@onerjs/core 8.36.5 → 8.36.7

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Files changed (106) hide show
  1. package/Engines/thinEngine.d.ts +3 -2
  2. package/Engines/thinEngine.js.map +1 -1
  3. package/Layers/highlightLayer.d.ts +5 -0
  4. package/Layers/highlightLayer.js +12 -0
  5. package/Layers/highlightLayer.js.map +1 -1
  6. package/Materials/PBR/openpbrMaterial.d.ts +135 -16
  7. package/Materials/PBR/openpbrMaterial.js +206 -169
  8. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  9. package/Materials/materialHelper.functions.js +1 -0
  10. package/Materials/materialHelper.functions.js.map +1 -1
  11. package/Misc/sceneRecorder.d.ts +6 -2
  12. package/Misc/sceneRecorder.js +7 -0
  13. package/Misc/sceneRecorder.js.map +1 -1
  14. package/Misc/screenshotTools.js +1 -1
  15. package/Misc/screenshotTools.js.map +1 -1
  16. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +8 -10
  17. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  18. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +7 -9
  19. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  20. package/Shaders/ShadersInclude/helperFunctions.js +4 -0
  21. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  22. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.d.ts +5 -0
  23. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js +15 -0
  24. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -0
  25. package/Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.d.ts +5 -0
  26. package/Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.js +13 -0
  27. package/Shaders/ShadersInclude/openpbrAmbientOcclusionFunctions.js.map +1 -0
  28. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.d.ts +5 -0
  29. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +26 -0
  30. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -0
  31. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +18 -7
  32. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  33. package/Shaders/ShadersInclude/openpbrDirectLighting.js +52 -6
  34. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  35. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +109 -6
  36. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  37. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.d.ts +1 -0
  38. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +24 -4
  39. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  40. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +10 -1
  41. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  42. package/Shaders/ShadersInclude/openpbrIblFunctions.js +9 -2
  43. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  44. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js +1 -0
  45. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  46. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.d.ts +5 -0
  47. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +47 -0
  48. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -0
  49. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
  50. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  51. package/Shaders/ShadersInclude/openpbrVertexDeclaration.d.ts +1 -0
  52. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +17 -4
  53. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
  54. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  55. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  56. package/Shaders/ShadersInclude/pbrHelperFunctions.js +1 -1
  57. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  58. package/Shaders/openpbr.fragment.d.ts +4 -1
  59. package/Shaders/openpbr.fragment.js +33 -15
  60. package/Shaders/openpbr.fragment.js.map +1 -1
  61. package/Shaders/openpbr.vertex.js +30 -18
  62. package/Shaders/openpbr.vertex.js.map +1 -1
  63. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +10 -12
  64. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  65. package/ShadersWGSL/ShadersInclude/helperFunctions.js +4 -0
  66. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  67. package/ShadersWGSL/ShadersInclude/importanceSampling.js +1 -1
  68. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  69. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.d.ts +5 -0
  70. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js +15 -0
  71. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -0
  72. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.d.ts +5 -0
  73. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.js +13 -0
  74. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.js.map +1 -0
  75. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.d.ts +5 -0
  76. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +25 -0
  77. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -0
  78. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +18 -7
  79. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  80. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +52 -6
  81. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  82. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +115 -7
  83. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  84. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +10 -1
  85. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  86. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js +4 -4
  87. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  88. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +10 -3
  89. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  90. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js +1 -0
  91. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  92. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.d.ts +5 -0
  93. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +47 -0
  94. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -0
  95. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
  96. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  97. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
  98. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  99. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +1 -1
  100. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  101. package/ShadersWGSL/openpbr.fragment.d.ts +4 -1
  102. package/ShadersWGSL/openpbr.fragment.js +33 -15
  103. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  104. package/ShadersWGSL/openpbr.vertex.js +12 -0
  105. package/ShadersWGSL/openpbr.vertex.js.map +1 -1
  106. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Ed,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const PI: f32=3.1415926535897932384626433832795;const TWO_PI: f32=6.283185307179586;const HALF_PI: f32=1.5707963267948966;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const RECIPROCAL_PI4: f32=0.07957747154594767;const HALF_MIN: f32=5.96046448e-08; \nconst LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3f=vec3f(0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn square(x: f32)->f32 {return x*x;}\nfn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}\nfn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(),vec3f(1.0));}\nfn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);}\nfn maxEps(x: f32)->f32 {return max(x,Epsilon);}\nfn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}\nfn absEps(x: f32)->f32 {return abs(x)+Epsilon;}\nfn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3f=inMatrix[0];let i1: vec3f=inMatrix[1];let i2: vec3f=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nfn inverseMat3(inMatrix: mat3x3f)->mat3x3f {let a00: f32=inMatrix[0][0];let a01: f32=inMatrix[0][1];let a02: f32=inMatrix[0][2];let a10: f32=inMatrix[1][0];let a11: f32=inMatrix[1][1];let a12: f32=inMatrix[1][2];let a20: f32=inMatrix[2][0];let a21: f32=inMatrix[2][1];let a22: f32=inMatrix[2][2];let b01: f32=a22*a11-a12*a21;let b11: f32=-a22*a10+a12*a20;let b21: f32=a21*a10-a11*a20;let det: f32=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\n#if