@onerjs/core 8.26.1 → 8.26.3

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 (269) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +6 -0
  4. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  5. package/FrameGraph/frameGraphContext.d.ts +2 -1
  6. package/FrameGraph/frameGraphContext.js +4 -1
  7. package/FrameGraph/frameGraphContext.js.map +1 -1
  8. package/Lights/Clustered/clusteredLightContainer.d.ts +1 -1
  9. package/Lights/Clustered/clusteredLightContainer.js +4 -5
  10. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  11. package/Lights/pointLight.js +4 -4
  12. package/Lights/pointLight.js.map +1 -1
  13. package/Lights/rectAreaLight.js +4 -4
  14. package/Lights/rectAreaLight.js.map +1 -1
  15. package/Lights/spotLight.js +2 -2
  16. package/Lights/spotLight.js.map +1 -1
  17. package/Materials/Background/backgroundMaterial.d.ts +19 -91
  18. package/Materials/Background/backgroundMaterial.js +17 -245
  19. package/Materials/Background/backgroundMaterial.js.map +1 -1
  20. package/Materials/Node/Blocks/Dual/lightBlock.js +15 -4
  21. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  22. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +28 -5
  23. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  24. package/Materials/Node/nodeMaterial.d.ts +57 -69
  25. package/Materials/Node/nodeMaterial.js +9 -86
  26. package/Materials/Node/nodeMaterial.js.map +1 -1
  27. package/Materials/Node/nodeMaterialBuildState.d.ts +3 -1
  28. package/Materials/Node/nodeMaterialBuildState.js +35 -15
  29. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  30. package/Materials/PBR/index.d.ts +5 -0
  31. package/Materials/PBR/index.js +5 -0
  32. package/Materials/PBR/index.js.map +1 -1
  33. package/Materials/PBR/openPbrMaterial.d.ts +998 -0
  34. package/Materials/PBR/openPbrMaterial.js +2069 -0
  35. package/Materials/PBR/openPbrMaterial.js.map +1 -0
  36. package/Materials/PBR/pbrBaseMaterial.d.ts +57 -43
  37. package/Materials/PBR/pbrBaseMaterial.js +21 -304
  38. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  39. package/Materials/PBR/pbrMaterial.d.ts +0 -78
  40. package/Materials/PBR/pbrMaterial.js +0 -110
  41. package/Materials/PBR/pbrMaterial.js.map +1 -1
  42. package/Materials/floatingOriginMatrixOverrides.d.ts +3 -0
  43. package/Materials/floatingOriginMatrixOverrides.js +91 -0
  44. package/Materials/floatingOriginMatrixOverrides.js.map +1 -0
  45. package/Materials/imageProcessing.d.ts +65 -0
  46. package/Materials/imageProcessing.js +162 -0
  47. package/Materials/imageProcessing.js.map +1 -0
  48. package/Materials/imageProcessingConfiguration.defines.d.ts +25 -0
  49. package/Materials/imageProcessingConfiguration.defines.js +27 -0
  50. package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
  51. package/Materials/index.d.ts +2 -0
  52. package/Materials/index.js +2 -0
  53. package/Materials/index.js.map +1 -1
  54. package/Materials/material.d.ts +14 -0
  55. package/Materials/material.js +14 -0
  56. package/Materials/material.js.map +1 -1
  57. package/Materials/materialHelper.functions.d.ts +53 -0
  58. package/Materials/materialHelper.functions.js +297 -0
  59. package/Materials/materialHelper.functions.js.map +1 -1
  60. package/Materials/standardMaterial.d.ts +57 -121
  61. package/Materials/standardMaterial.js +21 -250
  62. package/Materials/standardMaterial.js.map +1 -1
  63. package/Materials/uv.defines.d.ts +22 -0
  64. package/Materials/uv.defines.js +24 -0
  65. package/Materials/uv.defines.js.map +1 -0
  66. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -0
  67. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  68. package/Meshes/transformNode.d.ts +2 -0
  69. package/Meshes/transformNode.js +7 -4
  70. package/Meshes/transformNode.js.map +1 -1
  71. package/Misc/decorators.d.ts +7 -0
  72. package/Misc/decorators.js +34 -0
  73. package/Misc/decorators.js.map +1 -1
  74. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +10 -1
  75. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  76. package/Particles/Node/Blocks/index.d.ts +2 -0
  77. package/Particles/Node/Blocks/index.js +2 -0
  78. package/Particles/Node/Blocks/index.js.map +1 -1
  79. package/Particles/Node/Blocks/particleInputBlock.js +4 -1
  80. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  81. package/Particles/Node/Blocks/particleLocalVariableBlock.d.ts +38 -0
  82. package/Particles/Node/Blocks/particleLocalVariableBlock.js +108 -0
  83. package/Particles/Node/Blocks/particleLocalVariableBlock.js.map +1 -0
  84. package/Particles/Node/Blocks/particleVectorLengthBlock.d.ts +26 -0
  85. package/Particles/Node/Blocks/particleVectorLengthBlock.js +50 -0
  86. package/Particles/Node/Blocks/particleVectorLengthBlock.js.map +1 -0
  87. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +2 -1
  88. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +45 -0
  89. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  90. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
  91. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  92. package/Rendering/geometryBufferRenderer.js +6 -4
  93. package/Rendering/geometryBufferRenderer.js.map +1 -1
  94. package/Rendering/iblCdfGenerator.js +28 -20
  95. package/Rendering/iblCdfGenerator.js.map +1 -1
  96. package/Rendering/reflectiveShadowMap.d.ts +3 -3
  97. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +1 -1
  98. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  99. package/Shaders/ShadersInclude/clusteredLightingFunctions.js +3 -1
  100. package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -1
  101. package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
  102. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  103. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +34 -0
  104. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  105. package/Shaders/ShadersInclude/helperFunctions.js +1 -1
  106. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  107. package/Shaders/ShadersInclude/importanceSampling.js +4 -0
  108. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  109. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +1 -0
  110. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  111. package/Shaders/ShadersInclude/openpbrBaseLayerData.d.ts +5 -0
  112. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +127 -0
  113. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -0
  114. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +5 -0
  115. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js +35 -0
  116. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +1 -0
  117. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.d.ts +5 -0
  118. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.js +25 -0
  119. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.js.map +1 -0
  120. package/Shaders/ShadersInclude/openpbrCoatLayerData.d.ts +5 -0
  121. package/Shaders/ShadersInclude/openpbrCoatLayerData.js +59 -0
  122. package/Shaders/ShadersInclude/openpbrCoatLayerData.js.map +1 -0
  123. package/Shaders/ShadersInclude/openpbrConductorReflectance.d.ts +5 -0
  124. package/Shaders/ShadersInclude/openpbrConductorReflectance.js +19 -0
  125. package/Shaders/ShadersInclude/openpbrConductorReflectance.js.map +1 -0
  126. package/Shaders/ShadersInclude/openpbrDielectricReflectance.d.ts +5 -0
  127. package/Shaders/ShadersInclude/openpbrDielectricReflectance.js +30 -0
  128. package/Shaders/ShadersInclude/openpbrDielectricReflectance.js.map +1 -0
  129. package/Shaders/ShadersInclude/openpbrDirectLighting.d.ts +5 -0
  130. package/Shaders/ShadersInclude/openpbrDirectLighting.js +69 -0
  131. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -0
  132. package/Shaders/ShadersInclude/openpbrDirectLightingInit.d.ts +5 -0
  133. package/Shaders/ShadersInclude/openpbrDirectLightingInit.js +80 -0
  134. package/Shaders/ShadersInclude/openpbrDirectLightingInit.js.map +1 -0
  135. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.d.ts +5 -0
  136. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.js +129 -0
  137. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.js.map +1 -0
  138. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.d.ts +5 -0
  139. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +106 -0
