@onerjs/core 8.46.6 → 8.46.9

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Files changed (162) hide show
  1. package/Engines/Extensions/engine.multiview.js +6 -0
  2. package/Engines/Extensions/engine.multiview.js.map +1 -1
  3. package/Engines/constants.d.ts +9 -4
  4. package/Engines/constants.js +9 -4
  5. package/Engines/constants.js.map +1 -1
  6. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
  7. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +38 -11
  8. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  9. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +4 -0
  10. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +4 -0
  11. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  12. package/Materials/PBR/openpbrMaterial.d.ts +155 -53
  13. package/Materials/PBR/openpbrMaterial.js +149 -61
  14. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  15. package/Materials/PBR/pbrBaseMaterial.d.ts +36 -31
  16. package/Materials/PBR/pbrBaseMaterial.js +4 -34
  17. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  18. package/Materials/environmentLighting.defines.d.ts +31 -0
  19. package/Materials/environmentLighting.defines.js +33 -0
  20. package/Materials/environmentLighting.defines.js.map +1 -0
  21. package/Materials/material.js +1 -0
  22. package/Materials/material.js.map +1 -1
  23. package/Materials/materialHelper.functions.js +8 -2
  24. package/Materials/materialHelper.functions.js.map +1 -1
  25. package/Materials/materialHelper.geometryrendering.js +10 -3
  26. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  27. package/Materials/prepass.defines.d.ts +43 -0
  28. package/Materials/prepass.defines.js +45 -0
  29. package/Materials/prepass.defines.js.map +1 -0
  30. package/Materials/standardMaterial.d.ts +36 -31
  31. package/Materials/standardMaterial.js +2 -32
  32. package/Materials/standardMaterial.js.map +1 -1
  33. package/Physics/v2/Plugins/havokPlugin.js +12 -4
  34. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  35. package/Physics/v2/physicsConstraint.js +1 -0
  36. package/Physics/v2/physicsConstraint.js.map +1 -1
  37. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  38. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +3 -9
  39. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +35 -12
  40. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  41. package/Rendering/geometryBufferRenderer.d.ts +20 -0
  42. package/Rendering/geometryBufferRenderer.js +203 -14
  43. package/Rendering/geometryBufferRenderer.js.map +1 -1
  44. package/Rendering/objectRenderer.js +1 -0
  45. package/Rendering/objectRenderer.js.map +1 -1
  46. package/Rendering/prePassRenderer.js +7 -1
  47. package/Rendering/prePassRenderer.js.map +1 -1
  48. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  49. package/Shaders/ShadersInclude/helperFunctions.js +5 -0
  50. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  51. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +1 -1
  52. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  53. package/Shaders/ShadersInclude/openpbrBlockPrePass.d.ts +5 -0
  54. package/Shaders/ShadersInclude/openpbrBlockPrePass.js +77 -0
  55. package/Shaders/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
  56. package/Shaders/ShadersInclude/openpbrDirectLighting.js +37 -17
  57. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  58. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +43 -17
  59. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  60. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +10 -1
  61. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  62. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
  63. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -38
  64. package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  65. package/Shaders/ShadersInclude/openpbrIblFunctions.js +4 -2
  66. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  67. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.d.ts +5 -0
  68. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
  69. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
  70. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
  71. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  72. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
  73. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  74. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +9 -0
  75. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
  76. package/Shaders/ShadersInclude/openpbrVolumeFunctions.d.ts +5 -0
  77. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js +67 -0
  78. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
  79. package/Shaders/ShadersInclude/pbrBlockPrePass.js +14 -3
  80. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  81. package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts +5 -0
  82. package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js +43 -0
  83. package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
  84. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
  85. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -32
  86. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  87. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js +1 -1
  88. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js.map +1 -1
  89. package/Shaders/ShadersInclude/sceneUboDeclaration.js +1 -1
  90. package/Shaders/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  91. package/Shaders/geometry.fragment.d.ts +12 -0
  92. package/Shaders/geometry.fragment.js +102 -1
  93. package/Shaders/geometry.fragment.js.map +1 -1
  94. package/Shaders/geometry.vertex.d.ts +1 -0
  95. package/Shaders/geometry.vertex.js +46 -2
  96. package/Shaders/geometry.vertex.js.map +1 -1
  97. package/Shaders/iblShadowVoxelTracing.fragment.d.ts +1 -0
  98. package/Shaders/iblShadowVoxelTracing.fragment.js +2 -5
  99. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  100. package/Shaders/openpbr.fragment.d.ts +3 -1
  101. package/Shaders/openpbr.fragment.js +69 -8
  102. package/Shaders/openpbr.fragment.js.map +1 -1
  103. package/Shaders/openpbr.vertex.js +11 -5
  104. package/Shaders/openpbr.vertex.js.map +1 -1
  105. package/ShadersWGSL/ShadersInclude/helperFunctions.js +5 -0
  106. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  107. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +3 -2
  108. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  109. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +1 -1
  110. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  111. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.d.ts +5 -0
  112. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js +101 -0
  113. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
  114. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +39 -19
  115. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  116. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +39 -13
  117. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  118. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
  119. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -34
  120. package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
  121. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +5 -3
  122. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  123. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.d.ts +5 -0
  124. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
  125. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
  126. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
  127. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  128. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
  129. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  130. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.d.ts +5 -0
  131. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js +68 -0
  132. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
  133. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +15 -4
  134. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  135. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +2 -2
  136. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  137. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts +5 -0
  138. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js +39 -0
  139. package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
  140. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
  141. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -28
  142. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  143. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +2 -1
  144. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  145. package/ShadersWGSL/geometry.fragment.d.ts +11 -0
  146. package/ShadersWGSL/geometry.fragment.js +103 -1
  147. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  148. package/ShadersWGSL/geometry.vertex.d.ts +1 -0
  149. package/ShadersWGSL/geometry.vertex.js +47 -3
