@onerjs/core 8.30.4 → 8.30.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (141) hide show
  1. package/Audio/audioSceneComponent.d.ts +9 -5
  2. package/Audio/audioSceneComponent.js +1 -0
  3. package/Audio/audioSceneComponent.js.map +1 -1
  4. package/AudioV2/abstractAudio/audioEngineV2.d.ts +8 -0
  5. package/AudioV2/abstractAudio/audioEngineV2.js +19 -0
  6. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  7. package/AudioV2/webAudio/webAudioEngine.d.ts +5 -0
  8. package/AudioV2/webAudio/webAudioEngine.js +8 -0
  9. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  10. package/AudioV2/webAudio/webAudioStaticSound.js +2 -2
  11. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  12. package/AudioV2/webAudio/webAudioStreamingSound.js +5 -2
  13. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  14. package/Cameras/camera.d.ts +4 -0
  15. package/Cameras/camera.js +18 -9
  16. package/Cameras/camera.js.map +1 -1
  17. package/Engines/WebGPU/webgpuDrawContext.d.ts +8 -0
  18. package/Engines/WebGPU/webgpuDrawContext.js +8 -0
  19. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  20. package/Engines/abstractEngine.js +2 -2
  21. package/Engines/abstractEngine.js.map +1 -1
  22. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +1 -1
  23. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
  24. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js +1 -1
  25. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.js.map +1 -1
  26. package/FrameGraph/Node/Blocks/computeShaderBlock.d.ts +42 -0
  27. package/FrameGraph/Node/Blocks/computeShaderBlock.js +74 -0
  28. package/FrameGraph/Node/Blocks/computeShaderBlock.js.map +1 -0
  29. package/FrameGraph/Node/Blocks/executeBlock.d.ts +11 -1
  30. package/FrameGraph/Node/Blocks/executeBlock.js +18 -0
  31. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  32. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  33. package/FrameGraph/Node/Blocks/index.js +1 -0
  34. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  35. package/FrameGraph/Node/Blocks/inputBlock.js +2 -0
  36. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/outputBlock.js +1 -0
  38. package/FrameGraph/Node/Blocks/outputBlock.js.map +1 -1
  39. package/FrameGraph/Node/nodeRenderGraph.d.ts +1 -1
  40. package/FrameGraph/Node/nodeRenderGraph.js +7 -3
  41. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  42. package/FrameGraph/Node/nodeRenderGraphBlock.js +7 -0
  43. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  44. package/FrameGraph/Passes/pass.d.ts +11 -1
  45. package/FrameGraph/Passes/pass.js +11 -1
  46. package/FrameGraph/Passes/pass.js.map +1 -1
  47. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +115 -0
  48. package/FrameGraph/Tasks/Misc/computeShaderTask.js +174 -0
  49. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -0
  50. package/FrameGraph/Tasks/Misc/executeTask.d.ts +5 -0
  51. package/FrameGraph/Tasks/Misc/executeTask.js +3 -0
  52. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
  53. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +1 -1
  54. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +1 -1
  55. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  56. package/FrameGraph/Tasks/PostProcesses/ssao2Task.d.ts +1 -0
  57. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js +7 -0
  58. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js.map +1 -1
  59. package/FrameGraph/frameGraph.d.ts +1 -1
  60. package/FrameGraph/frameGraph.js +3 -6
  61. package/FrameGraph/frameGraph.js.map +1 -1
  62. package/FrameGraph/frameGraphTask.d.ts +3 -2
  63. package/FrameGraph/frameGraphTask.js +5 -2
  64. package/FrameGraph/frameGraphTask.js.map +1 -1
  65. package/FrameGraph/frameGraphTextureManager.js +2 -2
  66. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  67. package/FrameGraph/index.d.ts +1 -0
  68. package/FrameGraph/index.js +1 -0
  69. package/FrameGraph/index.js.map +1 -1
  70. package/Lights/directionalLight.js +1 -4
  71. package/Lights/directionalLight.js.map +1 -1
  72. package/Lights/pointLight.js +2 -5
  73. package/Lights/pointLight.js.map +1 -1
  74. package/Materials/materialHelper.functions.d.ts +8 -0
  75. package/Materials/materialHelper.functions.js +31 -0
  76. package/Materials/materialHelper.functions.js.map +1 -1
  77. package/Materials/shaderMaterial.js +20 -0
  78. package/Materials/shaderMaterial.js.map +1 -1
  79. package/Maths/math.vector.functions.d.ts +26 -13
  80. package/Maths/math.vector.functions.js +29 -8
  81. package/Maths/math.vector.functions.js.map +1 -1
  82. package/Misc/decorators.d.ts +1 -1
  83. package/Misc/decorators.js.map +1 -1
  84. package/Misc/dumpTools.d.ts +20 -0
  85. package/Misc/dumpTools.js +60 -49
  86. package/Misc/dumpTools.js.map +1 -1
  87. package/Misc/index.d.ts +1 -2
  88. package/Misc/index.js +1 -2
  89. package/Misc/index.js.map +1 -1
  90. package/Particles/Node/Blocks/Emitters/boxShapeBlock.js.map +1 -1
  91. package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +57 -0
  92. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +163 -0
  93. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -0
  94. package/Particles/Node/Blocks/Emitters/index.d.ts +5 -4
  95. package/Particles/Node/Blocks/Emitters/index.js +5 -4
  96. package/Particles/Node/Blocks/Emitters/index.js.map +1 -1
  97. package/Particles/Node/Blocks/particleInputBlock.js +2 -0
  98. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  99. package/Particles/Node/Blocks/systemBlock.d.ts +4 -0
  100. package/Particles/Node/Blocks/systemBlock.js +8 -0
  101. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  102. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +5 -1
  103. package/Particles/Node/Enums/nodeParticleContextualSources.js +4 -0
  104. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  105. package/Particles/Node/nodeParticleBuildState.js +5 -0
  106. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  107. package/Particles/Node/nodeParticleSystemSet.helper.d.ts +4 -3
  108. package/Particles/Node/nodeParticleSystemSet.helper.js +182 -115
  109. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  110. package/Physics/physicsRaycastResult.d.ts +3 -0
  111. package/Physics/physicsRaycastResult.js.map +1 -1
  112. package/Physics/v2/Plugins/havokPlugin.js +1 -1
  113. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  114. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +1 -0
  115. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +9 -1
  116. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  117. package/PostProcesses/thinSSAO2PostProcess.d.ts +1 -0
  118. package/PostProcesses/thinSSAO2PostProcess.js +18 -6
  119. package/PostProcesses/thinSSAO2PostProcess.js.map +1 -1
  120. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +1 -0
  121. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  122. package/Shaders/ShadersInclude/openpbrDirectLighting.js +5 -2
  123. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  124. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  125. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  126. package/Shaders/particles.vertex.js +1 -1
  127. package/Shaders/particles.vertex.js.map +1 -1
  128. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +2 -2
  129. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  130. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +5 -2
  131. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  132. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +2 -2
  133. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  134. package/ShadersWGSL/iblVoxelGrid.vertex.js +77 -3
  135. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  136. package/ShadersWGSL/particles.vertex.js +1 -1
  137. package/ShadersWGSL/particles.vertex.js.map +1 -1
  138. package/package.json +1 -1
  139. package/scene.d.ts +2 -0
  140. package/scene.js +9 -1
  141. package/scene.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowsVoxelRenderer.js","sourceRoot":"","sources":["../../../../../dev/core/src/Rendering/IBLShadows/iblShadowsVoxelRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAChE,OAAO,EAAE,iBAAiB,EAAE,MAAM,4CAA4C,CAAC;AAC/E,OAAO,EAAE,mBAAmB,EAAE,MAAM,8CAA8C,CAAC;AAGnF,OAAO,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAChD,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAGnE,OAAO,EAAE,OAAO,EAAE,MAAM,kCAAkC,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AACnD,OAAO,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAE9D,OAAO,EAAE,iBAAiB,EAAE,MAAM,wDAAwD,CAAC;AAE3F,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,MAAM,gCAAgC,CAAC;AAK/E;;;;;GAKG;AACH,MAAM,OAAO,wBAAwB;IAsBjC;;;OAGG;IACI,YAAY;QACf,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;YACxB,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;aAAM,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;YACrC,OAAO,IAAI,CAAC,oBAAoB,CAAC;QACrC,CAAC;aAAM,CAAC;YACJ,OAAO,IAAI,CAAC,eAAe,CAAC;QAChC,CAAC;IACL,CAAC;IAOD;;;OAGG;IACI,cAAc;QACjB,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC;QACD,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAOD;;OAEG;IACH,IAAW,qBAAqB;QAC5B,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC;IAED;;OAEG;IACH,IAAW,qBAAqB,CAAC,OAAgB;QAC7C,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;YACxB,gDAAgD;YAChD,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;YACnC,OAAO;QACX,CAAC;QACD,IAAI,IAAI,CAAC,sBAAsB,KAAK,OAAO,EAAE,CAAC;YAC1C,OAAO;QACX,CAAC;QACD,IAAI,CAAC,sBAAsB,GAAG,OAAO,CAAC;QACtC,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,CAAC,eAAe,EAAE,CAAC;IAC3B,CAAC;IAKD;;;OAGG;IACI,mBAAmB,CAAC,MAAc;QACrC,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC;IACvC,CAAC;IACD;;OAEG;IACI,wBAAwB;QAC3B,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAKD;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB,CAAC,aAAqB;QAC/C,IAAI,IAAI,CAAC,mBAAmB,KAAK,aAAa,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACrE,OAAO;QACX,CAAC;QACD,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAC/E,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAChE,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,CAAC,eAAe,EAAE,CAAC;IAC3B,CAAC;IAUD;;;;;OAKG;IACH,IAAW,cAAc,CAAC,IAAY;QAClC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;IAChC,CAAC;IAED,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAKD;;;;;;OAMG;IACI,qBAAqB,CAAC,CAAS,EAAE,CAAS,EAAE,UAAkB,EAAE,WAAmB;QACtF,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,EAAE,WAAW,CAAC,CAAC;IAC7D,CAAC;IAED;;;OAGG;IACI,iBAAiB,CAAC,MAAc;QACnC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED,IAAW,iBAAiB,CAAC,OAAgB;QACzC,IAAI,IAAI,CAAC,kBAAkB,KAAK,OAAO,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,OAAO,CAAC;QAClC,IAAI,OAAO,EAAE,CAAC;YACV,IAAI,CAAC,iBAAiB,GAAG,IAAI,mBAAmB,CAAC,gBAAgB,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE;gBAC9J,mBAAmB,EAAE,IAAI;gBACzB,eAAe,EAAE,KAAK;gBACtB,IAAI,EAAE,SAAS,CAAC,yBAAyB;gBACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;gBACpC,YAAY,EAAE,SAAS,CAAC,4BAA4B;aACvD,CAAC,CAAC;YACH,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,GAAG,IAAI,CAAC;QACpD,CAAC;QACD,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;QACnD,CAAC;QACD,mCAAmC;QACnC,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,gBAAgB,CAAC,CAAC,IAAI,CAAC,iBAAiB,CAAC,EAAE,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,eAAe,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;YACrG,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAChE,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;QAC1E,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,cAAc,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;QACrF,CAAC;IACL,CAAC;IAGD;;OAEG;IACK,gBAAgB;QACpB,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;YACxB,MAAM,YAAY,GAAuB;gBACrC,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE;gBACpC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;gBACtC,aAAa,EAAE,SAAS,CAAC,kBAAkB;gBAC3C,WAAW,EAAE,SAAS,CAAC,yBAAyB;gBAChD,YAAY,EAAE,SAAS,CAAC,4BAA4B;gBACpD,QAAQ,EAAE,CAAC,YAAY,EAAE,WAAW,CAAC;gBACrC,QAAQ,EAAE,CAAC,cAAc,EAAE,kBAAkB,CAAC;gBAC9C,MAAM,EAAE,IAAI,CAAC,OAAO;gBACpB,QAAQ,EAAE,KAAK;gBACf,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;gBACpE,oBAAoB,EAAE,CAAC,SAAkB,EAAE,IAAoB,EAAE,EAAE;oBAC/D,IAAI,SAAS,EAAE,CAAC;wBACZ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,gDAAgD,CAAC,CAAC,CAAC;oBACxE,CAAC;yBAAM,CAAC;wBACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,4CAA4C,CAAC,CAAC,CAAC;oBACpE,CAAC;gBACL,CAAC;aACJ,CAAC;YACF,IAAI,CAAC,eAAe,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,aAAa,EAAE,qBAAqB,EAAE,YAAY,CAAC,CAAC;YAChG,IAAI,CAAC,eAAe,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;gBAClD,IAAI,IAAI,CAAC,eAAe,KAAK,CAAC,EAAE,CAAC;oBAC7B,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;gBAC5D,CAAC;qBAAM,IAAI,IAAI,CAAC,eAAe,KAAK,CAAC,EAAE,CAAC;oBACpC,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;gBAC5D,CAAC;qBAAM,IAAI,IAAI,CAAC,eAAe,KAAK,CAAC,EAAE,CAAC;oBACpC,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;gBAC5D,CAAC;qBAAM,CAAC;oBACJ,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC;gBAC3D,CAAC;gBACD,MAAM,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;gBAC9D,MAAM,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;gBACvD,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YACvD,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAED;;;;;;;OAOG;IACH,YAAY,KAAY,EAAE,wBAAkD,EAAE,gBAAwB,CAAC,EAAE,wBAAiC,IAAI;QArPtI,oBAAe,GAAwB,EAAE,CAAC;QAC1C,oBAAe,GAAwB,EAAE,CAAC;QAC1C,oBAAe,GAAwB,EAAE,CAAC;QAI1C,qBAAgB,GAAW,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAgB1D;;WAEG;QACI,qCAAgC,GAAqB,IAAI,UAAU,EAAQ,CAAC;QAc3E,mBAAc,GAA0B,EAAE,CAAC;QAE3C,2BAAsB,GAAY,IAAI,CAAC;QA0BvC,4BAAuB,GAAY,KAAK,CAAC;QACzC,yBAAoB,GAAW,MAAM,CAAC,QAAQ,EAAE,CAAC;QAgBjD,qBAAgB,GAAW,EAAE,CAAC;QAC9B,wBAAmB,GAAW,CAAC,CAAC;QAwBhC,cAAS,GAAwB,EAAE,CAAC;QAIpC,uBAAkB,GAAY,KAAK,CAAC;QAepC,oBAAe,GAAW,CAAC,CAAC,CAAC;QAC7B,qBAAgB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC5D,oBAAe,GAAW,EAAE,CAAC;QAY7B,oBAAe,GAAW,CAAC,CAAC;QAQ5B,mBAAc,GAAW,yBAAyB,CAAC;QAgGvD,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAY,CAAC;QAC3C,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,IAAI,qBAAqB,CAAC;QAC7E,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,oBAAoB,EAAE,CAAC;YAC/C,MAAM,CAAC,KAAK,CAAC,8DAA8D,CAAC,CAAC;QACjF,CAAC;QAED,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,cAAc,IAAI,CAAC,CAAC;QAElE,IAAI,CAAC,sBAAsB,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC/D,IAAI,CAAC,qBAAqB,GAAG,IAAI,aAAa,CAAC;YAC3C,MAAM,EAAE,IAAI,CAAC,OAAO;YACpB,cAAc,EAAE,6BAA6B;YAC7C,cAAc,EAAE,IAAI;YACpB,YAAY,EAAE,CAAC,UAAU,CAAC;YAC1B,YAAY,EAAE,CAAC,gBAAgB,CAAC;YAChC,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,MAAM,CAAC,wDAAwD,CAAC,CAAC;gBAC3E,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,CAAC,oDAAoD,CAAC,CAAC;gBACvE,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;QAEH,IAAI,CAAC,kBAAkB,GAAG,aAAa,CAAC;IAC5C,CAAC;IAEO,gBAAgB;QACpB,MAAM,UAAU,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC;QAC/D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YACtC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC;QAC5B,CAAC;IACL,CAAC;IAEO,eAAe,CAAC,QAAgB;QACpC,iGAAiG;QACjG,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC;QAC/C,IAAI,CAAC,SAAS,EAAE,CAAC;YACb,OAAO;QACX,CAAC;QACD,SAAS,CAAC,UAAU,CAAC,QAAQ,EAAE,QAAQ,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC,CAAC;QACpG,SAAS,CAAC,MAAM,EAAE,CAAC;IACvB,CAAC;IAEO,YAAY;QAChB,MAAM,UAAU,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC;QAC/D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YACtC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QACxB,CAAC;IACL,CAAC;IAEO,WAAW,CAAC,QAAgB;QAChC,2DAA2D;QAC3D,+FAA+F;QAC/F,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC;QAC/C,IAAI,CAAC,SAAS,EAAE,CAAC;YACb,OAAO;QACX,CAAC;QACD,MAAM,SAAS,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;QACtC,IAAI,EAAuB,CAAC;QAC5B,IAAI,SAAS,YAAY,mBAAmB,IAAI,SAAS,CAAC,YAAY,EAAE,CAAC;YACrE,EAAE,GAAG,SAAS,CAAC,YAAY,CAAC;QAChC,CAAC;aAAM,CAAC;YACJ,EAAE,GAAI,SAAiB,CAAC,UAAU,CAAC;QACvC,CAAC;QACD,IAAI,EAAE,EAAE,CAAC;YACL,IAAI,CAAC,sBAAsB,CAAC,UAAU,EAAE,CAAC;YACzC,MAAM,QAAQ,GAAG,SAAS,CAAC,OAAO,EAAE,CAAC,KAAK,CAAC;YAE3C,0CAA0C;YAC1C,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,QAAQ,EAAE,KAAK,EAAE,EAAE,CAAC;gBAC5C,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,EAAE,EAAE,CAAC,EAAE,QAAQ,EAAE,QAAQ,EAAE,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;gBAC/E,IAAI,CAAC,sBAAsB,CAAC,kBAAkB,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBAC3E,IAAI,CAAC,qBAAqB,CAAC,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,SAAS,CAAC,CAAC;gBAC1E,IAAI,CAAC,qBAAqB,CAAC,MAAM,CAAC,MAAM,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC;gBAC5D,IAAI,CAAC,sBAAsB,CAAC,IAAI,EAAE,CAAC;gBACnC,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC;YAC7C,CAAC;YACD,IAAI,CAAC,sBAAsB,CAAC,aAAa,EAAE,CAAC;QAChD,CAAC;IACL,CAAC;IAEO,qBAAqB;QACzB,OAAO,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,eAAe,CAAC,CAAC;IACnE,CAAC;IAEO,eAAe;QACnB,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,MAAM,IAAI,GAAgB;YACtB,KAAK,EAAE,IAAI,CAAC,gBAAgB;YAC5B,MAAM,EAAE,IAAI,CAAC,gBAAgB;YAC7B,KAAK,EAAE,IAAI,CAAC,gBAAgB;SAC/B,CAAC;QACF,MAAM,gBAAgB,GAA+B;YACjD,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,KAAK;YACtB,IAAI,EAAE,SAAS,CAAC,yBAAyB;YACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;YACpC,YAAY,EAAE,SAAS,CAAC,4BAA4B;SACvD,CAAC;QAEF,0EAA0E;QAC1E,uBAAuB;QACvB,MAAM,QAAQ,GAAG,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC9C,MAAM,oBAAoB,GAAsC;YAC5D,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,IAAI;YACrB,IAAI,EAAE,SAAS,CAAC,yBAAyB;YACzC,MAAM,EAAE,SAAS,CAAC,eAAe;YACjC,YAAY,EAAE,SAAS,CAAC,kCAAkC;YAC1D,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,MAAM,CAAC,iDAAiD,CAAC,CAAC;gBACpE,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,CAAC,6CAA6C,CAAC,CAAC;gBAChE,CAAC;YACL,CAAC;SACJ,CAAC;QACF,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;YACxB,IAAI,CAAC,UAAU,GAAG,IAAI,mBAAmB,CAAC,WAAW,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE;gBACtE,GAAG,oBAAoB;gBACvB,MAAM,EAAE,SAAS,CAAC,kBAAkB;gBACpC,aAAa,EAAE,SAAS,CAAC,4BAA4B;aACxD,CAAC,CAAC;YACH,IAAI,CAAC,YAAY,GAAG,IAAI,mBAAmB,CACvC,aAAa,EACb,EAAE,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,GAAG,GAAG,EAAE,IAAI,CAAC,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,GAAG,GAAG,EAAE,IAAI,CAAC,EAAE,EACtF,IAAI,CAAC,MAAM,EACX,gBAAgB,CACnB,CAAC;QACN,CAAC;aAAM,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;YACrC,IAAI,CAAC,eAAe,GAAG,IAAI,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,gBAAgB,CAAC,CAAC;YACtG,IAAI,CAAC,eAAe,GAAG,IAAI,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,gBAAgB,CAAC,CAAC;YACtG,IAAI,CAAC,eAAe,GAAG,IAAI,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,gBAAgB,CAAC,CAAC;YACtG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,IAAI,CAAC,eAAe,EAAE,QAAQ,CAAC,CAAC;YACxF,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,IAAI,CAAC,eAAe,EAAE,QAAQ,CAAC,CAAC;YACxF,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,IAAI,CAAC,eAAe,EAAE,QAAQ,CAAC,CAAC;YAExF,IAAI,CAAC,oBAAoB,GAAG,IAAI,iBAAiB,CAAC,mBAAmB,EAAE,IAAI,EAAE,sBAAsB,EAAE,IAAI,CAAC,MAAM,EAAE,oBAAoB,EAAE,KAAK,CAAC,CAAC;YAC/I,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,OAAO,CAAC,IAAI,CAAC,oBAAoB,CAAC,EAAE,CAAC,CAAC,CAAC;YAC5G,IAAI,CAAC,oBAAoB,CAAC,QAAQ,CAAC,OAAO,EAAE,GAAG,CAAC,CAAC;YACjD,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC,mBAAmB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YAChF,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC,mBAAmB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YAChF,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC,mBAAmB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YAChF,2EAA2E;YAC3E,IAAI,CAAC,oBAAoB,CAAC,SAAS,GAAG,KAAK,CAAC;YAC5C,IAAI,CAAC,oBAAoB,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;YAC5D,IAAI,CAAC,oBAAoB,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAChE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,eAAe,GAAG,IAAI,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,oBAAoB,CAAC,CAAC;YAC1G,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,IAAI,CAAC,eAAe,EAAE,QAAQ,CAAC,CAAC;QAC5F,CAAC;QAED,MAAM,uBAAuB,GAAsC;YAC/D,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,KAAK;YACtB,IAAI,EAAE,SAAS,CAAC,yBAAyB;YACzC,MAAM,EAAE,SAAS,CAAC,eAAe;YACjC,YAAY,EAAE,SAAS,CAAC,4BAA4B;YACpD,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,MAAM,CAAC,gDAAgD,CAAC,CAAC;gBACnE,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,CAAC,4CAA4C,CAAC,CAAC;gBAC/D,CAAC;YACL,CAAC;SACJ,CAAC;QACF,IAAI,CAAC,SAAS,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC;QACxE,KAAK,IAAI,MAAM,GAAG,CAAC,EAAE,MAAM,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,EAAE,CAAC;YAC7D,MAAM,MAAM,GAAG,IAAI,CAAC,gBAAgB,IAAI,MAAM,CAAC;YAC/C,MAAM,OAAO,GAAgB,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;YAC9E,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,IAAI,iBAAiB,CAAC,UAAU,GAAG,MAAM,EAAE,OAAO,EAAE,qBAAqB,EAAE,IAAI,CAAC,MAAM,EAAE,uBAAuB,EAAE,KAAK,CAAC,CAAC;YACrJ,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YAE7G,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;YAC7C,SAAS,CAAC,SAAS,GAAG,KAAK,CAAC;YAC5B,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;YAC5C,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;YAC5C,SAAS,CAAC,UAAU,CAAC,QAAQ,EAAE,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC;YAC9F,SAAS,CAAC,MAAM,CAAC,UAAU,EAAE,CAAC,CAAC,CAAC;QACpC,CAAC;QAED,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAEO,gBAAgB,CAAC,IAAY,EAAE,OAA4B,EAAE,QAAgB;QACjF,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAC1C,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAC1C,OAAO,CAAC,iBAAiB,GAAG,IAAI,CAAC;QACjC,MAAM,QAAQ,GAAwB,EAAE,CAAC;QACzC,MAAM,WAAW,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,CAAC;QAE/E,KAAK,IAAI,QAAQ,GAAG,CAAC,EAAE,QAAQ,GAAG,QAAQ,EAAE,QAAQ,EAAE,EAAE,CAAC;YACrD,IAAI,YAAY,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;YAC3D,YAAY,GAAG,YAAY,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE,CAAC,QAAQ,GAAG,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC,CAAC;YAE3F,IAAI,YAAY,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YAC5D,YAAY,GAAG,YAAY,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE,CAAC,aAAa,GAAG,IAAI,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC,CAAC,CAAC;YAEpH,MAAM,GAAG,GAAG,IAAI,iBAAiB,CAC7B,MAAM,GAAG,IAAI,GAAG,QAAQ,EACxB,EAAE,KAAK,EAAE,IAAI,CAAC,gBAAgB,EAAE,MAAM,EAAE,IAAI,CAAC,gBAAgB,EAAE,KAAK,EAAE,IAAI,CAAC,gBAAgB,EAAE,EAC7F,IAAI,CAAC,eAAe,EAAE,yBAAyB;YAC/C,IAAI,CAAC,MAAM,EACX;gBACI,KAAK,EAAE,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,yBAAyB,CAAC;gBAChF,aAAa,EAAE,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,8BAA8B,CAAC;gBAC7F,eAAe,EAAE,KAAK;gBACtB,WAAW;gBACX,OAAO,EAAE,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,eAAe,CAAC;gBACxE,SAAS,EAAE,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;gBAClD,UAAU,EAAE,YAAY;gBACxB,WAAW,EAAE,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC;gBACxE,mBAAmB,EAAE,KAAK;gBAC1B,qBAAqB,EAAE,KAAK;aAC/B,EACD,YAAY,CACf,CAAC;YAEF,GAAG,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACxC,GAAG,CAAC,iBAAiB,GAAG,IAAI,CAAC;YAC7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC5C,GAAG,CAAC,kBAAkB,CAAC,OAAO,CAAC,kBAAkB,EAAG,EAAE,CAAC,CAAC,CAAC;YAC7D,CAAC;YAED,QAAQ,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QACvB,CAAC;QACD,OAAO,QAAQ,CAAC;IACpB,CAAC;IAEO,qBAAqB;QACzB,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACnD,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;gBAC9B,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;gBACtC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAC1C,CAAC;YACD,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAC1C,CAAC;QACD,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC9B,IAAI,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;YAChC,IAAI,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;YAChC,IAAI,CAAC,oBAAoB,EAAE,OAAO,EAAE,CAAC;QACzC,CAAC;QACD,IAAI,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;QAChC,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YAC/B,GAAG,CAAC,OAAO,EAAE,CAAC;QAClB,CAAC;QACD,IAAI,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC;QAC/B,IAAI,CAAC,uBAAuB,EAAE,OAAO,EAAE,CAAC;QACxC,IAAI,CAAC,SAAS,GAAG,EAAE,CAAC;QACpB,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;QAC1B,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;QAC1B,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;IAC9B,CAAC;IAEO,qBAAqB;QACzB,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,IAAI,CAAC,cAAc,GAAG,IAAI,cAAc,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,EAAE,cAAc,EAAE;YAClF,QAAQ,EAAE,CAAC,OAAO,EAAE,YAAY,EAAE,eAAe,EAAE,eAAe,EAAE,WAAW,EAAE,UAAU,EAAE,UAAU,CAAC;YACxG,OAAO,EAAE,CAAC,mBAAmB,GAAG,IAAI,CAAC,eAAe,CAAC;YACrD,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,EAAE,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC,CAAC;gBAC5H,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,qCAAqC,CAAC,EAAE,MAAM,CAAC,mCAAmC,CAAC,CAAC,CAAC,CAAC;gBACpH,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;QACH,IAAI,CAAC,cAAc,CAAC,aAAa,GAAG,KAAK,CAAC;QAC1C,IAAI,CAAC,cAAc,CAAC,eAAe,GAAG,KAAK,CAAC;QAC5C,IAAI,CAAC,cAAc,CAAC,aAAa,GAAG,MAAM,CAAC,MAAM,CAAC;QAElD,IAAI,CAAC,uBAAuB,GAAG,IAAI,cAAc,CAAC,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE,mBAAmB,EAAE;YAClG,QAAQ,EAAE,CAAC,OAAO,EAAE,YAAY,EAAE,kBAAkB,EAAE,YAAY,EAAE,eAAe,EAAE,WAAW,EAAE,UAAU,EAAE,UAAU,CAAC;YACzH,OAAO,EAAE,CAAC,mBAAmB,GAAG,IAAI,CAAC,eAAe,CAAC;YACrD,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8CAA8C,CAAC,EAAE,MAAM,CAAC,4CAA4C,CAAC,CAAC,CAAC,CAAC;gBACtI,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,0CAA0C,CAAC,EAAE,MAAM,CAAC,wCAAwC,CAAC,CAAC,CAAC,CAAC;gBAC9H,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;IACP,CAAC;IAEO,iBAAiB;QACrB,IAAI,CAAC,uBAAuB,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,CAAC,YAAa,CAAC,mBAAmB,EAAE,CAAC,CAAC;QACtG,IAAI,CAAC,uBAAuB,CAAC,SAAS,CAAC,kBAAkB,EAAE,IAAI,CAAC,MAAM,CAAC,YAAa,CAAC,aAAa,EAAE,CAAC,CAAC;IAC1G,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,IAAI,QAAQ,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,CAAC;QAC7C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAC7C,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;YAC7C,QAAQ,KAAR,QAAQ,GAAK,QAAQ,EAAC;QAC1B,CAAC;QAED,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC5C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACK,iBAAiB;QACrB,uEAAuE;QACvE,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;QAC3C,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;QAC3C,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;QAC3C,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC;IAC9C,CAAC;IAEO,eAAe,CAAC,GAA0B;QAC9C,sDAAsD;QACtD,MAAM,KAAK,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC,EAAE,EAAE,EAAE;YAC/C,IAAI,EAAE,KAAK,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;gBAChB,OAAO,IAAI,CAAC;YAChB,CAAC;YACD,OAAO,KAAK,CAAC;QACjB,CAAC,CAAC,CAAC;QACH,IAAI,KAAK,IAAI,CAAC,EAAE,CAAC;YACb,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,KAAK,EAAE,GAAG,CAAC,MAAM,CAAC,CAAC;QAClD,CAAC;aAAM,CAAC;YACJ,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,SAAS,CAAC,CAAC,EAAE,EAAE,EAAE;gBAC3D,IAAI,EAAE,KAAK,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;oBAChB,OAAO,IAAI,CAAC;gBAChB,CAAC;gBACD,OAAO,KAAK,CAAC;YACjB,CAAC,CAAC,CAAC;YACH,IAAI,KAAK,IAAI,CAAC,EAAE,CAAC;gBACb,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,EAAE,GAAG,CAAC,MAAM,CAAC,CAAC;YAC9D,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,cAAsB;QACzC,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,IAAI,CAAC,eAAe,GAAG,cAAc,CAAC;QACtC,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QAEpC,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;YACxB,IAAI,CAAC,YAAY,CAAC,UAAU,GAAG,cAAc,CAAC;YAC9C,IAAI,CAAC,gBAAgB,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC,EAAE,cAAc,EAAE,CAAC,CAAC,CAAC;QAClE,CAAC;aAAM,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;YACrC,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,eAAe,EAAE,cAAc,EAAE,CAAC,CAAC,CAAC;YAC/D,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,eAAe,EAAE,cAAc,EAAE,CAAC,CAAC,CAAC;YAC/D,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,eAAe,EAAE,cAAc,EAAE,CAAC,CAAC,CAAC;QACnE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,eAAe,EAAE,cAAc,EAAE,CAAC,CAAC,CAAC;QACnE,CAAC;QACD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,gBAAgB,CAAC,CAAC,IAAI,CAAC,iBAAiB,CAAC,EAAE,cAAc,EAAE,IAAI,CAAC,eAAe,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;QACnG,CAAC;QACD,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC9D,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;IACxE,CAAC;IAIO,gBAAgB;QACpB,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,IAAI,QAAQ,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,CAAC;YAC7C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC7C,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;gBAC7C,QAAQ,KAAR,QAAQ,GAAK,QAAQ,EAAC;YAC1B,CAAC;YACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAClD,MAAM,QAAQ,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,mBAAmB,EAAE,CAAC;gBAC9D,QAAQ,KAAR,QAAQ,GAAK,QAAQ,EAAC;YAC1B,CAAC;YACD,IAAI,QAAQ,EAAE,CAAC;gBACX,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;oBACxB,wCAAwC;oBACxC,yCAAyC;oBACzC,uEAAuE;oBACvE,IAAI,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC;wBAClD,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,gBAAgB,EAAE,KAAK,EAAE,EAAE,CAAC;4BACzD,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC;4BACpG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;4BAC9D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;wBACvE,CAAC;oBACL,CAAC;gBACL,CAAC;gBACD,KAAK,MAAM,EAAE,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;oBACnC,EAAE,CAAC,MAAM,EAAE,CAAC;gBAChB,CAAC;gBACD,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBAEzB,IAAI,IAAI,CAAC,sBAAsB,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;oBACxD,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,CAAC;gBACvC,CAAC;gBACD,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBACxB,mFAAmF;gBACnF,IAAI,CAAC,qBAAqB,CAAC,MAAM,CAAC,iBAAiB,EAAE,CAAC,IAAI,CAAC,GAAG,EAAE;oBAC5D,IAAI,CAAC,YAAY,EAAE,CAAC;oBACpB,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,cAAc,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;oBAC/E,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;oBACrC,IAAI,CAAC,gCAAgC,CAAC,eAAe,EAAE,CAAC;gBAC5D,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC;IACL,CAAC;IAEO,gBAAgB,CAAC,IAA2B,EAAE,cAAsB,EAAE,IAAY,EAAE,aAAqB,CAAC,EAAE,mBAA4B,KAAK;QACjJ,MAAM,QAAQ,GAAG,GAAG,GAAG,IAAI,CAAC,qBAAqB,EAAE,CAAC;QACpD,IAAI,aAA6B,CAAC;QAClC,IAAI,UAAU,KAAK,CAAC,EAAE,CAAC;YACnB,aAAa,GAAG,IAAI,CAAC,cAAc,CAAC;QACxC,CAAC;aAAM,CAAC;YACJ,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC;QACjD,CAAC;QAED,6FAA6F;QAC7F,KAAK,IAAI,QAAQ,GAAG,CAAC,EAAE,QAAQ,GAAG,IAAI,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE,CAAC;YACxD,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC3B,GAAG,CAAC,UAAU,GAAG,EAAE,CAAC;YACpB,MAAM,SAAS,GAAG,QAAQ,GAAG,QAAQ,CAAC;YACtC,MAAM,QAAQ,GAAG,CAAC,QAAQ,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC;YAC3C,MAAM,QAAQ,GAAG,QAAQ,GAAG,IAAI,CAAC,eAAe,CAAC;YAEjD,MAAM,cAAc,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC5C,IAAI,cAAc,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC1C,IAAI,IAAI,KAAK,CAAC,EAAE,CAAC;gBACb,cAAc,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC1C,CAAC;iBAAM,IAAI,IAAI,KAAK,CAAC,EAAE,CAAC;gBACpB,cAAc,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC1C,CAAC;YACD,IAAI,WAAW,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACvC,IAAI,IAAI,KAAK,CAAC,EAAE,CAAC;gBACb,WAAW,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACvC,CAAC;YACD,GAAG,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAClC,aAAa,CAAC,SAAS,CAAC,YAAY,EAAE,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,cAAc,EAAE,WAAW,CAAC,CAAC,CAAC;gBACpG,aAAa,CAAC,SAAS,CAAC,eAAe,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;gBACpE,aAAa,CAAC,QAAQ,CAAC,WAAW,EAAE,SAAS,CAAC,CAAC;gBAC/C,aAAa,CAAC,QAAQ,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC;gBAC7C,aAAa,CAAC,QAAQ,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC;gBAC7C,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;oBACxB,IAAI,CAAC,cAAc,CAAC,gBAAgB,GAAG,IAAI,CAAC;oBAC5C,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC;gBACzE,CAAC;YACL,CAAC,CAAC,CAAC;YAEH,6DAA6D;YAC7D,IAAI,cAAc,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;gBAC9B,OAAO;YACX,CAAC;YACD,KAAK,MAAM,IAAI,IAAI,cAAc,EAAE,CAAC;gBAChC,IAAI,IAAI,EAAE,CAAC;oBACP,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;wBAC9C,GAAG,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;wBAC3B,GAAG,CAAC,uBAAuB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;oBACrD,CAAC;oBACD,MAAM,MAAM,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;oBACrC,KAAK,MAAM,SAAS,IAAI,MAAM,EAAE,CAAC;wBAC7B,IAAI,SAAS,CAAC,SAAS,IAAI,SAAS,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;4BACxD,GAAG,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;4BAChC,GAAG,CAAC,uBAAuB,CAAC,SAAS,EAAE,aAAa,CAAC,CAAC;wBAC1D,CAAC;oBACL,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QAED,2BAA2B;QAC3B,IAAI,gBAAgB,EAAE,CAAC;YACnB,KAAK,MAAM,GAAG,IAAI,IAAI,EAAE,CAAC;gBACrB,IAAI,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;oBACtD,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;gBAC9C,CAAC;YACL,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAC3D,CAAC;IACL,CAAC;IAED;;OAEG;IACI,MAAM;QACT,IAAI,CAAC,iBAAiB,EAAE,MAAM,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EAAE,EAAE,CAAC,CAAC;IAC3I,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;YAC/C,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC;QACrC,CAAC;QACD,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;QACnC,CAAC;QACD,8CAA8C;IAClD,CAAC;CACJ","sourcesContent":["import { Constants } from \"../../Engines/constants\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { MultiRenderTarget } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { RenderTargetTextureOptions } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Matrix, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ProceduralTexture } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../../Materials/effectRenderer\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { RenderTargetWrapper } from \"core/Engines\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Voxel-based shadow rendering for IBL's.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n * @see https://playground.babylonjs.com/#8R5SSE#222\r\n */\r\nexport class _IblShadowsVoxelRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n // WebGPU, single-pass voxelization.\r\n // See https://playground.babylonjs.com/#XSNYAU#133\r\n private _voxelGrid: RenderTargetTexture;\r\n private _voxelGridRT: RenderTargetTexture;\r\n\r\n // WebGL voxelization, including tri-planar voxelization.\r\n private _combinedVoxelGridPT: ProceduralTexture;\r\n private _voxelGridXaxis: RenderTargetTexture;\r\n private _voxelGridYaxis: RenderTargetTexture;\r\n private _voxelGridZaxis: RenderTargetTexture;\r\n private _voxelMrtsXaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsYaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsZaxis: MultiRenderTarget[] = [];\r\n\r\n private _voxelMaterial: ShaderMaterial;\r\n private _voxelSlabDebugMaterial: ShaderMaterial;\r\n private _voxelClearColor: Color4 = new Color4(0, 0, 0, 1);\r\n\r\n /**\r\n * Return the voxel grid texture.\r\n * @returns The voxel grid texture.\r\n */\r\n public getVoxelGrid(): ProceduralTexture | RenderTargetTexture {\r\n if (this._engine.isWebGPU) {\r\n return this._voxelGrid;\r\n } else if (this._triPlanarVoxelization) {\r\n return this._combinedVoxelGridPT;\r\n } else {\r\n return this._voxelGridZaxis;\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the voxelization is complete\r\n */\r\n public onVoxelizationCompleteObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * The debug pass post process\r\n * @returns The debug pass post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._voxelDebugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._voxelDebugPass;\r\n }\r\n\r\n private _maxDrawBuffers: number;\r\n private _renderTargets: RenderTargetTexture[] = [];\r\n\r\n private _triPlanarVoxelization: boolean = true;\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public get triPlanarVoxelization(): boolean {\r\n return this._triPlanarVoxelization;\r\n }\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public set triPlanarVoxelization(enabled: boolean) {\r\n if (this._engine.isWebGPU) {\r\n // WebGPU only supports tri-planar voxelization.\r\n this._triPlanarVoxelization = true;\r\n return;\r\n }\r\n if (this._triPlanarVoxelization === enabled) {\r\n return;\r\n }\r\n this._triPlanarVoxelization = enabled;\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _voxelizationInProgress: boolean = false;\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n /**\r\n * @returns Whether voxelization is currently happening.\r\n */\r\n public isVoxelizationInProgress(): boolean {\r\n return this._voxelizationInProgress;\r\n }\r\n\r\n private _voxelResolution: number = 64;\r\n private _voxelResolutionExp: number = 6;\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public get voxelResolutionExp(): number {\r\n return this._voxelResolutionExp;\r\n }\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public set voxelResolutionExp(resolutionExp: number) {\r\n if (this._voxelResolutionExp === resolutionExp && this._voxelGridZaxis) {\r\n return;\r\n }\r\n this._voxelResolutionExp = Math.round(Math.min(Math.max(resolutionExp, 3), 9));\r\n this._voxelResolution = Math.pow(2.0, this._voxelResolutionExp);\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _copyMipEffectRenderer: EffectRenderer;\r\n private _copyMipEffectWrapper: EffectWrapper;\r\n private _mipArray: ProceduralTexture[] = [];\r\n\r\n private _voxelSlabDebugRT: RenderTargetTexture;\r\n private _voxelDebugPass: PostProcess;\r\n private _voxelDebugEnabled: boolean = false;\r\n\r\n /**\r\n * Shows only the voxels that were rendered along a particular axis (while using triPlanarVoxelization).\r\n * If not set, the combined voxel grid will be shown.\r\n * Note: This only works when the debugMipNumber is set to 0 because we don't generate mips for each axis.\r\n * @param axis The axis to show (0 = x, 1 = y, 2 = z)\r\n */\r\n public set voxelDebugAxis(axis: number) {\r\n this._voxelDebugAxis = axis;\r\n }\r\n\r\n public get voxelDebugAxis(): number {\r\n return this._voxelDebugAxis;\r\n }\r\n private _voxelDebugAxis: number = -1;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _includedMeshes: Mesh[] = [];\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n private _debugMipNumber: number = 0;\r\n /**\r\n * The mip level to show in the debug display\r\n * @param mipNum The mip level to show in the debug display\r\n */\r\n public setDebugMipNumber(mipNum: number) {\r\n this._debugMipNumber = mipNum;\r\n }\r\n private _debugPassName: string = \"Voxelization Debug Pass\";\r\n /**\r\n * Sets the name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * Enable or disable the debug view for this pass\r\n */\r\n public get voxelDebugEnabled(): boolean {\r\n return this._voxelDebugEnabled;\r\n }\r\n\r\n public set voxelDebugEnabled(enabled: boolean) {\r\n if (this._voxelDebugEnabled === enabled) {\r\n return;\r\n }\r\n this._voxelDebugEnabled = enabled;\r\n if (enabled) {\r\n this._voxelSlabDebugRT = new RenderTargetTexture(\"voxelSlabDebug\", { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, this._scene, {\r\n generateDepthBuffer: true,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n });\r\n this._voxelSlabDebugRT.noPrePassRenderer = true;\r\n }\r\n if (this._voxelSlabDebugRT) {\r\n this._removeVoxelRTs([this._voxelSlabDebugRT]);\r\n }\r\n // Add the slab debug RT if needed.\r\n if (this._voxelDebugEnabled) {\r\n this._addRTsForRender([this._voxelSlabDebugRT], this._includedMeshes, this._voxelDebugAxis, 1, true);\r\n this._setDebugBindingsBound = this._setDebugBindings.bind(this);\r\n this._scene.onBeforeRenderObservable.add(this._setDebugBindingsBound);\r\n } else {\r\n this._scene.onBeforeRenderObservable.removeCallback(this._setDebugBindingsBound);\r\n }\r\n }\r\n\r\n private _setDebugBindingsBound: () => void;\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._voxelDebugPass) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\", \"mipNumber\"],\r\n samplers: [\"voxelTexture\", \"voxelSlabTexture\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblVoxelGrid3dDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblVoxelGrid3dDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._voxelDebugPass = new PostProcess(this.debugPassName, \"iblVoxelGrid3dDebug\", debugOptions);\r\n this._voxelDebugPass.onApplyObservable.add((effect) => {\r\n if (this._voxelDebugAxis === 0) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridXaxis);\r\n } else if (this._voxelDebugAxis === 1) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridYaxis);\r\n } else if (this._voxelDebugAxis === 2) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridZaxis);\r\n } else {\r\n effect.setTexture(\"voxelTexture\", this.getVoxelGrid());\r\n }\r\n effect.setTexture(\"voxelSlabTexture\", this._voxelSlabDebugRT);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n effect.setFloat(\"mipNumber\", this._debugMipNumber);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the voxel renderer\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The render pipeline this pass is associated with\r\n * @param resolutionExp Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n * @param triPlanarVoxelization Whether to use tri-planar voxelization. Only applies to WebGL. Voxelization will take longer but will reduce missing geometry.\r\n * @returns The voxel renderer\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline, resolutionExp: number = 6, triPlanarVoxelization: boolean = true) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine() as Engine;\r\n this._triPlanarVoxelization = this._engine.isWebGPU || triPlanarVoxelization;\r\n if (!this._engine.getCaps().drawBuffersExtension) {\r\n Logger.Error(\"Can't do voxel rendering without the draw buffers extension.\");\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n this._maxDrawBuffers = this._engine.getCaps().maxDrawBuffers || 0;\r\n\r\n this._copyMipEffectRenderer = new EffectRenderer(this._engine);\r\n this._copyMipEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n fragmentShader: \"copyTexture3DLayerToTexture\",\r\n useShaderStore: true,\r\n uniformNames: [\"layerNum\"],\r\n samplerNames: [\"textureSampler\"],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/copyTexture3DLayerToTexture.fragment\");\r\n } else {\r\n await import(\"../../Shaders/copyTexture3DLayerToTexture.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this.voxelResolutionExp = resolutionExp;\r\n }\r\n\r\n private _generateMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._generateMipMap(i);\r\n }\r\n }\r\n\r\n private _generateMipMap(lodLevel: number) {\r\n // Generate a mip map for the given level by triggering the render of the procedural mip texture.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n mipTarget.setTexture(\"srcMip\", lodLevel === 1 ? this.getVoxelGrid() : this._mipArray[lodLevel - 2]);\r\n mipTarget.render();\r\n }\r\n\r\n private _copyMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._copyMipMap(i);\r\n }\r\n }\r\n\r\n private _copyMipMap(lodLevel: number) {\r\n // Now, copy this mip into the mip chain of the voxel grid.\r\n // TODO - this currently isn't working. \"textureSampler\" isn't being properly set to mipTarget.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n const voxelGrid = this.getVoxelGrid();\r\n let rt: RenderTargetWrapper;\r\n if (voxelGrid instanceof RenderTargetTexture && voxelGrid.renderTarget) {\r\n rt = voxelGrid.renderTarget;\r\n } else {\r\n rt = (voxelGrid as any)._rtWrapper;\r\n }\r\n if (rt) {\r\n this._copyMipEffectRenderer.saveStates();\r\n const bindSize = mipTarget.getSize().width;\r\n\r\n // Render to each layer of the voxel grid.\r\n for (let layer = 0; layer < bindSize; layer++) {\r\n this._engine.bindFramebuffer(rt, 0, bindSize, bindSize, true, lodLevel, layer);\r\n this._copyMipEffectRenderer.applyEffectWrapper(this._copyMipEffectWrapper);\r\n this._copyMipEffectWrapper.effect.setTexture(\"textureSampler\", mipTarget);\r\n this._copyMipEffectWrapper.effect.setInt(\"layerNum\", layer);\r\n this._copyMipEffectRenderer.draw();\r\n this._engine.unBindFramebuffer(rt, true);\r\n }\r\n this._copyMipEffectRenderer.restoreStates();\r\n }\r\n }\r\n\r\n private _computeNumberOfSlabs(): number {\r\n return Math.ceil(this._voxelResolution / this._maxDrawBuffers);\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const size: TextureSize = {\r\n width: this._voxelResolution,\r\n height: this._voxelResolution,\r\n depth: this._voxelResolution,\r\n };\r\n const voxelAxisOptions: RenderTargetTextureOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n\r\n // We can render up to maxDrawBuffers voxel slices of the grid per render.\r\n // We call this a slab.\r\n const numSlabs = this._computeNumberOfSlabs();\r\n const voxelCombinedOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblCombineVoxelGrids.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblCombineVoxelGrids.fragment\");\r\n }\r\n },\r\n };\r\n if (this._engine.isWebGPU) {\r\n this._voxelGrid = new RenderTargetTexture(\"voxelGrid\", size, this._scene, {\r\n ...voxelCombinedOptions,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n creationFlags: Constants.TEXTURE_CREATIONFLAG_STORAGE,\r\n });\r\n this._voxelGridRT = new RenderTargetTexture(\r\n \"voxelGridRT\",\r\n { width: Math.min(size.width * 2.0, 2048), height: Math.min(size.height * 2.0, 2048) },\r\n this._scene,\r\n voxelAxisOptions\r\n );\r\n } else if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis = new RenderTargetTexture(\"voxelGridXaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridYaxis = new RenderTargetTexture(\"voxelGridYaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelMrtsXaxis = this._createVoxelMRTs(\"x_axis_\", this._voxelGridXaxis, numSlabs);\r\n this._voxelMrtsYaxis = this._createVoxelMRTs(\"y_axis_\", this._voxelGridYaxis, numSlabs);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n\r\n this._combinedVoxelGridPT = new ProceduralTexture(\"combinedVoxelGrid\", size, \"iblCombineVoxelGrids\", this._scene, voxelCombinedOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._combinedVoxelGridPT), 1);\r\n this._combinedVoxelGridPT.setFloat(\"layer\", 0.0);\r\n this._combinedVoxelGridPT.setTexture(\"voxelXaxisSampler\", this._voxelGridXaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelYaxisSampler\", this._voxelGridYaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelZaxisSampler\", this._voxelGridZaxis);\r\n // We will render this only after voxelization is completed for the 3 axes.\r\n this._combinedVoxelGridPT.autoClear = false;\r\n this._combinedVoxelGridPT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._combinedVoxelGridPT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n } else {\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelCombinedOptions);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n }\r\n\r\n const generateVoxelMipOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblGenerateVoxelMip.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblGenerateVoxelMip.fragment\");\r\n }\r\n },\r\n };\r\n this._mipArray = new Array(Math.ceil(Math.log2(this._voxelResolution)));\r\n for (let mipIdx = 1; mipIdx <= this._mipArray.length; mipIdx++) {\r\n const mipDim = this._voxelResolution >> mipIdx;\r\n const mipSize: TextureSize = { width: mipDim, height: mipDim, depth: mipDim };\r\n this._mipArray[mipIdx - 1] = new ProceduralTexture(\"voxelMip\" + mipIdx, mipSize, \"iblGenerateVoxelMip\", this._scene, generateVoxelMipOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._mipArray[mipIdx - 1]), 1);\r\n\r\n const mipTarget = this._mipArray[mipIdx - 1];\r\n mipTarget.autoClear = false;\r\n mipTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.setTexture(\"srcMip\", mipIdx > 1 ? this._mipArray[mipIdx - 2] : this.getVoxelGrid());\r\n mipTarget.setInt(\"layerNum\", 0);\r\n }\r\n\r\n this._createVoxelMaterials();\r\n }\r\n\r\n private _createVoxelMRTs(name: string, voxelRT: RenderTargetTexture, numSlabs: number): MultiRenderTarget[] {\r\n voxelRT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.noPrePassRenderer = true;\r\n const mrtArray: MultiRenderTarget[] = [];\r\n const targetTypes = new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_3D);\r\n\r\n for (let mrtIndex = 0; mrtIndex < numSlabs; mrtIndex++) {\r\n let layerIndices = new Array(this._maxDrawBuffers).fill(0);\r\n layerIndices = layerIndices.map((value, index) => mrtIndex * this._maxDrawBuffers + index);\r\n\r\n let textureNames = new Array(this._maxDrawBuffers).fill(\"\");\r\n textureNames = textureNames.map((value, index) => \"voxel_grid_\" + name + (mrtIndex * this._maxDrawBuffers + index));\r\n\r\n const mrt = new MultiRenderTarget(\r\n \"mrt_\" + name + mrtIndex,\r\n { width: this._voxelResolution, height: this._voxelResolution, depth: this._voxelResolution },\r\n this._maxDrawBuffers, // number of draw buffers\r\n this._scene,\r\n {\r\n types: new Array(this._maxDrawBuffers).fill(Constants.TEXTURETYPE_UNSIGNED_BYTE),\r\n samplingModes: new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE),\r\n generateMipMaps: false,\r\n targetTypes,\r\n formats: new Array(this._maxDrawBuffers).fill(Constants.TEXTUREFORMAT_R),\r\n faceIndex: new Array(this._maxDrawBuffers).fill(0),\r\n layerIndex: layerIndices,\r\n layerCounts: new Array(this._maxDrawBuffers).fill(this._voxelResolution),\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n },\r\n textureNames\r\n );\r\n\r\n mrt.clearColor = new Color4(0, 0, 0, 1);\r\n mrt.noPrePassRenderer = true;\r\n for (let i = 0; i < this._maxDrawBuffers; i++) {\r\n mrt.setInternalTexture(voxelRT.getInternalTexture()!, i);\r\n }\r\n\r\n mrtArray.push(mrt);\r\n }\r\n return mrtArray;\r\n }\r\n\r\n private _disposeVoxelTextures() {\r\n this._stopVoxelization();\r\n for (let i = 0; i < this._voxelMrtsZaxis.length; i++) {\r\n if (this._triPlanarVoxelization) {\r\n this._voxelMrtsXaxis[i].dispose(true);\r\n this._voxelMrtsYaxis[i].dispose(true);\r\n }\r\n this._voxelMrtsZaxis[i].dispose(true);\r\n }\r\n if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis?.dispose();\r\n this._voxelGridYaxis?.dispose();\r\n this._combinedVoxelGridPT?.dispose();\r\n }\r\n this._voxelGridZaxis?.dispose();\r\n for (const mip of this._mipArray) {\r\n mip.dispose();\r\n }\r\n this._voxelMaterial?.dispose();\r\n this._voxelSlabDebugMaterial?.dispose();\r\n this._mipArray = [];\r\n this._voxelMrtsXaxis = [];\r\n this._voxelMrtsYaxis = [];\r\n this._voxelMrtsZaxis = [];\r\n }\r\n\r\n private _createVoxelMaterials(): void {\r\n const isWebGPU = this._engine.isWebGPU;\r\n this._voxelMaterial = new ShaderMaterial(\"voxelization\", this._scene, \"iblVoxelGrid\", {\r\n uniforms: [\"world\", \"viewMatrix\", \"invTransWorld\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\r\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelGrid.fragment\"), import(\"../../ShadersWGSL/iblVoxelGrid.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblVoxelGrid.fragment\"), import(\"../../Shaders/iblVoxelGrid.vertex\")]);\r\n }\r\n },\r\n });\r\n this._voxelMaterial.cullBackFaces = false;\r\n this._voxelMaterial.backFaceCulling = false;\r\n this._voxelMaterial.depthFunction = Engine.ALWAYS;\r\n\r\n this._voxelSlabDebugMaterial = new ShaderMaterial(\"voxelSlabDebug\", this._scene, \"iblVoxelSlabDebug\", {\r\n uniforms: [\"world\", \"viewMatrix\", \"cameraViewMatrix\", \"projection\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\r\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelSlabDebug.fragment\"), import(\"../../ShadersWGSL/iblVoxelSlabDebug.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblVoxelSlabDebug.fragment\"), import(\"../../Shaders/iblVoxelSlabDebug.vertex\")]);\r\n }\r\n },\r\n });\r\n }\r\n\r\n private _setDebugBindings() {\r\n this._voxelSlabDebugMaterial.setMatrix(\"projection\", this._scene.activeCamera!.getProjectionMatrix());\r\n this._voxelSlabDebugMaterial.setMatrix(\"cameraViewMatrix\", this._scene.activeCamera!.getViewMatrix());\r\n }\r\n\r\n /**\r\n * Checks if the voxel renderer is ready to voxelize scene\r\n * @returns true if the voxel renderer is ready to voxelize scene\r\n */\r\n public isReady() {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n\r\n if (!allReady || this._voxelizationInProgress) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * If the MRT's are already in the list of render targets, this will\r\n * remove them so that they don't get rendered again.\r\n */\r\n private _stopVoxelization() {\r\n // If the MRT's are already in the list of render targets, remove them.