  140. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -0
  141. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.d.ts +6 -0
  142. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +115 -0
  143. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -0
  144. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +6 -0
  145. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +72 -0
  146. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -0
  147. package/Shaders/ShadersInclude/openpbrGeometryInfo.d.ts +5 -0
  148. package/Shaders/ShadersInclude/openpbrGeometryInfo.js +46 -0
  149. package/Shaders/ShadersInclude/openpbrGeometryInfo.js.map +1 -0
  150. package/Shaders/ShadersInclude/openpbrIblFunctions.d.ts +5 -0
  151. package/Shaders/ShadersInclude/openpbrIblFunctions.js +221 -0
  152. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -0
  153. package/Shaders/ShadersInclude/openpbrNormalMapFragment.d.ts +5 -0
  154. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +64 -0
  155. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -0
  156. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.d.ts +6 -0
  157. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.js +45 -0
  158. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.js.map +1 -0
  159. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.d.ts +5 -0
  160. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +72 -0
  161. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -0
  162. package/Shaders/ShadersInclude/openpbrNormalMapVertex.d.ts +5 -0
  163. package/Shaders/ShadersInclude/openpbrNormalMapVertex.js +16 -0
  164. package/Shaders/ShadersInclude/openpbrNormalMapVertex.js.map +1 -0
  165. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.d.ts +5 -0
  166. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js +16 -0
  167. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -0
  168. package/Shaders/ShadersInclude/openpbrUboDeclaration.d.ts +7 -0
  169. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +18 -0
  170. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -0
  171. package/Shaders/ShadersInclude/openpbrVertexDeclaration.d.ts +6 -0
  172. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +103 -0
  173. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -0
  174. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +1 -1
  175. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  176. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +1 -0
  177. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -1
  178. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  179. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  180. package/Shaders/ShadersInclude/pbrHelperFunctions.js +2 -0
  181. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  182. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  183. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  184. package/Shaders/openpbr.fragment.d.ts +54 -0
  185. package/Shaders/openpbr.fragment.js +206 -0
  186. package/Shaders/openpbr.fragment.js.map +1 -0
  187. package/Shaders/openpbr.vertex.d.ts +39 -0
  188. package/Shaders/openpbr.vertex.js +238 -0
  189. package/Shaders/openpbr.vertex.js.map +1 -0
  190. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js +1 -1
  191. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  192. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +1 -1
  193. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  194. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +28 -0
  195. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  196. package/ShadersWGSL/ShadersInclude/importanceSampling.js +4 -0
  197. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  198. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.d.ts +5 -0
  199. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +126 -0
  200. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -0
  201. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +5 -0
  202. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js +36 -0
  203. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +1 -0
  204. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.d.ts +5 -0
  205. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.js +25 -0
  206. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.js.map +1 -0
  207. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.d.ts +5 -0
  208. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js +59 -0
  209. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js.map +1 -0
  210. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.d.ts +5 -0
  211. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.js +19 -0
  212. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.js.map +1 -0
  213. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.d.ts +5 -0
  214. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js +33 -0
  215. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js.map +1 -0
  216. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.d.ts +5 -0
  217. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +69 -0
  218. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -0
  219. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.d.ts +5 -0
  220. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +80 -0
  221. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -0
  222. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.d.ts +5 -0
  223. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +112 -0
  224. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -0
  225. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +6 -0
  226. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +68 -0
  227. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -0
  228. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.d.ts +5 -0
  229. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js +54 -0
  230. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js.map +1 -0
  231. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.d.ts +5 -0
  232. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +218 -0
  233. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -0
  234. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.d.ts +5 -0
  235. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +64 -0
  236. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -0
  237. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.d.ts +6 -0
  238. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.js +45 -0
  239. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.js.map +1 -0
  240. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.d.ts +5 -0
  241. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +51 -0
  242. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -0
  243. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.d.ts +5 -0
  244. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js +16 -0
  245. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js.map +1 -0
  246. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.d.ts +5 -0
  247. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js +16 -0
  248. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -0
  249. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.d.ts +7 -0
  250. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +17 -0
  251. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -0
  252. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +1 -1
  253. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  254. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  255. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  256. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +2 -0
  257. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  258. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +1 -1
  259. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  260. package/ShadersWGSL/openpbr.fragment.d.ts +52 -0
  261. package/ShadersWGSL/openpbr.fragment.js +193 -0
  262. package/ShadersWGSL/openpbr.fragment.js.map +1 -0
  263. package/ShadersWGSL/openpbr.vertex.d.ts +37 -0
  264. package/ShadersWGSL/openpbr.vertex.js +227 -0
  265. package/ShadersWGSL/openpbr.vertex.js.map +1 -0
  266. package/package.json +1 -1
  267. package/scene.d.ts +21 -0