USE_EXACT_SRGB_CONVERSIONS\nfn toLinearSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=0.0773993808*color;let remainingSection: vec3f=pow(0.947867299*(color+vec3f(0.055)),vec3f(2.4));return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.04045)));}\nfn toGammaSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=12.92*color;let remainingSection: vec3f=1.055*pow(color,vec3f(0.41666))-vec3f(0.055);return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.0031308)));}\n#endif\nfn toLinearSpace(color: f32)->f32\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nvar nearZeroSection=0.0773993808*color;var remainingSection=pow(0.947867299*(color+0.055),2.4);return select(remainingSection,nearZeroSection,color<=0.04045);\n#else\nreturn pow(color,LinearEncodePowerApprox);\n#endif\n}\nfn toLinearSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3f(LinearEncodePowerApprox));\n#endif\n}\nfn toLinearSpaceVec4(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4f(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4f(pow(color.rgb,vec3f(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3f(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3f(GammaEncodePowerApprox));\n#endif\n}\nfn squareVec3(value: vec3f)->vec3f\n{return value*value;}\nfn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}\nfn getLuminance(color: vec3f)->f32\n{return saturate(dot(color,LuminanceEncodeApprox));}\nfn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}\nfn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed);let normVariance: f32=varianceAmount/255.0;let dither: f32=mix(-normVariance,normVariance,rand);return dither;}\nconst rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3f)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3f =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(saturateVec3(rgb),D);}\nfn fromRGBD(rgbd: vec4<f32>)->vec3f {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}\nfn parallaxCorrectNormal(vertexPos: vec3f,origVec: vec3f,cubeSize: vec3f,cubePos: vec3f)->vec3f {let invOrigVec: vec3f=vec3f(1.)/origVec;let halfSize: vec3f=cubeSize*0.5;let intersecAtMaxPlane: vec3f=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3f=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3f=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3f=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\nfn equirectangularToCubemapDirection(uv : vec2f)->vec3f {var longitude : f32=uv.x*TWO_PI-PI;var latitude : f32=HALF_PI-uv.y*PI;var direction : vec3f;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\nfn sqrtClamped(value: f32)->f32 {return sqrt(max(value,0.));}\nfn avg(value: vec3f)->f32 {return dot(value,vec3f(0.333333333));}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const helperFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"helperFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/helperFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Ed,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"helperFunctions\";\nconst shader = `const PI: f32=3.1415926535897932384626433832795;const TWO_PI: f32=6.283185307179586;const HALF_PI: f32=1.5707963267948966;const RECIPROCAL_PI: f32=0.3183098861837907;const RECIPROCAL_PI2: f32=0.15915494309189535;const RECIPROCAL_PI4: f32=0.07957747154594767;const HALF_MIN: f32=5.96046448e-08; \nconst LinearEncodePowerApprox: f32=2.2;const GammaEncodePowerApprox: f32=1.0/LinearEncodePowerApprox;const LuminanceEncodeApprox: vec3f=vec3f(0.2126,0.7152,0.0722);const Epsilon:f32=0.0000001;fn square(x: f32)->f32 {return x*x;}\nfn saturate(x: f32)->f32 {return clamp(x,0.0,1.0);}\nfn saturateVec3(x: vec3f)->vec3f {return clamp(x,vec3f(),vec3f(1.0));}\nfn saturateEps(x: f32)->f32 {return clamp(x,Epsilon,1.0);}\nfn maxEps(x: f32)->f32 {return max(x,Epsilon);}\nfn maxEpsVec3(x: vec3f)->vec3f {return max(x,vec3f(Epsilon));}\nfn absEps(x: f32)->f32 {return abs(x)+Epsilon;}\nfn transposeMat3(inMatrix: mat3x3f)->mat3x3f {let i0: vec3f=inMatrix[0];let i1: vec3f=inMatrix[1];let i2: vec3f=inMatrix[2];let outMatrix:mat3x3f=mat3x3f(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);return outMatrix;}\nfn inverseMat3(inMatrix: mat3x3f)->mat3x3f {let a00: f32=inMatrix[0][0];let a01: f32=inMatrix[0][1];let a02: f32=inMatrix[0][2];let a10: f32=inMatrix[1][0];let a11: f32=inMatrix[1][1];let a12: f32=inMatrix[1][2];let a20: f32=inMatrix[2][0];let a21: f32=inMatrix[2][1];let a22: f32=inMatrix[2][2];let b01: f32=a22*a11-a12*a21;let b11: f32=-a22*a10+a12*a20;let b21: f32=a21*a10-a11*a20;let det: f32=a00*b01+a01*b11+a02*b21;return mat3x3f(b01/det,(-a22*a01+a02*a21)/det,(a12*a01-a02*a11)/det,\nb11/det,(a22*a00-a02*a20)/det,(-a12*a00+a02*a10)/det,\nb21/det,(-a21*a00+a01*a20)/det,(a11*a00-a01*a10)/det);}\n#if USE_EXACT_SRGB_CONVERSIONS\nfn toLinearSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=0.0773993808*color;let remainingSection: vec3f=pow(0.947867299*(color+vec3f(0.055)),vec3f(2.4));return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.04045)));}\nfn toGammaSpaceExact(color: vec3f)->vec3f\n{let nearZeroSection: vec3f=12.92*color;let remainingSection: vec3f=1.055*pow(color,vec3f(0.41666))-vec3f(0.055);return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3f(0.0031308)));}\n#endif\nfn toLinearSpace(color: f32)->f32\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nvar nearZeroSection=0.0773993808*color;var remainingSection=pow(0.947867299*(color+0.055),2.4);return select(remainingSection,nearZeroSection,color<=0.04045);\n#else\nreturn pow(color,LinearEncodePowerApprox);\n#endif\n}\nfn toLinearSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toLinearSpaceExact(color);\n#else\nreturn pow(color,vec3f(LinearEncodePowerApprox));\n#endif\n}\nfn toLinearSpaceVec4(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4f(toLinearSpaceExact(color.rgb),color.a);\n#else\nreturn vec4f(pow(color.rgb,vec3f(LinearEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpace(color: vec4<f32>)->vec4<f32>\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn vec4<f32>(toGammaSpaceExact(color.rgb),color.a);\n#else\nreturn vec4<f32>(pow(color.rgb,vec3f(GammaEncodePowerApprox)),color.a);\n#endif\n}\nfn toGammaSpaceVec3(color: vec3f)->vec3f\n{\n#if USE_EXACT_SRGB_CONVERSIONS\nreturn toGammaSpaceExact(color);\n#else\nreturn pow(color,vec3f(GammaEncodePowerApprox));\n#endif\n}\nfn squareVec3(value: vec3f)->vec3f\n{return value*value;}\nfn pow5(value: f32)->f32 {let sq: f32=value*value;return sq*sq*value;}\nfn double_refract(I: vec3f,N: vec3f,eta: f32)->vec3f {let Tfront: vec3f=refract(I,N,1.0/eta);let Nback: vec3f=normalize(reflect(N,Tfront));return refract(Tfront,-Nback,eta);}\nfn getLuminance(color: vec3f)->f32\n{return saturate(dot(color,LuminanceEncodeApprox));}\nfn getRand(seed: vec2<f32>)->f32 {return fract(sin(dot(seed.xy ,vec2<f32>(12.9898,78.233)))*43758.5453);}\nfn dither(seed: vec2<f32>,varianceAmount: f32)->f32 {let rand: f32=getRand(seed);let normVariance: f32=varianceAmount/255.0;let dither: f32=mix(-normVariance,normVariance,rand);return dither;}\nconst rgbdMaxRange: f32=255.0;fn toRGBD(color: vec3f)->vec4<f32> {let maxRGB: f32=max(max(color.r,max(color.g,color.b)),Epsilon);var D: f32 =max(rgbdMaxRange/maxRGB,1.);D =clamp(floor(D)/255.0,0.,1.);var rgb: vec3f =color.rgb*D;rgb=toGammaSpaceVec3(rgb);return vec4<f32>(saturateVec3(rgb),D);}\nfn fromRGBD(rgbd: vec4<f32>)->vec3f {let rgb=toLinearSpaceVec3(rgbd.rgb);return rgb/rgbd.a;}\nfn parallaxCorrectNormal(vertexPos: vec3f,origVec: vec3f,cubeSize: vec3f,cubePos: vec3f)->vec3f {let invOrigVec: vec3f=vec3f(1.)/origVec;let halfSize: vec3f=cubeSize*0.5;let intersecAtMaxPlane: vec3f=(cubePos+halfSize-vertexPos)*invOrigVec;let intersecAtMinPlane: vec3f=(cubePos-halfSize-vertexPos)*invOrigVec;let largestIntersec: vec3f=max(intersecAtMaxPlane,intersecAtMinPlane);let distance: f32=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);let intersectPositionWS: vec3f=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}\nfn equirectangularToCubemapDirection(uv : vec2f)->vec3f {var longitude : f32=uv.x*TWO_PI-PI;var latitude : f32=HALF_PI-uv.y*PI;var direction : vec3f;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}\nfn sqrtClamped(value: f32)->f32 {return sqrt(max(value,0.));}\nfn avg(value: vec3f)->f32 {return dot(value,vec3f(0.333333333));}\nfn singleScatterToMultiScatterAlbedo(rho_ss: vec3f)->vec3f {let s: vec3f=sqrt(max(vec3f(1.0)-rho_ss,vec3f(0.0)));return (vec3f(1.0)-s)*(vec3f(1.0)-vec3f(0.139)*s)/(vec3f(1.0)+vec3f(1.17)*s);}\nfn min3(v: vec3f)->f32 {return min(v.x,min(v.y,v.z));}\nfn max3(v: vec3f)->f32 {return max(v.x,max(v.y,v.z));}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const helperFunctionsWGSL = { name, shader };\n"]}
