@onerjs/core 8.26.2 → 8.26.4
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.
- package/Shaders/ShadersInclude/openpbrBaseLayerData.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js +127 -0
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js +35 -0
- package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrBlockNormalFinal.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrBlockNormalFinal.js +25 -0
- package/Shaders/ShadersInclude/openpbrBlockNormalFinal.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrCoatLayerData.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrCoatLayerData.js +59 -0
- package/Shaders/ShadersInclude/openpbrCoatLayerData.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrConductorReflectance.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrConductorReflectance.js +19 -0
- package/Shaders/ShadersInclude/openpbrConductorReflectance.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrDielectricReflectance.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrDielectricReflectance.js +30 -0
- package/Shaders/ShadersInclude/openpbrDielectricReflectance.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrDirectLighting.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +69 -0
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrDirectLightingInit.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrDirectLightingInit.js +80 -0
- package/Shaders/ShadersInclude/openpbrDirectLightingInit.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrDirectLightingShadow.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrDirectLightingShadow.js +129 -0
- package/Shaders/ShadersInclude/openpbrDirectLightingShadow.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +106 -0
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.d.ts +6 -0
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +115 -0
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +6 -0
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +72 -0
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrGeometryInfo.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrGeometryInfo.js +46 -0
- package/Shaders/ShadersInclude/openpbrGeometryInfo.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrIblFunctions.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrIblFunctions.js +221 -0
- package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrNormalMapFragment.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +64 -0
- package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.d.ts +6 -0
- package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.js +45 -0
- package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +72 -0
- package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrNormalMapVertex.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrNormalMapVertex.js +16 -0
- package/Shaders/ShadersInclude/openpbrNormalMapVertex.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.d.ts +5 -0
- package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js +16 -0
- package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrUboDeclaration.d.ts +7 -0
- package/Shaders/ShadersInclude/openpbrUboDeclaration.js +18 -0
- package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.d.ts +6 -0
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +103 -0
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -0
- package/Shaders/openpbr.fragment.d.ts +54 -0
- package/Shaders/openpbr.fragment.js +206 -0
- package/Shaders/openpbr.fragment.js.map +1 -0
- package/Shaders/openpbr.vertex.d.ts +39 -0
- package/Shaders/openpbr.vertex.js +238 -0
- package/Shaders/openpbr.vertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +126 -0
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js +36 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.js +25 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js +59 -0
- package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.js +19 -0
- package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js +33 -0
- package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +69 -0
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +80 -0
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +112 -0
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +6 -0
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +68 -0
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js +54 -0
- package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +218 -0
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +64 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.d.ts +6 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.js +45 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +51 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js +16 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js +16 -0
- package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.d.ts +7 -0
- package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +17 -0
- package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -0
- package/ShadersWGSL/openpbr.fragment.d.ts +52 -0
- package/ShadersWGSL/openpbr.fragment.js +193 -0
- package/ShadersWGSL/openpbr.fragment.js.map +1 -0
- package/ShadersWGSL/openpbr.vertex.d.ts +37 -0
- package/ShadersWGSL/openpbr.vertex.js +227 -0
- package/ShadersWGSL/openpbr.vertex.js.map +1 -0
- package/package.json +1 -1
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "openpbrIblFunctions";
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const shader = `#ifdef REFLECTION
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vec3 sampleIrradiance(
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in vec3 surfaceNormal
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#if defined(NORMAL) && defined(USESPHERICALINVERTEX)
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,in vec3 vEnvironmentIrradianceSH
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#endif
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#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
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,in mat4 iblMatrix
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#endif
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#ifdef USEIRRADIANCEMAP
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#ifdef REFLECTIONMAP_3D
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,in samplerCube irradianceSampler
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#else
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,in sampler2D irradianceSampler
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#endif
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#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION
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,in vec3 reflectionDominantDirection
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#endif
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#endif
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#ifdef REALTIME_FILTERING
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,in vec2 vReflectionFilteringInfo
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#ifdef IBL_CDF_FILTERING
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,in sampler2D icdfSampler
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#endif
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#endif
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,in vec2 vReflectionInfos
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,in vec3 viewDirectionW
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,in float diffuseRoughness
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,in vec3 surfaceAlbedo
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) {vec3 environmentIrradiance=vec3(0.,0.,0.);
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#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
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vec3 irradianceVector=(iblMatrix*vec4(surfaceNormal,0)).xyz;vec3 irradianceView=(iblMatrix*vec4(viewDirectionW,0)).xyz;
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#if !defined(USE_IRRADIANCE_DOMINANT_DIRECTION) && !defined(REALTIME_FILTERING)
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#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY
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{float NdotV=max(dot(surfaceNormal,viewDirectionW),0.0);irradianceVector=mix(irradianceVector,irradianceView,(0.5*(1.0-NdotV))*diffuseRoughness);}
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#endif
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#endif
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#ifdef REFLECTIONMAP_OPPOSITEZ
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irradianceVector.z*=-1.0;
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#endif
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#ifdef INVERTCUBICMAP
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irradianceVector.y*=-1.0;
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#endif
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#endif
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#ifdef USESPHERICALFROMREFLECTIONMAP
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#if defined(NORMAL) && defined(USESPHERICALINVERTEX)
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environmentIrradiance=vEnvironmentIrradianceSH;
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#else
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#if defined(REALTIME_FILTERING)
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environmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView
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#ifdef IBL_CDF_FILTERING
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,icdfSampler
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#endif
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);
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#else
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environmentIrradiance=computeEnvironmentIrradiance(irradianceVector);
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#endif
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#endif
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#elif defined(USEIRRADIANCEMAP)
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#ifdef REFLECTIONMAP_3D
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vec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,irradianceVector);
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#else
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vec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,reflectionCoords);
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#endif
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environmentIrradiance=environmentIrradianceFromTexture.rgb;
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#ifdef RGBDREFLECTION
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environmentIrradiance.rgb=fromRGBD(environmentIrradianceFromTexture);
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#endif
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#ifdef GAMMAREFLECTION
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environmentIrradiance.rgb=toLinearSpace(environmentIrradiance.rgb);
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#endif
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#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION
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vec3 Ls=normalize(reflectionDominantDirection);float NoL=dot(irradianceVector,Ls);float NoV=dot(irradianceVector,irradianceView);vec3 diffuseRoughnessTerm=vec3(1.0);
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#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
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float 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)));
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#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
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vec3 H=(irradianceView+Ls)*0.5;float VoH=dot(irradianceView,H);diffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);
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#endif
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environmentIrradiance=environmentIrradiance.rgb*diffuseRoughnessTerm;
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#endif
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#endif
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environmentIrradiance*=vReflectionInfos.x;return environmentIrradiance;}
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#define pbr_inline
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#ifdef REFLECTIONMAP_3D
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vec3 createReflectionCoords(
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#else
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vec2 createReflectionCoords(
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#endif
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in vec3 vPositionW
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,in vec3 normalW
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)
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{vec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);
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#ifdef REFLECTIONMAP_OPPOSITEZ
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reflectionVector.z*=-1.0;
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#endif
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#ifdef REFLECTIONMAP_3D
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vec3 reflectionCoords=reflectionVector;
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#else
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vec2 reflectionCoords=reflectionVector.xy;
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#ifdef REFLECTIONMAP_PROJECTION
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reflectionCoords/=reflectionVector.z;
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#endif
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reflectionCoords.y=1.0-reflectionCoords.y;
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#endif
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return reflectionCoords;}
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#define pbr_inline
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#define inline
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vec3 sampleRadiance(
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in float alphaG
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,in vec3 vReflectionMicrosurfaceInfos
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,in vec2 vReflectionInfos
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,in geometryInfoOutParams geoInfo
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#ifdef REFLECTIONMAP_3D
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,in samplerCube reflectionSampler
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,const vec3 reflectionCoords
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#else
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,in sampler2D reflectionSampler
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,const vec2 reflectionCoords
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#endif
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#ifdef REALTIME_FILTERING
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,in vec2 vReflectionFilteringInfo
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#endif
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)
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{vec4 environmentRadiance=vec4(0.,0.,0.,0.);
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#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)
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float reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);
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#elif defined(LINEARSPECULARREFLECTION)
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float reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);
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#else
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float reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);
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#endif
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reflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;
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#ifdef REALTIME_FILTERING
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environmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);
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#else
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environmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);
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#endif
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#ifdef RGBDREFLECTION
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environmentRadiance.rgb=fromRGBD(environmentRadiance);
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#endif
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#ifdef GAMMAREFLECTION
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environmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);
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#endif
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environmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}
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#if defined(ANISOTROPIC)
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#define pbr_inline
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#define inline
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vec3 sampleRadianceAnisotropic(
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in float alphaG
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,in vec3 vReflectionMicrosurfaceInfos
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,in vec2 vReflectionInfos
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,in geometryInfoAnisoOutParams geoInfo
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,const vec3 normalW
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157
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,const vec3 viewDirectionW
|
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158
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,const vec3 positionW
|
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159
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,const vec3 noise
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160
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#ifdef REFLECTIONMAP_3D
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161
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,in samplerCube reflectionSampler
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#else
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163
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,in sampler2D reflectionSampler
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164
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#endif
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165
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#ifdef REALTIME_FILTERING
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166
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,in vec2 vReflectionFilteringInfo
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+
#endif
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168
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+
)
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169
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+
{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;
|
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170
|
+
#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)
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171
|
+
float reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);
|
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172
|
+
#elif defined(LINEARSPECULARREFLECTION)
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173
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+
float reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);
|
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174
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+
#else
|
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175
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+
float reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);
|
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176
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+
#endif
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177
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reflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;
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178
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+
#ifdef REALTIME_FILTERING
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179
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+
vec3 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;
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180
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+
#ifdef REFLECTIONMAP_OPPOSITEZ
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181
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view.z*=-1.0;tangent.z*=-1.0;bitangent.z*=-1.0;normal.z*=-1.0;
|
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182
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+
#endif
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183
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+
environmentRadiance =
|
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184
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+
vec4(radianceAnisotropic(alphaT,alphaB,reflectionSampler,
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185
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+
view,tangent,
|
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186
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+
bitangent,normal,
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187
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vReflectionFilteringInfo,noise.xy),
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188
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+
1.0);
|
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189
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+
#else
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190
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+
const 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;}
|
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191
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+
reflectionCoords=createReflectionCoords(positionW,bentNormal);radianceSample=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);
|
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192
|
+
#ifdef RGBDREFLECTION
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193
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+
environmentRadiance.rgb+=sample_weight*fromRGBD(radianceSample);
|
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194
|
+
#elif defined(GAMMAREFLECTION)
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195
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+
environmentRadiance.rgb+=sample_weight*toLinearSpace(radianceSample.rgb);
|
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196
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+
#else
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197
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+
environmentRadiance.rgb+=sample_weight*radianceSample.rgb;
|
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198
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+
#endif
|
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199
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+
total_weight+=sample_weight;}
|
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200
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+
environmentRadiance=vec4(environmentRadiance.xyz/float(total_weight),1.0);
|
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201
|
+
#endif
|
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202
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+
environmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}
|
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203
|
+
#endif
|
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204
|
+
#define pbr_inline
|
|
205
|
+
vec3 conductorIblFresnel(in ReflectanceParams reflectance,in float NdotV,in float roughness,in vec3 environmentBrdf)
|
|
206
|
+
{
|
|
207
|
+
#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)
|
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208
|
+
vec3 albedoF0=mix(reflectance.coloredF0,pow(reflectance.coloredF0,vec3(1.4)),roughness);return getF82Specular(NdotV,albedoF0,reflectance.coloredF90,roughness);
|
|
209
|
+
#else
|
|
210
|
+
return getReflectanceFromBRDFLookup(reflectance.coloredF0,reflectance.coloredF90,environmentBrdf);
|
|
211
|
+
#endif
|
|
212
|
+
}
|
|
213
|
+
#endif
|
|
214
|
+
`;
|
|
215
|
+
// Sideeffect
|
|
216
|
+
if (!ShaderStore.IncludesShadersStore[name]) {
|
|
217
|
+
ShaderStore.IncludesShadersStore[name] = shader;
|
|
218
|
+
}
|
|
219
|
+
/** @internal */
|
|
220
|
+
export const openpbrIblFunctions = { name, shader };
|
|
221
|
+
//# sourceMappingURL=openpbrIblFunctions.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"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 +1,64 @@
|
|
|
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)
|
|
16
|
+
vec2 TBNUV=gl_FrontFacing ? vGeometryNormalUV : -vGeometryNormalUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vTangentSpaceParams);
|
|
17
|
+
#else
|
|
18
|
+
vec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.));
|
|
19
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+
#endif
|
|
20
|
+
#elif defined(ANISOTROPIC)
|
|
21
|
+
#if defined(TANGENT) && defined(NORMAL)
|
|
22
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+
mat3 TBN=vTBN;
|
|
23
|
+
#else
|
|
24
|
+
vec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;mat3 TBN=cotangent_frame(normalW,vPositionW,TBNUV,vec2(1.,1.));
|
|
25
|
+
#endif
|
|
26
|
+
#endif
|
|
27
|
+
#ifdef PARALLAX
|
|
28
|
+
mat3 invTBN=transposeMat3(TBN);
|
|
29
|
+
#ifdef PARALLAXOCCLUSION
|
|
30
|
+
#else
|
|
31
|
+
#endif
|
|
32
|
+
#endif
|
|
33
|
+
#ifdef DETAIL
|
|
34
|
+
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
|
|
36
|
+
#ifdef GEOMETRY_COAT_NORMAL
|
|
37
|
+
coatNormalW=perturbNormal(TBN,texture2D(geometryCoatNormalSampler,vGeometryCoatNormalUV+uvOffset).xyz,vGeometryCoatNormalInfos.y);
|
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38
|
+
#endif
|
|
39
|
+
#ifdef GEOMETRY_NORMAL
|
|
40
|
+
#ifdef OBJECTSPACE_NORMALMAP
|
|
41
|
+
#define CUSTOM_FRAGMENT_BUMP_FRAGMENT
|
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42
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+
normalW=normalize(texture2D(geometryNormalSampler,vGeometryNormalUV).xyz *2.0-1.0);normalW=normalize(mat3(normalMatrix)*normalW);
|
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43
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+
#elif !defined(DETAIL)
|
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44
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+
normalW=perturbNormal(TBN,texture2D(geometryNormalSampler,vGeometryNormalUV+uvOffset).xyz,vGeometryNormalInfos.y);
|
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45
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+
#else
|
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46
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+
vec3 sampledNormal=texture2D(geometryNormalSampler,vGeometryNormalUV+uvOffset).xyz*2.0-1.0;
|
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47
|
+
#if DETAIL_NORMALBLENDMETHOD==0
|
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48
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+
detailNormal.xy*=vDetailInfos.z;vec3 blendedNormal=normalize(vec3(sampledNormal.xy+detailNormal.xy,sampledNormal.z*detailNormal.z));
|
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49
|
+
#elif DETAIL_NORMALBLENDMETHOD==1
|
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50
|
+
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;
|
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+
#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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58
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+
// Sideeffect
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59
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+
if (!ShaderStore.IncludesShadersStore[name]) {
|
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60
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+
ShaderStore.IncludesShadersStore[name] = shader;
|
|
61
|
+
}
|
|
62
|
+
/** @internal */
|
|
63
|
+
export const openpbrNormalMapFragment = { name, shader };
|
|
64
|
+
//# 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 +1,45 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
3
|
+
import "./samplerFragmentDeclaration.js";
|
|
4
|
+
const name = "openpbrNormalMapFragmentFunctions";
|
|
5
|
+
const shader = `#if defined(GEOMETRY_NORMAL)
|
|
6
|
+
#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_SAMPLERNAME_,geometryNormal)
|
|
7
|
+
#endif
|
|
8
|
+
#if defined(GEOMETRY_COAT_NORMAL)
|
|
9
|
+
#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 +1,72 @@
|
|
|
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"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "openpbrNormalMapVertex";
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const shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC)
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#if defined(TANGENT) && defined(NORMAL)
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vec3 tbnNormal=normalize(normalUpdated);vec3 tbnTangent=normalize(tangentUpdated.xyz);vec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;vTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);
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#endif
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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 openpbrNormalMapVertex = { name, shader };
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//# sourceMappingURL=openpbrNormalMapVertex.js.map
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{"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"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "openpbrNormalMapVertexDeclaration";
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const shader = `#if defined(GEOMETRY_NORMAL) || defined(PARALLAX) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC)
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#if defined(TANGENT) && defined(NORMAL)
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varying mat3 vTBN;
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#endif
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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 openpbrNormalMapVertexDeclaration = { name, shader };
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//# sourceMappingURL=openpbrNormalMapVertexDeclaration.js.map
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{"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"]}
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// Do not edit.
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import { ShaderStore } from "../../Engines/shaderStore.js";
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import "./sceneUboDeclaration.js";
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import "./meshUboDeclaration.js";
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const name = "openpbrUboDeclaration";
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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;
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#define ADDITIONAL_UBO_DECLARATION
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};
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#include<sceneUboDeclaration>
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#include<meshUboDeclaration>
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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 openpbrUboDeclaration = { name, shader };
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//# sourceMappingURL=openpbrUboDeclaration.js.map
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{"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"]}
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