  268. package/scene.js +29 -3
  269. package/scene.js.map +1 -1
@@ -0,0 +1,238 @@
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+ // Do not edit.
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+ import { ShaderStore } from "../Engines/shaderStore.js";
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+ import "./ShadersInclude/openpbrVertexDeclaration.js";
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+ import "./ShadersInclude/openpbrUboDeclaration.js";
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+ import "./ShadersInclude/uvAttributeDeclaration.js";
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+ import "./ShadersInclude/mainUVVaryingDeclaration.js";
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+ import "./ShadersInclude/helperFunctions.js";
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+ import "./ShadersInclude/pbrBRDFFunctions.js";
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+ import "./ShadersInclude/bonesDeclaration.js";
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+ import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
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+ import "./ShadersInclude/instancesDeclaration.js";
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+ import "./ShadersInclude/prePassVertexDeclaration.js";
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+ import "./ShadersInclude/samplerVertexDeclaration.js";
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+ import "./ShadersInclude/harmonicsFunctions.js";
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+ import "./ShadersInclude/openpbrNormalMapVertexDeclaration.js";
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+ import "./ShadersInclude/clipPlaneVertexDeclaration.js";
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+ import "./ShadersInclude/fogVertexDeclaration.js";
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+ import "./ShadersInclude/lightVxFragmentDeclaration.js";
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+ import "./ShadersInclude/lightVxUboDeclaration.js";
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+ import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
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+ import "./ShadersInclude/morphTargetsVertexDeclaration.js";
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+ import "./ShadersInclude/logDepthDeclaration.js";
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+ import "./ShadersInclude/morphTargetsVertexGlobal.js";
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+ import "./ShadersInclude/morphTargetsVertex.js";
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+ import "./ShadersInclude/instancesVertex.js";
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+ import "./ShadersInclude/bonesVertex.js";
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+ import "./ShadersInclude/bakedVertexAnimation.js";
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+ import "./ShadersInclude/prePassVertex.js";
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+ import "./ShadersInclude/uvVariableDeclaration.js";
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+ import "./ShadersInclude/samplerVertexImplementation.js";
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+ import "./ShadersInclude/openpbrNormalMapVertex.js";
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+ import "./ShadersInclude/clipPlaneVertex.js";
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+ import "./ShadersInclude/fogVertex.js";
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+ import "./ShadersInclude/shadowsVertex.js";
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+ import "./ShadersInclude/vertexColorMixing.js";
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+ import "./ShadersInclude/logDepthVertex.js";
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+ const name = "openpbrVertexShader";
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+ const shader = `#define OPENPBR_VERTEX_SHADER
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+ #define CUSTOM_VERTEX_EXTENSION
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+ precision highp float;
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+ #include<__decl__openpbrVertex>
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+ #define CUSTOM_VERTEX_BEGIN
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+ attribute vec3 position;
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+ #ifdef NORMAL
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+ attribute vec3 normal;
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+ #endif
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+ #ifdef TANGENT
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+ attribute vec4 tangent;
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+ #endif
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+ #ifdef UV1
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+ attribute vec2 uv;
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+ #endif
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+ #include<uvAttributeDeclaration>[2..7]
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+ #include<mainUVVaryingDeclaration>[1..7]
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+ #ifdef VERTEXCOLOR
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+ attribute vec4 color;
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+ #endif
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+ #include<helperFunctions>
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+ #include<pbrBRDFFunctions>
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+ #include<bonesDeclaration>
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+ #include<bakedVertexAnimationDeclaration>
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+ #include<instancesDeclaration>
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+ #include<prePassVertexDeclaration>
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor)
65
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)
66
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)
67
+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness)
68
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight)
69
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor)
70
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness)
71
+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy)
72
+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight)
73
+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor)
74
+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness)
75
+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy)
76
+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening)
77
+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal)
78
+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent)
79
+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal)
80
+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity)
81
+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor)
82
+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion)
83
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
84
+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
85
+ varying vec3 vPositionW;
86
+ #if DEBUGMODE>0
87
+ varying vec4 vClipSpacePosition;
88
+ #endif
89
+ #ifdef NORMAL
90
+ varying vec3 vNormalW;
91
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
92
+ varying vec3 vEnvironmentIrradiance;
93
+ #include<harmonicsFunctions>
94
+ #endif
95
+ #endif
96
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
97
+ varying vec4 vColor;
98
+ #endif
99
+ #include<openpbrNormalMapVertexDeclaration>
100
+ #include<clipPlaneVertexDeclaration>
101
+ #include<fogVertexDeclaration>
102
+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
103
+ #include<morphTargetsVertexGlobalDeclaration>
104
+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
105
+ #ifdef REFLECTIONMAP_SKYBOX
106
+ varying vec3 vPositionUVW;
107
+ #endif
108
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
109
+ varying vec3 vDirectionW;
110
+ #endif
111
+ #include<logDepthDeclaration>
112
+ #define CUSTOM_VERTEX_DEFINITIONS
113
+ void main(void) {