@@ -5,7 +5,7 @@ const shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;
5
5
  fn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}
6
6
  fn hemisphereImportanceSampleDggxAnisotropic(Xi: vec2f,alphaTangent: f32,alphaBitangent: f32)->vec3f
7
7
  {let alphaT: f32=max(alphaTangent,0.0001);let alphaB: f32=max(alphaBitangent,0.0001);var phi: f32=atan(alphaB/alphaT*tan(2.0f*PI*Xi.x));if (Xi.x>0.5) {phi+=PI; }
8
- let cosPhi: f32=cos(phi);let sinPhi: f32=sin(phi);let alpha2: f32=(cosPhi*cosPhi)/(alphaTangent*alphaTangent) +
8
+ let cosPhi: f32=cos(phi);let sinPhi: f32=sin(phi);let alpha2: f32=(cosPhi*cosPhi)/(alphaT*alphaT) +
9
9
  (sinPhi*sinPhi)/(alphaB*alphaB);let tanTheta2: f32=Xi.y/(1.0f-Xi.y)/alpha2;let cosTheta: f32=1.0f/sqrt(1.0f+tanTheta2);let sinTheta: f32=sqrt(max(0.0f,1.0f-cosTheta*cosTheta));return vec3f(sinTheta*cosPhi,sinTheta*sinPhi,cosTheta);}
10
10
  fn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f {
11
11
  var phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;
@@ -1 +1 @@
1
- {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;wKAOyJ,CAAC;AACzK,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,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggxAnisotropic(Xi: vec2f,alphaTangent: f32,alphaBitangent: f32)->vec3f\n{let alphaT: f32=max(alphaTangent,0.0001);let alphaB: f32=max(alphaBitangent,0.0001);var phi: f32=atan(alphaB/alphaT*tan(2.0f*PI*Xi.x));if (Xi.x>0.5) {phi+=PI; }\nlet cosPhi: f32=cos(phi);let sinPhi: f32=sin(phi);let alpha2: f32=(cosPhi*cosPhi)/(alphaTangent*alphaTangent) +\n(sinPhi*sinPhi)/(alphaB*alphaB);let tanTheta2: f32=Xi.y/(1.0f-Xi.y)/alpha2;let cosTheta: f32=1.0f/sqrt(1.0f+tanTheta2);let sinTheta: f32=sqrt(max(0.0f,1.0f-cosTheta*cosTheta));return vec3f(sinTheta*cosPhi,sinTheta*sinPhi,cosTheta);}\nfn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f { \nvar phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const importanceSamplingWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"importanceSampling.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/importanceSampling.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;wKAOyJ,CAAC;AACzK,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,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"importanceSampling\";\nconst shader = `fn hemisphereCosSample(u: vec2f)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=1.-u.y;var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggx(u: vec2f,a: f32)->vec3f {var phi: f32=2.*PI*u.x;var cosTheta2: f32=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));var cosTheta: f32=sqrt(cosTheta2);var sinTheta: f32=sqrt(1.-cosTheta2);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}\nfn hemisphereImportanceSampleDggxAnisotropic(Xi: vec2f,alphaTangent: f32,alphaBitangent: f32)->vec3f\n{let alphaT: f32=max(alphaTangent,0.0001);let alphaB: f32=max(alphaBitangent,0.0001);var phi: f32=atan(alphaB/alphaT*tan(2.0f*PI*Xi.x));if (Xi.x>0.5) {phi+=PI; }\nlet cosPhi: f32=cos(phi);let sinPhi: f32=sin(phi);let alpha2: f32=(cosPhi*cosPhi)/(alphaT*alphaT) +\n(sinPhi*sinPhi)/(alphaB*alphaB);let tanTheta2: f32=Xi.y/(1.0f-Xi.y)/alpha2;let cosTheta: f32=1.0f/sqrt(1.0f+tanTheta2);let sinTheta: f32=sqrt(max(0.0f,1.0f-cosTheta*cosTheta));return vec3f(sinTheta*cosPhi,sinTheta*sinPhi,cosTheta);}\nfn hemisphereImportanceSampleDCharlie(u: vec2f,a: f32)->vec3f { \nvar phi: f32=2.*PI*u.x;var sinTheta: f32=pow(u.y,a/(2.*a+1.));var cosTheta: f32=sqrt(1.-sinTheta*sinTheta);return vec3f(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const importanceSamplingWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrAmbientOcclusionDataWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,15 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrAmbientOcclusionData";
4
+ const shader = `var ambient_occlusion: vec3f=vec3f(1.0f,1.0f,1.0f);var specular_ambient_occlusion: f32=1.0f;var coat_specular_ambient_occlusion: f32=1.0f;
5
+ #ifdef AMBIENT_OCCLUSION
6
+ var ambientOcclusionFromTexture: vec3f=textureSample(ambientOcclusionSampler,ambientOcclusionSamplerSampler,fragmentInputs.vAmbientOcclusionUV+uvOffset).rgb;ambient_occlusion=vec3f(ambientOcclusionFromTexture.r*uniforms.vAmbientOcclusionInfos.y+(1.0f-uniforms.vAmbientOcclusionInfos.y));
7
+ #endif
8
+ `;
9
+ // Sideeffect
10
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
11
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
12
+ }
13
+ /** @internal */
14
+ export const openpbrAmbientOcclusionDataWGSL = { name, shader };
15
+ //# sourceMappingURL=openpbrAmbientOcclusionData.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrAmbientOcclusionData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;CAId,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,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrAmbientOcclusionData\";\nconst shader = `var ambient_occlusion: vec3f=vec3f(1.0f,1.0f,1.0f);var specular_ambient_occlusion: f32=1.0f;var coat_specular_ambient_occlusion: f32=1.0f;\n#ifdef AMBIENT_OCCLUSION\nvar ambientOcclusionFromTexture: vec3f=textureSample(ambientOcclusionSampler,ambientOcclusionSamplerSampler,fragmentInputs.vAmbientOcclusionUV+uvOffset).rgb;ambient_occlusion=vec3f(ambientOcclusionFromTexture.r*uniforms.vAmbientOcclusionInfos.y+(1.0f-uniforms.vAmbientOcclusionInfos.y));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrAmbientOcclusionDataWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrAmbientOcclusionFunctionsWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,13 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrAmbientOcclusionFunctions";
4
+ const shader = `fn compute_specular_occlusion(n_dot_v: f32,metallic: f32,ambient_occlusion: f32,roughness: f32)->f32
5
+ {let specular_occlusion: f32=saturate(pow(n_dot_v+ambient_occlusion,exp2(-16.0*roughness-1.0))-1.0+ambient_occlusion);return mix(specular_occlusion,1.0,metallic*square(1.0-roughness));}
6
+ `;
7
+ // Sideeffect
8
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
9
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
10
+ }
11
+ /** @internal */
12
+ export const openpbrAmbientOcclusionFunctionsWGSL = { name, shader };
13
+ //# sourceMappingURL=openpbrAmbientOcclusionFunctions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrAmbientOcclusionFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;CAEd,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,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrAmbientOcclusionFunctions\";\nconst shader = `fn compute_specular_occlusion(n_dot_v: f32,metallic: f32,ambient_occlusion: f32,roughness: f32)->f32\n{let specular_occlusion: f32=saturate(pow(n_dot_v+ambient_occlusion,exp2(-16.0*roughness-1.0))-1.0+ambient_occlusion);return mix(specular_occlusion,1.0,metallic*square(1.0-roughness));}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrAmbientOcclusionFunctionsWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const openpbrBackgroundTransmissionWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,25 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrBackgroundTransmission";
4
+ const shader = `var slab_translucent_background: vec4f=vec4f(0.,0.,0.,1.);
5
