@onerjs/core 8.48.4 → 8.48.6
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatable.core.d.ts +13 -0
- package/Animations/animatable.core.js +46 -7
- package/Animations/animatable.core.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.js +10 -8
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/geospatialCameraMovement.js +2 -2
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.d.ts +105 -0
- package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js +318 -0
- package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +34 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +144 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +26 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +82 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +61 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +207 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +104 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +218 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +217 -0
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +640 -0
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -0
- package/FrameGraph/frameGraph.js +1 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -0
- package/FrameGraph/index.js +1 -0
- package/FrameGraph/index.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.d.ts +13 -2
- package/Materials/PBR/openpbrMaterial.js +47 -16
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +6 -0
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/envCubeTexture.js +13 -13
- package/Materials/Textures/envCubeTexture.js.map +1 -1
- package/Materials/materialHelper.functions.js +1 -1
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Misc/textureTools.d.ts +3 -1
- package/Misc/textureTools.js +74 -13
- package/Misc/textureTools.js.map +1 -1
- package/Particles/baseParticleSystem.d.ts +33 -1
- package/Particles/baseParticleSystem.js +65 -0
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/computeShaderParticleSystem.js +6 -0
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +24 -6
- package/Particles/gpuParticleSystem.js +85 -36
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +0 -7
- package/Particles/particleSystem.js +3 -15
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +1 -3
- package/Particles/thinParticleSystem.js +1 -27
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Particles/webgl2ParticleSystem.js +7 -0
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +3 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +11 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +0 -19
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -65
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +15 -52
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +129 -220
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -0
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +14 -5
- package/Rendering/geometryBufferRenderer.js +6 -2
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/geometryBufferRendererSceneComponent.d.ts +4 -6
- package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
- package/Rendering/iblCdfGenerator.d.ts +10 -0
- package/Rendering/iblCdfGenerator.js +52 -17
- package/Rendering/iblCdfGenerator.js.map +1 -1
- package/Rendering/index.d.ts +0 -6
- package/Rendering/index.js +0 -6
- package/Rendering/index.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +6 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/gpuUpdateParticles.vertex.js +12 -6
- package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
- package/Shaders/iblShadowVoxelTracing.fragment.js +5 -1
- package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/Shaders/iblVoxelGrid.fragment.d.ts +1 -0
- package/Shaders/iblVoxelGrid.fragment.js +33 -5
- package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
- package/Shaders/lod3D.fragment.d.ts +5 -0
- package/Shaders/lod3D.fragment.js +13 -0
- package/Shaders/lod3D.fragment.js.map +1 -0
- package/Shaders/openpbr.fragment.js +5 -0
- package/Shaders/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +6 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +14 -7
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +5 -1
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js +1 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
- package/ShadersWGSL/lod3D.fragment.d.ts +5 -0
- package/ShadersWGSL/lod3D.fragment.js +13 -0
- package/ShadersWGSL/lod3D.fragment.js.map +1 -0
- package/ShadersWGSL/openpbr.fragment.js +5 -0
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/package.json +1 -1
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{"version":3,"file":"openpbrEnvironmentLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrEnvironmentLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Pd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrEnvironmentLighting\";\nconst shader = `#ifdef REFLECTION\n#if defined(FUZZ) && defined(FUZZENVIRONMENTBRDF)\nvec3 environmentFuzzBrdf=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));\n#endif\nvec3 baseDiffuseEnvironmentLight=sampleIrradiance(\nnormalW\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,viewDirectionW\n,base_diffuse_roughness\n,base_color\n);\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nfloat specularAlphaG=specular_roughness*specular_roughness;\n#ifdef ANISOTROPIC_BASE\nvec3 baseSpecularEnvironmentLight=sampleRadianceAnisotropic(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,normalW\n,viewDirectionW\n,vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\nreflectionCoords=createReflectionCoords(vPositionW,normalW);vec3 baseSpecularEnvironmentLight=sampleRadiance(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef ANISOTROPIC_BASE\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG*specularAlphaG*max(1.0-baseGeoInfo.anisotropy,0.3));\n#else\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG);\n#endif\nvec3 coatEnvironmentLight=vec3(0.,0.,0.);if (coat_weight>0.0) {\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nreflectionCoords=createReflectionCoords(vPositionW,coatNormalW);float coatAlphaG=coat_roughness*coat_roughness;\n#ifdef ANISOTROPIC_COAT\ncoatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,coatNormalW\n,viewDirectionW\n,vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\ncoatEnvironmentLight=sampleRadiance(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n}\n#if defined(FUZZ) &&defined(FUZZENVIRONMENTBRDF)\nfloat modifiedFuzzRoughness=clamp(fuzz_roughness*(1.0-0.5*environmentFuzzBrdf.y),0.0,1.0);vec3 fuzzEnvironmentLight=vec3(0.0);float totalWeight=0.0;float fuzzIblFresnel=sqrt(environmentFuzzBrdf.z);for (int i=0; i<FUZZ_IBL_SAMPLES; ++i) {float angle=(float(i)+noise.x)*(3.141592*2.0/float(FUZZ_IBL_SAMPLES));vec3 fiberCylinderNormal=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);float fiberBend=min(environmentFuzzBrdf.x*environmentFuzzBrdf.x*modifiedFuzzRoughness,1.0);fiberCylinderNormal=normalize(mix(fiberCylinderNormal,fuzzNormalW,fiberBend));float sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0);vec3 fuzzReflectionCoords=createReflectionCoords(vPositionW,fiberCylinderNormal);vec3 radianceSample=sampleRadiance(modifiedFuzzRoughness,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,fuzzGeoInfo\n,reflectionSampler\n,fuzzReflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);fuzzEnvironmentLight+=sampleWeight*mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend);totalWeight+=sampleWeight;}\nfuzzEnvironmentLight/=totalWeight;\n#endif\nfloat dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(baseDielectricReflectance.F0),vec3(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;vec3 dielectricIblColoredFresnel=dielectricIblFresnel*specular_color;\n#ifdef THIN_FILM\nvec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);float thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001*baseGeoInfo.NdotV);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);\n#endif\nvec3 conductorIblFresnel=conductorIblFresnel(baseConductorReflectance,baseGeoInfo.NdotV,specular_roughness,baseGeoInfo.environmentBrdf);\n#ifdef THIN_FILM\nvec3 thinFilmConductorFresnel=specular_weight*evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);conductorIblFresnel=mix(conductorIblFresnel,thinFilmConductorFresnel,thin_film_weight*thin_film_ior_scale);\n#endif\nfloat coatIblFresnel=0.0;if (coat_weight>0.0) {coatIblFresnel=getReflectanceFromBRDFLookup(vec3(coatReflectance.F0),vec3(coatReflectance.F90),coatGeoInfo.environmentBrdf).r;}\nvec3 slab_diffuse_ibl=vec3(0.,0.,0.);vec3 slab_glossy_ibl=vec3(0.,0.,0.);vec3 slab_metal_ibl=vec3(0.,0.,0.);vec3 slab_coat_ibl=vec3(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*vLightingIntensity.z;\n#ifdef AMBIENT_OCCLUSION\nspecular_ambient_occlusion=compute_specular_occlusion(baseGeoInfo.NdotV,base_metalness,ambient_occlusion.x,specular_roughness);\n#endif\nslab_glossy_ibl=baseSpecularEnvironmentLight*vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*vLightingIntensity.z;vec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*vLightingIntensity.z;\n#ifdef AMBIENT_OCCLUSION\ncoat_specular_ambient_occlusion=compute_specular_occlusion(coatGeoInfo.NdotV,0.0,ambient_occlusion.x,coat_roughness);\n#endif\nfloat hemisphere_avg_fresnel=coatReflectance.F0+0.5*(1.0-coatReflectance.F0);float averageReflectance=(coatIblFresnel+hemisphere_avg_fresnel)*0.5;float roughnessFactor=1.0-coat_roughness*0.5;averageReflectance*=roughnessFactor;float darkened_transmission=(1.0-averageReflectance)*(1.0-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}\n#if defined(FUZZ) &&defined(FUZZENVIRONMENTBRDF)\nvec3 slab_fuzz_ibl=fuzzEnvironmentLight*vLightingIntensity.z;\n#endif\nvec3 slab_translucent_base_ibl=vec3(0.0);vec3 slab_subsurface_ibl=vec3(0.,0.,0.);\n#ifdef REFRACTED_ENVIRONMENT\n#ifdef ANISOTROPIC_BASE\nvec3 forwardScatteredEnvironmentLight=sampleRadianceAnisotropic(roughness_alpha_modified_for_scatter,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n#ifdef GEOMETRY_THIN_WALLED\n,viewDirectionW\n#else\n,normalW\n#endif\n,viewDirectionW\n,vPositionW\n,noise\n,true \n#ifdef GEOMETRY_THIN_WALLED\n,1.05 \n#else\n,specular_ior \n#endif\n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\nvec3 forwardScatteredEnvironmentLight=vec3(0.,0.,0.);\n#ifdef DISPERSION\nfor (int i=0; i<3; i++) {vec3 iblRefractionCoords=refractedViewVectors[i];\n#else\nvec3 iblRefractionCoords=refractedViewVector;\n#endif\n#ifdef REFRACTED_ENVIRONMENT_OPPOSITEZ\niblRefractionCoords.z*=-1.0;\n#endif\n#ifdef REFRACTED_ENVIRONMENT_LOCAL_CUBE\niblRefractionCoords=parallaxCorrectNormal(vPositionW,refractedViewVector,refractionSize,refractionPosition);\n#endif\niblRefractionCoords=vec3(reflectionMatrix*vec4(iblRefractionCoords,0));\n#ifdef DISPERSION\nforwardScatteredEnvironmentLight[i]=sampleRadiance(roughness_alpha_modified_for_scatter,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,iblRefractionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n)[i];\n#else\nforwardScatteredEnvironmentLight=sampleRadiance(roughness_alpha_modified_for_scatter,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,iblRefractionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef DISPERSION\n}\n#endif\n#endif\n#ifdef REFRACTED_BACKGROUND\nforwardScatteredEnvironmentLight=max(slab_translucent_background.rgb,mix(slab_translucent_background.rgb,forwardScatteredEnvironmentLight,roughness_alpha_modified_for_scatter));\n#endif\n#ifdef SCATTERING\n#ifdef USE_IRRADIANCE_TEXTURE_FOR_SCATTERING\nvec3 mfp=vec3(100.0)/volumeParams.extinction_coeff;vec3 scatteredEnvironmentLight=sss_convolve(sceneIrradianceSampler,sceneDepthSampler,renderTargetSize,mfp,projection,inverseProjection,16,noise.xy);\n#else\n#ifdef GEOMETRY_THIN_WALLED\nvec3 scatterVector=normalW;\n#else\n#if defined(USEIRRADIANCEMAP) && defined(USE_IRRADIANCE_DOMINANT_DIRECTION)\nvec3 scatterVector=mix(vReflectionDominantDirection,normalW,max3(iso_scatter_density));\n#else\nvec3 scatterVector=normalW;\n#endif\nscatterVector=mix(viewDirectionW,scatterVector,back_to_iso_scattering_blend);\n#endif\nvec3 scatteredEnvironmentLight=sampleIrradiance(\nscatterVector\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,viewDirectionW\n#if