114
+ #define CUSTOM_VERTEX_MAIN_BEGIN
115
+ vec3 positionUpdated=position;
116
+ #ifdef NORMAL
117
+ vec3 normalUpdated=normal;
118
+ #endif
119
+ #ifdef TANGENT
120
+ vec4 tangentUpdated=tangent;
121
+ #endif
122
+ #ifdef UV1
123
+ vec2 uvUpdated=uv;
124
+ #endif
125
+ #ifdef UV2
126
+ vec2 uv2Updated=uv2;
127
+ #endif
128
+ #ifdef VERTEXCOLOR
129
+ vec4 colorUpdated=color;
130
+ #endif
131
+ #include<morphTargetsVertexGlobal>
132
+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
133
+ #ifdef REFLECTIONMAP_SKYBOX
134
+ vPositionUVW=positionUpdated;
135
+ #endif
136
+ #define CUSTOM_VERTEX_UPDATE_POSITION
137
+ #define CUSTOM_VERTEX_UPDATE_NORMAL
138
+ #include<instancesVertex>
139
+ #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
140
+ vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
141
+ #endif
142
+ #include<bonesVertex>
143
+ #include<bakedVertexAnimation>
144
+ vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);
145
+ #ifdef PREPASS
146
+ #include<prePassVertex>
147
+ #endif
148
+ #ifdef NORMAL
149
+ mat3 normalWorld=mat3(finalWorld);
150
+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
151
+ vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
152
+ #else
153
+ #ifdef NONUNIFORMSCALING
154
+ normalWorld=transposeMat3(inverseMat3(normalWorld));
155
+ #endif
156
+ vNormalW=normalize(normalWorld*normalUpdated);
157
+ #endif
158
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
159
+ #if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY
160
+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
161
+ #if !defined(NATIVE) && !defined(WEBGPU)
162
+ bool bbb=any(isnan(position));if (bbb) { }
163
+ #endif
164
+ float NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*vBaseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;
165
+ #else
166
+ vec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;
167
+ #endif
168
+ #ifdef REFLECTIONMAP_OPPOSITEZ
169
+ reflectionVector.z*=-1.0;
170
+ #endif
171
+ vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
172
+ #endif
173
+ #endif
174
+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
175
+ #ifdef MULTIVIEW
176
+ if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
177
+ #else
178
+ gl_Position=viewProjection*worldPos;
179
+ #endif
180
+ #if DEBUGMODE>0
181
+ vClipSpacePosition=gl_Position;
182
+ #endif
183
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
184
+ vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
185
+ #endif
186
+ #ifndef UV1
187
+ vec2 uvUpdated=vec2(0.,0.);
188
+ #endif
189
+ #ifndef UV2
190
+ vec2 uv2Updated=vec2(0.,0.);
191
+ #endif
192
+ #ifdef MAINUV1
193
+ vMainUV1=uvUpdated;
194
+ #endif
195
+ #ifdef MAINUV2
196
+ vMainUV2=uv2Updated;
197
+ #endif
198
+ #include<uvVariableDeclaration>[3..7]
199
+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_MATRIXNAME_,albedo,_INFONAME_,BaseColorInfos.x)
200
+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)
201
+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)
202
+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_MATRIXNAME_,baseMetalness,_INFONAME_,BaseMetalnessInfos.x)
203
+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_MATRIXNAME_,specularWeight,_INFONAME_,SpecularWeightInfos.x)
204
+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_MATRIXNAME_,specularColor,_INFONAME_,SpecularColorInfos.x)
205
+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_MATRIXNAME_,specularRoughness,_INFONAME_,SpecularRoughnessInfos.x)
206
+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_MATRIXNAME_,specularRoughnessAnisotropy,_INFONAME_,SpecularRoughnessAnisotropyInfos.x)
207
+ #include<samplerVertexImplementation>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_MATRIXNAME_,coatWeight,_INFONAME_,CoatWeightInfos.x)
208
+ #include<samplerVertexImplementation>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_MATRIXNAME_,coatColor,_INFONAME_,CoatColorInfos.x)
209
+ #include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_MATRIXNAME_,coatRoughness,_INFONAME_,CoatRoughnessInfos.x)
210
+ #include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_MATRIXNAME_,coatRoughnessAnisotropy,_INFONAME_,CoatRoughnessAnisotropyInfos.x)
211
+ #include<samplerVertexImplementation>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_MATRIXNAME_,coatDarkening,_INFONAME_,CoatDarkeningInfos.x)
212
+ #include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_MATRIXNAME_,geometryNormal,_INFONAME_,GeometryNormalInfos.x)
213
+ #include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_MATRIXNAME_,geometryCoatNormal,_INFONAME_,GeometryCoatNormalInfos.x)
214
+ #include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_MATRIXNAME_,geometryOpacity,_INFONAME_,GeometryOpacityInfos.x)
215
+ #include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_MATRIXNAME_,geometryTangent,_INFONAME_,GeometryTangentInfos.x)
216
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_MATRIXNAME_,emissionColor,_INFONAME_,EmissionColorInfos.x)
217
+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_MATRIXNAME_,ambientOcclusion,_INFONAME_,AmbientOcclusionInfos.x)
218
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
219
+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
220
+ #include<openpbrNormalMapVertex>
221
+ #include<clipPlaneVertex>
222
+ #include<fogVertex>
223
+ #include<shadowsVertex>[0..maxSimultaneousLights]
224
+ #include<vertexColorMixing>
225
+ #if defined(POINTSIZE) && !defined(WEBGPU)
226
+ gl_PointSize=pointSize;
227
+ #endif
228
+ #include<logDepthVertex>
229
+ #define CUSTOM_VERTEX_MAIN_END
230
+ }
231
+ `;
232
+ // Sideeffect
233
+ if (!ShaderStore.ShadersStore[name]) {
234
+ ShaderStore.ShadersStore[name] = shader;
235
+ }
236
+ /** @internal */
237
+ export const openpbrVertexShader = { name, shader };
238
+ //# sourceMappingURL=openpbr.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbr.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/openpbr.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,wCAAwC,CAAC;AAChD,OAAO,yCAAyC,CAAC;AACjD,OAAO,2CAA2C,CAAC;AACnD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oDAAoD,CAAC;AAC5D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,gCAAgC,CAAC;AACxC,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiMd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/openpbrVertexDeclaration\";\nimport \"./ShadersInclude/openpbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/openpbrNormalMapVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"openpbrVertexShader\";\nconst shader = `#define OPENPBR_VERTEX_SHADER\n#define CUSTOM_VERTEX_EXTENSION\nprecision highp float;\n#include<__decl__openpbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<openpbrNormalMapVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#if !defined(NATIVE) && !defined(WEBGPU)\nbool bbb=any(isnan(position));if (bbb) { }\n#endif\nfloat NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*vBaseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;\n#else\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2Updated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_MATRIXNAME_,albedo,_INFONAME_,BaseColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_MATRIXNAME_,baseMetalness,_INFONAME_,BaseMetalnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_MATRIXNAME_,specularWeight,_INFONAME_,SpecularWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_MATRIXNAME_,specularColor,_INFONAME_,SpecularColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_MATRIXNAME_,specularRoughness,_INFONAME_,SpecularRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_MATRIXNAME_,specularRoughnessAnisotropy,_INFONAME_,SpecularRoughnessAnisotropyInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_MATRIXNAME_,coatWeight,_INFONAME_,CoatWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_MATRIXNAME_,coatColor,_INFONAME_,CoatColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_MATRIXNAME_,coatRoughness,_INFONAME_,CoatRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_MATRIXNAME_,coatRoughnessAnisotropy,_INFONAME_,CoatRoughnessAnisotropyInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_MATRIXNAME_,coatDarkening,_INFONAME_,CoatDarkeningInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_MATRIXNAME_,geometryNormal,_INFONAME_,GeometryNormalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_MATRIXNAME_,geometryCoatNormal,_INFONAME_,GeometryCoatNormalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_MATRIXNAME_,geometryOpacity,_INFONAME_,GeometryOpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_MATRIXNAME_,geometryTangent,_INFONAME_,GeometryTangentInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_MATRIXNAME_,emissionColor,_INFONAME_,EmissionColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_MATRIXNAME_,ambientOcclusion,_INFONAME_,AmbientOcclusionInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<openpbrNormalMapVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrVertexShader = { name, shader };\n"]}