  150. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  151. package/ShadersWGSL/iblShadowVoxelTracing.fragment.d.ts +1 -0
  152. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -7
  153. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  154. package/ShadersWGSL/openpbr.fragment.d.ts +3 -1
  155. package/ShadersWGSL/openpbr.fragment.js +70 -9
  156. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  157. package/ShadersWGSL/openpbr.vertex.js +6 -0
  158. package/ShadersWGSL/openpbr.vertex.js.map +1 -1
  159. package/package.json +1 -1
  160. package/scene.d.ts +7 -0
  161. package/scene.js +13 -0
  162. package/scene.js.map +1 -1
@@ -0,0 +1,68 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "openpbrVolumeFunctions";
4
+ const shader = `struct OpenPBRHomogeneousVolume {extinction_coeff: vec3f,
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+ ss_albedo: vec3f,
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+ multi_scatter_color: vec3f,
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+ absorption_coeff: vec3f,
8
+ scatter_coeff: vec3f,
9
+ anisotropy: f32, };fn computeOpenPBRTransmissionVolume(
10
+ transmission_color: vec3f,
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+ transmission_depth: f32,
12
+ transmission_scatter: vec3f,
13
+ anisotropy: f32
14
+ )->OpenPBRHomogeneousVolume
15
+ {var volumeParams: OpenPBRHomogeneousVolume;volumeParams.absorption_coeff=vec3f(0.0f);volumeParams.scatter_coeff=vec3f(0.0f);volumeParams.anisotropy=anisotropy;
16
+ #ifdef GEOMETRY_THIN_WALLED
17
+ volumeParams.scatter_coeff=vec3f(1.0f);volumeParams.anisotropy=1.0f;
18
+ volumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=vec3f(1.0f);
19
+ #else
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+ if (transmission_depth>0.0f) {let invDepth: vec3f=vec3f(1.f/maxEps(transmission_depth));volumeParams.extinction_coeff=-log(maxEpsVec3(transmission_color.rgb))*invDepth;volumeParams.scatter_coeff=transmission_scatter.rgb*invDepth;volumeParams.absorption_coeff=volumeParams.extinction_coeff-volumeParams.scatter_coeff.rgb;let minCoeff: f32=min3(volumeParams.absorption_coeff);if (minCoeff<0.0f) {volumeParams.absorption_coeff-=vec3f(minCoeff);}
21
+ volumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=volumeParams.scatter_coeff/(volumeParams.extinction_coeff);} else {volumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=vec3f(0.0f);}
22
+ #endif
23
+ return volumeParams;}
24
+ fn computeOpenPBRSubsurfaceVolume(
25
+ subsurface_color: vec3f,
26
+ subsurface_radius: f32,
27
+ subsurface_radius_scale: vec3f,
28
+ anisotropy: f32
29
+ )->OpenPBRHomogeneousVolume
30
+ {var volumeParams: OpenPBRHomogeneousVolume;volumeParams.absorption_coeff=vec3f(0.0f);volumeParams.scatter_coeff=vec3f(0.0f);volumeParams.anisotropy=anisotropy;volumeParams.multi_scatter_color=subsurface_color;let mfp: vec3f=subsurface_radius_scale*vec3f(subsurface_radius);volumeParams.extinction_coeff=vec3f(1.0f)/maxEpsVec3(mfp);volumeParams.ss_albedo=multiScatterToSingleScatterAlbedoWithAniso(subsurface_color,anisotropy);volumeParams.scatter_coeff=volumeParams.ss_albedo*volumeParams.extinction_coeff;volumeParams.absorption_coeff=volumeParams.extinction_coeff-volumeParams.scatter_coeff.rgb;let minCoeff: f32=min3(volumeParams.absorption_coeff);if (minCoeff<0.0f) {volumeParams.absorption_coeff-=vec3f(minCoeff);}
31
+ volumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;return volumeParams;}
32
+ fn sss_pdf(r: f32,d: vec3f)->vec3f
33
+ {let d_clamped=max(vec3f(1e-4f),d);return (exp(-r/d_clamped)+exp(-r/(3.0f*d_clamped)))/max(vec3f(1e-5f),8.0f*PI*d_clamped*r);}
34
+ fn sss_samples_pdf(r: f32,d: f32)->f32
35
+ {let d_clamped=max(1e-4f,d);return exp(-r/(3.0f*d_clamped))/(6.0f*PI*d_clamped*r);}
36
+ fn sss_samples_icdf(x: f32,d: f32)->f32
37
+ {let d_clamped=max(1e-4f,d);let x_clamped=max(1e-4f,x);return -3.0f*log(x_clamped)*d_clamped;}
38
+ fn samples_scale(x: f32,d: f32)->f32
39
+ {return 1.0f-exp(-x/(3.0f*d));}
40
+ fn sss_get_position(depth_texture: texture_2d<f32>,tex_coord: vec2f,render_resolution: vec2f,inv_proj: mat4x4f)->vec3f
41
+ {var P: vec4f=vec4f(tex_coord,textureLoad(depth_texture,vec2i(tex_coord*render_resolution),0).x,1.0f);P.x=2.0f*P.x-1.0f;P.y=2.0f*P.y-1.0f;P=inv_proj*P;return P.xyz/P.w;}
42
+ fn sss_filter_scale(currZ: f32,proj: mat4x4f)->f32
43
+ {return 1.0f/dot(vec2f(proj[2].w,proj[3].w),vec2f(currZ,1.0f));}
44
+ fn projective_to_pixels(proj_dist: f32,proj: mat4x4f,resolution: vec2f)->f32
45
+ {return proj_dist*proj[1][1]*resolution.y;}
46
+ fn pixels_to_projective(pixel_dist: f32,proj: mat4x4f,resolution: vec2f)->f32
47
+ {return pixel_dist/(proj[1][1]*resolution.y);}
48
+ fn sss_convolve(sss_irradiance_texture: texture_2d<f32>,depth_texture: texture_2d<f32>,render_resolution: vec2f,d: vec3f,proj: mat4x4f,inv_proj: mat4x4f,sample_count: i32,noise: vec2f)->vec3f
49
+ {let tex_coord: vec2f=fragmentInputs.position.xy/render_resolution;let unconvolved_irradiance: vec3f=textureLoad(sss_irradiance_texture,vec2i(fragmentInputs.position.xy),0).rgb;let curr_pos: vec3f=sss_get_position(depth_texture,tex_coord,render_resolution,inv_proj);var dmax: f32=max3(d);let max_dmax: f32=0.1*f32(sample_count);var d_adjusted=d;if (dmax>max_dmax)
50
+ {d_adjusted*=max_dmax/dmax;dmax=max_dmax;}
51
+ var dz: f32=dmax*sss_filter_scale(curr_pos.z,proj);let projMat2d: mat2x2f=mat2x2f(proj[0].xy,proj[1].xy);if (determinant(projMat2d)*dz<1e-4f) {return unconvolved_irradiance;}
52
+ let overscan_size_in_pixels: f32=max(render_resolution.x,render_resolution.y)*0.1;let filter_crop_ratio: f32=0.8f;
53
+ let crop_radius: f32=projective_to_pixels(sss_samples_icdf(1.0f-filter_crop_ratio,dz),proj,render_resolution);if (crop_radius>overscan_size_in_pixels)
54
+ {d_adjusted*=overscan_size_in_pixels/crop_radius;dz*=overscan_size_in_pixels/crop_radius;}
55
+ let filter_samples_scale: f32=samples_scale(pixels_to_projective(overscan_size_in_pixels,proj,render_resolution),dz);var irradiance_sum: vec3f=vec3f(0.0f);var weight_sum: vec3f=vec3f(0.0f);for (var i: i32=0; i<sample_count; i++)
56
+ {var r: vec2f=fract(plasticSequence(u32(i+sample_count))+noise*vec2(0.2));r.x*=TWO_PI;r.y*=filter_samples_scale;let icdf: f32=sss_samples_icdf(1.0-r.y,dz);let sample_uv: vec2f=tex_coord+icdf*projMat2d*vec2f(cos(r.x),sin(r.x));let sss_irradiance: vec4f=textureLoad(sss_irradiance_texture,vec2i(sample_uv*render_resolution),0);let dist: f32=distance(curr_pos,sss_get_position(depth_texture,sample_uv,render_resolution,inv_proj));if (dist>0.0f)
57
+ {let weights: vec3f=sss_irradiance.a/sss_samples_pdf(icdf,dz)*sss_pdf(dist,d_adjusted);irradiance_sum+=weights*sss_irradiance.rgb;weight_sum+=weights;}}
58
+ return vec3f(select(unconvolved_irradiance.r,irradiance_sum.r/weight_sum.r,weight_sum.r>=1e-5f),
59
+ select(unconvolved_irradiance.g,irradiance_sum.g/weight_sum.g,weight_sum.g>=1e-5f),
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+ select(unconvolved_irradiance.b,irradiance_sum.b/weight_sum.b,weight_sum.b>=1e-5f));}
61
+ `;
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+ // Sideeffect
63
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
64
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
65
+ }
66
+ /** @internal */
67
+ export const openpbrVolumeFunctionsWGSL = { name, shader };
68
+ //# sourceMappingURL=openpbrVolumeFunctions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"openpbrVolumeFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyDd,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,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrVolumeFunctions\";\nconst shader = `struct OpenPBRHomogeneousVolume {extinction_coeff: vec3f, \nss_albedo: vec3f, \nmulti_scatter_color: vec3f, \nabsorption_coeff: vec3f, \nscatter_coeff: vec3f, \nanisotropy: f32, };fn computeOpenPBRTransmissionVolume(\ntransmission_color: vec3f,\ntransmission_depth: f32,\ntransmission_scatter: vec3f,\nanisotropy: f32\n)->OpenPBRHomogeneousVolume\n{var volumeParams: OpenPBRHomogeneousVolume;volumeParams.absorption_coeff=vec3f(0.0f);volumeParams.scatter_coeff=vec3f(0.0f);volumeParams.anisotropy=anisotropy;\n#ifdef GEOMETRY_THIN_WALLED\nvolumeParams.scatter_coeff=vec3f(1.0f);volumeParams.anisotropy=1.0f; \nvolumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=vec3f(1.0f);\n#else\nif (transmission_depth>0.0f) {let invDepth: vec3f=vec3f(1.f/maxEps(transmission_depth));volumeParams.extinction_coeff=-log(maxEpsVec3(transmission_color.rgb))*invDepth;volumeParams.scatter_coeff=transmission_scatter.rgb*invDepth;volumeParams.absorption_coeff=volumeParams.extinction_coeff-volumeParams.scatter_coeff.rgb;let minCoeff: f32=min3(volumeParams.absorption_coeff);if (minCoeff<0.0f) {volumeParams.absorption_coeff-=vec3f(minCoeff);}\nvolumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=volumeParams.scatter_coeff/(volumeParams.extinction_coeff);} else {volumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=vec3f(0.0f);}\n#endif\nreturn volumeParams;}\nfn computeOpenPBRSubsurfaceVolume(\nsubsurface_color: vec3f,\nsubsurface_radius: f32,\nsubsurface_radius_scale: vec3f,\nanisotropy: f32\n)->OpenPBRHomogeneousVolume\n{var volumeParams: OpenPBRHomogeneousVolume;volumeParams.absorption_coeff=vec3f(0.0f);volumeParams.scatter_coeff=vec3f(0.0f);volumeParams.anisotropy=anisotropy;volumeParams.multi_scatter_color=subsurface_color;let mfp: vec3f=subsurface_radius_scale*vec3f(subsurface_radius);volumeParams.extinction_coeff=vec3f(1.0f)/maxEpsVec3(mfp);volumeParams.ss_albedo=multiScatterToSingleScatterAlbedoWithAniso(subsurface_color,anisotropy);volumeParams.scatter_coeff=volumeParams.ss_albedo*volumeParams.extinction_coeff;volumeParams.absorption_coeff=volumeParams.extinction_coeff-volumeParams.scatter_coeff.rgb;let minCoeff: f32=min3(volumeParams.absorption_coeff);if (minCoeff<0.0f) {volumeParams.absorption_coeff-=vec3f(minCoeff);}\nvolumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;return volumeParams;}\nfn sss_pdf(r: f32,d: vec3f)->vec3f\n{let d_clamped=max(vec3f(1e-4f),d);return (exp(-r/d_clamped)+exp(-r/(3.0f*d_clamped)))/max(vec3f(1e-5f),8.0f*PI*d_clamped*r);}\nfn sss_samples_pdf(r: f32,d: f32)->f32\n{let d_clamped=max(1e-4f,d);return exp(-r/(3.0f*d_clamped))/(6.0f*PI*d_clamped*r);}\nfn sss_samples_icdf(x: f32,d: f32)->f32\n{let d_clamped=max(1e-4f,d);let x_clamped=max(1e-4f,x);return -3.0f*log(x_clamped)*d_clamped;}\nfn samples_scale(x: f32,d: f32)->f32\n{return 1.0f-exp(-x/(3.0f*d));}\nfn sss_get_position(depth_texture: texture_2d<f32>,tex_coord: vec2f,render_resolution: vec2f,inv_proj: mat4x4f)->vec3f\n{var P: vec4f=vec4f(tex_coord,textureLoad(depth_texture,vec2i(tex_coord*render_resolution),0).x,1.0f);P.x=2.0f*P.x-1.0f;P.y=2.0f*P.y-1.0f;P=inv_proj*P;return P.xyz/P.w;}\nfn sss_filter_scale(currZ: f32,proj: mat4x4f)->f32\n{return 1.0f/dot(vec2f(proj[2].w,proj[3].w),vec2f(currZ,1.0f));}\nfn projective_to_pixels(proj_dist: f32,proj: mat4x4f,resolution: vec2f)->f32\n{return proj_dist*proj[1][1]*resolution.y;}\nfn pixels_to_projective(pixel_dist: f32,proj: mat4x4f,resolution: vec2f)->f32\n{return pixel_dist/(proj[1][1]*resolution.y);}\nfn sss_convolve(sss_irradiance_texture: texture_2d<f32>,depth_texture: texture_2d<f32>,render_resolution: vec2f,d: vec3f,proj: mat4x4f,inv_proj: mat4x4f,sample_count: i32,noise: vec2f)->vec3f\n{let tex_coord: vec2f=fragmentInputs.position.xy/render_resolution;let unconvolved_irradiance: vec3f=textureLoad(sss_irradiance_texture,vec2i(fragmentInputs.position.xy),0).rgb;let curr_pos: vec3f=sss_get_position(depth_texture,tex_coord,render_resolution,inv_proj);var dmax: f32=max3(d);let max_dmax: f32=0.1*f32(sample_count);var d_adjusted=d;if (dmax>max_dmax)\n{d_adjusted*=max_dmax/dmax;dmax=max_dmax;}\nvar dz: f32=dmax*sss_filter_scale(curr_pos.z,proj);let projMat2d: mat2x2f=mat2x2f(proj[0].xy,proj[1].xy);if (determinant(projMat2d)*dz<1e-4f) {return unconvolved_irradiance;}\nlet overscan_size_in_pixels: f32=max(render_resolution.x,render_resolution.y)*0.1;let filter_crop_ratio: f32=0.8f; \nlet crop_radius: f32=projective_to_pixels(sss_samples_icdf(1.0f-filter_crop_ratio,dz),proj,render_resolution);if (crop_radius>overscan_size_in_pixels)\n{d_adjusted*=overscan_size_in_pixels/crop_radius;dz*=overscan_size_in_pixels/crop_radius;}\nlet filter_samples_scale: f32=samples_scale(pixels_to_projective(overscan_size_in_pixels,proj,render_resolution),dz);var irradiance_sum: vec3f=vec3f(0.0f);var weight_sum: vec3f=vec3f(0.0f);for (var i: i32=0; i<sample_count; i++)\n{var r: vec2f=fract(plasticSequence(u32(i+sample_count))+noise*vec2(0.2));r.x*=TWO_PI;r.y*=filter_samples_scale;let icdf: f32=sss_samples_icdf(1.0-r.y,dz);let sample_uv: vec2f=tex_coord+icdf*projMat2d*vec2f(cos(r.x),sin(r.x));let sss_irradiance: vec4f=textureLoad(sss_irradiance_texture,vec2i(sample_uv*render_resolution),0);let dist: f32=distance(curr_pos,sss_get_position(depth_texture,sample_uv,render_resolution,inv_proj));if (dist>0.0f)\n{let weights: vec3f=sss_irradiance.a/sss_samples_pdf(icdf,dz)*sss_pdf(dist,d_adjusted);irradiance_sum+=weights*sss_irradiance.rgb;weight_sum+=weights;}}\nreturn vec3f(select(unconvolved_irradiance.r,irradiance_sum.r/weight_sum.r,weight_sum.r>=1e-5f),\nselect(unconvolved_irradiance.g,irradiance_sum.g/weight_sum.g,weight_sum.g>=1e-5f),\nselect(unconvolved_irradiance.b,irradiance_sum.b/weight_sum.b,weight_sum.b>=1e-5f));}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrVolumeFunctionsWGSL = { name, shader };\n"]}
@@ -21,7 +21,7 @@ fragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);
21
21
  #ifdef PREPASS_ALBEDO_SQRT
22
22
  var sqAlbedo : vec3f=sqrt(surfaceAlbedo);
23
23
  #endif
24
- #ifdef PREPASS_IRRADIANCE
24
+ #ifdef PREPASS_IRRADIANCE_LEGACY
25
25
  var irradiance : vec3f=finalDiffuse;
26
26
  #ifndef UNLIT
27
27
  #ifdef REFLECTION
@@ -32,16 +32,27 @@ irradiance+=finalIrradiance;
32
32
  #ifdef PREPASS_COLOR
33
33
  fragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb-irradiance,finalColor.a);
34
34
  #endif
35
- irradiance/=sqAlbedo;fragData[PREPASS_IRRADIANCE_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo*uniforms.scatteringDiffusionProfile/255.);
35
+ irradiance/=sqAlbedo;fragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo*uniforms.scatteringDiffusionProfile/255.);
36
36
  #else
37
37
  #ifdef PREPASS_COLOR
38
38
  fragData[PREPASS_COLOR_INDEX]=finalColor;
39
39
  #endif
40
- fragData[PREPASS_IRRADIANCE_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo);
40
+ fragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo);
41
+ #endif
42
+ #else
43
+ #ifdef PREPASS_IRRADIANCE
44
+ var irradiance : vec3f=finalDiffuse;
45
+ #ifndef UNLIT
46
+ #ifdef REFLECTION
47
+ irradiance+=finalIrradiance;
48
+ #endif
41
49
  #endif
42
- #elif defined(PREPASS_COLOR)
50
+ fragData[PREPASS_IRRADIANCE_INDEX]=vec4f(irradiance,writeGeometryInfo);
51
+ #endif
52
+ #ifdef PREPASS_COLOR
43
53
  fragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);
44
54
  #endif
55
+ #endif
45
56
  #ifdef PREPASS_DEPTH
46
57
  fragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo);
47
58
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockPrePass.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+Fd,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 = \"pbrBlockPrePass\";\nconst shader = `#if SCENE_MRT_COUNT>0\nvar writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvar sqAlbedo : vec3f=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb-irradiance,finalColor.a); \n#endif\nirradiance/=sqAlbedo;fragData[PREPASS_IRRADIANCE_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo*uniforms.scatteringDiffusionProfile/255.); \n#else\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=finalColor; \n#endif\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo); \n#endif\n#elif defined(PREPASS_COLOR)\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrBlockPrePassWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Gd,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 = \"pbrBlockPrePass\";\nconst shader = `#if SCENE_MRT_COUNT>0\nvar writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvar sqAlbedo : vec3f=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE_LEGACY\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb-irradiance,finalColor.a); \n#endif\nirradiance/=sqAlbedo;fragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo*uniforms.scatteringDiffusionProfile/255.); \n#else\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=finalColor; \n#endif\nfragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo); \n#endif\n#else\n#ifdef PREPASS_IRRADIANCE\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(irradiance,writeGeometryInfo);\n#endif\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);\n#endif\n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrBlockPrePassWGSL = { name, shader };\n"]}
@@ -255,10 +255,10 @@ var NdotV: f32=max(dot(normalW,viewDirectionW),0.0);irradianceVector=mix(irradia
255
255
  #endif
256
256
  #endif
257
257
  #ifdef REFLECTIONMAP_OPPOSITEZ
258
- irradianceVector.z*=-1.0;
258
+ irradianceVector.z*=-1.0;irradianceView.z*=-1.0;
259
259
  #endif
260
260
  #ifdef INVERTCUBICMAP
261
- irradianceVector.y*=-1.0;
261
+ irradianceVector.y*=-1.0;irradianceView.y*=-1.0;
262
262
  #endif
263
263
  #endif
264
264
  #ifdef USESPHERICALFROMREFLECTIONMAP
