@needle-tools/three 0.162.2 → 0.162.3

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 (955) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -86
  3. package/build/three.cjs +53266 -53266
  4. package/build/three.module.js +53266 -53266
  5. package/examples/fonts/LICENSE +13 -13
  6. package/examples/fonts/README.md +11 -11
  7. package/examples/fonts/droid/NOTICE +190 -190
  8. package/examples/fonts/droid/README.txt +18 -18
  9. package/examples/fonts/ttf/README.md +9 -9
  10. package/examples/jsm/Addons.js +295 -295
  11. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  12. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  13. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  14. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  15. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  16. package/examples/jsm/capabilities/WebGL.js +108 -108
  17. package/examples/jsm/capabilities/WebGPU.js +57 -57
  18. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  19. package/examples/jsm/controls/DragControls.js +282 -282
  20. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  21. package/examples/jsm/controls/FlyControls.js +326 -326
  22. package/examples/jsm/controls/MapControls.js +28 -28
  23. package/examples/jsm/controls/OrbitControls.js +1548 -1548
  24. package/examples/jsm/controls/PointerLockControls.js +162 -162
  25. package/examples/jsm/controls/TrackballControls.js +828 -828
  26. package/examples/jsm/controls/TransformControls.js +1573 -1573
  27. package/examples/jsm/csm/CSM.js +384 -384
  28. package/examples/jsm/csm/CSMFrustum.js +152 -152
  29. package/examples/jsm/csm/CSMHelper.js +193 -193
  30. package/examples/jsm/csm/CSMShader.js +295 -295
  31. package/examples/jsm/curves/CurveExtras.js +422 -422
  32. package/examples/jsm/curves/NURBSCurve.js +80 -80
  33. package/examples/jsm/curves/NURBSSurface.js +52 -52
  34. package/examples/jsm/curves/NURBSUtils.js +542 -542
  35. package/examples/jsm/curves/NURBSVolume.js +62 -62
  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 -579
  46. package/examples/jsm/exporters/GLTFExporter.js +3322 -3321
  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 -720
  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 -174
  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 -144
  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 -237
  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 -572
  72. package/examples/jsm/interactive/InteractiveGroup.js +106 -106
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -104
  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 -14849
  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 -14506
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +15 -15
  99. package/examples/jsm/libs/stats.module.js +167 -167
  100. package/examples/jsm/libs/surfaceNet.js +200 -200
  101. package/examples/jsm/libs/tween.module.js +876 -876
  102. package/examples/jsm/libs/utif.module.js +1664 -1664
  103. package/examples/jsm/libs/zstddec.module.js +1 -1
  104. package/examples/jsm/lights/IESSpotLight.js +25 -25
  105. package/examples/jsm/lights/LightProbeGenerator.js +286 -286
  106. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  107. package/examples/jsm/lines/Line2.js +19 -19
  108. package/examples/jsm/lines/LineGeometry.js +79 -79
  109. package/examples/jsm/lines/LineMaterial.js +619 -619
  110. package/examples/jsm/lines/LineSegments2.js +361 -361
  111. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  112. package/examples/jsm/lines/Wireframe.js +56 -56
  113. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  114. package/examples/jsm/loaders/3DMLoader.js +1764 -1764
  115. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  116. package/examples/jsm/loaders/AMFLoader.js +521 -521
  117. package/examples/jsm/loaders/BVHLoader.js +437 -437
  118. package/examples/jsm/loaders/ColladaLoader.js +4116 -4116
  119. package/examples/jsm/loaders/DDSLoader.js +318 -318
  120. package/examples/jsm/loaders/DRACOLoader.js +613 -613
  121. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  122. package/examples/jsm/loaders/FBXLoader.js +4314 -4314
  123. package/examples/jsm/loaders/FontLoader.js +183 -183
  124. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  125. package/examples/jsm/loaders/GLTFLoader.js +4666 -4666
  126. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +729 -729
  127. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  128. package/examples/jsm/loaders/IESLoader.js +337 -337
  129. package/examples/jsm/loaders/KMZLoader.js +130 -130
  130. package/examples/jsm/loaders/KTX2Loader.js +932 -932
  131. package/examples/jsm/loaders/KTXLoader.js +176 -176
  132. package/examples/jsm/loaders/LDrawLoader.js +2470 -2470
  133. package/examples/jsm/loaders/LUT3dlLoader.js +183 -183
  134. package/examples/jsm/loaders/LUTCubeLoader.js +167 -167
  135. package/examples/jsm/loaders/LUTImageLoader.js +163 -163
  136. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  137. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  138. package/examples/jsm/loaders/LottieLoader.js +77 -77
  139. package/examples/jsm/loaders/MD2Loader.js +399 -399
  140. package/examples/jsm/loaders/MDDLoader.js +102 -102
  141. package/examples/jsm/loaders/MMDLoader.js +2276 -2276
  142. package/examples/jsm/loaders/MTLLoader.js +567 -567
  143. package/examples/jsm/loaders/MaterialXLoader.js +852 -852
  144. package/examples/jsm/loaders/NRRDLoader.js +686 -686
  145. package/examples/jsm/loaders/OBJLoader.js +905 -905
  146. package/examples/jsm/loaders/PCDLoader.js +467 -467
  147. package/examples/jsm/loaders/PDBLoader.js +232 -232
  148. package/examples/jsm/loaders/PLYLoader.js +771 -771
  149. package/examples/jsm/loaders/PVRLoader.js +251 -251
  150. package/examples/jsm/loaders/RGBELoader.js +450 -450
  151. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  152. package/examples/jsm/loaders/STLLoader.js +410 -410
  153. package/examples/jsm/loaders/SVGLoader.js +3173 -3173
  154. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  155. package/examples/jsm/loaders/TGALoader.js +517 -517
  156. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  157. package/examples/jsm/loaders/TTFLoader.js +214 -214
  158. package/examples/jsm/loaders/TiltLoader.js +520 -520
  159. package/examples/jsm/loaders/USDZLoader.js +822 -822
  160. package/examples/jsm/loaders/VOXLoader.js +318 -318
  161. package/examples/jsm/loaders/VRMLLoader.js +3537 -3537
  162. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  163. package/examples/jsm/loaders/XYZLoader.js +106 -106
  164. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1214
  165. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  166. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  167. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -426
  168. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -144
  169. package/examples/jsm/math/Capsule.js +82 -82
  170. package/examples/jsm/math/ColorConverter.js +36 -36
  171. package/examples/jsm/math/ConvexHull.js +1271 -1271
  172. package/examples/jsm/math/ImprovedNoise.js +71 -71
  173. package/examples/jsm/math/Lut.js +204 -204
  174. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  175. package/examples/jsm/math/OBB.js +423 -423
  176. package/examples/jsm/math/Octree.js +540 -540
  177. package/examples/jsm/math/SimplexNoise.js +444 -444
  178. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  179. package/examples/jsm/misc/GPUComputationRenderer.js +446 -446
  180. package/examples/jsm/misc/Gyroscope.js +66 -66
  181. package/examples/jsm/misc/MD2Character.js +276 -276
  182. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  183. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  184. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  185. package/examples/jsm/misc/ProgressiveLightMap.js +324 -324
  186. package/examples/jsm/misc/RollerCoaster.js +566 -566
  187. package/examples/jsm/misc/Timer.js +128 -128
  188. package/examples/jsm/misc/TubePainter.js +202 -202
  189. package/examples/jsm/misc/Volume.js +473 -473
  190. package/examples/jsm/misc/VolumeSlice.js +229 -229
  191. package/examples/jsm/modifiers/CurveModifier.js +344 -344
  192. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  193. package/examples/jsm/modifiers/SimplifyModifier.js +617 -617
  194. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  195. package/examples/jsm/nodes/Nodes.js +195 -195
  196. package/examples/jsm/nodes/accessors/AccessorsUtils.js +10 -10
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -127
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +119 -119
  201. package/examples/jsm/nodes/accessors/ClippingNode.js +144 -144
  202. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -61
  203. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  204. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -21
  205. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -314
  206. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +41 -41
  207. package/examples/jsm/nodes/accessors/ModelNode.js +33 -33
  208. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -39
  209. package/examples/jsm/nodes/accessors/MorphNode.js +245 -245
  210. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  211. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  212. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  213. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  214. package/examples/jsm/nodes/accessors/ReferenceNode.js +160 -160
  215. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  216. package/examples/jsm/nodes/accessors/SceneNode.js +52 -52
  217. package/examples/jsm/nodes/accessors/SkinningNode.js +124 -124
  218. package/examples/jsm/nodes/accessors/StorageBufferNode.js +72 -72
  219. package/examples/jsm/nodes/accessors/TangentNode.js +109 -109
  220. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  221. package/examples/jsm/nodes/accessors/TextureNode.js +367 -367
  222. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  223. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -82
  224. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  225. package/examples/jsm/nodes/accessors/UniformsNode.js +140 -140
  226. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  227. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -70
  228. package/examples/jsm/nodes/code/CodeNode.js +84 -84
  229. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  230. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  231. package/examples/jsm/nodes/code/FunctionNode.js +138 -138
  232. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  233. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  234. package/examples/jsm/nodes/core/AssignNode.js +128 -128
  235. package/examples/jsm/nodes/core/AttributeNode.js +108 -108
  236. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  237. package/examples/jsm/nodes/core/CacheNode.js +49 -49
  238. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  239. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  240. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  241. package/examples/jsm/nodes/core/InputNode.js +83 -83
  242. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  243. package/examples/jsm/nodes/core/Node.js +493 -493
  244. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  245. package/examples/jsm/nodes/core/NodeBuilder.js +1250 -1250
  246. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  247. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  248. package/examples/jsm/nodes/core/NodeFrame.js +143 -143
  249. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  250. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  251. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  252. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  253. package/examples/jsm/nodes/core/NodeUniform.js +40 -40
  254. package/examples/jsm/nodes/core/NodeUtils.js +210 -210
  255. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  256. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  257. package/examples/jsm/nodes/core/OutputStructNode.js +62 -62
  258. package/examples/jsm/nodes/core/ParameterNode.js +33 -33
  259. package/examples/jsm/nodes/core/PropertyNode.js +72 -72
  260. package/examples/jsm/nodes/core/StackNode.js +89 -89
  261. package/examples/jsm/nodes/core/StructTypeNode.js +24 -24
  262. package/examples/jsm/nodes/core/TempNode.js +58 -58
  263. package/examples/jsm/nodes/core/UniformGroup.js +13 -13
  264. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -36
  265. package/examples/jsm/nodes/core/UniformNode.js +80 -80
  266. package/examples/jsm/nodes/core/VarNode.js +60 -60
  267. package/examples/jsm/nodes/core/VaryingNode.js +65 -65
  268. package/examples/jsm/nodes/core/constants.js +28 -28
  269. package/examples/jsm/nodes/display/AfterImageNode.js +148 -148
  270. package/examples/jsm/nodes/display/AnamorphicNode.js +148 -148
  271. package/examples/jsm/nodes/display/BlendModeNode.js +128 -128
  272. package/examples/jsm/nodes/display/BumpMapNode.js +99 -99
  273. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +99 -99
  274. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  275. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  276. package/examples/jsm/nodes/display/GaussianBlurNode.js +190 -190
  277. package/examples/jsm/nodes/display/NormalMapNode.js +106 -106
  278. package/examples/jsm/nodes/display/PassNode.js +183 -183
  279. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  280. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -184
  281. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -97
  282. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportNode.js +134 -134
  284. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  285. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  286. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  287. package/examples/jsm/nodes/fog/FogNode.js +38 -38
  288. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -40
  290. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  291. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -57
  292. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -30
  293. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -23
  294. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  295. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  296. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -21
  297. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -28
  298. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -67
  299. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -393
  300. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  301. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  302. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  303. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -85
  304. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  305. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  306. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +241 -241
  307. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -40
  308. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  309. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  310. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  311. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  312. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  313. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -66
  314. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  315. package/examples/jsm/nodes/lighting/LightsNode.js +188 -188
  316. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -68
  317. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -89
  318. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  319. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  320. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  321. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -162
  322. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -436
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@@ -1,562 +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;
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- float clearcoatRoughness;
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- 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
- `;
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
+ `;