@@ -2,7 +2,7 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  import "./sceneUboDeclaration.js";
4
4
  const name = "backgroundUboDeclaration";
5
- const shader = `uniform vPrimaryColor: vec4f;uniform vPrimaryColorShadow: vec4f;uniform vDiffuseInfos: vec2f;uniform vReflectionInfos: vec2f;uniform diffuseMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform fFovMultiplier: f32;uniform pointSize: f32;uniform shadowLevel: f32;uniform alpha: f32;uniform vBackgroundCenter: vec3f;uniform vReflectionControl: vec4f;uniform projectedGroundInfos: vec2f;
5
+ const shader = `uniform vPrimaryColor: vec4f;uniform vPrimaryColorShadow: vec4f;uniform vDiffuseInfos : vec2f;uniform diffuseMatrix : mat4x4f;uniform fFovMultiplier: f32;uniform pointSize: f32;uniform shadowLevel: f32;uniform alpha: f32;uniform vBackgroundCenter: vec3f;uniform vReflectionControl: vec4f;uniform projectedGroundInfos: vec2f;uniform vReflectionInfos : vec2f;uniform reflectionMatrix : mat4x4f;uniform vReflectionMicrosurfaceInfos : vec3f;
6
6
  #include<sceneUboDeclaration>
7
7
  `;
8
8
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"backgroundUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAE/B,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\n\nconst name = \"backgroundUboDeclaration\";\nconst shader = `uniform vPrimaryColor: vec4f;uniform vPrimaryColorShadow: vec4f;uniform vDiffuseInfos: vec2f;uniform vReflectionInfos: vec2f;uniform diffuseMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform fFovMultiplier: f32;uniform pointSize: f32;uniform shadowLevel: f32;uniform alpha: f32;uniform vBackgroundCenter: vec3f;uniform vReflectionControl: vec4f;uniform projectedGroundInfos: vec2f;\n#include<sceneUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const backgroundUboDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"backgroundUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAE/B,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\n\nconst name = \"backgroundUboDeclaration\";\nconst shader = `uniform vPrimaryColor: vec4f;uniform vPrimaryColorShadow: vec4f;uniform vDiffuseInfos : vec2f;uniform diffuseMatrix : mat4x4f;uniform fFovMultiplier: f32;uniform pointSize: f32;uniform shadowLevel: f32;uniform alpha: f32;uniform vBackgroundCenter: vec3f;uniform vReflectionControl: vec4f;uniform projectedGroundInfos: vec2f;uniform vReflectionInfos : vec2f;uniform reflectionMatrix : mat4x4f;uniform vReflectionMicrosurfaceInfos : vec3f;\n#include<sceneUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const backgroundUboDeclarationWGSL = { name, shader };\n"]}
@@ -3,7 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  import "./sceneUboDeclaration.js";
4
4
  import "./meshUboDeclaration.js";
5
5
  const name = "defaultUboDeclaration";
6
- const shader = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;
6
+ const shader = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;
7
7
  #define ADDITIONAL_UBO_DECLARATION
8
8
  #include<sceneUboDeclaration>
9
9
  #include<meshUboDeclaration>
@@ -1 +1 @@
1
- {"version":3,"file":"defaultUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/defaultUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"defaultUboDeclaration\";\nconst shader = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vReflectionInfos: vec2f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform reflectionMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const defaultUboDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"defaultUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/defaultUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"defaultUboDeclaration\";\nconst shader = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const defaultUboDeclarationWGSL = { name, shader };\n"]}
@@ -90,6 +90,34 @@ c=toLinearSpace(c);
90
90
  #endif
91
91
  result+=c*NoL;}}
92
92
  result=result/weight;return result;}}
93
+ #ifdef ANISOTROPIC
94
+ fn radianceAnisotropic(
95
+ alphaTangent: f32,
96
+ alphaBitangent: f32,
97
+ inputTexture: texture_cube<f32>,
98
+ inputSampler: sampler,
99
+ inputView: vec3f,
100
+ inputTangent: vec3f,
101
+ inputBitangent: vec3f,
102
+ inputNormal: vec3f,
103
+ filteringInfo: vec2f,
104
+ noiseInput: vec2f
105
+ )->vec3f {var V: vec3f=inputView;var N: vec3f=inputNormal;var T: vec3f=inputTangent;var B: vec3f=inputBitangent;var R: vec3f=reflect(-V,N);var c: vec3f=textureSample(inputTexture,inputSampler,R).rgb;if (alphaTangent==0.f && alphaBitangent==0.f) {
106
+ #if GAMMA_INPUT
107
+ c=toLinearSpace(c);
108
+ #endif
109
+ return c;}
110
+ var result: vec3f=vec3f(0.f);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var effectiveDim: f32=dim0*sqrt(alphaTangent*alphaBitangent);var omegaP: f32=(4.f*PI)/(6.f*effectiveDim*effectiveDim);let noiseScale: f32=clamp(log2(f32(NUM_SAMPLES))/12.0f,0.0f,1.0f);var weight: f32=0.f;for(var i: u32=0u; i<NUM_SAMPLES; i++)
111
+ {var Xi: vec2f=hammersley(i,NUM_SAMPLES);Xi=fract(Xi+noiseInput*mix(0.5f,0.015f,noiseScale));
112
+ var H_tangent: vec3f=hemisphereImportanceSampleDggxAnisotropic(Xi,alphaTangent,alphaBitangent);var H: vec3f=normalize(H_tangent.x*T+H_tangent.y*B+H_tangent.z*N);var L: vec3f=normalize(2.0f*dot(V,H)*H-V);var NoH: f32=max(dot(N,H),0.001f);var VoH: f32=max(dot(V,H),0.001f);var NoL: f32=max(dot(N,L),0.001f);if (NoL>0.f) {var pdf_inversed: f32=4./normalDistributionFunction_BurleyGGX_Anisotropic(
113
+ H_tangent.z,H_tangent.x,H_tangent.y,vec2(alphaTangent,alphaBitangent)
114
+ );var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0f,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,L,mipLevel).rgb;
115
+ #if GAMMA_INPUT
116
+ c=toLinearSpace(c);
117
+ #endif
118
+ result+=c*NoL;}}
119
+ result=result/weight;return result;}
120
+ #endif
93
121
  #endif
94
122
  #endif
95
123
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Fd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\nfn radicalInverse_VdC(value: u32)->f32 \n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\nfn hammersley(i: u32,N: u32)->vec2f\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\nfn log4(x: f32)->f32 {return log2(x)/2.;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\ninputTexture: texture_cube<f32>,inputSampler: sampler,\n#endif\ninputN: vec3f,\nfilteringInfo: vec2f,\ndiffuseRoughness: f32,\nsurfaceAlbedo: vec3f,\ninputV: vec3f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>,icdfSamplerSampler: sampler\n#endif\n)->vec3f\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);\n#ifndef IBL_CDF_FILTERING\nvar tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var tbnInverse: mat3x3f=transpose(tbn);\n#endif\nvar maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var clampedAlbedo: vec3f=clamp(surfaceAlbedo,vec3f(0.1),vec3f(1.0));for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);\n#ifdef IBL_CDF_FILTERING\nvar T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(T.x,Xi.y),0.0).y;var Ls: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var NoL: f32=dot(n,Ls);var NoV: f32=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar LoV: f32=dot(Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvar H: vec3f=(inputV+Ls)*0.5;var VoH: f32=dot(inputV,H);\n#endif \n#else\nvar Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);var V: vec3f=tbnInverse*inputV;var NoV: f32=dot(Ns,V);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar LoV: f32=dot(Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvar H: vec3f=(V+Ls)*0.5;var VoH: f32=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#ifdef IBL_CDF_FILTERING\nvar pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,0.0).rgb;\n#else\nvar pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvar c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\nvar diffuseRoughnessTerm: vec3f=vec3f(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3f(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#ifdef IBL_CDF_FILTERING\nvar light: vec3f=vec3f(0.0);if (pdf>1e-6) {light=vec3f(1.0)/vec3f(pdf)*c;}\nresult+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#ifdef NUM_SAMPLES\n#if NUM_SAMPLES>0\nfn radicalInverse_VdC(value: u32)->f32 \n{var bits=(value<<16u) | (value>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return f32(bits)*2.3283064365386963e-10; }\nfn hammersley(i: u32,N: u32)->vec2f\n{return vec2f( f32(i)/ f32(N),radicalInverse_VdC(i));}\nfn log4(x: f32)->f32 {return log2(x)/2.;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nconst NUM_SAMPLES_FLOAT: f32= f32(NUM_SAMPLES);const NUM_SAMPLES_FLOAT_INVERSED: f32=1./NUM_SAMPLES_FLOAT;const K: f32=4.;fn irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\ninputTexture: texture_cube<f32>,inputSampler: sampler,\n#endif\ninputN: vec3f,\nfilteringInfo: vec2f,\ndiffuseRoughness: f32,\nsurfaceAlbedo: vec3f,\ninputV: vec3f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>,icdfSamplerSampler: sampler\n#endif\n)->vec3f\n{var n: vec3f=normalize(inputN);var result: vec3f= vec3f(0.0);\n#ifndef IBL_CDF_FILTERING\nvar tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var tbnInverse: mat3x3f=transpose(tbn);\n#endif\nvar maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var clampedAlbedo: vec3f=clamp(surfaceAlbedo,vec3f(0.1),vec3f(1.0));for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);\n#ifdef IBL_CDF_FILTERING\nvar T: vec2f;T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(Xi.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2(T.x,Xi.y),0.0).y;var Ls: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var NoL: f32=dot(n,Ls);var NoV: f32=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar LoV: f32=dot(Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvar H: vec3f=(inputV+Ls)*0.5;var VoH: f32=dot(inputV,H);\n#endif \n#else\nvar Ls: vec3f=hemisphereCosSample(Xi);Ls=normalize(Ls);var Ns: vec3f= vec3f(0.,0.,1.);var NoL: f32=dot(Ns,Ls);var V: vec3f=tbnInverse*inputV;var NoV: f32=dot(Ns,V);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar LoV: f32=dot(Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvar H: vec3f=(V+Ls)*0.5;var VoH: f32=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#ifdef IBL_CDF_FILTERING\nvar pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,Ls,0.0).rgb;\n#else\nvar pdf_inversed: f32=PI/NoL;var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvar c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#ifdef GAMMA_INPUT\nc=toLinearSpaceVec3(c);\n#endif\nvar diffuseRoughnessTerm: vec3f=vec3f(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3f(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#ifdef IBL_CDF_FILTERING\nvar light: vec3f=vec3f(0.0);if (pdf>1e-6) {light=vec3f(1.0)/vec3f(pdf)*c;}\nresult+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\nfn radiance(alphaG: f32,inputTexture: texture_cube<f32>,inputSampler: sampler,inputN: vec3f,filteringInfo: vec2f)->vec3f\n{var n: vec3f=normalize(inputN);var c: vec3f=textureSample(inputTexture,inputSampler,n).rgb; \nif (alphaG==0.) {\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {var result: vec3f= vec3f(0.);var tangent: vec3f=select(vec3f(1.,0.,0.),vec3f(0.,0.,1.),abs(n.z)<0.999);tangent=normalize(cross(tangent,n));var bitangent: vec3f=cross(n,tangent);var tbn: mat3x3f= mat3x3f(tangent,bitangent,n);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var omegaP: f32=(4.*PI)/(6.*dim0*dim0);var weight: f32=0.;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);var H: vec3f=hemisphereImportanceSampleDggx(Xi,alphaG);var NoV: f32=1.;var NoH: f32=H.z;var NoH2: f32=H.z*H.z;var NoL: f32=2.*NoH2-1.;var L: vec3f= vec3f(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {var pdf_inversed: f32=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp( f32(l),0.0,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,tbn*L,mipLevel).rgb;\n#ifdef GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#ifdef ANISOTROPIC\nfn radianceAnisotropic(\nalphaTangent: f32, \nalphaBitangent: f32, \ninputTexture: texture_cube<f32>,\ninputSampler: sampler,\ninputView: vec3f, \ninputTangent: vec3f, \ninputBitangent: vec3f, \ninputNormal: vec3f, \nfilteringInfo: vec2f,\nnoiseInput: vec2f \n)->vec3f {var V: vec3f=inputView;var N: vec3f=inputNormal;var T: vec3f=inputTangent;var B: vec3f=inputBitangent;var R: vec3f=reflect(-V,N);var c: vec3f=textureSample(inputTexture,inputSampler,R).rgb;if (alphaTangent==0.f && alphaBitangent==0.f) {\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;}\nvar result: vec3f=vec3f(0.f);var maxLevel: f32=filteringInfo.y;var dim0: f32=filteringInfo.x;var effectiveDim: f32=dim0*sqrt(alphaTangent*alphaBitangent);var omegaP: f32=(4.f*PI)/(6.f*effectiveDim*effectiveDim);let noiseScale: f32=clamp(log2(f32(NUM_SAMPLES))/12.0f,0.0f,1.0f);var weight: f32=0.f;for(var i: u32=0u; i<NUM_SAMPLES; i++)\n{var Xi: vec2f=hammersley(i,NUM_SAMPLES);Xi=fract(Xi+noiseInput*mix(0.5f,0.015f,noiseScale)); \nvar H_tangent: vec3f=hemisphereImportanceSampleDggxAnisotropic(Xi,alphaTangent,alphaBitangent);var H: vec3f=normalize(H_tangent.x*T+H_tangent.y*B+H_tangent.z*N);var L: vec3f=normalize(2.0f*dot(V,H)*H-V);var NoH: f32=max(dot(N,H),0.001f);var VoH: f32=max(dot(V,H),0.001f);var NoL: f32=max(dot(N,L),0.001f);if (NoL>0.f) {var pdf_inversed: f32=4./normalDistributionFunction_BurleyGGX_Anisotropic(\nH_tangent.z,H_tangent.x,H_tangent.y,vec2(alphaTangent,alphaBitangent)\n);var omegaS: f32=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;var l: f32=log4(omegaS)-log4(omegaP)+log4(K);var mipLevel: f32=clamp(l,0.0f,maxLevel);weight+=NoL;var c: vec3f=textureSampleLevel(inputTexture,inputSampler,L,mipLevel).rgb;\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringFunctionsWGSL = { name, shader };\n"]}
@@ -3,6 +3,10 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "importanceSampling";
4
4
  const shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}
5
5
  fn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}
6
+ fn hemisphereImportanceSampleDggxAnisotropic(Xi: vec2f,alphaTangent: f32,alphaBitangent: f32)->vec3f
7
+ {let alphaT: f32=max(alphaTangent,0.0001);let alphaB: f32=max(alphaBitangent,0.0001);var phi: f32=atan(alphaB/alphaT*tan(2.0f*PI*Xi.x));if (Xi.x>0.5) {phi+=PI; }
8
+ let cosPhi: f32=cos(phi);let sinPhi: f32=sin(phi);let alpha2: f32=(cosPhi*cosPhi)/(alphaTangent*alphaTangent) +
9
+ (sinPhi*sinPhi)/(alphaB*alphaB);let tanTheta2: f32=Xi.y/(1.0f-Xi.y)/alpha2;let cosTheta: f32=1.0f/sqrt(1.0f+tanTheta2);let sinTheta: f32=sqrt(max(0.0f,1.0f-cosTheta*cosTheta));return vec3f(sinTheta*cosPhi,sinTheta*sinPhi,cosTheta);}
6
10
  fn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f {
7
11
  var phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;
8
12
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;wKAGyJ,CAAC;AACzK,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f { \nvar phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const importanceSamplingWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;wKAOyJ,CAAC;AACzK,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggxAnisotropic(Xi: vec2f,alphaTangent: f32,alphaBitangent: f32)->vec3f\n{let alphaT: f32=max(alphaTangent,0.0001);let alphaB: f32=max(alphaBitangent,0.0001);var phi: f32=atan(alphaB/alphaT*tan(2.0f*PI*Xi.x));if (Xi.x>0.5) {phi+=PI; }\nlet cosPhi: f32=cos(phi);let sinPhi: f32=sin(phi);let alpha2: f32=(cosPhi*cosPhi)/(alphaTangent*alphaTangent) +\n(sinPhi*sinPhi)/(alphaB*alphaB);let tanTheta2: f32=Xi.y/(1.0f-Xi.y)/alpha2;let cosTheta: f32=1.0f/sqrt(1.0f+tanTheta2);let sinTheta: f32=sqrt(max(0.0f,1.0f-cosTheta*cosTheta));return vec3f(sinTheta*cosPhi,sinTheta*sinPhi,cosTheta);}\nfn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f { \nvar phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const importanceSamplingWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrBaseLayerDataWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,126 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrBaseLayerData";