defined(GEOMETRY_THIN_WALLED)\n,base_diffuse_roughness\n,subsurface_color.rgb\n#else\n,1.0\n,volumeParams.multi_scatter_color\n#endif\n);\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nvec3 forward_scattered_light=forwardScatteredEnvironmentLight*transmission_tint*volumeParams.multi_scatter_color*volumeParams.multi_scatter_color;vec3 back_scattered_light=scatteredEnvironmentLight*volumeParams.multi_scatter_color;slab_translucent_base_ibl=mix(back_scattered_light,forward_scattered_light,0.5+0.5*volumeParams.anisotropy);\n#else\nvec3 forward_scattered_light=forwardScatteredEnvironmentLight*volume_absorption;vec3 back_scattered_light=mix(forward_scattered_light,scatteredEnvironmentLight*backscatter_color,iso_scatter_density);vec3 iso_scattered_light=mix(forward_scattered_light,scatteredEnvironmentLight*volumeParams.multi_scatter_color,iso_scatter_density);slab_translucent_base_ibl=mix(back_scattered_light,iso_scattered_light,back_to_iso_scattering_blend);slab_translucent_base_ibl=mix(slab_translucent_base_ibl,forward_scattered_light,iso_to_forward_scattering_blend)*transmission_tint;\n#endif\n#else\nslab_translucent_base_ibl+=forwardScatteredEnvironmentLight*transmission_tint*volume_absorption;\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\nslab_diffuse_ibl*=ambient_occlusion;slab_metal_ibl*=specular_ambient_occlusion;slab_glossy_ibl*=specular_ambient_occlusion;slab_coat_ibl*=coat_specular_ambient_occlusion;vec3 material_dielectric_base_ibl=mix(slab_diffuse_ibl*base_color.rgb,slab_translucent_base_ibl,surface_translucency_weight);vec3 material_dielectric_gloss_ibl=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;vec3 material_base_substrate_ibl=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);vec3 material_coated_base_ibl=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3(1.0));\n#if defined(FUZZ) && defined(FUZZENVIRONMENTBRDF)\nslab_fuzz_ibl*=min(vec3(specular_ambient_occlusion),ambient_occlusion);material_surface_ibl=layer(material_coated_base_ibl,slab_fuzz_ibl,fuzzIblFresnel*fuzz_weight,vec3(1.0),fuzz_color);\n#else\nmaterial_surface_ibl=material_coated_base_ibl;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrEnvironmentLighting = { name, shader };\n"]}
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{"version":3,"file":"openpbrEnvironmentLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrEnvironmentLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Pd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrEnvironmentLighting\";\nconst shader = `#ifdef REFLECTION\n#if defined(FUZZ) && defined(FUZZENVIRONMENTBRDF)\nvec3 environmentFuzzBrdf=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));\n#endif\nvec3 baseDiffuseEnvironmentLight=sampleIrradiance(\nnormalW\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,viewDirectionW\n,base_diffuse_roughness\n,base_color\n);\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nfloat specularAlphaG=specular_roughness*specular_roughness;\n#ifdef ANISOTROPIC_BASE\nvec3 baseSpecularEnvironmentLight=sampleRadianceAnisotropic(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,normalW\n,viewDirectionW\n,vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\nreflectionCoords=createReflectionCoords(vPositionW,normalW);vec3 baseSpecularEnvironmentLight=sampleRadiance(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef ANISOTROPIC_BASE\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG*specularAlphaG*max(1.0-baseGeoInfo.anisotropy,0.3));\n#else\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG);\n#endif\nvec3 coatEnvironmentLight=vec3(0.,0.,0.);if (coat_weight>0.0) {\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nreflectionCoords=createReflectionCoords(vPositionW,coatNormalW);float coatAlphaG=coat_roughness*coat_roughness;\n#ifdef ANISOTROPIC_COAT\ncoatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,coatNormalW\n,viewDirectionW\n,vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\ncoatEnvironmentLight=sampleRadiance(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n}\n#if defined(FUZZ) &&defined(FUZZENVIRONMENTBRDF)\nfloat modifiedFuzzRoughness=clamp(fuzz_roughness*(1.0-0.5*environmentFuzzBrdf.y),0.0,1.0);vec3 fuzzEnvironmentLight=vec3(0.0);float totalWeight=0.0;float fuzzIblFresnel=sqrt(environmentFuzzBrdf.z);for (int i=0; i<FUZZ_IBL_SAMPLES; ++i) {float angle=(float(i)+noise.x)*(3.141592*2.0/float(FUZZ_IBL_SAMPLES));vec3 fiberCylinderNormal=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);float fiberBend=min(environmentFuzzBrdf.x*environmentFuzzBrdf.x*modifiedFuzzRoughness,1.0);fiberCylinderNormal=normalize(mix(fiberCylinderNormal,fuzzNormalW,fiberBend));float sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0);vec3 fuzzReflectionCoords=createReflectionCoords(vPositionW,fiberCylinderNormal);vec3 radianceSample=sampleRadiance(modifiedFuzzRoughness,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,fuzzGeoInfo\n,reflectionSampler\n,fuzzReflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);fuzzEnvironmentLight+=sampleWeight*mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend);totalWeight+=sampleWeight;}\nfuzzEnvironmentLight/=totalWeight;\n#endif\nfloat dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(baseDielectricReflectance.F0),vec3(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;vec3 dielectricIblColoredFresnel=dielectricIblFresnel*specular_color;\n#ifdef THIN_FILM\nvec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);float thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001*baseGeoInfo.NdotV);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);\n#endif\nvec3 conductorIblFresnel=conductorIblFresnel(baseConductorReflectance,baseGeoInfo.NdotV,specular_roughness,baseGeoInfo.environmentBrdf);\n#ifdef THIN_FILM\nvec3 thinFilmConductorFresnel=specular_weight*evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);conductorIblFresnel=mix(conductorIblFresnel,thinFilmConductorFresnel,thin_film_weight*thin_film_ior_scale);\n#endif\nfloat coatIblFresnel=0.0;if (coat_weight>0.0) {coatIblFresnel=getReflectanceFromBRDFLookup(vec3(coatReflectance.F0),vec3(coatReflectance.F90),coatGeoInfo.environmentBrdf).r;}\nvec3 slab_diffuse_ibl=vec3(0.,0.,0.);vec3 slab_glossy_ibl=vec3(0.,0.,0.);vec3 slab_metal_ibl=vec3(0.,0.,0.);vec3 slab_coat_ibl=vec3(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*vLightingIntensity.z;\n#ifdef AMBIENT_OCCLUSION\nspecular_ambient_occlusion=compute_specular_occlusion(baseGeoInfo.NdotV,base_metalness,ambient_occlusion.x,specular_roughness);\n#endif\nslab_glossy_ibl=baseSpecularEnvironmentLight*vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*vLightingIntensity.z;vec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*vLightingIntensity.z;\n#ifdef AMBIENT_OCCLUSION\ncoat_specular_ambient_occlusion=compute_specular_occlusion(coatGeoInfo.NdotV,0.0,ambient_occlusion.x,coat_roughness);\n#endif\nfloat hemisphere_avg_fresnel=coatReflectance.F0+0.5*(1.0-coatReflectance.F0);float averageReflectance=(coatIblFresnel+hemisphere_avg_fresnel)*0.5;float roughnessFactor=1.0-coat_roughness*0.5;averageReflectance*=roughnessFactor;float darkened_transmission=(1.0-averageReflectance)*(1.0-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}\n#if defined(FUZZ) &&defined(FUZZENVIRONMENTBRDF)\nvec3 slab_fuzz_ibl=fuzzEnvironmentLight*vLightingIntensity.z;\n#endif\nvec3 slab_translucent_base_ibl=vec3(0.0);vec3 slab_subsurface_ibl=vec3(0.,0.,0.);\n#ifdef REFRACTED_ENVIRONMENT\n#ifdef ANISOTROPIC_BASE\nvec3 forwardScatteredEnvironmentLight=sampleRadianceAnisotropic(roughness_alpha_modified_for_scatter,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n#ifdef GEOMETRY_THIN_WALLED\n,viewDirectionW\n#else\n,normalW\n#endif\n,viewDirectionW\n,vPositionW\n,noise\n,true \n#ifdef GEOMETRY_THIN_WALLED\n,1.05 \n#else\n,specular_ior \n#endif\n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\nvec3 forwardScatteredEnvironmentLight=vec3(0.,0.,0.);\n#ifdef DISPERSION\nfor (int i=0; i<3; i++) {vec3 iblRefractionCoords=refractedViewVectors[i];\n#else\nvec3 iblRefractionCoords=refractedViewVector;\n#endif\n#ifdef REFRACTED_ENVIRONMENT_OPPOSITEZ\niblRefractionCoords.z*=-1.0;\n#endif\n#ifdef REFRACTED_ENVIRONMENT_LOCAL_CUBE\niblRefractionCoords=parallaxCorrectNormal(vPositionW,refractedViewVector,refractionSize,refractionPosition);\n#endif\niblRefractionCoords=vec3(reflectionMatrix*vec4(iblRefractionCoords,0));\n#ifdef DISPERSION\nforwardScatteredEnvironmentLight[i]=sampleRadiance(roughness_alpha_modified_for_scatter,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,iblRefractionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n)[i];\n#else\nforwardScatteredEnvironmentLight=sampleRadiance(roughness_alpha_modified_for_scatter,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,iblRefractionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef DISPERSION\n}\n#endif\n#endif\n#ifdef REFRACTED_BACKGROUND\nforwardScatteredEnvironmentLight=max(slab_translucent_background.rgb,mix(slab_translucent_background.rgb,forwardScatteredEnvironmentLight,roughness_alpha_modified_for_scatter));\n#endif\n#ifdef SCATTERING\n#ifdef USE_IRRADIANCE_TEXTURE_FOR_SCATTERING\nvec3 scatteredEnvironmentLight=scattered_light_from_irradiance_texture;\n#else\n#ifdef GEOMETRY_THIN_WALLED\nvec3 scatterVector=normalW;\n#else\n#if defined(USEIRRADIANCEMAP) && defined(USE_IRRADIANCE_DOMINANT_DIRECTION)\nvec3 scatterVector=mix(vReflectionDominantDirection,normalW,max3(iso_scatter_density));\n#else\nvec3 scatterVector=normalW;\n#endif\nscatterVector=mix(viewDirectionW,scatterVector,back_to_iso_scattering_blend);\n#endif\nvec3 scatteredEnvironmentLight=sampleIrradiance(\nscatterVector\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,viewDirectionW\n#if defined(GEOMETRY_THIN_WALLED)\n,base_diffuse_roughness\n,subsurface_color.rgb\n#else\n,1.0\n,volumeParams.multi_scatter_color\n#endif\n);\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nvec3 forward_scattered_light=forwardScatteredEnvironmentLight*transmission_tint*volumeParams.multi_scatter_color*volumeParams.multi_scatter_color;vec3 back_scattered_light=scatteredEnvironmentLight*volumeParams.multi_scatter_color;slab_translucent_base_ibl=mix(back_scattered_light,forward_scattered_light,0.5+0.5*volumeParams.anisotropy);\n#else\nvec3 forward_scattered_light=forwardScatteredEnvironmentLight*volume_absorption;vec3 back_scattered_light=mix(forward_scattered_light,scatteredEnvironmentLight*backscatter_color,iso_scatter_density);vec3 iso_scattered_light=mix(forward_scattered_light,scatteredEnvironmentLight*volumeParams.multi_scatter_color,iso_scatter_density);slab_translucent_base_ibl=mix(back_scattered_light,iso_scattered_light,back_to_iso_scattering_blend);slab_translucent_base_ibl=mix(slab_translucent_base_ibl,forward_scattered_light,iso_to_forward_scattering_blend)*transmission_tint;\n#endif\n#else\nslab_translucent_base_ibl+=forwardScatteredEnvironmentLight*transmission_tint*volume_absorption;\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\nslab_diffuse_ibl*=ambient_occlusion;slab_metal_ibl*=specular_ambient_occlusion;slab_glossy_ibl*=specular_ambient_occlusion;slab_coat_ibl*=coat_specular_ambient_occlusion;vec3 material_dielectric_base_ibl=mix(slab_diffuse_ibl*base_color.rgb,slab_translucent_base_ibl,surface_translucency_weight);vec3 material_dielectric_gloss_ibl=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;vec3 material_base_substrate_ibl=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);vec3 material_coated_base_ibl=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3(1.0));\n#if defined(FUZZ) && defined(FUZZENVIRONMENTBRDF)\nslab_fuzz_ibl*=min(vec3(specular_ambient_occlusion),ambient_occlusion);material_surface_ibl=layer(material_coated_base_ibl,slab_fuzz_ibl,fuzzIblFresnel*fuzz_weight,vec3(1.0),fuzz_color);\n#else\nmaterial_surface_ibl=material_coated_base_ibl;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrEnvironmentLighting = { name, shader };\n"]}
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vec3 getRandomVec3(float offset) {return texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;}
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vec4 clipSpace=(flowMapProjection*vec4(position,1.));vec3 ndcSpace=clipSpace.xyz/clipSpace.w;vec2 flowMapUV=ndcSpace.xy*0.5+0.5;vec4 flowMapValue=texture(flowMapSampler,flowMapUV);vec3 flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*flowMapStrength;
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{for (int i=0; i<attractorCount; i++) {vec3 toAttractor=attractorPositionAndStrength[i].xyz-outPosition;float distSq=dot(toAttractor,toAttractor)+1.0;updatedDirection+=(attractorPositionAndStrength[i].w/distSq)*normalize(toAttractor)*timeDelta;}}
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{"version":3,"file":"gpuUpdateParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoRZ,CAAC;AACJ,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesVertexShader\";\nconst shader = `#version 300 es\n#define PI 3.14159\nuniform float currentCount;uniform float timeDelta;uniform float stopFactor;uniform float emitIndex;uniform float emitCount;\n#ifndef LOCAL\nuniform mat4 emitterWM;\n#endif\nuniform vec2 lifeTime;uniform vec2 emitPower;uniform vec2 sizeRange;uniform vec4 scaleRange;\n#ifdef FLOWMAP\nuniform mat4 flowMapProjection;uniform float flowMapStrength;uniform sampler2D flowMapSampler;\n#endif\n#ifndef COLORGRADIENTS\nuniform vec4 color1;uniform vec4 color2;\n#endif\nuniform vec3 gravity;uniform sampler2D randomSampler;uniform sampler2D randomSampler2;uniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;uniform vec3 direction2;uniform vec3 minEmitBox;uniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;uniform float radiusRange;uniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;uniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;uniform float height;uniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;uniform float coneAngle;uniform vec2 height;\n#ifdef DIRECTEDCONEEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\nin vec3 position;\n#ifdef CUSTOMEMITTER\nin vec3 initialPosition;\n#endif\nin float age;in float life;in vec4 seed;in vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;in vec3 noiseCoordinates2;\n#endif\nout vec3 outPosition;\n#ifdef CUSTOMEMITTER\nout vec3 outInitialPosition;\n#endif\nout float outAge;out float outLife;out vec4 outSeed;out vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;out vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;uniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;uniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec4 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {return texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;}\nvec4 getRandomVec4(float offset) {return texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));}\nvoid main() {float newAge=age+timeDelta;\n#ifdef EMITRATECTRL\nfloat particleIndex=float(gl_VertexID);float offsetFromEmitIndex=particleIndex-emitIndex;if (offsetFromEmitIndex<0.0) {offsetFromEmitIndex+=currentCount; }\nbool shouldEmit=offsetFromEmitIndex<emitCount && stopFactor != 0.;\n#else\nbool shouldEmit=newAge>=life && stopFactor != 0.;\n#endif\nif (shouldEmit) {vec3 newPosition;vec3 newDirection;vec4 randoms=getRandomVec4(seed.x);outLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\n#ifdef EMITRATECTRL\noutAge=0.0;\n#else\noutAge=newAge-life;\n#endif\noutSeed=seed;\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;outSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;outAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=vec3(0,0,0);newDirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;newDirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);newDirection=newPosition+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nnewDirection=normalize(newPosition+directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float yPos=(randoms2.x-0.5)*height;float angle=randoms2.y*PI*2.;float inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));float positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));float xPos=positionRadius*cos(angle);float zPos=positionRadius*sin(angle);newPosition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nangle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;newDirection=vec3(cos(angle),(randoms3.y-0.5)*directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);float s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.0001;\n#else\nfloat h=randoms2.y*height.y;h=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;lRadius=lRadius*h;float randX=lRadius*sin(s);float randZ=lRadius*cos(s);float randY=h *height.x;newPosition=vec3(randX,randY,randZ); \nvec3 randoms3=getRandomVec3(seed.z);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nif (abs(cos(coneAngle))==1.0) {newDirection=vec3(0.,1.0,0.);} else {newDirection=normalize(newPosition+directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=initialPosition;outInitialPosition=initialPosition;\n#else \nnewPosition=vec3(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\n#ifdef LOCAL\noutPosition=newPosition;\n#else\noutPosition=(emitterWM*vec4(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#ifndef BILLBOARD \noutInitialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nvec3 initial=newDirection;\n#else \nvec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;\n#endif\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {float directionScale=timeDelta;outAge=newAge;float ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#if defined(CUSTOMEMITTER)\noutPosition=position+(direction-position)*ageGradient; \noutInitialPosition=initialPosition;\n#else\noutPosition=position+direction*directionScale;\n#endif\noutLife=life;outSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;outSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#else\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef FLOWMAP\nvec4 clipSpace=(flowMapProjection*vec4(position,1.));vec3 ndcSpace=clipSpace.xyz/clipSpace.w;vec2 flowMapUV=ndcSpace.xy*0.5+0.5;vec4 flowMapValue=texture(flowMapSampler,flowMapUV);vec3 flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*flowMapStrength;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;float currentVelocity=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*limitVelocityDamping;}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;float fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;float fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;vec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;outDirection=outDirection+force*timeDelta;outNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;outAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;float dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;offsetAge+=cellStartOffset;\n#else\nfloat cellStartOffset=0.;\n#endif \nfloat ratio=0.;if (cellInfos.w==1.0) {ratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);}\nelse {ratio=clamp(cellStartOffset+cellInfos.z*offsetAge/life,0.,1.0);}\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesVertexShader = { name, shader };\n"]}
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{"version":3,"file":"gpuUpdateParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA0RZ,CAAC;AACJ,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesVertexShader\";\nconst shader = `#version 300 es\n#define PI 3.14159\nuniform float currentCount;uniform float timeDelta;uniform float stopFactor;uniform float emitIndex;uniform float emitCount;\n#ifndef LOCAL\nuniform mat4 emitterWM;\n#endif\nuniform vec2 lifeTime;uniform vec2 emitPower;uniform vec2 sizeRange;uniform vec4 scaleRange;\n#ifdef FLOWMAP\nuniform mat4 flowMapProjection;uniform float flowMapStrength;uniform sampler2D flowMapSampler;\n#endif\n#ifndef COLORGRADIENTS\nuniform vec4 color1;uniform vec4 color2;\n#endif\nuniform vec3 gravity;uniform sampler2D randomSampler;uniform sampler2D randomSampler2;uniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;uniform vec3 direction2;uniform vec3 minEmitBox;uniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;uniform float radiusRange;uniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;uniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;uniform float height;uniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;uniform float coneAngle;uniform vec2 height;\n#ifdef DIRECTEDCONEEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\nin vec3 position;\n#ifdef CUSTOMEMITTER\nin vec3 initialPosition;\n#endif\nin float age;in float life;in vec4 seed;in vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;in vec3 noiseCoordinates2;\n#endif\nout vec3 outPosition;\n#ifdef CUSTOMEMITTER\nout vec3 outInitialPosition;\n#endif\nout float outAge;out float outLife;out vec4 outSeed;out vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;out vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;uniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;uniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec4 cellInfos;\n#endif\n#ifdef ATTRACTORS\nuniform int attractorCount;uniform vec4 attractorPositionAndStrength[MAX_ATTRACTORS];\n#endif\nvec3 getRandomVec3(float offset) {return texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;}\nvec4 getRandomVec4(float offset) {return texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));}\nvoid main() {float newAge=age+timeDelta;\n#ifdef EMITRATECTRL\nfloat particleIndex=float(gl_VertexID);float offsetFromEmitIndex=particleIndex-emitIndex;if (offsetFromEmitIndex<0.0) {offsetFromEmitIndex+=currentCount; }\nbool shouldEmit=offsetFromEmitIndex<emitCount && stopFactor != 0.;\n#else\nbool shouldEmit=newAge>=life && stopFactor != 0.;\n#endif\nif (shouldEmit) {vec3 newPosition;vec3 newDirection;vec4 randoms=getRandomVec4(seed.x);outLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\n#ifdef EMITRATECTRL\noutAge=0.0;\n#else\noutAge=newAge-life;\n#endif\noutSeed=seed;\n#ifdef SIZEGRADIENTS \nvec2 sizeGradientRange=texture(sizeGradientSampler,vec2(0,0)).rg;outSize.x=sizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;outSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;outAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=vec3(0,0,0);newDirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;newDirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);newDirection=newPosition+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nnewDirection=normalize(newPosition+directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float yPos=(randoms2.x-0.5)*height;float angle=randoms2.y*PI*2.;float inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));float positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));float xPos=positionRadius*cos(angle);float zPos=positionRadius*sin(angle);newPosition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nangle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;newDirection=vec3(cos(angle),(randoms3.y-0.5)*directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);float s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.0001;\n#else\nfloat h=randoms2.y*height.y;h=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;lRadius=lRadius*h;float randX=lRadius*sin(s);float randZ=lRadius*cos(s);float randY=h *height.x;newPosition=vec3(randX,randY,randZ); \nvec3 randoms3=getRandomVec3(seed.z);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nif (abs(cos(coneAngle))==1.0) {newDirection=vec3(0.,1.0,0.);} else {newDirection=normalize(newPosition+directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=initialPosition;outInitialPosition=initialPosition;\n#else \nnewPosition=vec3(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\n#ifdef LOCAL\noutPosition=newPosition;\n#else\noutPosition=(emitterWM*vec4(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#ifndef BILLBOARD \noutInitialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nvec3 initial=newDirection;\n#else \nvec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;\n#endif\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {float directionScale=timeDelta;outAge=newAge;float ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\nvec2 velocityGradientRange=texture(velocityGradientSampler,vec2(ageGradient,0)).rg;directionScale*=velocityGradientRange.x+(velocityGradientRange.y-velocityGradientRange.x)*seed.w;\n#endif\n#ifdef DRAGGRADIENTS\nvec2 dragGradientRange=texture(dragGradientSampler,vec2(ageGradient,0)).rg;directionScale*=1.0-(dragGradientRange.x+(dragGradientRange.y-dragGradientRange.x)*seed.x);\n#endif\n#if defined(CUSTOMEMITTER)\noutPosition=position+(direction-position)*ageGradient; \noutInitialPosition=initialPosition;\n#else\noutPosition=position+direction*directionScale;\n#endif\noutLife=life;outSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\nvec2 sizeGradientRange=texture(sizeGradientSampler,vec2(ageGradient,0)).rg;outSize.x=sizeGradientRange.x+(sizeGradientRange.y-sizeGradientRange.x)*seed.y;outSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#else\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef FLOWMAP\nvec4 clipSpace=(flowMapProjection*vec4(position,1.));vec3 ndcSpace=clipSpace.xyz/clipSpace.w;vec2 flowMapUV=ndcSpace.xy*0.5+0.5;vec4 flowMapValue=texture(flowMapSampler,flowMapUV);vec3 flowMapDirection=(flowMapValue.xyz*2.0-1.0)*flowMapValue.w;updatedDirection+=flowMapDirection*timeDelta*flowMapStrength;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nvec2 limitVelocityRange=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).rg;float limitVelocity=limitVelocityRange.x+(limitVelocityRange.y-limitVelocityRange.x)*seed.y;float currentVelocity=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*limitVelocityDamping;}\n#endif\n#ifdef ATTRACTORS\n{for (int i=0; i<attractorCount; i++) {vec3 toAttractor=attractorPositionAndStrength[i].xyz-outPosition;float distSq=dot(toAttractor,toAttractor)+1.0;updatedDirection+=(attractorPositionAndStrength[i].w/distSq)*normalize(toAttractor)*timeDelta;}}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;float fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;float fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;vec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;outDirection=outDirection+force*timeDelta;outNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nvec2 angularSpeedRange=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).rg;float angularSpeed=angularSpeedRange.x+(angularSpeedRange.y-angularSpeedRange.x)*seed.z;outAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;float dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;offsetAge+=cellStartOffset;\n#else\nfloat cellStartOffset=0.;\n#endif \nfloat ratio=0.;if (cellInfos.w==1.0) {ratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);}\nelse {ratio=clamp(cellStartOffset+cellInfos.z*offsetAge/life,0.,1.0);}\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesVertexShader = { name, shader };\n"]}
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@@ -120,7 +120,11 @@ return anyHitVoxels(ray_vs) ? 1.0f : 0.0f;
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void main(void) {uint nbDirs=uint(SHADOWdirs);uint frameId=uint(SHADOWframe);float envRot=SHADOWenvRot;vec2 Resolution=vec2(textureSize(depthSampler,0));ivec2 currentPixel=ivec2(vUV*Resolution);uint GlobalIndex=(frameId*uint(Resolution.y)+uint(currentPixel.y)) *
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uint(currentPixel.x);vec3 N=texelFetch(worldNormalSampler,currentPixel,0).xyz;
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uint(currentPixel.x);vec3 N=texelFetch(worldNormalSampler,currentPixel,0).xyz;
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#ifdef WORLD_NORMAL_UNSIGNED
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if (length(N)<0.01) {glFragColor=vec4(1.0,1.0,0.0,1.0);return;}
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float normalizedRotation=envRot/(2.0*PI);float depth=texelFetch(depthSampler,currentPixel,0).x;
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#ifndef IS_NDC_HALF_ZRANGE
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{"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA8Kb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `precision highp sampler2D;precision highp sampler3D;\n#include<helperFunctions>\nvarying vec2 vUV;\n#define DISABLE_UNIFORMITY_ANALYSIS\nuniform sampler2D depthSampler;uniform sampler2D worldNormalSampler;uniform sampler2D blueNoiseSampler;uniform sampler2D icdfSampler;uniform sampler3D voxelGridSampler;\n#ifdef COLOR_SHADOWS\nuniform samplerCube iblSampler;\n#endif\nuniform vec4 shadowParameters;\n#define SHADOWdirs shadowParameters.x\n#define SHADOWframe shadowParameters.y\n#define SHADOWenvRot shadowParameters.w\nuniform vec4 voxelBiasParameters;\n#define highestMipLevel voxelBiasParameters.z\nuniform vec4 sssParameters;\n#define SSSsamples sssParameters.x\n#define SSSstride sssParameters.y\n#define SSSmaxDistance sssParameters.z\n#define SSSthickness sssParameters.w\nuniform vec4 shadowOpacity;uniform mat4 projMtx;uniform mat4 viewMtx;uniform mat4 invProjMtx;uniform mat4 invViewMtx;uniform mat4 wsNormalizationMtx;uniform mat4 invVPMtx;\n#define GOLD 0.618034\nstruct AABB3f {vec3 m_min;vec3 m_max;};struct Ray {vec3 orig;vec3 dir;vec3 dir_rcp;float t_min;float t_max;};Ray make_ray(const vec3 origin,const vec3 direction,const float tmin,\nconst float tmax) {Ray ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nbool ray_box_intersection(const in AABB3f aabb,const in Ray ray,\nout float distance_near,out float distance_far) {vec3 tbot=ray.dir_rcp*(aabb.m_min-ray.orig);vec3 ttop=ray.dir_rcp*(aabb.m_max-ray.orig);vec3 tmin=min(ttop,tbot);vec3 tmax=max(ttop,tbot);distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return distance_near<=distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {float heat;ivec3 voxel_intersect_coords;};\n#endif\nuint hash(uint i) {i ^= i>>16u;i*=0x7FEB352Du;i ^= i>>15u;i*=0x846CA68Bu;i ^= i>>16u;return i;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.0*PI;float phi=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nfloat goldenSequence(const uint rstate) {return uint2float(rstate*2654435769u);}\nfloat distanceSquared(vec2 a,vec2 b) {vec2 diff=a-b;return dot(diff,diff);}\nvoid genTB(const vec3 N,out vec3 T,out vec3 B) {float s=N.z<0.0 ? -1.0 : 1.0;float a=-1.0/(s+N.z);float b=N.x*N.y*a;T=vec3(1.0+s*N.x*N.x*a,s*b,-s*N.x);B=vec3(b,s+N.y*N.y*a,-N.y);}\nint stack[24]; \n#define PUSH(i) stack[stackLevel++]=i; \n#define POP() stack[--stackLevel] \n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nbool anyHitVoxels(const Ray ray_vs,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nbool anyHitVoxels(const Ray ray_vs) {\n#endif\nvec3 invD=ray_vs.dir_rcp;vec3 D=ray_vs.dir;vec3 O=ray_vs.orig;ivec3 negD=ivec3(lessThan(D,vec3(0,0,0)));int voxel0=negD.x | negD.y<<1 | negD.z<<2;vec3 t0=-O*invD,t1=(vec3(1.0)-O)*invD;int maxLod=int(highestMipLevel);int stackLevel=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nuint steps=0u;\n#endif\nPUSH(maxLod<<24);while (stackLevel>0) {int elem=POP();ivec4 Coords =\nivec4(elem & 0xFF,elem>>8 & 0xFF,elem>>16 & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nfloat invRes=exp2(float(Coords.w-maxLod));vec3 bbmin=invRes*vec3(Coords.xyz+negD);vec3 bbmax=invRes*vec3(Coords.xyz-negD+ivec3(1));vec3 mint=mix(t0,t1,bbmin);vec3 maxt=mix(t0,t1,bbmax);vec3 midt=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);int nodeMask=int(\nround(texelFetch(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;int voxelBit=voxel0;Coords.xyz=(Coords.xyz<<1)+negD;int packedCoords =\nCoords.x | Coords.y<<8 | Coords.z<<16 | Coords.w<<24;if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn false;}\nfloat linearizeDepth(float depth,float near,float far) {return (near*far)/(far-depth*(far-near));}\nfloat screenSpaceShadow(vec3 csOrigin,vec3 csDirection,vec2 csZBufferSize,\nfloat nearPlaneZ,float farPlaneZ,float noise) {\n#ifdef RIGHT_HANDED\nfloat csZDir=-1.0;\n#else \nfloat csZDir=1.0;\n#endif\nfloat ssSamples=SSSsamples;float ssMaxDist=SSSmaxDistance;float ssStride=SSSstride;float ssThickness=SSSthickness;float rayLength =\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ\n? \n(nearPlaneZ-csOrigin.z)/csDirection.z\n: ssMaxDist;vec3 csEndPoint=csOrigin+rayLength*csDirection;vec4 H0=projMtx*vec4(csOrigin,1.0);vec4 H1=projMtx*vec4(csEndPoint,1.0);vec2 Z0=vec2(csOrigin.z ,1.0)/H0.w;vec2 Z1=vec2(csEndPoint.z,1.0)/H1.w;vec2 P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);vec2 P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+=vec2(distanceSquared(P0,P1)<0.0001 ? 0.01 : 0.0);vec2 delta=P1-P0;bool permute=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nfloat stepDirection=sign(delta.x);float invdx=stepDirection/delta.x;vec2 dP=ssStride*vec2(stepDirection,invdx*delta.y);vec2 dZ=ssStride*invdx*(Z1-Z0);float opacity=0.0;vec2 P=P0+noise*dP;vec2 Z=Z0+noise*dZ;float end=P1.x*stepDirection;float rayZMax=csZDir*Z.x/Z.y;float sceneDepth=rayZMax;Z+=dZ;for (float stepCount=0.0;opacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount++,P+=dP,\nZ+=dZ) { \nivec2 coords=ivec2(permute ? P.yx : P);sceneDepth=texelFetch(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nfloat rayZMin=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise) {\n#endif\nfloat vxResolution=float(textureSize(voxelGridSampler,0).x);vec3 T,B;genTB(wsDirection,T,B);vec2 DitherXY=sqrt(DitherNoise.x)*vec2(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));float sceneScale=wsNormalizationMtx[0][0];vec3 Dithering =\n(voxelBiasParameters.x*wsNormal+voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;vec3 O=0.5*wsOrigin+0.5+Dithering;Ray ray_vs=make_ray(O,wsDirection,0.0,10.0);AABB3f voxel_aabb;voxel_aabb.m_min=vec3(0);voxel_aabb.m_max=vec3(1);float near,far;if (!ray_box_intersection(voxel_aabb,ray_vs,near,far))\nreturn 0.0;ray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn anyHitVoxels(ray_vs,voxel_march_diagnostic_info) ? 1.0f : 0.0f;\n#else\nreturn anyHitVoxels(ray_vs) ? 1.0f : 0.0f;\n#endif\n}\nvoid main(void) {uint nbDirs=uint(SHADOWdirs);uint frameId=uint(SHADOWframe);float envRot=SHADOWenvRot;vec2 Resolution=vec2(textureSize(depthSampler,0));ivec2 currentPixel=ivec2(vUV*Resolution);uint GlobalIndex=(frameId*uint(Resolution.y)+uint(currentPixel.y)) *\nuint(Resolution.x) +\nuint(currentPixel.x);vec3 N=texelFetch(worldNormalSampler,currentPixel,0).xyz;if (length(N)<0.01) {glFragColor=vec4(1.0,1.0,0.0,1.0);return;}\nfloat normalizedRotation=envRot/(2.0*PI);float depth=texelFetch(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvec2 temp=(vec2(currentPixel)+vec2(0.5))*2.0/Resolution-vec2(1.0);vec4 VP=invProjMtx*vec4(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);vec3 noise=texelFetch(blueNoiseSampler,currentPixel & 0xFF,0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat heat=0.0f;\n#endif\nfloat shadowAccum=0.001;float specShadowAccum=0.001;float sampleWeight=0.001;\n#ifdef COLOR_SHADOWS\nvec3 totalLight=vec3(0.001);vec3 shadowedLight=vec3(0.0);\n#endif\nfor (uint i=0u; i<nbDirs; i++) {uint dirId=nbDirs*GlobalIndex+i;vec4 L;vec2 T;{vec2 r=plasticSequence(frameId*nbDirs+i);r=fract(r+vec2(2.0)*abs(noise.xy-vec2(0.5)));T.x=textureLod(icdfSampler,vec2(r.x,0.0),0.0).x;T.y=textureLod(icdfSampler,vec2(T.x,r.y),0.0).y;L=vec4(uv_to_normal(vec2(T.x-normalizedRotation,T.y)),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\n#ifdef COLOR_SHADOWS\nvec3 lightDir=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));vec3 ibl=textureLod(iblSampler,lightDir,0.0).xyz;float pdf=textureLod(icdfSampler,T,0.0).z;\n#endif\nfloat cosNL=dot(N,L.xyz);float opacity=0.0;if (cosNL>0.0) {vec4 VP2=VP;VP2.y*=-1.0;vec4 unormWP=invViewMtx*VP2;vec3 WP=(wsNormalizationMtx*unormWP).xyz;vec2 vxNoise=vec2(uint2float(hash(dirId*2u)),uint2float(hash(dirId*2u+1u)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,voxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvec3 VL=(viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0);\n#else\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0);\n#endif\nfloat ssShadow=shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);\n#ifdef COLOR_SHADOWS\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(cosNL)/vec3(pdf)*ibl;shadowedLight+=light*opacity;totalLight+=light;\n#else\nfloat rcos=(1.0-cosNL);shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;vec3 VR=-(viewMtx*vec4(reflect(-L.xyz,N),0.0)).xyz;specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);\n#endif\n}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef COLOR_SHADOWS\nvec3 shadow=(totalLight-shadowedLight)/totalLight;float maxShadow=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);glFragColor=vec4(shadow/maxShadow,1.0);\n#else\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),\nspecShadowAccum/float(sampleWeight),heat/float(sampleWeight),1.0);\n#else\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),specShadowAccum/float(sampleWeight),0.0,1.0);\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblShadowVoxelTracingPixelShader = { name, shader };\n"]}