+ #ifdef REFRACTED_BACKGROUND
6
+ {let refractionLOD: f32=transmission_roughness*uniforms.vBackgroundRefractionInfos.x;var refractionNoiseOffset: vec2f=vec2f(0.0f);if (refractionLOD>0.0f) {refractionNoiseOffset=noise.xy/vec2f(pow(2.0f,uniforms.vBackgroundRefractionInfos.x-refractionLOD));}
7
+ #ifdef DISPERSION
8
+ for (var i: i32=0; i<3; i++) {let refractedViewVector: vec3f=refractedViewVectors[i];
9
+ #endif
10
+ let refractionUVW: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refractedViewVector*geometry_thickness,1.0f))).xyz);var refractionCoords: vec2f=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0f-refractionCoords.y;refractionCoords+=refractionNoiseOffset;
11
+ #ifdef DISPERSION
12
+ slab_translucent_background[i]=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords,refractionLOD)[i];}
13
+ #else
14
+ slab_translucent_background=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords,refractionLOD);
15
+ #endif
16
+ }
17
+ #endif
18
+ `;
19
+ // Sideeffect
20
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
21
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
22
+ }
23
+ /** @internal */
24
+ export const openpbrBackgroundTransmissionWGSL = { name, shader };
25
+ //# sourceMappingURL=openpbrBackgroundTransmission.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrBackgroundTransmission.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBackgroundTransmission\";\nconst shader = `var slab_translucent_background: vec4f=vec4f(0.,0.,0.,1.);\n#ifdef REFRACTED_BACKGROUND\n{let refractionLOD: f32=transmission_roughness*uniforms.vBackgroundRefractionInfos.x;var refractionNoiseOffset: vec2f=vec2f(0.0f);if (refractionLOD>0.0f) {refractionNoiseOffset=noise.xy/vec2f(pow(2.0f,uniforms.vBackgroundRefractionInfos.x-refractionLOD));}\n#ifdef DISPERSION\nfor (var i: i32=0; i<3; i++) {let refractedViewVector: vec3f=refractedViewVectors[i];\n#endif\nlet refractionUVW: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refractedViewVector*geometry_thickness,1.0f))).xyz);var refractionCoords: vec2f=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0f-refractionCoords.y;refractionCoords+=refractionNoiseOffset;\n#ifdef DISPERSION\nslab_translucent_background[i]=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords,refractionLOD)[i];}\n#else\nslab_translucent_background=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords,refractionLOD);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBackgroundTransmissionWGSL = { name, shader };\n"]}
@@ -1,7 +1,7 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "openpbrBaseLayerData";
4
- const shader = `var base_color=vec3f(0.8);var base_metalness: f32=0.0;var base_diffuse_roughness: f32=0.0;var specular_weight: f32=1.0;var specular_roughness: f32=0.3;var specular_color: vec3f=vec3f(1.0);var specular_roughness_anisotropy: f32=0.0;var specular_ior: f32=1.5;var alpha: f32=1.0;var geometry_tangent: vec2f=vec2f(1.0,0.0);
4
+ const shader = `var base_color=vec3f(0.8);var base_metalness: f32=0.0;var base_diffuse_roughness: f32=0.0;var specular_weight: f32=1.0;var specular_roughness: f32=0.3;var specular_color: vec3f=vec3f(1.0);var specular_roughness_anisotropy: f32=0.0;var specular_ior: f32=1.5;var alpha: f32=1.0;var geometry_tangent: vec2f=vec2f(1.0,0.0);var geometry_thickness: f32=0.0;
5
5
  #ifdef BASE_WEIGHT
6
6
  let baseWeightFromTexture: vec4f=textureSample(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);
7
7
  #endif
@@ -23,6 +23,9 @@ let anisotropyFromTexture: f32=textureSample(specularRoughnessAnisotropySampler,
23
23
  #ifdef GEOMETRY_OPACITY
24
24
  let opacityFromTexture: vec4f=textureSample(geometryOpacitySampler,geometryOpacitySamplerSampler,fragmentInputs.vGeometryOpacityUV+uvOffset);
25
25
  #endif
26
+ #ifdef GEOMETRY_THICKNESS
27
+ let thicknessFromTexture: vec4f=textureSample(geometryThicknessSampler,geometryThicknessSamplerSampler,fragmentInputs.vGeometryThicknessUV+uvOffset);
28
+ #endif
26
29
  #ifdef DECAL
27
30
  let decalFromTexture: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
28
31
  #endif
@@ -36,10 +39,10 @@ let specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularW
36
39
  let specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).r;
37
40
  #endif
38
41
  #endif
39
- #if defined(ANISOTROPIC) || defined(FUZZ)
40
- let noise=textureSample(blueNoiseSampler,blueNoiseSamplerSampler,fragmentInputs.position.xy/256.0).xyz;
42
+ #if defined(ANISOTROPIC) || defined(FUZZ) || defined(REFRACTED_BACKGROUND)
43
+ let noise=vec3f(2.0)*textureSample(blueNoiseSampler,blueNoiseSamplerSampler,fragmentInputs.position.xy/256.0).xyz-vec3f(1.0);
41
44
  #endif
42
- #if defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS)
45
+ #if defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS)
43
46
  let roughnessFromTexture: f32=metallicFromTexture.g;
44
47
  #elif defined(SPECULAR_ROUGHNESS)
45
48
  let roughnessFromTexture: f32=textureSample(specularRoughnessSampler,specularRoughnessSamplerSampler,fragmentInputs.vSpecularRoughnessUV+uvOffset).r;
@@ -51,7 +54,7 @@ base_color*=fragmentInputs.vColor.rgb;
51
54
  #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)
52
55
  alpha*=fragmentInputs.vColor.a;
53
56
  #endif
54
- base_color*=vec3(uniforms.vBaseWeight);alpha=uniforms.vBaseColor.a;base_metalness=uniforms.vReflectanceInfo.x;base_diffuse_roughness=uniforms.vBaseDiffuseRoughness;specular_roughness=uniforms.vReflectanceInfo.y;specular_color=uniforms.vSpecularColor.rgb;specular_weight=uniforms.vReflectanceInfo.a;specular_ior=uniforms.vReflectanceInfo.z;specular_roughness_anisotropy=uniforms.vSpecularAnisotropy.b;geometry_tangent=uniforms.vSpecularAnisotropy.rg;
57
+ base_color*=vec3(uniforms.vBaseWeight);alpha=uniforms.vBaseColor.a;base_metalness=uniforms.vReflectanceInfo.x;base_diffuse_roughness=uniforms.vBaseDiffuseRoughness;specular_roughness=uniforms.vReflectanceInfo.y;specular_color=uniforms.vSpecularColor.rgb;specular_weight=uniforms.vReflectanceInfo.a;specular_ior=uniforms.vReflectanceInfo.z;specular_roughness_anisotropy=uniforms.vSpecularAnisotropy.b;geometry_tangent=uniforms.vSpecularAnisotropy.rg;geometry_thickness=uniforms.vGeometryThickness;
55
58
  #ifdef BASE_COLOR
56
59
  #ifdef BASE_COLOR_GAMMA
57
60
  base_color*=toLinearSpace(baseColorFromTexture.rgb);
@@ -68,6 +71,14 @@ alpha*=baseColorFromTexture.a;
68
71
  #elif defined(GEOMETRY_OPACITY)
69
72
  alpha*=opacityFromTexture.a;alpha*=uniforms.vGeometryOpacityInfos.y;
70
73
  #endif
74
+ #ifdef GEOMETRY_THICKNESS
75
+ #ifdef GEOMETRY_THICKNESS_FROM_GREEN_CHANNEL
76
+ geometry_thickness*=thicknessFromTexture.g;
77
+ #else
78
+ geometry_thickness*=thicknessFromTexture.r;
79
+ #endif
80
+ geometry_thickness*=uniforms.vGeometryThicknessInfos.y;
81
+ #endif
71
82
  #ifdef ALPHATEST
72
83
  #if DEBUGMODE != 88
73
84
  if (alpha<ALPHATESTVALUE)
@@ -78,7 +89,7 @@ alpha=1.0;
78
89
  #endif
79
90
  #endif
80
91
  #ifdef BASE_METALNESS
81
- #ifdef METALLNESSSTOREINMETALMAPBLUE
92
+ #ifdef BASE_METALNESS_FROM_METALNESS_TEXTURE_BLUE
82
93
  base_metalness*=metallicFromTexture.b;
83
94
  #else
84
95
  base_metalness*=metallicFromTexture.r;
@@ -99,7 +110,7 @@ specular_weight*=specularColorFromTexture.a;
99
110
  #elif defined(SPECULAR_WEIGHT)
100
111
  specular_weight*=specularWeightFromTexture;
101
112
  #endif
102
- #if defined(SPECULAR_ROUGHNESS) || (defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS))
113
+ #if defined(SPECULAR_ROUGHNESS) || (defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS))
103
114
  specular_roughness*=roughnessFromTexture;
104
115
  #endif
105
116
  #ifdef GEOMETRY_TANGENT
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrBaseLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBaseLayerData\";\nconst shader = `var base_color=vec3f(0.8);var base_metalness: f32=0.0;var base_diffuse_roughness: f32=0.0;var specular_weight: f32=1.0;var specular_roughness: f32=0.3;var specular_color: vec3f=vec3f(1.0);var specular_roughness_anisotropy: f32=0.0;var specular_ior: f32=1.5;var alpha: f32=1.0;var geometry_tangent: vec2f=vec2f(1.0,0.0);\n#ifdef BASE_WEIGHT\nlet baseWeightFromTexture: vec4f=textureSample(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);\n#endif\n#ifdef BASE_COLOR\nlet baseColorFromTexture: vec4f=textureSample(baseColorSampler,baseColorSamplerSampler,fragmentInputs.vBaseColorUV+uvOffset);\n#endif\n#ifdef BASE_METALNESS\nlet metallicFromTexture: vec4f=textureSample(baseMetalnessSampler,baseMetalnessSamplerSampler,fragmentInputs.vBaseMetalnessUV+uvOffset);\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nlet baseDiffuseRoughnessFromTexture: f32=textureSample(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\n#ifdef GEOMETRY_TANGENT\nlet geometryTangentFromTexture: vec3f=textureSample(geometryTangentSampler,geometryTangentSamplerSampler,fragmentInputs.vGeometryTangentUV+uvOffset).rgb;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nlet anisotropyFromTexture: f32=textureSample(specularRoughnessAnisotropySampler,specularRoughnessAnisotropySamplerSampler,fragmentInputs.vSpecularRoughnessAnisotropyUV+uvOffset).r*uniforms.vSpecularRoughnessAnisotropyInfos.y;\n#endif\n#ifdef GEOMETRY_OPACITY\nlet opacityFromTexture: vec4f=textureSample(geometryOpacitySampler,geometryOpacitySamplerSampler,fragmentInputs.vGeometryOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nlet decalFromTexture: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\n#ifdef SPECULAR_COLOR\nlet specularColorFromTexture: vec4f=textureSample(specularColorSampler,specularColorSamplerSampler,fragmentInputs.vSpecularColorUV+uvOffset);\n#endif\n#if defined(SPECULAR_WEIGHT)\n#ifdef SPECULAR_WEIGHT_IN_ALPHA\nlet specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).a;\n#else\nlet specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).r;\n#endif\n#endif\n#if defined(ANISOTROPIC) || defined(FUZZ)\nlet noise=textureSample(blueNoiseSampler,blueNoiseSamplerSampler,fragmentInputs.position.xy/256.0).xyz;\n#endif\n#if defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS)\nlet roughnessFromTexture: f32=metallicFromTexture.g;\n#elif defined(SPECULAR_ROUGHNESS)\nlet roughnessFromTexture: f32=textureSample(specularRoughnessSampler,specularRoughnessSamplerSampler,fragmentInputs.vSpecularRoughnessUV+uvOffset).r;\n#endif\nbase_color=uniforms.vBaseColor.rgb;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbase_color*=fragmentInputs.vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nbase_color*=vec3(uniforms.vBaseWeight);alpha=uniforms.vBaseColor.a;base_metalness=uniforms.vReflectanceInfo.x;base_diffuse_roughness=uniforms.vBaseDiffuseRoughness;specular_roughness=uniforms.vReflectanceInfo.y;specular_color=uniforms.vSpecularColor.rgb;specular_weight=uniforms.vReflectanceInfo.a;specular_ior=uniforms.vReflectanceInfo.z;specular_roughness_anisotropy=uniforms.vSpecularAnisotropy.b;geometry_tangent=uniforms.vSpecularAnisotropy.rg;\n#ifdef BASE_COLOR\n#ifdef BASE_COLOR_GAMMA\nbase_color*=toLinearSpace(baseColorFromTexture.rgb);\n#else\nbase_color*=baseColorFromTexture.rgb;\n#endif\nbase_color*=uniforms.vBaseColorInfos.y;\n#endif\n#ifdef BASE_WEIGHT\nbase_color*=baseWeightFromTexture.r;\n#endif\n#if defined(BASE_COLOR) && defined(ALPHA_FROM_BASE_COLOR_TEXTURE)\nalpha*=baseColorFromTexture.a;\n#elif defined(GEOMETRY_OPACITY)\nalpha*=opacityFromTexture.a;alpha*=uniforms.vGeometryOpacityInfos.y;\n#endif\n#ifdef ALPHATEST\n#if DEBUGMODE != 88\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n#ifdef BASE_METALNESS\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nbase_metalness*=metallicFromTexture.b;\n#else\nbase_metalness*=metallicFromTexture.r;\n#endif\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nbase_diffuse_roughness*=baseDiffuseRoughnessFromTexture*uniforms.vBaseDiffuseRoughnessInfos.y;\n#endif\n#ifdef SPECULAR_COLOR\n#ifdef SPECULAR_COLOR_GAMMA\nspecular_color*=toLinearSpace(specularColorFromTexture.rgb);\n#else\nspecular_color*=specularColorFromTexture.rgb;\n#endif\n#endif\n#ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE\nspecular_weight*=specularColorFromTexture.a;\n#elif defined(SPECULAR_WEIGHT)\nspecular_weight*=specularWeightFromTexture;\n#endif\n#if defined(SPECULAR_ROUGHNESS) || (defined(ROUGHNESSSTOREINMETALMAPGREEN) && defined(BASE_METALNESS))\nspecular_roughness*=roughnessFromTexture;\n#endif\n#ifdef GEOMETRY_TANGENT\n{let tangentFromTexture: vec2f=normalize(geometryTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_tangent.y,geometry_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}\n#endif\n#if defined(GEOMETRY_TANGENT) && defined(SPECULAR_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)\nspecular_roughness_anisotropy*=geometryTangentFromTexture.b;\n#elif defined(SPECULAR_ROUGHNESS_ANISOTROPY)\nspecular_roughness_anisotropy*=anisotropyFromTexture;\n#endif\n#ifdef DETAIL\nlet detailRoughness: f32=mix(0.5f,detailColor.b,vDetailInfos.w);let loLerp: f32=mix(0.f,specular_roughness,detailRoughness*2.f);let hiLerp: f32=mix(specular_roughness,1.f,(detailRoughness-0.5f)*2.f);specular_roughness=mix(loLerp,hiLerp,step(detailRoughness,0.5f));\n#endif\n#ifdef USE_GLTF_STYLE_ANISOTROPY\nlet baseAlpha: f32=specular_roughness*specular_roughness;let roughnessT: f32=mix(baseAlpha,1.0f,specular_roughness_anisotropy*specular_roughness_anisotropy);let roughnessB: f32=baseAlpha;specular_roughness_anisotropy=1.0f-roughnessB/max(roughnessT,0.00001f);specular_roughness=sqrt(roughnessT/sqrt(2.0f/(1.0f+(1.0f-specular_roughness_anisotropy)*(1.0f-specular_roughness_anisotropy))));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBaseLayerDataWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrBaseLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Hd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBaseLayerData\";\nconst shader = `var base_color=vec3f(0.8);var base_metalness: f32=0.0;var base_diffuse_roughness: f32=0.0;var specular_weight: f32=1.0;var specular_roughness: f32=0.3;var specular_color: vec3f=vec3f(1.0);var specular_roughness_anisotropy: f32=0.0;var specular_ior: f32=1.5;var alpha: f32=1.0;var geometry_tangent: vec2f=vec2f(1.0,0.0);var geometry_thickness: f32=0.0;\n#ifdef BASE_WEIGHT\nlet baseWeightFromTexture: vec4f=textureSample(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);\n#endif\n#ifdef BASE_COLOR\nlet baseColorFromTexture: vec4f=textureSample(baseColorSampler,baseColorSamplerSampler,fragmentInputs.vBaseColorUV+uvOffset);\n#endif\n#ifdef BASE_METALNESS\nlet metallicFromTexture: vec4f=textureSample(baseMetalnessSampler,baseMetalnessSamplerSampler,fragmentInputs.vBaseMetalnessUV+uvOffset);\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nlet baseDiffuseRoughnessFromTexture: f32=textureSample(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\n#ifdef GEOMETRY_TANGENT\nlet geometryTangentFromTexture: vec3f=textureSample(geometryTangentSampler,geometryTangentSamplerSampler,fragmentInputs.vGeometryTangentUV+uvOffset).rgb;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nlet anisotropyFromTexture: f32=textureSample(specularRoughnessAnisotropySampler,specularRoughnessAnisotropySamplerSampler,fragmentInputs.vSpecularRoughnessAnisotropyUV+uvOffset).r*uniforms.vSpecularRoughnessAnisotropyInfos.y;\n#endif\n#ifdef GEOMETRY_OPACITY\nlet opacityFromTexture: vec4f=textureSample(geometryOpacitySampler,geometryOpacitySamplerSampler,fragmentInputs.vGeometryOpacityUV+uvOffset);\n#endif\n#ifdef GEOMETRY_THICKNESS\nlet thicknessFromTexture: vec4f=textureSample(geometryThicknessSampler,geometryThicknessSamplerSampler,fragmentInputs.vGeometryThicknessUV+uvOffset);\n#endif\n#ifdef DECAL\nlet decalFromTexture: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\n#ifdef SPECULAR_COLOR\nlet specularColorFromTexture: vec4f=textureSample(specularColorSampler,specularColorSamplerSampler,fragmentInputs.vSpecularColorUV+uvOffset);\n#endif\n#if defined(SPECULAR_WEIGHT)\n#ifdef SPECULAR_WEIGHT_IN_ALPHA\nlet specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).a;\n#else\nlet specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).r;\n#endif\n#endif\n#if defined(ANISOTROPIC) || defined(FUZZ) || defined(REFRACTED_BACKGROUND)\nlet noise=vec3f(2.0)*textureSample(blueNoiseSampler,blueNoiseSamplerSampler,fragmentInputs.position.xy/256.0).xyz-vec3f(1.0);\n#endif\n#if defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS)\nlet roughnessFromTexture: f32=metallicFromTexture.g;\n#elif defined(SPECULAR_ROUGHNESS)\nlet roughnessFromTexture: f32=textureSample(specularRoughnessSampler,specularRoughnessSamplerSampler,fragmentInputs.vSpecularRoughnessUV+uvOffset).r;\n#endif\nbase_color=uniforms.vBaseColor.rgb;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbase_color*=fragmentInputs.vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nbase_color*=vec3(uniforms.vBaseWeight);alpha=uniforms.vBaseColor.a;base_metalness=uniforms.vReflectanceInfo.x;base_diffuse_roughness=uniforms.vBaseDiffuseRoughness;specular_roughness=uniforms.vReflectanceInfo.y;specular_color=uniforms.vSpecularColor.rgb;specular_weight=uniforms.vReflectanceInfo.a;specular_ior=uniforms.vReflectanceInfo.z;specular_roughness_anisotropy=uniforms.vSpecularAnisotropy.b;geometry_tangent=uniforms.vSpecularAnisotropy.rg;geometry_thickness=uniforms.vGeometryThickness;\n#ifdef BASE_COLOR\n#ifdef BASE_COLOR_GAMMA\nbase_color*=toLinearSpace(baseColorFromTexture.rgb);\n#else\nbase_color*=baseColorFromTexture.rgb;\n#endif\nbase_color*=uniforms.vBaseColorInfos.y;\n#endif\n#ifdef BASE_WEIGHT\nbase_color*=baseWeightFromTexture.r;\n#endif\n#if defined(BASE_COLOR) && defined(ALPHA_FROM_BASE_COLOR_TEXTURE)\nalpha*=baseColorFromTexture.a;\n#elif defined(GEOMETRY_OPACITY)\nalpha*=opacityFromTexture.a;alpha*=uniforms.vGeometryOpacityInfos.y;\n#endif\n#ifdef GEOMETRY_THICKNESS\n#ifdef GEOMETRY_THICKNESS_FROM_GREEN_CHANNEL\ngeometry_thickness*=thicknessFromTexture.g;\n#else\ngeometry_thickness*=thicknessFromTexture.r;\n#endif\ngeometry_thickness*=uniforms.vGeometryThicknessInfos.y;\n#endif\n#ifdef ALPHATEST\n#if DEBUGMODE != 88\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n#ifdef BASE_METALNESS\n#ifdef BASE_METALNESS_FROM_METALNESS_TEXTURE_BLUE\nbase_metalness*=metallicFromTexture.b;\n#else\nbase_metalness*=metallicFromTexture.r;\n#endif\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nbase_diffuse_roughness*=baseDiffuseRoughnessFromTexture*uniforms.vBaseDiffuseRoughnessInfos.y;\n#endif\n#ifdef SPECULAR_COLOR\n#ifdef SPECULAR_COLOR_GAMMA\nspecular_color*=toLinearSpace(specularColorFromTexture.rgb);\n#else\nspecular_color*=specularColorFromTexture.rgb;\n#endif\n#endif\n#ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE\nspecular_weight*=specularColorFromTexture.a;\n#elif defined(SPECULAR_WEIGHT)\nspecular_weight*=specularWeightFromTexture;\n#endif\n#if defined(SPECULAR_ROUGHNESS) || (defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS))\nspecular_roughness*=roughnessFromTexture;\n#endif\n#ifdef GEOMETRY_TANGENT\n{let tangentFromTexture: vec2f=normalize(geometryTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_tangent.y,geometry_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}\n#endif\n#if defined(GEOMETRY_TANGENT) && defined(SPECULAR_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)\nspecular_roughness_anisotropy*=geometryTangentFromTexture.b;\n#elif defined(SPECULAR_ROUGHNESS_ANISOTROPY)\nspecular_roughness_anisotropy*=anisotropyFromTexture;\n#endif\n#ifdef DETAIL\nlet detailRoughness: f32=mix(0.5f,detailColor.b,vDetailInfos.w);let loLerp: f32=mix(0.f,specular_roughness,detailRoughness*2.f);let hiLerp: f32=mix(specular_roughness,1.f,(detailRoughness-0.5f)*2.f);specular_roughness=mix(loLerp,hiLerp,step(detailRoughness,0.5f));\n#endif\n#ifdef USE_GLTF_STYLE_ANISOTROPY\nlet baseAlpha: f32=specular_roughness*specular_roughness;let roughnessT: f32=mix(baseAlpha,1.0f,specular_roughness_anisotropy*specular_roughness_anisotropy);let roughnessB: f32=baseAlpha;specular_roughness_anisotropy=1.0f-roughnessB/max(roughnessT,0.00001f);specular_roughness=sqrt(roughnessT/sqrt(2.0f/(1.0f+(1.0f-specular_roughness_anisotropy)*(1.0f-specular_roughness_anisotropy))));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBaseLayerDataWGSL = { name, shader };\n"]}
@@ -2,7 +2,7 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "openpbrDirectLighting";
4
4
  const shader = `#ifdef LIGHT{X}
5
- {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;
5
+ {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=slab_translucent_background.rgb;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;
6
6
  #ifdef HEMILIGHT{X}
7
7
  slab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);
8
8
  #elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
@@ -13,7 +13,6 @@ slab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);
13
13
  #ifdef PROJECTEDLIGHTTEXTURE{X}
14
14
  slab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);
15
15
  #endif
16
- numLights+=1.0f;
17
16
  #ifdef FUZZ
18
17
  let fuzzNdotH: f32=max(dot(fuzzNormalW,preInfo{X}.H),0.0f);let fuzzBrdf: vec3f=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));
19
18
  #endif
@@ -31,12 +30,59 @@ baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anis
31
30
  #else
32
31
  slab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);
33
32
  #endif
34
- let NdotH: f32=dot(normalW,preInfo{X}.H);specularFresnel=fresnelSchlickGGX(NdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;
33
+ specularFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;
35
34
  #ifdef THIN_FILM
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);
35
+ 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*thin_film_ior_scale);
37
36
  #endif
38
37
  }
39
38
  #endif
39
+ #ifdef REFRACTED_LIGHTS
40
+ #if AREALIGHT{X}
41
+ #else
42
+ {var preInfoTrans=preInfo{X};
43
+ #ifdef SCATTERING
44
+ preInfoTrans.roughness=sqrt(sqrt(max(refractionAlphaG,0.05f)));
45
+ #else
46
+ preInfoTrans.roughness=transmission_roughness;
47
+ #endif
48
+ if (preInfoTrans.NdotLUnclamped<=0.0) {specularFresnel=0.0;specularColoredFresnel=specularFresnel*specular_color;}
49
+ #ifdef ANISOTROPIC_BASE
50
+ preInfoTrans.NdotL=max(dot(-normalW,preInfoTrans.L),0.0);
51
+ #else
52
+ preInfoTrans.NdotL=max(dot(-normalW,preInfoTrans.L)*0.5+0.5,0.0);
53
+ #endif
54
+ #ifdef DISPERSION
55
+ var dispersion_iors_local: vec3f=dispersion_iors;let diff: f32=min(dispersion_iors_local[2]-dispersion_iors_local[0],max(dispersion_iors_local[0]-1.0,1.0));dispersion_iors_local[2]+=diff;dispersion_iors_local[0]-=diff;for (var i: i32=0; i<3; i++) {let eta: f32=1.0/dispersion_iors_local[i];
56
+ #else
57
+ let eta: f32=1.0/specular_ior;
58
+ #endif
59
+ preInfoTrans.H=-normalize( preInfoTrans.L+min(eta,0.95)*viewDirectionW);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0,1.0);
60
+ #ifdef DISPERSION
61
+ slab_translucent[i]+=
62
+ #else
63
+ slab_translucent+=
64
+ #endif
65
+ #ifdef ANISOTROPIC_BASE
66
+ computeAnisotropicSpecularLighting(preInfoTrans,viewDirectionW,normalW,
67
+ baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,
68
+ roughness_alpha_modified_for_scatter,lightColor{X}.rgb
69
+ #else
70
+ computeSpecularLighting(preInfoTrans,normalW,vec3(1.0),vec3(1.0),roughness_alpha_modified_for_scatter,lightColor{X}.rgb
71
+ #endif
72
+ #ifdef DISPERSION
73
+ )[i];}
74
+ #else
75
+ );
76
+ #endif
77
+ slab_translucent=mix(slab_translucent,0.25f*preInfoTrans.attenuation*lightColor{X}.rgb,clamp(1.0f-pow(baseGeoInfo.NdotV,refractionAlphaG),0.0f,1.0f));
78
+ #ifdef SCATTERING
79
+ if (transmission_depth>0.0f) {preInfoTrans.roughness=1.0f;let diffused_forward_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,normalW,vec3f(1.0f),vec3f(1.0f),1.0f,lightColor{X}.rgb)*transmission_absorption;preInfoTrans.NdotL=max(dot(viewDirectionW,preInfoTrans.L),0.0f);preInfoTrans.NdotV=1.0f;preInfoTrans.H=normalize(viewDirectionW+preInfoTrans.L);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0f,1.0f);preInfoTrans.roughness=0.3f;let back_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,viewDirectionW,vec3f(1.0f),vec3f(1.0f),0.025f,lightColor{X}.rgb);let forward_scattered_light: vec3f=(slab_translucent*transmission_absorption);let iso_scattered_light: vec3f=slab_diffuse;let back_scattering: vec3f=mix(forward_scattered_light,forward_scattered_light+back_scattered_light*absorption_at_mfp,max3(iso_scatter_density));let iso_scattering: vec3f=mix(forward_scattered_light,(diffused_forward_scattered_light+iso_scattered_light)*mix(transmission_scatter.rgb,multi_scatter_color,max3(iso_scatter_density)),max3(iso_scatter_density));slab_translucent=mix(back_scattering,iso_scattering,back_to_iso_scattering_blend);slab_translucent=mix(slab_translucent,forward_scattered_light,iso_to_forward_scattering_blend);}
80
+ #else
81
+ slab_translucent*=transmission_absorption;
82
+ #endif
83
+ }
84
+ #endif
85
+ #endif
40
86
  #if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
41
87
  slab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);
42
88
  #else
@@ -47,7 +93,7 @@ var coloredFresnel: vec3f=getF82Specular(preInfo{X}.VdotH,baseConductorReflectan
47
93
  var coloredFresnel: vec3f=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);
48
94
  #endif
49
95
  #ifdef THIN_FILM
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);
96
+ 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*thin_film_ior_scale*thinFilmConductorFresnel,thin_film_weight);
51
97
  #endif
52
98
  #ifdef ANISOTROPIC_BASE
53
99
  slab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);
@@ -67,7 +113,7 @@ lightColor{X}.rgb);
67
113
  #else
68
114
  slab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3f(coatReflectance.F0),vec3f(1.0f),coat_roughness,lightColor{X}.rgb);
69
115
  #endif
70
- let NdotH: f32=dot(coatNormalW,preInfoCoat{X}.H);coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}
116
+ let NdotH: f32=saturateEps(dot(coatNormalW,preInfoCoat{X}.H));coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}
71
117
  #endif
72
118
  var 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);}
73
119
  #ifdef FUZZ
@@ -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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;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}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\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 defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\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 defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\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 defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Hd,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=slab_translucent_background.rgb;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}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\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\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 defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\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\nspecularFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nvar 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*thin_film_ior_scale);\n#endif\n}\n#endif\n#ifdef REFRACTED_LIGHTS\n#if AREALIGHT{X}\n#else\n{var preInfoTrans=preInfo{X};\n#ifdef SCATTERING\npreInfoTrans.roughness=sqrt(sqrt(max(refractionAlphaG,0.05f)));\n#else\npreInfoTrans.roughness=transmission_roughness;\n#endif\nif (preInfoTrans.NdotLUnclamped<=0.0) {specularFresnel=0.0;specularColoredFresnel=specularFresnel*specular_color;}\n#ifdef ANISOTROPIC_BASE\npreInfoTrans.NdotL=max(dot(-normalW,preInfoTrans.L),0.0);\n#else\npreInfoTrans.NdotL=max(dot(-normalW,preInfoTrans.L)*0.5+0.5,0.0);\n#endif\n#ifdef DISPERSION\nvar dispersion_iors_local: vec3f=dispersion_iors;let diff: f32=min(dispersion_iors_local[2]-dispersion_iors_local[0],max(dispersion_iors_local[0]-1.0,1.0));dispersion_iors_local[2]+=diff;dispersion_iors_local[0]-=diff;for (var i: i32=0; i<3; i++) {let eta: f32=1.0/dispersion_iors_local[i];\n#else\nlet eta: f32=1.0/specular_ior;\n#endif\npreInfoTrans.H=-normalize( preInfoTrans.L+min(eta,0.95)*viewDirectionW);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0,1.0);\n#ifdef DISPERSION\nslab_translucent[i]+=\n#else\nslab_translucent+=\n#endif\n#ifdef ANISOTROPIC_BASE\ncomputeAnisotropicSpecularLighting(preInfoTrans,viewDirectionW,normalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\nroughness_alpha_modified_for_scatter,lightColor{X}.rgb\n#else\ncomputeSpecularLighting(preInfoTrans,normalW,vec3(1.0),vec3(1.0),roughness_alpha_modified_for_scatter,lightColor{X}.rgb\n#endif\n#ifdef DISPERSION\n)[i];}\n#else\n);\n#endif\nslab_translucent=mix(slab_translucent,0.25f*preInfoTrans.attenuation*lightColor{X}.rgb,clamp(1.0f-pow(baseGeoInfo.NdotV,refractionAlphaG),0.0f,1.0f));\n#ifdef SCATTERING\nif (transmission_depth>0.0f) {preInfoTrans.roughness=1.0f;let diffused_forward_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,normalW,vec3f(1.0f),vec3f(1.0f),1.0f,lightColor{X}.rgb)*transmission_absorption;preInfoTrans.NdotL=max(dot(viewDirectionW,preInfoTrans.L),0.0f);preInfoTrans.NdotV=1.0f;preInfoTrans.H=normalize(viewDirectionW+preInfoTrans.L);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0f,1.0f);preInfoTrans.roughness=0.3f;let back_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,viewDirectionW,vec3f(1.0f),vec3f(1.0f),0.025f,lightColor{X}.rgb);let forward_scattered_light: vec3f=(slab_translucent*transmission_absorption);let iso_scattered_light: vec3f=slab_diffuse;let back_scattering: vec3f=mix(forward_scattered_light,forward_scattered_light+back_scattered_light*absorption_at_mfp,max3(iso_scatter_density));let iso_scattering: vec3f=mix(forward_scattered_light,(diffused_forward_scattered_light+iso_scattered_light)*mix(transmission_scatter.rgb,multi_scatter_color,max3(iso_scatter_density)),max3(iso_scatter_density));slab_translucent=mix(back_scattering,iso_scattering,back_to_iso_scattering_blend);slab_translucent=mix(slab_translucent,forward_scattered_light,iso_to_forward_scattering_blend);}\n#else\nslab_translucent*=transmission_absorption;\n#endif\n}\n#endif\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\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\nvar 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*thin_film_ior_scale*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 defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\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=saturateEps(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"]}
@@ -45,6 +45,8 @@ var baseSpecularEnvironmentLight: vec3f=sampleRadianceAnisotropic(specularAlphaG
45
45
  ,viewDirectionW
46
46
  ,fragmentInputs.vPositionW
47
47
  ,noise
48
+ ,false
49
+ ,1.0
48
50
  ,reflectionSampler
49
51
  ,reflectionSamplerSampler
50
52
  #ifdef REALTIME_FILTERING
@@ -81,6 +83,8 @@ coatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,uniforms.vReflectionMi
81
83
  ,viewDirectionW
82
84
  ,fragmentInputs.vPositionW
83
85
  ,noise
86
+ ,false
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+ ,1.0
84
88
  ,reflectionSampler
85
89
  ,reflectionSamplerSampler
86
90
  #ifdef REALTIME_FILTERING
@@ -113,22 +117,126 @@ fuzzEnvironmentLight/=totalWeight;
113
117
  #endif
114
118
  let dielectricIblFresnel: f32=getReflectanceFromBRDFWithEnvLookup(vec3f(baseDielectricReflectance.F0),vec3f(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;var dielectricIblColoredFresnel: vec3f=dielectricIblFresnel*specular_color;
115
119
  #ifdef THIN_FILM
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);
120
+ 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*thin_film_ior_scale);
117
121
  #endif
118
122
  var conductorIblFresnel: vec3f=conductorIblFresnel(baseConductorReflectance,baseGeoInfo.NdotV,specular_roughness,baseGeoInfo.environmentBrdf);
119
123
  #ifdef THIN_FILM
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);
124
+ 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*thin_film_ior_scale);
121
125
  #endif
122
126
  var coatIblFresnel: f32=0.0;if (coat_weight>0.0) {coatIblFresnel=getReflectanceFromBRDFWithEnvLookup(vec3f(coatReflectance.F0),vec3f(coatReflectance.F90),coatGeoInfo.environmentBrdf).r;}
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);}
127
+ 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;
128
+ #ifdef AMBIENT_OCCLUSION
129
+ specular_ambient_occlusion=compute_specular_occlusion(baseGeoInfo.NdotV,base_metalness,ambient_occlusion.x,specular_roughness);
130
+ #endif
131
+ 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;
132
+ #ifdef AMBIENT_OCCLUSION
133
+ coat_specular_ambient_occlusion=compute_specular_occlusion(coatGeoInfo.NdotV,0.0,ambient_occlusion.x,coat_roughness);
134
+ #endif
135
+ let hemisphere_avg_fresnel: f32=coatReflectance.F0+0.5f*(1.0f-coatReflectance.F0);var averageReflectance: f32=(coatIblFresnel+hemisphere_avg_fresnel)*0.5f;let roughnessFactor=1.0f-coat_roughness*0.5f;averageReflectance*=roughnessFactor;var darkened_transmission: f32=(1.0f-averageReflectance)*(1.0f-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let colored_transmission: vec3f=pow(coat_color,vec3f(coatPathLength));coatAbsorption=mix(vec3f(1.0f),colored_transmission*vec3f(darkened_transmission),coat_weight);}
124
136
  #ifdef FUZZ
125
- let slab_fuzz_ibl=fuzzEnvironmentLight*uniforms.vLightingIntensity.z;
137
+ var slab_fuzz_ibl=fuzzEnvironmentLight*uniforms.vLightingIntensity.z;
138
+ #endif
139
+ var slab_translucent_base_ibl: vec3f=slab_translucent_background.rgb*transmission_absorption;
140
+ #ifdef REFRACTED_ENVIRONMENT
141
+ #ifdef ANISOTROPIC_BASE
142
+ var environmentRefraction: vec3f=sampleRadianceAnisotropic(roughness_alpha_modified_for_scatter,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos
143
+ ,baseGeoInfo
144
+ ,normalW
145
+ ,viewDirectionW
146
+ ,fragmentInputs.vPositionW
147
+ ,noise
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+ ,true
149
+ ,specular_ior
150
+ ,reflectionSampler
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+ ,reflectionSamplerSampler
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+ #ifdef REALTIME_FILTERING
153
+ ,uniforms.vReflectionFilteringInfo
154
+ #endif
155
+ );
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+ #else
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+ var environmentRefraction: vec3f=vec3f(0.,0.,0.);
158
+ #ifdef DISPERSION
159
+ for (var i: i32=0; i<3; i++) {var iblRefractionCoords: vec3f=refractedViewVectors[i];
160
+ #else
161
+ var iblRefractionCoords: vec3f=refractedViewVector;
162
+ #endif
163
+ #ifdef REFRACTED_ENVIRONMENT_OPPOSITEZ
164
+ iblRefractionCoords.z*=-1.0f;
165
+ #endif
166
+ #ifdef REFRACTED_ENVIRONMENT_LOCAL_CUBE
167
+ iblRefractionCoords=parallaxCorrectNormal(fragmentInputs.vPositionW,refractedViewVector,uniforms.refractionSize,uniforms.refractionPosition);
168
+ #endif
169
+ iblRefractionCoords=(uniforms.reflectionMatrix*vec4f(iblRefractionCoords,0.0f)).xyz;
170
+ #ifdef DISPERSION
171
+ environmentRefraction[i]=sampleRadiance(roughness_alpha_modified_for_scatter,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos
172
+ ,baseGeoInfo
173
+ ,reflectionSampler
174
+ ,reflectionSamplerSampler
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+ ,iblRefractionCoords
176
+ #ifdef REALTIME_FILTERING
177
+ ,uniforms.vReflectionFilteringInfo
178
+ #endif
179
+ )[i];
180
+ #else
181
+ environmentRefraction=sampleRadiance(roughness_alpha_modified_for_scatter,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos
182
+ ,baseGeoInfo
183
+ ,reflectionSampler
184
+ ,reflectionSamplerSampler
185
+ ,iblRefractionCoords
186
+ #ifdef REALTIME_FILTERING
187
+ ,uniforms.vReflectionFilteringInfo
188
+ #endif
189
+ );
190
+ #endif
191
+ #ifdef DISPERSION
192
+ }
193
+ #endif
194
+ #endif
195
+ #ifdef REFRACTED_BACKGROUND
196
+ environmentRefraction*=max(roughness_alpha_modified_for_scatter*roughness_alpha_modified_for_scatter-0.1f,0.0f);
197
+ #endif
198
+ #ifdef SCATTERING
199
+ #if defined(USEIRRADIANCEMAP) && defined(USE_IRRADIANCE_DOMINANT_DIRECTION)
200
+ var scatterVector: vec3f=mix(uniforms.vReflectionDominantDirection,normalW,max3(iso_scatter_density));
201
+ #else
202
+ var scatterVector: vec3f=normalW;
203
+ #endif
204
+ scatterVector=mix(viewDirectionW,scatterVector,back_to_iso_scattering_blend);var scatteredEnvironmentLight: vec3f=sampleIrradiance(
205
+ scatterVector
206
+ #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
207
+ ,vEnvironmentIrradiance
208
+ #endif
209
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
210
+ ,uniforms.reflectionMatrix
211
+ #endif
212
+ #ifdef USEIRRADIANCEMAP
213
+ ,irradianceSampler
214
+ ,irradianceSamplerSampler
215
+ #ifdef USE_IRRADIANCE_DOMINANT_DIRECTION
216
+ ,uniforms.vReflectionDominantDirection
217
+ #endif
218
+ #endif
219
+ #ifdef REALTIME_FILTERING
220
+ ,uniforms.vReflectionFilteringInfo
221
+ #ifdef IBL_CDF_FILTERING
222
+ ,icdfSampler
223
+ ,icdfSamplerSampler
224
+ #endif
225
+ #endif
226
+ ,uniforms.vReflectionInfos
227
+ ,viewDirectionW
228
+ ,1.0f
229
+ ,multi_scatter_color
230
+ );if (transmission_depth>0.0f) {let forward_scattered_light: vec3f=environmentRefraction*transmission_absorption;let back_scattered_light: vec3f=mix(forward_scattered_light,scatteredEnvironmentLight*absorption_at_mfp,iso_scatter_density);let iso_scattered_light: vec3f=mix(forward_scattered_light,scatteredEnvironmentLight*multi_scatter_color,iso_scatter_density);slab_translucent_base_ibl=mix(back_scattered_light,iso_scattered_light,back_to_iso_scattering_blend);slab_translucent_base_ibl=mix(slab_translucent_base_ibl,forward_scattered_light,iso_to_forward_scattering_blend);} else {slab_translucent_base_ibl+=environmentRefraction.rgb;}
231
+ #else
232
+ slab_translucent_base_ibl+=environmentRefraction*transmission_absorption;
233
+ #endif
126
234
  #endif
127
- var slab_subsurface_ibl: vec3f=vec3f(0.,0.,0.);var slab_translucent_base_ibl: vec3f=vec3f(0.,0.,0.);slab_diffuse_ibl*=base_color.rgb;
235
+ var slab_subsurface_ibl: vec3f=vec3f(0.,0.,0.);slab_diffuse_ibl*=base_color.rgb;
128
236
  #define CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION
129
- let material_opaque_base_ibl: vec3f=mix(slab_diffuse_ibl,slab_subsurface_ibl,subsurface_weight);let material_dielectric_base_ibl: vec3f=mix(material_opaque_base_ibl,slab_translucent_base_ibl,transmission_weight);let material_dielectric_gloss_ibl: vec3f=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;let material_base_substrate_ibl: vec3f=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);let material_coated_base_ibl: vec3f=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3f(1.0f));
237
+ slab_diffuse_ibl*=ambient_occlusion;slab_metal_ibl*=specular_ambient_occlusion;slab_glossy_ibl*=specular_ambient_occlusion;slab_coat_ibl*=coat_specular_ambient_occlusion;let material_opaque_base_ibl: vec3f=mix(slab_diffuse_ibl,slab_subsurface_ibl,subsurface_weight);let material_dielectric_base_ibl: vec3f=mix(material_opaque_base_ibl,slab_translucent_base_ibl,transmission_weight);let material_dielectric_gloss_ibl: vec3f=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;let material_base_substrate_ibl: vec3f=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);let material_coated_base_ibl: vec3f=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3f(1.0f));
130
238
  #ifdef FUZZ
131
- material_surface_ibl=layer(material_coated_base_ibl,slab_fuzz_ibl,fuzzIblFresnel*fuzz_weight,vec3(1.0),fuzz_color);
239
+ slab_fuzz_ibl*=ambient_occlusion;material_surface_ibl=layer(material_coated_base_ibl,slab_fuzz_ibl,fuzzIblFresnel*fuzz_weight,vec3f(1.0f),fuzz_color);
132
240
  #else
133
241
  material_surface_ibl=material_coated_base_ibl;
134
242
  #endif