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockReflection.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockReflection.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsTd,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,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflection\";\nconst shader = `#ifdef REFLECTION\nstruct reflectionOutParams\n{environmentRadiance: vec4f\n,environmentIrradiance: vec3f\n#ifdef REFLECTIONMAP_3D\n,reflectionCoords: vec3f\n#else\n,reflectionCoords: vec2f\n#endif\n#ifdef SS_TRANSLUCENCY\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,irradianceVector: vec3f\n#endif\n#endif\n#endif\n};\n#define pbr_inline\n#ifdef REFLECTIONMAP_3D\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec3f\n{var reflectionCoords: vec3f;\n#else\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec2f\n{ \nvar reflectionCoords: vec2f;\n#endif\n#ifdef ANISOTROPIC\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),anisotropicOut.anisotropicNormal);\n#else\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionCoords=reflectionVector;\n#else\nreflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\n#define pbr_inline\nfn sampleReflectionTexture(\nalphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec3f\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec2f\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler\n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#endif \n)->vec4f\n{var environmentRadiance: vec4f;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaGNdotV(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\nvar automaticReflectionLOD: f32=UNPACK_LOD(textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords).a);var requestedReflectionLOD: f32=max(automaticReflectionLOD,reflectionLOD);\n#else\nvar requestedReflectionLOD: f32=reflectionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRadiance= vec4f(radiance(alphaG,reflectionSampler,reflectionSamplerSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#endif\n#else\nvar lodReflectionNormalized: f32=saturate(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x));var lodReflectionNormalizedDoubled: f32=lodReflectionNormalized*2.0;var environmentMid: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);if (lodReflectionNormalizedDoubled<1.0){environmentRadiance=mix(\ntextureSample(reflectionHighSampler,reflectionHighSamplerSampler,reflectionCoords),\nenvironmentMid,\nlodReflectionNormalizedDoubled\n);} else {environmentRadiance=mix(\nenvironmentMid,\ntextureSample(reflectionLowSampler,reflectionLowSamplerSampler,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\nvar envRadiance=environmentRadiance.rgb;\n#ifdef RGBDREFLECTION\nenvRadiance=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvRadiance=toLinearSpaceVec3(environmentRadiance.rgb);\n#endif\nenvRadiance*=vReflectionInfos.x;envRadiance*=vReflectionColor.rgb;return vec4f(envRadiance,environmentRadiance.a);}\n#define pbr_inline\nfn reflectionBlock(\nvPositionW: vec3f\n,normalW: vec3f\n,alphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#ifdef ANISOTROPIC\n,anisotropicOut: anisotropicOutParams\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n#endif\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance: vec3f\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix: mat4x4f\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,irradianceSampler: texture_cube<f32>\n,irradianceSamplerSampler: sampler \n#else\n,irradianceSampler: texture_2d<f32>\n,irradianceSamplerSampler: sampler \n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,reflectionDominantDirection: vec3f\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler \n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler \n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>\n,icdfSamplerSampler: sampler\n#endif\n#endif\n,viewDirectionW: vec3f\n,diffuseRoughness: f32\n,surfaceAlbedo: vec3f\n)->reflectionOutParams\n{var outParams: reflectionOutParams;var environmentRadiance: vec4f= vec4f(0.,0.,0.,0.);\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f= vec3f(0.);\n#else\nvar reflectionCoords: vec2f= vec2f(0.);\n#endif\nreflectionCoords=createReflectionCoords(\nvPositionW,\nnormalW,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif \n);environmentRadiance=sampleReflectionTexture(\nalphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#else\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif \n);var environmentIrradiance: vec3f= vec3f(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n#ifdef ANISOTROPIC\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(anisotropicOut.anisotropicNormal,0)).xyz;\n#else\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(normalW,0)).xyz;\n#endif\nvar irradianceView: vec3f= (reflectionMatrix* vec4f(viewDirectionW,0)).xyz;\n#if !defined(USE_IRRADIANCE_DOMINANT_DIRECTION) && !defined(REALTIME_FILTERING)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvar NdotV: f32=max(dot(normalW,viewDirectionW),0.0);irradianceVector=mix(irradianceVector,irradianceView,(0.5*(1.0-NdotV))*diffuseRoughness);\n#endif\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;\n#endif\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,reflectionSamplerSampler,irradianceVector,vReflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#ifdef SS_TRANSLUCENCY\noutParams.irradianceVector=irradianceVector;\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvar environmentIrradiance4: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,irradianceVector);\n#else\nvar environmentIrradiance4: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,reflectionCoords);\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\nvar Ls: vec3f=normalize(reflectionDominantDirection);var NoL: f32=dot(irradianceVector,Ls);var NoV: f32=dot(irradianceVector,irradianceView);var diffuseRoughnessTerm: vec3f=vec3f(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar LoV: f32=dot(Ls,irradianceView);var mag: f32=length(reflectionDominantDirection)*2.0f;var clampedAlbedo: vec3f=clamp(surfaceAlbedo,vec3f(0.1),vec3f(1.0));diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;diffuseRoughnessTerm=diffuseRoughnessTerm/clampedAlbedo;diffuseRoughnessTerm=mix(vec3f(1.0),diffuseRoughnessTerm,sqrt(clamp(mag*NoV,0.0,1.0f)));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvar H: vec3f=(irradianceView+Ls)*0.5f;var VoH: f32=dot(irradianceView,H);diffuseRoughnessTerm=vec3f(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\nenvironmentIrradiance=environmentIrradiance4.rgb*diffuseRoughnessTerm;\n#else\nenvironmentIrradiance=environmentIrradiance4.rgb;\n#endif\n#ifdef RGBDREFLECTION\nenvironmentIrradiance=fromRGBD(environmentIrradiance4);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance=toLinearSpaceVec3(environmentIrradiance.rgb);\n#endif\n#endif\nenvironmentIrradiance*=vReflectionColor.rgb*vReflectionInfos.x;\n#ifdef MIX_IBL_RADIANCE_WITH_IRRADIANCE\noutParams.environmentRadiance=vec4f(mix(environmentRadiance.rgb,environmentIrradiance,alphaG),environmentRadiance.a);\n#else\noutParams.environmentRadiance=environmentRadiance;\n#endif\noutParams.environmentIrradiance=environmentIrradiance;outParams.reflectionCoords=reflectionCoords;return outParams;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrBlockReflectionWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockReflection.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockReflection.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsTd,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,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockReflection\";\nconst shader = `#ifdef REFLECTION\nstruct reflectionOutParams\n{environmentRadiance: vec4f\n,environmentIrradiance: vec3f\n#ifdef REFLECTIONMAP_3D\n,reflectionCoords: vec3f\n#else\n,reflectionCoords: vec2f\n#endif\n#ifdef SS_TRANSLUCENCY\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,irradianceVector: vec3f\n#endif\n#endif\n#endif\n};\n#define pbr_inline\n#ifdef REFLECTIONMAP_3D\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec3f\n{var reflectionCoords: vec3f;\n#else\nfn createReflectionCoords(\nvPositionW: vec3f,\nnormalW: vec3f,\n#ifdef ANISOTROPIC\nanisotropicOut: anisotropicOutParams,\n#endif\n)->vec2f\n{ \nvar reflectionCoords: vec2f;\n#endif\n#ifdef ANISOTROPIC\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),anisotropicOut.anisotropicNormal);\n#else\nvar reflectionVector: vec3f=computeReflectionCoords( vec4f(vPositionW,1.0),normalW);\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nreflectionCoords=reflectionVector;\n#else\nreflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\n#define pbr_inline\nfn sampleReflectionTexture(\nalphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec3f\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec2f\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler\n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler\n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#endif \n)->vec4f\n{var environmentRadiance: vec4f;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaGNdotV(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\n#ifdef LODBASEDMICROSFURACE\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\nvar automaticReflectionLOD: f32=UNPACK_LOD(textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords).a);var requestedReflectionLOD: f32=max(automaticReflectionLOD,reflectionLOD);\n#else\nvar requestedReflectionLOD: f32=reflectionLOD;\n#endif\n#ifdef REALTIME_FILTERING\nenvironmentRadiance= vec4f(radiance(alphaG,reflectionSampler,reflectionSamplerSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#endif\n#else\nvar lodReflectionNormalized: f32=saturate(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x));var lodReflectionNormalizedDoubled: f32=lodReflectionNormalized*2.0;var environmentMid: vec4f=textureSample(reflectionSampler,reflectionSamplerSampler,reflectionCoords);if (lodReflectionNormalizedDoubled<1.0){environmentRadiance=mix(\ntextureSample(reflectionHighSampler,reflectionHighSamplerSampler,reflectionCoords),\nenvironmentMid,\nlodReflectionNormalizedDoubled\n);} else {environmentRadiance=mix(\nenvironmentMid,\ntextureSample(reflectionLowSampler,reflectionLowSamplerSampler,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);}\n#endif\nvar envRadiance=environmentRadiance.rgb;\n#ifdef RGBDREFLECTION\nenvRadiance=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvRadiance=toLinearSpaceVec3(environmentRadiance.rgb);\n#endif\nenvRadiance*=vReflectionInfos.x;envRadiance*=vReflectionColor.rgb;return vec4f(envRadiance,environmentRadiance.a);}\n#define pbr_inline\nfn reflectionBlock(\nvPositionW: vec3f\n,normalW: vec3f\n,alphaG: f32\n,vReflectionMicrosurfaceInfos: vec3f\n,vReflectionInfos: vec2f\n,vReflectionColor: vec3f\n#ifdef ANISOTROPIC\n,anisotropicOut: anisotropicOutParams\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped: f32\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness: f32\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n#endif\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance: vec3f\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix: mat4x4f\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,irradianceSampler: texture_cube<f32>\n,irradianceSamplerSampler: sampler \n#else\n,irradianceSampler: texture_2d<f32>\n,irradianceSamplerSampler: sampler \n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,reflectionDominantDirection: vec3f\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\n,reflectionLowSampler: texture_cube<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_cube<f32>\n,reflectionHighSamplerSampler: sampler \n#else\n,reflectionLowSampler: texture_2d<f32>\n,reflectionLowSamplerSampler: sampler \n,reflectionHighSampler: texture_2d<f32>\n,reflectionHighSamplerSampler: sampler \n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>\n,icdfSamplerSampler: sampler\n#endif\n#endif\n,viewDirectionW: vec3f\n,diffuseRoughness: f32\n,surfaceAlbedo: vec3f\n)->reflectionOutParams\n{var outParams: reflectionOutParams;var environmentRadiance: vec4f= vec4f(0.,0.,0.,0.);\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f= vec3f(0.);\n#else\nvar reflectionCoords: vec2f= vec2f(0.);\n#endif\nreflectionCoords=createReflectionCoords(\nvPositionW,\nnormalW,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif \n);environmentRadiance=sampleReflectionTexture(\nalphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#else\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionLowSampler\n,reflectionLowSamplerSampler\n,reflectionHighSampler\n,reflectionHighSamplerSampler\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif \n);var environmentIrradiance: vec3f= vec3f(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n#ifdef ANISOTROPIC\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(anisotropicOut.anisotropicNormal,0)).xyz;\n#else\nvar irradianceVector: vec3f= (reflectionMatrix* vec4f(normalW,0)).xyz;\n#endif\nvar irradianceView: vec3f= (reflectionMatrix* vec4f(viewDirectionW,0)).xyz;\n#if !defined(USE_IRRADIANCE_DOMINANT_DIRECTION) && !defined(REALTIME_FILTERING)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\nvar NdotV: f32=max(dot(normalW,viewDirectionW),0.0);irradianceVector=mix(irradianceVector,irradianceView,(0.5*(1.0-NdotV))*diffuseRoughness);\n#endif\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;irradianceView.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;irradianceView.y*=-1.0;\n#endif\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,reflectionSamplerSampler,irradianceVector,vReflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#ifdef SS_TRANSLUCENCY\noutParams.irradianceVector=irradianceVector;\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvar environmentIrradiance4: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,irradianceVector);\n#else\nvar environmentIrradiance4: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,reflectionCoords);\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\nvar Ls: vec3f=normalize(reflectionDominantDirection);var NoL: f32=dot(irradianceVector,Ls);var NoV: f32=dot(irradianceVector,irradianceView);var diffuseRoughnessTerm: vec3f=vec3f(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar LoV: f32=dot(Ls,irradianceView);var mag: f32=length(reflectionDominantDirection)*2.0f;var clampedAlbedo: vec3f=clamp(surfaceAlbedo,vec3f(0.1),vec3f(1.0));diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;diffuseRoughnessTerm=diffuseRoughnessTerm/clampedAlbedo;diffuseRoughnessTerm=mix(vec3f(1.0),diffuseRoughnessTerm,sqrt(clamp(mag*NoV,0.0,1.0f)));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvar H: vec3f=(irradianceView+Ls)*0.5f;var VoH: f32=dot(irradianceView,H);diffuseRoughnessTerm=vec3f(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\nenvironmentIrradiance=environmentIrradiance4.rgb*diffuseRoughnessTerm;\n#else\nenvironmentIrradiance=environmentIrradiance4.rgb;\n#endif\n#ifdef RGBDREFLECTION\nenvironmentIrradiance=fromRGBD(environmentIrradiance4);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance=toLinearSpaceVec3(environmentIrradiance.rgb);\n#endif\n#endif\nenvironmentIrradiance*=vReflectionColor.rgb*vReflectionInfos.x;\n#ifdef MIX_IBL_RADIANCE_WITH_IRRADIANCE\noutParams.environmentRadiance=vec4f(mix(environmentRadiance.rgb,environmentIrradiance,alphaG),environmentRadiance.a);\n#else\noutParams.environmentRadiance=environmentRadiance;\n#endif\noutParams.environmentIrradiance=environmentIrradiance;outParams.reflectionCoords=reflectionCoords;return outParams;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrBlockReflectionWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const pbrFragmentReflectionDeclarationWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,39 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "pbrFragmentReflectionDeclaration";
4
+ const shader = `#ifdef REFLECTION
5
+ #ifdef REFLECTIONMAP_3D
6
+ var reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;
7
+ #ifdef LODBASEDMICROSFURACE
8
+ #else
9
+ var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;
10
+ #endif
11
+ #ifdef USEIRRADIANCEMAP
12
+ var irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;
13
+ #endif
14
+ #else
15
+ var reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;
16
+ #ifdef LODBASEDMICROSFURACE
17
+ #else
18
+ var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;
19
+ #endif
20
+ #ifdef USEIRRADIANCEMAP
21
+ var irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;
22
+ #endif
23
+ #endif
24
+ #ifdef REFLECTIONMAP_SKYBOX
25
+ varying vPositionUVW: vec3f;
26
+ #else
27
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
28
+ varying vDirectionW: vec3f;
29
+ #endif
30
+ #endif
31
+ #endif
32
+ `;
33
+ // Sideeffect
34
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
35
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
36
+ }
37
+ /** @internal */
38
+ export const pbrFragmentReflectionDeclarationWGSL = { name, shader };
39
+ //# sourceMappingURL=pbrFragmentReflectionDeclaration.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"pbrFragmentReflectionDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Bd,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 = \"pbrFragmentReflectionDeclaration\";\nconst shader = `#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrFragmentReflectionDeclarationWGSL = { name, shader };\n"]}
@@ -1,5 +1,6 @@
1
1
  import "./samplerFragmentDeclaration.js";
2
2
  import "./samplerFragmentAlternateDeclaration.js";
3
+ import "./pbrFragmentReflectionDeclaration.js";
3
4
  /** @internal */
4
5
  export declare const pbrFragmentSamplersDeclarationWGSL: {
5
6
  name: string;
@@ -2,6 +2,7 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  import "./samplerFragmentDeclaration.js";
4
4
  import "./samplerFragmentAlternateDeclaration.js";
5
+ import "./pbrFragmentReflectionDeclaration.js";
5
6
  const name = "pbrFragmentSamplersDeclaration";
6
7
  const shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo)
7
8
  #include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight)
@@ -38,34 +39,7 @@ var sheenRoughnessSamplerSampler: sampler;var sheenRoughnessSampler: texture_2d<
38
39
  #ifdef ANISOTROPIC
39
40
  #include<samplerFragmentDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_SAMPLERNAME_,anisotropy)
40
41
  #endif
41
- #ifdef REFLECTION
42
- #ifdef REFLECTIONMAP_3D
43
- var reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;
44
- #ifdef LODBASEDMICROSFURACE
45
- #else
46
- var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;
47
- #endif
48
- #ifdef USEIRRADIANCEMAP
49
- var irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;
50
- #endif
51
- #else
52
- var reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;
53
- #ifdef LODBASEDMICROSFURACE
54
- #else
55
- var reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;
56
- #endif
57
- #ifdef USEIRRADIANCEMAP
58
- var irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;
59
- #endif
60
- #endif
61
- #ifdef REFLECTIONMAP_SKYBOX
62
- varying vPositionUVW: vec3f;
63
- #else
64
- #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
65
- varying vDirectionW: vec3f;
66
- #endif
67
- #endif
68
- #endif
42
+ #include<pbrFragmentReflectionDeclaration>
69
43
  #ifdef ENVIRONMENTBRDF
70
44
  var environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;
71
45
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"pbrFragmentSamplersDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Fd,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,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\nimport \"./samplerFragmentAlternateDeclaration\";\n\nconst name = \"pbrFragmentSamplersDeclaration\";\nconst shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_SAMPLERNAME_,baseDiffuseRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_SAMPLERNAME_,reflectivity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_SAMPLERNAME_,microSurface)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_SAMPLERNAME_,metallicReflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_SAMPLERNAME_,reflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef CLEARCOAT\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_SAMPLERNAME_,clearCoat)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nvar clearCoatRoughnessSamplerSampler: sampler;var clearCoatRoughnessSampler: texture_2d<f32>;\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_SAMPLERNAME_,clearCoatBump)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_SAMPLERNAME_,clearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_SAMPLERNAME_,iridescence)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_SAMPLERNAME_,iridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_SAMPLERNAME_,sheen)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS)\nvar sheenRoughnessSamplerSampler: sampler;var sheenRoughnessSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#include<samplerFragmentDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_SAMPLERNAME_,anisotropy)\n#endif\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_cube<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_cube<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_cube<f32>;\n#endif\n#else\nvar reflectionSamplerSampler: sampler;var reflectionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar reflectionLowSamplerSampler: sampler;var reflectionLowSampler: texture_2d<f32>;var reflectionHighSamplerSampler: sampler;var reflectionHighSampler: texture_2d<f32>;\n#endif\n#ifdef USEIRRADIANCEMAP\nvar irradianceSamplerSampler: sampler;var irradianceSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\n#endif\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nvar environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#ifdef SS_REFRACTIONMAP_3D\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_cube<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_cube<f32>;\n#endif\n#else\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_2d<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_2d<f32>;\n#endif\n#endif\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_SAMPLERNAME_,thickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_SAMPLERNAME_,refractionIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_SAMPLERNAME_,translucencyIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_SAMPLERNAME_,translucencyColor)\n#endif\n#ifdef IBL_CDF_FILTERING\nvar icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrFragmentSamplersDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrFragmentSamplersDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Dd,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,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./samplerFragmentDeclaration\";\nimport \"./samplerFragmentAlternateDeclaration\";\nimport \"./pbrFragmentReflectionDeclaration\";\n\nconst name = \"pbrFragmentSamplersDeclaration\";\nconst shader = `#include<samplerFragmentDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo,_SAMPLERNAME_,albedo)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_SAMPLERNAME_,baseDiffuseRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTIVITY,_VARYINGNAME_,Reflectivity,_SAMPLERNAME_,reflectivity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,MICROSURFACEMAP,_VARYINGNAME_,MicroSurfaceSampler,_SAMPLERNAME_,microSurface)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,METALLIC_REFLECTANCE,_VARYINGNAME_,MetallicReflectance,_SAMPLERNAME_,metallicReflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,REFLECTANCE,_VARYINGNAME_,Reflectance,_SAMPLERNAME_,reflectance)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef CLEARCOAT\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE,_VARYINGNAME_,ClearCoat,_SAMPLERNAME_,clearCoat)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,CLEARCOAT_TEXTURE_ROUGHNESS,_VARYINGNAME_,ClearCoatRoughness)\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nvar clearCoatRoughnessSamplerSampler: sampler;var clearCoatRoughnessSampler: texture_2d<f32>;\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_BUMP,_VARYINGNAME_,ClearCoatBump,_SAMPLERNAME_,clearCoatBump)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,CLEARCOAT_TINT_TEXTURE,_VARYINGNAME_,ClearCoatTint,_SAMPLERNAME_,clearCoatTint)\n#endif\n#ifdef IRIDESCENCE\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_TEXTURE,_VARYINGNAME_,Iridescence,_SAMPLERNAME_,iridescence)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,IRIDESCENCE_THICKNESS_TEXTURE,_VARYINGNAME_,IridescenceThickness,_SAMPLERNAME_,iridescenceThickness)\n#endif\n#ifdef SHEEN\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SHEEN_TEXTURE,_VARYINGNAME_,Sheen,_SAMPLERNAME_,sheen)\n#include<samplerFragmentAlternateDeclaration>(_DEFINENAME_,SHEEN_TEXTURE_ROUGHNESS,_VARYINGNAME_,SheenRoughness)\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS)\nvar sheenRoughnessSamplerSampler: sampler;var sheenRoughnessSampler: texture_2d<f32>;\n#endif\n#endif\n#ifdef ANISOTROPIC\n#include<samplerFragmentDeclaration>(_DEFINENAME_,ANISOTROPIC_TEXTURE,_VARYINGNAME_,Anisotropy,_SAMPLERNAME_,anisotropy)\n#endif\n#include<pbrFragmentReflectionDeclaration>\n#ifdef ENVIRONMENTBRDF\nvar environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;\n#endif\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\n#ifdef SS_REFRACTIONMAP_3D\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_cube<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_cube<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_cube<f32>;\n#endif\n#else\nvar refractionSamplerSampler: sampler;var refractionSampler: texture_2d<f32>;\n#ifdef LODBASEDMICROSFURACE\n#else\nvar refractionLowSamplerSampler: sampler;var refractionLowSampler: texture_2d<f32>;var refractionHighSamplerSampler: sampler;var refractionHighSampler: texture_2d<f32>;\n#endif\n#endif\n#endif\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_THICKNESSANDMASK_TEXTURE,_VARYINGNAME_,Thickness,_SAMPLERNAME_,thickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_REFRACTIONINTENSITY_TEXTURE,_VARYINGNAME_,RefractionIntensity,_SAMPLERNAME_,refractionIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYINTENSITY_TEXTURE,_VARYINGNAME_,TranslucencyIntensity,_SAMPLERNAME_,translucencyIntensity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SS_TRANSLUCENCYCOLOR_TEXTURE,_VARYINGNAME_,TranslucencyColor,_SAMPLERNAME_,translucencyColor)\n#endif\n#ifdef IBL_CDF_FILTERING\nvar icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrFragmentSamplersDeclarationWGSL = { name, shader };\n"]}
@@ -7,7 +7,8 @@ viewProjectionR : mat4x4<f32>,
7
7
  #endif
8
8
  view : mat4x4<f32>,
9
9
  projection : mat4x4<f32>,
10
- vEyePosition : vec4<f32>,};
10
+ vEyePosition : vec4<f32>,
11
+ inverseProjection : mat4x4<f32>,};
11
12
  #define SCENE_UBO
12
13
  var<uniform> scene : Scene;
13
14
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"sceneUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/sceneUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;CASd,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,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"sceneUboDeclaration\";\nconst shader = `struct Scene {viewProjection : mat4x4<f32>,\n#ifdef MULTIVIEW\nviewProjectionR : mat4x4<f32>,\n#endif \nview : mat4x4<f32>,\nprojection : mat4x4<f32>,\nvEyePosition : vec4<f32>,};\n#define SCENE_UBO\nvar<uniform> scene : Scene;\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const sceneUboDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"sceneUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/sceneUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;CAUd,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,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"sceneUboDeclaration\";\nconst shader = `struct Scene {viewProjection : mat4x4<f32>,\n#ifdef MULTIVIEW\nviewProjectionR : mat4x4<f32>,\n#endif \nview : mat4x4<f32>,\nprojection : mat4x4<f32>,\nvEyePosition : vec4<f32>,\ninverseProjection : mat4x4<f32>,};\n#define SCENE_UBO\nvar<uniform> scene : Scene;\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const sceneUboDeclarationWGSL = { name, shader };\n"]}
@@ -2,8 +2,19 @@ import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
2
2
  import "./ShadersInclude/bumpFragmentMainFunctions.js";
3
3
  import "./ShadersInclude/bumpFragmentFunctions.js";
4
4
  import "./ShadersInclude/helperFunctions.js";
5
+ import "./ShadersInclude/pbrFragmentReflectionDeclaration.js";
6
+ import "./ShadersInclude/sceneUboDeclaration.js";
7
+ import "./ShadersInclude/pbrBRDFFunctions.js";
8
+ import "./ShadersInclude/openpbrDielectricReflectance.js";
9
+ import "./ShadersInclude/pbrIBLFunctions.js";
10
+ import "./ShadersInclude/reflectionFunction.js";
11
+ import "./ShadersInclude/openpbrGeometryInfo.js";
12
+ import "./ShadersInclude/openpbrIblFunctions.js";
13
+ import "./ShadersInclude/samplerFragmentDeclaration.js";
5
14
  import "./ShadersInclude/clipPlaneFragment.js";
6
15
  import "./ShadersInclude/bumpFragment.js";
16
+ import "./ShadersInclude/openpbrSubsurfaceLayerData.js";
17
+ import "./ShadersInclude/openpbrTransmissionLayerData.js";
7
18
  /** @internal */
8
19
  export declare const geometryPixelShaderWGSL: {
9
20
  name: string;
@@ -4,8 +4,19 @@ import "./ShadersInclude/clipPlaneFragmentDeclaration.js";
4
4
  import "./ShadersInclude/bumpFragmentMainFunctions.js";
5
5
  import "./ShadersInclude/bumpFragmentFunctions.js";
6
6
  import "./ShadersInclude/helperFunctions.js";
7
+ import "./ShadersInclude/pbrFragmentReflectionDeclaration.js";
8
+ import "./ShadersInclude/sceneUboDeclaration.js";
9
+ import "./ShadersInclude/pbrBRDFFunctions.js";
10
+ import "./ShadersInclude/openpbrDielectricReflectance.js";
11
+ import "./ShadersInclude/pbrIBLFunctions.js";
12
+ import "./ShadersInclude/reflectionFunction.js";
13
+ import "./ShadersInclude/openpbrGeometryInfo.js";
14
+ import "./ShadersInclude/openpbrIblFunctions.js";
15
+ import "./ShadersInclude/samplerFragmentDeclaration.js";
7
16
  import "./ShadersInclude/clipPlaneFragment.js";
8
17
  import "./ShadersInclude/bumpFragment.js";
18
+ import "./ShadersInclude/openpbrSubsurfaceLayerData.js";
19
+ import "./ShadersInclude/openpbrTransmissionLayerData.js";
9
20
  const name = "geometryPixelShader";
10
21
  const shader = `#ifdef BUMP
11
22
  varying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;
@@ -13,7 +24,7 @@ varying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f
13
24
  varying vNormalV: vec3f;
14
25
  #endif
15
26
  varying vViewPos: vec4f;
16
- #if defined(POSITION) || defined(BUMP)
27
+ #if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)
17
28
  varying vPositionW: vec3f;
18
29
  #endif
19
30
  #if defined(VELOCITY) || defined(VELOCITY_LINEAR)
@@ -59,6 +70,33 @@ var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
59
70
  #include<bumpFragmentMainFunctions>
60
71
  #include<bumpFragmentFunctions>
61
72
  #include<helperFunctions>
73
+ #ifdef IRRADIANCE
74
+ #include<pbrFragmentReflectionDeclaration>
75
+ #ifdef REFLECTION
76
+ #ifdef USEIRRADIANCEMAP
77
+ #include<sceneUboDeclaration>
78
+ uniform reflectionMatrix: mat4x4f;uniform vReflectionInfos: vec2f;uniform vReflectionDominantDirection: vec3f;
79
+ #include<pbrBRDFFunctions>
80
+ #include<openpbrDielectricReflectance>
81
+ #include<pbrIBLFunctions>
82
+ #include<reflectionFunction>
83
+ #include<openpbrGeometryInfo>
84
+ #include<openpbrIblFunctions>
85
+ #elif defined(USESPHERICALFROMREFLECTIONMAP)
86
+ varying vEnvironmentIrradiance: vec3f;
87
+ #endif
88
+ #ifdef IBL_SHADOW_TEXTURE
89
+ var iblShadowSampler: texture_2d<f32>;var iblShadowSamplerSampler: sampler;uniform shadowTextureSize: vec2f;
90
+ #endif
91
+ #ifdef IRRADIANCE_SCATTER_MASK
92
+ uniform vSubsurfaceWeight: f32;
93
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_SAMPLERNAME_,subsurfaceWeight)
94
+ uniform vSubsurfaceScatterAnisotropy: f32;uniform vTransmissionWeight: f32;
95
+ #include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_SAMPLERNAME_,transmissionWeight)
96
+ uniform vTransmissionScatterAnisotropy: f32;
97
+ #endif
98
+ #endif
99
+ #endif
62
100
  @fragment
63
101
  fn main(input: FragmentInputs)->FragmentOutputs {
64
102
  #include<clipPlaneFragment>
@@ -152,6 +190,70 @@ reflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness);
152
190
  #endif
153
191
  fragData[REFLECTIVITY_INDEX]=reflectivity;
154
192
  #endif
193
+ #ifdef IRRADIANCE
194
+ var irradiance: vec3f=vec3f(0.0);var irradiance_alpha: f32=1.0;
195
+ #ifdef REFLECTION
196
+ #ifdef IRRADIANCE_SCATTER_MASK
197
+ var vSubsurfaceColor: vec3f=vec3f(1.0);var vSubsurfaceRadius: f32=0.0;var vSubsurfaceRadiusScale: vec3f=vec3f(1.0);
198
+ #include<openpbrSubsurfaceLayerData>(uniforms.vSubsurfaceColor,vSubsurfaceColor,uniforms.vSubsurfaceRadius,vSubsurfaceRadius,uniforms.vSubsurfaceRadiusScale,vSubsurfaceRadiusScale)
199
+ var vTransmissionDepth: f32=1.0;var vTransmissionColor: vec3f=vec3f(1.0);var vTransmissionScatter: vec3f=vec3f(0.0);var vTransmissionDispersionScale: f32=0.0;var vTransmissionDispersionAbbeNumber: f32=0.0;
200
+ #include<openpbrTransmissionLayerData>(uniforms.vTransmissionDispersionScale,vTransmissionDispersionScale,uniforms.vTransmissionDispersionAbbeNumber,vTransmissionDispersionAbbeNumber,uniforms.vTransmissionColor,vTransmissionColor,uniforms.vTransmissionDepth,vTransmissionDepth,uniforms.vTransmissionScatter\\.,vTransmissionScatter.)
201
+ #endif
202
+ #ifdef IBL_SHADOW_TEXTURE
203
+ #ifdef COLORED_IBL_SHADOWS
204
+ let iblShadowValue: vec3f=textureSample(iblShadowSampler,iblShadowSamplerSampler,fragmentInputs.position.xy/uniforms.shadowTextureSize).rgb;
205
+ #else
206
+ let iblShadowValue: vec3f=vec3f(textureSample(iblShadowSampler,iblShadowSamplerSampler,fragmentInputs.position.xy/uniforms.shadowTextureSize).r);
207
+ #endif
208
+ #endif
209
+ #if defined(USEIRRADIANCEMAP)
210
+ #ifdef IRRADIANCE_SCATTER_MASK
211
+ let bendAmount: f32=subsurface_weight*-min(subsurface_scatter_anisotropy,0.0);let mixedBendAmount: f32=mix(bendAmount,-min(transmission_scatter_anisotropy,0.0),transmission_weight);let viewVector: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);let bentNormal: vec3f=mix(normalOutput,viewVector,mixedBendAmount*dot(normalOutput,viewVector));
212
+ #else
213
+ let bentNormal: vec3f=normalOutput;
214
+ #endif
215
+ irradiance=sampleIrradiance(
216
+ bentNormal
217
+ #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
218
+ ,input.vEnvironmentIrradiance
219
+ #endif
220
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
221
+ ,uniforms.reflectionMatrix
222
+ #endif
223
+ #ifdef USEIRRADIANCEMAP
224
+ ,irradianceSampler
225
+ ,irradianceSamplerSampler
226
+ #ifdef USE_IRRADIANCE_DOMINANT_DIRECTION
227
+ ,uniforms.vReflectionDominantDirection
228
+ #endif
229
+ #endif
230
+ #ifdef REALTIME_FILTERING
231
+ ,uniforms.vReflectionFilteringInfo
232
+ #ifdef IBL_CDF_FILTERING
233
+ ,icdfSampler
234
+ ,icdfSamplerSampler
235
+ #endif
236
+ #endif
237
+ ,uniforms.vReflectionInfos
238
+ ,input.vViewPos.xyz
239
+ ,1.0
240
+ ,vec3f(1.0)
241
+ );
242
+ #elif defined(USESPHERICALFROMREFLECTIONMAP)
243
+ irradiance=input.vEnvironmentIrradiance;
244
+ #endif
245
+ #ifdef IBL_SHADOW_TEXTURE
246
+ irradiance*=iblShadowValue;
247
+ #endif
248
+ #ifndef BUMP
249
+ let uvOffset: vec2f=vec2f(0.0);
250
+ #endif
251
+ #ifdef IRRADIANCE_SCATTER_MASK
252
+ irradiance_alpha=min(subsurface_weight+transmission_weight,1.0);
253
+ #endif
254
+ #endif
255
+ fragData[IRRADIANCE_INDEX]=vec4f(irradiance,irradiance_alpha);
256
+ #endif
155
257
  #if SCENE_MRT_COUNT>0
156
258
  fragmentOutputs.fragData0=fragData[0];
157
259
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Kd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#else\n#ifdef METALLIC_TEXTURE\nvar metallicSamplerSampler: sampler;var metallicSampler: texture_2d<f32>;varying vMetallicUV: vec2f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvar roughnessSamplerSampler: sampler;var roughnessSampler: texture_2d<f32>;varying vRoughnessUV: vec2f;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(input.vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dpdx(input.vPositionW),dpdy(input.vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvar velocity : vec2f=vec2f(0.5)*((input.vPreviousPosition.xy /\ninput.vPreviousPosition.w) -\n(input.vCurrentPosition.xy /\ninput.vCurrentPosition.w));fragData[VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=textureSample(metallicSampler,metallicSamplerSampler,input.vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=textureSample(roughnessSampler,roughnessSamplerSampler,input.vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mDAAmD,CAAC;AAC3D,OAAO,sCAAsC,CAAC;AAC9C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,+CAA+C,CAAC;AACvD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,6CAA6C,CAAC;AACrD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AACvC,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqQd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrFragmentReflectionDeclaration\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/openpbrDielectricReflectance\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/openpbrGeometryInfo\";\nimport \"./ShadersInclude/openpbrIblFunctions\";\nimport \"./ShadersInclude/samplerFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/openpbrSubsurfaceLayerData\";\nimport \"./ShadersInclude/openpbrTransmissionLayerData\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#ifdef BUMP\nvarying vWorldView0: vec4f;varying vWorldView1: vec4f;varying vWorldView2: vec4f;varying vWorldView3: vec4f;varying vNormalW: vec3f;\n#else\nvarying vNormalV: vec3f;\n#endif\nvarying vViewPos: vec4f;\n#if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)\nvarying vPositionW: vec3f;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef NEED_UV\nvarying vUV: vec2f;\n#endif\n#ifdef BUMP\nuniform vBumpInfos: vec3f;uniform vTangentSpaceParams: vec2f;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nvar reflectivitySamplerSampler: sampler;var reflectivitySampler: texture_2d<f32>;varying vReflectivityUV: vec2f;\n#else\n#ifdef METALLIC_TEXTURE\nvar metallicSamplerSampler: sampler;var metallicSampler: texture_2d<f32>;varying vMetallicUV: vec2f;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nvar roughnessSamplerSampler: sampler;var roughnessSampler: texture_2d<f32>;varying vRoughnessUV: vec2f;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vAlbedoUV: vec2f;var albedoSamplerSampler: sampler;var albedoSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform reflectivityColor: vec3f;\n#endif\n#ifdef ALBEDOCOLOR\nuniform albedoColor: vec3f;\n#endif\n#ifdef METALLIC\nuniform metallic: f32;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform glossiness: f32;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nvar diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n#ifdef IRRADIANCE\n#include<pbrFragmentReflectionDeclaration>\n#ifdef REFLECTION\n#ifdef USEIRRADIANCEMAP\n#include<sceneUboDeclaration>\nuniform reflectionMatrix: mat4x4f;uniform vReflectionInfos: vec2f;uniform vReflectionDominantDirection: vec3f;\n#include<pbrBRDFFunctions>\n#include<openpbrDielectricReflectance>\n#include<pbrIBLFunctions>\n#include<reflectionFunction>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nvarying vEnvironmentIrradiance: vec3f;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nvar iblShadowSampler: texture_2d<f32>;var iblShadowSamplerSampler: sampler;uniform shadowTextureSize: vec2f;\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nuniform vSubsurfaceWeight: f32;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_SAMPLERNAME_,subsurfaceWeight)\nuniform vSubsurfaceScatterAnisotropy: f32;uniform vTransmissionWeight: f32;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_SAMPLERNAME_,transmissionWeight)\nuniform vTransmissionScatterAnisotropy: f32;\n#endif\n#endif\n#endif\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (textureSample(diffuseSampler,diffuseSamplerSampler,input.vUV).a<0.4) {discard;}\n#endif\nvar normalOutput: vec3f;\n#ifdef BUMP\nvar normalW: vec3f=normalize(input.vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(input.vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dpdx(input.vPositionW),dpdy(input.vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\nvar fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef DEPTH\nfragData[DEPTH_INDEX]=vec4f(input.vViewPos.z/input.vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\nfragData[NORMAL_INDEX]=vec4f(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\nfragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\nfragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvar a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvar velocity : vec2f=vec2f(0.5)*((input.vPreviousPosition.xy /\ninput.vPreviousPosition.w) -\n(input.vCurrentPosition.xy /\ninput.vCurrentPosition.w));fragData[VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvar reflectivity: vec4f= vec4f(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nvar metal: f32=1.0;var roughness: f32=1.0;\n#ifdef ORMTEXTURE\nmetal*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).b;roughness*=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=textureSample(metallicSampler,metallicSamplerSampler,input.vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=textureSample(roughnessSampler,roughnessSamplerSampler,input.vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=uniforms.metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-uniforms.glossiness); \n#endif\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a-roughness);var color: vec3f= vec3f(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=textureSample(albedoSampler,albedoSamplerSampler,input.vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpaceVec4(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=uniforms.albedoColor.xyz;\n#endif\nreflectivity=vec4f(mix( vec3f(0.04),color,metal),reflectivity.a);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=textureSample(reflectivitySampler,reflectivitySamplerSampler,input.vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity=vec4f(toLinearSpaceVec3(reflectivity.rgb),reflectivity.a);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity=vec4f(toLinearSpaceVec3(uniforms.reflectivityColor.xyz),1.0);\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity=vec4f(reflectivity.rgb,reflectivity.a*glossiness); \n#endif\n#endif\nfragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#ifdef IRRADIANCE\nvar irradiance: vec3f=vec3f(0.0);var irradiance_alpha: f32=1.0;\n#ifdef REFLECTION\n#ifdef IRRADIANCE_SCATTER_MASK\nvar vSubsurfaceColor: vec3f=vec3f(1.0);var vSubsurfaceRadius: f32=0.0;var vSubsurfaceRadiusScale: vec3f=vec3f(1.0);\n#include<openpbrSubsurfaceLayerData>(uniforms.vSubsurfaceColor,vSubsurfaceColor,uniforms.vSubsurfaceRadius,vSubsurfaceRadius,uniforms.vSubsurfaceRadiusScale,vSubsurfaceRadiusScale)\nvar vTransmissionDepth: f32=1.0;var vTransmissionColor: vec3f=vec3f(1.0);var vTransmissionScatter: vec3f=vec3f(0.0);var vTransmissionDispersionScale: f32=0.0;var vTransmissionDispersionAbbeNumber: f32=0.0;\n#include<openpbrTransmissionLayerData>(uniforms.vTransmissionDispersionScale,vTransmissionDispersionScale,uniforms.vTransmissionDispersionAbbeNumber,vTransmissionDispersionAbbeNumber,uniforms.vTransmissionColor,vTransmissionColor,uniforms.vTransmissionDepth,vTransmissionDepth,uniforms.vTransmissionScatter\\\\.,vTransmissionScatter.)\n#endif\n#ifdef IBL_SHADOW_TEXTURE\n#ifdef COLORED_IBL_SHADOWS\nlet iblShadowValue: vec3f=textureSample(iblShadowSampler,iblShadowSamplerSampler,fragmentInputs.position.xy/uniforms.shadowTextureSize).rgb;\n#else\nlet iblShadowValue: vec3f=vec3f(textureSample(iblShadowSampler,iblShadowSamplerSampler,fragmentInputs.position.xy/uniforms.shadowTextureSize).r);\n#endif\n#endif\n#if defined(USEIRRADIANCEMAP)\n#ifdef IRRADIANCE_SCATTER_MASK\nlet bendAmount: f32=subsurface_weight*-min(subsurface_scatter_anisotropy,0.0);let mixedBendAmount: f32=mix(bendAmount,-min(transmission_scatter_anisotropy,0.0),transmission_weight);let viewVector: vec3f=normalize(scene.vEyePosition.xyz-input.vPositionW);let bentNormal: vec3f=mix(normalOutput,viewVector,mixedBendAmount*dot(normalOutput,viewVector));\n#else\nlet bentNormal: vec3f=normalOutput;\n#endif\nirradiance=sampleIrradiance(\nbentNormal\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,input.vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,uniforms.vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n,uniforms.vReflectionInfos\n,input.vViewPos.xyz\n,1.0\n,vec3f(1.0)\n);\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nirradiance=input.vEnvironmentIrradiance;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nirradiance*=iblShadowValue;\n#endif\n#ifndef BUMP\nlet uvOffset: vec2f=vec2f(0.0);\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nirradiance_alpha=min(subsurface_weight+transmission_weight,1.0);\n#endif\n#endif\nfragData[IRRADIANCE_INDEX]=vec4f(irradiance,irradiance_alpha);\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const geometryPixelShaderWGSL = { name, shader };\n"]}
@@ -5,6 +5,7 @@ import "./ShadersInclude/morphTargetsVertexDeclaration.js";
5
5
  import "./ShadersInclude/instancesDeclaration.js";
6
6
  import "./ShadersInclude/sceneUboDeclaration.js";
7
7
  import "./ShadersInclude/clipPlaneVertexDeclaration.js";
8
+ import "./ShadersInclude/harmonicsFunctions.js";
8
9
  import "./ShadersInclude/morphTargetsVertexGlobal.js";
9
10
  import "./ShadersInclude/morphTargetsVertex.js";
10
11
  import "./ShadersInclude/instancesVertex.js";