@onerjs/core 8.26.2 → 8.26.4

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Files changed (130) hide show
  1. package/Shaders/ShadersInclude/openpbrBaseLayerData.d.ts +5 -0
  2. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +127 -0
  3. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -0
  4. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +5 -0
  5. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js +35 -0
  6. package/Shaders/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +1 -0
  7. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.d.ts +5 -0
  8. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.js +25 -0
  9. package/Shaders/ShadersInclude/openpbrBlockNormalFinal.js.map +1 -0
  10. package/Shaders/ShadersInclude/openpbrCoatLayerData.d.ts +5 -0
  11. package/Shaders/ShadersInclude/openpbrCoatLayerData.js +59 -0
  12. package/Shaders/ShadersInclude/openpbrCoatLayerData.js.map +1 -0
  13. package/Shaders/ShadersInclude/openpbrConductorReflectance.d.ts +5 -0
  14. package/Shaders/ShadersInclude/openpbrConductorReflectance.js +19 -0
  15. package/Shaders/ShadersInclude/openpbrConductorReflectance.js.map +1 -0
  16. package/Shaders/ShadersInclude/openpbrDielectricReflectance.d.ts +5 -0
  17. package/Shaders/ShadersInclude/openpbrDielectricReflectance.js +30 -0
  18. package/Shaders/ShadersInclude/openpbrDielectricReflectance.js.map +1 -0
  19. package/Shaders/ShadersInclude/openpbrDirectLighting.d.ts +5 -0
  20. package/Shaders/ShadersInclude/openpbrDirectLighting.js +69 -0
  21. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -0
  22. package/Shaders/ShadersInclude/openpbrDirectLightingInit.d.ts +5 -0
  23. package/Shaders/ShadersInclude/openpbrDirectLightingInit.js +80 -0
  24. package/Shaders/ShadersInclude/openpbrDirectLightingInit.js.map +1 -0
  25. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.d.ts +5 -0
  26. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.js +129 -0
  27. package/Shaders/ShadersInclude/openpbrDirectLightingShadow.js.map +1 -0
  28. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.d.ts +5 -0
  29. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +106 -0
  30. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -0
  31. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.d.ts +6 -0
  32. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +115 -0
  33. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -0
  34. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +6 -0
  35. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +72 -0
  36. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -0
  37. package/Shaders/ShadersInclude/openpbrGeometryInfo.d.ts +5 -0
  38. package/Shaders/ShadersInclude/openpbrGeometryInfo.js +46 -0
  39. package/Shaders/ShadersInclude/openpbrGeometryInfo.js.map +1 -0
  40. package/Shaders/ShadersInclude/openpbrIblFunctions.d.ts +5 -0
  41. package/Shaders/ShadersInclude/openpbrIblFunctions.js +221 -0
  42. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -0
  43. package/Shaders/ShadersInclude/openpbrNormalMapFragment.d.ts +5 -0
  44. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +64 -0
  45. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -0
  46. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.d.ts +6 -0
  47. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.js +45 -0
  48. package/Shaders/ShadersInclude/openpbrNormalMapFragmentFunctions.js.map +1 -0
  49. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.d.ts +5 -0
  50. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +72 -0
  51. package/Shaders/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -0
  52. package/Shaders/ShadersInclude/openpbrNormalMapVertex.d.ts +5 -0
  53. package/Shaders/ShadersInclude/openpbrNormalMapVertex.js +16 -0
  54. package/Shaders/ShadersInclude/openpbrNormalMapVertex.js.map +1 -0
  55. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.d.ts +5 -0
  56. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js +16 -0
  57. package/Shaders/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -0
  58. package/Shaders/ShadersInclude/openpbrUboDeclaration.d.ts +7 -0
  59. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +18 -0
  60. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -0
  61. package/Shaders/ShadersInclude/openpbrVertexDeclaration.d.ts +6 -0
  62. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +103 -0
  63. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -0
  64. package/Shaders/openpbr.fragment.d.ts +54 -0
  65. package/Shaders/openpbr.fragment.js +206 -0
  66. package/Shaders/openpbr.fragment.js.map +1 -0
  67. package/Shaders/openpbr.vertex.d.ts +39 -0
  68. package/Shaders/openpbr.vertex.js +238 -0
  69. package/Shaders/openpbr.vertex.js.map +1 -0
  70. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.d.ts +5 -0
  71. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +126 -0
  72. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -0
  73. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.d.ts +5 -0
  74. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js +36 -0
  75. package/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.js.map +1 -0
  76. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.d.ts +5 -0
  77. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.js +25 -0
  78. package/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.js.map +1 -0
  79. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.d.ts +5 -0
  80. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js +59 -0
  81. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js.map +1 -0
  82. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.d.ts +5 -0
  83. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.js +19 -0
  84. package/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.js.map +1 -0
  85. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.d.ts +5 -0
  86. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js +33 -0
  87. package/ShadersWGSL/ShadersInclude/openpbrDielectricReflectance.js.map +1 -0
  88. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.d.ts +5 -0
  89. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +69 -0
  90. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -0
  91. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.d.ts +5 -0
  92. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +80 -0
  93. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -0
  94. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.d.ts +5 -0
  95. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +112 -0
  96. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -0
  97. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +6 -0
  98. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +68 -0
  99. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -0
  100. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.d.ts +5 -0
  101. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js +54 -0
  102. package/ShadersWGSL/ShadersInclude/openpbrGeometryInfo.js.map +1 -0
  103. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.d.ts +5 -0
  104. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +218 -0
  105. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -0
  106. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.d.ts +5 -0
  107. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +64 -0
  108. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -0
  109. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.d.ts +6 -0
  110. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.js +45 -0
  111. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentFunctions.js.map +1 -0
  112. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.d.ts +5 -0
  113. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +51 -0
  114. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -0
  115. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.d.ts +5 -0
  116. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js +16 -0
  117. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertex.js.map +1 -0
  118. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.d.ts +5 -0
  119. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js +16 -0
  120. package/ShadersWGSL/ShadersInclude/openpbrNormalMapVertexDeclaration.js.map +1 -0
  121. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.d.ts +7 -0
  122. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +17 -0
  123. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -0
  124. package/ShadersWGSL/openpbr.fragment.d.ts +52 -0
  125. package/ShadersWGSL/openpbr.fragment.js +193 -0
  126. package/ShadersWGSL/openpbr.fragment.js.map +1 -0
  127. package/ShadersWGSL/openpbr.vertex.d.ts +37 -0
  128. package/ShadersWGSL/openpbr.vertex.js +227 -0
  129. package/ShadersWGSL/openpbr.vertex.js.map +1 -0
  130. package/package.json +1 -1
@@ -0,0 +1,238 @@
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+ // Do not edit.