4
+ const shader = `var base_color=vec3f(0.8);var base_metalness: f32=0.0;var base_diffuse_roughness: f32=0.0;var specular_weight: f32=1.0;var specular_roughness: f32=0.3;var specular_color: vec3f=vec3f(1.0);var specular_roughness_anisotropy: f32=0.0;var specular_ior: f32=1.5;var alpha: f32=1.0;var geometry_tangent: vec2f=vec2f(1.0,0.0);
5
+ #ifdef BASE_WEIGHT
6
+ let baseWeightFromTexture: vec4f=textureSample(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);
7
+ #endif
8
+ #ifdef BASE_COLOR
9
+ let baseColorFromTexture: vec4f=textureSample(baseColorSampler,baseColorSamplerSampler,fragmentInputs.vBaseColorUV+uvOffset);
10
+ #endif
11
+ #ifdef BASE_METALNESS
12
+ let metallicFromTexture: vec4f=textureSample(baseMetalnessSampler,baseMetalnessSamplerSampler,fragmentInputs.vBaseMetalnessUV+uvOffset);
13
+ #endif
14
+ #ifdef BASE_DIFFUSE_ROUGHNESS
15
+ let baseDiffuseRoughnessFromTexture: f32=textureSample(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).r;
16
+ #endif
17
+ #ifdef GEOMETRY_TANGENT
18
+ let geometryTangentFromTexture: vec3f=textureSample(geometryTangentSampler,geometryTangentSamplerSampler,fragmentInputs.vGeometryTangentUV+uvOffset).rgb;
19
+ #endif
20
+ #ifdef SPECULAR_ROUGHNESS_ANISOTROPY
21
+ let anisotropyFromTexture: f32=textureSample(specularRoughnessAnisotropySampler,specularRoughnessAnisotropySamplerSampler,fragmentInputs.vSpecularRoughnessAnisotropyUV+uvOffset).r*uniforms.vSpecularRoughnessAnisotropyInfos.y;
22
+ #endif
23
+ #ifdef GEOMETRY_OPACITY
24
+ let opacityFromTexture: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);
25
+ #endif
26
+ #ifdef DECAL
27
+ let decalFromTexture: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
28
+ #endif
29
+ #ifdef SPECULAR_COLOR
30
+ let specularColorFromTexture: vec4f=textureSample(specularColorSampler,specularColorSamplerSampler,fragmentInputs.vSpecularColorUV+uvOffset);
31
+ #endif
32
+ #if defined(SPECULAR_WEIGHT)
33
+ #ifdef SPECULAR_WEIGHT_IN_ALPHA
34
+ let specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).a;
35
+ #else
36
+ let specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).r;
37
+ #endif
38
+ #endif
39
+ #ifdef ANISOTROPIC
40
+ let noise=textureSample(blueNoiseSampler,blueNoiseSamplerSampler,fragmentInputs.position.xy/256.0).xyz;
41
+ #endif
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+ #if defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS)
43
+ let roughnessFromTexture: f32=metallicFromTexture.g;
44
+ #elif defined(SPECULAR_ROUGHNESS)
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+ let roughnessFromTexture: f32=textureSample(specularRoughnessSampler,specularRoughnessSamplerSampler,fragmentInputs.vSpecularRoughnessUV+uvOffset).r;
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+ #endif
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+ base_color=uniforms.vBaseColor.rgb;
48
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
49
+ base_color*=uniforms.vColor.rgb;
50
+ #endif
51
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
52
+ alpha*=uniforms.vColor.a;
53
+ #endif
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+ base_color*=vec3(uniforms.vBaseWeight);alpha=uniforms.vBaseColor.a;base_metalness=uniforms.vReflectanceInfo.x;base_diffuse_roughness=uniforms.vBaseDiffuseRoughness;specular_roughness=uniforms.vReflectanceInfo.y;specular_color=uniforms.vSpecularColor.rgb;specular_weight=uniforms.vReflectanceInfo.a;specular_ior=uniforms.vReflectanceInfo.z;specular_roughness_anisotropy=uniforms.vSpecularAnisotropy.b;geometry_tangent=uniforms.vSpecularAnisotropy.rg;
55
+ #ifdef BASE_COLOR
56
+ #ifdef BASE_COLOR_GAMMA
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+ base_color*=toLinearSpace(baseColorFromTexture.rgb);
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+ #else
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+ base_color*=baseColorFromTexture.rgb;
60
+ #endif
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+ base_color*=uniforms.vBaseColorInfos.y;
62
+ #endif
63
+ #ifdef BASE_WEIGHT
64
+ base_color*=baseWeightFromTexture.r;
65
+ #endif
66
+ #if defined(BASE_COLOR) && defined(ALPHA_FROM_BASE_COLOR_TEXTURE)
67
+ alpha*=baseColorFromTexture.a;
68
+ #elif defined(GEOMETRY_OPACITY)
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+ alpha*=opacityFromTexture.a;alpha*=uniforms.vGeometryOpacityInfos.y;
70
+ #endif
71
+ #ifdef ALPHATEST
72
+ #if DEBUGMODE != 88
73
+ if (alpha<ALPHATESTVALUE)
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+ discard;
75
+ #endif
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+ #ifndef ALPHABLEND
77
+ alpha=1.0;
78
+ #endif
79
+ #endif
80
+ #ifdef BASE_METALNESS
81
+ #ifdef METALLNESSSTOREINMETALMAPBLUE
82
+ base_metalness*=metallicFromTexture.b;
83
+ #else
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+ base_metalness*=metallicFromTexture.r;
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+ #endif
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+ #endif
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+ #ifdef BASE_DIFFUSE_ROUGHNESS
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+ base_diffuse_roughness*=baseDiffuseRoughnessFromTexture*uniforms.vBaseDiffuseRoughnessInfos.y;
89
+ #endif
90
+ #ifdef SPECULAR_COLOR
91
+ #ifdef SPECULAR_COLOR_GAMMA
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+ specular_color*=toLinearSpace(specularColorFromTexture.rgb);
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+ #else
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+ specular_color*=specularColorFromTexture.rgb;
95
+ #endif
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+ #endif
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+ #ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE
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+ specular_weight*=specularColorFromTexture.a;
99
+ #elif defined(SPECULAR_WEIGHT)
100
+ specular_weight*=specularWeightFromTexture;
101
+ #endif
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+ #if defined(SPECULAR_ROUGHNESS) || (defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS))
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+ specular_roughness*=roughnessFromTexture;
104
+ #endif
105
+ #ifdef GEOMETRY_TANGENT
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+ {let tangentFromTexture: vec2f=normalize(geometryTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_tangent.y,geometry_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}
107
+ #endif
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+ #if defined(GEOMETRY_TANGENT) && defined(SPECULAR_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)
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+ specular_roughness_anisotropy*=geometryTangentFromTexture.b;
110
+ #elif defined(SPECULAR_ROUGHNESS_ANISOTROPY)
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+ specular_roughness_anisotropy*=anisotropyFromTexture;
112
+ #endif
113
+ #ifdef DETAIL
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+ let detailRoughness: f32=mix(0.5f,detailColor.b,vDetailInfos.w);let loLerp: f32=mix(0.f,specular_roughness,detailRoughness*2.f);let hiLerp: f32=mix(specular_roughness,1.f,(detailRoughness-0.5f)*2.f);specular_roughness=mix(loLerp,hiLerp,step(detailRoughness,0.5f));
115
+ #endif
116
+ #ifdef USE_GLTF_STYLE_ANISOTROPY
117
+ let baseAlpha: f32=specular_roughness*specular_roughness;let roughnessT: f32=mix(baseAlpha,1.0f,specular_roughness_anisotropy*specular_roughness_anisotropy);let roughnessB: f32=baseAlpha;specular_roughness_anisotropy=1.0f-roughnessB/max(roughnessT,0.00001f);specular_roughness=sqrt(roughnessT/sqrt(2.0f/(1.0f+(1.0f-specular_roughness_anisotropy)*(1.0f-specular_roughness_anisotropy))));
118
+ #endif
119
+ `;
120
+ // Sideeffect
121
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
122
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
123
+ }
124
+ /** @internal */
125
+ export const openpbrBaseLayerDataWGSL = { name, shader };
126