\r\n this._removeVoxelRTs(this._voxelMrtsXaxis);\r\n this._removeVoxelRTs(this._voxelMrtsYaxis);\r\n this._removeVoxelRTs(this._voxelMrtsZaxis);\r\n this._removeVoxelRTs([this._voxelGridRT]);\r\n }\r\n\r\n private _removeVoxelRTs(rts: RenderTargetTexture[]) {\r\n // const currentRTs = this._scene.customRenderTargets;\r\n const rtIdx = this._renderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._renderTargets.splice(rtIdx, rts.length);\r\n } else {\r\n const rtIdx = this._scene.customRenderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._scene.customRenderTargets.splice(rtIdx, rts.length);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Renders voxel grid of scene for IBL shadows\r\n * @param includedMeshes\r\n */\r\n public updateVoxelGrid(includedMeshes: Mesh[]) {\r\n this._stopVoxelization();\r\n this._includedMeshes = includedMeshes;\r\n this._voxelizationInProgress = true;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._voxelGridRT.renderList = includedMeshes;\r\n this._addRTsForRender([this._voxelGridRT], includedMeshes, 0);\r\n } else if (this._triPlanarVoxelization) {\r\n this._addRTsForRender(this._voxelMrtsXaxis, includedMeshes, 0);\r\n this._addRTsForRender(this._voxelMrtsYaxis, includedMeshes, 1);\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n } else {\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n }\r\n if (this._voxelDebugEnabled) {\r\n this._addRTsForRender([this._voxelSlabDebugRT], includedMeshes, this._voxelDebugAxis, 1, true);\r\n }\r\n this._renderVoxelGridBound = this._renderVoxelGrid.bind(this);\r\n this._scene.onAfterRenderObservable.add(this._renderVoxelGridBound);\r\n }\r\n\r\n private _renderVoxelGridBound: () => void;\r\n\r\n private _renderVoxelGrid() {\r\n if (this._voxelizationInProgress) {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n for (let i = 0; i < this._renderTargets.length; i++) {\r\n const rttReady = this._renderTargets[i].isReadyForRendering();\r\n allReady &&= rttReady;\r\n }\r\n if (allReady) {\r\n if (this._engine.isWebGPU) {\r\n // Clear the voxel grid storage texture.\r\n // Need to clear each layer individually.\r\n // Would a compute shader be faster here to clear all layers in one go?\r\n if (this._voxelGrid && this._voxelGrid.renderTarget) {\r\n for (let layer = 0; layer < this._voxelResolution; layer++) {\r\n this._engine.bindFramebuffer(this._voxelGrid.renderTarget, 0, undefined, undefined, true, 0, layer);\r\n this._engine.clear(this._voxelClearColor, true, false, false);\r\n this._engine.unBindFramebuffer(this._voxelGrid.renderTarget, true);\r\n }\r\n }\r\n }\r\n for (const rt of this._renderTargets) {\r\n rt.render();\r\n }\r\n this._stopVoxelization();\r\n\r\n if (this._triPlanarVoxelization && !this._engine.isWebGPU) {\r\n this._combinedVoxelGridPT.render();\r\n }\r\n this._generateMipMaps();\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._copyMipEffectWrapper.effect.whenCompiledAsync().then(() => {\r\n this._copyMipMaps();\r\n this._scene.onAfterRenderObservable.removeCallback(this._renderVoxelGridBound);\r\n this._voxelizationInProgress = false;\r\n this.onVoxelizationCompleteObservable.notifyObservers();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private _addRTsForRender(mrts: RenderTargetTexture[], includedMeshes: Mesh[], axis: number, shaderType: number = 0, continuousRender: boolean = false) {\r\n const slabSize = 1.0 / this._computeNumberOfSlabs();\r\n let voxelMaterial: ShaderMaterial;\r\n if (shaderType === 0) {\r\n voxelMaterial = this._voxelMaterial;\r\n } else {\r\n voxelMaterial = this._voxelSlabDebugMaterial;\r\n }\r\n\r\n // We need to update the world scale uniform for every mesh being rendered to the voxel grid.\r\n for (let mrtIndex = 0; mrtIndex < mrts.length; mrtIndex++) {\r\n const mrt = mrts[mrtIndex];\r\n mrt.renderList = [];\r\n const nearPlane = mrtIndex * slabSize;\r\n const farPlane = (mrtIndex + 1) * slabSize;\r\n const stepSize = slabSize / this._maxDrawBuffers;\r\n\r\n const cameraPosition = new Vector3(0, 0, 0);\r\n let targetPosition = new Vector3(0, 0, 1);\r\n if (axis === 0) {\r\n targetPosition = new Vector3(1, 0, 0);\r\n } else if (axis === 1) {\r\n targetPosition = new Vector3(0, 1, 0);\r\n }\r\n let upDirection = new Vector3(0, 1, 0);\r\n if (axis === 1) {\r\n upDirection = new Vector3(1, 0, 0);\r\n }\r\n mrt.onBeforeRenderObservable.add(() => {\r\n voxelMaterial.setMatrix(\"viewMatrix\", Matrix.LookAtLH(cameraPosition, targetPosition, upDirection));\r\n voxelMaterial.setMatrix(\"invWorldScale\", this._invWorldScaleMatrix);\r\n voxelMaterial.setFloat(\"nearPlane\", nearPlane);\r\n voxelMaterial.setFloat(\"farPlane\", farPlane);\r\n voxelMaterial.setFloat(\"stepSize\", stepSize);\r\n if (this._engine.isWebGPU) {\r\n this._voxelMaterial.useVertexPulling = true;\r\n this._voxelMaterial.setTexture(\"voxel_storage\", this.getVoxelGrid());\r\n }\r\n });\r\n\r\n // Set this material on every mesh in the scene (for this RT)\r\n if (includedMeshes.length === 0) {\r\n return;\r\n }\r\n for (const mesh of includedMeshes) {\r\n if (mesh) {\r\n if (mesh.subMeshes && mesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(mesh);\r\n mrt.setMaterialForRendering(mesh, voxelMaterial);\r\n }\r\n const meshes = mesh.getChildMeshes();\r\n for (const childMesh of meshes) {\r\n if (childMesh.subMeshes && childMesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(childMesh);\r\n mrt.setMaterialForRendering(childMesh, voxelMaterial);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Add the MRT's to render.\r\n if (continuousRender) {\r\n for (const mrt of mrts) {\r\n if (this._scene.customRenderTargets.indexOf(mrt) === -1) {\r\n this._scene.customRenderTargets.push(mrt);\r\n }\r\n }\r\n } else {\r\n this._renderTargets = this._renderTargets.concat(mrts);\r\n }\r\n }\r\n\r\n /**\r\n * Called by the pipeline to resize resources.\r\n */\r\n public resize() {\r\n this._voxelSlabDebugRT?.resize({ width: this._scene.getEngine().getRenderWidth(), height: this._scene.getEngine().getRenderHeight() });\r\n }\r\n\r\n /**\r\n * Disposes the voxel renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeVoxelTextures();\r\n if (this._voxelSlabDebugRT) {\r\n this._removeVoxelRTs([this._voxelSlabDebugRT]);\r\n this._voxelSlabDebugRT.dispose();\r\n }\r\n if (this._voxelDebugPass) {\r\n this._voxelDebugPass.dispose();\r\n }\r\n // TODO - dispose all created voxel materials.\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"iblShadowsVoxelRenderer.js","sourceRoot":"","sources":["../../../../../dev/core/src/Rendering/IBLShadows/iblShadowsVoxelRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AACpD,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAChE,OAAO,EAAE,iBAAiB,EAAE,MAAM,4CAA4C,CAAC;AAC/E,OAAO,EAAE,mBAAmB,EAAE,MAAM,8CAA8C,CAAC;AAGnF,OAAO,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAChD,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAGnE,OAAO,EAAE,OAAO,EAAE,MAAM,kCAAkC,CAAC;AAC3D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AACnD,OAAO,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAE9D,OAAO,EAAE,iBAAiB,EAAE,MAAM,wDAAwD,CAAC;AAE3F,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,MAAM,gCAAgC,CAAC;AAK/E;;;;;GAKG;AACH,MAAM,OAAO,wBAAwB;IAsBjC;;;OAGG;IACI,YAAY;QACf,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;YACxB,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;aAAM,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;YACrC,OAAO,IAAI,CAAC,oBAAoB,CAAC;QACrC,CAAC;aAAM,CAAC;YACJ,OAAO,IAAI,CAAC,eAAe,CAAC;QAChC,CAAC;IACL,CAAC;IAOD;;;OAGG;IACI,cAAc;QACjB,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;YACxB,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC;QACD,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAOD;;OAEG;IACH,IAAW,qBAAqB;QAC5B,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC;IAED;;OAEG;IACH,IAAW,qBAAqB,CAAC,OAAgB;QAC7C,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;YACxB,gDAAgD;YAChD,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;YACnC,OAAO;QACX,CAAC;QACD,IAAI,IAAI,CAAC,sBAAsB,KAAK,OAAO,EAAE,CAAC;YAC1C,OAAO;QACX,CAAC;QACD,IAAI,CAAC,sBAAsB,GAAG,OAAO,CAAC;QACtC,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,CAAC,eAAe,EAAE,CAAC;IAC3B,CAAC;IAKD;;;OAGG;IACI,mBAAmB,CAAC,MAAc;QACrC,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC;IACvC,CAAC;IACD;;OAEG;IACI,wBAAwB;QAC3B,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAKD;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB,CAAC,aAAqB;QAC/C,IAAI,IAAI,CAAC,mBAAmB,KAAK,aAAa,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACrE,OAAO;QACX,CAAC;QACD,IAAI,CAAC,mBAAmB,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,aAAa,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAC/E,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;QAChE,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,CAAC,eAAe,EAAE,CAAC;IAC3B,CAAC;IAUD;;;;;OAKG;IACH,IAAW,cAAc,CAAC,IAAY;QAClC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;IAChC,CAAC;IAED,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAKD;;;;;;OAMG;IACI,qBAAqB,CAAC,CAAS,EAAE,CAAS,EAAE,UAAkB,EAAE,WAAmB;QACtF,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,EAAE,WAAW,CAAC,CAAC;IAC7D,CAAC;IAED;;;OAGG;IACI,iBAAiB,CAAC,MAAc;QACnC,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED,IAAW,iBAAiB,CAAC,OAAgB;QACzC,IAAI,IAAI,CAAC,kBAAkB,KAAK,OAAO,EAAE,CAAC;YACtC,OAAO;QACX,CAAC;QACD,IAAI,CAAC,kBAAkB,GAAG,OAAO,CAAC;QAClC,IAAI,OAAO,EAAE,CAAC;YACV,IAAI,CAAC,iBAAiB,GAAG,IAAI,mBAAmB,CAAC,gBAAgB,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,EAAE,EAAE,IAAI,CAAC,MAAM,EAAE;gBAC9J,mBAAmB,EAAE,IAAI;gBACzB,eAAe,EAAE,KAAK;gBACtB,IAAI,EAAE,SAAS,CAAC,yBAAyB;gBACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;gBACpC,YAAY,EAAE,SAAS,CAAC,4BAA4B;aACvD,CAAC,CAAC;YACH,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,GAAG,IAAI,CAAC;QACpD,CAAC;QACD,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;QACnD,CAAC;QACD,mCAAmC;QACnC,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,gBAAgB,CAAC,CAAC,IAAI,CAAC,iBAAiB,CAAC,EAAE,IAAI,CAAC,eAAe,EAAE,IAAI,CAAC,eAAe,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;YACrG,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;YAChE,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;QAC1E,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,cAAc,CAAC,IAAI,CAAC,sBAAsB,CAAC,CAAC;QACrF,CAAC;IACL,CAAC;IAGD;;OAEG;IACK,gBAAgB;QACpB,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,IAAI,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC;YACxB,MAAM,YAAY,GAAuB;gBACrC,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE;gBACpC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;gBACtC,aAAa,EAAE,SAAS,CAAC,kBAAkB;gBAC3C,WAAW,EAAE,SAAS,CAAC,yBAAyB;gBAChD,YAAY,EAAE,SAAS,CAAC,4BAA4B;gBACpD,QAAQ,EAAE,CAAC,YAAY,EAAE,WAAW,CAAC;gBACrC,QAAQ,EAAE,CAAC,cAAc,EAAE,kBAAkB,CAAC;gBAC9C,MAAM,EAAE,IAAI,CAAC,OAAO;gBACpB,QAAQ,EAAE,KAAK;gBACf,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;gBACpE,oBAAoB,EAAE,CAAC,SAAkB,EAAE,IAAoB,EAAE,EAAE;oBAC/D,IAAI,SAAS,EAAE,CAAC;wBACZ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,gDAAgD,CAAC,CAAC,CAAC;oBACxE,CAAC;yBAAM,CAAC;wBACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,4CAA4C,CAAC,CAAC,CAAC;oBACpE,CAAC;gBACL,CAAC;aACJ,CAAC;YACF,IAAI,CAAC,eAAe,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,aAAa,EAAE,qBAAqB,EAAE,YAAY,CAAC,CAAC;YAChG,IAAI,CAAC,eAAe,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;gBAClD,IAAI,IAAI,CAAC,eAAe,KAAK,CAAC,EAAE,CAAC;oBAC7B,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;gBAC5D,CAAC;qBAAM,IAAI,IAAI,CAAC,eAAe,KAAK,CAAC,EAAE,CAAC;oBACpC,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;gBAC5D,CAAC;qBAAM,IAAI,IAAI,CAAC,eAAe,KAAK,CAAC,EAAE,CAAC;oBACpC,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;gBAC5D,CAAC;qBAAM,CAAC;oBACJ,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC;gBAC3D,CAAC;gBACD,MAAM,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;gBAC9D,MAAM,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;gBACvD,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YACvD,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAED;;;;;;;OAOG;IACH,YAAY,KAAY,EAAE,wBAAkD,EAAE,gBAAwB,CAAC,EAAE,wBAAiC,IAAI;QArPtI,oBAAe,GAAwB,EAAE,CAAC;QAC1C,oBAAe,GAAwB,EAAE,CAAC;QAC1C,oBAAe,GAAwB,EAAE,CAAC;QAI1C,qBAAgB,GAAW,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAgB1D;;WAEG;QACI,qCAAgC,GAAqB,IAAI,UAAU,EAAQ,CAAC;QAc3E,mBAAc,GAA0B,EAAE,CAAC;QAE3C,2BAAsB,GAAY,IAAI,CAAC;QA0BvC,4BAAuB,GAAY,KAAK,CAAC;QACzC,yBAAoB,GAAW,MAAM,CAAC,QAAQ,EAAE,CAAC;QAgBjD,qBAAgB,GAAW,EAAE,CAAC;QAC9B,wBAAmB,GAAW,CAAC,CAAC;QAwBhC,cAAS,GAAwB,EAAE,CAAC;QAIpC,uBAAkB,GAAY,KAAK,CAAC;QAepC,oBAAe,GAAW,CAAC,CAAC,CAAC;QAC7B,qBAAgB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC5D,oBAAe,GAAW,EAAE,CAAC;QAY7B,oBAAe,GAAW,CAAC,CAAC;QAQ5B,mBAAc,GAAW,yBAAyB,CAAC;QAgGvD,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAY,CAAC;QAC3C,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,IAAI,qBAAqB,CAAC;QAC7E,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,oBAAoB,EAAE,CAAC;YAC/C,MAAM,CAAC,KAAK,CAAC,8DAA8D,CAAC,CAAC;QACjF,CAAC;QAED,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC,cAAc,IAAI,CAAC,CAAC;QAElE,IAAI,CAAC,sBAAsB,GAAG,IAAI,cAAc,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC/D,IAAI,CAAC,qBAAqB,GAAG,IAAI,aAAa,CAAC;YAC3C,MAAM,EAAE,IAAI,CAAC,OAAO;YACpB,cAAc,EAAE,6BAA6B;YAC7C,cAAc,EAAE,IAAI;YACpB,YAAY,EAAE,CAAC,UAAU,CAAC;YAC1B,YAAY,EAAE,CAAC,gBAAgB,CAAC;YAChC,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,MAAM,CAAC,wDAAwD,CAAC,CAAC;gBAC3E,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,CAAC,oDAAoD,CAAC,CAAC;gBACvE,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;QAEH,IAAI,CAAC,kBAAkB,GAAG,aAAa,CAAC;IAC5C,CAAC;IAEO,gBAAgB;QACpB,MAAM,UAAU,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC;QAC/D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YACtC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC;QAC5B,CAAC;IACL,CAAC;IAEO,eAAe,CAAC,QAAgB;QACpC,iGAAiG;QACjG,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC;QAC/C,IAAI,CAAC,SAAS,EAAE,CAAC;YACb,OAAO;QACX,CAAC;QACD,SAAS,CAAC,UAAU,CAAC,QAAQ,EAAE,QAAQ,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC,CAAC;QACpG,SAAS,CAAC,MAAM,EAAE,CAAC;IACvB,CAAC;IAEO,YAAY;QAChB,MAAM,UAAU,GAAG,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC;QAC/D,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,UAAU,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC;YACtC,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC;QACxB,CAAC;IACL,CAAC;IAEO,WAAW,CAAC,QAAgB;QAChC,2DAA2D;QAC3D,+FAA+F;QAC/F,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,QAAQ,GAAG,CAAC,CAAC,CAAC;QAC/C,IAAI,CAAC,SAAS,EAAE,CAAC;YACb,OAAO;QACX,CAAC;QACD,MAAM,SAAS,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;QACtC,IAAI,EAAuB,CAAC;QAC5B,IAAI,SAAS,YAAY,mBAAmB,IAAI,SAAS,CAAC,YAAY,EAAE,CAAC;YACrE,EAAE,GAAG,SAAS,CAAC,YAAY,CAAC;QAChC,CAAC;aAAM,CAAC;YACJ,EAAE,GAAI,SAAiB,CAAC,UAAU,CAAC;QACvC,CAAC;QACD,IAAI,EAAE,EAAE,CAAC;YACL,IAAI,CAAC,sBAAsB,CAAC,UAAU,EAAE,CAAC;YACzC,MAAM,QAAQ,GAAG,SAAS,CAAC,OAAO,EAAE,CAAC,KAAK,CAAC;YAE3C,0CAA0C;YAC1C,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,QAAQ,EAAE,KAAK,EAAE,EAAE,CAAC;gBAC5C,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,EAAE,EAAE,CAAC,EAAE,QAAQ,EAAE,QAAQ,EAAE,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;gBAC/E,IAAI,CAAC,sBAAsB,CAAC,kBAAkB,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBAC3E,IAAI,CAAC,qBAAqB,CAAC,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,SAAS,CAAC,CAAC;gBAC1E,IAAI,CAAC,qBAAqB,CAAC,MAAM,CAAC,MAAM,CAAC,UAAU,EAAE,KAAK,CAAC,CAAC;gBAC5D,IAAI,CAAC,sBAAsB,CAAC,IAAI,EAAE,CAAC;gBACnC,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC;YAC7C,CAAC;YACD,IAAI,CAAC,sBAAsB,CAAC,aAAa,EAAE,CAAC;QAChD,CAAC;IACL,CAAC;IAEO,qBAAqB;QACzB,OAAO,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,eAAe,CAAC,CAAC;IACnE,CAAC;IAEO,eAAe;QACnB,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,MAAM,IAAI,GAAgB;YACtB,KAAK,EAAE,IAAI,CAAC,gBAAgB;YAC5B,MAAM,EAAE,IAAI,CAAC,gBAAgB;YAC7B,KAAK,EAAE,IAAI,CAAC,gBAAgB;SAC/B,CAAC;QACF,MAAM,gBAAgB,GAA+B;YACjD,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,KAAK;YACtB,IAAI,EAAE,SAAS,CAAC,yBAAyB;YACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;YACpC,YAAY,EAAE,SAAS,CAAC,4BAA4B;SACvD,CAAC;QAEF,0EAA0E;QAC1E,uBAAuB;QACvB,MAAM,QAAQ,GAAG,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC9C,MAAM,oBAAoB,GAAsC;YAC5D,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,IAAI;YACrB,IAAI,EAAE,SAAS,CAAC,yBAAyB;YACzC,MAAM,EAAE,SAAS,CAAC,eAAe;YACjC,YAAY,EAAE,SAAS,CAAC,kCAAkC;YAC1D,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,MAAM,CAAC,iDAAiD,CAAC,CAAC;gBACpE,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,CAAC,6CAA6C,CAAC,CAAC;gBAChE,CAAC;YACL,CAAC;SACJ,CAAC;QACF,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;YACxB,IAAI,CAAC,UAAU,GAAG,IAAI,mBAAmB,CAAC,WAAW,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE;gBACtE,GAAG,oBAAoB;gBACvB,MAAM,EAAE,SAAS,CAAC,kBAAkB;gBACpC,aAAa,EAAE,SAAS,CAAC,4BAA4B;aACxD,CAAC,CAAC;YACH,IAAI,CAAC,YAAY,GAAG,IAAI,mBAAmB,CACvC,aAAa,EACb,EAAE,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,GAAG,GAAG,EAAE,IAAI,CAAC,EAAE,MAAM,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,GAAG,GAAG,EAAE,IAAI,CAAC,EAAE,EACtF,IAAI,CAAC,MAAM,EACX,gBAAgB,CACnB,CAAC;QACN,CAAC;aAAM,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;YACrC,IAAI,CAAC,eAAe,GAAG,IAAI,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,gBAAgB,CAAC,CAAC;YACtG,IAAI,CAAC,eAAe,GAAG,IAAI,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,gBAAgB,CAAC,CAAC;YACtG,IAAI,CAAC,eAAe,GAAG,IAAI,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,gBAAgB,CAAC,CAAC;YACtG,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,IAAI,CAAC,eAAe,EAAE,QAAQ,CAAC,CAAC;YACxF,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,IAAI,CAAC,eAAe,EAAE,QAAQ,CAAC,CAAC;YACxF,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,IAAI,CAAC,eAAe,EAAE,QAAQ,CAAC,CAAC;YAExF,IAAI,CAAC,oBAAoB,GAAG,IAAI,iBAAiB,CAAC,mBAAmB,EAAE,IAAI,EAAE,sBAAsB,EAAE,IAAI,CAAC,MAAM,EAAE,oBAAoB,EAAE,KAAK,CAAC,CAAC;YAC/I,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,OAAO,CAAC,IAAI,CAAC,oBAAoB,CAAC,EAAE,CAAC,CAAC,CAAC;YAC5G,IAAI,CAAC,oBAAoB,CAAC,QAAQ,CAAC,OAAO,EAAE,GAAG,CAAC,CAAC;YACjD,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC,mBAAmB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YAChF,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC,mBAAmB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YAChF,IAAI,CAAC,oBAAoB,CAAC,UAAU,CAAC,mBAAmB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YAChF,2EAA2E;YAC3E,IAAI,CAAC,oBAAoB,CAAC,SAAS,GAAG,KAAK,CAAC;YAC5C,IAAI,CAAC,oBAAoB,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;YAC5D,IAAI,CAAC,oBAAoB,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAChE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,eAAe,GAAG,IAAI,mBAAmB,CAAC,gBAAgB,EAAE,IAAI,EAAE,IAAI,CAAC,MAAM,EAAE,oBAAoB,CAAC,CAAC;YAC1G,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC,SAAS,EAAE,IAAI,CAAC,eAAe,EAAE,QAAQ,CAAC,CAAC;QAC5F,CAAC;QAED,MAAM,uBAAuB,GAAsC;YAC/D,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,KAAK;YACtB,IAAI,EAAE,SAAS,CAAC,yBAAyB;YACzC,MAAM,EAAE,SAAS,CAAC,eAAe;YACjC,YAAY,EAAE,SAAS,CAAC,4BAA4B;YACpD,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,MAAM,CAAC,gDAAgD,CAAC,CAAC;gBACnE,CAAC;qBAAM,CAAC;oBACJ,MAAM,MAAM,CAAC,4CAA4C,CAAC,CAAC;gBAC/D,CAAC;YACL,CAAC;SACJ,CAAC;QACF,IAAI,CAAC,SAAS,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC;QACxE,KAAK,IAAI,MAAM,GAAG,CAAC,EAAE,MAAM,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,EAAE,CAAC;YAC7D,MAAM,MAAM,GAAG,IAAI,CAAC,gBAAgB,IAAI,MAAM,CAAC;YAC/C,MAAM,OAAO,GAAgB,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC;YAC9E,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,IAAI,iBAAiB,CAAC,UAAU,GAAG,MAAM,EAAE,OAAO,EAAE,qBAAqB,EAAE,IAAI,CAAC,MAAM,EAAE,uBAAuB,EAAE,KAAK,CAAC,CAAC;YACrJ,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,kBAAkB,CAAC,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;YAE7G,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;YAC7C,SAAS,CAAC,SAAS,GAAG,KAAK,CAAC;YAC5B,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;YAC5C,SAAS,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;YAC5C,SAAS,CAAC,UAAU,CAAC,QAAQ,EAAE,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC;YAC9F,SAAS,CAAC,MAAM,CAAC,UAAU,EAAE,CAAC,CAAC,CAAC;QACpC,CAAC;QAED,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAEO,gBAAgB,CAAC,IAAY,EAAE,OAA4B,EAAE,QAAgB;QACjF,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAC1C,OAAO,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAC1C,OAAO,CAAC,iBAAiB,GAAG,IAAI,CAAC;QACjC,MAAM,QAAQ,GAAwB,EAAE,CAAC;QACzC,MAAM,WAAW,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,CAAC;QAE/E,KAAK,IAAI,QAAQ,GAAG,CAAC,EAAE,QAAQ,GAAG,QAAQ,EAAE,QAAQ,EAAE,EAAE,CAAC;YACrD,IAAI,YAAY,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;YAC3D,YAAY,GAAG,YAAY,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE,CAAC,QAAQ,GAAG,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC,CAAC;YAE3F,IAAI,YAAY,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YAC5D,YAAY,GAAG,YAAY,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,KAAK,EAAE,EAAE,CAAC,aAAa,GAAG,IAAI,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC,CAAC,CAAC;YAEpH,MAAM,GAAG,GAAG,IAAI,iBAAiB,CAC7B,MAAM,GAAG,IAAI,GAAG,QAAQ,EACxB,EAAE,KAAK,EAAE,IAAI,CAAC,gBAAgB,EAAE,MAAM,EAAE,IAAI,CAAC,gBAAgB,EAAE,KAAK,EAAE,IAAI,CAAC,gBAAgB,EAAE,EAC7F,IAAI,CAAC,eAAe,EAAE,yBAAyB;YAC/C,IAAI,CAAC,MAAM,EACX;gBACI,KAAK,EAAE,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,yBAAyB,CAAC;gBAChF,aAAa,EAAE,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,8BAA8B,CAAC;gBAC7F,eAAe,EAAE,KAAK;gBACtB,WAAW;gBACX,OAAO,EAAE,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,SAAS,CAAC,eAAe,CAAC;gBACxE,SAAS,EAAE,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;gBAClD,UAAU,EAAE,YAAY;gBACxB,WAAW,EAAE,IAAI,KAAK,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC;gBACxE,mBAAmB,EAAE,KAAK;gBAC1B,qBAAqB,EAAE,KAAK;aAC/B,EACD,YAAY,CACf,CAAC;YAEF,GAAG,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACxC,GAAG,CAAC,iBAAiB,GAAG,IAAI,CAAC;YAC7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,eAAe,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC5C,GAAG,CAAC,kBAAkB,CAAC,OAAO,CAAC,kBAAkB,EAAG,EAAE,CAAC,CAAC,CAAC;YAC7D,CAAC;YAED,QAAQ,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;QACvB,CAAC;QACD,OAAO,QAAQ,CAAC;IACpB,CAAC;IAEO,qBAAqB;QACzB,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACnD,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;gBAC9B,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;gBACtC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAC1C,CAAC;YACD,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QAC1C,CAAC;QACD,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC9B,IAAI,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;YAChC,IAAI,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;YAChC,IAAI,CAAC,oBAAoB,EAAE,OAAO,EAAE,CAAC;QACzC,CAAC;QACD,IAAI,CAAC,eAAe,EAAE,OAAO,EAAE,CAAC;QAChC,KAAK,MAAM,GAAG,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YAC/B,GAAG,CAAC,OAAO,EAAE,CAAC;QAClB,CAAC;QACD,IAAI,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC;QAC/B,IAAI,CAAC,uBAAuB,EAAE,OAAO,EAAE,CAAC;QACxC,IAAI,CAAC,SAAS,GAAG,EAAE,CAAC;QACpB,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;QAC1B,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;QAC1B,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;IAC9B,CAAC;IAEO,qBAAqB;QACzB,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,IAAI,CAAC,cAAc,GAAG,IAAI,cAAc,CAAC,cAAc,EAAE,IAAI,CAAC,MAAM,EAAE,cAAc,EAAE;YAClF,QAAQ,EAAE,CAAC,OAAO,EAAE,YAAY,EAAE,eAAe,EAAE,eAAe,EAAE,WAAW,EAAE,UAAU,EAAE,UAAU,CAAC;YACxG,OAAO,EAAE,CAAC,mBAAmB,GAAG,IAAI,CAAC,eAAe,CAAC;YACrD,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,EAAE,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC,CAAC;gBAC5H,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,qCAAqC,CAAC,EAAE,MAAM,CAAC,mCAAmC,CAAC,CAAC,CAAC,CAAC;gBACpH,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;QACH,IAAI,CAAC,cAAc,CAAC,aAAa,GAAG,KAAK,CAAC;QAC1C,IAAI,CAAC,cAAc,CAAC,eAAe,GAAG,KAAK,CAAC;QAC5C,IAAI,CAAC,cAAc,CAAC,aAAa,GAAG,MAAM,CAAC,MAAM,CAAC;QAElD,IAAI,CAAC,uBAAuB,GAAG,IAAI,cAAc,CAAC,gBAAgB,EAAE,IAAI,CAAC,MAAM,EAAE,mBAAmB,EAAE;YAClG,QAAQ,EAAE,CAAC,OAAO,EAAE,YAAY,EAAE,kBAAkB,EAAE,YAAY,EAAE,eAAe,EAAE,WAAW,EAAE,UAAU,EAAE,UAAU,CAAC;YACzH,OAAO,EAAE,CAAC,mBAAmB,GAAG,IAAI,CAAC,eAAe,CAAC;YACrD,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8CAA8C,CAAC,EAAE,MAAM,CAAC,4CAA4C,CAAC,CAAC,CAAC,CAAC;gBACtI,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,0CAA0C,CAAC,EAAE,MAAM,CAAC,wCAAwC,CAAC,CAAC,CAAC,CAAC;gBAC9H,CAAC;YACL,CAAC;SACJ,CAAC,CAAC;IACP,CAAC;IAEO,iBAAiB;QACrB,IAAI,CAAC,uBAAuB,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,MAAM,CAAC,YAAa,CAAC,mBAAmB,EAAE,CAAC,CAAC;QACtG,IAAI,CAAC,uBAAuB,CAAC,SAAS,CAAC,kBAAkB,EAAE,IAAI,CAAC,MAAM,CAAC,YAAa,CAAC,aAAa,EAAE,CAAC,CAAC;IAC1G,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,IAAI,QAAQ,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,CAAC;QAC7C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YAC7C,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;YAC7C,QAAQ,KAAR,QAAQ,GAAK,QAAQ,EAAC;QAC1B,CAAC;QAED,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC5C,OAAO,KAAK,CAAC;QACjB,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACK,iBAAiB;QACrB,uEAAuE;QACvE,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;QAC3C,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;QAC3C,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;QAC3C,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC;IAC9C,CAAC;IAEO,eAAe,CAAC,GAA0B;QAC9C,sDAAsD;QACtD,MAAM,KAAK,GAAG,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,CAAC,EAAE,EAAE,EAAE;YAC/C,IAAI,EAAE,KAAK,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;gBAChB,OAAO,IAAI,CAAC;YAChB,CAAC;YACD,OAAO,KAAK,CAAC;QACjB,CAAC,CAAC,CAAC;QACH,IAAI,KAAK,IAAI,CAAC,EAAE,CAAC;YACb,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,KAAK,EAAE,GAAG,CAAC,MAAM,CAAC,CAAC;QAClD,CAAC;aAAM,CAAC;YACJ,MAAM,KAAK,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,SAAS,CAAC,CAAC,EAAE,EAAE,EAAE;gBAC3D,IAAI,EAAE,KAAK,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC;oBAChB,OAAO,IAAI,CAAC;gBAChB,CAAC;gBACD,OAAO,KAAK,CAAC;YACjB,CAAC,CAAC,CAAC;YACH,IAAI,KAAK,IAAI,CAAC,EAAE,CAAC;gBACb,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,MAAM,CAAC,KAAK,EAAE,GAAG,CAAC,MAAM,CAAC,CAAC;YAC9D,CAAC;QACL,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,eAAe,CAAC,cAAsB;QACzC,IAAI,CAAC,iBAAiB,EAAE,CAAC;QACzB,IAAI,CAAC,eAAe,GAAG,cAAc,CAAC;QACtC,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;QAEpC,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;YACxB,IAAI,CAAC,YAAY,CAAC,UAAU,GAAG,cAAc,CAAC;YAC9C,IAAI,CAAC,gBAAgB,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC,EAAE,cAAc,EAAE,CAAC,CAAC,CAAC;QAClE,CAAC;aAAM,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;YACrC,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,eAAe,EAAE,cAAc,EAAE,CAAC,CAAC,CAAC;YAC/D,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,eAAe,EAAE,cAAc,EAAE,CAAC,CAAC,CAAC;YAC/D,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,eAAe,EAAE,cAAc,EAAE,CAAC,CAAC,CAAC;QACnE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,eAAe,EAAE,cAAc,EAAE,CAAC,CAAC,CAAC;QACnE,CAAC;QACD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YAC1B,IAAI,CAAC,gBAAgB,CAAC,CAAC,IAAI,CAAC,iBAAiB,CAAC,EAAE,cAAc,EAAE,IAAI,CAAC,eAAe,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;QACnG,CAAC;QACD,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QAC9D,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;IACxE,CAAC;IAIO,gBAAgB;QACpB,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,IAAI,QAAQ,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,CAAC;YAC7C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC7C,MAAM,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC;gBAC7C,QAAQ,KAAR,QAAQ,GAAK,QAAQ,EAAC;YAC1B,CAAC;YACD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBAClD,MAAM,QAAQ,GAAG,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,mBAAmB,EAAE,CAAC;gBAC9D,QAAQ,KAAR,QAAQ,GAAK,QAAQ,EAAC;YAC1B,CAAC;YACD,IAAI,QAAQ,EAAE,CAAC;gBACX,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;oBACxB,wCAAwC;oBACxC,yCAAyC;oBACzC,uEAAuE;oBACvE,IAAI,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC;wBAClD,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,gBAAgB,EAAE,KAAK,EAAE,EAAE,CAAC;4BACzD,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,UAAU,CAAC,YAAY,EAAE,CAAC,EAAE,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,CAAC,EAAE,KAAK,CAAC,CAAC;4BACpG,IAAI,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;4BAC9D,IAAI,CAAC,OAAO,CAAC,iBAAiB,CAAC,IAAI,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;wBACvE,CAAC;oBACL,CAAC;gBACL,CAAC;gBACD,KAAK,MAAM,EAAE,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;oBACnC,EAAE,CAAC,MAAM,EAAE,CAAC;gBAChB,CAAC;gBACD,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBAEzB,IAAI,IAAI,CAAC,sBAAsB,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;oBACxD,IAAI,CAAC,oBAAoB,CAAC,MAAM,EAAE,CAAC;gBACvC,CAAC;gBACD,IAAI,CAAC,gBAAgB,EAAE,CAAC;gBACxB,mFAAmF;gBACnF,IAAI,CAAC,qBAAqB,CAAC,MAAM,CAAC,iBAAiB,EAAE,CAAC,IAAI,CAAC,GAAG,EAAE;oBAC5D,IAAI,CAAC,YAAY,EAAE,CAAC;oBACpB,IAAI,CAAC,MAAM,CAAC,uBAAuB,CAAC,cAAc,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;oBAC/E,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;oBACrC,IAAI,CAAC,gCAAgC,CAAC,eAAe,EAAE,CAAC;gBAC5D,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC;IACL,CAAC;IAEO,gBAAgB,CAAC,IAA2B,EAAE,cAAsB,EAAE,IAAY,EAAE,aAAqB,CAAC,EAAE,mBAA4B,KAAK;QACjJ,MAAM,QAAQ,GAAG,GAAG,GAAG,IAAI,CAAC,qBAAqB,EAAE,CAAC;QACpD,IAAI,aAA6B,CAAC;QAClC,IAAI,UAAU,KAAK,CAAC,EAAE,CAAC;YACnB,aAAa,GAAG,IAAI,CAAC,cAAc,CAAC;QACxC,CAAC;aAAM,CAAC;YACJ,aAAa,GAAG,IAAI,CAAC,uBAAuB,CAAC;QACjD,CAAC;QAED,6FAA6F;QAC7F,KAAK,IAAI,QAAQ,GAAG,CAAC,EAAE,QAAQ,GAAG,IAAI,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE,CAAC;YACxD,MAAM,GAAG,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC3B,GAAG,CAAC,UAAU,GAAG,EAAE,CAAC;YACpB,MAAM,SAAS,GAAG,QAAQ,GAAG,QAAQ,CAAC;YACtC,MAAM,QAAQ,GAAG,CAAC,QAAQ,GAAG,CAAC,CAAC,GAAG,QAAQ,CAAC;YAC3C,MAAM,QAAQ,GAAG,QAAQ,GAAG,IAAI,CAAC,eAAe,CAAC;YAEjD,MAAM,cAAc,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC5C,IAAI,cAAc,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC1C,IAAI,IAAI,KAAK,CAAC,EAAE,CAAC;gBACb,cAAc,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC1C,CAAC;iBAAM,IAAI,IAAI,KAAK,CAAC,EAAE,CAAC;gBACpB,cAAc,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YAC1C,CAAC;YACD,IAAI,WAAW,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACvC,IAAI,IAAI,KAAK,CAAC,EAAE,CAAC;gBACb,WAAW,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACvC,CAAC;YACD,GAAG,CAAC,wBAAwB,CAAC,KAAK,EAAE,CAAC;YACrC,GAAG,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAClC,aAAa,CAAC,SAAS,CAAC,YAAY,EAAE,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,cAAc,EAAE,WAAW,CAAC,CAAC,CAAC;gBACpG,aAAa,CAAC,SAAS,CAAC,eAAe,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;gBACpE,aAAa,CAAC,QAAQ,CAAC,WAAW,EAAE,SAAS,CAAC,CAAC;gBAC/C,aAAa,CAAC,QAAQ,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC;gBAC7C,aAAa,CAAC,QAAQ,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC;gBAC7C,IAAI,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;oBACxB,IAAI,CAAC,cAAc,CAAC,gBAAgB,GAAG,IAAI,CAAC;oBAC5C,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,YAAY,EAAE,CAAC,CAAC;gBACzE,CAAC;YACL,CAAC,CAAC,CAAC;YAEH,6DAA6D;YAC7D,IAAI,cAAc,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;gBAC9B,OAAO;YACX,CAAC;YACD,KAAK,MAAM,IAAI,IAAI,cAAc,EAAE,CAAC;gBAChC,IAAI,IAAI,EAAE,CAAC;oBACP,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;wBAC9C,GAAG,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;wBAC3B,GAAG,CAAC,uBAAuB,CAAC,IAAI,EAAE,aAAa,CAAC,CAAC;oBACrD,CAAC;oBACD,MAAM,MAAM,GAAG,IAAI,CAAC,cAAc,EAAE,CAAC;oBACrC,KAAK,MAAM,SAAS,IAAI,MAAM,EAAE,CAAC;wBAC7B,IAAI,SAAS,CAAC,SAAS,IAAI,SAAS,CAAC,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;4BACxD,GAAG,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;4BAChC,GAAG,CAAC,uBAAuB,CAAC,SAAS,EAAE,aAAa,CAAC,CAAC;wBAC1D,CAAC;oBACL,CAAC;gBACL,CAAC;YACL,CAAC;QACL,CAAC;QAED,2BAA2B;QAC3B,IAAI,gBAAgB,EAAE,CAAC;YACnB,KAAK,MAAM,GAAG,IAAI,IAAI,EAAE,CAAC;gBACrB,IAAI,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,OAAO,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;oBACtD,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC;gBAC9C,CAAC;YACL,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAC3D,CAAC;IACL,CAAC;IAED;;OAEG;IACI,MAAM;QACT,IAAI,CAAC,iBAAiB,EAAE,MAAM,CAAC,EAAE,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EAAE,EAAE,CAAC,CAAC;IAC3I,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,IAAI,CAAC,eAAe,CAAC,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC,CAAC;YAC/C,IAAI,CAAC,iBAAiB,CAAC,OAAO,EAAE,CAAC;QACrC,CAAC;QACD,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACvB,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;QACnC,CAAC;QACD,8CAA8C;IAClD,CAAC;CACJ","sourcesContent":["import { Constants } from \"../../Engines/constants\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { MultiRenderTarget } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { RenderTargetTextureOptions } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Matrix, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ProceduralTexture } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../../Materials/effectRenderer\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { RenderTargetWrapper } from \"core/Engines\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Voxel-based shadow rendering for IBL's.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n * @see https://playground.babylonjs.com/#8R5SSE#222\r\n */\r\nexport class _IblShadowsVoxelRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n // WebGPU, single-pass voxelization.\r\n // See https://playground.babylonjs.com/#XSNYAU#133\r\n private _voxelGrid: RenderTargetTexture;\r\n private _voxelGridRT: RenderTargetTexture;\r\n\r\n // WebGL voxelization, including tri-planar voxelization.\r\n private _combinedVoxelGridPT: ProceduralTexture;\r\n private _voxelGridXaxis: RenderTargetTexture;\r\n private _voxelGridYaxis: RenderTargetTexture;\r\n private _voxelGridZaxis: RenderTargetTexture;\r\n private _voxelMrtsXaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsYaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsZaxis: MultiRenderTarget[] = [];\r\n\r\n private _voxelMaterial: ShaderMaterial;\r\n private _voxelSlabDebugMaterial: ShaderMaterial;\r\n private _voxelClearColor: Color4 = new Color4(0, 0, 0, 1);\r\n\r\n /**\r\n * Return the voxel grid texture.\r\n * @returns The voxel grid texture.\r\n */\r\n public getVoxelGrid(): ProceduralTexture | RenderTargetTexture {\r\n if (this._engine.isWebGPU) {\r\n return this._voxelGrid;\r\n } else if (this._triPlanarVoxelization) {\r\n return this._combinedVoxelGridPT;\r\n } else {\r\n return this._voxelGridZaxis;\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the voxelization is complete\r\n */\r\n public onVoxelizationCompleteObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * The debug pass post process\r\n * @returns The debug pass post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._voxelDebugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._voxelDebugPass;\r\n }\r\n\r\n private _maxDrawBuffers: number;\r\n private _renderTargets: RenderTargetTexture[] = [];\r\n\r\n private _triPlanarVoxelization: boolean = true;\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public get triPlanarVoxelization(): boolean {\r\n return this._triPlanarVoxelization;\r\n }\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public set triPlanarVoxelization(enabled: boolean) {\r\n if (this._engine.isWebGPU) {\r\n // WebGPU only supports tri-planar voxelization.\r\n this._triPlanarVoxelization = true;\r\n return;\r\n }\r\n if (this._triPlanarVoxelization === enabled) {\r\n return;\r\n }\r\n this._triPlanarVoxelization = enabled;\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _voxelizationInProgress: boolean = false;\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n /**\r\n * @returns Whether voxelization is currently happening.\r\n */\r\n public isVoxelizationInProgress(): boolean {\r\n return this._voxelizationInProgress;\r\n }\r\n\r\n private _voxelResolution: number = 64;\r\n private _voxelResolutionExp: number = 6;\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public get voxelResolutionExp(): number {\r\n return this._voxelResolutionExp;\r\n }\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public set voxelResolutionExp(resolutionExp: number) {\r\n if (this._voxelResolutionExp === resolutionExp && this._voxelGridZaxis) {\r\n return;\r\n }\r\n this._voxelResolutionExp = Math.round(Math.min(Math.max(resolutionExp, 3), 9));\r\n this._voxelResolution = Math.pow(2.0, this._voxelResolutionExp);\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _copyMipEffectRenderer: EffectRenderer;\r\n private _copyMipEffectWrapper: EffectWrapper;\r\n private _mipArray: ProceduralTexture[] = [];\r\n\r\n private _voxelSlabDebugRT: RenderTargetTexture;\r\n private _voxelDebugPass: PostProcess;\r\n private _voxelDebugEnabled: boolean = false;\r\n\r\n /**\r\n * Shows only the voxels that were rendered along a particular axis (while using triPlanarVoxelization).\r\n * If not set, the combined voxel grid will be shown.\r\n * Note: This only works when the debugMipNumber is set to 0 because we don't generate mips for each axis.\r\n * @param axis The axis to show (0 = x, 1 = y, 2 = z)\r\n */\r\n public set voxelDebugAxis(axis: number) {\r\n this._voxelDebugAxis = axis;\r\n }\r\n\r\n public get voxelDebugAxis(): number {\r\n return this._voxelDebugAxis;\r\n }\r\n private _voxelDebugAxis: number = -1;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _includedMeshes: Mesh[] = [];\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n private _debugMipNumber: number = 0;\r\n /**\r\n * The mip level to show in the debug display\r\n * @param mipNum The mip level to show in the debug display\r\n */\r\n public setDebugMipNumber(mipNum: number) {\r\n this._debugMipNumber = mipNum;\r\n }\r\n private _debugPassName: string = \"Voxelization Debug Pass\";\r\n /**\r\n * Sets the name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * Enable or disable the debug view for this pass\r\n */\r\n public get voxelDebugEnabled(): boolean {\r\n return this._voxelDebugEnabled;\r\n }\r\n\r\n public set voxelDebugEnabled(enabled: boolean) {\r\n if (this._voxelDebugEnabled === enabled) {\r\n return;\r\n }\r\n this._voxelDebugEnabled = enabled;\r\n if (enabled) {\r\n this._voxelSlabDebugRT = new RenderTargetTexture(\"voxelSlabDebug\", { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, this._scene, {\r\n generateDepthBuffer: true,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n });\r\n this._voxelSlabDebugRT.noPrePassRenderer = true;\r\n }\r\n if (this._voxelSlabDebugRT) {\r\n this._removeVoxelRTs([this._voxelSlabDebugRT]);\r\n }\r\n // Add the slab debug RT if needed.\r\n if (this._voxelDebugEnabled) {\r\n this._addRTsForRender([this._voxelSlabDebugRT], this._includedMeshes, this._voxelDebugAxis, 1, true);\r\n this._setDebugBindingsBound = this._setDebugBindings.bind(this);\r\n this._scene.onBeforeRenderObservable.add(this._setDebugBindingsBound);\r\n } else {\r\n this._scene.onBeforeRenderObservable.removeCallback(this._setDebugBindingsBound);\r\n }\r\n }\r\n\r\n private _setDebugBindingsBound: () => void;\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._voxelDebugPass) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\", \"mipNumber\"],\r\n samplers: [\"voxelTexture\", \"voxelSlabTexture\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblVoxelGrid3dDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblVoxelGrid3dDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._voxelDebugPass = new PostProcess(this.debugPassName, \"iblVoxelGrid3dDebug\", debugOptions);\r\n this._voxelDebugPass.onApplyObservable.add((effect) => {\r\n if (this._voxelDebugAxis === 0) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridXaxis);\r\n } else if (this._voxelDebugAxis === 1) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridYaxis);\r\n } else if (this._voxelDebugAxis === 2) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridZaxis);\r\n } else {\r\n effect.setTexture(\"voxelTexture\", this.getVoxelGrid());\r\n }\r\n effect.setTexture(\"voxelSlabTexture\", this._voxelSlabDebugRT);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n effect.setFloat(\"mipNumber\", this._debugMipNumber);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the voxel renderer\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The render pipeline this pass is associated with\r\n * @param resolutionExp Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n * @param triPlanarVoxelization Whether to use tri-planar voxelization. Only applies to WebGL. Voxelization will take longer but will reduce missing geometry.\r\n * @returns The voxel renderer\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline, resolutionExp: number = 6, triPlanarVoxelization: boolean = true) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine() as Engine;\r\n this._triPlanarVoxelization = this._engine.isWebGPU || triPlanarVoxelization;\r\n if (!this._engine.getCaps().drawBuffersExtension) {\r\n Logger.Error(\"Can't do voxel rendering without the draw buffers extension.\");\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n this._maxDrawBuffers = this._engine.getCaps().maxDrawBuffers || 0;\r\n\r\n this._copyMipEffectRenderer = new EffectRenderer(this._engine);\r\n this._copyMipEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n fragmentShader: \"copyTexture3DLayerToTexture\",\r\n useShaderStore: true,\r\n uniformNames: [\"layerNum\"],\r\n samplerNames: [\"textureSampler\"],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/copyTexture3DLayerToTexture.fragment\");\r\n } else {\r\n await import(\"../../Shaders/copyTexture3DLayerToTexture.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this.voxelResolutionExp = resolutionExp;\r\n }\r\n\r\n private _generateMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._generateMipMap(i);\r\n }\r\n }\r\n\r\n private _generateMipMap(lodLevel: number) {\r\n // Generate a mip map for the given level by triggering the render of the procedural mip texture.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n mipTarget.setTexture(\"srcMip\", lodLevel === 1 ? this.getVoxelGrid() : this._mipArray[lodLevel - 2]);\r\n mipTarget.render();\r\n }\r\n\r\n private _copyMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._copyMipMap(i);\r\n }\r\n }\r\n\r\n private _copyMipMap(lodLevel: number) {\r\n // Now, copy this mip into the mip chain of the voxel grid.\r\n // TODO - this currently isn't working. \"textureSampler\" isn't being properly set to mipTarget.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n const voxelGrid = this.getVoxelGrid();\r\n let rt: RenderTargetWrapper;\r\n if (voxelGrid instanceof RenderTargetTexture && voxelGrid.renderTarget) {\r\n rt = voxelGrid.renderTarget;\r\n } else {\r\n rt = (voxelGrid as any)._rtWrapper;\r\n }\r\n if (rt) {\r\n this._copyMipEffectRenderer.saveStates();\r\n const bindSize = mipTarget.getSize().width;\r\n\r\n // Render to each layer of the voxel grid.\r\n for (let layer = 0; layer < bindSize; layer++) {\r\n this._engine.bindFramebuffer(rt, 0, bindSize, bindSize, true, lodLevel, layer);\r\n this._copyMipEffectRenderer.applyEffectWrapper(this._copyMipEffectWrapper);\r\n this._copyMipEffectWrapper.effect.setTexture(\"textureSampler\", mipTarget);\r\n this._copyMipEffectWrapper.effect.setInt(\"layerNum\", layer);\r\n this._copyMipEffectRenderer.draw();\r\n this._engine.unBindFramebuffer(rt, true);\r\n }\r\n this._copyMipEffectRenderer.restoreStates();\r\n }\r\n }\r\n\r\n private _computeNumberOfSlabs(): number {\r\n return Math.ceil(this._voxelResolution / this._maxDrawBuffers);\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const size: TextureSize = {\r\n width: this._voxelResolution,\r\n height: this._voxelResolution,\r\n depth: this._voxelResolution,\r\n };\r\n const voxelAxisOptions: RenderTargetTextureOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n\r\n // We can render up to maxDrawBuffers voxel slices of the grid per render.\r\n // We call this a slab.\r\n const numSlabs = this._computeNumberOfSlabs();\r\n const voxelCombinedOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblCombineVoxelGrids.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblCombineVoxelGrids.fragment\");\r\n }\r\n },\r\n };\r\n if (this._engine.isWebGPU) {\r\n this._voxelGrid = new RenderTargetTexture(\"voxelGrid\", size, this._scene, {\r\n ...voxelCombinedOptions,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n creationFlags: Constants.TEXTURE_CREATIONFLAG_STORAGE,\r\n });\r\n this._voxelGridRT = new RenderTargetTexture(\r\n \"voxelGridRT\",\r\n { width: Math.min(size.width * 2.0, 2048), height: Math.min(size.height * 2.0, 2048) },\r\n this._scene,\r\n voxelAxisOptions\r\n );\r\n } else if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis = new RenderTargetTexture(\"voxelGridXaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridYaxis = new RenderTargetTexture(\"voxelGridYaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelMrtsXaxis = this._createVoxelMRTs(\"x_axis_\", this._voxelGridXaxis, numSlabs);\r\n this._voxelMrtsYaxis = this._createVoxelMRTs(\"y_axis_\", this._voxelGridYaxis, numSlabs);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n\r\n this._combinedVoxelGridPT = new ProceduralTexture(\"combinedVoxelGrid\", size, \"iblCombineVoxelGrids\", this._scene, voxelCombinedOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._combinedVoxelGridPT), 1);\r\n this._combinedVoxelGridPT.setFloat(\"layer\", 0.0);\r\n this._combinedVoxelGridPT.setTexture(\"voxelXaxisSampler\", this._voxelGridXaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelYaxisSampler\", this._voxelGridYaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelZaxisSampler\", this._voxelGridZaxis);\r\n // We will render this only after voxelization is completed for the 3 axes.\r\n this._combinedVoxelGridPT.autoClear = false;\r\n this._combinedVoxelGridPT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._combinedVoxelGridPT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n } else {\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelCombinedOptions);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n }\r\n\r\n const generateVoxelMipOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblGenerateVoxelMip.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblGenerateVoxelMip.fragment\");\r\n }\r\n },\r\n };\r\n this._mipArray = new Array(Math.ceil(Math.log2(this._voxelResolution)));\r\n for (let mipIdx = 1; mipIdx <= this._mipArray.length; mipIdx++) {\r\n const mipDim = this._voxelResolution >> mipIdx;\r\n const mipSize: TextureSize = { width: mipDim, height: mipDim, depth: mipDim };\r\n this._mipArray[mipIdx - 1] = new ProceduralTexture(\"voxelMip\" + mipIdx, mipSize, \"iblGenerateVoxelMip\", this._scene, generateVoxelMipOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._mipArray[mipIdx - 1]), 1);\r\n\r\n const mipTarget = this._mipArray[mipIdx - 1];\r\n mipTarget.autoClear = false;\r\n mipTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.setTexture(\"srcMip\", mipIdx > 1 ? this._mipArray[mipIdx - 2] : this.getVoxelGrid());\r\n mipTarget.setInt(\"layerNum\", 0);\r\n }\r\n\r\n this._createVoxelMaterials();\r\n }\r\n\r\n private _createVoxelMRTs(name: string, voxelRT: RenderTargetTexture, numSlabs: number): MultiRenderTarget[] {\r\n voxelRT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.noPrePassRenderer = true;\r\n const mrtArray: MultiRenderTarget[] = [];\r\n const targetTypes = new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_3D);\r\n\r\n for (let mrtIndex = 0; mrtIndex < numSlabs; mrtIndex++) {\r\n let layerIndices = new Array(this._maxDrawBuffers).fill(0);\r\n layerIndices = layerIndices.map((value, index) => mrtIndex * this._maxDrawBuffers + index);\r\n\r\n let textureNames = new Array(this._maxDrawBuffers).fill(\"\");\r\n textureNames = textureNames.map((value, index) => \"voxel_grid_\" + name + (mrtIndex * this._maxDrawBuffers + index));\r\n\r\n const mrt = new MultiRenderTarget(\r\n \"mrt_\" + name + mrtIndex,\r\n { width: this._voxelResolution, height: this._voxelResolution, depth: this._voxelResolution },\r\n this._maxDrawBuffers, // number of draw buffers\r\n this._scene,\r\n {\r\n types: new Array(this._maxDrawBuffers).fill(Constants.TEXTURETYPE_UNSIGNED_BYTE),\r\n samplingModes: new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE),\r\n generateMipMaps: false,\r\n targetTypes,\r\n formats: new Array(this._maxDrawBuffers).fill(Constants.TEXTUREFORMAT_R),\r\n faceIndex: new Array(this._maxDrawBuffers).fill(0),\r\n layerIndex: layerIndices,\r\n layerCounts: new Array(this._maxDrawBuffers).fill(this._voxelResolution),\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n },\r\n textureNames\r\n );\r\n\r\n mrt.clearColor = new Color4(0, 0, 0, 1);\r\n mrt.noPrePassRenderer = true;\r\n for (let i = 0; i < this._maxDrawBuffers; i++) {\r\n mrt.setInternalTexture(voxelRT.getInternalTexture()!, i);\r\n }\r\n\r\n mrtArray.push(mrt);\r\n }\r\n return mrtArray;\r\n }\r\n\r\n private _disposeVoxelTextures() {\r\n this._stopVoxelization();\r\n for (let i = 0; i < this._voxelMrtsZaxis.length; i++) {\r\n if (this._triPlanarVoxelization) {\r\n this._voxelMrtsXaxis[i].dispose(true);\r\n this._voxelMrtsYaxis[i].dispose(true);\r\n }\r\n this._voxelMrtsZaxis[i].dispose(true);\r\n }\r\n if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis?.dispose();\r\n this._voxelGridYaxis?.dispose();\r\n this._combinedVoxelGridPT?.dispose();\r\n }\r\n this._voxelGridZaxis?.dispose();\r\n for (const mip of this._mipArray) {\r\n mip.dispose();\r\n }\r\n this._voxelMaterial?.dispose();\r\n this._voxelSlabDebugMaterial?.dispose();\r\n this._mipArray = [];\r\n this._voxelMrtsXaxis = [];\r\n this._voxelMrtsYaxis = [];\r\n this._voxelMrtsZaxis = [];\r\n }\r\n\r\n private _createVoxelMaterials(): void {\r\n const isWebGPU = this._engine.isWebGPU;\r\n this._voxelMaterial = new ShaderMaterial(\"voxelization\", this._scene, \"iblVoxelGrid\", {\r\n uniforms: [\"world\", \"viewMatrix\", \"invTransWorld\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\r\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelGrid.fragment\"), import(\"../../ShadersWGSL/iblVoxelGrid.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblVoxelGrid.fragment\"), import(\"../../Shaders/iblVoxelGrid.vertex\")]);\r\n }\r\n },\r\n });\r\n this._voxelMaterial.cullBackFaces = false;\r\n this._voxelMaterial.backFaceCulling = false;\r\n this._voxelMaterial.depthFunction = Engine.ALWAYS;\r\n\r\n this._voxelSlabDebugMaterial = new ShaderMaterial(\"voxelSlabDebug\", this._scene, \"iblVoxelSlabDebug\", {\r\n uniforms: [\"world\", \"viewMatrix\", \"cameraViewMatrix\", \"projection\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\r\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelSlabDebug.fragment\"), import(\"../../ShadersWGSL/iblVoxelSlabDebug.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblVoxelSlabDebug.fragment\"), import(\"../../Shaders/iblVoxelSlabDebug.vertex\")]);\r\n }\r\n },\r\n });\r\n }\r\n\r\n private _setDebugBindings() {\r\n this._voxelSlabDebugMaterial.setMatrix(\"projection\", this._scene.activeCamera!.getProjectionMatrix());\r\n this._voxelSlabDebugMaterial.setMatrix(\"cameraViewMatrix\", this._scene.activeCamera!.getViewMatrix());\r\n }\r\n\r\n /**\r\n * Checks if the voxel renderer is ready to voxelize scene\r\n * @returns true if the voxel renderer is ready to voxelize scene\r\n */\r\n public isReady() {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n\r\n if (!allReady || this._voxelizationInProgress) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * If the MRT's are already in the list of render targets, this will\r\n * remove them so that they don't get rendered again.\r\n */\r\n private _stopVoxelization() {\r\n // If the MRT's are already in the list of render targets, remove them.\r\n this._removeVoxelRTs(this._voxelMrtsXaxis);\r\n this._removeVoxelRTs(this._voxelMrtsYaxis);\r\n this._removeVoxelRTs(this._voxelMrtsZaxis);\r\n this._removeVoxelRTs([this._voxelGridRT]);\r\n }\r\n\r\n private _removeVoxelRTs(rts: RenderTargetTexture[]) {\r\n // const currentRTs = this._scene.customRenderTargets;\r\n const rtIdx = this._renderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._renderTargets.splice(rtIdx, rts.length);\r\n } else {\r\n const rtIdx = this._scene.customRenderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._scene.customRenderTargets.splice(rtIdx, rts.length);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Renders voxel grid of scene for IBL shadows\r\n * @param includedMeshes\r\n */\r\n public updateVoxelGrid(includedMeshes: Mesh[]) {\r\n this._stopVoxelization();\r\n this._includedMeshes = includedMeshes;\r\n this._voxelizationInProgress = true;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._voxelGridRT.renderList = includedMeshes;\r\n this._addRTsForRender([this._voxelGridRT], includedMeshes, 0);\r\n } else if (this._triPlanarVoxelization) {\r\n this._addRTsForRender(this._voxelMrtsXaxis, includedMeshes, 0);\r\n this._addRTsForRender(this._voxelMrtsYaxis, includedMeshes, 1);\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n } else {\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n }\r\n if (this._voxelDebugEnabled) {\r\n this._addRTsForRender([this._voxelSlabDebugRT], includedMeshes, this._voxelDebugAxis, 1, true);\r\n }\r\n this._renderVoxelGridBound = this._renderVoxelGrid.bind(this);\r\n this._scene.onAfterRenderObservable.add(this._renderVoxelGridBound);\r\n }\r\n\r\n private _renderVoxelGridBound: () => void;\r\n\r\n private _renderVoxelGrid() {\r\n if (this._voxelizationInProgress) {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n for (let i = 0; i < this._renderTargets.length; i++) {\r\n const rttReady = this._renderTargets[i].isReadyForRendering();\r\n allReady &&= rttReady;\r\n }\r\n if (allReady) {\r\n if (this._engine.isWebGPU) {\r\n // Clear the voxel grid storage texture.\r\n // Need to clear each layer individually.\r\n // Would a compute shader be faster here to clear all layers in one go?\r\n if (this._voxelGrid && this._voxelGrid.renderTarget) {\r\n for (let layer = 0; layer < this._voxelResolution; layer++) {\r\n this._engine.bindFramebuffer(this._voxelGrid.renderTarget, 0, undefined, undefined, true, 0, layer);\r\n this._engine.clear(this._voxelClearColor, true, false, false);\r\n this._engine.unBindFramebuffer(this._voxelGrid.renderTarget, true);\r\n }\r\n }\r\n }\r\n for (const rt of this._renderTargets) {\r\n rt.render();\r\n }\r\n this._stopVoxelization();\r\n\r\n if (this._triPlanarVoxelization && !this._engine.isWebGPU) {\r\n this._combinedVoxelGridPT.render();\r\n }\r\n this._generateMipMaps();\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._copyMipEffectWrapper.effect.whenCompiledAsync().then(() => {\r\n this._copyMipMaps();\r\n this._scene.onAfterRenderObservable.removeCallback(this._renderVoxelGridBound);\r\n this._voxelizationInProgress = false;\r\n this.onVoxelizationCompleteObservable.notifyObservers();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private _addRTsForRender(mrts: RenderTargetTexture[], includedMeshes: Mesh[], axis: number, shaderType: number = 0, continuousRender: boolean = false) {\r\n const slabSize = 1.0 / this._computeNumberOfSlabs();\r\n let voxelMaterial: ShaderMaterial;\r\n if (shaderType === 0) {\r\n voxelMaterial = this._voxelMaterial;\r\n } else {\r\n voxelMaterial = this._voxelSlabDebugMaterial;\r\n }\r\n\r\n // We need to update the world scale uniform for every mesh being rendered to the voxel grid.\r\n for (let mrtIndex = 0; mrtIndex < mrts.length; mrtIndex++) {\r\n const mrt = mrts[mrtIndex];\r\n mrt.renderList = [];\r\n const nearPlane = mrtIndex * slabSize;\r\n const farPlane = (mrtIndex + 1) * slabSize;\r\n const stepSize = slabSize / this._maxDrawBuffers;\r\n\r\n const cameraPosition = new Vector3(0, 0, 0);\r\n let targetPosition = new Vector3(0, 0, 1);\r\n if (axis === 0) {\r\n targetPosition = new Vector3(1, 0, 0);\r\n } else if (axis === 1) {\r\n targetPosition = new Vector3(0, 1, 0);\r\n }\r\n let upDirection = new Vector3(0, 1, 0);\r\n if (axis === 1) {\r\n upDirection = new Vector3(1, 0, 0);\r\n }\r\n mrt.onBeforeRenderObservable.clear();\r\n mrt.onBeforeRenderObservable.add(() => {\r\n voxelMaterial.setMatrix(\"viewMatrix\", Matrix.LookAtLH(cameraPosition, targetPosition, upDirection));\r\n voxelMaterial.setMatrix(\"invWorldScale\", this._invWorldScaleMatrix);\r\n voxelMaterial.setFloat(\"nearPlane\", nearPlane);\r\n voxelMaterial.setFloat(\"farPlane\", farPlane);\r\n voxelMaterial.setFloat(\"stepSize\", stepSize);\r\n if (this._engine.isWebGPU) {\r\n this._voxelMaterial.useVertexPulling = true;\r\n this._voxelMaterial.setTexture(\"voxel_storage\", this.getVoxelGrid());\r\n }\r\n });\r\n\r\n // Set this material on every mesh in the scene (for this RT)\r\n if (includedMeshes.length === 0) {\r\n return;\r\n }\r\n for (const mesh of includedMeshes) {\r\n if (mesh) {\r\n if (mesh.subMeshes && mesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(mesh);\r\n mrt.setMaterialForRendering(mesh, voxelMaterial);\r\n }\r\n const meshes = mesh.getChildMeshes();\r\n for (const childMesh of meshes) {\r\n if (childMesh.subMeshes && childMesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(childMesh);\r\n mrt.setMaterialForRendering(childMesh, voxelMaterial);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Add the MRT's to render.\r\n if (continuousRender) {\r\n for (const mrt of mrts) {\r\n if (this._scene.customRenderTargets.indexOf(mrt) === -1) {\r\n this._scene.customRenderTargets.push(mrt);\r\n }\r\n }\r\n } else {\r\n this._renderTargets = this._renderTargets.concat(mrts);\r\n }\r\n }\r\n\r\n /**\r\n * Called by the pipeline to resize resources.\r\n */\r\n public resize() {\r\n this._voxelSlabDebugRT?.resize({ width: this._scene.getEngine().getRenderWidth(), height: this._scene.getEngine().getRenderHeight() });\r\n }\r\n\r\n /**\r\n * Disposes the voxel renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeVoxelTextures();\r\n if (this._voxelSlabDebugRT) {\r\n this._removeVoxelRTs([this._voxelSlabDebugRT]);\r\n this._voxelSlabDebugRT.dispose();\r\n }\r\n if (this._voxelDebugPass) {\r\n this._voxelDebugPass.dispose();\r\n }\r\n // TODO - dispose all created voxel materials.\r\n }\r\n}\r\n"]}
@@ -17,6 +17,9 @@ numLights+=1.0;
17
17
  #ifdef FUZZ
18
18
  float fuzzNdotH=max(dot(fuzzNormalW,preInfo{X}.H),0.0);vec3 fuzzBrdf=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));
19
19
  #endif
20
+ #ifdef THIN_FILM
21
+ float thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001);
22
+ #endif
20
23
  #if AREALIGHT{X}
21
24
  slab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);
22
25
  #else
@@ -30,7 +33,7 @@ slab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specu
30
33
  #endif
31
34
  float NdotH=dot(normalW,preInfo{X}.H);specularFresnel=fresnelSchlickGGX(NdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;
32
35
  #ifdef THIN_FILM
33
- float thinFilmIorScale=clamp(2.0*abs(thin_film_ior-1.0),0.0,1.0);vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);
36
+ float thinFilmIorScale=clamp(2.0*abs(thin_film_ior-1.0),0.0,1.0);vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);
34
37
  #endif
35
38
  }
36
39
  #endif
@@ -44,7 +47,7 @@ vec3 coloredFresnel=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.col
44
47
  vec3 coloredFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);
45
48
  #endif
46
49
  #ifdef THIN_FILM
47
- float thinFilmIorScale=clamp(2.0*abs(thin_film_ior-1.0),0.0,1.0);vec3 thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);coloredFresnel=mix(coloredFresnel,specular_weight*thinFilmIorScale*thinFilmConductorFresnel,thin_film_weight);
50
+ float thinFilmIorScale=clamp(2.0*abs(thin_film_ior-1.0),0.0,1.0);vec3 thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*thinFilmIorScale*thinFilmConductorFresnel,thin_film_weight);
48
51
  #endif
49
52
  #ifdef ANISOTROPIC_BASE
50
53
  slab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrDirectLighting\";\nconst shader = `#ifdef LIGHT{X}\n{vec3 slab_diffuse=vec3(0.,0.,0.);vec3 slab_subsurface=vec3(0.,0.,0.);vec3 slab_translucent=vec3(0.,0.,0.);vec3 slab_glossy=vec3(0.,0.,0.);float specularFresnel=0.0;vec3 specularColoredFresnel=vec3(0.,0.,0.);vec3 slab_metal=vec3(0.,0.,0.);vec3 slab_coat=vec3(0.,0.,0.);float coatFresnel=0.0;vec3 slab_fuzz=vec3(0.,0.,0.);float fuzzFresnel=0.0;\n#ifdef HEMILIGHT{X}\nslab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X})\nslab_diffuse=computeAreaDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#else\nslab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nslab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\nnumLights+=1.0;\n#ifdef FUZZ\nfloat fuzzNdotH=max(dot(fuzzNormalW,preInfo{X}.H),0.0);vec3 fuzzBrdf=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));\n#endif\n#if AREALIGHT{X}\nslab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_BASE\nslab_glossy=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\n0.0,lightColor{X}.rgb);\n#else\nslab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);\n#endif\nfloat NdotH=dot(normalW,preInfo{X}.H);specularFresnel=fresnelSchlickGGX(NdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nfloat thinFilmIorScale=clamp(2.0*abs(thin_film_ior-1.0),0.0,1.0);vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);\n#endif\n}\n#endif\n#if AREALIGHT{X}\nslab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvec3 coloredFresnel=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);\n#else\nvec3 coloredFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);\n#endif\n#ifdef THIN_FILM\nfloat thinFilmIorScale=clamp(2.0*abs(thin_film_ior-1.0),0.0,1.0);vec3 thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);coloredFresnel=mix(coloredFresnel,specular_weight*thinFilmIorScale*thinFilmConductorFresnel,thin_film_weight);\n#endif\n#ifdef ANISOTROPIC_BASE\nslab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);\n#else\nslab_metal=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),coloredFresnel,specular_roughness,lightColor{X}.rgb);\n#endif\n}\n#endif\n#if AREALIGHT{X}\nslab_coat=computeAreaSpecularLighting(preInfoCoat{X},light{X}.vLightSpecular.rgb,coatReflectance.F0,coatReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_COAT\nslab_coat=computeAnisotropicSpecularLighting(preInfoCoat{X},viewDirectionW,coatNormalW,\ncoatGeoInfo.anisotropicTangent,coatGeoInfo.anisotropicBitangent,coatGeoInfo.anisotropy,\n0.0,lightColor{X}.rgb);\n#else\nslab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3(coatReflectance.F0),vec3(1.0),coat_roughness,lightColor{X}.rgb);\n#endif\nfloat NdotH=dot(coatNormalW,preInfoCoat{X}.H);coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}\n#endif\nvec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {float cosTheta_view=max(preInfoCoat{X}.NdotV,0.001);float cosTheta_light=max(preInfoCoat{X}.NdotL,0.001);float fresnel_view=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_view,5.0);float fresnel_light=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_light,5.0);float averageReflectance=(fresnel_view+fresnel_light)*0.5;float darkened_transmission=(1.0-averageReflectance)/(1.0+averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-cosTheta_view*cosTheta_view;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\nfuzzFresnel=fuzzBrdf.z;vec3 fuzzNormalW=mix(normalW,coatNormalW,coat_weight);float fuzzNdotV=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0);float fuzzNdotL=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);\n#else\nvec3 fuzz_color=vec3(0.0);\n#endif\nslab_diffuse*=base_color.rgb;vec3 material_opaque_base=mix(slab_diffuse,slab_subsurface,subsurface_weight);vec3 material_dielectric_base=mix(material_opaque_base,slab_translucent,transmission_weight);vec3 material_dielectric_gloss=material_dielectric_base*(1.0-specularFresnel)+slab_glossy*specularColoredFresnel;vec3 material_base_substrate=mix(material_dielectric_gloss,slab_metal,base_metalness);vec3 material_coated_base=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3(1.0));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3(1.0),fuzz_color);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLighting = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Ed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrDirectLighting\";\nconst shader = `#ifdef LIGHT{X}\n{vec3 slab_diffuse=vec3(0.,0.,0.);vec3 slab_subsurface=vec3(0.,0.,0.);vec3 slab_translucent=vec3(0.,0.,0.);vec3 slab_glossy=vec3(0.,0.,0.);float specularFresnel=0.0;vec3 specularColoredFresnel=vec3(0.,0.,0.);vec3 slab_metal=vec3(0.,0.,0.);vec3 slab_coat=vec3(0.,0.,0.);float coatFresnel=0.0;vec3 slab_fuzz=vec3(0.,0.,0.);float fuzzFresnel=0.0;\n#ifdef HEMILIGHT{X}\nslab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X})\nslab_diffuse=computeAreaDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#else\nslab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nslab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\nnumLights+=1.0;\n#ifdef FUZZ\nfloat fuzzNdotH=max(dot(fuzzNormalW,preInfo{X}.H),0.0);vec3 fuzzBrdf=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));\n#endif\n#ifdef THIN_FILM\nfloat thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001);\n#endif\n#if AREALIGHT{X}\nslab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_BASE\nslab_glossy=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\n0.0,lightColor{X}.rgb);\n#else\nslab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);\n#endif\nfloat NdotH=dot(normalW,preInfo{X}.H);specularFresnel=fresnelSchlickGGX(NdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nfloat thinFilmIorScale=clamp(2.0*abs(thin_film_ior-1.0),0.0,1.0);vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);\n#endif\n}\n#endif\n#if AREALIGHT{X}\nslab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvec3 coloredFresnel=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);\n#else\nvec3 coloredFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);\n#endif\n#ifdef THIN_FILM\nfloat thinFilmIorScale=clamp(2.0*abs(thin_film_ior-1.0),0.0,1.0);vec3 thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*thinFilmIorScale*thinFilmConductorFresnel,thin_film_weight);\n#endif\n#ifdef ANISOTROPIC_BASE\nslab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);\n#else\nslab_metal=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),coloredFresnel,specular_roughness,lightColor{X}.rgb);\n#endif\n}\n#endif\n#if AREALIGHT{X}\nslab_coat=computeAreaSpecularLighting(preInfoCoat{X},light{X}.vLightSpecular.rgb,coatReflectance.F0,coatReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_COAT\nslab_coat=computeAnisotropicSpecularLighting(preInfoCoat{X},viewDirectionW,coatNormalW,\ncoatGeoInfo.anisotropicTangent,coatGeoInfo.anisotropicBitangent,coatGeoInfo.anisotropy,\n0.0,lightColor{X}.rgb);\n#else\nslab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3(coatReflectance.F0),vec3(1.0),coat_roughness,lightColor{X}.rgb);\n#endif\nfloat NdotH=dot(coatNormalW,preInfoCoat{X}.H);coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}\n#endif\nvec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {float cosTheta_view=max(preInfoCoat{X}.NdotV,0.001);float cosTheta_light=max(preInfoCoat{X}.NdotL,0.001);float fresnel_view=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_view,5.0);float fresnel_light=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_light,5.0);float averageReflectance=(fresnel_view+fresnel_light)*0.5;float darkened_transmission=(1.0-averageReflectance)/(1.0+averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-cosTheta_view*cosTheta_view;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\nfuzzFresnel=fuzzBrdf.z;vec3 fuzzNormalW=mix(normalW,coatNormalW,coat_weight);float fuzzNdotV=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0);float fuzzNdotL=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);\n#else\nvec3 fuzz_color=vec3(0.0);\n#endif\nslab_diffuse*=base_color.rgb;vec3 material_opaque_base=mix(slab_diffuse,slab_subsurface,subsurface_weight);vec3 material_dielectric_base=mix(material_opaque_base,slab_translucent,transmission_weight);vec3 material_dielectric_gloss=material_dielectric_base*(1.0-specularFresnel)+slab_glossy*specularColoredFresnel;vec3 material_base_substrate=mix(material_dielectric_gloss,slab_metal,base_metalness);vec3 material_coated_base=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3(1.0));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3(1.0),fuzz_color);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLighting = { name, shader };\n"]}
@@ -106,7 +106,7 @@ fuzzEnvironmentLight/=totalWeight;
106
106
  #endif
107
107
  float dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(baseDielectricReflectance.F0),vec3(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;vec3 dielectricIblColoredFresnel=dielectricIblFresnel*specular_color;
108
108
  #ifdef THIN_FILM
109
- float thinFilmIorScale=clamp(2.0*abs(thin_film_ior-1.0),0.0,1.0);vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);float thin_film_desaturation_scale=sqrt(thin_film_thickness*0.001*baseGeoInfo.NdotV);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);
109
+ float thinFilmIorScale=clamp(2.0*abs(thin_film_ior-1.0),0.0,1.0);vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);float thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001*baseGeoInfo.NdotV);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);
110
110
  #endif
111
111
  vec3 conductorIblFresnel=conductorIblFresnel(baseConductorReflectance,baseGeoInfo.NdotV,specular_roughness,baseGeoInfo.environmentBrdf);
112
112
  #ifdef THIN_FILM
@@ -1 +1 @@
1
- {"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(2.0*abs(thin_film_ior-1.0),0.0,1.0);vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);float thin_film_desaturation_scale=sqrt(thin_film_thickness*0.001*baseGeoInfo.NdotV);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);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);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);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"]}
1
+ {"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(2.0*abs(thin_film_ior-1.0),0.0,1.0);vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);float thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001*baseGeoInfo.NdotV);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);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);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);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"]}
@@ -41,7 +41,7 @@ vec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1
41
41
  #ifdef BILLBOARDSTRETCHED
42
42
  vec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);
43
43
  #ifdef BILLBOARDSTRETCHED_LOCAL
44
- vec3 row1=direction;
44
+ vec3 row1=normalize(direction);
45
45
  #else
46
46
  vec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);
47
47
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyEb,CAAC;AACH,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,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute vec3 position;attribute vec4 color;attribute float angle;attribute vec2 size;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;\n#ifdef ANIMATESHEET\nuniform vec3 particlesInfos; \n#endif\nvarying vec2 vUV;varying vec4 vColor;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=direction;\n#else\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nmat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 cornerPos;vec3 vPositionW;cornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size;\n#ifdef BILLBOARD\nvec3 rotatedCorner;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=position-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=position-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;vPositionW=(invView*vec4(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\ngl_Position=projection*vec4(viewPos,1.0);\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(direction);vPositionW=rotate(yaxis,rotatedCorner);gl_Position=projection*view*vec4(vPositionW,1.0);\n#endif\nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex*particlesInfos.z);float columnOffset=cellIndex-rowOffset/particlesInfos.z;vec2 uvScale=particlesInfos.xy;vec2 uvOffset=vec2(offset.x ,1.0-offset.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const particlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"particles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/particles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAyEb,CAAC;AACH,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,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"particlesVertexShader\";\nconst shader = `attribute vec3 position;attribute vec4 color;attribute float angle;attribute vec2 size;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD\nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;\n#ifdef ANIMATESHEET\nuniform vec3 particlesInfos; \n#endif\nvarying vec2 vUV;varying vec4 vColor;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\n#ifdef BILLBOARDSTRETCHED_LOCAL\nvec3 row1=normalize(direction);\n#else\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\n#endif\nmat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;}\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec2 cornerPos;vec3 vPositionW;cornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size;\n#ifdef BILLBOARD\nvec3 rotatedCorner;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=position-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=position-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz;\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;vPositionW=(invView*vec4(viewPos,1)).xyz;\n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\ngl_Position=projection*vec4(viewPos,1.0);\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(direction);vPositionW=rotate(yaxis,rotatedCorner);gl_Position=projection*view*vec4(vPositionW,1.0);\n#endif\nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex*particlesInfos.z);float columnOffset=cellIndex-rowOffset/particlesInfos.z;vec2 uvScale=particlesInfos.xy;vec2 uvOffset=vec2(offset.x ,1.0-offset.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const particlesVertexShader = { name, shader };\n"]}
@@ -2,9 +2,9 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "bonesDeclaration";
4
4
  const shader = `#if NUM_BONE_INFLUENCERS>0
5
- attribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;
5
+ attribute matricesIndices : vec4f;attribute matricesWeights : vec4f;
6
6
  #if NUM_BONE_INFLUENCERS>4
7
- attribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;
7
+ attribute matricesIndicesExtra : vec4f;attribute matricesWeightsExtra : vec4f;
8
8
  #endif
9
9
  #ifndef BAKED_VERTEX_ANIMATION_TEXTURE
10
10
  #ifdef BONETEXTURE
@@ -1 +1 @@
1
- {"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,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,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4<f32>;attribute matricesWeights : vec4<f32>;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4<f32>;attribute matricesWeightsExtra : vec4<f32>;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;\n#else\nuniform mBones : array<mat4x4f,BonesPerMesh>;\n#endif\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4f,BonesPerMesh>;\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4f\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4f(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const bonesDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,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,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bonesDeclaration\";\nconst shader = `#if NUM_BONE_INFLUENCERS>0\nattribute matricesIndices : vec4f;attribute matricesWeights : vec4f;\n#if NUM_BONE_INFLUENCERS>4\nattribute matricesIndicesExtra : vec4f;attribute matricesWeightsExtra : vec4f;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nvar boneSampler : texture_2d<f32>;uniform boneTextureWidth : f32;\n#else\nuniform mBones : array<mat4x4f,BonesPerMesh>;\n#endif\n#ifdef BONES_VELOCITY_ENABLED\nuniform mPreviousBones : array<mat4x4f,BonesPerMesh>;\n#endif\n#ifdef BONETEXTURE\nfn readMatrixFromRawSampler(smp : texture_2d<f32>,index : f32)->mat4x4f\n{let offset=i32(index) *4; \nlet m0=textureLoad(smp,vec2<i32>(offset+0,0),0);let m1=textureLoad(smp,vec2<i32>(offset+1,0),0);let m2=textureLoad(smp,vec2<i32>(offset+2,0),0);let m3=textureLoad(smp,vec2<i32>(offset+3,0),0);return mat4x4f(m0,m1,m2,m3);}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const bonesDeclarationWGSL = { name, shader };\n"]}
@@ -17,6 +17,9 @@ numLights+=1.0f;
17
17
  #ifdef FUZZ
18
18
  let fuzzNdotH: f32=max(dot(fuzzNormalW,preInfo{X}.H),0.0f);let fuzzBrdf: vec3f=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));
19
19
  #endif
20
+ #ifdef THIN_FILM
21
+ let thin_film_desaturation_scale: f32=(thin_film_ior-1.0f)*sqrt(thin_film_thickness*0.001f);
22
+ #endif
20
23
  #if AREALIGHT{X}
21
24
  slab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);
22
25
  #else
@@ -30,7 +33,7 @@ slab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specu
30
33
  #endif
31
34
  let NdotH: f32=dot(normalW,preInfo{X}.H);specularFresnel=fresnelSchlickGGX(NdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;
32
35
  #ifdef THIN_FILM
33
- let thinFilmIorScale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);let thinFilmDielectricFresnel: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);
36
+ let thinFilmIorScale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);var thinFilmDielectricFresnel: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3f(dot(thinFilmDielectricFresnel,vec3f(0.3333f))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);
34
37
  #endif
35
38
  }
36
39
  #endif
@@ -44,7 +47,7 @@ var coloredFresnel: vec3f=getF82Specular(preInfo{X}.VdotH,baseConductorReflectan
44
47
  var coloredFresnel: vec3f=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);
45
48
  #endif
46
49
  #ifdef THIN_FILM
47
- let thinFilmIorScale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);let thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);coloredFresnel=mix(coloredFresnel,specular_weight*thinFilmIorScale*thinFilmConductorFresnel,thin_film_weight);
50
+ let thinFilmIorScale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);var thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3f(dot(thinFilmConductorFresnel,vec3f(0.3333f))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*thinFilmIorScale*thinFilmConductorFresnel,thin_film_weight);
48
51
  #endif
49
52
  #ifdef ANISOTROPIC_BASE
50
53
  slab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyEd,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,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrDirectLighting\";\nconst shader = `#ifdef LIGHT{X}\n{var slab_diffuse: vec3f=vec3f(0.f,0.f,0.f);var slab_subsurface: vec3f=vec3f(0.f,0.f,0.f);var slab_translucent: vec3f=vec3f(0.f,0.f,0.f);var slab_glossy: vec3f=vec3f(0.f,0.f,0.f);var specularFresnel: f32=0.0f;var specularColoredFresnel: vec3f=vec3f(0.f,0.f,0.f);var slab_metal: vec3f=vec3f(0.f,0.f,0.f);var slab_coat: vec3f=vec3f(0.f,0.f,0.f);var coatFresnel: f32=0.0f;var slab_fuzz: vec3f=vec3f(0.f,0.f,0.f);var fuzzFresnel: f32=0.0f;\n#ifdef HEMILIGHT{X}\nslab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X})\nslab_diffuse=computeAreaDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#else\nslab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nslab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\nnumLights+=1.0f;\n#ifdef FUZZ\nlet fuzzNdotH: f32=max(dot(fuzzNormalW,preInfo{X}.H),0.0f);let fuzzBrdf: vec3f=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));\n#endif\n#if AREALIGHT{X}\nslab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_BASE\nslab_glossy=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\n0.0f,lightColor{X}.rgb);\n#else\nslab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);\n#endif\nlet NdotH: f32=dot(normalW,preInfo{X}.H);specularFresnel=fresnelSchlickGGX(NdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nlet thinFilmIorScale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);let thinFilmDielectricFresnel: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);\n#endif\n}\n#endif\n#if AREALIGHT{X}\nslab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvar coloredFresnel: vec3f=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);\n#else\nvar coloredFresnel: vec3f=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);\n#endif\n#ifdef THIN_FILM\nlet thinFilmIorScale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);let thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);coloredFresnel=mix(coloredFresnel,specular_weight*thinFilmIorScale*thinFilmConductorFresnel,thin_film_weight);\n#endif\n#ifdef ANISOTROPIC_BASE\nslab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);\n#else\nslab_metal=computeSpecularLighting(preInfo{X},normalW,vec3f(baseConductorReflectance.coloredF0),coloredFresnel,specular_roughness,lightColor{X}.rgb);\n#endif\n}\n#endif\n#if AREALIGHT{X}\nslab_coat=computeAreaSpecularLighting(preInfoCoat{X},light{X}.vLightSpecular.rgb,coatReflectance.F0,coatReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_COAT\nslab_coat=computeAnisotropicSpecularLighting(preInfoCoat{X},viewDirectionW,coatNormalW,\ncoatGeoInfo.anisotropicTangent,coatGeoInfo.anisotropicBitangent,coatGeoInfo.anisotropy,0.0,\nlightColor{X}.rgb);\n#else\nslab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3f(coatReflectance.F0),vec3f(1.0f),coat_roughness,lightColor{X}.rgb);\n#endif\nlet NdotH: f32=dot(coatNormalW,preInfoCoat{X}.H);coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}\n#endif\nvar coatAbsorption=vec3f(1.0f);if (coat_weight>0.0) {let cosTheta_view: f32=max(preInfoCoat{X}.NdotV,0.001f);let cosTheta_light: f32=max(preInfoCoat{X}.NdotL,0.001f);let fresnel_view: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_view,5.0);let fresnel_light: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_light,5.0);let averageReflectance: f32=(fresnel_view+fresnel_light)*0.5;var darkened_transmission: f32=(1.0f-averageReflectance)/(1.0f+averageReflectance);darkened_transmission=mix(1.0f,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\nfuzzFresnel=fuzzBrdf.z;let fuzzNormalW=mix(normalW,coatNormalW,coat_weight);let fuzzNdotV: f32=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0f);let fuzzNdotL: f32=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);\n#else\nlet fuzz_color=vec3f(0.0);\n#endif\nslab_diffuse*=base_color.rgb;let material_opaque_base: vec3f=mix(slab_diffuse,slab_subsurface,subsurface_weight);let material_dielectric_base: vec3f=mix(material_opaque_base,slab_translucent,transmission_weight);let material_dielectric_gloss: vec3f=material_dielectric_base*(1.0f-specularFresnel)+slab_glossy*specularColoredFresnel;let material_base_substrate: vec3f=mix(material_dielectric_gloss,slab_metal,base_metalness);let material_coated_base: vec3f=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3f(1.0f));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3f(1.0f),fuzz_color);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLightingWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Ed,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,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrDirectLighting\";\nconst shader = `#ifdef LIGHT{X}\n{var slab_diffuse: vec3f=vec3f(0.f,0.f,0.f);var slab_subsurface: vec3f=vec3f(0.f,0.f,0.f);var slab_translucent: vec3f=vec3f(0.f,0.f,0.f);var slab_glossy: vec3f=vec3f(0.f,0.f,0.f);var specularFresnel: f32=0.0f;var specularColoredFresnel: vec3f=vec3f(0.f,0.f,0.f);var slab_metal: vec3f=vec3f(0.f,0.f,0.f);var slab_coat: vec3f=vec3f(0.f,0.f,0.f);var coatFresnel: f32=0.0f;var slab_fuzz: vec3f=vec3f(0.f,0.f,0.f);var fuzzFresnel: f32=0.0f;\n#ifdef HEMILIGHT{X}\nslab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X})\nslab_diffuse=computeAreaDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#else\nslab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nslab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\nnumLights+=1.0f;\n#ifdef FUZZ\nlet fuzzNdotH: f32=max(dot(fuzzNormalW,preInfo{X}.H),0.0f);let fuzzBrdf: vec3f=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));\n#endif\n#ifdef THIN_FILM\nlet thin_film_desaturation_scale: f32=(thin_film_ior-1.0f)*sqrt(thin_film_thickness*0.001f);\n#endif\n#if AREALIGHT{X}\nslab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_BASE\nslab_glossy=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\n0.0f,lightColor{X}.rgb);\n#else\nslab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);\n#endif\nlet NdotH: f32=dot(normalW,preInfo{X}.H);specularFresnel=fresnelSchlickGGX(NdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nlet thinFilmIorScale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);var thinFilmDielectricFresnel: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3f(dot(thinFilmDielectricFresnel,vec3f(0.3333f))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thinFilmIorScale);\n#endif\n}\n#endif\n#if AREALIGHT{X}\nslab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvar coloredFresnel: vec3f=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);\n#else\nvar coloredFresnel: vec3f=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);\n#endif\n#ifdef THIN_FILM\nlet thinFilmIorScale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);var thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3f(dot(thinFilmConductorFresnel,vec3f(0.3333f))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*thinFilmIorScale*thinFilmConductorFresnel,thin_film_weight);\n#endif\n#ifdef ANISOTROPIC_BASE\nslab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);\n#else\nslab_metal=computeSpecularLighting(preInfo{X},normalW,vec3f(baseConductorReflectance.coloredF0),coloredFresnel,specular_roughness,lightColor{X}.rgb);\n#endif\n}\n#endif\n#if AREALIGHT{X}\nslab_coat=computeAreaSpecularLighting(preInfoCoat{X},light{X}.vLightSpecular.rgb,coatReflectance.F0,coatReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_COAT\nslab_coat=computeAnisotropicSpecularLighting(preInfoCoat{X},viewDirectionW,coatNormalW,\ncoatGeoInfo.anisotropicTangent,coatGeoInfo.anisotropicBitangent,coatGeoInfo.anisotropy,0.0,\nlightColor{X}.rgb);\n#else\nslab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3f(coatReflectance.F0),vec3f(1.0f),coat_roughness,lightColor{X}.rgb);\n#endif\nlet NdotH: f32=dot(coatNormalW,preInfoCoat{X}.H);coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}\n#endif\nvar coatAbsorption=vec3f(1.0f);if (coat_weight>0.0) {let cosTheta_view: f32=max(preInfoCoat{X}.NdotV,0.001f);let cosTheta_light: f32=max(preInfoCoat{X}.NdotL,0.001f);let fresnel_view: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_view,5.0);let fresnel_light: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_light,5.0);let averageReflectance: f32=(fresnel_view+fresnel_light)*0.5;var darkened_transmission: f32=(1.0f-averageReflectance)/(1.0f+averageReflectance);darkened_transmission=mix(1.0f,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\nfuzzFresnel=fuzzBrdf.z;let fuzzNormalW=mix(normalW,coatNormalW,coat_weight);let fuzzNdotV: f32=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0f);let fuzzNdotL: f32=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);\n#else\nlet fuzz_color=vec3f(0.0);\n#endif\nslab_diffuse*=base_color.rgb;let material_opaque_base: vec3f=mix(slab_diffuse,slab_subsurface,subsurface_weight);let material_dielectric_base: vec3f=mix(material_opaque_base,slab_translucent,transmission_weight);let material_dielectric_gloss: vec3f=material_dielectric_base*(1.0f-specularFresnel)+slab_glossy*specularColoredFresnel;let material_base_substrate: vec3f=mix(material_dielectric_gloss,slab_metal,base_metalness);let material_coated_base: vec3f=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3f(1.0f));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3f(1.0f),fuzz_color);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLightingWGSL = { name, shader };\n"]}
@@ -113,11 +113,11 @@ 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
116
- let 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);
116
+ let thinFilmIorScale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);var thin_film_dielectric: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);let thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001f*baseGeoInfo.NdotV);thin_film_dielectric=mix(thin_film_dielectric,vec3(dot(thin_film_dielectric,vec3f(0.3333f))),thin_film_desaturation_scale);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thin_film_dielectric*specular_color,thin_film_weight*thinFilmIorScale);
117
117
  #endif
118
118
  var conductorIblFresnel: vec3f=conductorIblFresnel(baseConductorReflectance,baseGeoInfo.NdotV,specular_roughness,baseGeoInfo.environmentBrdf);
119
119
  #ifdef THIN_FILM
120
- let 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);
120
+ var thinFilmConductorFresnel: vec3f=specular_weight*evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3f(0.3333f))),thin_film_desaturation_scale);conductorIblFresnel=mix(conductorIblFresnel,thinFilmConductorFresnel,thin_film_weight*thinFilmIorScale);
121
121
  #endif
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);}