@onerjs/core 8.28.6 → 8.28.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +55 -0
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +147 -0
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -1
- package/FrameGraph/Node/Blocks/index.js +1 -1
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +1 -6
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +29 -0
- package/FrameGraph/Tasks/PostProcesses/taaTask.js +102 -0
- package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -0
- package/FrameGraph/frameGraphTextureManager.d.ts +9 -0
- package/FrameGraph/frameGraphTextureManager.js +15 -0
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -1
- package/FrameGraph/index.js +1 -1
- package/FrameGraph/index.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +4 -3
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Lights/pointLight.js +6 -4
- package/Lights/pointLight.js.map +1 -1
- package/Lights/rectAreaLight.js +6 -4
- package/Lights/rectAreaLight.js.map +1 -1
- package/Lights/spotLight.js +3 -2
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +11 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +74 -27
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/PBR/index.d.ts +1 -1
- package/Materials/PBR/index.js +1 -1
- package/Materials/PBR/index.js.map +1 -1
- package/Materials/PBR/{openPbrMaterial.d.ts → openpbrMaterial.d.ts} +17 -0
- package/Materials/PBR/{openPbrMaterial.js → openpbrMaterial.js} +33 -5
- package/Materials/PBR/openpbrMaterial.js.map +1 -0
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/material.d.ts +7 -3
- package/Materials/material.js +11 -7
- package/Materials/material.js.map +1 -1
- package/Materials/standardMaterial.js +1 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.vector.d.ts +1 -1
- package/Maths/math.vector.js +1 -1
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/mesh.js +9 -0
- package/Meshes/mesh.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +2 -0
- package/Morph/morphTargetManager.js +19 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +0 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +4 -22
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
- package/PostProcesses/thinTAAPostProcess.d.ts +10 -5
- package/PostProcesses/thinTAAPostProcess.js +37 -7
- package/PostProcesses/thinTAAPostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/boundingBoxRenderer.js +6 -1
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +4 -0
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +10 -2
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +4 -4
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.fragment.d.ts +5 -0
- package/Shaders/gaussianSplattingDepth.fragment.js +11 -0
- package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -0
- package/Shaders/gaussianSplattingDepth.vertex.d.ts +8 -0
- package/Shaders/gaussianSplattingDepth.vertex.js +17 -0
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +7 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +4 -4
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.fragment.d.ts +6 -0
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js +17 -0
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -0
- package/ShadersWGSL/gaussianSplattingDepth.vertex.d.ts +8 -0
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +19 -0
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -0
- package/package.json +1 -1
- package/scene.d.ts +3 -1
- package/scene.js +6 -5
- package/scene.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.d.ts +0 -48
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +0 -119
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +0 -1
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +0 -24
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +0 -109
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +0 -1
- package/Materials/PBR/openPbrMaterial.js.map +0 -1
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{"version":3,"file":"openpbrEnvironmentLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Hd,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,0BAA0B,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\nvec3 environmentFuzzBrdf=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));\n#endif\nvec3 baseDiffuseEnvironmentLight=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,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,viewDirectionW\n,base_diffuse_roughness\n,base_color\n);\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nfloat specularAlphaG=specular_roughness*specular_roughness;\n#ifdef ANISOTROPIC_BASE\nvec3 baseSpecularEnvironmentLight=sampleRadianceAnisotropic(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,normalW\n,viewDirectionW\n,vPositionW\n,noise\n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\nreflectionCoords=createReflectionCoords(vPositionW,normalW);vec3 baseSpecularEnvironmentLight=sampleRadiance(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef ANISOTROPIC_BASE\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG*specularAlphaG*max(1.0-baseGeoInfo.anisotropy,0.3));\n#else\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG);\n#endif\nvec3 coatEnvironmentLight=vec3(0.,0.,0.);if (coat_weight>0.0) {\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nreflectionCoords=createReflectionCoords(vPositionW,coatNormalW);float coatAlphaG=coat_roughness*coat_roughness;\n#ifdef ANISOTROPIC_COAT\ncoatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,coatNormalW\n,viewDirectionW\n,vPositionW\n,noise\n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\ncoatEnvironmentLight=sampleRadiance(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n}\n#ifdef FUZZ\nfloat modifiedFuzzRoughness=clamp(fuzz_roughness*(1.0-0.5*environmentFuzzBrdf.y),0.0,1.0);vec3 fuzzEnvironmentLight=vec3(0.0);float
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{"version":3,"file":"openpbrEnvironmentLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Hd,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,0BAA0B,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\nvec3 environmentFuzzBrdf=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));\n#endif\nvec3 baseDiffuseEnvironmentLight=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,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,viewDirectionW\n,base_diffuse_roughness\n,base_color\n);\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nfloat specularAlphaG=specular_roughness*specular_roughness;\n#ifdef ANISOTROPIC_BASE\nvec3 baseSpecularEnvironmentLight=sampleRadianceAnisotropic(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,normalW\n,viewDirectionW\n,vPositionW\n,noise\n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\nreflectionCoords=createReflectionCoords(vPositionW,normalW);vec3 baseSpecularEnvironmentLight=sampleRadiance(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef ANISOTROPIC_BASE\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG*specularAlphaG*max(1.0-baseGeoInfo.anisotropy,0.3));\n#else\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG);\n#endif\nvec3 coatEnvironmentLight=vec3(0.,0.,0.);if (coat_weight>0.0) {\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nreflectionCoords=createReflectionCoords(vPositionW,coatNormalW);float coatAlphaG=coat_roughness*coat_roughness;\n#ifdef ANISOTROPIC_COAT\ncoatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,coatNormalW\n,viewDirectionW\n,vPositionW\n,noise\n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\ncoatEnvironmentLight=sampleRadiance(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n}\n#ifdef FUZZ\nfloat modifiedFuzzRoughness=clamp(fuzz_roughness*(1.0-0.5*environmentFuzzBrdf.y),0.0,1.0);vec3 fuzzEnvironmentLight=vec3(0.0);float totalWeight=0.0;float fuzzIblFresnel=sqrt(environmentFuzzBrdf.z);for (int i=0; i<FUZZ_IBL_SAMPLES; ++i) {float angle=(float(i)+noise.x)*(3.141592*2.0/float(FUZZ_IBL_SAMPLES));vec3 fiberCylinderNormal=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);float fiberBend=min(environmentFuzzBrdf.x*environmentFuzzBrdf.x*modifiedFuzzRoughness,1.0);fiberCylinderNormal=normalize(mix(fiberCylinderNormal,fuzzNormalW,fiberBend));float sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0);vec3 fuzzReflectionCoords=createReflectionCoords(vPositionW,fiberCylinderNormal);vec3 radianceSample=sampleRadiance(modifiedFuzzRoughness,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,fuzzGeoInfo\n,reflectionSampler\n,fuzzReflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);fuzzEnvironmentLight+=sampleWeight*mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend);totalWeight+=sampleWeight;}\nfuzzEnvironmentLight/=totalWeight;\n#endif\nfloat dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(baseDielectricReflectance.F0),vec3(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;vec3 dielectricIblColoredFresnel=dielectricIblFresnel*specular_color;\n#ifdef THIN_FILM\nfloat thinFilmIorScale=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);\n#endif\nvec3 conductorIblFresnel=conductorIblFresnel(baseConductorReflectance,baseGeoInfo.NdotV,specular_roughness,baseGeoInfo.environmentBrdf);\n#ifdef THIN_FILM\nvec3 thinFilmConductorFresnel=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\nfloat coatIblFresnel=0.0;if (coat_weight>0.0) {coatIblFresnel=getReflectanceFromBRDFLookup(vec3(coatReflectance.F0),vec3(coatReflectance.F90),coatGeoInfo.environmentBrdf).r;}\nvec3 slab_diffuse_ibl=vec3(0.,0.,0.);vec3 slab_glossy_ibl=vec3(0.,0.,0.);vec3 slab_metal_ibl=vec3(0.,0.,0.);vec3 slab_coat_ibl=vec3(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*vLightingIntensity.z;slab_diffuse_ibl*=aoOut.ambientOcclusionColor;slab_glossy_ibl=baseSpecularEnvironmentLight*vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*vLightingIntensity.z;vec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*vLightingIntensity.z;float hemisphere_avg_fresnel=coatReflectance.F0+0.5*(1.0-coatReflectance.F0);float averageReflectance=(coatIblFresnel+hemisphere_avg_fresnel)*0.5;float roughnessFactor=1.0-coat_roughness*0.5;averageReflectance*=roughnessFactor;float darkened_transmission=(1.0-averageReflectance)*(1.0-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}\n#ifdef FUZZ\nvec3 slab_fuzz_ibl=fuzzEnvironmentLight*vLightingIntensity.z;\n#endif\nvec3 slab_subsurface_ibl=vec3(0.,0.,0.);vec3 slab_translucent_base_ibl=vec3(0.,0.,0.);slab_diffuse_ibl*=base_color.rgb;\n#define CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\nvec3 material_opaque_base_ibl=mix(slab_diffuse_ibl,slab_subsurface_ibl,subsurface_weight);vec3 material_dielectric_base_ibl=mix(material_opaque_base_ibl,slab_translucent_base_ibl,transmission_weight);vec3 material_dielectric_gloss_ibl=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;vec3 material_base_substrate_ibl=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);vec3 material_coated_base_ibl=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3(1.0));\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.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrEnvironmentLighting = { name, shader };\n"]}
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "gaussianSplattingDepthPixelShader";
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const shader = `precision highp float;varying vec2 vPosition;void main(void) {float A=-dot(vPosition,vPosition);if (A<-1.) discard;}`;
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}
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/** @internal */
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export const gaussianSplattingDepthPixelShader = { name, shader };
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//# sourceMappingURL=gaussianSplattingDepth.fragment.js.map
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{"version":3,"file":"gaussianSplattingDepth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplattingDepth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG,sHAAsH,CAAC;AACtI,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gaussianSplattingDepthPixelShader\";\nconst shader = `precision highp float;varying vec2 vPosition;void main(void) {float A=-dot(vPosition,vPosition);if (A<-1.) discard;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingDepthPixelShader = { name, shader };\n"]}
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import "./ShadersInclude/gaussianSplattingVertexDeclaration.js";
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import "./ShadersInclude/gaussianSplattingUboDeclaration.js";
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import "./ShadersInclude/gaussianSplatting.js";
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/** @internal */
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export declare const gaussianSplattingDepthVertexShader: {
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name: string;
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shader: string;
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};
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@@ -0,0 +1,17 @@
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/gaussianSplattingVertexDeclaration.js";
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import "./ShadersInclude/gaussianSplattingUboDeclaration.js";
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import "./ShadersInclude/gaussianSplatting.js";
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const name = "gaussianSplattingDepthVertexShader";
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const shader = `#include<__decl__gaussianSplattingVertex>
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attribute float splatIndex;uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform float kernelSize;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;varying vec2 vPosition;
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#include<gaussianSplatting>
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void main(void) {Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPosGS=world*vec4(splat.center.xyz,1.0);vPosition=position.xy;gl_Position=gaussianSplatting(position.xy,worldPosGS.xyz,vec2(1.,1.),covA,covB,world,view,projection);}`;
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// Sideeffect
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if (!ShaderStore.ShadersStore[name]) {
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ShaderStore.ShadersStore[name] = shader;
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}
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/** @internal */
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export const gaussianSplattingDepthVertexShader = { name, shader };
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//# sourceMappingURL=gaussianSplattingDepth.vertex.js.map
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{"version":3,"file":"gaussianSplattingDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplattingDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;sSAGuR,CAAC;AACvS,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/gaussianSplattingVertexDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingUboDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\n\nconst name = \"gaussianSplattingDepthVertexShader\";\nconst shader = `#include<__decl__gaussianSplattingVertex>\nattribute float splatIndex;uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform float kernelSize;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;varying vec2 vPosition;\n#include<gaussianSplatting>\nvoid main(void) {Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPosGS=world*vec4(splat.center.xyz,1.0);vPosition=position.xy;gl_Position=gaussianSplatting(position.xy,worldPosGS.xyz,vec2(1.,1.),covA,covB,world,view,projection);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingDepthVertexShader = { name, shader };\n"]}
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@@ -3,7 +3,9 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "gaussianSplatting";
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const shader = `fn getDataUV(index: f32,dataTextureSize: vec2f)->vec2<f32> {let y: f32=floor(index/dataTextureSize.x);let x: f32=index-y*dataTextureSize.x;return vec2f((x+0.5),(y+0.5));}
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struct Splat {center: vec4f,
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#ifndef GS_DISABLE_COLOR
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color: vec4f,
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#endif
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covA: vec4f,
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covB: vec4f,
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#if SH_DEGREE>0
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@@ -15,7 +17,11 @@ sh1: vec4<u32>,
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#if SH_DEGREE>2
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sh2: vec4<u32>,
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#endif
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-
};fn readSplat(splatIndex: f32,dataTextureSize: vec2f)->Splat {var splat: Splat;let splatUV=getDataUV(splatIndex,dataTextureSize);let splatUVi32=vec2<i32>(i32(splatUV.x),i32(splatUV.y));splat.center=textureLoad(centersTexture,splatUVi32,0);
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};fn readSplat(splatIndex: f32,dataTextureSize: vec2f)->Splat {var splat: Splat;let splatUV=getDataUV(splatIndex,dataTextureSize);let splatUVi32=vec2<i32>(i32(splatUV.x),i32(splatUV.y));splat.center=textureLoad(centersTexture,splatUVi32,0);
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#ifndef GS_DISABLE_COLOR
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splat.color=textureLoad(colorsTexture,splatUVi32,0);
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#endif
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splat.covA=textureLoad(covariancesATexture,splatUVi32,0)*splat.center.w;splat.covB=textureLoad(covariancesBTexture,splatUVi32,0)*splat.center.w;
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#if SH_DEGREE>0
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splat.sh0=textureLoad(shTexture0,splatUVi32,0);
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#endif
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG
|
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1
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+
{"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;IAqIX,CAAC;AACL,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,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"gaussianSplatting\";\nconst shader = `fn getDataUV(index: f32,dataTextureSize: vec2f)->vec2<f32> {let y: f32=floor(index/dataTextureSize.x);let x: f32=index-y*dataTextureSize.x;return vec2f((x+0.5),(y+0.5));}\nstruct Splat {center: vec4f,\n#ifndef GS_DISABLE_COLOR\ncolor: vec4f,\n#endif\ncovA: vec4f,\ncovB: vec4f,\n#if SH_DEGREE>0\nsh0: vec4<u32>,\n#endif\n#if SH_DEGREE>1\nsh1: vec4<u32>,\n#endif\n#if SH_DEGREE>2\nsh2: vec4<u32>,\n#endif\n};fn readSplat(splatIndex: f32,dataTextureSize: vec2f)->Splat {var splat: Splat;let splatUV=getDataUV(splatIndex,dataTextureSize);let splatUVi32=vec2<i32>(i32(splatUV.x),i32(splatUV.y));splat.center=textureLoad(centersTexture,splatUVi32,0);\n#ifndef GS_DISABLE_COLOR\nsplat.color=textureLoad(colorsTexture,splatUVi32,0);\n#endif\nsplat.covA=textureLoad(covariancesATexture,splatUVi32,0)*splat.center.w;splat.covB=textureLoad(covariancesBTexture,splatUVi32,0)*splat.center.w;\n#if SH_DEGREE>0\nsplat.sh0=textureLoad(shTexture0,splatUVi32,0);\n#endif\n#if SH_DEGREE>1\nsplat.sh1=textureLoad(shTexture1,splatUVi32,0);\n#endif\n#if SH_DEGREE>2\nsplat.sh2=textureLoad(shTexture2,splatUVi32,0);\n#endif\nreturn splat;}\nfn computeColorFromSHDegree(dir: vec3f,sh: array<vec3<f32>,16>)->vec3f\n{let SH_C0: f32=0.28209479;let SH_C1: f32=0.48860251;var SH_C2: array<f32,5>=array<f32,5>(\n1.092548430,\n-1.09254843,\n0.315391565,\n-1.09254843,\n0.546274215\n);var SH_C3: array<f32,7>=array<f32,7>(\n-0.59004358,\n2.890611442,\n-0.45704579,\n0.373176332,\n-0.45704579,\n1.445305721,\n-0.59004358\n);var result: vec3f=/*SH_C0**/sh[0];\n#if SH_DEGREE>0\nlet x: f32=dir.x;let y: f32=dir.y;let z: f32=dir.z;result+=-SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3];\n#if SH_DEGREE>1\nlet xx: f32=x*x;let yy: f32=y*y;let zz: f32=z*z;let xy: f32=x*y;let yz: f32=y*z;let xz: f32=x*z;result+=\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8];\n#if SH_DEGREE>2\nresult+=\nSH_C3[0]*y*(3.0f*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +\nSH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0f*yy)*sh[15];\n#endif\n#endif\n#endif\nreturn result;}\nfn decompose(value: u32)->vec4f\n{let components : vec4f=vec4f(\nf32((value ) & 255u),\nf32((value>>u32( 8)) & 255u),\nf32((value>>u32(16)) & 255u),\nf32((value>>u32(24)) & 255u));return components*vec4f(2./255.)-vec4f(1.);}\nfn computeSH(splat: Splat,dir: vec3f)->vec3f\n{var sh: array<vec3<f32>,16>;sh[0]=vec3f(0.,0.,0.);\n#if SH_DEGREE>0\nlet sh00: vec4f=decompose(splat.sh0.x);let sh01: vec4f=decompose(splat.sh0.y);let sh02: vec4f=decompose(splat.sh0.z);sh[1]=vec3f(sh00.x,sh00.y,sh00.z);sh[2]=vec3f(sh00.w,sh01.x,sh01.y);sh[3]=vec3f(sh01.z,sh01.w,sh02.x);\n#endif\n#if SH_DEGREE>1\nlet sh03: vec4f=decompose(splat.sh0.w);let sh04: vec4f=decompose(splat.sh1.x);let sh05: vec4f=decompose(splat.sh1.y);sh[4]=vec3f(sh02.y,sh02.z,sh02.w);sh[5]=vec3f(sh03.x,sh03.y,sh03.z);sh[6]=vec3f(sh03.w,sh04.x,sh04.y);sh[7]=vec3f(sh04.z,sh04.w,sh05.x);sh[8]=vec3f(sh05.y,sh05.z,sh05.w);\n#endif\n#if SH_DEGREE>2\nlet sh06: vec4f=decompose(splat.sh1.z);let sh07: vec4f=decompose(splat.sh1.w);let sh08: vec4f=decompose(splat.sh2.x);let sh09: vec4f=decompose(splat.sh2.y);let sh10: vec4f=decompose(splat.sh2.z);let sh11: vec4f=decompose(splat.sh2.w);sh[9]=vec3f(sh06.x,sh06.y,sh06.z);sh[10]=vec3f(sh06.w,sh07.x,sh07.y);sh[11]=vec3f(sh07.z,sh07.w,sh08.x);sh[12]=vec3f(sh08.y,sh08.z,sh08.w);sh[13]=vec3f(sh09.x,sh09.y,sh09.z);sh[14]=vec3f(sh09.w,sh10.x,sh10.y);sh[15]=vec3f(sh10.z,sh10.w,sh11.x); \n#endif\nreturn computeColorFromSHDegree(dir,sh);}\nfn gaussianSplatting(\nmeshPos: vec2<f32>,\nworldPos: vec3<f32>,\nscale: vec2<f32>,\ncovA: vec3<f32>,\ncovB: vec3<f32>,\nworldMatrix: mat4x4<f32>,\nviewMatrix: mat4x4<f32>,\nprojectionMatrix: mat4x4<f32>,\nfocal: vec2f,\ninvViewport: vec2f,\nkernelSize: f32\n)->vec4f {let modelView=viewMatrix*worldMatrix;let camspace=viewMatrix*vec4f(worldPos,1.0);let pos2d=projectionMatrix*camspace;let bounds=1.2*pos2d.w;if (pos2d.z<0. || pos2d.x<-bounds || pos2d.x>bounds || pos2d.y<-bounds || pos2d.y>bounds) {return vec4f(0.0,0.0,2.0,1.0);}\nlet Vrk=mat3x3<f32>(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z\n);let isOrtho=abs(projectionMatrix[3][3]-1.0)<0.001;var J: mat3x3<f32>;if (isOrtho) {J=mat3x3<f32>(\nfocal.x,0.0,0.0,\n0.0,focal.y,0.0,\n0.0,0.0,0.0\n);} else {J=mat3x3<f32>(\nfocal.x/camspace.z,0.0,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.0,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.0,0.0,0.0\n);}\nlet invy=mat3x3<f32>(\n1.0,0.0,0.0,\n0.0,-1.0,0.0,\n0.0,0.0,1.0\n);let T=invy*transpose(mat3x3<f32>(\nmodelView[0].xyz,\nmodelView[1].xyz,\nmodelView[2].xyz))*J;var cov2d=transpose(T)*Vrk*T;\n#if COMPENSATION\nlet c00: f32=cov2d[0][0];let c11: f32=cov2d[1][1];let c01: f32=cov2d[0][1];let detOrig: f32=c00*c11-c01*c01;\n#endif\ncov2d[0][0]+=kernelSize;cov2d[1][1]+=kernelSize;\n#if COMPENSATION\nlet c2d: vec3f=vec3f(cov2d[0][0],c01,cov2d[1][1]);let detBlur: f32=c2d.x*c2d.z-c2d.y*c2d.y;let compensation: f32=sqrt(max(0.,detOrig/detBlur));vertexOutputs.vColor.w*=compensation;\n#endif\nlet mid=(cov2d[0][0]+cov2d[1][1])/2.0;let radius=length(vec2<f32>((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));let lambda1=mid+radius;let lambda2=mid-radius;if (lambda2<0.0) {return vec4f(0.0,0.0,2.0,1.0);}\nlet diagonalVector=normalize(vec2<f32>(cov2d[0][1],lambda1-cov2d[0][0]));let majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;let minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2<f32>(diagonalVector.y,-diagonalVector.x);let vCenter=vec2<f32>(pos2d.x,pos2d.y);let scaleFactor=select(pos2d.w,1.0,isOrtho);return vec4f(\nvCenter+((meshPos.x*majorAxis+meshPos.y*minorAxis)*invViewport*scaleFactor)*scale,\npos2d.z,\npos2d.w\n);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingWGSL = { name, shader };\n"]}
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@@ -36,7 +36,7 @@ let specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularW
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let specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).r;
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#endif
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|
#endif
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#
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#if defined(ANISOTROPIC) || defined(FUZZ)
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let noise=textureSample(blueNoiseSampler,blueNoiseSamplerSampler,fragmentInputs.position.xy/256.0).xyz;
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#endif
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|
#if defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS)
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@@ -1 +1 @@
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|
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#
|
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1
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+
{"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#if defined(ANISOTROPIC) || defined(FUZZ)\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*=fragmentInputs.vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.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"]}
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@@ -100,7 +100,7 @@ coatEnvironmentLight=sampleRadiance(coatAlphaG,uniforms.vReflectionMicrosurfaceI
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#endif
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}
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#ifdef FUZZ
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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);
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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)+noise.x)*(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,fiberBend));let sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0f);var fuzzReflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,fiberCylinderNormal);let radianceSample: vec3f=sampleRadiance(modifiedFuzzRoughness,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos
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,fuzzGeoInfo
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,reflectionSampler
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,reflectionSamplerSampler
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@@ -108,8 +108,8 @@ let modifiedFuzzRoughness: f32=clamp(fuzz_roughness*(1.0f-0.5f*environmentFuzzBr
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#ifdef REALTIME_FILTERING
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,uniforms.vReflectionFilteringInfo
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#endif
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);totalWeight+=sampleWeight;}
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fuzzEnvironmentLight/=totalWeight;
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);fuzzEnvironmentLight+=sampleWeight*mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend);totalWeight+=sampleWeight;}
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fuzzEnvironmentLight/=totalWeight;
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#endif
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let dielectricIblFresnel: f32=getReflectanceFromBRDFWithEnvLookup(vec3f(baseDielectricReflectance.F0),vec3f(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;var dielectricIblColoredFresnel: vec3f=dielectricIblFresnel*specular_color;
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#ifdef THIN_FILM
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@@ -122,7 +122,7 @@ let thinFilmConductorFresnel: vec3f=specular_weight*evalIridescence(thin_film_ou
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var coatIblFresnel: f32=0.0;if (coat_weight>0.0) {coatIblFresnel=getReflectanceFromBRDFWithEnvLookup(vec3f(coatReflectance.F0),vec3f(coatReflectance.F90),coatGeoInfo.environmentBrdf).r;}
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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);}
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#ifdef FUZZ
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let slab_fuzz_ibl=fuzzEnvironmentLight*uniforms.vLightingIntensity.z;
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let slab_fuzz_ibl=fuzzEnvironmentLight*uniforms.vLightingIntensity.z;
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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;
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#define CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION
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@@ -1 +1 @@
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{"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);
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1
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+
{"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)+noise.x)*(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,fiberBend));let sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0f);var fuzzReflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,fiberCylinderNormal);let radianceSample: vec3f=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+=sampleWeight*mix(radianceSample,baseDiffuseEnvironmentLight,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"]}
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@@ -60,7 +60,7 @@ var environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2
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#ifdef FUZZENVIRONMENTBRDF
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var environmentFuzzBrdfSamplerSampler: sampler;var environmentFuzzBrdfSampler: texture_2d<f32>;
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#endif
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-
#
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#if defined(ANISOTROPIC) || defined(FUZZ)
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var blueNoiseSamplerSampler: sampler;var blueNoiseSampler: texture_2d<f32>;
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#endif
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#ifdef IBL_CDF_FILTERING
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@@ -1 +1 @@
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{"version":3,"file":"openpbrFragmentSamplersDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgEd,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,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\n\nconst name = \"openpbrFragmentSamplersDeclaration\";\nconst shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_SAMPLERNAME_,baseColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_SAMPLERNAME_,baseDiffuseRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_SAMPLERNAME_,baseMetalness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_SAMPLERNAME_,specularWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_SAMPLERNAME_,specularColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_SAMPLERNAME_,specularRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_SAMPLERNAME_,specularRoughnessAnisotropy)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_SAMPLERNAME_,coatWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_SAMPLERNAME_,coatColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_SAMPLERNAME_,coatRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_SAMPLERNAME_,coatRoughnessAnisotropy)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_SAMPLERNAME_,coatDarkening)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_SAMPLERNAME_,fuzzWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_SAMPLERNAME_,fuzzColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_SAMPLERNAME_,fuzzRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_SAMPLERNAME_,geometryOpacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_SAMPLERNAME_,geometryTangent)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_COAT_TANGENT,_VARYINGNAME_,GeometryCoatTangent,_SAMPLERNAME_,geometryCoatTangent)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_SAMPLERNAME_,emissionColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_SAMPLERNAME_,thinFilmWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_SAMPLERNAME_,thinFilmThickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_SAMPLERNAME_,ambientOcclusion)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nvar environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;\n#endif\n#ifdef FUZZENVIRONMENTBRDF\nvar environmentFuzzBrdfSamplerSampler: sampler;var environmentFuzzBrdfSampler: texture_2d<f32>;\n#endif\n#
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{"version":3,"file":"openpbrFragmentSamplersDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgEd,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,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\n\nconst name = \"openpbrFragmentSamplersDeclaration\";\nconst shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_SAMPLERNAME_,baseColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_SAMPLERNAME_,baseDiffuseRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_SAMPLERNAME_,baseMetalness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_SAMPLERNAME_,specularWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_SAMPLERNAME_,specularColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_SAMPLERNAME_,specularRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_SAMPLERNAME_,specularRoughnessAnisotropy)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_SAMPLERNAME_,coatWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_SAMPLERNAME_,coatColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_SAMPLERNAME_,coatRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_SAMPLERNAME_,coatRoughnessAnisotropy)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_SAMPLERNAME_,coatDarkening)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_SAMPLERNAME_,fuzzWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_SAMPLERNAME_,fuzzColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_SAMPLERNAME_,fuzzRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_SAMPLERNAME_,geometryOpacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_SAMPLERNAME_,geometryTangent)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_COAT_TANGENT,_VARYINGNAME_,GeometryCoatTangent,_SAMPLERNAME_,geometryCoatTangent)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_SAMPLERNAME_,emissionColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_SAMPLERNAME_,thinFilmWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_SAMPLERNAME_,thinFilmThickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_SAMPLERNAME_,ambientOcclusion)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nvar environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;\n#endif\n#ifdef FUZZENVIRONMENTBRDF\nvar environmentFuzzBrdfSamplerSampler: sampler;var environmentFuzzBrdfSampler: texture_2d<f32>;\n#endif\n#if defined(ANISOTROPIC) || defined(FUZZ)\nvar blueNoiseSamplerSampler: sampler;var blueNoiseSampler: texture_2d<f32>;\n#endif\n#ifdef IBL_CDF_FILTERING\nvar icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrFragmentSamplersDeclarationWGSL = { name, shader };\n"]}
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@@ -0,0 +1,17 @@
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// Do not edit.
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2
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/gaussianSplattingFragmentDeclaration.js";
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const name = "gaussianSplattingDepthPixelShader";
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const shader = `#include<gaussianSplattingFragmentDeclaration>
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varying vPosition: vec2f;fn checkDiscard(inPosition: vec2f)->vec4f {var A : f32=-dot(inPosition,inPosition);if (A<-1.) {discard;}
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return vec4f(0.0);}
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@fragment
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fn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=checkDiscard(fragmentInputs.vPosition);}
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`;
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// Sideeffect
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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13
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
14
|
+
}
|
|
15
|
+
/** @internal */
|
|
16
|
+
export const gaussianSplattingDepthPixelShaderWGSL = { name, shader };
|
|
17
|
+
//# sourceMappingURL=gaussianSplattingDepth.fragment.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"gaussianSplattingDepth.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplattingDepth.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uDAAuD,CAAC;AAE/D,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/gaussianSplattingFragmentDeclaration\";\n\nconst name = \"gaussianSplattingDepthPixelShader\";\nconst shader = `#include<gaussianSplattingFragmentDeclaration>\nvarying vPosition: vec2f;fn checkDiscard(inPosition: vec2f)->vec4f {var A : f32=-dot(inPosition,inPosition);if (A<-1.) {discard;}\nreturn vec4f(0.0);}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {fragmentOutputs.color=checkDiscard(fragmentInputs.vPosition);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingDepthPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -0,0 +1,8 @@
|
|
|
1
|
+
import "./ShadersInclude/sceneUboDeclaration.js";
|
|
2
|
+
import "./ShadersInclude/meshUboDeclaration.js";
|
|
3
|
+
import "./ShadersInclude/gaussianSplatting.js";
|
|
4
|
+
/** @internal */
|
|
5
|
+
export declare const gaussianSplattingDepthVertexShaderWGSL: {
|
|
6
|
+
name: string;
|
|
7
|
+
shader: string;
|
|
8
|
+
};
|
|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
// Do not edit.
|
|
2
|
+
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
3
|
+
import "./ShadersInclude/sceneUboDeclaration.js";
|
|
4
|
+
import "./ShadersInclude/meshUboDeclaration.js";
|
|
5
|
+
import "./ShadersInclude/gaussianSplatting.js";
|
|
6
|
+
const name = "gaussianSplattingDepthVertexShader";
|
|
7
|
+
const shader = `#include<sceneUboDeclaration>
|
|
8
|
+
#include<meshUboDeclaration>
|
|
9
|
+
attribute splatIndex: f32;attribute position: vec2f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;varying vPosition: vec2f;
|
|
10
|
+
#include<gaussianSplatting>
|
|
11
|
+
@vertex
|
|
12
|
+
fn main(input : VertexInputs)->FragmentInputs {var splat: Splat=readSplat(input.splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position;vertexOutputs.position=gaussianSplatting(input.position,worldPos.xyz,vec2f(1.0,1.0),covA,covB,mesh.world,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);}`;
|
|
13
|
+
// Sideeffect
|
|
14
|
+
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
15
|
+
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
16
|
+
}
|
|
17
|
+
/** @internal */
|
|
18
|
+
export const gaussianSplattingDepthVertexShaderWGSL = { name, shader };
|
|
19
|
+
//# sourceMappingURL=gaussianSplattingDepth.vertex.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"gaussianSplattingDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplattingDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;weAKyd,CAAC;AACze,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\n\nconst name = \"gaussianSplattingDepthVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\nattribute splatIndex: f32;attribute position: vec2f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;varying vPosition: vec2f;\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var splat: Splat=readSplat(input.splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position;vertexOutputs.position=gaussianSplatting(input.position,worldPos.xyz,vec2f(1.0,1.0),covA,covB,mesh.world,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingDepthVertexShaderWGSL = { name, shader };\n"]}
|
package/package.json
CHANGED
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
|
-
/**
|
|
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.
|
package/scene.js
CHANGED
|
@@ -376,14 +376,14 @@ export class Scene {
|
|
|
376
376
|
? this._mirroredCameraPosition
|
|
377
377
|
: (this.activeCamera?.globalPosition ?? Vector3.ZeroReadOnly);
|
|
378
378
|
const invertNormal = this.useRightHandedSystem === (this._mirroredCameraPosition != null);
|
|
379
|
-
|
|
380
|
-
TmpVectors.Vector4[
|
|
379
|
+
const offset = this.floatingOriginOffset;
|
|
380
|
+
const finalEyePos = TmpVectors.Vector4[0].set(eyePosition.x - offset.x, eyePosition.y - offset.y, eyePosition.z - offset.z, invertNormal ? -1 : 1);
|
|
381
381
|
if (effect) {
|
|
382
382
|
if (isVector3) {
|
|
383
|
-
effect.setFloat3(variableName,
|
|
383
|
+
effect.setFloat3(variableName, finalEyePos.x, finalEyePos.y, finalEyePos.z);
|
|
384
384
|
}
|
|
385
385
|
else {
|
|
386
|
-
effect.setVector4(variableName,
|
|
386
|
+
effect.setVector4(variableName, finalEyePos);
|
|
387
387
|
}
|
|
388
388
|
}
|
|
389
389
|
return TmpVectors.Vector4[0];
|
|
@@ -395,7 +395,8 @@ export class Scene {
|
|
|
395
395
|
finalizeSceneUbo() {
|
|
396
396
|
const ubo = this.getSceneUniformBuffer();
|
|
397
397
|
const eyePosition = this.bindEyePosition(null);
|
|
398
|
-
|
|
398
|
+
const offset = this.floatingOriginOffset;
|
|
399
|
+
ubo.updateFloat4("vEyePosition", eyePosition.x - offset.x, eyePosition.y - offset.y, eyePosition.z - offset.z, eyePosition.w);
|
|
399
400
|
ubo.update();
|
|
400
401
|
return ubo;
|
|
401
402
|
}
|