@onerjs/core 8.26.2 → 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 (266) 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/Misc/decorators.d.ts +7 -0
  69. package/Misc/decorators.js +34 -0
  70. package/Misc/decorators.js.map +1 -1
  71. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +10 -1
  72. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  73. package/Particles/Node/Blocks/index.d.ts +2 -0
  74. package/Particles/Node/Blocks/index.js +2 -0
  75. package/Particles/Node/Blocks/index.js.map +1 -1
  76. package/Particles/Node/Blocks/particleInputBlock.js +4 -1
  77. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  78. package/Particles/Node/Blocks/particleLocalVariableBlock.d.ts +38 -0
  79. package/Particles/Node/Blocks/particleLocalVariableBlock.js +108 -0
  80. package/Particles/Node/Blocks/particleLocalVariableBlock.js.map +1 -0
  81. package/Particles/Node/Blocks/particleVectorLengthBlock.d.ts +26 -0
  82. package/Particles/Node/Blocks/particleVectorLengthBlock.js +50 -0
  83. package/Particles/Node/Blocks/particleVectorLengthBlock.js.map +1 -0
  84. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +2 -1
  85. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +45 -0
  86. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  87. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -1
  88. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  89. package/Rendering/geometryBufferRenderer.js +6 -4
  90. package/Rendering/geometryBufferRenderer.js.map +1 -1
  91. package/Rendering/iblCdfGenerator.js +28 -20
  92. package/Rendering/iblCdfGenerator.js.map +1 -1
  93. package/Rendering/reflectiveShadowMap.d.ts +3 -3
  94. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +1 -1
  95. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  96. package/Shaders/ShadersInclude/clusteredLightingFunctions.js +3 -1
  97. package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -1
  98. package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
  99. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  100. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +34 -0
  101. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  102. package/Shaders/ShadersInclude/helperFunctions.js +1 -1
  103. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  104. package/Shaders/ShadersInclude/importanceSampling.js +4 -0
  105. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  106. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +1 -0
  107. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  108. package/Shaders/ShadersInclude/openpbrBaseLayerData.d.ts +5 -0
  109. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +127 -0
  110. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -0
  111. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +5 -0
  112. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js +35 -0
  113. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +1 -0
  114. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.d.ts +5 -0
  115. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.js +25 -0
  116. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.js.map +1 -0
  117. package/Shaders/ShadersInclude/openpbrCoatLayerData.d.ts +5 -0
  118. package/Shaders/ShadersInclude/openpbrCoatLayerData.js +59 -0
  119. package/Shaders/ShadersInclude/openpbrCoatLayerData.js.map +1 -0
  120. package/Shaders/ShadersInclude/openpbrConductorReflectance.d.ts +5 -0
  121. package/Shaders/ShadersInclude/openpbrConductorReflectance.js +19 -0
  122. package/Shaders/ShadersInclude/openpbrConductorReflectance.js.map +1 -0
  123. package/Shaders/ShadersInclude/openpbrDielectricReflectance.d.ts +5 -0
  124. package/Shaders/ShadersInclude/openpbrDielectricReflectance.js +30 -0
  125. package/Shaders/ShadersInclude/openpbrDielectricReflectance.js.map +1 -0
  126. package/Shaders/ShadersInclude/openpbrDirectLighting.d.ts +5 -0
  127. package/Shaders/ShadersInclude/openpbrDirectLighting.js +69 -0
  128. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -0
  129. package/Shaders/ShadersInclude/openpbrDirectLightingInit.d.ts +5 -0
  130. package/Shaders/ShadersInclude/openpbrDirectLightingInit.js +80 -0
  131. package/Shaders/ShadersInclude/openpbrDirectLightingInit.js.map +1 -0
  132. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.d.ts +5 -0
  133. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.js +129 -0
  134. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.js.map +1 -0
  135. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.d.ts +5 -0
  136. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +106 -0
  137. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -0
  138. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.d.ts +6 -0
  139. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +115 -0
  140. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -0
  141. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +6 -0
  142. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +72 -0
  143. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -0
  144. package/Shaders/ShadersInclude/openpbrGeometryInfo.d.ts +5 -0
  145. package/Shaders/ShadersInclude/openpbrGeometryInfo.js +46 -0
  146. package/Shaders/ShadersInclude/openpbrGeometryInfo.js.map +1 -0
  147. package/Shaders/ShadersInclude/openpbrIblFunctions.d.ts +5 -0
  148. package/Shaders/ShadersInclude/openpbrIblFunctions.js +221 -0
  149. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -0
  150. package/Shaders/ShadersInclude/openpbrNormalMapFragment.d.ts +5 -0
  151. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +64 -0
  152. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -0
  153. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.d.ts +6 -0
  154. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.js +45 -0
  155. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.js.map +1 -0
  156. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.d.ts +5 -0
  157. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +72 -0
  158. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -0
  159. package/Shaders/ShadersInclude/openpbrNormalMapVertex.d.ts +5 -0
  160. package/Shaders/ShadersInclude/openpbrNormalMapVertex.js +16 -0
  161. package/Shaders/ShadersInclude/openpbrNormalMapVertex.js.map +1 -0
  162. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.d.ts +5 -0
  163. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js +16 -0
  164. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -0
  165. package/Shaders/ShadersInclude/openpbrUboDeclaration.d.ts +7 -0
  166. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +18 -0
  167. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -0
  168. package/Shaders/ShadersInclude/openpbrVertexDeclaration.d.ts +6 -0
  169. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +103 -0
  170. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -0
  171. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +1 -1
  172. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  173. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +1 -0
  174. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -1
  175. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  176. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  177. package/Shaders/ShadersInclude/pbrHelperFunctions.js +2 -0
  178. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  179. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  180. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  181. package/Shaders/openpbr.fragment.d.ts +54 -0
  182. package/Shaders/openpbr.fragment.js +206 -0
  183. package/Shaders/openpbr.fragment.js.map +1 -0
  184. package/Shaders/openpbr.vertex.d.ts +39 -0
  185. package/Shaders/openpbr.vertex.js +238 -0
  186. package/Shaders/openpbr.vertex.js.map +1 -0
  187. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js +1 -1
  188. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  189. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +1 -1
  190. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  191. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +28 -0
  192. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  193. package/ShadersWGSL/ShadersInclude/importanceSampling.js +4 -0
  194. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  195. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.d.ts +5 -0
  196. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +126 -0
  197. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -0
  198. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +5 -0
  199. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js +36 -0
  200. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +1 -0
  201. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.d.ts +5 -0
  202. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.js +25 -0
  203. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.js.map +1 -0
  204. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.d.ts +5 -0
  205. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js +59 -0
  206. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js.map +1 -0
  207. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.d.ts +5 -0
  208. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.js +19 -0
  209. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.js.map +1 -0