+ //# sourceMappingURL=openpbrBaseLayerData.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrBaseLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBaseLayerData\";\nconst shader = `var base_color=vec3f(0.8);var base_metalness: f32=0.0;var base_diffuse_roughness: f32=0.0;var specular_weight: f32=1.0;var specular_roughness: f32=0.3;var specular_color: vec3f=vec3f(1.0);var specular_roughness_anisotropy: f32=0.0;var specular_ior: f32=1.5;var alpha: f32=1.0;var geometry_tangent: vec2f=vec2f(1.0,0.0);\n#ifdef BASE_WEIGHT\nlet baseWeightFromTexture: vec4f=textureSample(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);\n#endif\n#ifdef BASE_COLOR\nlet baseColorFromTexture: vec4f=textureSample(baseColorSampler,baseColorSamplerSampler,fragmentInputs.vBaseColorUV+uvOffset);\n#endif\n#ifdef BASE_METALNESS\nlet metallicFromTexture: vec4f=textureSample(baseMetalnessSampler,baseMetalnessSamplerSampler,fragmentInputs.vBaseMetalnessUV+uvOffset);\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nlet baseDiffuseRoughnessFromTexture: f32=textureSample(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\n#ifdef GEOMETRY_TANGENT\nlet geometryTangentFromTexture: vec3f=textureSample(geometryTangentSampler,geometryTangentSamplerSampler,fragmentInputs.vGeometryTangentUV+uvOffset).rgb;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nlet anisotropyFromTexture: f32=textureSample(specularRoughnessAnisotropySampler,specularRoughnessAnisotropySamplerSampler,fragmentInputs.vSpecularRoughnessAnisotropyUV+uvOffset).r*uniforms.vSpecularRoughnessAnisotropyInfos.y;\n#endif\n#ifdef GEOMETRY_OPACITY\nlet opacityFromTexture: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nlet decalFromTexture: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\n#ifdef SPECULAR_COLOR\nlet specularColorFromTexture: vec4f=textureSample(specularColorSampler,specularColorSamplerSampler,fragmentInputs.vSpecularColorUV+uvOffset);\n#endif\n#if defined(SPECULAR_WEIGHT)\n#ifdef SPECULAR_WEIGHT_IN_ALPHA\nlet specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).a;\n#else\nlet specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).r;\n#endif\n#endif\n#ifdef ANISOTROPIC\nlet noise=textureSample(blueNoiseSampler,blueNoiseSamplerSampler,fragmentInputs.position.xy/256.0).xyz;\n#endif\n#if defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS)\nlet roughnessFromTexture: f32=metallicFromTexture.g;\n#elif defined(SPECULAR_ROUGHNESS)\nlet roughnessFromTexture: f32=textureSample(specularRoughnessSampler,specularRoughnessSamplerSampler,fragmentInputs.vSpecularRoughnessUV+uvOffset).r;\n#endif\nbase_color=uniforms.vBaseColor.rgb;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbase_color*=uniforms.vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=uniforms.vColor.a;\n#endif\nbase_color*=vec3(uniforms.vBaseWeight);alpha=uniforms.vBaseColor.a;base_metalness=uniforms.vReflectanceInfo.x;base_diffuse_roughness=uniforms.vBaseDiffuseRoughness;specular_roughness=uniforms.vReflectanceInfo.y;specular_color=uniforms.vSpecularColor.rgb;specular_weight=uniforms.vReflectanceInfo.a;specular_ior=uniforms.vReflectanceInfo.z;specular_roughness_anisotropy=uniforms.vSpecularAnisotropy.b;geometry_tangent=uniforms.vSpecularAnisotropy.rg;\n#ifdef BASE_COLOR\n#ifdef BASE_COLOR_GAMMA\nbase_color*=toLinearSpace(baseColorFromTexture.rgb);\n#else\nbase_color*=baseColorFromTexture.rgb;\n#endif\nbase_color*=uniforms.vBaseColorInfos.y;\n#endif\n#ifdef BASE_WEIGHT\nbase_color*=baseWeightFromTexture.r;\n#endif\n#if defined(BASE_COLOR) && defined(ALPHA_FROM_BASE_COLOR_TEXTURE)\nalpha*=baseColorFromTexture.a;\n#elif defined(GEOMETRY_OPACITY)\nalpha*=opacityFromTexture.a;alpha*=uniforms.vGeometryOpacityInfos.y;\n#endif\n#ifdef ALPHATEST\n#if DEBUGMODE != 88\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n#ifdef BASE_METALNESS\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nbase_metalness*=metallicFromTexture.b;\n#else\nbase_metalness*=metallicFromTexture.r;\n#endif\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nbase_diffuse_roughness*=baseDiffuseRoughnessFromTexture*uniforms.vBaseDiffuseRoughnessInfos.y;\n#endif\n#ifdef SPECULAR_COLOR\n#ifdef SPECULAR_COLOR_GAMMA\nspecular_color*=toLinearSpace(specularColorFromTexture.rgb);\n#else\nspecular_color*=specularColorFromTexture.rgb;\n#endif\n#endif\n#ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE\nspecular_weight*=specularColorFromTexture.a;\n#elif defined(SPECULAR_WEIGHT)\nspecular_weight*=specularWeightFromTexture;\n#endif\n#if defined(SPECULAR_ROUGHNESS) || (defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS))\nspecular_roughness*=roughnessFromTexture;\n#endif\n#ifdef GEOMETRY_TANGENT\n{let tangentFromTexture: vec2f=normalize(geometryTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_tangent.y,geometry_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}\n#endif\n#if defined(GEOMETRY_TANGENT) && defined(SPECULAR_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)\nspecular_roughness_anisotropy*=geometryTangentFromTexture.b;\n#elif defined(SPECULAR_ROUGHNESS_ANISOTROPY)\nspecular_roughness_anisotropy*=anisotropyFromTexture;\n#endif\n#ifdef DETAIL\nlet detailRoughness: f32=mix(0.5f,detailColor.b,vDetailInfos.w);let loLerp: f32=mix(0.f,specular_roughness,detailRoughness*2.f);let hiLerp: f32=mix(specular_roughness,1.f,(detailRoughness-0.5f)*2.f);specular_roughness=mix(loLerp,hiLerp,step(detailRoughness,0.5f));\n#endif\n#ifdef USE_GLTF_STYLE_ANISOTROPY\nlet baseAlpha: f32=specular_roughness*specular_roughness;let roughnessT: f32=mix(baseAlpha,1.0f,specular_roughness_anisotropy*specular_roughness_anisotropy);let roughnessB: f32=baseAlpha;specular_roughness_anisotropy=1.0f-roughnessB/max(roughnessT,0.00001f);specular_roughness=sqrt(roughnessT/sqrt(2.0f/(1.0f+(1.0f-specular_roughness_anisotropy)*(1.0f-specular_roughness_anisotropy))));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBaseLayerDataWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrBlockAmbientOcclusionWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,36 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrBlockAmbientOcclusion";
4
+ const shader = `struct ambientOcclusionOutParams
5
+ {ambientOcclusionColor: vec3f,
6
+ #if DEBUGMODE>0 && defined(AMBIENT_OCCLUSION)
7
+ ambientOcclusionColorMap: vec3f
8
+ #endif
9
+ };
10
+ #define pbr_inline
11
+ fn ambientOcclusionBlock(
12
+ #ifdef AMBIENT_OCCLUSION
13
+ ambientOcclusionColorMap_: vec3f,
14
+ ambientInfos: vec2f
15
+ #endif
16
+ )->ambientOcclusionOutParams
17
+ {
18
+ var outParams: ambientOcclusionOutParams;var ambientOcclusionColor: vec3f= vec3f(1.,1.,1.);
19
+ #ifdef AMBIENT_OCCLUSION
20
+ var ambientOcclusionColorMap: vec3f=ambientOcclusionColorMap_*ambientInfos.y;
21
+ #ifdef AMBIENTINGRAYSCALE
22
+ ambientOcclusionColorMap= vec3f(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);
23
+ #endif
24
+ #if DEBUGMODE>0
25
+ outParams.ambientOcclusionColorMap=ambientOcclusionColorMap;
26
+ #endif
27
+ #endif
28
+ outParams.ambientOcclusionColor=ambientOcclusionColor;return outParams;}
29
+ `;
30
+ // Sideeffect
31
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
32
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
33
+ }
34
+ /** @internal */
35
+ export const openpbrBlockAmbientOcclusionWGSL = { name, shader };
36
+ //# sourceMappingURL=openpbrBlockAmbientOcclusion.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrBlockAmbientOcclusion.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBlockAmbientOcclusion\";\nconst shader = `struct ambientOcclusionOutParams\n{ambientOcclusionColor: vec3f,\n#if DEBUGMODE>0 && defined(AMBIENT_OCCLUSION)\nambientOcclusionColorMap: vec3f\n#endif\n};\n#define pbr_inline\nfn ambientOcclusionBlock(\n#ifdef AMBIENT_OCCLUSION\nambientOcclusionColorMap_: vec3f,\nambientInfos: vec2f\n#endif\n)->ambientOcclusionOutParams\n{ \nvar outParams: ambientOcclusionOutParams;var ambientOcclusionColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT_OCCLUSION\nvar ambientOcclusionColorMap: vec3f=ambientOcclusionColorMap_*ambientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap= vec3f(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\n#if DEBUGMODE>0\noutParams.ambientOcclusionColorMap=ambientOcclusionColorMap;\n#endif\n#endif\noutParams.ambientOcclusionColor=ambientOcclusionColor;return outParams;}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBlockAmbientOcclusionWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrBlockNormalFinalWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };