/misc/VolumeSlice.js +229 -229
  193. package/examples/jsm/modifiers/CurveModifier.js +344 -344
  194. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  195. package/examples/jsm/modifiers/SimplifyModifier.js +617 -617
  196. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  197. package/examples/jsm/nodes/Nodes.js +195 -189
  198. package/examples/jsm/nodes/accessors/AccessorsUtils.js +10 -0
  199. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  200. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -127
  201. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  202. package/examples/jsm/nodes/accessors/CameraNode.js +119 -120
  203. package/examples/jsm/nodes/accessors/ClippingNode.js +144 -0
  204. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -61
  205. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  206. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -21
  207. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -314
  208. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +41 -51
  209. package/examples/jsm/nodes/accessors/ModelNode.js +33 -33
  210. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -39
  211. package/examples/jsm/nodes/accessors/MorphNode.js +245 -245
  212. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  213. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  214. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  215. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  216. package/examples/jsm/nodes/accessors/ReferenceNode.js +160 -102
  217. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  218. package/examples/jsm/nodes/accessors/SceneNode.js +52 -52
  219. package/examples/jsm/nodes/accessors/SkinningNode.js +124 -103
  220. package/examples/jsm/nodes/accessors/StorageBufferNode.js +72 -54
  221. package/examples/jsm/nodes/accessors/TangentNode.js +109 -103
  222. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  223. package/examples/jsm/nodes/accessors/TextureNode.js +367 -367
  224. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  225. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -82
  226. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  227. package/examples/jsm/nodes/accessors/UniformsNode.js +140 -0
  228. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  229. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -70
  230. package/examples/jsm/nodes/code/CodeNode.js +84 -78
  231. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  232. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  233. package/examples/jsm/nodes/code/FunctionNode.js +138 -138
  234. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  235. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  236. package/examples/jsm/nodes/core/AssignNode.js +128 -72
  237. package/examples/jsm/nodes/core/AttributeNode.js +108 -108
  238. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  239. package/examples/jsm/nodes/core/CacheNode.js +49 -49
  240. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  241. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  242. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  243. package/examples/jsm/nodes/core/InputNode.js +83 -83
  244. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  245. package/examples/jsm/nodes/core/Node.js +493 -483
  246. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  247. package/examples/jsm/nodes/core/NodeBuilder.js +1250 -1267
  248. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  249. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  250. package/examples/jsm/nodes/core/NodeFrame.js +143 -135
  251. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  252. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  253. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  254. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  255. package/examples/jsm/nodes/core/NodeUniform.js +40 -40
  256. package/examples/jsm/nodes/core/NodeUtils.js +210 -210
  257. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  258. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  259. package/examples/jsm/nodes/core/OutputStructNode.js +62 -62
  260. package/examples/jsm/nodes/core/ParameterNode.js +33 -33
  261. package/examples/jsm/nodes/core/PropertyNode.js +72 -72
  262. package/examples/jsm/nodes/core/StackNode.js +89 -89
  263. package/examples/jsm/nodes/core/StructTypeNode.js +24 -24
  264. package/examples/jsm/nodes/core/TempNode.js +58 -58
  265. package/examples/jsm/nodes/core/UniformGroup.js +13 -13
  266. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -36
  267. package/examples/jsm/nodes/core/UniformNode.js +80 -80
  268. package/examples/jsm/nodes/core/VarNode.js +60 -60
  269. package/examples/jsm/nodes/core/VaryingNode.js +65 -65
  270. package/examples/jsm/nodes/core/constants.js +28 -27
  271. package/examples/jsm/nodes/display/AfterImageNode.js +148 -134
  272. package/examples/jsm/nodes/display/AnamorphicNode.js +148 -0
  273. package/examples/jsm/nodes/display/BlendModeNode.js +128 -99
  274. package/examples/jsm/nodes/display/BumpMapNode.js +99 -99
  275. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +99 -96
  276. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  277. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  278. package/examples/jsm/nodes/display/GaussianBlurNode.js +190 -177
  279. package/examples/jsm/nodes/display/NormalMapNode.js +106 -108
  280. package/examples/jsm/nodes/display/PassNode.js +183 -182
  281. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  282. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -184
  283. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -97
  284. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -31
  285. package/examples/jsm/nodes/display/ViewportNode.js +134 -134
  286. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  287. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  288. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  289. package/examples/jsm/nodes/fog/FogNode.js +38 -38
  290. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  291. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -40
  292. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  293. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -57
  294. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -30
  295. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -23
  296. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  297. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  298. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -21
  299. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -28
  300. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -67
  301. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -393
  302. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  303. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  304. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  305. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -85
  306. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  307. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  308. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +241 -238
  309. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -40
  310. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  311. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  312. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  313. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  314. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  315. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -66
  316. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  317. package/examples/jsm/nodes/lighting/LightsNode.js +188 -188
  318. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -68
  319. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -89
  320. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  321. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  322. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
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  961. package/src/renderers/shaders/ShaderChunk/occlusion_pars_fragment.glsl.js +0 -97
@@ -1,562 +1,562 @@
1
- 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;
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- float clearcoatRoughness;
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- vec3 clearcoatF0;
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- float clearcoatF90;
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- #endif
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-
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- #ifdef USE_IRIDESCENCE
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- float iridescence;
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- float iridescenceIOR;
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- float iridescenceThickness;
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- vec3 iridescenceFresnel;
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- vec3 iridescenceF0;
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- #endif
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-
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- #ifdef USE_SHEEN
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- vec3 sheenColor;
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- float sheenRoughness;
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- #endif
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-
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- #ifdef IOR
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- float ior;
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- #endif
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-
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- #ifdef USE_TRANSMISSION
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- float transmission;
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- float transmissionAlpha;
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- float thickness;
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- float attenuationDistance;
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- vec3 attenuationColor;
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- #endif
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-
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- #ifdef USE_ANISOTROPY
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- float anisotropy;
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- float alphaT;
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- vec3 anisotropyT;
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- vec3 anisotropyB;
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- #endif
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-
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- };
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-
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- // temporary
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- vec3 clearcoatSpecularDirect = vec3( 0.0 );
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- vec3 clearcoatSpecularIndirect = vec3( 0.0 );
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- vec3 sheenSpecularDirect = vec3( 0.0 );
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- vec3 sheenSpecularIndirect = vec3(0.0 );
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-
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- vec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {
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- float x = clamp( 1.0 - dotVH, 0.0, 1.0 );
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- float x2 = x * x;
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- float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );
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-
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- return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );
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- }
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-
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- // Moving Frostbite to Physically Based Rendering 3.0 - page 12, listing 2
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- // https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
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- float V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {
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-
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- float a2 = pow2( alpha );
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-
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- float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );
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- float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
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-
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- return 0.5 / max( gv + gl, EPSILON );
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-
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- }
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-
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- // Microfacet Models for Refraction through Rough Surfaces - equation (33)
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- // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
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- // alpha is "roughness squared" in Disney’s reparameterization
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- float D_GGX( const in float alpha, const in float dotNH ) {
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-
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- float a2 = pow2( alpha );
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-
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- float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0; // avoid alpha = 0 with dotNH = 1
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-
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- return RECIPROCAL_PI * a2 / pow2( denom );
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-
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- }
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-
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- // https://google.github.io/filament/Filament.md.html#materialsystem/anisotropicmodel/anisotropicspecularbrdf
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- #ifdef USE_ANISOTROPY
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-
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- 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 ) {
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-
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- float gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );
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- float gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );
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- float v = 0.5 / ( gv + gl );
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-
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- return saturate(v);
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-
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- }
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-
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- float D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {
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-
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- float a2 = alphaT * alphaB;
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- highp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );
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- highp float v2 = dot( v, v );
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- float w2 = a2 / v2;
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-
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- return RECIPROCAL_PI * a2 * pow2 ( w2 );
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-
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- }
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-
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- #endif
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-
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- #ifdef USE_CLEARCOAT
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-
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- // GGX Distribution, Schlick Fresnel, GGX_SmithCorrelated Visibility
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- vec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {
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-
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- vec3 f0 = material.clearcoatF0;
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- float f90 = material.clearcoatF90;
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- float roughness = material.clearcoatRoughness;
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-
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- float alpha = pow2( roughness ); // UE4's roughness
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-
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- vec3 halfDir = normalize( lightDir + viewDir );
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-
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- float dotNL = saturate( dot( normal, lightDir ) );
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- float dotNV = saturate( dot( normal, viewDir ) );
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- float dotNH = saturate( dot( normal, halfDir ) );
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- float dotVH = saturate( dot( viewDir, halfDir ) );
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-
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- vec3 F = F_Schlick( f0, f90, dotVH );
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-
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- float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
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-
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- float D = D_GGX( alpha, dotNH );
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-
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- return F * ( V * D );
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-
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- }
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-
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- #endif
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-
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- vec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {
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-
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- vec3 f0 = material.specularColor;
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- float f90 = material.specularF90;
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- float roughness = material.roughness;
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-
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- float alpha = pow2( roughness ); // UE4's roughness
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-
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- vec3 halfDir = normalize( lightDir + viewDir );
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-
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- float dotNL = saturate( dot( normal, lightDir ) );
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- float dotNV = saturate( dot( normal, viewDir ) );
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- float dotNH = saturate( dot( normal, halfDir ) );
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- float dotVH = saturate( dot( viewDir, halfDir ) );
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-
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- vec3 F = F_Schlick( f0, f90, dotVH );
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-
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- #ifdef USE_IRIDESCENCE
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-
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- F = mix( F, material.iridescenceFresnel, material.iridescence );
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-
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- #endif
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-
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- #ifdef USE_ANISOTROPY
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-
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- float dotTL = dot( material.anisotropyT, lightDir );
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- float dotTV = dot( material.anisotropyT, viewDir );
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- float dotTH = dot( material.anisotropyT, halfDir );
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- float dotBL = dot( material.anisotropyB, lightDir );
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- float dotBV = dot( material.anisotropyB, viewDir );
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- float dotBH = dot( material.anisotropyB, halfDir );
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-
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- float V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );
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-
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- float D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );
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-
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- #else
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-
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- float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );
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-
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- float D = D_GGX( alpha, dotNH );
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-
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- #endif
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-
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- return F * ( V * D );
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-
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- }
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-
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- // Rect Area Light
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-
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- // Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
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- // by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt
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- // code: https://github.com/selfshadow/ltc_code/
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-
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- vec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {
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-
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- const float LUT_SIZE = 64.0;
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- const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
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- const float LUT_BIAS = 0.5 / LUT_SIZE;
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-
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- float dotNV = saturate( dot( N, V ) );
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-
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- // texture parameterized by sqrt( GGX alpha ) and sqrt( 1 - cos( theta ) )
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- vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );
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-
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- uv = uv * LUT_SCALE + LUT_BIAS;
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-
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- return uv;
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-
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- }
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-
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- float LTC_ClippedSphereFormFactor( const in vec3 f ) {
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-
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- // Real-Time Area Lighting: a Journey from Research to Production (p.102)
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- // An approximation of the form factor of a horizon-clipped rectangle.
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-
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- float l = length( f );
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-
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- return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );
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-
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- }
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-
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- vec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {
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-
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- float x = dot( v1, v2 );
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-
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- float y = abs( x );
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-
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- // rational polynomial approximation to theta / sin( theta ) / 2PI
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- float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;
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- float b = 3.4175940 + ( 4.1616724 + y ) * y;
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- float v = a / b;
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-
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- float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;
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-
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- return cross( v1, v2 ) * theta_sintheta;
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-
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- }
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-
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- vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {
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-
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- // bail if point is on back side of plane of light
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- // assumes ccw winding order of light vertices
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- vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];
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- vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];
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- vec3 lightNormal = cross( v1, v2 );
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-
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- if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );
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-
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- // construct orthonormal basis around N
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- vec3 T1, T2;
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- T1 = normalize( V - N * dot( V, N ) );
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- T2 = - cross( N, T1 ); // negated from paper; possibly due to a different handedness of world coordinate system
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-
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- // compute transform
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- mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );
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-
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- // transform rect
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- vec3 coords[ 4 ];
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- coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );
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- coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );
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- coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );
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- coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );
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-
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- // project rect onto sphere
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- coords[ 0 ] = normalize( coords[ 0 ] );
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- coords[ 1 ] = normalize( coords[ 1 ] );
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- coords[ 2 ] = normalize( coords[ 2 ] );
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- coords[ 3 ] = normalize( coords[ 3 ] );
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-
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- // calculate vector form factor
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- vec3 vectorFormFactor = vec3( 0.0 );
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- vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );
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- vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );
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- vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );
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- vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );
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-
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- // adjust for horizon clipping
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- float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
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-
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- /*
288
- // alternate method of adjusting for horizon clipping (see referece)
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- // refactoring required
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- float len = length( vectorFormFactor );
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- float z = vectorFormFactor.z / len;
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-
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- const float LUT_SIZE = 64.0;
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- const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;
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- const float LUT_BIAS = 0.5 / LUT_SIZE;
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-
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- // tabulated horizon-clipped sphere, apparently...
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- vec2 uv = vec2( z * 0.5 + 0.5, len );
299
- uv = uv * LUT_SCALE + LUT_BIAS;
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-
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- float scale = texture2D( ltc_2, uv ).w;
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-
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- float result = len * scale;
304
- */
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-
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- return vec3( result );
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-
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- }
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-
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- // End Rect Area Light
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-
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- #if defined( USE_SHEEN )
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-
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- // https://github.com/google/filament/blob/master/shaders/src/brdf.fs
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- float D_Charlie( float roughness, float dotNH ) {
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-
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- float alpha = pow2( roughness );
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-
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- // Estevez and Kulla 2017, "Production Friendly Microfacet Sheen BRDF"
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- float invAlpha = 1.0 / alpha;
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- float cos2h = dotNH * dotNH;
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- float sin2h = max( 1.0 - cos2h, 0.0078125 ); // 2^(-14/2), so sin2h^2 > 0 in fp16
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-
324
- return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );
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-
326
- }
327
-
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- // 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 ) ) );
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-
334
- }
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-
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- vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {
337
-
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- 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
-
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- 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
- `;
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
+ `;