  210. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.d.ts +5 -0
  211. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js +33 -0
  212. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js.map +1 -0
  213. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.d.ts +5 -0
  214. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +69 -0
  215. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -0
  216. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.d.ts +5 -0
  217. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +80 -0
  218. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -0
  219. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.d.ts +5 -0
  220. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +112 -0
  221. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -0
  222. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +6 -0
  223. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +68 -0
  224. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -0
  225. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.d.ts +5 -0
  226. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js +54 -0
  227. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js.map +1 -0
  228. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.d.ts +5 -0
  229. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +218 -0
  230. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -0
  231. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.d.ts +5 -0
  232. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +64 -0
  233. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -0
  234. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.d.ts +6 -0
  235. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.js +45 -0
  236. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.js.map +1 -0
  237. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.d.ts +5 -0
  238. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +51 -0
  239. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -0
  240. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.d.ts +5 -0
  241. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js +16 -0
  242. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js.map +1 -0
  243. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.d.ts +5 -0
  244. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js +16 -0
  245. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -0
  246. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.d.ts +7 -0
  247. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +17 -0
  248. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -0
  249. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +1 -1
  250. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  251. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  252. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  253. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +2 -0
  254. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  255. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +1 -1
  256. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  257. package/ShadersWGSL/openpbr.fragment.d.ts +52 -0
  258. package/ShadersWGSL/openpbr.fragment.js +193 -0
  259. package/ShadersWGSL/openpbr.fragment.js.map +1 -0
  260. package/ShadersWGSL/openpbr.vertex.d.ts +37 -0
  261. package/ShadersWGSL/openpbr.vertex.js +227 -0
  262. package/ShadersWGSL/openpbr.vertex.js.map +1 -0
  263. package/package.json +1 -1
  264. package/scene.d.ts +21 -0
  265. package/scene.js +29 -3
  266. package/scene.js.map +1 -1
@@ -0,0 +1 @@
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+ {"version":3,"file":"openpbrIblFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrIblFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkNd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrIblFunctions\";\nconst shader = `#ifdef REFLECTION\nvec3 sampleIrradiance(\nin vec3 surfaceNormal\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,in vec3 vEnvironmentIrradianceSH\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,in mat4 iblMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,in samplerCube irradianceSampler\n#else\n,in sampler2D irradianceSampler\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,in vec3 reflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,in sampler2D icdfSampler\n#endif\n#endif\n,in vec2 vReflectionInfos\n,in vec3 viewDirectionW\n,in float diffuseRoughness\n,in vec3 surfaceAlbedo\n) {vec3 environmentIrradiance=vec3(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\nvec3 irradianceVector=(iblMatrix*vec4(surfaceNormal,0)).xyz;vec3 irradianceView=(iblMatrix*vec4(viewDirectionW,0)).xyz;\n#if !defined(USE_IRRADIANCE_DOMINANT_DIRECTION) && !defined(REALTIME_FILTERING)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\n{float NdotV=max(dot(surfaceNormal,viewDirectionW),0.0);irradianceVector=mix(irradianceVector,irradianceView,(0.5*(1.0-NdotV))*diffuseRoughness);}\n#endif\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradianceSH;\n#else\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,irradianceVector);\n#else\nvec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,reflectionCoords);\n#endif\nenvironmentIrradiance=environmentIrradianceFromTexture.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradianceFromTexture);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpace(environmentIrradiance.rgb);\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\nvec3 Ls=normalize(reflectionDominantDirection);float NoL=dot(irradianceVector,Ls);float NoV=dot(irradianceVector,irradianceView);vec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,irradianceView);float mag=length(reflectionDominantDirection)*2.0;vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;diffuseRoughnessTerm=diffuseRoughnessTerm/clampedAlbedo;diffuseRoughnessTerm=mix(vec3(1.0),diffuseRoughnessTerm,sqrt(clamp(mag*NoV,0.0,1.0)));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(irradianceView+Ls)*0.5;float VoH=dot(irradianceView,H);diffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\nenvironmentIrradiance=environmentIrradiance.rgb*diffuseRoughnessTerm;\n#endif\n#endif\nenvironmentIrradiance*=vReflectionInfos.x;return environmentIrradiance;}\n#define pbr_inline\n#ifdef REFLECTIONMAP_3D\nvec3 createReflectionCoords(\n#else\nvec2 createReflectionCoords(\n#endif\nin vec3 vPositionW\n,in vec3 normalW\n)\n{vec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\n#define pbr_inline\n#define inline\nvec3 sampleRadiance(\nin float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in geometryInfoOutParams geoInfo\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n,const vec3 reflectionCoords\n#else\n,in sampler2D reflectionSampler\n,const vec2 reflectionCoords\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#endif\n)\n{vec4 environmentRadiance=vec4(0.,0.,0.,0.);\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\nenvironmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}\n#if defined(ANISOTROPIC)\n#define pbr_inline\n#define inline\nvec3 sampleRadianceAnisotropic(\nin float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in geometryInfoAnisoOutParams geoInfo\n,const vec3 normalW\n,const vec3 viewDirectionW\n,const vec3 positionW\n,const vec3 noise\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n#else\n,in sampler2D reflectionSampler\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#endif\n)\n{vec4 environmentRadiance=vec4(0.,0.,0.,0.);float alphaT=alphaG*sqrt(2.0/(1.0+(1.0-geoInfo.anisotropy)*(1.0-geoInfo.anisotropy)));float alphaB=(1.0-geoInfo.anisotropy)*alphaT;alphaG=alphaB;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nvec3 view=(reflectionMatrix*vec4(viewDirectionW,0.0)).xyz;vec3 tangent=(reflectionMatrix*vec4(geoInfo.anisotropicTangent,0.0)).xyz;vec3 bitangent=(reflectionMatrix*vec4(geoInfo.anisotropicBitangent,0.0)).xyz;vec3 normal=(reflectionMatrix*vec4(normalW,0.0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nview.z*=-1.0;tangent.z*=-1.0;bitangent.z*=-1.0;normal.z*=-1.0;\n#endif\nenvironmentRadiance =\nvec4(radianceAnisotropic(alphaT,alphaB,reflectionSampler,\nview,tangent,\nbitangent,normal,\nvReflectionFilteringInfo,noise.xy),\n1.0);\n#else\nconst int samples=16;vec4 radianceSample=vec4(0.0);vec3 reflectionCoords=vec3(0.0);float sample_weight=0.0;float total_weight=0.0;float step=1.0/float(max(samples-1,1));for (int i=0; i<samples; ++i) {float t=mix(-1.0,1.0,float(i)*step);t+=step*2.0*noise.x;sample_weight=max(1.0-abs(t),0.001);sample_weight*=sample_weight;t*=min(4.0*alphaT*geoInfo.anisotropy,1.0);vec3 bentNormal;if (t<0.0) {float blend=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {float blend=t;bentNormal=normalize(mix(normalW,geoInfo.anisotropicTangent,blend));} else {bentNormal=normalW;}\nreflectionCoords=createReflectionCoords(positionW,bentNormal);radianceSample=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb+=sample_weight*fromRGBD(radianceSample);\n#elif defined(GAMMAREFLECTION)\nenvironmentRadiance.rgb+=sample_weight*toLinearSpace(radianceSample.rgb);\n#else\nenvironmentRadiance.rgb+=sample_weight*radianceSample.rgb;\n#endif\ntotal_weight+=sample_weight;}\nenvironmentRadiance=vec4(environmentRadiance.xyz/float(total_weight),1.0);\n#endif\nenvironmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}\n#endif\n#define pbr_inline\nvec3 conductorIblFresnel(in ReflectanceParams reflectance,in float NdotV,in float roughness,in vec3 environmentBrdf)\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvec3 albedoF0=mix(reflectance.coloredF0,pow(reflectance.coloredF0,vec3(1.4)),roughness);return getF82Specular(NdotV,albedoF0,reflectance.coloredF90,roughness);\n#else\nreturn getReflectanceFromBRDFLookup(reflectance.coloredF0,reflectance.coloredF90,environmentBrdf);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrIblFunctions = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrNormalMapFragment: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,64 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrNormalMapFragment";
4
+ const shader = `vec2 uvOffset=vec2(0.0,0.0);
5
+ #if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(PARALLAX) || defined(DETAIL)
6
+ #ifdef NORMALXYSCALE
7
+ float normalScale=1.0;
8
+ #elif defined(GEOMETRY_NORMAL)
9
+ float normalScale=vGeometryNormalInfos.y;
10
+ #else
11
+ float normalScale=1.0;
12
+ #endif
13
+ #if defined(TANGENT) && defined(NORMAL)
14
+ mat3 TBN=vTBN;
15
+ #elif defined(GEOMETRY_NORMAL)
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+ vec2 TBNUV=gl_FrontFacing ? vGeometryNormalUV : -vGeometryNormalUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vTangentSpaceParams);
17
+ #else
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+ vec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.));
19
+ #endif
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+ #elif defined(ANISOTROPIC)
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+ #if defined(TANGENT) && defined(NORMAL)
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+ mat3 TBN=vTBN;
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+ #else
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+ vec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;mat3 TBN=cotangent_frame(normalW,vPositionW,TBNUV,vec2(1.,1.));
25
+ #endif
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+ #endif
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+ #ifdef PARALLAX
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+ mat3 invTBN=transposeMat3(TBN);
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+ #ifdef PARALLAXOCCLUSION
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+ #else
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+ #endif
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+ #endif
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+ #ifdef DETAIL
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+ vec4 detailColor=texture2D(detailSampler,vDetailUV+uvOffset);vec2 detailNormalRG=detailColor.wy*2.0-1.0;float detailNormalB=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));vec3 detailNormal=vec3(detailNormalRG,detailNormalB);
35
+ #endif
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+ #ifdef GEOMETRY_COAT_NORMAL
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+ coatNormalW=perturbNormal(TBN,texture2D(geometryCoatNormalSampler,vGeometryCoatNormalUV+uvOffset).xyz,vGeometryCoatNormalInfos.y);
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+ #endif
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+ #ifdef GEOMETRY_NORMAL
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+ #ifdef OBJECTSPACE_NORMALMAP
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+ #define CUSTOM_FRAGMENT_BUMP_FRAGMENT
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+ normalW=normalize(texture2D(geometryNormalSampler,vGeometryNormalUV).xyz *2.0-1.0);normalW=normalize(mat3(normalMatrix)*normalW);
43
+ #elif !defined(DETAIL)
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+ normalW=perturbNormal(TBN,texture2D(geometryNormalSampler,vGeometryNormalUV+uvOffset).xyz,vGeometryNormalInfos.y);
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+ #else
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+ vec3 sampledNormal=texture2D(geometryNormalSampler,vGeometryNormalUV+uvOffset).xyz*2.0-1.0;
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+ #if DETAIL_NORMALBLENDMETHOD==0
48
+ detailNormal.xy*=vDetailInfos.z;vec3 blendedNormal=normalize(vec3(sampledNormal.xy+detailNormal.xy,sampledNormal.z*detailNormal.z));
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+ #elif DETAIL_NORMALBLENDMETHOD==1
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+ detailNormal.xy*=vDetailInfos.z;sampledNormal+=vec3(0.0,0.0,1.0);detailNormal*=vec3(-1.0,-1.0,1.0);vec3 blendedNormal=sampledNormal*dot(sampledNormal,detailNormal)/sampledNormal.z-detailNormal;
51
+ #endif
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+ normalW=perturbNormalBase(TBN,blendedNormal,vGeometryNormalInfos.y);
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+ #endif
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+ #elif defined(DETAIL)
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+ detailNormal.xy*=vDetailInfos.z;normalW=perturbNormalBase(TBN,detailNormal,vDetailInfos.z);
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+ #endif
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+ `;
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+ // Sideeffect
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+ if (!ShaderStore.IncludesShadersStore[name]) {
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+ ShaderStore.IncludesShadersStore[name] = shader;
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+ }
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+ /** @internal */
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+ export const openpbrNormalMapFragment = { name, shader };
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+ //# sourceMappingURL=openpbrNormalMapFragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrNormalMapFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrNormalMapFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"openpbrNormalMapFragment\";\nconst shader = `vec2 uvOffset=vec2(0.0,0.0);\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#elif defined(GEOMETRY_NORMAL)\nfloat normalScale=vGeometryNormalInfos.y;\n#else\nfloat normalScale=1.0;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#elif defined(GEOMETRY_NORMAL)\nvec2 TBNUV=gl_FrontFacing ? vGeometryNormalUV : -vGeometryNormalUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vTangentSpaceParams);\n#else\nvec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.));\n#endif\n#elif defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nvec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;mat3 TBN=cotangent_frame(normalW,vPositionW,TBNUV,vec2(1.,1.));\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\n#else\n#endif\n#endif\n#ifdef DETAIL\nvec4 detailColor=texture2D(detailSampler,vDetailUV+uvOffset);vec2 detailNormalRG=detailColor.wy*2.0-1.0;float detailNormalB=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));vec3 detailNormal=vec3(detailNormalRG,detailNormalB);\n#endif\n#ifdef GEOMETRY_COAT_NORMAL\ncoatNormalW=perturbNormal(TBN,texture2D(geometryCoatNormalSampler,vGeometryCoatNormalUV+uvOffset).xyz,vGeometryCoatNormalInfos.y);\n#endif\n#ifdef GEOMETRY_NORMAL\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(texture2D(geometryNormalSampler,vGeometryNormalUV).xyz *2.0-1.0);normalW=normalize(mat3(normalMatrix)*normalW);\n#elif !defined(DETAIL)\nnormalW=perturbNormal(TBN,texture2D(geometryNormalSampler,vGeometryNormalUV+uvOffset).xyz,vGeometryNormalInfos.y);\n#else\nvec3 sampledNormal=texture2D(geometryNormalSampler,vGeometryNormalUV+uvOffset).xyz*2.0-1.0;\n#if DETAIL_NORMALBLENDMETHOD==0 \ndetailNormal.xy*=vDetailInfos.z;vec3 blendedNormal=normalize(vec3(sampledNormal.xy+detailNormal.xy,sampledNormal.z*detailNormal.z));\n#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal.xy*=vDetailInfos.z;sampledNormal+=vec3(0.0,0.0,1.0);detailNormal*=vec3(-1.0,-1.0,1.0);vec3 blendedNormal=sampledNormal*dot(sampledNormal,detailNormal)/sampledNormal.z-detailNormal;\n#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,vGeometryNormalInfos.y);\n#endif\n#elif defined(DETAIL)\ndetailNormal.xy*=vDetailInfos.z;normalW=perturbNormalBase(TBN,detailNormal,vDetailInfos.z);\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapFragment = { name, shader };\n"]}
@@ -0,0 +1,6 @@
1
+ import "./samplerFragmentDeclaration.js";
2
+ /** @internal */
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+ export declare const openpbrNormalMapFragmentFunctions: {
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+ name: string;
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+ shader: string;
6
+ };
@@ -0,0 +1,45 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ import "./samplerFragmentDeclaration.js";
4
+ const name = "openpbrNormalMapFragmentFunctions";
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+ const shader = `#if defined(GEOMETRY_NORMAL)
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+ #include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_SAMPLERNAME_,geometryNormal)
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+ #endif
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+ #if defined(GEOMETRY_COAT_NORMAL)
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+ #include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_SAMPLERNAME_,geometryCoatNormal)
10
+ #endif
11
+ #if defined(DETAIL)
12
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_SAMPLERNAME_,detail)
13
+ #endif
14
+ #if defined(GEOMETRY_NORMAL) && defined(PARALLAX)
15
+ const float minSamples=4.;const float maxSamples=15.;const int iMaxSamples=15;vec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {float parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;parallaxLimit*=parallaxScale;vec2 vOffsetDir=normalize(vViewDirCoT.xy);vec2 vMaxOffset=vOffsetDir*parallaxLimit;float numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));float stepSize=1.0/numSamples;float currRayHeight=1.0;vec2 vCurrOffset=vec2(0,0);vec2 vLastOffset=vec2(0,0);float lastSampledHeight=1.0;float currSampledHeight=1.0;bool keepWorking=true;for (int i=0; i<iMaxSamples; i++)
16
+ {currSampledHeight=texture2D(geometryNormalSampler,texCoord+vCurrOffset).w;if (!keepWorking)
17
+ {}
18
+ else if (currSampledHeight>currRayHeight)
19
+ {float delta1=currSampledHeight-currRayHeight;float delta2=(currRayHeight+stepSize)-lastSampledHeight;float ratio=delta1/(delta1+delta2);vCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;keepWorking=false;}
20
+ else
21
+ {currRayHeight-=stepSize;vLastOffset=vCurrOffset;
22
+ #ifdef PARALLAX_RHS
23
+ vCurrOffset-=stepSize*vMaxOffset;
24
+ #else
25
+ vCurrOffset+=stepSize*vMaxOffset;
26
+ #endif
27
+ lastSampledHeight=currSampledHeight;}}
28
+ return vCurrOffset;}
29
+ vec2 parallaxOffset(vec3 viewDir,float heightScale)
30
+ {float height=texture2D(geometryNormalSampler,vGeometryNormalUV).w;vec2 texCoordOffset=heightScale*viewDir.xy*height;
31
+ #ifdef PARALLAX_RHS
32
+ return texCoordOffset;
33
+ #else
34
+ return -texCoordOffset;
35
+ #endif
36
+ }
37
+ #endif
38
+ `;
39
+ // Sideeffect
40
+ if (!ShaderStore.IncludesShadersStore[name]) {
41
+ ShaderStore.IncludesShadersStore[name] = shader;
42
+ }
43
+ /** @internal */
44
+ export const openpbrNormalMapFragmentFunctions = { name, shader };
45
+ //# sourceMappingURL=openpbrNormalMapFragmentFunctions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrNormalMapFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiCd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\n\nconst name = \"openpbrNormalMapFragmentFunctions\";\nconst shader = `#if defined(GEOMETRY_NORMAL)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_SAMPLERNAME_,geometryNormal)\n#endif\n#if defined(GEOMETRY_COAT_NORMAL)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_SAMPLERNAME_,geometryCoatNormal)\n#endif\n#if defined(DETAIL)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_SAMPLERNAME_,detail)\n#endif\n#if defined(GEOMETRY_NORMAL) && defined(PARALLAX)\nconst float minSamples=4.;const float maxSamples=15.;const int iMaxSamples=15;vec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {float parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;parallaxLimit*=parallaxScale;vec2 vOffsetDir=normalize(vViewDirCoT.xy);vec2 vMaxOffset=vOffsetDir*parallaxLimit;float numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));float stepSize=1.0/numSamples;float currRayHeight=1.0;vec2 vCurrOffset=vec2(0,0);vec2 vLastOffset=vec2(0,0);float lastSampledHeight=1.0;float currSampledHeight=1.0;bool keepWorking=true;for (int i=0; i<iMaxSamples; i++)\n{currSampledHeight=texture2D(geometryNormalSampler,texCoord+vCurrOffset).w;if (!keepWorking)\n{}\nelse if (currSampledHeight>currRayHeight)\n{float delta1=currSampledHeight-currRayHeight;float delta2=(currRayHeight+stepSize)-lastSampledHeight;float ratio=delta1/(delta1+delta2);vCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;keepWorking=false;}\nelse\n{currRayHeight-=stepSize;vLastOffset=vCurrOffset;\n#ifdef PARALLAX_RHS\nvCurrOffset-=stepSize*vMaxOffset;\n#else\nvCurrOffset+=stepSize*vMaxOffset;\n#endif\nlastSampledHeight=currSampledHeight;}}\nreturn vCurrOffset;}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{float height=texture2D(geometryNormalSampler,vGeometryNormalUV).w;vec2 texCoordOffset=heightScale*viewDir.xy*height;\n#ifdef PARALLAX_RHS\nreturn texCoordOffset;\n#else\nreturn -texCoordOffset;\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapFragmentFunctions = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrNormalMapFragmentMainFunctions: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,72 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrNormalMapFragmentMainFunctions";
4
+ const shader = `#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(DETAIL)
5
+ #if defined(TANGENT) && defined(NORMAL)
6
+ varying mat3 vTBN;
7
+ #endif
8
+ #ifdef OBJECTSPACE_NORMALMAP
9
+ uniform mat4 normalMatrix;
10
+ #if defined(WEBGL2) || defined(WEBGPU)
11
+ mat4 toNormalMatrix(mat4 wMatrix)
12
+ {mat4 ret=inverse(wMatrix);ret=transpose(ret);ret[0][3]=0.;ret[1][3]=0.;ret[2][3]=0.;ret[3]=vec4(0.,0.,0.,1.);return ret;}
13
+ #else
14
+ mat4 toNormalMatrix(mat4 m)
15
+ {float
16
+ a00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],
17
+ a10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],
18
+ a20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],
19
+ a30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],
20
+ b00=a00*a11-a01*a10,
21
+ b01=a00*a12-a02*a10,
22
+ b02=a00*a13-a03*a10,
23
+ b03=a01*a12-a02*a11,
24
+ b04=a01*a13-a03*a11,
25
+ b05=a02*a13-a03*a12,
26
+ b06=a20*a31-a21*a30,
27
+ b07=a20*a32-a22*a30,
28
+ b08=a20*a33-a23*a30,
29
+ b09=a21*a32-a22*a31,
30
+ b10=a21*a33-a23*a31,
31
+ b11=a22*a33-a23*a32,
32
+ det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;mat4 mi=mat4(
33
+ a11*b11-a12*b10+a13*b09,
34
+ a02*b10-a01*b11-a03*b09,
35
+ a31*b05-a32*b04+a33*b03,
36
+ a22*b04-a21*b05-a23*b03,
37
+ a12*b08-a10*b11-a13*b07,
38
+ a00*b11-a02*b08+a03*b07,
39
+ a32*b02-a30*b05-a33*b01,
40
+ a20*b05-a22*b02+a23*b01,
41
+ a10*b10-a11*b08+a13*b06,
42
+ a01*b08-a00*b10-a03*b06,
43
+ a30*b04-a31*b02+a33*b00,
44
+ a21*b02-a20*b04-a23*b00,
45
+ a11*b07-a10*b09-a12*b06,
46
+ a00*b09-a01*b07+a02*b06,
47
+ a31*b01-a30*b03-a32*b00,
48
+ a20*b03-a21*b01+a22*b00)/det;return mat4(mi[0][0],mi[1][0],mi[2][0],mi[3][0],
49
+ mi[0][1],mi[1][1],mi[2][1],mi[3][1],
50
+ mi[0][2],mi[1][2],mi[2][2],mi[3][2],
51
+ mi[0][3],mi[1][3],mi[2][3],mi[3][3]);}
52
+ #endif
53
+ #endif
54
+ vec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)
55
+ {
56
+ #ifdef NORMALXYSCALE
57
+ normal=normalize(normal*vec3(scale,scale,1.0));
58
+ #endif
59
+ return normalize(cotangentFrame*normal);}
60
+ vec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)
61
+ {return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}
62
+ mat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)
63
+ {vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;float det=max(dot(tangent,tangent),dot(bitangent,bitangent));float invmax=det==0.0 ? 0.0 : inversesqrt(det);return mat3(tangent*invmax,bitangent*invmax,normal);}
64
+ #endif
65
+ `;
66
+ // Sideeffect
67
+ if (!ShaderStore.IncludesShadersStore[name]) {
68
+ ShaderStore.IncludesShadersStore[name] = shader;
69
+ }
70
+ /** @internal */
71
+ export const openpbrNormalMapFragmentMainFunctions = { name, shader };
72
+ //# sourceMappingURL=openpbrNormalMapFragmentMainFunctions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrNormalMapFragmentMainFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Dd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrNormalMapFragmentMainFunctions\";\nconst shader = `#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\n#if defined(WEBGL2) || defined(WEBGPU)\nmat4 toNormalMatrix(mat4 wMatrix)\n{mat4 ret=inverse(wMatrix);ret=transpose(ret);ret[0][3]=0.;ret[1][3]=0.;ret[2][3]=0.;ret[3]=vec4(0.,0.,0.,1.);return ret;}\n#else\nmat4 toNormalMatrix(mat4 m)\n{float\na00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],\na10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],\na20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],\na30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],\nb00=a00*a11-a01*a10,\nb01=a00*a12-a02*a10,\nb02=a00*a13-a03*a10,\nb03=a01*a12-a02*a11,\nb04=a01*a13-a03*a11,\nb05=a02*a13-a03*a12,\nb06=a20*a31-a21*a30,\nb07=a20*a32-a22*a30,\nb08=a20*a33-a23*a30,\nb09=a21*a32-a22*a31,\nb10=a21*a33-a23*a31,\nb11=a22*a33-a23*a32,\ndet=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;mat4 mi=mat4(\na11*b11-a12*b10+a13*b09,\na02*b10-a01*b11-a03*b09,\na31*b05-a32*b04+a33*b03,\na22*b04-a21*b05-a23*b03,\na12*b08-a10*b11-a13*b07,\na00*b11-a02*b08+a03*b07,\na32*b02-a30*b05-a33*b01,\na20*b05-a22*b02+a23*b01,\na10*b10-a11*b08+a13*b06,\na01*b08-a00*b10-a03*b06,\na30*b04-a31*b02+a33*b00,\na21*b02-a20*b04-a23*b00,\na11*b07-a10*b09-a12*b06,\na00*b09-a01*b07+a02*b06,\na31*b01-a30*b03-a32*b00,\na20*b03-a21*b01+a22*b00)/det;return mat4(mi[0][0],mi[1][0],mi[2][0],mi[3][0],\nmi[0][1],mi[1][1],mi[2][1],mi[3][1],\nmi[0][2],mi[1][2],mi[2][2],mi[3][2],\nmi[0][3],mi[1][3],mi[2][3],mi[3][3]);}\n#endif\n#endif\nvec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)\n{\n#ifdef NORMALXYSCALE\nnormal=normalize(normal*vec3(scale,scale,1.0));\n#endif\nreturn normalize(cotangentFrame*normal);}\nvec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)\n{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)\n{vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;float det=max(dot(tangent,tangent),dot(bitangent,bitangent));float invmax=det==0.0 ? 0.0 : inversesqrt(det);return mat3(tangent*invmax,bitangent*invmax,normal);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapFragmentMainFunctions = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrNormalMapVertex: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,16 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrNormalMapVertex";
4
+ const shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC)
5
+ #if defined(TANGENT) && defined(NORMAL)
6
+ vec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);
7
+ #endif
8
+ #endif
9
+ `;
10
+ // Sideeffect
11
+ if (!ShaderStore.IncludesShadersStore[name]) {
12
+ ShaderStore.IncludesShadersStore[name] = shader;
13
+ }
14
+ /** @internal */
15
+ export const openpbrNormalMapVertex = { name, shader };
16
+ //# sourceMappingURL=openpbrNormalMapVertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrNormalMapVertex.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrNormalMapVertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,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 = \"openpbrNormalMapVertex\";\nconst shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapVertex = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrNormalMapVertexDeclaration: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,16 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrNormalMapVertexDeclaration";
4
+ const shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC)
5
+ #if defined(TANGENT) && defined(NORMAL)
6
+ varying mat3 vTBN;
7
+ #endif
8
+ #endif
9
+ `;
10
+ // Sideeffect
11
+ if (!ShaderStore.IncludesShadersStore[name]) {
12
+ ShaderStore.IncludesShadersStore[name] = shader;
13
+ }
14
+ /** @internal */
15
+ export const openpbrNormalMapVertexDeclaration = { name, shader };
16
+ //# sourceMappingURL=openpbrNormalMapVertexDeclaration.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrNormalMapVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrNormalMapVertexDeclaration\";\nconst shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapVertexDeclaration = { name, shader };\n"]}
@@ -0,0 +1,7 @@
1
+ import "./sceneUboDeclaration.js";
2
+ import "./meshUboDeclaration.js";
3
+ /** @internal */
4
+ export declare const openpbrUboDeclaration: {
5
+ name: string;
6
+ shader: string;
7
+ };
@@ -0,0 +1,18 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ import "./sceneUboDeclaration.js";
4
+ import "./meshUboDeclaration.js";
5
+ const name = "openpbrUboDeclaration";
6
+ const shader = `layout(std140,column_major) uniform;uniform Material {vec2 vTangentSpaceParams;vec4 vLightingIntensity;float pointSize;vec2 vDebugMode;vec4 cameraInfo;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionMicrosurfaceInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vReflectionFilteringInfo;vec3 vReflectionDominantDirection;vec3 vReflectionColor;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;float vBaseWeight;vec4 vBaseColor;float vBaseDiffuseRoughness;vec4 vReflectanceInfo;vec4 vSpecularColor;vec3 vSpecularAnisotropy;float vCoatWeight;vec3 vCoatColor;float vCoatRoughness;float vCoatRoughnessAnisotropy;float vCoatIor;float vCoatDarkening;vec2 vGeometryCoatTangent;vec3 vEmissionColor;vec2 vBaseWeightInfos;mat4 baseWeightMatrix;vec2 vBaseColorInfos;mat4 baseColorMatrix;vec2 vBaseDiffuseRoughnessInfos;mat4 baseDiffuseRoughnessMatrix;vec2 vBaseMetalnessInfos;mat4 baseMetalnessMatrix;vec2 vSpecularWeightInfos;mat4 specularWeightMatrix;vec2 vSpecularColorInfos;mat4 specularColorMatrix;vec2 vSpecularRoughnessInfos;mat4 specularRoughnessMatrix;vec2 vSpecularRoughnessAnisotropyInfos;mat4 specularRoughnessAnisotropyMatrix;vec2 vCoatWeightInfos;mat4 coatWeightMatrix;vec2 vCoatColorInfos;mat4 coatColorMatrix;vec2 vCoatRoughnessInfos;mat4 coatRoughnessMatrix;vec2 vCoatDarkeningInfos;mat4 coatDarkeningMatrix;vec2 vGeometryNormalInfos;mat4 geometryNormalMatrix;vec2 vGeometryTangentInfos;mat4 geometryTangentMatrix;vec2 vGeometryCoatNormalInfos;mat4 geometryCoatNormalMatrix;vec2 vGeometryCoatTangentInfos;mat4 geometryCoatTangentMatrix;vec2 vGeometryOpacityInfos;mat4 geometryOpacityMatrix;vec2 vEmissionColorInfos;mat4 emissionColorMatrix;vec2 vAmbientOcclusionInfos;mat4 ambientOcclusionMatrix;
7
+ #define ADDITIONAL_UBO_DECLARATION
8
+ };
9
+ #include<sceneUboDeclaration>
10
+ #include<meshUboDeclaration>
11
+ `;
12
+ // Sideeffect
13
+ if (!ShaderStore.IncludesShadersStore[name]) {
14
+ ShaderStore.IncludesShadersStore[name] = shader;
15
+ }
16
+ /** @internal */
17
+ export const openpbrUboDeclaration = { name, shader };
18
+ //# sourceMappingURL=openpbrUboDeclaration.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrUboDeclaration.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;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"openpbrUboDeclaration\";\nconst shader = `layout(std140,column_major) uniform;uniform Material {vec2 vTangentSpaceParams;vec4 vLightingIntensity;float pointSize;vec2 vDebugMode;vec4 cameraInfo;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionMicrosurfaceInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vReflectionFilteringInfo;vec3 vReflectionDominantDirection;vec3 vReflectionColor;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;float vBaseWeight;vec4 vBaseColor;float vBaseDiffuseRoughness;vec4 vReflectanceInfo;vec4 vSpecularColor;vec3 vSpecularAnisotropy;float vCoatWeight;vec3 vCoatColor;float vCoatRoughness;float vCoatRoughnessAnisotropy;float vCoatIor;float vCoatDarkening;vec2 vGeometryCoatTangent;vec3 vEmissionColor;vec2 vBaseWeightInfos;mat4 baseWeightMatrix;vec2 vBaseColorInfos;mat4 baseColorMatrix;vec2 vBaseDiffuseRoughnessInfos;mat4 baseDiffuseRoughnessMatrix;vec2 vBaseMetalnessInfos;mat4 baseMetalnessMatrix;vec2 vSpecularWeightInfos;mat4 specularWeightMatrix;vec2 vSpecularColorInfos;mat4 specularColorMatrix;vec2 vSpecularRoughnessInfos;mat4 specularRoughnessMatrix;vec2 vSpecularRoughnessAnisotropyInfos;mat4 specularRoughnessAnisotropyMatrix;vec2 vCoatWeightInfos;mat4 coatWeightMatrix;vec2 vCoatColorInfos;mat4 coatColorMatrix;vec2 vCoatRoughnessInfos;mat4 coatRoughnessMatrix;vec2 vCoatDarkeningInfos;mat4 coatDarkeningMatrix;vec2 vGeometryNormalInfos;mat4 geometryNormalMatrix;vec2 vGeometryTangentInfos;mat4 geometryTangentMatrix;vec2 vGeometryCoatNormalInfos;mat4 geometryCoatNormalMatrix;vec2 vGeometryCoatTangentInfos;mat4 geometryCoatTangentMatrix;vec2 vGeometryOpacityInfos;mat4 geometryOpacityMatrix;vec2 vEmissionColorInfos;mat4 emissionColorMatrix;vec2 vAmbientOcclusionInfos;mat4 ambientOcclusionMatrix;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrUboDeclaration = { name, shader };\n"]}
@@ -0,0 +1,6 @@
1
+ import "./decalVertexDeclaration.js";
2
+ /** @internal */
3
+ export declare const openpbrVertexDeclaration: {
4
+ name: string;
5
+ shader: string;
6
+ };
@@ -0,0 +1,103 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ import "./decalVertexDeclaration.js";
4
+ const name = "openpbrVertexDeclaration";
5
+ const shader = `uniform mat4 view;uniform mat4 viewProjection;uniform vec4 vEyePosition;
6
+ #ifdef MULTIVIEW
7
+ mat4 viewProjectionR;
8
+ #endif
9
+ #ifdef BASE_COLOR
10
+ uniform vec2 vBaseColorInfos;uniform mat4 baseColorMatrix;
11
+ #endif
12
+ #ifdef BASE_WEIGHT
13
+ uniform mat4 baseWeightMatrix;uniform vec2 vBaseWeightInfos;
14
+ #endif
15
+ uniform float vBaseDiffuseRoughness;
16
+ #ifdef BASE_DIFFUSE_ROUGHNESS
17
+ uniform mat4 baseDiffuseRoughnessMatrix;uniform vec2 vBaseDiffuseRoughnessInfos;
18
+ #endif
19
+ #ifdef AMBIENT_OCCLUSION
20
+ uniform vec2 vAmbientOcclusionInfos;uniform mat4 ambientOcclusionMatrix;
21
+ #endif
22
+ #ifdef EMISSION_COLOR
23
+ uniform vec2 vEmissionColorInfos;uniform mat4 emissionColorMatrix;
24
+ #endif
25
+ #ifdef LIGHTMAP
26
+ uniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;
27
+ #endif
28
+ #ifdef BASE_METALNESS
29
+ uniform vec2 vBaseMetalnessInfos;uniform mat4 baseMetalnessMatrix;
30
+ #endif
31
+ #ifdef SPECULAR_WEIGHT
32
+ uniform vec2 vSpecularWeightInfos;uniform mat4 specularWeightMatrix;
33
+ #endif
34
+ #ifdef SPECULAR_COLOR
35
+ uniform vec2 vSpecularColorInfos;uniform mat4 specularColorMatrix;
36
+ #endif
37
+ #ifdef SPECULAR_ROUGHNESS
38
+ uniform vec2 vSpecularRoughnessInfos;uniform mat4 specularRoughnessMatrix;
39
+ #endif
40
+ #ifdef SPECULAR_ROUGHNESS_ANISOTROPY
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+ uniform vec2 vSpecularRoughnessAnisotropyInfos;uniform mat4 specularRoughnessAnisotropyMatrix;
42
+ #endif
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+ #ifdef COAT_WEIGHT
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+ uniform vec2 vCoatWeightInfos;uniform mat4 coatWeightMatrix;
45
+ #endif
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+ #ifdef COAT_COLOR
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+ uniform vec2 vCoatColorInfos;uniform mat4 coatColorMatrix;
48
+ #endif
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+ #ifdef COAT_ROUGHNESS
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+ uniform vec2 vCoatRoughnessInfos;uniform mat4 coatRoughnessMatrix;
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+ #endif
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+ #ifdef COAT_ROUGHNESS_ANISOTROPY
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+ uniform vec2 vCoatRoughnessAnisotropyInfos;uniform mat4 coatRoughnessAnisotropyMatrix;
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+ #endif
55
+ #ifdef COAT_IOR
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+ uniform vec2 vCoatIorInfos;uniform mat4 coatIorMatrix;
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+ #endif
58
+ #ifdef COAT_DARKENING
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+ uniform vec2 vCoatDarkeningInfos;uniform mat4 coatDarkeningMatrix;
60
+ #endif
61
+ #ifdef GEOMETRY_NORMAL
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+ uniform vec2 vGeometryNormalInfos;uniform mat4 geometryNormalMatrix;
63
+ #endif
64
+ #ifdef GEOMETRY_TANGENT
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+ uniform vec2 vGeometryTangentInfos;uniform mat4 geometryTangentMatrix;
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+ #endif
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+ #ifdef GEOMETRY_COAT_NORMAL
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+ uniform vec2 vGeometryCoatNormalInfos;uniform mat4 geometryCoatNormalMatrix;
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+ #endif
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+ #ifdef GEOMETRY_OPACITY
71
+ uniform mat4 geometryOpacityMatrix;uniform vec2 vGeometryOpacityInfos;
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+ #endif
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+ #ifdef POINTSIZE
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+ uniform float pointSize;
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+ #endif
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+ uniform vec4 cameraInfo;
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+ #ifdef REFLECTION
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+ uniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;
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+ #endif
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+ #ifdef NORMAL
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+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
82
+ #ifdef USESPHERICALFROMREFLECTIONMAP
83
+ #ifdef SPHERICAL_HARMONICS
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+ uniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;
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+ #else
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+ uniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;
87
+ #endif
88
+ #endif
89
+ #endif
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+ #endif
91
+ #ifdef DETAIL
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+ uniform vec4 vDetailInfos;uniform mat4 detailMatrix;
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+ #endif
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+ #include<decalVertexDeclaration>
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+ #define ADDITIONAL_VERTEX_DECLARATION
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+ `;
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+ // Sideeffect
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+ if (!ShaderStore.IncludesShadersStore[name]) {
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+ ShaderStore.IncludesShadersStore[name] = shader;
100
+ }
101
+ /** @internal */
102
+ export const openpbrVertexDeclaration = { name, shader };
103
+ //# sourceMappingURL=openpbrVertexDeclaration.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,0BAA0B,CAAC;AAElC,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Fd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./decalVertexDeclaration\";\n\nconst name = \"openpbrVertexDeclaration\";\nconst shader = `uniform mat4 view;uniform mat4 viewProjection;uniform vec4 vEyePosition;\n#ifdef MULTIVIEW\nmat4 viewProjectionR;\n#endif\n#ifdef BASE_COLOR\nuniform vec2 vBaseColorInfos;uniform mat4 baseColorMatrix;\n#endif\n#ifdef BASE_WEIGHT\nuniform mat4 baseWeightMatrix;uniform vec2 vBaseWeightInfos;\n#endif\nuniform float vBaseDiffuseRoughness;\n#ifdef BASE_DIFFUSE_ROUGHNESS\nuniform mat4 baseDiffuseRoughnessMatrix;uniform vec2 vBaseDiffuseRoughnessInfos;\n#endif\n#ifdef AMBIENT_OCCLUSION\nuniform vec2 vAmbientOcclusionInfos;uniform mat4 ambientOcclusionMatrix;\n#endif\n#ifdef EMISSION_COLOR\nuniform vec2 vEmissionColorInfos;uniform mat4 emissionColorMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;uniform mat4 lightmapMatrix;\n#endif\n#ifdef BASE_METALNESS\nuniform vec2 vBaseMetalnessInfos;uniform mat4 baseMetalnessMatrix;\n#endif\n#ifdef SPECULAR_WEIGHT\nuniform vec2 vSpecularWeightInfos;uniform mat4 specularWeightMatrix;\n#endif\n#ifdef SPECULAR_COLOR\nuniform vec2 vSpecularColorInfos;uniform mat4 specularColorMatrix;\n#endif\n#ifdef SPECULAR_ROUGHNESS\nuniform vec2 vSpecularRoughnessInfos;uniform mat4 specularRoughnessMatrix;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nuniform vec2 vSpecularRoughnessAnisotropyInfos;uniform mat4 specularRoughnessAnisotropyMatrix;\n#endif\n#ifdef COAT_WEIGHT\nuniform vec2 vCoatWeightInfos;uniform mat4 coatWeightMatrix;\n#endif\n#ifdef COAT_COLOR\nuniform vec2 vCoatColorInfos;uniform mat4 coatColorMatrix;\n#endif\n#ifdef COAT_ROUGHNESS\nuniform vec2 vCoatRoughnessInfos;uniform mat4 coatRoughnessMatrix;\n#endif\n#ifdef COAT_ROUGHNESS_ANISOTROPY\nuniform vec2 vCoatRoughnessAnisotropyInfos;uniform mat4 coatRoughnessAnisotropyMatrix;\n#endif\n#ifdef COAT_IOR\nuniform vec2 vCoatIorInfos;uniform mat4 coatIorMatrix;\n#endif\n#ifdef COAT_DARKENING\nuniform vec2 vCoatDarkeningInfos;uniform mat4 coatDarkeningMatrix;\n#endif\n#ifdef GEOMETRY_NORMAL\nuniform vec2 vGeometryNormalInfos;uniform mat4 geometryNormalMatrix;\n#endif\n#ifdef GEOMETRY_TANGENT\nuniform vec2 vGeometryTangentInfos;uniform mat4 geometryTangentMatrix;\n#endif\n#ifdef GEOMETRY_COAT_NORMAL\nuniform vec2 vGeometryCoatNormalInfos;uniform mat4 geometryCoatNormalMatrix;\n#endif\n#ifdef GEOMETRY_OPACITY\nuniform mat4 geometryOpacityMatrix;uniform vec2 vGeometryOpacityInfos;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\nuniform vec4 cameraInfo;\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;uniform mat4 reflectionMatrix;\n#endif\n#ifdef NORMAL\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;uniform vec3 vSphericalL1_1;uniform vec3 vSphericalL10;uniform vec3 vSphericalL11;uniform vec3 vSphericalL2_2;uniform vec3 vSphericalL2_1;uniform vec3 vSphericalL20;uniform vec3 vSphericalL21;uniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;uniform vec3 vSphericalY;uniform vec3 vSphericalZ;uniform vec3 vSphericalXX_ZZ;uniform vec3 vSphericalYY_ZZ;uniform vec3 vSphericalZZ;uniform vec3 vSphericalXY;uniform vec3 vSphericalYZ;uniform vec3 vSphericalZX;\n#endif\n#endif\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;uniform mat4 detailMatrix;\n#endif\n#include<decalVertexDeclaration>\n#define ADDITIONAL_VERTEX_DECLARATION\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrVertexDeclaration = { name, shader };\n"]}
@@ -10,7 +10,7 @@ const shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25
10
10
  #define DIELECTRIC_SPECULAR_MODEL_OPENPBR 1
11
11
  #define CONDUCTOR_SPECULAR_MODEL_GLTF 0
12
12
  #define CONDUCTOR_SPECULAR_MODEL_OPENPBR 1
13
- #ifndef PBR_VERTEX_SHADER
13
+ #if !defined(PBR_VERTEX_SHADER) && !defined(OPENPBR_VERTEX_SHADER)
14
14
  #ifdef MS_BRDF_ENERGY_CONSERVATION
15
15
  vec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}
16
16
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBRDFFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBRDFFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBRDFFunctions\";\nconst shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#define BRDF_DIFFUSE_MODEL_EON 0\n#define BRDF_DIFFUSE_MODEL_BURLEY 1\n#define BRDF_DIFFUSE_MODEL_LAMBERT 2\n#define BRDF_DIFFUSE_MODEL_LEGACY 3\n#define DIELECTRIC_SPECULAR_MODEL_GLTF 0\n#define DIELECTRIC_SPECULAR_MODEL_OPENPBR 1\n#define CONDUCTOR_SPECULAR_MODEL_GLTF 0\n#define CONDUCTOR_SPECULAR_MODEL_OPENPBR 1\n#ifndef PBR_VERTEX_SHADER\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\n#endif\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR \nvec3 getF82Specular(float NdotV,vec3 F0,vec3 edgeTint,float roughness) {const float cos_theta_max=0.142857143; \nconst float one_minus_cos_theta_max_to_the_fifth=0.462664366; \nconst float one_minus_cos_theta_max_to_the_sixth=0.396569457; \nvec3 white_minus_F0=vec3(1.0)-F0;vec3 b_numerator=(F0+white_minus_F0*one_minus_cos_theta_max_to_the_fifth)*(vec3(1.0)-edgeTint);const float b_denominator=cos_theta_max*one_minus_cos_theta_max_to_the_sixth;const float b_denominator_reciprocal=1.0/b_denominator;vec3 b=b_numerator*b_denominator_reciprocal; \nfloat cos_theta=max(roughness,NdotV);float one_minus_cos_theta=1.0-cos_theta;vec3 offset_from_F0=(white_minus_F0-b*cos_theta*one_minus_cos_theta)*pow(one_minus_cos_theta,5.0);return clamp(F0+offset_from_F0,0.0,1.0);}\n#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\n{float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\n#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\n#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\nvec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}\nfloat getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}\nvec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}\nvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\nfloat cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \nvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)\n{Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}\nreturn max(I,vec3(0.0));}\n#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\n#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\n{float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\n#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\n#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\n#else\nfloat a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nfloat alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\n{float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\n#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}\n#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }\n#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\n{float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\nfloat lambdaSheen(float cosTheta,float alphaG)\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\nfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\n{float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\n#endif\n*/\n#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\nconst float constant1_FON=0.5-2.0/(3.0*PI);const float constant2_FON=2.0/3.0-28.0/(15.0*PI);float E_FON_approx(float mu,float roughness)\n{float sigma=roughness; \nfloat mucomp=1.0-mu;float mucomp2=mucomp*mucomp;const mat2 Gcoeffs=mat2(0.0571085289,-0.332181442,\n0.491881867,0.0714429953);float GoverPi=dot(Gcoeffs*vec2(mucomp,mucomp2),vec2(1.0,mucomp2));return (1.0+sigma*GoverPi)/(1.0+constant1_FON*sigma);}\nvec3 diffuseBRDF_EON(vec3 albedo,float roughness,float NdotL,float NdotV,float LdotV)\n{vec3 rho=albedo;float sigma=roughness; \nfloat mu_i=NdotL; \nfloat mu_o=NdotV; \nfloat s=LdotV-mu_i*mu_o; \nfloat sovertF=s>0.0 ? s/max(mu_i,mu_o) : s; \nfloat AF=1.0/(1.0+constant1_FON*sigma); \nvec3 f_ss=(rho*RECIPROCAL_PI)*AF*(1.0+sigma*sovertF); \nfloat EFo=E_FON_approx(mu_o,sigma); \nfloat EFi=E_FON_approx(mu_i,sigma); \nfloat avgEF=AF*(1.0+constant2_FON*sigma); \nvec3 rho_ms=(rho*rho)*avgEF/(vec3(1.0)-rho*(1.0-avgEF));const float eps=1.0e-7;vec3 f_ms=(rho_ms*RECIPROCAL_PI)*max(eps,1.0-EFo) \n* max(eps,1.0-EFi)\n/ max(eps,1.0-avgEF);return (f_ss+f_ms);}\n#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\nfloat computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}\n#endif\n#endif \n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBRDFFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBRDFFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBRDFFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBRDFFunctions\";\nconst shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#define BRDF_DIFFUSE_MODEL_EON 0\n#define BRDF_DIFFUSE_MODEL_BURLEY 1\n#define BRDF_DIFFUSE_MODEL_LAMBERT 2\n#define BRDF_DIFFUSE_MODEL_LEGACY 3\n#define DIELECTRIC_SPECULAR_MODEL_GLTF 0\n#define DIELECTRIC_SPECULAR_MODEL_OPENPBR 1\n#define CONDUCTOR_SPECULAR_MODEL_GLTF 0\n#define CONDUCTOR_SPECULAR_MODEL_OPENPBR 1\n#if !defined(PBR_VERTEX_SHADER) && !defined(OPENPBR_VERTEX_SHADER)\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\n#endif\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR \nvec3 getF82Specular(float NdotV,vec3 F0,vec3 edgeTint,float roughness) {const float cos_theta_max=0.142857143; \nconst float one_minus_cos_theta_max_to_the_fifth=0.462664366; \nconst float one_minus_cos_theta_max_to_the_sixth=0.396569457; \nvec3 white_minus_F0=vec3(1.0)-F0;vec3 b_numerator=(F0+white_minus_F0*one_minus_cos_theta_max_to_the_fifth)*(vec3(1.0)-edgeTint);const float b_denominator=cos_theta_max*one_minus_cos_theta_max_to_the_sixth;const float b_denominator_reciprocal=1.0/b_denominator;vec3 b=b_numerator*b_denominator_reciprocal; \nfloat cos_theta=max(roughness,NdotV);float one_minus_cos_theta=1.0-cos_theta;vec3 offset_from_F0=(white_minus_F0-b*cos_theta*one_minus_cos_theta)*pow(one_minus_cos_theta,5.0);return clamp(F0+offset_from_F0,0.0,1.0);}\n#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\n{float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\n#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\n#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\nvec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}\nfloat getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}\nvec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}\nvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\nfloat cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \nvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)\n{Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}\nreturn max(I,vec3(0.0));}\n#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\n#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\n{float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\n#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\n#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\n#else\nfloat a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nfloat alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\n{float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\n#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}\n#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }\n#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\n{float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\nfloat lambdaSheen(float cosTheta,float alphaG)\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\nfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\n{float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\n#endif\n*/\n#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\nconst float constant1_FON=0.5-2.0/(3.0*PI);const float constant2_FON=2.0/3.0-28.0/(15.0*PI);float E_FON_approx(float mu,float roughness)\n{float sigma=roughness; \nfloat mucomp=1.0-mu;float mucomp2=mucomp*mucomp;const mat2 Gcoeffs=mat2(0.0571085289,-0.332181442,\n0.491881867,0.0714429953);float GoverPi=dot(Gcoeffs*vec2(mucomp,mucomp2),vec2(1.0,mucomp2));return (1.0+sigma*GoverPi)/(1.0+constant1_FON*sigma);}\nvec3 diffuseBRDF_EON(vec3 albedo,float roughness,float NdotL,float NdotV,float LdotV)\n{vec3 rho=albedo;float sigma=roughness; \nfloat mu_i=NdotL; \nfloat mu_o=NdotV; \nfloat s=LdotV-mu_i*mu_o; \nfloat sovertF=s>0.0 ? s/max(mu_i,mu_o) : s; \nfloat AF=1.0/(1.0+constant1_FON*sigma); \nvec3 f_ss=(rho*RECIPROCAL_PI)*AF*(1.0+sigma*sovertF); \nfloat EFo=E_FON_approx(mu_o,sigma); \nfloat EFi=E_FON_approx(mu_i,sigma); \nfloat avgEF=AF*(1.0+constant2_FON*sigma); \nvec3 rho_ms=(rho*rho)*avgEF/(vec3(1.0)-rho*(1.0-avgEF));const float eps=1.0e-7;vec3 f_ms=(rho_ms*RECIPROCAL_PI)*max(eps,1.0-EFo) \n* max(eps,1.0-EFi)\n/ max(eps,1.0-avgEF);return (f_ss+f_ms);}\n#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\nfloat computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}\n#endif\n#endif \n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBRDFFunctions = { name, shader };\n"]}
@@ -5,6 +5,7 @@ import "./pbrBlockReflectance0.js";
5
5
  const name = "pbrClusteredLightingFunctions";
6
6
  const shader = `#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
7
7
  #include<clusteredLightingFunctions>
8
+ #define inline
8
9
  lightingInfo computeClusteredLighting(
9
10
  sampler2D lightDataTexture,
10
11
  sampler2D tileMaskTexture,
@@ -1 +1 @@
1
- {"version":3,"file":"pbrClusteredLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrClusteredLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,wBAAwB,CAAC;AAEhC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./clusteredLightingFunctions\";\nimport \"./pbrBlockReflectance0\";\n\nconst name = \"pbrClusteredLightingFunctions\";\nconst shader = `#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n#include<clusteredLightingFunctions>\nlightingInfo computeClusteredLighting(\nsampler2D lightDataTexture,\nsampler2D tileMaskTexture,\nvec4 lightData,\nivec2 sliceRange,\nvec3 V,\nvec3 N,\nvec3 posW,\nvec3 surfaceAlbedo,\nreflectivityOutParams reflectivityOut\n#ifdef IRIDESCENCE\n,float iridescenceIntensity\n#endif\n#ifdef SS_TRANSLUCENCY\n,subSurfaceOutParams subSurfaceOut\n#endif\n#ifdef SPECULARTERM\n,float AARoughnessFactor\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOutParams anisotropicOut\n#endif\n#ifdef SHEEN\n,sheenOutParams sheenOut\n#endif\n#ifdef CLEARCOAT\n,clearcoatOutParams clearcoatOut\n#endif\n) {float NdotV=absEps(dot(N,V));\n#include<pbrBlockReflectance0>\n#ifdef CLEARCOAT\nspecularEnvironmentR0=clearcoatOut.specularEnvironmentR0;\n#endif\nlightingInfo result;ivec2 tilePosition=ivec2(gl_FragCoord.xy*lightData.xy);int maskHeight=int(lightData.z);tilePosition.y=min(tilePosition.y,maskHeight-1);ivec2 batchRange=sliceRange/CLUSTLIGHT_BATCH;int batchOffset=batchRange.x*CLUSTLIGHT_BATCH;tilePosition.y+=maskHeight*batchRange.x;for (int i=batchRange.x; i<=batchRange.y; i+=1) {uint mask=uint(texelFetch(tileMaskTexture,tilePosition,0).r);tilePosition.y+=maskHeight;int maskOffset=max(sliceRange.x-batchOffset,0);int maskWidth=min(sliceRange.y-batchOffset+1,CLUSTLIGHT_BATCH);mask=extractBits(mask,maskOffset,maskWidth);while (mask != 0u) {uint bit=mask & -mask;mask ^= bit;int position=onlyBitPosition(bit);ClusteredLight light=getClusteredLight(lightDataTexture,batchOffset+maskOffset+position);preLightingInfo preInfo=computePointAndSpotPreLightingInfo(light.vLightData,V,N,posW);preInfo.NdotV=NdotV;preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light.vLightFalloff.x,light.vLightFalloff.y);if (light.vLightDirection.w>=0.0) {preInfo.attenuation*=computeDirectionalLightFalloff(light.vLightDirection.xyz,preInfo.L,light.vLightDirection.w,light.vLightData.w,light.vLightFalloff.z,light.vLightFalloff.w);}\npreInfo.roughness=adjustRoughnessFromLightProperties(reflectivityOut.roughness,light.vLightSpecular.a,preInfo.lightDistance);preInfo.diffuseRoughness=reflectivityOut.diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\nlightingInfo info;\n#ifdef SS_TRANSLUCENCY\n#ifdef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,light.vLightDiffuse.rgb,subSurfaceOut.transmittance);info.diffuseTransmission=vec3(0);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light.vLightDiffuse.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,light.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light.vLightDiffuse.rgb);\n#endif\n#ifdef SPECULARTERM\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR\nvec3 metalFresnel=reflectivityOut.specularWeight*getF82Specular(preInfo.VdotH,specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);vec3 dielectricFresnel=fresnelSchlickGGX(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);vec3 coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);\n#else\nvec3 coloredFresnel=fresnelSchlickGGX(preInfo.VdotH,specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#endif\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\nfloat NdotH=dot(N,preInfo.H);vec3 fresnel=fresnelSchlickGGX(NdotH,vec3(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3(1.0)-fresnel);\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,V,N,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactor,light.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,N,specularEnvironmentR0,coloredFresnel,AARoughnessFactor,light.vLightDiffuse.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactor,light.vLightDiffuse.rgb);\n#endif\n#ifdef CLEARCOAT\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light.vLightSpecular.a,preInfo.lightDistance);info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\nfloat absorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\nresult.diffuse+=info.diffuse;\n#ifdef SS_TRANSLUCENCY\nresult.diffuseTransmission+=info.diffuseTransmission;\n#endif\n#ifdef SPECULARTERM\nresult.specular+=info.specular;\n#endif\n#ifdef CLEARCOAT\nresult.clearCoat+=info.clearCoat;\n#endif\n#ifdef SHEEN\nresult.sheen+=info.sheen;\n#endif\n}\nbatchOffset+=CLUSTLIGHT_BATCH;}\nreturn result;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrClusteredLightingFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrClusteredLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrClusteredLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,wBAAwB,CAAC;AAEhC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./clusteredLightingFunctions\";\nimport \"./pbrBlockReflectance0\";\n\nconst name = \"pbrClusteredLightingFunctions\";\nconst shader = `#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n#include<clusteredLightingFunctions>\n#define inline\nlightingInfo computeClusteredLighting(\nsampler2D lightDataTexture,\nsampler2D tileMaskTexture,\nvec4 lightData,\nivec2 sliceRange,\nvec3 V,\nvec3 N,\nvec3 posW,\nvec3 surfaceAlbedo,\nreflectivityOutParams reflectivityOut\n#ifdef IRIDESCENCE\n,float iridescenceIntensity\n#endif\n#ifdef SS_TRANSLUCENCY\n,subSurfaceOutParams subSurfaceOut\n#endif\n#ifdef SPECULARTERM\n,float AARoughnessFactor\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOutParams anisotropicOut\n#endif\n#ifdef SHEEN\n,sheenOutParams sheenOut\n#endif\n#ifdef CLEARCOAT\n,clearcoatOutParams clearcoatOut\n#endif\n) {float NdotV=absEps(dot(N,V));\n#include<pbrBlockReflectance0>\n#ifdef CLEARCOAT\nspecularEnvironmentR0=clearcoatOut.specularEnvironmentR0;\n#endif\nlightingInfo result;ivec2 tilePosition=ivec2(gl_FragCoord.xy*lightData.xy);int maskHeight=int(lightData.z);tilePosition.y=min(tilePosition.y,maskHeight-1);ivec2 batchRange=sliceRange/CLUSTLIGHT_BATCH;int batchOffset=batchRange.x*CLUSTLIGHT_BATCH;tilePosition.y+=maskHeight*batchRange.x;for (int i=batchRange.x; i<=batchRange.y; i+=1) {uint mask=uint(texelFetch(tileMaskTexture,tilePosition,0).r);tilePosition.y+=maskHeight;int maskOffset=max(sliceRange.x-batchOffset,0);int maskWidth=min(sliceRange.y-batchOffset+1,CLUSTLIGHT_BATCH);mask=extractBits(mask,maskOffset,maskWidth);while (mask != 0u) {uint bit=mask & -mask;mask ^= bit;int position=onlyBitPosition(bit);ClusteredLight light=getClusteredLight(lightDataTexture,batchOffset+maskOffset+position);preLightingInfo preInfo=computePointAndSpotPreLightingInfo(light.vLightData,V,N,posW);preInfo.NdotV=NdotV;preInfo.attenuation=computeDistanceLightFalloff(preInfo.lightOffset,preInfo.lightDistanceSquared,light.vLightFalloff.x,light.vLightFalloff.y);if (light.vLightDirection.w>=0.0) {preInfo.attenuation*=computeDirectionalLightFalloff(light.vLightDirection.xyz,preInfo.L,light.vLightDirection.w,light.vLightData.w,light.vLightFalloff.z,light.vLightFalloff.w);}\npreInfo.roughness=adjustRoughnessFromLightProperties(reflectivityOut.roughness,light.vLightSpecular.a,preInfo.lightDistance);preInfo.diffuseRoughness=reflectivityOut.diffuseRoughness;preInfo.surfaceAlbedo=surfaceAlbedo;\n#ifdef IRIDESCENCE\npreInfo.iridescenceIntensity=iridescenceIntensity;\n#endif\nlightingInfo info;\n#ifdef SS_TRANSLUCENCY\n#ifdef SS_TRANSLUCENCY_LEGACY\ninfo.diffuse=computeDiffuseTransmittedLighting(preInfo,light.vLightDiffuse.rgb,subSurfaceOut.transmittance);info.diffuseTransmission=vec3(0);\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light.vLightDiffuse.rgb)*(1.0-subSurfaceOut.translucencyIntensity);info.diffuseTransmission=computeDiffuseTransmittedLighting(preInfo,light.vLightDiffuse.rgb,subSurfaceOut.transmittance);\n#endif\n#else\ninfo.diffuse=computeDiffuseLighting(preInfo,light.vLightDiffuse.rgb);\n#endif\n#ifdef SPECULARTERM\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR\nvec3 metalFresnel=reflectivityOut.specularWeight*getF82Specular(preInfo.VdotH,specularEnvironmentR0,reflectivityOut.colorReflectanceF90,reflectivityOut.roughness);vec3 dielectricFresnel=fresnelSchlickGGX(preInfo.VdotH,reflectivityOut.dielectricColorF0,reflectivityOut.colorReflectanceF90);vec3 coloredFresnel=mix(dielectricFresnel,metalFresnel,reflectivityOut.metallic);\n#else\nvec3 coloredFresnel=fresnelSchlickGGX(preInfo.VdotH,specularEnvironmentR0,reflectivityOut.colorReflectanceF90);\n#endif\n#ifndef LEGACY_SPECULAR_ENERGY_CONSERVATION\nfloat NdotH=dot(N,preInfo.H);vec3 fresnel=fresnelSchlickGGX(NdotH,vec3(reflectanceF0),specularEnvironmentR90);info.diffuse*=(vec3(1.0)-fresnel);\n#endif\n#ifdef ANISOTROPIC\ninfo.specular=computeAnisotropicSpecularLighting(preInfo,V,N,anisotropicOut.anisotropicTangent,anisotropicOut.anisotropicBitangent,anisotropicOut.anisotropy,clearcoatOut.specularEnvironmentR0,specularEnvironmentR90,AARoughnessFactor,light.vLightDiffuse.rgb);\n#else\ninfo.specular=computeSpecularLighting(preInfo,N,specularEnvironmentR0,coloredFresnel,AARoughnessFactor,light.vLightDiffuse.rgb);\n#endif\n#endif\n#ifdef SHEEN\n#ifdef SHEEN_LINKWITHALBEDO\npreInfo.roughness=sheenOut.sheenIntensity;\n#else\npreInfo.roughness=adjustRoughnessFromLightProperties(sheenOut.sheenRoughness,light.vLightSpecular.a,preInfo.lightDistance);\n#endif\ninfo.sheen=computeSheenLighting(preInfo,normalW,sheenOut.sheenColor,specularEnvironmentR90,AARoughnessFactor,light.vLightDiffuse.rgb);\n#endif\n#ifdef CLEARCOAT\npreInfo.roughness=adjustRoughnessFromLightProperties(clearcoatOut.clearCoatRoughness,light.vLightSpecular.a,preInfo.lightDistance);info.clearCoat=computeClearCoatLighting(preInfo,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatAARoughnessFactors.x,clearcoatOut.clearCoatIntensity,light.vLightDiffuse.rgb);\n#ifdef CLEARCOAT_TINT\nfloat absorption=computeClearCoatLightingAbsorption(clearcoatOut.clearCoatNdotVRefract,preInfo.L,clearcoatOut.clearCoatNormalW,clearcoatOut.clearCoatColor,clearcoatOut.clearCoatThickness,clearcoatOut.clearCoatIntensity);info.diffuse*=absorption;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=absorption;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=absorption;\n#endif\n#endif\ninfo.diffuse*=info.clearCoat.w;\n#ifdef SS_TRANSLUCENCY\ninfo.diffuseTransmission*=info.clearCoat.w;\n#endif\n#ifdef SPECULARTERM\ninfo.specular*=info.clearCoat.w;\n#endif\n#ifdef SHEEN\ninfo.sheen*=info.clearCoat.w;\n#endif\n#endif\nresult.diffuse+=info.diffuse;\n#ifdef SS_TRANSLUCENCY\nresult.diffuseTransmission+=info.diffuseTransmission;\n#endif\n#ifdef SPECULARTERM\nresult.specular+=info.specular;\n#endif\n#ifdef CLEARCOAT\nresult.clearCoat+=info.clearCoat;\n#endif\n#ifdef SHEEN\nresult.sheen+=info.sheen;\n#endif\n}\nbatchOffset+=CLUSTLIGHT_BATCH;}\nreturn result;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrClusteredLightingFunctions = { name, shader };\n"]}
@@ -75,7 +75,9 @@ vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuat
75
75
  vec3 computeAreaSpecularLighting(preLightingInfo info,vec3 specularColor,vec3 reflectance0,vec3 reflectance90) {vec3 fresnel=specularColor*info.areaLightFresnel.x*reflectance0+( vec3( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}
76
76
  #endif
77
77
  #endif
78
- #ifdef ANISOTROPIC
78
+ #if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)
79
+ vec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));float distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=vec3(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}
80
+ #elif defined(ANISOTROPIC)
79
81
  vec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);
80
82
  #ifdef IRIDESCENCE
81
83
  fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);