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+ import { ShaderStore } from "../Engines/shaderStore.js";
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+ import "./ShadersInclude/openpbrVertexDeclaration.js";
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+ import "./ShadersInclude/openpbrUboDeclaration.js";
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+ import "./ShadersInclude/uvAttributeDeclaration.js";
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+ import "./ShadersInclude/mainUVVaryingDeclaration.js";
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+ import "./ShadersInclude/helperFunctions.js";
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+ import "./ShadersInclude/pbrBRDFFunctions.js";
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+ import "./ShadersInclude/bonesDeclaration.js";
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+ import "./ShadersInclude/bakedVertexAnimationDeclaration.js";
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+ import "./ShadersInclude/instancesDeclaration.js";
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+ import "./ShadersInclude/prePassVertexDeclaration.js";
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+ import "./ShadersInclude/samplerVertexDeclaration.js";
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+ import "./ShadersInclude/harmonicsFunctions.js";
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+ import "./ShadersInclude/openpbrNormalMapVertexDeclaration.js";
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+ import "./ShadersInclude/clipPlaneVertexDeclaration.js";
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+ import "./ShadersInclude/fogVertexDeclaration.js";
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+ import "./ShadersInclude/lightVxFragmentDeclaration.js";
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+ import "./ShadersInclude/lightVxUboDeclaration.js";
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+ import "./ShadersInclude/morphTargetsVertexGlobalDeclaration.js";
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+ import "./ShadersInclude/morphTargetsVertexDeclaration.js";
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+ import "./ShadersInclude/logDepthDeclaration.js";
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+ import "./ShadersInclude/morphTargetsVertexGlobal.js";
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+ import "./ShadersInclude/morphTargetsVertex.js";
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+ import "./ShadersInclude/instancesVertex.js";
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+ import "./ShadersInclude/bonesVertex.js";
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+ import "./ShadersInclude/bakedVertexAnimation.js";
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+ import "./ShadersInclude/prePassVertex.js";
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+ import "./ShadersInclude/uvVariableDeclaration.js";
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+ import "./ShadersInclude/samplerVertexImplementation.js";
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+ import "./ShadersInclude/openpbrNormalMapVertex.js";
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+ import "./ShadersInclude/clipPlaneVertex.js";
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+ import "./ShadersInclude/fogVertex.js";
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+ import "./ShadersInclude/shadowsVertex.js";
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+ import "./ShadersInclude/vertexColorMixing.js";
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+ import "./ShadersInclude/logDepthVertex.js";
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+ const name = "openpbrVertexShader";
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+ const shader = `#define OPENPBR_VERTEX_SHADER
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+ #define CUSTOM_VERTEX_EXTENSION
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+ precision highp float;
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+ #include<__decl__openpbrVertex>
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+ #define CUSTOM_VERTEX_BEGIN
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+ attribute vec3 position;
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+ #ifdef NORMAL
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+ attribute vec3 normal;
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+ #endif
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+ #ifdef TANGENT
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+ attribute vec4 tangent;
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+ #endif
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+ #ifdef UV1
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+ attribute vec2 uv;
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+ #endif
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+ #include<uvAttributeDeclaration>[2..7]
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+ #include<mainUVVaryingDeclaration>[1..7]
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+ #ifdef VERTEXCOLOR
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+ attribute vec4 color;
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+ #endif
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+ #include<helperFunctions>
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+ #include<pbrBRDFFunctions>
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+ #include<bonesDeclaration>
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+ #include<bakedVertexAnimationDeclaration>
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+ #include<instancesDeclaration>
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+ #include<prePassVertexDeclaration>
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)
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+ #include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)
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+ varying vec3 vPositionW;
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+ #if DEBUGMODE>0
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+ varying vec4 vClipSpacePosition;
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+ #endif
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+ #ifdef NORMAL
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+ varying vec3 vNormalW;
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+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
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+ varying vec3 vEnvironmentIrradiance;
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+ #include<harmonicsFunctions>
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+ #endif
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+ #endif
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+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
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+ varying vec4 vColor;
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+ #endif
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+ #include<openpbrNormalMapVertexDeclaration>
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+ #include<clipPlaneVertexDeclaration>
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+ #include<fogVertexDeclaration>
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+ #include<__decl__lightVxFragment>[0..maxSimultaneousLights]
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+ #include<morphTargetsVertexGlobalDeclaration>
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+ #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
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+ #ifdef REFLECTIONMAP_SKYBOX
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+ varying vec3 vPositionUVW;
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+ #endif
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+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
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+ varying vec3 vDirectionW;
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+ #endif
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+ #include<logDepthDeclaration>
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+ #define CUSTOM_VERTEX_DEFINITIONS
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+ void main(void) {
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+ #define CUSTOM_VERTEX_MAIN_BEGIN
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+ vec3 positionUpdated=position;
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+ #ifdef NORMAL
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+ vec3 normalUpdated=normal;
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+ #endif
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+ #ifdef TANGENT
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+ vec4 tangentUpdated=tangent;
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+ #endif
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+ #ifdef UV1
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+ vec2 uvUpdated=uv;
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+ #endif
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+ #ifdef UV2
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+ vec2 uv2Updated=uv2;
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+ #endif
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+ #ifdef VERTEXCOLOR
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+ vec4 colorUpdated=color;
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+ #endif
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+ #include<morphTargetsVertexGlobal>
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+ #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
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+ #ifdef REFLECTIONMAP_SKYBOX
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+ vPositionUVW=positionUpdated;
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+ #endif
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+ #define CUSTOM_VERTEX_UPDATE_POSITION
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+ #define CUSTOM_VERTEX_UPDATE_NORMAL
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+ #include<instancesVertex>
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+ #if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)
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+ vCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);
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+ #endif
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+ #include<bonesVertex>
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+ #include<bakedVertexAnimation>
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+ vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);
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+ #ifdef PREPASS
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+ #include<prePassVertex>
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+ #endif
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+ #ifdef NORMAL
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+ mat3 normalWorld=mat3(finalWorld);
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+ #if defined(INSTANCES) && defined(THIN_INSTANCES)
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+ vNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);
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+ #else
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+ #ifdef NONUNIFORMSCALING
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+ normalWorld=transposeMat3(inverseMat3(normalWorld));
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+ #endif
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+ vNormalW=normalize(normalWorld*normalUpdated);
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+ #endif
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+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
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+ #if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY
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+ vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
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+ #if !defined(NATIVE) && !defined(WEBGPU)
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+ bool bbb=any(isnan(position));if (bbb) { }
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+ #endif
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+ float NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*vBaseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;
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+ #else
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+ vec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;
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+ #endif
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+ #ifdef REFLECTIONMAP_OPPOSITEZ
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+ reflectionVector.z*=-1.0;
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+ #endif
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+ vEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);
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+ #endif
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+ #endif
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+ #define CUSTOM_VERTEX_UPDATE_WORLDPOS
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+ #ifdef MULTIVIEW
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+ if (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}
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+ #else
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+ gl_Position=viewProjection*worldPos;
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+ #endif
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+ #if DEBUGMODE>0
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+ vClipSpacePosition=gl_Position;
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+ #endif
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+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
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+ vDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));
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+ #endif
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+ #ifndef UV1
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+ vec2 uvUpdated=vec2(0.,0.);
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+ #endif
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+ #ifndef UV2
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+ vec2 uv2Updated=vec2(0.,0.);
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+ #endif
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+ #ifdef MAINUV1
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+ vMainUV1=uvUpdated;
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+ #endif
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+ #ifdef MAINUV2
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+ vMainUV2=uv2Updated;
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+ #endif
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+ #include<uvVariableDeclaration>[3..7]
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+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_MATRIXNAME_,albedo,_INFONAME_,BaseColorInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_MATRIXNAME_,baseMetalness,_INFONAME_,BaseMetalnessInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_MATRIXNAME_,specularWeight,_INFONAME_,SpecularWeightInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_MATRIXNAME_,specularColor,_INFONAME_,SpecularColorInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_MATRIXNAME_,specularRoughness,_INFONAME_,SpecularRoughnessInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_MATRIXNAME_,specularRoughnessAnisotropy,_INFONAME_,SpecularRoughnessAnisotropyInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_MATRIXNAME_,coatWeight,_INFONAME_,CoatWeightInfos.x)
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+ #include<samplerVertexImplementation>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_MATRIXNAME_,coatColor,_INFONAME_,CoatColorInfos.x)
209
+ #include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_MATRIXNAME_,coatRoughness,_INFONAME_,CoatRoughnessInfos.x)
210
+ #include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_MATRIXNAME_,coatRoughnessAnisotropy,_INFONAME_,CoatRoughnessAnisotropyInfos.x)
211
+ #include<samplerVertexImplementation>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_MATRIXNAME_,coatDarkening,_INFONAME_,CoatDarkeningInfos.x)
212
+ #include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_MATRIXNAME_,geometryNormal,_INFONAME_,GeometryNormalInfos.x)
213
+ #include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_MATRIXNAME_,geometryCoatNormal,_INFONAME_,GeometryCoatNormalInfos.x)
214
+ #include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_MATRIXNAME_,geometryOpacity,_INFONAME_,GeometryOpacityInfos.x)
215
+ #include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_MATRIXNAME_,geometryTangent,_INFONAME_,GeometryTangentInfos.x)
216
+ #include<samplerVertexImplementation>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_MATRIXNAME_,emissionColor,_INFONAME_,EmissionColorInfos.x)
217
+ #include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_MATRIXNAME_,ambientOcclusion,_INFONAME_,AmbientOcclusionInfos.x)
218
+ #include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)
219
+ #include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)
220
+ #include<openpbrNormalMapVertex>
221
+ #include<clipPlaneVertex>
222
+ #include<fogVertex>
223
+ #include<shadowsVertex>[0..maxSimultaneousLights]
224
+ #include<vertexColorMixing>
225
+ #if defined(POINTSIZE) && !defined(WEBGPU)
226
+ gl_PointSize=pointSize;
227
+ #endif
228
+ #include<logDepthVertex>
229
+ #define CUSTOM_VERTEX_MAIN_END
230
+ }
231
+ `;
232
+ // Sideeffect
233
+ if (!ShaderStore.ShadersStore[name]) {
234
+ ShaderStore.ShadersStore[name] = shader;
235
+ }
236
+ /** @internal */
237
+ export const openpbrVertexShader = { name, shader };
238
+ //# sourceMappingURL=openpbr.vertex.js.map
@@ -0,0 +1 @@
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/openpbrVertexDeclaration\";\nimport \"./ShadersInclude/openpbrUboDeclaration\";\nimport \"./ShadersInclude/uvAttributeDeclaration\";\nimport \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/prePassVertexDeclaration\";\nimport \"./ShadersInclude/samplerVertexDeclaration\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/lightVxFragmentDeclaration\";\nimport \"./ShadersInclude/lightVxUboDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/prePassVertex\";\nimport \"./ShadersInclude/uvVariableDeclaration\";\nimport \"./ShadersInclude/samplerVertexImplementation\";\nimport \"./ShadersInclude/openpbrNormalMapVertex\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/shadowsVertex\";\nimport \"./ShadersInclude/vertexColorMixing\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"openpbrVertexShader\";\nconst shader = `#define OPENPBR_VERTEX_SHADER\n#define CUSTOM_VERTEX_EXTENSION\nprecision highp float;\n#include<__decl__openpbrVertex>\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#include<uvAttributeDeclaration>[2..7]\n#include<mainUVVaryingDeclaration>[1..7]\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<instancesDeclaration>\n#include<prePassVertexDeclaration>\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy)\n#include<samplerVertexDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity)\n#include<samplerVertexDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor)\n#include<samplerVertexDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal)\n#include<samplerVertexDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail)\nvarying vec3 vPositionW;\n#if DEBUGMODE>0\nvarying vec4 vClipSpacePosition;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#include<openpbrNormalMapVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightVxFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#ifdef VERTEXCOLOR\nvec4 colorUpdated=color;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvPositionUVW=positionUpdated;\n#endif\n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#if defined(PREPASS) && ((defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);vPositionW=vec3(worldPos);\n#ifdef PREPASS\n#include<prePassVertex>\n#endif\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvNormalW=normalUpdated/vec3(dot(normalWorld[0],normalWorld[0]),dot(normalWorld[1],normalWorld[1]),dot(normalWorld[2],normalWorld[2]));vNormalW=normalize(normalWorld*vNormalW);\n#else\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#if !defined(NATIVE) && !defined(WEBGPU)\nbool bbb=any(isnan(position));if (bbb) { }\n#endif\nfloat NdotV=max(dot(vNormalW,viewDirectionW),0.0);vec3 roughNormal=mix(vNormalW,viewDirectionW,(0.5*(1.0-NdotV))*vBaseDiffuseRoughness);vec3 reflectionVector=vec3(reflectionMatrix*vec4(roughNormal,0)).xyz;\n#else\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=computeEnvironmentIrradiance(reflectionVector);\n#endif\n#endif\n#define CUSTOM_VERTEX_UPDATE_WORLDPOS\n#ifdef MULTIVIEW\nif (gl_ViewID_OVR==0u) {gl_Position=viewProjection*worldPos;} else {gl_Position=viewProjectionR*worldPos;}\n#else\ngl_Position=viewProjection*worldPos;\n#endif\n#if DEBUGMODE>0\nvClipSpacePosition=gl_Position;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n#ifndef UV1\nvec2 uvUpdated=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2Updated=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uvUpdated;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2Updated;\n#endif\n#include<uvVariableDeclaration>[3..7]\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_MATRIXNAME_,albedo,_INFONAME_,BaseColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_MATRIXNAME_,baseWeight,_INFONAME_,BaseWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_MATRIXNAME_,baseDiffuseRoughness,_INFONAME_,BaseDiffuseRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_MATRIXNAME_,baseMetalness,_INFONAME_,BaseMetalnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_MATRIXNAME_,specularWeight,_INFONAME_,SpecularWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_MATRIXNAME_,specularColor,_INFONAME_,SpecularColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_MATRIXNAME_,specularRoughness,_INFONAME_,SpecularRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_MATRIXNAME_,specularRoughnessAnisotropy,_INFONAME_,SpecularRoughnessAnisotropyInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_MATRIXNAME_,coatWeight,_INFONAME_,CoatWeightInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_MATRIXNAME_,coatColor,_INFONAME_,CoatColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_MATRIXNAME_,coatRoughness,_INFONAME_,CoatRoughnessInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_MATRIXNAME_,coatRoughnessAnisotropy,_INFONAME_,CoatRoughnessAnisotropyInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_MATRIXNAME_,coatDarkening,_INFONAME_,CoatDarkeningInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_MATRIXNAME_,geometryNormal,_INFONAME_,GeometryNormalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_MATRIXNAME_,geometryCoatNormal,_INFONAME_,GeometryCoatNormalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_MATRIXNAME_,geometryOpacity,_INFONAME_,GeometryOpacityInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_MATRIXNAME_,geometryTangent,_INFONAME_,GeometryTangentInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_MATRIXNAME_,emissionColor,_INFONAME_,EmissionColorInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_MATRIXNAME_,ambientOcclusion,_INFONAME_,AmbientOcclusionInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_MATRIXNAME_,decal,_INFONAME_,DecalInfos.x)\n#include<samplerVertexImplementation>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_MATRIXNAME_,detail,_INFONAME_,DetailInfos.x)\n#include<openpbrNormalMapVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#include<vertexColorMixing>\n#if defined(POINTSIZE) && !defined(WEBGPU)\ngl_PointSize=pointSize;\n#endif\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrVertexShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrBaseLayerDataWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,126 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrBaseLayerData";
4
+ const shader = `var base_color=vec3f(0.8);var base_metalness: f32=0.0;var base_diffuse_roughness: f32=0.0;var specular_weight: f32=1.0;var specular_roughness: f32=0.3;var specular_color: vec3f=vec3f(1.0);var specular_roughness_anisotropy: f32=0.0;var specular_ior: f32=1.5;var alpha: f32=1.0;var geometry_tangent: vec2f=vec2f(1.0,0.0);
5
+ #ifdef BASE_WEIGHT
6
+ let baseWeightFromTexture: vec4f=textureSample(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);
7
+ #endif
8
+ #ifdef BASE_COLOR
9
+ let baseColorFromTexture: vec4f=textureSample(baseColorSampler,baseColorSamplerSampler,fragmentInputs.vBaseColorUV+uvOffset);
10
+ #endif
11
+ #ifdef BASE_METALNESS
12
+ let metallicFromTexture: vec4f=textureSample(baseMetalnessSampler,baseMetalnessSamplerSampler,fragmentInputs.vBaseMetalnessUV+uvOffset);
13
+ #endif
14
+ #ifdef BASE_DIFFUSE_ROUGHNESS
15
+ let baseDiffuseRoughnessFromTexture: f32=textureSample(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).r;
16
+ #endif
17
+ #ifdef GEOMETRY_TANGENT
18
+ let geometryTangentFromTexture: vec3f=textureSample(geometryTangentSampler,geometryTangentSamplerSampler,fragmentInputs.vGeometryTangentUV+uvOffset).rgb;
19
+ #endif
20
+ #ifdef SPECULAR_ROUGHNESS_ANISOTROPY
21
+ let anisotropyFromTexture: f32=textureSample(specularRoughnessAnisotropySampler,specularRoughnessAnisotropySamplerSampler,fragmentInputs.vSpecularRoughnessAnisotropyUV+uvOffset).r*uniforms.vSpecularRoughnessAnisotropyInfos.y;
22
+ #endif
23
+ #ifdef GEOMETRY_OPACITY
24
+ let opacityFromTexture: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);
25
+ #endif
26
+ #ifdef DECAL
27
+ let decalFromTexture: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
28
+ #endif
29
+ #ifdef SPECULAR_COLOR
30
+ let specularColorFromTexture: vec4f=textureSample(specularColorSampler,specularColorSamplerSampler,fragmentInputs.vSpecularColorUV+uvOffset);
31
+ #endif
32
+ #if defined(SPECULAR_WEIGHT)
33
+ #ifdef SPECULAR_WEIGHT_IN_ALPHA
34
+ let specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).a;
35
+ #else
36
+ let specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).r;
37
+ #endif
38
+ #endif
39
+ #ifdef ANISOTROPIC
40
+ let noise=textureSample(blueNoiseSampler,blueNoiseSamplerSampler,fragmentInputs.position.xy/256.0).xyz;
41
+ #endif
42
+ #if defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS)
43
+ let roughnessFromTexture: f32=metallicFromTexture.g;
44
+ #elif defined(SPECULAR_ROUGHNESS)
45
+ let roughnessFromTexture: f32=textureSample(specularRoughnessSampler,specularRoughnessSamplerSampler,fragmentInputs.vSpecularRoughnessUV+uvOffset).r;
46
+ #endif
47
+ base_color=uniforms.vBaseColor.rgb;
48
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
49
+ base_color*=uniforms.vColor.rgb;
50
+ #endif
51
+ #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
52
+ alpha*=uniforms.vColor.a;
53
+ #endif
54
+ base_color*=vec3(uniforms.vBaseWeight);alpha=uniforms.vBaseColor.a;base_metalness=uniforms.vReflectanceInfo.x;base_diffuse_roughness=uniforms.vBaseDiffuseRoughness;specular_roughness=uniforms.vReflectanceInfo.y;specular_color=uniforms.vSpecularColor.rgb;specular_weight=uniforms.vReflectanceInfo.a;specular_ior=uniforms.vReflectanceInfo.z;specular_roughness_anisotropy=uniforms.vSpecularAnisotropy.b;geometry_tangent=uniforms.vSpecularAnisotropy.rg;
55
+ #ifdef BASE_COLOR
56
+ #ifdef BASE_COLOR_GAMMA
57
+ base_color*=toLinearSpace(baseColorFromTexture.rgb);
58
+ #else
59
+ base_color*=baseColorFromTexture.rgb;
60
+ #endif
61
+ base_color*=uniforms.vBaseColorInfos.y;
62
+ #endif
63
+ #ifdef BASE_WEIGHT
64
+ base_color*=baseWeightFromTexture.r;
65
+ #endif
66
+ #if defined(BASE_COLOR) && defined(ALPHA_FROM_BASE_COLOR_TEXTURE)
67
+ alpha*=baseColorFromTexture.a;
68
+ #elif defined(GEOMETRY_OPACITY)
69
+ alpha*=opacityFromTexture.a;alpha*=uniforms.vGeometryOpacityInfos.y;
70
+ #endif
71
+ #ifdef ALPHATEST
72
+ #if DEBUGMODE != 88
73
+ if (alpha<ALPHATESTVALUE)
74
+ discard;
75
+ #endif
76
+ #ifndef ALPHABLEND
77
+ alpha=1.0;
78
+ #endif
79
+ #endif
80
+ #ifdef BASE_METALNESS
81
+ #ifdef METALLNESSSTOREINMETALMAPBLUE
82
+ base_metalness*=metallicFromTexture.b;
83
+ #else
84
+ base_metalness*=metallicFromTexture.r;
85
+ #endif
86
+ #endif
87
+ #ifdef BASE_DIFFUSE_ROUGHNESS
88
+ base_diffuse_roughness*=baseDiffuseRoughnessFromTexture*uniforms.vBaseDiffuseRoughnessInfos.y;
89
+ #endif
90
+ #ifdef SPECULAR_COLOR
91
+ #ifdef SPECULAR_COLOR_GAMMA
92
+ specular_color*=toLinearSpace(specularColorFromTexture.rgb);
93
+ #else
94
+ specular_color*=specularColorFromTexture.rgb;
95
+ #endif
96
+ #endif
97
+ #ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE
98
+ specular_weight*=specularColorFromTexture.a;
99
+ #elif defined(SPECULAR_WEIGHT)
100
+ specular_weight*=specularWeightFromTexture;
101
+ #endif
102
+ #if defined(SPECULAR_ROUGHNESS) || (defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS))
103
+ specular_roughness*=roughnessFromTexture;
104
+ #endif
105
+ #ifdef GEOMETRY_TANGENT
106
+ {let tangentFromTexture: vec2f=normalize(geometryTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_tangent.y,geometry_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}
107
+ #endif
108
+ #if defined(GEOMETRY_TANGENT) && defined(SPECULAR_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)
109
+ specular_roughness_anisotropy*=geometryTangentFromTexture.b;
110
+ #elif defined(SPECULAR_ROUGHNESS_ANISOTROPY)
111
+ specular_roughness_anisotropy*=anisotropyFromTexture;
112
+ #endif
113
+ #ifdef DETAIL
114
+ let detailRoughness: f32=mix(0.5f,detailColor.b,vDetailInfos.w);let loLerp: f32=mix(0.f,specular_roughness,detailRoughness*2.f);let hiLerp: f32=mix(specular_roughness,1.f,(detailRoughness-0.5f)*2.f);specular_roughness=mix(loLerp,hiLerp,step(detailRoughness,0.5f));
115
+ #endif
116
+ #ifdef USE_GLTF_STYLE_ANISOTROPY
117
+ let baseAlpha: f32=specular_roughness*specular_roughness;let roughnessT: f32=mix(baseAlpha,1.0f,specular_roughness_anisotropy*specular_roughness_anisotropy);let roughnessB: f32=baseAlpha;specular_roughness_anisotropy=1.0f-roughnessB/max(roughnessT,0.00001f);specular_roughness=sqrt(roughnessT/sqrt(2.0f/(1.0f+(1.0f-specular_roughness_anisotropy)*(1.0f-specular_roughness_anisotropy))));
118
+ #endif
119
+ `;
120
+ // Sideeffect
121
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
122
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
123
+ }
124
+ /** @internal */
125
+ export const openpbrBaseLayerDataWGSL = { name, shader };
126
+ //# sourceMappingURL=openpbrBaseLayerData.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrBaseLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBaseLayerData\";\nconst shader = `var base_color=vec3f(0.8);var base_metalness: f32=0.0;var base_diffuse_roughness: f32=0.0;var specular_weight: f32=1.0;var specular_roughness: f32=0.3;var specular_color: vec3f=vec3f(1.0);var specular_roughness_anisotropy: f32=0.0;var specular_ior: f32=1.5;var alpha: f32=1.0;var geometry_tangent: vec2f=vec2f(1.0,0.0);\n#ifdef BASE_WEIGHT\nlet baseWeightFromTexture: vec4f=textureSample(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);\n#endif\n#ifdef BASE_COLOR\nlet baseColorFromTexture: vec4f=textureSample(baseColorSampler,baseColorSamplerSampler,fragmentInputs.vBaseColorUV+uvOffset);\n#endif\n#ifdef BASE_METALNESS\nlet metallicFromTexture: vec4f=textureSample(baseMetalnessSampler,baseMetalnessSamplerSampler,fragmentInputs.vBaseMetalnessUV+uvOffset);\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nlet baseDiffuseRoughnessFromTexture: f32=textureSample(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\n#ifdef GEOMETRY_TANGENT\nlet geometryTangentFromTexture: vec3f=textureSample(geometryTangentSampler,geometryTangentSamplerSampler,fragmentInputs.vGeometryTangentUV+uvOffset).rgb;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nlet anisotropyFromTexture: f32=textureSample(specularRoughnessAnisotropySampler,specularRoughnessAnisotropySamplerSampler,fragmentInputs.vSpecularRoughnessAnisotropyUV+uvOffset).r*uniforms.vSpecularRoughnessAnisotropyInfos.y;\n#endif\n#ifdef GEOMETRY_OPACITY\nlet opacityFromTexture: vec4f=textureSample(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nlet decalFromTexture: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\n#ifdef SPECULAR_COLOR\nlet specularColorFromTexture: vec4f=textureSample(specularColorSampler,specularColorSamplerSampler,fragmentInputs.vSpecularColorUV+uvOffset);\n#endif\n#if defined(SPECULAR_WEIGHT)\n#ifdef SPECULAR_WEIGHT_IN_ALPHA\nlet specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).a;\n#else\nlet specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).r;\n#endif\n#endif\n#ifdef ANISOTROPIC\nlet noise=textureSample(blueNoiseSampler,blueNoiseSamplerSampler,fragmentInputs.position.xy/256.0).xyz;\n#endif\n#if defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS)\nlet roughnessFromTexture: f32=metallicFromTexture.g;\n#elif defined(SPECULAR_ROUGHNESS)\nlet roughnessFromTexture: f32=textureSample(specularRoughnessSampler,specularRoughnessSamplerSampler,fragmentInputs.vSpecularRoughnessUV+uvOffset).r;\n#endif\nbase_color=uniforms.vBaseColor.rgb;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbase_color*=uniforms.vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=uniforms.vColor.a;\n#endif\nbase_color*=vec3(uniforms.vBaseWeight);alpha=uniforms.vBaseColor.a;base_metalness=uniforms.vReflectanceInfo.x;base_diffuse_roughness=uniforms.vBaseDiffuseRoughness;specular_roughness=uniforms.vReflectanceInfo.y;specular_color=uniforms.vSpecularColor.rgb;specular_weight=uniforms.vReflectanceInfo.a;specular_ior=uniforms.vReflectanceInfo.z;specular_roughness_anisotropy=uniforms.vSpecularAnisotropy.b;geometry_tangent=uniforms.vSpecularAnisotropy.rg;\n#ifdef BASE_COLOR\n#ifdef BASE_COLOR_GAMMA\nbase_color*=toLinearSpace(baseColorFromTexture.rgb);\n#else\nbase_color*=baseColorFromTexture.rgb;\n#endif\nbase_color*=uniforms.vBaseColorInfos.y;\n#endif\n#ifdef BASE_WEIGHT\nbase_color*=baseWeightFromTexture.r;\n#endif\n#if defined(BASE_COLOR) && defined(ALPHA_FROM_BASE_COLOR_TEXTURE)\nalpha*=baseColorFromTexture.a;\n#elif defined(GEOMETRY_OPACITY)\nalpha*=opacityFromTexture.a;alpha*=uniforms.vGeometryOpacityInfos.y;\n#endif\n#ifdef ALPHATEST\n#if DEBUGMODE != 88\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n#ifdef BASE_METALNESS\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nbase_metalness*=metallicFromTexture.b;\n#else\nbase_metalness*=metallicFromTexture.r;\n#endif\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nbase_diffuse_roughness*=baseDiffuseRoughnessFromTexture*uniforms.vBaseDiffuseRoughnessInfos.y;\n#endif\n#ifdef SPECULAR_COLOR\n#ifdef SPECULAR_COLOR_GAMMA\nspecular_color*=toLinearSpace(specularColorFromTexture.rgb);\n#else\nspecular_color*=specularColorFromTexture.rgb;\n#endif\n#endif\n#ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE\nspecular_weight*=specularColorFromTexture.a;\n#elif defined(SPECULAR_WEIGHT)\nspecular_weight*=specularWeightFromTexture;\n#endif\n#if defined(SPECULAR_ROUGHNESS) || (defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS))\nspecular_roughness*=roughnessFromTexture;\n#endif\n#ifdef GEOMETRY_TANGENT\n{let tangentFromTexture: vec2f=normalize(geometryTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_tangent.y,geometry_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}\n#endif\n#if defined(GEOMETRY_TANGENT) && defined(SPECULAR_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)\nspecular_roughness_anisotropy*=geometryTangentFromTexture.b;\n#elif defined(SPECULAR_ROUGHNESS_ANISOTROPY)\nspecular_roughness_anisotropy*=anisotropyFromTexture;\n#endif\n#ifdef DETAIL\nlet detailRoughness: f32=mix(0.5f,detailColor.b,vDetailInfos.w);let loLerp: f32=mix(0.f,specular_roughness,detailRoughness*2.f);let hiLerp: f32=mix(specular_roughness,1.f,(detailRoughness-0.5f)*2.f);specular_roughness=mix(loLerp,hiLerp,step(detailRoughness,0.5f));\n#endif\n#ifdef USE_GLTF_STYLE_ANISOTROPY\nlet baseAlpha: f32=specular_roughness*specular_roughness;let roughnessT: f32=mix(baseAlpha,1.0f,specular_roughness_anisotropy*specular_roughness_anisotropy);let roughnessB: f32=baseAlpha;specular_roughness_anisotropy=1.0f-roughnessB/max(roughnessT,0.00001f);specular_roughness=sqrt(roughnessT/sqrt(2.0f/(1.0f+(1.0f-specular_roughness_anisotropy)*(1.0f-specular_roughness_anisotropy))));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBaseLayerDataWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrBlockAmbientOcclusionWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,36 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrBlockAmbientOcclusion";
4
+ const shader = `struct ambientOcclusionOutParams
5
+ {ambientOcclusionColor: vec3f,
6
+ #if DEBUGMODE>0 && defined(AMBIENT_OCCLUSION)
7
+ ambientOcclusionColorMap: vec3f
8
+ #endif
9
+ };
10
+ #define pbr_inline
11
+ fn ambientOcclusionBlock(
12
+ #ifdef AMBIENT_OCCLUSION
13
+ ambientOcclusionColorMap_: vec3f,
14
+ ambientInfos: vec2f
15
+ #endif
16
+ )->ambientOcclusionOutParams
17
+ {
18
+ var outParams: ambientOcclusionOutParams;var ambientOcclusionColor: vec3f= vec3f(1.,1.,1.);
19
+ #ifdef AMBIENT_OCCLUSION
20
+ var ambientOcclusionColorMap: vec3f=ambientOcclusionColorMap_*ambientInfos.y;
21
+ #ifdef AMBIENTINGRAYSCALE
22
+ ambientOcclusionColorMap= vec3f(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);
23
+ #endif
24
+ #if DEBUGMODE>0
25
+ outParams.ambientOcclusionColorMap=ambientOcclusionColorMap;
26
+ #endif
27
+ #endif
28
+ outParams.ambientOcclusionColor=ambientOcclusionColor;return outParams;}
29
+ `;
30
+ // Sideeffect
31
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
32
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
33
+ }
34
+ /** @internal */
35
+ export const openpbrBlockAmbientOcclusionWGSL = { name, shader };
36
+ //# sourceMappingURL=openpbrBlockAmbientOcclusion.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrBlockAmbientOcclusion.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBlockAmbientOcclusion.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBlockAmbientOcclusion\";\nconst shader = `struct ambientOcclusionOutParams\n{ambientOcclusionColor: vec3f,\n#if DEBUGMODE>0 && defined(AMBIENT_OCCLUSION)\nambientOcclusionColorMap: vec3f\n#endif\n};\n#define pbr_inline\nfn ambientOcclusionBlock(\n#ifdef AMBIENT_OCCLUSION\nambientOcclusionColorMap_: vec3f,\nambientInfos: vec2f\n#endif\n)->ambientOcclusionOutParams\n{ \nvar outParams: ambientOcclusionOutParams;var ambientOcclusionColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT_OCCLUSION\nvar ambientOcclusionColorMap: vec3f=ambientOcclusionColorMap_*ambientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap= vec3f(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\n#if DEBUGMODE>0\noutParams.ambientOcclusionColorMap=ambientOcclusionColorMap;\n#endif\n#endif\noutParams.ambientOcclusionColor=ambientOcclusionColor;return outParams;}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBlockAmbientOcclusionWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrBlockNormalFinalWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,25 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrBlockNormalFinal";
4
+ const shader = `#if defined(FORCENORMALFORWARD) && defined(NORMAL)
5
+ var faceNormal: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))*scene.vEyePosition.w;
6
+ #if defined(TWOSIDEDLIGHTING)
7
+ faceNormal=select(-faceNormal,faceNormal,fragmentInputs.frontFacing);
8
+ #endif
9
+ normalW*=sign(dot(normalW,faceNormal));coatNormalW*=sign(dot(coatNormalW,faceNormal));
10
+ #endif
11
+ #if defined(TWOSIDEDLIGHTING) && defined(NORMAL)
12
+ #if defined(MIRRORED)
13
+ normalW=select(normalW,-normalW,fragmentInputs.frontFacing);coatNormalW=select(coatNormalW,-coatNormalW,fragmentInputs.frontFacing);
14
+ #else
15
+ normalW=select(-normalW,normalW,fragmentInputs.frontFacing);coatNormalW=select(-coatNormalW,coatNormalW,fragmentInputs.frontFacing);
16
+ #endif
17
+ #endif
18
+ `;
19
+ // Sideeffect
20
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
21
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
22
+ }
23
+ /** @internal */
24
+ export const openpbrBlockNormalFinalWGSL = { name, shader };
25
+ //# sourceMappingURL=openpbrBlockNormalFinal.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrBlockNormalFinal.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBlockNormalFinal.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBlockNormalFinal\";\nconst shader = `#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvar faceNormal: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))*scene.vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=select(-faceNormal,faceNormal,fragmentInputs.frontFacing);\n#endif\nnormalW*=sign(dot(normalW,faceNormal));coatNormalW*=sign(dot(coatNormalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\n#if defined(MIRRORED)\nnormalW=select(normalW,-normalW,fragmentInputs.frontFacing);coatNormalW=select(coatNormalW,-coatNormalW,fragmentInputs.frontFacing);\n#else\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);coatNormalW=select(-coatNormalW,coatNormalW,fragmentInputs.frontFacing);\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBlockNormalFinalWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrCoatLayerDataWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,59 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrCoatLayerData";
4
+ const shader = `var coat_weight: f32=0.0f;var coat_color: vec3f=vec3f(1.0f);var coat_roughness: f32=0.0f;var coat_roughness_anisotropy: f32=0.0f;var coat_ior: f32=1.6f;var coat_darkening: f32=1.0f;var geometry_coat_tangent: vec2f=vec2f(1.0f,0.0f);
5
+ #ifdef COAT_WEIGHT
6
+ var coatWeightFromTexture: vec4f=textureSample(coatWeightSampler,coatWeightSamplerSampler,fragmentInputs.vCoatWeightUV+uvOffset);
7
+ #endif
8
+ #ifdef COAT_COLOR
9
+ var coatColorFromTexture: vec4f=textureSample(coatColorSampler,coatColorSamplerSampler,fragmentInputs.vCoatColorUV+uvOffset);
10
+ #endif
11
+ #ifdef COAT_ROUGHNESS
12
+ var coatRoughnessFromTexture: vec4f=textureSample(coatRoughnessSampler,coatRoughnessSamplerSampler,fragmentInputs.vCoatRoughnessUV+uvOffset);
13
+ #endif
14
+ #ifdef COAT_ROUGHNESS_ANISOTROPY
15
+ var coatRoughnessAnisotropyFromTexture: f32=textureSample(coatRoughnessAnisotropySampler,coatRoughnessAnisotropySamplerSampler,fragmentInputs.vCoatRoughnessAnisotropyUV+uvOffset).r;
16
+ #endif
17
+ #ifdef COAT_DARKENING
18
+ var coatDarkeningFromTexture: vec4f=textureSample(coatDarkeningSampler,coatDarkeningSamplerSampler,fragmentInputs.vCoatDarkeningUV+uvOffset);
19
+ #endif
20
+ #ifdef GEOMETRY_COAT_TANGENT
21
+ var geometryCoatTangentFromTexture: vec3f=textureSample(geometryCoatTangentSampler,geometryCoatTangentSamplerSampler,fragmentInputs.vGeometryCoatTangentUV+uvOffset).rgb;
22
+ #endif
23
+ coat_color=uniforms.vCoatColor.rgb;coat_weight=uniforms.vCoatWeight;coat_roughness=uniforms.vCoatRoughness;coat_roughness_anisotropy=uniforms.vCoatRoughnessAnisotropy;coat_ior=uniforms.vCoatIor;coat_darkening=uniforms.vCoatDarkening;geometry_coat_tangent=uniforms.vGeometryCoatTangent.rg;
24
+ #ifdef COAT_WEIGHT
25
+ coat_weight*=coatWeightFromTexture.r;
26
+ #endif
27
+ #ifdef COAT_COLOR
28
+ #ifdef COAT_COLOR_GAMMA
29
+ coat_color*=toLinearSpace(coatColorFromTexture.rgb);
30
+ #else
31
+ coat_color*=coatColorFromTexture.rgb;
32
+ #endif
33
+ coat_color*=uniforms.vCoatColorInfos.y;
34
+ #endif
35
+ #ifdef COAT_ROUGHNESS
36
+ coat_roughness*=coatRoughnessFromTexture.r;
37
+ #endif
38
+ #if defined(GEOMETRY_COAT_TANGENT) && defined(COAT_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)
39
+ coat_roughness_anisotropy*=geometryCoatTangentFromTexture.b;
40
+ #elif defined(COAT_ROUGHNESS_ANISOTROPY)
41
+ coat_roughness_anisotropy*=coatRoughnessAnisotropyFromTexture;
42
+ #endif
43
+ #ifdef COAT_DARKENING
44
+ coat_darkening*=coatDarkeningFromTexture.r;
45
+ #endif
46
+ #ifdef GEOMETRY_COAT_TANGENT
47
+ {let tangentFromTexture: vec2f=normalize(geometryCoatTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_coat_tangent.y,geometry_coat_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_coat_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}
48
+ #endif
49
+ #ifdef USE_GLTF_STYLE_ANISOTROPY
50
+ let coatAlpha: f32=coat_roughness*coat_roughness;let coatRoughnessT: f32=mix(coatAlpha,1.0f,coat_roughness_anisotropy*coat_roughness_anisotropy);let coatRoughnessB: f32=coatAlpha;coat_roughness_anisotropy=1.0f-coatRoughnessB/max(coatRoughnessT,0.00001f);coat_roughness=sqrt(coatRoughnessT/sqrt(2.0f/(1.0f+(1.0f-coat_roughness_anisotropy)*(1.0f-coat_roughness_anisotropy))));
51
+ #endif
52
+ `;
53
+ // Sideeffect
54
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
55
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
56
+ }
57
+ /** @internal */
58
+ export const openpbrCoatLayerDataWGSL = { name, shader };
59
+ //# sourceMappingURL=openpbrCoatLayerData.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrCoatLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgDd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrCoatLayerData\";\nconst shader = `var coat_weight: f32=0.0f;var coat_color: vec3f=vec3f(1.0f);var coat_roughness: f32=0.0f;var coat_roughness_anisotropy: f32=0.0f;var coat_ior: f32=1.6f;var coat_darkening: f32=1.0f;var geometry_coat_tangent: vec2f=vec2f(1.0f,0.0f);\n#ifdef COAT_WEIGHT\nvar coatWeightFromTexture: vec4f=textureSample(coatWeightSampler,coatWeightSamplerSampler,fragmentInputs.vCoatWeightUV+uvOffset);\n#endif\n#ifdef COAT_COLOR\nvar coatColorFromTexture: vec4f=textureSample(coatColorSampler,coatColorSamplerSampler,fragmentInputs.vCoatColorUV+uvOffset);\n#endif\n#ifdef COAT_ROUGHNESS\nvar coatRoughnessFromTexture: vec4f=textureSample(coatRoughnessSampler,coatRoughnessSamplerSampler,fragmentInputs.vCoatRoughnessUV+uvOffset);\n#endif\n#ifdef COAT_ROUGHNESS_ANISOTROPY\nvar coatRoughnessAnisotropyFromTexture: f32=textureSample(coatRoughnessAnisotropySampler,coatRoughnessAnisotropySamplerSampler,fragmentInputs.vCoatRoughnessAnisotropyUV+uvOffset).r;\n#endif\n#ifdef COAT_DARKENING\nvar coatDarkeningFromTexture: vec4f=textureSample(coatDarkeningSampler,coatDarkeningSamplerSampler,fragmentInputs.vCoatDarkeningUV+uvOffset);\n#endif\n#ifdef GEOMETRY_COAT_TANGENT\nvar geometryCoatTangentFromTexture: vec3f=textureSample(geometryCoatTangentSampler,geometryCoatTangentSamplerSampler,fragmentInputs.vGeometryCoatTangentUV+uvOffset).rgb;\n#endif\ncoat_color=uniforms.vCoatColor.rgb;coat_weight=uniforms.vCoatWeight;coat_roughness=uniforms.vCoatRoughness;coat_roughness_anisotropy=uniforms.vCoatRoughnessAnisotropy;coat_ior=uniforms.vCoatIor;coat_darkening=uniforms.vCoatDarkening;geometry_coat_tangent=uniforms.vGeometryCoatTangent.rg;\n#ifdef COAT_WEIGHT\ncoat_weight*=coatWeightFromTexture.r;\n#endif\n#ifdef COAT_COLOR\n#ifdef COAT_COLOR_GAMMA\ncoat_color*=toLinearSpace(coatColorFromTexture.rgb);\n#else\ncoat_color*=coatColorFromTexture.rgb;\n#endif\ncoat_color*=uniforms.vCoatColorInfos.y;\n#endif\n#ifdef COAT_ROUGHNESS\ncoat_roughness*=coatRoughnessFromTexture.r;\n#endif\n#if defined(GEOMETRY_COAT_TANGENT) && defined(COAT_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)\ncoat_roughness_anisotropy*=geometryCoatTangentFromTexture.b;\n#elif defined(COAT_ROUGHNESS_ANISOTROPY)\ncoat_roughness_anisotropy*=coatRoughnessAnisotropyFromTexture;\n#endif\n#ifdef COAT_DARKENING\ncoat_darkening*=coatDarkeningFromTexture.r;\n#endif\n#ifdef GEOMETRY_COAT_TANGENT\n{let tangentFromTexture: vec2f=normalize(geometryCoatTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_coat_tangent.y,geometry_coat_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_coat_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}\n#endif\n#ifdef USE_GLTF_STYLE_ANISOTROPY\nlet coatAlpha: f32=coat_roughness*coat_roughness;let coatRoughnessT: f32=mix(coatAlpha,1.0f,coat_roughness_anisotropy*coat_roughness_anisotropy);let coatRoughnessB: f32=coatAlpha;coat_roughness_anisotropy=1.0f-coatRoughnessB/max(coatRoughnessT,0.00001f);coat_roughness=sqrt(coatRoughnessT/sqrt(2.0f/(1.0f+(1.0f-coat_roughness_anisotropy)*(1.0f-coat_roughness_anisotropy))));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrCoatLayerDataWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrConductorReflectanceWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,19 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrConductorReflectance";
4
+ const shader = `#define pbr_inline
5
+ fn conductorReflectance(baseColor: vec3f,specularColor: vec3f,specularWeight: f32)->ReflectanceParams
6
+ {var outParams: ReflectanceParams;
7
+ #if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)
8
+ outParams.coloredF0=baseColor*specularWeight;outParams.coloredF90=specularColor*specularWeight;
9
+ #else
10
+ outParams.coloredF0=baseColor;outParams.coloredF90=vec3f(1.0f);
11
+ #endif
12
+ outParams.F0=1.0f;outParams.F90=1.0f;return outParams;}`;
13
+ // Sideeffect
14
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
15
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
16
+ }
17
+ /** @internal */
18
+ export const openpbrConductorReflectanceWGSL = { name, shader };
19
+ //# sourceMappingURL=openpbrConductorReflectance.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrConductorReflectance.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrConductorReflectance.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;wDAQyC,CAAC;AACzD,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrConductorReflectance\";\nconst shader = `#define pbr_inline\nfn conductorReflectance(baseColor: vec3f,specularColor: vec3f,specularWeight: f32)->ReflectanceParams\n{var outParams: ReflectanceParams;\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\noutParams.coloredF0=baseColor*specularWeight;outParams.coloredF90=specularColor*specularWeight;\n#else\noutParams.coloredF0=baseColor;outParams.coloredF90=vec3f(1.0f);\n#endif\noutParams.F0=1.0f;outParams.F90=1.0f;return outParams;}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrConductorReflectanceWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrDielectricReflectanceWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };