@onerjs/core 8.28.5 → 8.28.7

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Files changed (85) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
  4. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  5. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +55 -0
  6. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +147 -0
  7. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -0
  8. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +1 -1
  9. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  10. package/FrameGraph/Node/Blocks/index.d.ts +1 -1
  11. package/FrameGraph/Node/Blocks/index.js +1 -1
  12. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  13. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +1 -6
  14. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  15. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +29 -0
  16. package/FrameGraph/Tasks/PostProcesses/taaTask.js +102 -0
  17. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -0
  18. package/FrameGraph/frameGraphTextureManager.d.ts +9 -0
  19. package/FrameGraph/frameGraphTextureManager.js +15 -0
  20. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  21. package/FrameGraph/index.d.ts +1 -1
  22. package/FrameGraph/index.js +1 -1
  23. package/FrameGraph/index.js.map +1 -1
  24. package/Materials/Background/backgroundMaterial.js +1 -1
  25. package/Materials/Background/backgroundMaterial.js.map +1 -1
  26. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
  27. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  28. package/Materials/PBR/index.d.ts +1 -1
  29. package/Materials/PBR/index.js +1 -1
  30. package/Materials/PBR/index.js.map +1 -1
  31. package/Materials/PBR/{openPbrMaterial.d.ts → openpbrMaterial.d.ts} +17 -0
  32. package/Materials/PBR/{openPbrMaterial.js → openpbrMaterial.js} +33 -5
  33. package/Materials/PBR/openpbrMaterial.js.map +1 -0
  34. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  35. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  36. package/Materials/material.d.ts +7 -3
  37. package/Materials/material.js +11 -7
  38. package/Materials/material.js.map +1 -1
  39. package/Materials/standardMaterial.js +1 -1
  40. package/Materials/standardMaterial.js.map +1 -1
  41. package/Maths/math.vector.d.ts +1 -1
  42. package/Maths/math.vector.js +1 -1
  43. package/Maths/math.vector.js.map +1 -1
  44. package/Meshes/mesh.js +8 -0
  45. package/Meshes/mesh.js.map +1 -1
  46. package/Morph/morphTargetManager.d.ts +2 -0
  47. package/Morph/morphTargetManager.js +19 -1
  48. package/Morph/morphTargetManager.js.map +1 -1
  49. package/Particles/Node/nodeParticleSystemSet.d.ts +14 -6
  50. package/Particles/Node/nodeParticleSystemSet.js +37 -6
  51. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  52. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +1 -1
  53. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -1
  54. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +0 -1
  55. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +4 -22
  56. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  57. package/PostProcesses/thinTAAPostProcess.d.ts +10 -5
  58. package/PostProcesses/thinTAAPostProcess.js +37 -7
  59. package/PostProcesses/thinTAAPostProcess.js.map +1 -1
  60. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +1 -1
  61. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +1 -1
  62. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  63. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +1 -1
  64. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  65. package/Rendering/boundingBoxRenderer.js +5 -1
  66. package/Rendering/boundingBoxRenderer.js.map +1 -1
  67. package/Rendering/edgesRenderer.js +3 -0
  68. package/Rendering/edgesRenderer.js.map +1 -1
  69. package/Rendering/geometryBufferRenderer.js.map +1 -1
  70. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +4 -4
  71. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  72. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +29 -4
  73. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  74. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +4 -4
  75. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  76. package/package.json +1 -1
  77. package/scene.d.ts +3 -1
  78. package/scene.js.map +1 -1
  79. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.d.ts +0 -48
  80. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +0 -119
  81. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +0 -1
  82. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +0 -24
  83. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +0 -109
  84. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +0 -1
  85. package/Materials/PBR/openPbrMaterial.js.map +0 -1
@@ -114,14 +114,27 @@ float esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),dar
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  #define ZINCLIP uvDepth.z
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  #endif
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  #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
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+ #define SMALLEST_ABOVE_ZERO 1.1754943508e-38
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  #define GREATEST_LESS_THAN_ONE 0.99999994
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  #define DISABLE_UNIFORMITY_ANALYSIS
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  #define inline
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  float computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)
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- {vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float shadow=texture2D(shadowSampler,uvDepthLayer);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}
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+ {vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));
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+ #ifdef USE_REVERSE_DEPTHBUFFER
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+ uvDepth.z=clamp(ZINCLIP,SMALLEST_ABOVE_ZERO,1.);
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+ #else
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+ uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);
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+ #endif
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+ vec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float shadow=texture2D(shadowSampler,uvDepthLayer);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}
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  #define inline
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  float computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)
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- {vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;
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+ {vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));
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+ #ifdef USE_REVERSE_DEPTHBUFFER
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+ uvDepth.z=clamp(ZINCLIP,SMALLEST_ABOVE_ZERO,1.);
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+ #else
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+ uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);
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+ #endif
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+ vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;
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  uv+=0.5;
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  vec2 st=fract(uv);
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  vec2 base_uv=floor(uv)-0.5;
@@ -129,7 +142,13 @@ base_uv*=shadowMapSizeAndInverse.y;
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  vec2 uvw0=3.-2.*st;vec2 uvw1=1.+2.*st;vec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;vec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));shadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));shadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));shadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}
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  #define inline
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  float computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)
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- {vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;
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+ {vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));
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+ #ifdef USE_REVERSE_DEPTHBUFFER
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+ uvDepth.z=clamp(ZINCLIP,SMALLEST_ABOVE_ZERO,1.);
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+ #else
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+ uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);
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+ #endif
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+ vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x;
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  uv+=0.5;
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  vec2 st=fract(uv);
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  vec2 base_uv=floor(uv)-0.5;
@@ -293,7 +312,13 @@ vec3(-0.178564,-0.596057,0.)
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  );
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  #define inline
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  float computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)
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- {vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float blockerDepth=0.0;float sumBlockerDepth=0.0;float numBlocker=0.0;for (int i=0; i<searchTapCount; i ++) {blockerDepth=texture2D(depthSampler,vec3(uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer)).r;if (blockerDepth<depthMetric) {sumBlockerDepth+=blockerDepth;numBlocker++;}}
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+ {vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));
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+ #ifdef USE_REVERSE_DEPTHBUFFER
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+ uvDepth.z=clamp(ZINCLIP,SMALLEST_ABOVE_ZERO,1.);
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+ #else
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+ uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);
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+ #endif
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+ vec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float blockerDepth=0.0;float sumBlockerDepth=0.0;float numBlocker=0.0;for (int i=0; i<searchTapCount; i ++) {blockerDepth=texture2D(depthSampler,vec3(uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer)).r;if (blockerDepth<depthMetric) {sumBlockerDepth+=blockerDepth;numBlocker++;}}
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  float avgBlockerDepth=sumBlockerDepth/numBlocker;float AAOffset=shadowMapSizeInverse*10.;float penumbraRatio=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);vec4 filterRadius=vec4(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);float random=getRand(vPositionFromLight.xy);float rotationAngle=random*3.1415926;vec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));float shadow=0.;for (int i=0; i<pcfTapCount; i++) {vec4 offset=vec4(poissonSamplers[i],0.);offset=vec4(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);shadow+=texture2D(shadowSampler,uvDepthLayer+offset*filterRadius);}
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  shadow/=float(pcfTapCount);shadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));shadow=mix(darkness,1.,shadow);if (numBlocker<1.0) {return 1.0;}
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  else
@@ -1 +1 @@
1
- {"version":3,"file":"shadowsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsUd,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 = \"shadowsFragmentFunctions\";\nconst shader = `#ifdef SHADOWS\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{const vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}\n#endif\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{float mask=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));return mix(value,1.0,mask);}\n#define inline\nfloat computeShadowCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nreturn depth>shadow ? darkness : 1.0;}\n#define inline\nfloat computeShadowWithPoissonSamplingCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;float visibility=1.;vec3 poissonDisk[4];poissonDisk[0]=vec3(-1.0,1.0,-1.0);poissonDisk[1]=vec3(1.0,-1.0,-1.0);poissonDisk[2]=vec3(-1.0,-1.0,-1.0);poissonDisk[3]=vec3(1.0,-1.0,1.0);\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);}\n#define inline\nfloat computeShadowWithESMCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);float shadowPixelDepth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return esm;}\n#define inline\nfloat computeShadowWithCloseESMCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);float shadowPixelDepth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return esm;}\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define inline\nfloat computeShadowCSM(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);vec3 uvLayer=vec3(uv.x,uv.y,layer);float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uvLayer));\n#else\nfloat shadow=texture2D(shadowSampler,uvLayer).x;\n#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;}\n#endif\n#define inline\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadow=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;}}\n#define inline\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);float visibility=1.;vec2 poissonDisk[4];poissonDisk[0]=vec2(-0.94201624,-0.39906216);poissonDisk[1]=vec2(0.94558609,-0.76890725);poissonDisk[2]=vec2(-0.094184101,-0.92938870);poissonDisk[3]=vec2(0.34495938,0.29387760);\n#ifndef SHADOWFLOAT\nif (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;\n#else\nif (TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\n#ifdef IS_NDC_HALF_ZRANGE\n#define ZINCLIP clipSpace.z\n#else\n#define ZINCLIP uvDepth.z\n#endif\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define GREATEST_LESS_THAN_ONE 0.99999994\n#define DISABLE_UNIFORMITY_ANALYSIS\n#define inline\nfloat computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float shadow=texture2D(shadowSampler,uvDepthLayer);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=3.-2.*st;vec2 uvw1=1.+2.*st;vec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;vec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));shadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));shadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));shadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=4.-3.*st;vec2 uvw1=vec2(7.);vec2 uvw2=1.+3.*st;vec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;vec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));shadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));shadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[0]),layer,uvDepth.z));shadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));shadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));shadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[1]),layer,uvDepth.z));shadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[2]),layer,uvDepth.z));shadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[2]),layer,uvDepth.z));shadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[2]),layer,uvDepth.z));shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;float shadow=TEXTUREFUNC(shadowSampler,uvDepth,0.);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=3.-2.*st;vec2 uvw1=1.+2.*st;vec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;vec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);shadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);shadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);shadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=4.-3.*st;vec2 uvw1=vec2(7.);vec2 uvw2=1.+3.*st;vec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;vec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);shadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);shadow+=uvw2.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z),0.);shadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);shadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);shadow+=uvw2.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z),0.);shadow+=uvw0.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z),0.);shadow+=uvw1.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z),0.);shadow+=uvw2.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z),0.);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nconst vec3 PoissonSamplers32[64]=vec3[64](\nvec3(0.06407013,0.05409927,0.),\nvec3(0.7366577,0.5789394,0.),\nvec3(-0.6270542,-0.5320278,0.),\nvec3(-0.4096107,0.8411095,0.),\nvec3(0.6849564,-0.4990818,0.),\nvec3(-0.874181,-0.04579735,0.),\nvec3(0.9989998,0.0009880066,0.),\nvec3(-0.004920578,-0.9151649,0.),\nvec3(0.1805763,0.9747483,0.),\nvec3(-0.2138451,0.2635818,0.),\nvec3(0.109845,0.3884785,0.),\nvec3(0.06876755,-0.3581074,0.),\nvec3(0.374073,-0.7661266,0.),\nvec3(0.3079132,-0.1216763,0.),\nvec3(-0.3794335,-0.8271583,0.),\nvec3(-0.203878,-0.07715034,0.),\nvec3(0.5912697,0.1469799,0.),\nvec3(-0.88069,0.3031784,0.),\nvec3(0.5040108,0.8283722,0.),\nvec3(-0.5844124,0.5494877,0.),\nvec3(0.6017799,-0.1726654,0.),\nvec3(-0.5554981,0.1559997,0.),\nvec3(-0.3016369,-0.3900928,0.),\nvec3(-0.5550632,-0.1723762,0.),\nvec3(0.925029,0.2995041,0.),\nvec3(-0.2473137,0.5538505,0.),\nvec3(0.9183037,-0.2862392,0.),\nvec3(0.2469421,0.6718712,0.),\nvec3(0.3916397,-0.4328209,0.),\nvec3(-0.03576927,-0.6220032,0.),\nvec3(-0.04661255,0.7995201,0.),\nvec3(0.4402924,0.3640312,0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.)\n);const vec3 PoissonSamplers64[64]=vec3[64](\nvec3(-0.613392,0.617481,0.),\nvec3(0.170019,-0.040254,0.),\nvec3(-0.299417,0.791925,0.),\nvec3(0.645680,0.493210,0.),\nvec3(-0.651784,0.717887,0.),\nvec3(0.421003,0.027070,0.),\nvec3(-0.817194,-0.271096,0.),\nvec3(-0.705374,-0.668203,0.),\nvec3(0.977050,-0.108615,0.),\nvec3(0.063326,0.142369,0.),\nvec3(0.203528,0.214331,0.),\nvec3(-0.667531,0.326090,0.),\nvec3(-0.098422,-0.295755,0.),\nvec3(-0.885922,0.215369,0.),\nvec3(0.566637,0.605213,0.),\nvec3(0.039766,-0.396100,0.),\nvec3(0.751946,0.453352,0.),\nvec3(0.078707,-0.715323,0.),\nvec3(-0.075838,-0.529344,0.),\nvec3(0.724479,-0.580798,0.),\nvec3(0.222999,-0.215125,0.),\nvec3(-0.467574,-0.405438,0.),\nvec3(-0.248268,-0.814753,0.),\nvec3(0.354411,-0.887570,0.),\nvec3(0.175817,0.382366,0.),\nvec3(0.487472,-0.063082,0.),\nvec3(-0.084078,0.898312,0.),\nvec3(0.488876,-0.783441,0.),\nvec3(0.470016,0.217933,0.),\nvec3(-0.696890,-0.549791,0.),\nvec3(-0.149693,0.605762,0.),\nvec3(0.034211,0.979980,0.),\nvec3(0.503098,-0.308878,0.),\nvec3(-0.016205,-0.872921,0.),\nvec3(0.385784,-0.393902,0.),\nvec3(-0.146886,-0.859249,0.),\nvec3(0.643361,0.164098,0.),\nvec3(0.634388,-0.049471,0.),\nvec3(-0.688894,0.007843,0.),\nvec3(0.464034,-0.188818,0.),\nvec3(-0.440840,0.137486,0.),\nvec3(0.364483,0.511704,0.),\nvec3(0.034028,0.325968,0.),\nvec3(0.099094,-0.308023,0.),\nvec3(0.693960,-0.366253,0.),\nvec3(0.678884,-0.204688,0.),\nvec3(0.001801,0.780328,0.),\nvec3(0.145177,-0.898984,0.),\nvec3(0.062655,-0.611866,0.),\nvec3(0.315226,-0.604297,0.),\nvec3(-0.780145,0.486251,0.),\nvec3(-0.371868,0.882138,0.),\nvec3(0.200476,0.494430,0.),\nvec3(-0.494552,-0.711051,0.),\nvec3(0.612476,0.705252,0.),\nvec3(-0.578845,-0.768792,0.),\nvec3(-0.772454,-0.090976,0.),\nvec3(0.504440,0.372295,0.),\nvec3(0.155736,0.065157,0.),\nvec3(0.391522,0.849605,0.),\nvec3(-0.620106,-0.328104,0.),\nvec3(0.789239,-0.419965,0.),\nvec3(-0.545396,0.538133,0.),\nvec3(-0.178564,-0.596057,0.)\n);\n#define inline\nfloat computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float blockerDepth=0.0;float sumBlockerDepth=0.0;float numBlocker=0.0;for (int i=0; i<searchTapCount; i ++) {blockerDepth=texture2D(depthSampler,vec3(uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer)).r;if (blockerDepth<depthMetric) {sumBlockerDepth+=blockerDepth;numBlocker++;}}\nfloat avgBlockerDepth=sumBlockerDepth/numBlocker;float AAOffset=shadowMapSizeInverse*10.;float penumbraRatio=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);vec4 filterRadius=vec4(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);float random=getRand(vPositionFromLight.xy);float rotationAngle=random*3.1415926;vec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));float shadow=0.;for (int i=0; i<pcfTapCount; i++) {vec4 offset=vec4(poissonSamplers[i],0.);offset=vec4(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);shadow+=texture2D(shadowSampler,uvDepthLayer+offset*filterRadius);}\nshadow/=float(pcfTapCount);shadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));shadow=mix(darkness,1.,shadow);if (numBlocker<1.0) {return 1.0;}\nelse\n{return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;float blockerDepth=0.0;float sumBlockerDepth=0.0;float numBlocker=0.0;for (int i=0; i<searchTapCount; i ++) {blockerDepth=TEXTUREFUNC(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0.).r;if (blockerDepth<depthMetric) {sumBlockerDepth+=blockerDepth;numBlocker++;}}\nif (numBlocker<1.0) {return 1.0;}\nelse\n{float avgBlockerDepth=sumBlockerDepth/numBlocker;float AAOffset=shadowMapSizeInverse*10.;float penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);float filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;float random=getRand(vPositionFromLight.xy);float rotationAngle=random*3.1415926;vec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));float shadow=0.;for (int i=0; i<pcfTapCount; i++) {vec3 offset=poissonSamplers[i];offset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);shadow+=TEXTUREFUNC(shadowSampler,uvDepth+offset*filterRadius,0.);}\nshadow/=float(pcfTapCount);shadow=mix(shadow,1.,depthMetric-avgBlockerDepth);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}}\n#define inline\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);}\n#define inline\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);}\n#define inline\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);}\n#define inline\nfloat computeShadowWithCSMPCSS16(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#define inline\nfloat computeShadowWithCSMPCSS32(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#define inline\nfloat computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const shadowsFragmentFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Vd,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 = \"shadowsFragmentFunctions\";\nconst shader = `#ifdef SHADOWS\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{const vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}\n#endif\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{float mask=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));return mix(value,1.0,mask);}\n#define inline\nfloat computeShadowCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nreturn depth>shadow ? darkness : 1.0;}\n#define inline\nfloat computeShadowWithPoissonSamplingCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;float visibility=1.;vec3 poissonDisk[4];poissonDisk[0]=vec3(-1.0,1.0,-1.0);poissonDisk[1]=vec3(1.0,-1.0,-1.0);poissonDisk[2]=vec3(-1.0,-1.0,-1.0);poissonDisk[3]=vec3(1.0,-1.0,1.0);\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);}\n#define inline\nfloat computeShadowWithESMCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);float shadowPixelDepth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return esm;}\n#define inline\nfloat computeShadowWithCloseESMCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);float shadowPixelDepth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return esm;}\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define inline\nfloat computeShadowCSM(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);vec3 uvLayer=vec3(uv.x,uv.y,layer);float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uvLayer));\n#else\nfloat shadow=texture2D(shadowSampler,uvLayer).x;\n#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;}\n#endif\n#define inline\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadow=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;}}\n#define inline\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);float visibility=1.;vec2 poissonDisk[4];poissonDisk[0]=vec2(-0.94201624,-0.39906216);poissonDisk[1]=vec2(0.94558609,-0.76890725);poissonDisk[2]=vec2(-0.094184101,-0.92938870);poissonDisk[3]=vec2(0.34495938,0.29387760);\n#ifndef SHADOWFLOAT\nif (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;\n#else\nif (TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\n#ifdef IS_NDC_HALF_ZRANGE\n#define ZINCLIP clipSpace.z\n#else\n#define ZINCLIP uvDepth.z\n#endif\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define SMALLEST_ABOVE_ZERO 1.1754943508e-38\n#define GREATEST_LESS_THAN_ONE 0.99999994\n#define DISABLE_UNIFORMITY_ANALYSIS\n#define inline\nfloat computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\n#ifdef USE_REVERSE_DEPTHBUFFER\nuvDepth.z=clamp(ZINCLIP,SMALLEST_ABOVE_ZERO,1.);\n#else\nuvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\n#endif\nvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float shadow=texture2D(shadowSampler,uvDepthLayer);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\n#ifdef USE_REVERSE_DEPTHBUFFER\nuvDepth.z=clamp(ZINCLIP,SMALLEST_ABOVE_ZERO,1.);\n#else\nuvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\n#endif\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=3.-2.*st;vec2 uvw1=1.+2.*st;vec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;vec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));shadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));shadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));shadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\n#ifdef USE_REVERSE_DEPTHBUFFER\nuvDepth.z=clamp(ZINCLIP,SMALLEST_ABOVE_ZERO,1.);\n#else\nuvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\n#endif\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=4.-3.*st;vec2 uvw1=vec2(7.);vec2 uvw2=1.+3.*st;vec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;vec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));shadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));shadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[0]),layer,uvDepth.z));shadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));shadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));shadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[1]),layer,uvDepth.z));shadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[2]),layer,uvDepth.z));shadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[2]),layer,uvDepth.z));shadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[2]),layer,uvDepth.z));shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;float shadow=TEXTUREFUNC(shadowSampler,uvDepth,0.);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=3.-2.*st;vec2 uvw1=1.+2.*st;vec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;vec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);shadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);shadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);shadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=4.-3.*st;vec2 uvw1=vec2(7.);vec2 uvw2=1.+3.*st;vec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;vec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);shadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);shadow+=uvw2.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z),0.);shadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);shadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);shadow+=uvw2.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z),0.);shadow+=uvw0.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z),0.);shadow+=uvw1.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z),0.);shadow+=uvw2.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z),0.);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nconst vec3 PoissonSamplers32[64]=vec3[64](\nvec3(0.06407013,0.05409927,0.),\nvec3(0.7366577,0.5789394,0.),\nvec3(-0.6270542,-0.5320278,0.),\nvec3(-0.4096107,0.8411095,0.),\nvec3(0.6849564,-0.4990818,0.),\nvec3(-0.874181,-0.04579735,0.),\nvec3(0.9989998,0.0009880066,0.),\nvec3(-0.004920578,-0.9151649,0.),\nvec3(0.1805763,0.9747483,0.),\nvec3(-0.2138451,0.2635818,0.),\nvec3(0.109845,0.3884785,0.),\nvec3(0.06876755,-0.3581074,0.),\nvec3(0.374073,-0.7661266,0.),\nvec3(0.3079132,-0.1216763,0.),\nvec3(-0.3794335,-0.8271583,0.),\nvec3(-0.203878,-0.07715034,0.),\nvec3(0.5912697,0.1469799,0.),\nvec3(-0.88069,0.3031784,0.),\nvec3(0.5040108,0.8283722,0.),\nvec3(-0.5844124,0.5494877,0.),\nvec3(0.6017799,-0.1726654,0.),\nvec3(-0.5554981,0.1559997,0.),\nvec3(-0.3016369,-0.3900928,0.),\nvec3(-0.5550632,-0.1723762,0.),\nvec3(0.925029,0.2995041,0.),\nvec3(-0.2473137,0.5538505,0.),\nvec3(0.9183037,-0.2862392,0.),\nvec3(0.2469421,0.6718712,0.),\nvec3(0.3916397,-0.4328209,0.),\nvec3(-0.03576927,-0.6220032,0.),\nvec3(-0.04661255,0.7995201,0.),\nvec3(0.4402924,0.3640312,0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.)\n);const vec3 PoissonSamplers64[64]=vec3[64](\nvec3(-0.613392,0.617481,0.),\nvec3(0.170019,-0.040254,0.),\nvec3(-0.299417,0.791925,0.),\nvec3(0.645680,0.493210,0.),\nvec3(-0.651784,0.717887,0.),\nvec3(0.421003,0.027070,0.),\nvec3(-0.817194,-0.271096,0.),\nvec3(-0.705374,-0.668203,0.),\nvec3(0.977050,-0.108615,0.),\nvec3(0.063326,0.142369,0.),\nvec3(0.203528,0.214331,0.),\nvec3(-0.667531,0.326090,0.),\nvec3(-0.098422,-0.295755,0.),\nvec3(-0.885922,0.215369,0.),\nvec3(0.566637,0.605213,0.),\nvec3(0.039766,-0.396100,0.),\nvec3(0.751946,0.453352,0.),\nvec3(0.078707,-0.715323,0.),\nvec3(-0.075838,-0.529344,0.),\nvec3(0.724479,-0.580798,0.),\nvec3(0.222999,-0.215125,0.),\nvec3(-0.467574,-0.405438,0.),\nvec3(-0.248268,-0.814753,0.),\nvec3(0.354411,-0.887570,0.),\nvec3(0.175817,0.382366,0.),\nvec3(0.487472,-0.063082,0.),\nvec3(-0.084078,0.898312,0.),\nvec3(0.488876,-0.783441,0.),\nvec3(0.470016,0.217933,0.),\nvec3(-0.696890,-0.549791,0.),\nvec3(-0.149693,0.605762,0.),\nvec3(0.034211,0.979980,0.),\nvec3(0.503098,-0.308878,0.),\nvec3(-0.016205,-0.872921,0.),\nvec3(0.385784,-0.393902,0.),\nvec3(-0.146886,-0.859249,0.),\nvec3(0.643361,0.164098,0.),\nvec3(0.634388,-0.049471,0.),\nvec3(-0.688894,0.007843,0.),\nvec3(0.464034,-0.188818,0.),\nvec3(-0.440840,0.137486,0.),\nvec3(0.364483,0.511704,0.),\nvec3(0.034028,0.325968,0.),\nvec3(0.099094,-0.308023,0.),\nvec3(0.693960,-0.366253,0.),\nvec3(0.678884,-0.204688,0.),\nvec3(0.001801,0.780328,0.),\nvec3(0.145177,-0.898984,0.),\nvec3(0.062655,-0.611866,0.),\nvec3(0.315226,-0.604297,0.),\nvec3(-0.780145,0.486251,0.),\nvec3(-0.371868,0.882138,0.),\nvec3(0.200476,0.494430,0.),\nvec3(-0.494552,-0.711051,0.),\nvec3(0.612476,0.705252,0.),\nvec3(-0.578845,-0.768792,0.),\nvec3(-0.772454,-0.090976,0.),\nvec3(0.504440,0.372295,0.),\nvec3(0.155736,0.065157,0.),\nvec3(0.391522,0.849605,0.),\nvec3(-0.620106,-0.328104,0.),\nvec3(0.789239,-0.419965,0.),\nvec3(-0.545396,0.538133,0.),\nvec3(-0.178564,-0.596057,0.)\n);\n#define inline\nfloat computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\n#ifdef USE_REVERSE_DEPTHBUFFER\nuvDepth.z=clamp(ZINCLIP,SMALLEST_ABOVE_ZERO,1.);\n#else\nuvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);\n#endif\nvec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float blockerDepth=0.0;float sumBlockerDepth=0.0;float numBlocker=0.0;for (int i=0; i<searchTapCount; i ++) {blockerDepth=texture2D(depthSampler,vec3(uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer)).r;if (blockerDepth<depthMetric) {sumBlockerDepth+=blockerDepth;numBlocker++;}}\nfloat avgBlockerDepth=sumBlockerDepth/numBlocker;float AAOffset=shadowMapSizeInverse*10.;float penumbraRatio=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);vec4 filterRadius=vec4(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);float random=getRand(vPositionFromLight.xy);float rotationAngle=random*3.1415926;vec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));float shadow=0.;for (int i=0; i<pcfTapCount; i++) {vec4 offset=vec4(poissonSamplers[i],0.);offset=vec4(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);shadow+=texture2D(shadowSampler,uvDepthLayer+offset*filterRadius);}\nshadow/=float(pcfTapCount);shadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));shadow=mix(darkness,1.,shadow);if (numBlocker<1.0) {return 1.0;}\nelse\n{return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;float blockerDepth=0.0;float sumBlockerDepth=0.0;float numBlocker=0.0;for (int i=0; i<searchTapCount; i ++) {blockerDepth=TEXTUREFUNC(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0.).r;if (blockerDepth<depthMetric) {sumBlockerDepth+=blockerDepth;numBlocker++;}}\nif (numBlocker<1.0) {return 1.0;}\nelse\n{float avgBlockerDepth=sumBlockerDepth/numBlocker;float AAOffset=shadowMapSizeInverse*10.;float penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);float filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;float random=getRand(vPositionFromLight.xy);float rotationAngle=random*3.1415926;vec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));float shadow=0.;for (int i=0; i<pcfTapCount; i++) {vec3 offset=poissonSamplers[i];offset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);shadow+=TEXTUREFUNC(shadowSampler,uvDepth+offset*filterRadius,0.);}\nshadow/=float(pcfTapCount);shadow=mix(shadow,1.,depthMetric-avgBlockerDepth);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}}\n#define inline\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);}\n#define inline\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);}\n#define inline\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);}\n#define inline\nfloat computeShadowWithCSMPCSS16(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#define inline\nfloat computeShadowWithCSMPCSS32(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#define inline\nfloat computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const shadowsFragmentFunctions = { name, shader };\n"]}
@@ -100,7 +100,7 @@ coatEnvironmentLight=sampleRadiance(coatAlphaG,uniforms.vReflectionMicrosurfaceI
100
100
  #endif
101
101
  }
102
102
  #ifdef FUZZ
103
- let modifiedFuzzRoughness: f32=clamp(fuzz_roughness*(1.0f-0.5f*environmentFuzzBrdf.y),0.0f,1.0f);var fuzzEnvironmentLight=vec3f(0.0f,0.0f,0.0f);const samples=4.0f;var totalWeight=0.0f;for (var i: i32=0; i<i32(samples); i++) {var angle: f32=f32(i)*(3.141592f*2.0f/samples);var fiberNormal: vec3f=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);fiberNormal=normalize(mix(fiberNormal,fuzzNormalW,environmentFuzzBrdf.x*environmentFuzzBrdf.x));let sampleWeight=max(dot(viewDirectionW,fiberNormal),0.0f);var fuzzReflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,fiberNormal);fuzzEnvironmentLight+=sampleWeight*sampleRadiance(modifiedFuzzRoughness,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos
103
+ let modifiedFuzzRoughness: f32=clamp(fuzz_roughness*(1.0f-0.5f*environmentFuzzBrdf.y),0.0f,1.0f);var fuzzEnvironmentLight=vec3f(0.0f,0.0f,0.0f);var totalWeight=0.0f;let fuzzIblFresnel: f32=sqrt(environmentFuzzBrdf.z);for (var i: i32=0; i<i32(FUZZ_IBL_SAMPLES); i++) {var angle: f32=f32(i)*(3.141592f*2.0f/f32(FUZZ_IBL_SAMPLES));var fiberCylinderNormal: vec3f=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);let fiberBend=min(environmentFuzzBrdf.x*environmentFuzzBrdf.x*modifiedFuzzRoughness,1.0f);fiberCylinderNormal=normalize(mix(fiberCylinderNormal,fuzzNormalW,environmentFuzzBrdf.x*environmentFuzzBrdf.x));let sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0f);var fuzzReflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,fiberCylinderNormal);let radianceSample: vec3f=sampleWeight*sampleRadiance(modifiedFuzzRoughness,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos
104
104
  ,fuzzGeoInfo
105
105
  ,reflectionSampler
106
106
  ,reflectionSamplerSampler
@@ -108,8 +108,8 @@ let modifiedFuzzRoughness: f32=clamp(fuzz_roughness*(1.0f-0.5f*environmentFuzzBr
108
108
  #ifdef REALTIME_FILTERING
109
109
  ,uniforms.vReflectionFilteringInfo
110
110
  #endif
111
- );totalWeight+=sampleWeight;}
112
- fuzzEnvironmentLight/=totalWeight;fuzzEnvironmentLight=mix(fuzzEnvironmentLight.rgb,baseDiffuseEnvironmentLight,modifiedFuzzRoughness*modifiedFuzzRoughness);
111
+ );fuzzEnvironmentLight+=mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend*fiberBend);totalWeight+=sampleWeight;}
112
+ fuzzEnvironmentLight/=totalWeight;
113
113
  #endif
114
114
  let dielectricIblFresnel: f32=getReflectanceFromBRDFWithEnvLookup(vec3f(baseDielectricReflectance.F0),vec3f(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;var dielectricIblColoredFresnel: vec3f=dielectricIblFresnel*specular_color;
115
115
  #ifdef THIN_FILM
@@ -122,7 +122,7 @@ let thinFilmConductorFresnel: vec3f=specular_weight*evalIridescence(thin_film_ou
122
122
  var coatIblFresnel: f32=0.0;if (coat_weight>0.0) {coatIblFresnel=getReflectanceFromBRDFWithEnvLookup(vec3f(coatReflectance.F0),vec3f(coatReflectance.F90),coatGeoInfo.environmentBrdf).r;}
123
123
  var slab_diffuse_ibl: vec3f=vec3f(0.,0.,0.);var slab_glossy_ibl: vec3f=vec3f(0.,0.,0.);var slab_metal_ibl: vec3f=vec3f(0.,0.,0.);var slab_coat_ibl: vec3f=vec3f(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*uniforms.vLightingIntensity.z;slab_diffuse_ibl*=aoOut.ambientOcclusionColor;slab_glossy_ibl=baseSpecularEnvironmentLight*uniforms.vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*uniforms.vLightingIntensity.z;var coatAbsorption=vec3f(1.0);if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*uniforms.vLightingIntensity.z;let hemisphere_avg_fresnel: f32=coatReflectance.F0+0.5f*(1.0f-coatReflectance.F0);var averageReflectance: f32=(coatIblFresnel+hemisphere_avg_fresnel)*0.5f;let roughnessFactor=1.0f-coat_roughness*0.5f;averageReflectance*=roughnessFactor;var darkened_transmission: f32=(1.0f-averageReflectance)*(1.0f-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let colored_transmission: vec3f=pow(coat_color,vec3f(coatPathLength));coatAbsorption=mix(vec3f(1.0f),colored_transmission*vec3f(darkened_transmission),coat_weight);}
124
124
  #ifdef FUZZ
125
- let slab_fuzz_ibl=fuzzEnvironmentLight*uniforms.vLightingIntensity.z;let fuzzIblFresnel: f32=environmentFuzzBrdf.z;
125
+ let slab_fuzz_ibl=fuzzEnvironmentLight*uniforms.vLightingIntensity.z;
126
126
  #endif
127
127
  var slab_subsurface_ibl: vec3f=vec3f(0.,0.,0.);var slab_translucent_base_ibl: vec3f=vec3f(0.,0.,0.);slab_diffuse_ibl*=base_color.rgb;
128
128
  #define CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrEnvironmentLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoId,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,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrEnvironmentLighting\";\nconst shader = `#ifdef REFLECTION\n#ifdef FUZZ\nlet environmentFuzzBrdf: vec3f=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));\n#endif\nvar baseDiffuseEnvironmentLight: vec3f=sampleIrradiance(\nnormalW\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance \n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,uniforms.vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n,uniforms.vReflectionInfos\n,viewDirectionW\n,base_diffuse_roughness\n,base_color\n);\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=vec3f(0.f,0.f,0.f);\n#else\nvar reflectionCoords: vec2f=vec2f(0.f,0.f);\n#endif\nlet specularAlphaG: f32=specular_roughness*specular_roughness;\n#ifdef ANISOTROPIC_BASE\nvar baseSpecularEnvironmentLight: vec3f=sampleRadianceAnisotropic(specularAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,normalW\n,viewDirectionW\n,fragmentInputs.vPositionW\n,noise\n,reflectionSampler\n,reflectionSamplerSampler\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\nreflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,normalW);var baseSpecularEnvironmentLight: vec3f=sampleRadiance(specularAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef ANISOTROPIC_BASE\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG*specularAlphaG *max(1.0f-baseGeoInfo.anisotropy,0.3f));\n#else\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG);\n#endif\nvar coatEnvironmentLight: vec3f=vec3f(0.f,0.f,0.f);if (coat_weight>0.0) {\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=vec3f(0.f,0.f,0.f);\n#else\nvar reflectionCoords: vec2f=vec2f(0.f,0.f);\n#endif\nreflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,coatNormalW);var coatAlphaG: f32=coat_roughness*coat_roughness;\n#ifdef ANISOTROPIC_COAT\ncoatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,coatGeoInfo\n,coatNormalW\n,viewDirectionW\n,fragmentInputs.vPositionW\n,noise\n,reflectionSampler\n,reflectionSamplerSampler\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\ncoatEnvironmentLight=sampleRadiance(coatAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,coatGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#endif\n}\n#ifdef FUZZ\nlet modifiedFuzzRoughness: f32=clamp(fuzz_roughness*(1.0f-0.5f*environmentFuzzBrdf.y),0.0f,1.0f);var fuzzEnvironmentLight=vec3f(0.0f,0.0f,0.0f);const samples=4.0f;var totalWeight=0.0f;for (var i: i32=0; i<i32(samples); i++) {var angle: f32=f32(i)*(3.141592f*2.0f/samples);var fiberNormal: vec3f=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);fiberNormal=normalize(mix(fiberNormal,fuzzNormalW,environmentFuzzBrdf.x*environmentFuzzBrdf.x));let sampleWeight=max(dot(viewDirectionW,fiberNormal),0.0f);var fuzzReflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,fiberNormal);fuzzEnvironmentLight+=sampleWeight*sampleRadiance(modifiedFuzzRoughness,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,fuzzGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,fuzzReflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);totalWeight+=sampleWeight;}\nfuzzEnvironmentLight/=totalWeight;fuzzEnvironmentLight=mix(fuzzEnvironmentLight.rgb,baseDiffuseEnvironmentLight,modifiedFuzzRoughness*modifiedFuzzRoughness);\n#endif\nlet dielectricIblFresnel: f32=getReflectanceFromBRDFWithEnvLookup(vec3f(baseDielectricReflectance.F0),vec3f(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;var dielectricIblColoredFresnel: vec3f=dielectricIblFresnel*specular_color;\n#ifdef THIN_FILM\nlet thinFilmIorScale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);let thin_film_dielectric: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thin_film_dielectric*specular_color,thin_film_weight*thinFilmIorScale);\n#endif\nvar conductorIblFresnel: vec3f=conductorIblFresnel(baseConductorReflectance,baseGeoInfo.NdotV,specular_roughness,baseGeoInfo.environmentBrdf);\n#ifdef THIN_FILM\nlet thinFilmConductorFresnel: vec3f=specular_weight*evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseConductorReflectance.coloredF0);conductorIblFresnel=mix(conductorIblFresnel,thinFilmConductorFresnel,thin_film_weight*thinFilmIorScale);\n#endif\nvar coatIblFresnel: f32=0.0;if (coat_weight>0.0) {coatIblFresnel=getReflectanceFromBRDFWithEnvLookup(vec3f(coatReflectance.F0),vec3f(coatReflectance.F90),coatGeoInfo.environmentBrdf).r;}\nvar slab_diffuse_ibl: vec3f=vec3f(0.,0.,0.);var slab_glossy_ibl: vec3f=vec3f(0.,0.,0.);var slab_metal_ibl: vec3f=vec3f(0.,0.,0.);var slab_coat_ibl: vec3f=vec3f(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*uniforms.vLightingIntensity.z;slab_diffuse_ibl*=aoOut.ambientOcclusionColor;slab_glossy_ibl=baseSpecularEnvironmentLight*uniforms.vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*uniforms.vLightingIntensity.z;var coatAbsorption=vec3f(1.0);if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*uniforms.vLightingIntensity.z;let hemisphere_avg_fresnel: f32=coatReflectance.F0+0.5f*(1.0f-coatReflectance.F0);var averageReflectance: f32=(coatIblFresnel+hemisphere_avg_fresnel)*0.5f;let roughnessFactor=1.0f-coat_roughness*0.5f;averageReflectance*=roughnessFactor;var darkened_transmission: f32=(1.0f-averageReflectance)*(1.0f-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let colored_transmission: vec3f=pow(coat_color,vec3f(coatPathLength));coatAbsorption=mix(vec3f(1.0f),colored_transmission*vec3f(darkened_transmission),coat_weight);}\n#ifdef FUZZ\nlet slab_fuzz_ibl=fuzzEnvironmentLight*uniforms.vLightingIntensity.z;let fuzzIblFresnel: f32=environmentFuzzBrdf.z;\n#endif\nvar slab_subsurface_ibl: vec3f=vec3f(0.,0.,0.);var slab_translucent_base_ibl: vec3f=vec3f(0.,0.,0.);slab_diffuse_ibl*=base_color.rgb;\n#define CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\nlet material_opaque_base_ibl: vec3f=mix(slab_diffuse_ibl,slab_subsurface_ibl,subsurface_weight);let material_dielectric_base_ibl: vec3f=mix(material_opaque_base_ibl,slab_translucent_base_ibl,transmission_weight);let material_dielectric_gloss_ibl: vec3f=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;let material_base_substrate_ibl: vec3f=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);let material_coated_base_ibl: vec3f=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3f(1.0f));\n#ifdef FUZZ\nmaterial_surface_ibl=layer(material_coated_base_ibl,slab_fuzz_ibl,fuzzIblFresnel*fuzz_weight,vec3(1.0),fuzz_color);\n#else\nmaterial_surface_ibl=material_coated_base_ibl;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrEnvironmentLightingWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrEnvironmentLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoId,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,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrEnvironmentLighting\";\nconst shader = `#ifdef REFLECTION\n#ifdef FUZZ\nlet environmentFuzzBrdf: vec3f=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));\n#endif\nvar baseDiffuseEnvironmentLight: vec3f=sampleIrradiance(\nnormalW\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance \n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,uniforms.vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n,uniforms.vReflectionInfos\n,viewDirectionW\n,base_diffuse_roughness\n,base_color\n);\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=vec3f(0.f,0.f,0.f);\n#else\nvar reflectionCoords: vec2f=vec2f(0.f,0.f);\n#endif\nlet specularAlphaG: f32=specular_roughness*specular_roughness;\n#ifdef ANISOTROPIC_BASE\nvar baseSpecularEnvironmentLight: vec3f=sampleRadianceAnisotropic(specularAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,normalW\n,viewDirectionW\n,fragmentInputs.vPositionW\n,noise\n,reflectionSampler\n,reflectionSamplerSampler\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\nreflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,normalW);var baseSpecularEnvironmentLight: vec3f=sampleRadiance(specularAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef ANISOTROPIC_BASE\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG*specularAlphaG *max(1.0f-baseGeoInfo.anisotropy,0.3f));\n#else\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG);\n#endif\nvar coatEnvironmentLight: vec3f=vec3f(0.f,0.f,0.f);if (coat_weight>0.0) {\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=vec3f(0.f,0.f,0.f);\n#else\nvar reflectionCoords: vec2f=vec2f(0.f,0.f);\n#endif\nreflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,coatNormalW);var coatAlphaG: f32=coat_roughness*coat_roughness;\n#ifdef ANISOTROPIC_COAT\ncoatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,coatGeoInfo\n,coatNormalW\n,viewDirectionW\n,fragmentInputs.vPositionW\n,noise\n,reflectionSampler\n,reflectionSamplerSampler\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\ncoatEnvironmentLight=sampleRadiance(coatAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,coatGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#endif\n}\n#ifdef FUZZ\nlet modifiedFuzzRoughness: f32=clamp(fuzz_roughness*(1.0f-0.5f*environmentFuzzBrdf.y),0.0f,1.0f);var fuzzEnvironmentLight=vec3f(0.0f,0.0f,0.0f);var totalWeight=0.0f;let fuzzIblFresnel: f32=sqrt(environmentFuzzBrdf.z);for (var i: i32=0; i<i32(FUZZ_IBL_SAMPLES); i++) {var angle: f32=f32(i)*(3.141592f*2.0f/f32(FUZZ_IBL_SAMPLES));var fiberCylinderNormal: vec3f=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);let fiberBend=min(environmentFuzzBrdf.x*environmentFuzzBrdf.x*modifiedFuzzRoughness,1.0f);fiberCylinderNormal=normalize(mix(fiberCylinderNormal,fuzzNormalW,environmentFuzzBrdf.x*environmentFuzzBrdf.x));let sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0f);var fuzzReflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,fiberCylinderNormal);let radianceSample: vec3f=sampleWeight*sampleRadiance(modifiedFuzzRoughness,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,fuzzGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,fuzzReflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);fuzzEnvironmentLight+=mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend*fiberBend);totalWeight+=sampleWeight;}\nfuzzEnvironmentLight/=totalWeight;\n#endif\nlet dielectricIblFresnel: f32=getReflectanceFromBRDFWithEnvLookup(vec3f(baseDielectricReflectance.F0),vec3f(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;var dielectricIblColoredFresnel: vec3f=dielectricIblFresnel*specular_color;\n#ifdef THIN_FILM\nlet thinFilmIorScale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);let thin_film_dielectric: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thin_film_dielectric*specular_color,thin_film_weight*thinFilmIorScale);\n#endif\nvar conductorIblFresnel: vec3f=conductorIblFresnel(baseConductorReflectance,baseGeoInfo.NdotV,specular_roughness,baseGeoInfo.environmentBrdf);\n#ifdef THIN_FILM\nlet thinFilmConductorFresnel: vec3f=specular_weight*evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseConductorReflectance.coloredF0);conductorIblFresnel=mix(conductorIblFresnel,thinFilmConductorFresnel,thin_film_weight*thinFilmIorScale);\n#endif\nvar coatIblFresnel: f32=0.0;if (coat_weight>0.0) {coatIblFresnel=getReflectanceFromBRDFWithEnvLookup(vec3f(coatReflectance.F0),vec3f(coatReflectance.F90),coatGeoInfo.environmentBrdf).r;}\nvar slab_diffuse_ibl: vec3f=vec3f(0.,0.,0.);var slab_glossy_ibl: vec3f=vec3f(0.,0.,0.);var slab_metal_ibl: vec3f=vec3f(0.,0.,0.);var slab_coat_ibl: vec3f=vec3f(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*uniforms.vLightingIntensity.z;slab_diffuse_ibl*=aoOut.ambientOcclusionColor;slab_glossy_ibl=baseSpecularEnvironmentLight*uniforms.vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*uniforms.vLightingIntensity.z;var coatAbsorption=vec3f(1.0);if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*uniforms.vLightingIntensity.z;let hemisphere_avg_fresnel: f32=coatReflectance.F0+0.5f*(1.0f-coatReflectance.F0);var averageReflectance: f32=(coatIblFresnel+hemisphere_avg_fresnel)*0.5f;let roughnessFactor=1.0f-coat_roughness*0.5f;averageReflectance*=roughnessFactor;var darkened_transmission: f32=(1.0f-averageReflectance)*(1.0f-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let colored_transmission: vec3f=pow(coat_color,vec3f(coatPathLength));coatAbsorption=mix(vec3f(1.0f),colored_transmission*vec3f(darkened_transmission),coat_weight);}\n#ifdef FUZZ\nlet slab_fuzz_ibl=fuzzEnvironmentLight*uniforms.vLightingIntensity.z;\n#endif\nvar slab_subsurface_ibl: vec3f=vec3f(0.,0.,0.);var slab_translucent_base_ibl: vec3f=vec3f(0.,0.,0.);slab_diffuse_ibl*=base_color.rgb;\n#define CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\nlet material_opaque_base_ibl: vec3f=mix(slab_diffuse_ibl,slab_subsurface_ibl,subsurface_weight);let material_dielectric_base_ibl: vec3f=mix(material_opaque_base_ibl,slab_translucent_base_ibl,transmission_weight);let material_dielectric_gloss_ibl: vec3f=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;let material_base_substrate_ibl: vec3f=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);let material_coated_base_ibl: vec3f=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3f(1.0f));\n#ifdef FUZZ\nmaterial_surface_ibl=layer(material_coated_base_ibl,slab_fuzz_ibl,fuzzIblFresnel*fuzz_weight,vec3(1.0),fuzz_color);\n#else\nmaterial_surface_ibl=material_coated_base_ibl;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrEnvironmentLightingWGSL = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@onerjs/core",
3
- "version": "8.28.5",
3
+ "version": "8.28.7",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
package/scene.d.ts CHANGED
@@ -189,7 +189,9 @@ export declare class Scene implements IAnimatable, IClipPlanesHolder, IAssetCont
189
189
  * The material properties need to be setup according to the type of texture in use.
190
190
  */
191
191
  environmentBRDFTexture: BaseTexture;
192
- /** @internal */
192
+ /**
193
+ * This stores the brdf lookup for the fuzz layer of PBR materials in your scene.
194
+ */
193
195
  environmentFuzzBRDFTexture: BaseTexture;
194
196
  /**
195
197
  * Intensity of the environment (i.e. all indirect lighting) in all pbr material.