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{"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkLb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `precision highp sampler2D;precision highp sampler3D;\n#include<helperFunctions>\nvarying vec2 vUV;\n#define DISABLE_UNIFORMITY_ANALYSIS\nuniform sampler2D depthSampler;uniform sampler2D worldNormalSampler;uniform sampler2D blueNoiseSampler;uniform sampler2D icdfSampler;uniform sampler3D voxelGridSampler;\n#ifdef COLOR_SHADOWS\nuniform samplerCube iblSampler;\n#endif\nuniform vec4 shadowParameters;\n#define SHADOWdirs shadowParameters.x\n#define SHADOWframe shadowParameters.y\n#define SHADOWenvRot shadowParameters.w\nuniform vec4 voxelBiasParameters;\n#define highestMipLevel voxelBiasParameters.z\nuniform vec4 sssParameters;\n#define SSSsamples sssParameters.x\n#define SSSstride sssParameters.y\n#define SSSmaxDistance sssParameters.z\n#define SSSthickness sssParameters.w\nuniform vec4 shadowOpacity;uniform mat4 projMtx;uniform mat4 viewMtx;uniform mat4 invProjMtx;uniform mat4 invViewMtx;uniform mat4 wsNormalizationMtx;uniform mat4 invVPMtx;\n#define GOLD 0.618034\nstruct AABB3f {vec3 m_min;vec3 m_max;};struct Ray {vec3 orig;vec3 dir;vec3 dir_rcp;float t_min;float t_max;};Ray make_ray(const vec3 origin,const vec3 direction,const float tmin,\nconst float tmax) {Ray ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nbool ray_box_intersection(const in AABB3f aabb,const in Ray ray,\nout float distance_near,out float distance_far) {vec3 tbot=ray.dir_rcp*(aabb.m_min-ray.orig);vec3 ttop=ray.dir_rcp*(aabb.m_max-ray.orig);vec3 tmin=min(ttop,tbot);vec3 tmax=max(ttop,tbot);distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return distance_near<=distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {float heat;ivec3 voxel_intersect_coords;};\n#endif\nuint hash(uint i) {i ^= i>>16u;i*=0x7FEB352Du;i ^= i>>15u;i*=0x846CA68Bu;i ^= i>>16u;return i;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.0*PI;float phi=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nfloat goldenSequence(const uint rstate) {return uint2float(rstate*2654435769u);}\nfloat distanceSquared(vec2 a,vec2 b) {vec2 diff=a-b;return dot(diff,diff);}\nvoid genTB(const vec3 N,out vec3 T,out vec3 B) {float s=N.z<0.0 ? -1.0 : 1.0;float a=-1.0/(s+N.z);float b=N.x*N.y*a;T=vec3(1.0+s*N.x*N.x*a,s*b,-s*N.x);B=vec3(b,s+N.y*N.y*a,-N.y);}\nint stack[24]; \n#define PUSH(i) stack[stackLevel++]=i; \n#define POP() stack[--stackLevel] \n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nbool anyHitVoxels(const Ray ray_vs,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nbool anyHitVoxels(const Ray ray_vs) {\n#endif\nvec3 invD=ray_vs.dir_rcp;vec3 D=ray_vs.dir;vec3 O=ray_vs.orig;ivec3 negD=ivec3(lessThan(D,vec3(0,0,0)));int voxel0=negD.x | negD.y<<1 | negD.z<<2;vec3 t0=-O*invD,t1=(vec3(1.0)-O)*invD;int maxLod=int(highestMipLevel);int stackLevel=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nuint steps=0u;\n#endif\nPUSH(maxLod<<24);while (stackLevel>0) {int elem=POP();ivec4 Coords =\nivec4(elem & 0xFF,elem>>8 & 0xFF,elem>>16 & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nfloat invRes=exp2(float(Coords.w-maxLod));vec3 bbmin=invRes*vec3(Coords.xyz+negD);vec3 bbmax=invRes*vec3(Coords.xyz-negD+ivec3(1));vec3 mint=mix(t0,t1,bbmin);vec3 maxt=mix(t0,t1,bbmax);vec3 midt=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);int nodeMask=int(\nround(texelFetch(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;int voxelBit=voxel0;Coords.xyz=(Coords.xyz<<1)+negD;int packedCoords =\nCoords.x | Coords.y<<8 | Coords.z<<16 | Coords.w<<24;if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn false;}\nfloat linearizeDepth(float depth,float near,float far) {return (near*far)/(far-depth*(far-near));}\nfloat screenSpaceShadow(vec3 csOrigin,vec3 csDirection,vec2 csZBufferSize,\nfloat nearPlaneZ,float farPlaneZ,float noise) {\n#ifdef RIGHT_HANDED\nfloat csZDir=-1.0;\n#else \nfloat csZDir=1.0;\n#endif\nfloat ssSamples=SSSsamples;float ssMaxDist=SSSmaxDistance;float ssStride=SSSstride;float ssThickness=SSSthickness;float rayLength =\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ\n? \n(nearPlaneZ-csOrigin.z)/csDirection.z\n: ssMaxDist;vec3 csEndPoint=csOrigin+rayLength*csDirection;vec4 H0=projMtx*vec4(csOrigin,1.0);vec4 H1=projMtx*vec4(csEndPoint,1.0);vec2 Z0=vec2(csOrigin.z ,1.0)/H0.w;vec2 Z1=vec2(csEndPoint.z,1.0)/H1.w;vec2 P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);vec2 P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+=vec2(distanceSquared(P0,P1)<0.0001 ? 0.01 : 0.0);vec2 delta=P1-P0;bool permute=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nfloat stepDirection=sign(delta.x);float invdx=stepDirection/delta.x;vec2 dP=ssStride*vec2(stepDirection,invdx*delta.y);vec2 dZ=ssStride*invdx*(Z1-Z0);float opacity=0.0;vec2 P=P0+noise*dP;vec2 Z=Z0+noise*dZ;float end=P1.x*stepDirection;float rayZMax=csZDir*Z.x/Z.y;float sceneDepth=rayZMax;Z+=dZ;for (float stepCount=0.0;opacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount++,P+=dP,\nZ+=dZ) { \nivec2 coords=ivec2(permute ? P.yx : P);sceneDepth=texelFetch(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nfloat rayZMin=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise) {\n#endif\nfloat vxResolution=float(textureSize(voxelGridSampler,0).x);vec3 T,B;genTB(wsDirection,T,B);vec2 DitherXY=sqrt(DitherNoise.x)*vec2(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));float sceneScale=wsNormalizationMtx[0][0];vec3 Dithering =\n(voxelBiasParameters.x*wsNormal+voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;vec3 O=0.5*wsOrigin+0.5+Dithering;Ray ray_vs=make_ray(O,wsDirection,0.0,10.0);AABB3f voxel_aabb;voxel_aabb.m_min=vec3(0);voxel_aabb.m_max=vec3(1);float near,far;if (!ray_box_intersection(voxel_aabb,ray_vs,near,far))\nreturn 0.0;ray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn anyHitVoxels(ray_vs,voxel_march_diagnostic_info) ? 1.0f : 0.0f;\n#else\nreturn anyHitVoxels(ray_vs) ? 1.0f : 0.0f;\n#endif\n}\nvoid main(void) {uint nbDirs=uint(SHADOWdirs);uint frameId=uint(SHADOWframe);float envRot=SHADOWenvRot;vec2 Resolution=vec2(textureSize(depthSampler,0));ivec2 currentPixel=ivec2(vUV*Resolution);uint GlobalIndex=(frameId*uint(Resolution.y)+uint(currentPixel.y)) *\nuint(Resolution.x) +\nuint(currentPixel.x);vec3 N=texelFetch(worldNormalSampler,currentPixel,0).xyz;\n#ifdef WORLD_NORMAL_UNSIGNED\nN=N*vec3(2.0)-vec3(1.0);\n#endif\nif (length(N)<0.01) {glFragColor=vec4(1.0,1.0,0.0,1.0);return;}\nfloat normalizedRotation=envRot/(2.0*PI);float depth=texelFetch(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvec2 temp=(vec2(currentPixel)+vec2(0.5))*2.0/Resolution-vec2(1.0);vec4 VP=invProjMtx*vec4(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);vec3 noise=texelFetch(blueNoiseSampler,currentPixel & 0xFF,0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat heat=0.0f;\n#endif\nfloat shadowAccum=0.001;float specShadowAccum=0.001;float sampleWeight=0.001;\n#ifdef COLOR_SHADOWS\nvec3 totalLight=vec3(0.001);vec3 shadowedLight=vec3(0.0);\n#endif\nfor (uint i=0u; i<nbDirs; i++) {uint dirId=nbDirs*GlobalIndex+i;vec4 L;vec2 T;{vec2 r=plasticSequence(frameId*nbDirs+i);r=fract(r+vec2(2.0)*abs(noise.xy-vec2(0.5)));T.x=textureLod(icdfSampler,vec2(r.x,0.0),0.0).x;T.y=textureLod(icdfSampler,vec2(T.x,r.y),0.0).y;L=vec4(uv_to_normal(vec2(T.x-normalizedRotation,T.y)),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\n#ifdef COLOR_SHADOWS\nvec3 lightDir=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));vec3 ibl=textureLod(iblSampler,lightDir,0.0).xyz;float pdf=textureLod(icdfSampler,T,0.0).z;\n#endif\nfloat cosNL=dot(N,L.xyz);float opacity=0.0;if (cosNL>0.0) {vec4 VP2=VP;VP2.y*=-1.0;vec4 unormWP=invViewMtx*VP2;vec3 WP=(wsNormalizationMtx*unormWP).xyz;vec2 vxNoise=vec2(uint2float(hash(dirId*2u)),uint2float(hash(dirId*2u+1u)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,voxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvec3 VL=(viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0);\n#else\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0);\n#endif\nfloat ssShadow=shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);\n#ifdef COLOR_SHADOWS\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(cosNL)/vec3(pdf)*ibl;shadowedLight+=light*opacity;totalLight+=light;\n#else\nfloat rcos=(1.0-cosNL);shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;vec3 VR=-(viewMtx*vec4(reflect(-L.xyz,N),0.0)).xyz;specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);\n#endif\n}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef COLOR_SHADOWS\nvec3 shadow=(totalLight-shadowedLight)/totalLight;float maxShadow=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);glFragColor=vec4(shadow/maxShadow,1.0);\n#else\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),\nspecShadowAccum/float(sampleWeight),heat/float(sampleWeight),1.0);\n#else\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),specShadowAccum/float(sampleWeight),0.0,1.0);\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblShadowVoxelTracingPixelShader = { name, shader };\n"]}
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@@ -1,13 +1,41 @@
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/mrtFragmentDeclaration.js";
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const name = "iblVoxelGridPixelShader";
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const shader =
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const shader = `#extension GL_EXT_draw_buffers : require
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precision highp float;varying vec3 vNormalizedPosition;
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#include<mrtFragmentDeclaration>[MAX_DRAW_BUFFERS]
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uniform float nearPlane;uniform float farPlane;uniform float stepSize;void main(void) {vec3 normPos=vNormalizedPosition.xyz;if (normPos.z<nearPlane || normPos.z>farPlane) {discard;}
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glFragData[0]=normPos.z<nearPlane+stepSize ? vec4(1.0) : vec4(0.0);
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#if MAX_DRAW_BUFFERS>1
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glFragData[1]=normPos.z>=nearPlane+stepSize && normPos.z<nearPlane+2.0*stepSize ? vec4(1.0) : vec4(0.0);glFragData[2]=normPos.z>=nearPlane+2.0*stepSize && normPos.z<nearPlane+3.0*stepSize ? vec4(1.0) : vec4(0.0);glFragData[3]=normPos.z>=nearPlane+3.0*stepSize && normPos.z<nearPlane+4.0*stepSize ? vec4(1.0) : vec4(0.0);
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#endif
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#if MAX_DRAW_BUFFERS>4
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glFragData[4]=normPos.z>=nearPlane+4.0*stepSize && normPos.z<nearPlane+5.0*stepSize ? 1.0 : 0.0;glFragData[5]=normPos.z>=nearPlane+5.0*stepSize && normPos.z<nearPlane+6.0*stepSize ? 1.0 : 0.0;
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#
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glFragData[4]=normPos.z>=nearPlane+4.0*stepSize && normPos.z<nearPlane+5.0*stepSize ? vec4(1.0) : vec4(0.0);glFragData[5]=normPos.z>=nearPlane+5.0*stepSize && normPos.z<nearPlane+6.0*stepSize ? vec4(1.0) : vec4(0.0);glFragData[6]=normPos.z>=nearPlane+6.0*stepSize && normPos.z<nearPlane+7.0*stepSize ? vec4(1.0) : vec4(0.0);glFragData[7]=normPos.z>=nearPlane+7.0*stepSize && normPos.z<nearPlane+8.0*stepSize ? vec4(1.0) : vec4(0.0);
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#endif
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#if MAX_DRAW_BUFFERS>8
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glFragData[8]=normPos.z>=nearPlane+8.0*stepSize && normPos.z<nearPlane+9.0*stepSize ? vec4(1.0) : vec4(0.0);
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#endif
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#if MAX_DRAW_BUFFERS>9
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glFragData[9]=normPos.z>=nearPlane+9.0*stepSize && normPos.z<nearPlane+10.0*stepSize ? vec4(1.0) : vec4(0.0);
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#endif
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#if MAX_DRAW_BUFFERS>10
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glFragData[10]=normPos.z>=nearPlane+10.0*stepSize && normPos.z<nearPlane+11.0*stepSize ? vec4(1.0) : vec4(0.0);
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#endif
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#if MAX_DRAW_BUFFERS>11
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glFragData[11]=normPos.z>=nearPlane+11.0*stepSize && normPos.z<nearPlane+12.0*stepSize ? vec4(1.0) : vec4(0.0);
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#endif
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#if MAX_DRAW_BUFFERS>12
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glFragData[12]=normPos.z>=nearPlane+12.0*stepSize && normPos.z<nearPlane+13.0*stepSize ? vec4(1.0) : vec4(0.0);
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#endif
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#if MAX_DRAW_BUFFERS>13
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glFragData[13]=normPos.z>=nearPlane+13.0*stepSize && normPos.z<nearPlane+14.0*stepSize ? vec4(1.0) : vec4(0.0);
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#endif
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#if MAX_DRAW_BUFFERS>14
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glFragData[14]=normPos.z>=nearPlane+14.0*stepSize && normPos.z<nearPlane+15.0*stepSize ? vec4(1.0) : vec4(0.0);
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#if MAX_DRAW_BUFFERS>15
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glFragData[15]=normPos.z>=nearPlane+15.0*stepSize && normPos.z<nearPlane+16.0*stepSize ? vec4(1.0) : vec4(0.0);
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#endif
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}`;
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{"version":3,"file":"iblVoxelGrid.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelGrid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;
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{"version":3,"file":"iblVoxelGrid.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblVoxelGrid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yCAAyC,CAAC;AAEjD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAmCb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\n\nconst name = \"iblVoxelGridPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\nprecision highp float;varying vec3 vNormalizedPosition;\n#include<mrtFragmentDeclaration>[MAX_DRAW_BUFFERS]\nuniform float nearPlane;uniform float farPlane;uniform float stepSize;void main(void) {vec3 normPos=vNormalizedPosition.xyz;if (normPos.z<nearPlane || normPos.z>farPlane) {discard;}\nglFragData[0]=normPos.z<nearPlane+stepSize ? vec4(1.0) : vec4(0.0);\n#if MAX_DRAW_BUFFERS>1\nglFragData[1]=normPos.z>=nearPlane+stepSize && normPos.z<nearPlane+2.0*stepSize ? vec4(1.0) : vec4(0.0);glFragData[2]=normPos.z>=nearPlane+2.0*stepSize && normPos.z<nearPlane+3.0*stepSize ? vec4(1.0) : vec4(0.0);glFragData[3]=normPos.z>=nearPlane+3.0*stepSize && normPos.z<nearPlane+4.0*stepSize ? vec4(1.0) : vec4(0.0);\n#endif\n#if MAX_DRAW_BUFFERS>4\nglFragData[4]=normPos.z>=nearPlane+4.0*stepSize && normPos.z<nearPlane+5.0*stepSize ? vec4(1.0) : vec4(0.0);glFragData[5]=normPos.z>=nearPlane+5.0*stepSize && normPos.z<nearPlane+6.0*stepSize ? vec4(1.0) : vec4(0.0);glFragData[6]=normPos.z>=nearPlane+6.0*stepSize && normPos.z<nearPlane+7.0*stepSize ? vec4(1.0) : vec4(0.0);glFragData[7]=normPos.z>=nearPlane+7.0*stepSize && normPos.z<nearPlane+8.0*stepSize ? vec4(1.0) : vec4(0.0);\n#endif\n#if MAX_DRAW_BUFFERS>8\nglFragData[8]=normPos.z>=nearPlane+8.0*stepSize && normPos.z<nearPlane+9.0*stepSize ? vec4(1.0) : vec4(0.0);\n#endif\n#if MAX_DRAW_BUFFERS>9\nglFragData[9]=normPos.z>=nearPlane+9.0*stepSize && normPos.z<nearPlane+10.0*stepSize ? vec4(1.0) : vec4(0.0);\n#endif\n#if MAX_DRAW_BUFFERS>10\nglFragData[10]=normPos.z>=nearPlane+10.0*stepSize && normPos.z<nearPlane+11.0*stepSize ? vec4(1.0) : vec4(0.0);\n#endif\n#if MAX_DRAW_BUFFERS>11\nglFragData[11]=normPos.z>=nearPlane+11.0*stepSize && normPos.z<nearPlane+12.0*stepSize ? vec4(1.0) : vec4(0.0);\n#endif\n#if MAX_DRAW_BUFFERS>12\nglFragData[12]=normPos.z>=nearPlane+12.0*stepSize && normPos.z<nearPlane+13.0*stepSize ? vec4(1.0) : vec4(0.0);\n#endif\n#if MAX_DRAW_BUFFERS>13\nglFragData[13]=normPos.z>=nearPlane+13.0*stepSize && normPos.z<nearPlane+14.0*stepSize ? vec4(1.0) : vec4(0.0);\n#endif\n#if MAX_DRAW_BUFFERS>14\nglFragData[14]=normPos.z>=nearPlane+14.0*stepSize && normPos.z<nearPlane+15.0*stepSize ? vec4(1.0) : vec4(0.0);\n#endif\n#if MAX_DRAW_BUFFERS>15\nglFragData[15]=normPos.z>=nearPlane+15.0*stepSize && normPos.z<nearPlane+16.0*stepSize ? vec4(1.0) : vec4(0.0);\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const iblVoxelGridPixelShader = { name, shader };\n"]}
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@@ -0,0 +1,13 @@
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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const name = "lod3DPixelShader";
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const shader = `precision highp float;precision highp sampler3D;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vUV;uniform sampler3D textureSampler;uniform float lod;uniform float slice;uniform int gamma;void main(void)
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{ivec3 textureCoordinates=ivec3(vUV*vec2(textureSize(textureSampler,0).xy),int(slice));gl_FragColor=texelFetch(textureSampler,textureCoordinates,int(lod));if (gamma==0) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}
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`;
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// Sideeffect
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if (!ShaderStore.ShadersStore[name]) {
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ShaderStore.ShadersStore[name] = shader;
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}
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/** @internal */
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export const lod3DPixelShader = { name, shader };
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//# sourceMappingURL=lod3D.fragment.js.map
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{"version":3,"file":"lod3D.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lod3D.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lod3DPixelShader\";\nconst shader = `precision highp float;precision highp sampler3D;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vUV;uniform sampler3D textureSampler;uniform float lod;uniform float slice;uniform int gamma;void main(void)\n{ivec3 textureCoordinates=ivec3(vUV*vec2(textureSize(textureSampler,0).xy),int(slice));gl_FragColor=texelFetch(textureSampler,textureCoordinates,int(lod));if (gamma==0) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const lod3DPixelShader = { name, shader };\n"]}
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@@ -226,6 +226,11 @@ float refractionAlphaG=transmission_roughness*transmission_roughness;
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#ifdef GEOMETRY_THIN_WALLED
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vec3 iso_scatter_density=vec3(1.0);float roughness_alpha_modified_for_scatter=1.0;
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#else
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#ifdef USE_IRRADIANCE_TEXTURE_FOR_SCATTERING
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vec3 mfp=vec3(100.0)/volumeParams.extinction_coeff;vec3 scattered_light_from_irradiance_texture=sss_convolve(sceneIrradianceSampler,sceneDepthSampler,renderTargetSize,mfp,projection,inverseProjection,16,noise.xy);
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#else
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vec3 scattered_light_from_irradiance_texture=vec3(0.0);
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#endif
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float back_to_iso_scattering_blend=min(1.0+volumeParams.anisotropy,1.0);float iso_to_forward_scattering_blend=max(volumeParams.anisotropy,0.0);vec3 iso_scatter_transmittance=pow(exp(-volumeParams.scatter_coeff*geometry_thickness),vec3(0.2));vec3 iso_scatter_density=clamp(vec3(1.0)-iso_scatter_transmittance,0.0,1.0);float roughness_alpha_modified_for_scatter=min(refractionAlphaG+(1.0-abs(volumeParams.anisotropy))*max3(iso_scatter_density*iso_scatter_density),1.0);roughness_alpha_modified_for_scatter=pow(roughness_alpha_modified_for_scatter,6.0);roughness_alpha_modified_for_scatter=clamp(roughness_alpha_modified_for_scatter,refractionAlphaG,1.0);
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volumeParams.multi_scatter_color=mix(volumeParams.ss_albedo,volumeParams.multi_scatter_color,max3(iso_scatter_density));
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{"version":3,"file":"openpbr.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/openpbr.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qDAAqD,CAAC;AAC7D,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,wDAAwD,CAAC;AAChE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qCAAqC,CAAC;AAC7C,OAAO,+CAA+C,CAAC;AACvD,OAAO,8CAA8C,CAAC;AACtD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,sCAAsC,CAAC;AAC9C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,0CAA0C,CAAC;AAClD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,8CAA8C,CAAC;AACtD,OAAO,+BAA+B,CAAC;AACvC,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,0CAA0C,CAAC;AAClD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,8BAA8B,CAAC;AACtC,OAAO,2BAA2B,CAAC;AAEnC,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuOd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentDeclaration\";\nimport \"./ShadersInclude/openpbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentMainFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/openpbrDielectricReflectance\";\nimport \"./ShadersInclude/openpbrConductorReflectance\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionFunctions\";\nimport \"./ShadersInclude/openpbrGeometryInfo\";\nimport \"./ShadersInclude/openpbrIblFunctions\";\nimport \"./ShadersInclude/openpbrVolumeFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/openpbrNormalMapFragment\";\nimport \"./ShadersInclude/openpbrBlockNormalFinal\";\nimport \"./ShadersInclude/openpbrBaseLayerData\";\nimport \"./ShadersInclude/openpbrTransmissionLayerData\";\nimport \"./ShadersInclude/openpbrSubsurfaceLayerData\";\nimport \"./ShadersInclude/openpbrCoatLayerData\";\nimport \"./ShadersInclude/openpbrThinFilmLayerData\";\nimport \"./ShadersInclude/openpbrFuzzLayerData\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionData\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/openpbrBackgroundTransmission\";\nimport \"./ShadersInclude/openpbrEnvironmentLighting\";\nimport \"./ShadersInclude/openpbrDirectLightingInit\";\nimport \"./ShadersInclude/openpbrDirectLighting\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/openpbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"openpbrPixelShader\";\nconst shader = `#define OPENPBR_FRAGMENT_SHADER\n#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__openpbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<openpbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<openpbrNormalMapFragmentMainFunctions>\n#include<openpbrNormalMapFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<openpbrDielectricReflectance>\n#include<openpbrConductorReflectance>\n#include<openpbrAmbientOcclusionFunctions>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\n#include<openpbrVolumeFunctions>\nvec3 layer(vec3 slab_bottom,vec3 slab_top,float lerp_factor,vec3 bottom_multiplier,vec3 top_multiplier) {return mix(slab_bottom*bottom_multiplier,slab_top*top_multiplier,lerp_factor);}\nvoid main(void) {\n#ifdef PREPASS_IRRADIANCE\nvec3 total_direct_diffuse=vec3(0.0);\n#endif\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\nvec3 coatNormalW=normalW;\n#include<openpbrNormalMapFragment>\n#include<openpbrBlockNormalFinal>\n#include<openpbrBaseLayerData>\n#include<openpbrTransmissionLayerData>\n#include<openpbrSubsurfaceLayerData>\n#include<openpbrCoatLayerData>\n#include<openpbrThinFilmLayerData>\n#include<openpbrFuzzLayerData>\n#include<openpbrAmbientOcclusionData>\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef ANISOTROPIC_COAT\ngeometryInfoAnisoOutParams coatGeoInfo=geometryInfoAniso(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n,vec3(geometry_coat_tangent.x,geometry_coat_tangent.y,coat_roughness_anisotropy),TBN\n);\n#else\ngeometryInfoOutParams coatGeoInfo=geometryInfo(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n);\n#endif\nspecular_roughness=mix(specular_roughness,pow(min(1.0,pow(specular_roughness,4.0)+2.0*pow(coat_roughness,4.0)),0.25),coat_weight);\n#ifdef ANISOTROPIC_BASE\ngeometryInfoAnisoOutParams baseGeoInfo=geometryInfoAniso(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n,vec3(geometry_tangent.x,geometry_tangent.y,specular_roughness_anisotropy),TBN\n);\n#else\ngeometryInfoOutParams baseGeoInfo=geometryInfo(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n);\n#endif\n#ifdef FUZZ\nvec3 fuzzNormalW=normalize(mix(normalW,coatNormalW,coat_weight));vec3 fuzzTangent=normalize(TBN[0]);fuzzTangent=normalize(fuzzTangent-dot(fuzzTangent,fuzzNormalW)*fuzzNormalW);vec3 fuzzBitangent=cross(fuzzNormalW,fuzzTangent);geometryInfoOutParams fuzzGeoInfo=geometryInfo(\nfuzzNormalW,viewDirectionW.xyz,fuzz_roughness,geometricNormalW\n);\n#endif\nReflectanceParams coatReflectance;coatReflectance=dielectricReflectance(\ncoat_ior \n,1.0 \n,vec3(1.0)\n,coat_weight\n);\n#ifdef THIN_FILM\nfloat thin_film_outside_ior=mix(1.0,coat_ior,coat_weight);\n#endif\nReflectanceParams baseDielectricReflectance;{float effectiveCoatIor=mix(1.0,coat_ior,coat_weight);baseDielectricReflectance=dielectricReflectance(\nspecular_ior \n,effectiveCoatIor \n,specular_color\n,specular_weight\n);}\nReflectanceParams baseConductorReflectance;baseConductorReflectance=conductorReflectance(base_color,specular_color,specular_weight);vec3 volume_absorption=vec3(1.0);vec3 transmission_tint=vec3(1.0);float surface_translucency_weight=0.0;\n#if defined(REFRACTED_BACKGROUND) || defined(REFRACTED_ENVIRONMENT) || defined(REFRACTED_LIGHTS)\n#if defined(GEOMETRY_THIN_WALLED)\nvec3 refractedViewVector=-viewDirectionW;\n#else\n#ifdef DISPERSION\nvec3 refractedViewVectors[3];float iorDispersionSpread=transmission_dispersion_scale/transmission_dispersion_abbe_number*(specular_ior-1.0);vec3 dispersion_iors=vec3(specular_ior-iorDispersionSpread,specular_ior,specular_ior+iorDispersionSpread);for (int i=0; i<3; i++) {refractedViewVectors[i]=double_refract(-viewDirectionW,normalW,dispersion_iors[i]); }\n#else\nvec3 refractedViewVector=double_refract(-viewDirectionW,normalW,specular_ior);\n#endif\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nfloat transmission_roughness=specular_roughness;\n#else\nfloat transmission_roughness=specular_roughness*clamp(4.0*(specular_ior-1.0),0.001,1.0);\n#endif\n#if (defined(TRANSMISSION_SLAB) || defined(SUBSURFACE_SLAB))\nOpenPBRHomogeneousVolume volumeParams;{\n#if defined(TRANSMISSION_SLAB)\nOpenPBRHomogeneousVolume transmissionVolumeParams=computeOpenPBRTransmissionVolume(\ntransmission_color.rgb,\ntransmission_depth,\ntransmission_scatter.rgb,\ntransmission_scatter_anisotropy\n);\n#endif\n#if defined(SUBSURFACE_SLAB)\nOpenPBRHomogeneousVolume subsurfaceVolumeParams=computeOpenPBRSubsurfaceVolume(\nsubsurface_color.rgb,\nsubsurface_radius,\nsubsurface_radius_scale.rgb,\nsubsurface_scatter_anisotropy\n);\n#endif\n#if !defined(TRANSMISSION_SLAB)\nvolumeParams=subsurfaceVolumeParams;surface_translucency_weight=subsurface_weight;\n#elif !defined(SUBSURFACE_SLAB)\nvolumeParams=transmissionVolumeParams;\n#ifdef TRANSMISSION_SLAB_VOLUME\nvolumeParams.multi_scatter_color=singleScatterToMultiScatterAlbedo(volumeParams.ss_albedo);\n#endif\nsurface_translucency_weight=transmission_weight;\n#else\nfloat subsurface_fraction_of_dielectric=(1.0f-transmission_weight)*subsurface_weight;float subsurface_and_transmission_fraction_of_dielectric=subsurface_fraction_of_dielectric+transmission_weight;float reciprocal_of_subsurface_and_transmission_fraction_of_dielectric =\n1.0f/maxEps(subsurface_and_transmission_fraction_of_dielectric);float trans_weight=transmission_weight*reciprocal_of_subsurface_and_transmission_fraction_of_dielectric;float subsurf_weight=subsurface_fraction_of_dielectric*reciprocal_of_subsurface_and_transmission_fraction_of_dielectric;volumeParams.scatter_coeff=transmissionVolumeParams.scatter_coeff*trans_weight+subsurfaceVolumeParams.scatter_coeff*subsurf_weight;volumeParams.absorption_coeff=transmissionVolumeParams.absorption_coeff*trans_weight+subsurfaceVolumeParams.absorption_coeff*subsurf_weight;volumeParams.anisotropy=(transmissionVolumeParams.anisotropy*trans_weight+subsurfaceVolumeParams.anisotropy*subsurf_weight)/maxEps(trans_weight+subsurf_weight);volumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=volumeParams.scatter_coeff/maxEps(volumeParams.extinction_coeff);volumeParams.multi_scatter_color=singleScatterToMultiScatterAlbedo(volumeParams.ss_albedo);surface_translucency_weight=subsurface_and_transmission_fraction_of_dielectric;\n#endif\n}\nvolume_absorption=exp(-volumeParams.absorption_coeff*geometry_thickness);vec3 backscatter_color=vec3(1.0);{vec3 reduced_scatter=volumeParams.scatter_coeff*vec3(1.0-volumeParams.anisotropy);vec3 reduced_albedo=reduced_scatter/(volumeParams.absorption_coeff+reduced_scatter);vec3 sqrt_term=max(sqrt(1.0-reduced_albedo),0.0001);backscatter_color=(1.0-sqrt_term)/(1.0+sqrt_term);}\n#elif defined(TRANSMISSION_SLAB)\nsurface_translucency_weight=transmission_weight;\n#endif\nfloat refractionAlphaG=transmission_roughness*transmission_roughness;\n#ifdef SCATTERING\n#ifdef GEOMETRY_THIN_WALLED\nvec3 iso_scatter_density=vec3(1.0);float roughness_alpha_modified_for_scatter=1.0;\n#else\nfloat back_to_iso_scattering_blend=min(1.0+volumeParams.anisotropy,1.0);float iso_to_forward_scattering_blend=max(volumeParams.anisotropy,0.0);vec3 iso_scatter_transmittance=pow(exp(-volumeParams.scatter_coeff*geometry_thickness),vec3(0.2));vec3 iso_scatter_density=clamp(vec3(1.0)-iso_scatter_transmittance,0.0,1.0);float roughness_alpha_modified_for_scatter=min(refractionAlphaG+(1.0-abs(volumeParams.anisotropy))*max3(iso_scatter_density*iso_scatter_density),1.0);roughness_alpha_modified_for_scatter=pow(roughness_alpha_modified_for_scatter,6.0);roughness_alpha_modified_for_scatter=clamp(roughness_alpha_modified_for_scatter,refractionAlphaG,1.0);\n#endif\nvolumeParams.multi_scatter_color=mix(volumeParams.ss_albedo,volumeParams.multi_scatter_color,max3(iso_scatter_density));\n#else\nfloat roughness_alpha_modified_for_scatter=refractionAlphaG;\n#endif\n#if defined(TRANSMISSION_SLAB) && (!defined(TRANSMISSION_SLAB_VOLUME) || defined(GEOMETRY_THIN_WALLED))\ntransmission_tint*=transmission_color.rgb*transmission_color.rgb;\n#ifdef SUBSURFACE_SLAB\nfloat unweighted_translucency=mix(subsurface_weight,1.0f,transmission_weight);transmission_tint=mix(vec3(1.0),transmission_tint,transmission_weight/unweighted_translucency);roughness_alpha_modified_for_scatter=mix(1.0,refractionAlphaG,transmission_weight/unweighted_translucency);\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nfloat sin2=1.0-baseGeoInfo.NdotV*baseGeoInfo.NdotV;sin2=sin2/(specular_ior*specular_ior);float cos_t=sqrt(1.0-sin2);float pathLength=1.0/cos_t;transmission_tint=pow(transmission_tint,vec3(pathLength));\n#endif\n#endif\n#endif\n#include<openpbrBackgroundTransmission>\nvec3 material_surface_ibl=vec3(0.,0.,0.);\n#include<openpbrEnvironmentLighting>\nvec3 material_surface_direct=vec3(0.,0.,0.);\n#ifdef REFLECTION\nslab_translucent_background=vec4(0.,0.,0.,1.);\n#else\nslab_translucent_background/=float(LIGHTCOUNT); \n#endif\n#if defined(LIGHT0)\nfloat aggShadow=0.;\n#include<openpbrDirectLightingInit>[0..maxSimultaneousLights]\n#include<openpbrDirectLighting>[0..maxSimultaneousLights]\n#endif\nvec3 material_surface_emission=vEmissionColor;\n#ifdef EMISSION_COLOR\nvec3 emissionColorTex=texture2D(emissionColorSampler,vEmissionColorUV+uvOffset).rgb;\n#ifdef EMISSION_COLOR_GAMMA\nmaterial_surface_emission*=toLinearSpace(emissionColorTex.rgb);\n#else\nmaterial_surface_emission*=emissionColorTex.rgb;\n#endif\nmaterial_surface_emission*= vEmissionColorInfos.y;\n#endif\nmaterial_surface_emission*=vLightingIntensity.y;\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\nvec4 finalColor=vec4(material_surface_ibl+material_surface_direct+material_surface_emission,alpha);\n#define CUSTOM_FRAGMENT_BEFORE_FOG\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<openpbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrPixelShader = { name, shader };\n"]}
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{"version":3,"file":"openpbr.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/openpbr.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,6CAA6C,CAAC;AACrD,OAAO,wCAAwC,CAAC;AAChD,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qDAAqD,CAAC;AAC7D,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,wDAAwD,CAAC;AAChE,OAAO,oDAAoD,CAAC;AAC5D,OAAO,qCAAqC,CAAC;AAC7C,OAAO,+CAA+C,CAAC;AACvD,OAAO,8CAA8C,CAAC;AACtD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,sCAAsC,CAAC;AAC9C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,0CAA0C,CAAC;AAClD,OAAO,2CAA2C,CAAC;AACnD,OAAO,0CAA0C,CAAC;AAClD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,+CAA+C,CAAC;AACvD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,8CAA8C,CAAC;AACtD,OAAO,+BAA+B,CAAC;AACvC,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,0CAA0C,CAAC;AAClD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,8BAA8B,CAAC;AACtC,OAAO,2BAA2B,CAAC;AAEnC,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Od,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentDeclaration\";\nimport \"./ShadersInclude/openpbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentMainFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/openpbrDielectricReflectance\";\nimport \"./ShadersInclude/openpbrConductorReflectance\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionFunctions\";\nimport \"./ShadersInclude/openpbrGeometryInfo\";\nimport \"./ShadersInclude/openpbrIblFunctions\";\nimport \"./ShadersInclude/openpbrVolumeFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/openpbrNormalMapFragment\";\nimport \"./ShadersInclude/openpbrBlockNormalFinal\";\nimport \"./ShadersInclude/openpbrBaseLayerData\";\nimport \"./ShadersInclude/openpbrTransmissionLayerData\";\nimport \"./ShadersInclude/openpbrSubsurfaceLayerData\";\nimport \"./ShadersInclude/openpbrCoatLayerData\";\nimport \"./ShadersInclude/openpbrThinFilmLayerData\";\nimport \"./ShadersInclude/openpbrFuzzLayerData\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionData\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/openpbrBackgroundTransmission\";\nimport \"./ShadersInclude/openpbrEnvironmentLighting\";\nimport \"./ShadersInclude/openpbrDirectLightingInit\";\nimport \"./ShadersInclude/openpbrDirectLighting\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/openpbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"openpbrPixelShader\";\nconst shader = `#define OPENPBR_FRAGMENT_SHADER\n#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__openpbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<openpbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<openpbrNormalMapFragmentMainFunctions>\n#include<openpbrNormalMapFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<openpbrDielectricReflectance>\n#include<openpbrConductorReflectance>\n#include<openpbrAmbientOcclusionFunctions>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\n#include<openpbrVolumeFunctions>\nvec3 layer(vec3 slab_bottom,vec3 slab_top,float lerp_factor,vec3 bottom_multiplier,vec3 top_multiplier) {return mix(slab_bottom*bottom_multiplier,slab_top*top_multiplier,lerp_factor);}\nvoid main(void) {\n#ifdef PREPASS_IRRADIANCE\nvec3 total_direct_diffuse=vec3(0.0);\n#endif\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\nvec3 coatNormalW=normalW;\n#include<openpbrNormalMapFragment>\n#include<openpbrBlockNormalFinal>\n#include<openpbrBaseLayerData>\n#include<openpbrTransmissionLayerData>\n#include<openpbrSubsurfaceLayerData>\n#include<openpbrCoatLayerData>\n#include<openpbrThinFilmLayerData>\n#include<openpbrFuzzLayerData>\n#include<openpbrAmbientOcclusionData>\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef ANISOTROPIC_COAT\ngeometryInfoAnisoOutParams coatGeoInfo=geometryInfoAniso(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n,vec3(geometry_coat_tangent.x,geometry_coat_tangent.y,coat_roughness_anisotropy),TBN\n);\n#else\ngeometryInfoOutParams coatGeoInfo=geometryInfo(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n);\n#endif\nspecular_roughness=mix(specular_roughness,pow(min(1.0,pow(specular_roughness,4.0)+2.0*pow(coat_roughness,4.0)),0.25),coat_weight);\n#ifdef ANISOTROPIC_BASE\ngeometryInfoAnisoOutParams baseGeoInfo=geometryInfoAniso(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n,vec3(geometry_tangent.x,geometry_tangent.y,specular_roughness_anisotropy),TBN\n);\n#else\ngeometryInfoOutParams baseGeoInfo=geometryInfo(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n);\n#endif\n#ifdef FUZZ\nvec3 fuzzNormalW=normalize(mix(normalW,coatNormalW,coat_weight));vec3 fuzzTangent=normalize(TBN[0]);fuzzTangent=normalize(fuzzTangent-dot(fuzzTangent,fuzzNormalW)*fuzzNormalW);vec3 fuzzBitangent=cross(fuzzNormalW,fuzzTangent);geometryInfoOutParams fuzzGeoInfo=geometryInfo(\nfuzzNormalW,viewDirectionW.xyz,fuzz_roughness,geometricNormalW\n);\n#endif\nReflectanceParams coatReflectance;coatReflectance=dielectricReflectance(\ncoat_ior \n,1.0 \n,vec3(1.0)\n,coat_weight\n);\n#ifdef THIN_FILM\nfloat thin_film_outside_ior=mix(1.0,coat_ior,coat_weight);\n#endif\nReflectanceParams baseDielectricReflectance;{float effectiveCoatIor=mix(1.0,coat_ior,coat_weight);baseDielectricReflectance=dielectricReflectance(\nspecular_ior \n,effectiveCoatIor \n,specular_color\n,specular_weight\n);}\nReflectanceParams baseConductorReflectance;baseConductorReflectance=conductorReflectance(base_color,specular_color,specular_weight);vec3 volume_absorption=vec3(1.0);vec3 transmission_tint=vec3(1.0);float surface_translucency_weight=0.0;\n#if defined(REFRACTED_BACKGROUND) || defined(REFRACTED_ENVIRONMENT) || defined(REFRACTED_LIGHTS)\n#if defined(GEOMETRY_THIN_WALLED)\nvec3 refractedViewVector=-viewDirectionW;\n#else\n#ifdef DISPERSION\nvec3 refractedViewVectors[3];float iorDispersionSpread=transmission_dispersion_scale/transmission_dispersion_abbe_number*(specular_ior-1.0);vec3 dispersion_iors=vec3(specular_ior-iorDispersionSpread,specular_ior,specular_ior+iorDispersionSpread);for (int i=0; i<3; i++) {refractedViewVectors[i]=double_refract(-viewDirectionW,normalW,dispersion_iors[i]); }\n#else\nvec3 refractedViewVector=double_refract(-viewDirectionW,normalW,specular_ior);\n#endif\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nfloat transmission_roughness=specular_roughness;\n#else\nfloat transmission_roughness=specular_roughness*clamp(4.0*(specular_ior-1.0),0.001,1.0);\n#endif\n#if (defined(TRANSMISSION_SLAB) || defined(SUBSURFACE_SLAB))\nOpenPBRHomogeneousVolume volumeParams;{\n#if defined(TRANSMISSION_SLAB)\nOpenPBRHomogeneousVolume transmissionVolumeParams=computeOpenPBRTransmissionVolume(\ntransmission_color.rgb,\ntransmission_depth,\ntransmission_scatter.rgb,\ntransmission_scatter_anisotropy\n);\n#endif\n#if defined(SUBSURFACE_SLAB)\nOpenPBRHomogeneousVolume subsurfaceVolumeParams=computeOpenPBRSubsurfaceVolume(\nsubsurface_color.rgb,\nsubsurface_radius,\nsubsurface_radius_scale.rgb,\nsubsurface_scatter_anisotropy\n);\n#endif\n#if !defined(TRANSMISSION_SLAB)\nvolumeParams=subsurfaceVolumeParams;surface_translucency_weight=subsurface_weight;\n#elif !defined(SUBSURFACE_SLAB)\nvolumeParams=transmissionVolumeParams;\n#ifdef TRANSMISSION_SLAB_VOLUME\nvolumeParams.multi_scatter_color=singleScatterToMultiScatterAlbedo(volumeParams.ss_albedo);\n#endif\nsurface_translucency_weight=transmission_weight;\n#else\nfloat subsurface_fraction_of_dielectric=(1.0f-transmission_weight)*subsurface_weight;float subsurface_and_transmission_fraction_of_dielectric=subsurface_fraction_of_dielectric+transmission_weight;float reciprocal_of_subsurface_and_transmission_fraction_of_dielectric =\n1.0f/maxEps(subsurface_and_transmission_fraction_of_dielectric);float trans_weight=transmission_weight*reciprocal_of_subsurface_and_transmission_fraction_of_dielectric;float subsurf_weight=subsurface_fraction_of_dielectric*reciprocal_of_subsurface_and_transmission_fraction_of_dielectric;volumeParams.scatter_coeff=transmissionVolumeParams.scatter_coeff*trans_weight+subsurfaceVolumeParams.scatter_coeff*subsurf_weight;volumeParams.absorption_coeff=transmissionVolumeParams.absorption_coeff*trans_weight+subsurfaceVolumeParams.absorption_coeff*subsurf_weight;volumeParams.anisotropy=(transmissionVolumeParams.anisotropy*trans_weight+subsurfaceVolumeParams.anisotropy*subsurf_weight)/maxEps(trans_weight+subsurf_weight);volumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=volumeParams.scatter_coeff/maxEps(volumeParams.extinction_coeff);volumeParams.multi_scatter_color=singleScatterToMultiScatterAlbedo(volumeParams.ss_albedo);surface_translucency_weight=subsurface_and_transmission_fraction_of_dielectric;\n#endif\n}\nvolume_absorption=exp(-volumeParams.absorption_coeff*geometry_thickness);vec3 backscatter_color=vec3(1.0);{vec3 reduced_scatter=volumeParams.scatter_coeff*vec3(1.0-volumeParams.anisotropy);vec3 reduced_albedo=reduced_scatter/(volumeParams.absorption_coeff+reduced_scatter);vec3 sqrt_term=max(sqrt(1.0-reduced_albedo),0.0001);backscatter_color=(1.0-sqrt_term)/(1.0+sqrt_term);}\n#elif defined(TRANSMISSION_SLAB)\nsurface_translucency_weight=transmission_weight;\n#endif\nfloat refractionAlphaG=transmission_roughness*transmission_roughness;\n#ifdef SCATTERING\n#ifdef GEOMETRY_THIN_WALLED\nvec3 iso_scatter_density=vec3(1.0);float roughness_alpha_modified_for_scatter=1.0;\n#else\n#ifdef USE_IRRADIANCE_TEXTURE_FOR_SCATTERING\nvec3 mfp=vec3(100.0)/volumeParams.extinction_coeff;vec3 scattered_light_from_irradiance_texture=sss_convolve(sceneIrradianceSampler,sceneDepthSampler,renderTargetSize,mfp,projection,inverseProjection,16,noise.xy);\n#else\nvec3 scattered_light_from_irradiance_texture=vec3(0.0);\n#endif\nfloat back_to_iso_scattering_blend=min(1.0+volumeParams.anisotropy,1.0);float iso_to_forward_scattering_blend=max(volumeParams.anisotropy,0.0);vec3 iso_scatter_transmittance=pow(exp(-volumeParams.scatter_coeff*geometry_thickness),vec3(0.2));vec3 iso_scatter_density=clamp(vec3(1.0)-iso_scatter_transmittance,0.0,1.0);float roughness_alpha_modified_for_scatter=min(refractionAlphaG+(1.0-abs(volumeParams.anisotropy))*max3(iso_scatter_density*iso_scatter_density),1.0);roughness_alpha_modified_for_scatter=pow(roughness_alpha_modified_for_scatter,6.0);roughness_alpha_modified_for_scatter=clamp(roughness_alpha_modified_for_scatter,refractionAlphaG,1.0);\n#endif\nvolumeParams.multi_scatter_color=mix(volumeParams.ss_albedo,volumeParams.multi_scatter_color,max3(iso_scatter_density));\n#else\nfloat roughness_alpha_modified_for_scatter=refractionAlphaG;\n#endif\n#if defined(TRANSMISSION_SLAB) && (!defined(TRANSMISSION_SLAB_VOLUME) || defined(GEOMETRY_THIN_WALLED))\ntransmission_tint*=transmission_color.rgb*transmission_color.rgb;\n#ifdef SUBSURFACE_SLAB\nfloat unweighted_translucency=mix(subsurface_weight,1.0f,transmission_weight);transmission_tint=mix(vec3(1.0),transmission_tint,transmission_weight/unweighted_translucency);roughness_alpha_modified_for_scatter=mix(1.0,refractionAlphaG,transmission_weight/unweighted_translucency);\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nfloat sin2=1.0-baseGeoInfo.NdotV*baseGeoInfo.NdotV;sin2=sin2/(specular_ior*specular_ior);float cos_t=sqrt(1.0-sin2);float pathLength=1.0/cos_t;transmission_tint=pow(transmission_tint,vec3(pathLength));\n#endif\n#endif\n#endif\n#include<openpbrBackgroundTransmission>\nvec3 material_surface_ibl=vec3(0.,0.,0.);\n#include<openpbrEnvironmentLighting>\nvec3 material_surface_direct=vec3(0.,0.,0.);\n#ifdef REFLECTION\nslab_translucent_background=vec4(0.,0.,0.,1.);\n#else\nslab_translucent_background/=float(LIGHTCOUNT); \n#endif\n#if defined(LIGHT0)\nfloat aggShadow=0.;\n#include<openpbrDirectLightingInit>[0..maxSimultaneousLights]\n#include<openpbrDirectLighting>[0..maxSimultaneousLights]\n#endif\nvec3 material_surface_emission=vEmissionColor;\n#ifdef EMISSION_COLOR\nvec3 emissionColorTex=texture2D(emissionColorSampler,vEmissionColorUV+uvOffset).rgb;\n#ifdef EMISSION_COLOR_GAMMA\nmaterial_surface_emission*=toLinearSpace(emissionColorTex.rgb);\n#else\nmaterial_surface_emission*=emissionColorTex.rgb;\n#endif\nmaterial_surface_emission*= vEmissionColorInfos.y;\n#endif\nmaterial_surface_emission*=vLightingIntensity.y;\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\nvec4 finalColor=vec4(material_surface_ibl+material_surface_direct+material_surface_emission,alpha);\n#define CUSTOM_FRAGMENT_BEFORE_FOG\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<openpbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrPixelShader = { name, shader };\n"]}
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@@ -89,10 +89,15 @@ forwardScatteredLight=mix(forwardScatteredLight,0.25f*preInfoTrans.attenuation*l
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forwardScatteredLight=max(slab_translucent_background.rgb,mix(slab_translucent_background.rgb,forwardScatteredLight,roughness_alpha_modified_for_scatter));
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#endif
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#ifdef SCATTERING
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#ifdef USE_IRRADIANCE_TEXTURE_FOR_SCATTERING
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let diffused_forward_scattered_light: vec3f=scattered_light_from_irradiance_texture;
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#else
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preInfoTrans.roughness=1.0f;let diffused_forward_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,normalW,vec3f(1.0f),vec3f(1.0f),1.0f,lightColor{X}.rgb)*volume_absorption;
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#endif
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#ifdef GEOMETRY_THIN_WALLED
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let forward_scattered_light: vec3f=forwardScatteredLight*transmission_tint*volumeParams.multi_scatter_color*volumeParams.multi_scatter_color;let back_scattered_light: vec3f=slab_diffuse*volumeParams.multi_scatter_color;slab_translucent=mix(back_scattered_light,forward_scattered_light,0.5f+0.5f*volumeParams.anisotropy);
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#else
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let back_scattered_normal: vec3f=normalize(normalW+viewDirectionW);preInfoTrans.NdotL=max(dot(back_scattered_normal,preInfoTrans.L),0.0f);preInfoTrans.NdotV=dot(back_scattered_normal,viewDirectionW);preInfoTrans.H=normalize(viewDirectionW+preInfoTrans.L);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0f,1.0f);preInfoTrans.roughness=0.2f;let back_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,viewDirectionW,vec3f(1.0f),vec3f(0.08f),0.0f,lightColor{X}.rgb);let forward_scattered_light: vec3f=(forwardScatteredLight*volume_absorption);let iso_scattered_light: vec3f=slab_diffuse;let back_scattering: vec3f=mix(forward_scattered_light,forward_scattered_light+back_scattered_light*backscatter_color,iso_scatter_density);let iso_scattering: vec3f=mix(forward_scattered_light,(diffused_forward_scattered_light+iso_scattered_light)*volumeParams.multi_scatter_color,iso_scatter_density);slab_translucent=mix(back_scattering,iso_scattering,back_to_iso_scattering_blend);slab_translucent=mix(slab_translucent,forward_scattered_light,iso_to_forward_scattering_blend)*transmission_tint;
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#endif
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#else
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slab_translucent=forwardScatteredLight*transmission_tint*volume_absorption;
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@@ -1 +1 @@
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{"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Id,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrDirectLighting\";\nconst shader = `#ifdef LIGHT{X}\n{var slab_diffuse: vec3f=vec3f(0.f,0.f,0.f);var slab_translucent: vec3f=vec3f(0.f,0.f,0.f);var slab_glossy: vec3f=vec3f(0.f,0.f,0.f);var specularFresnel: f32=0.0f;var specularColoredFresnel: vec3f=vec3f(0.f,0.f,0.f);var slab_metal: vec3f=vec3f(0.f,0.f,0.f);var slab_coat: vec3f=vec3f(0.f,0.f,0.f);var coatFresnel: f32=0.0f;var slab_fuzz: vec3f=vec3f(0.f,0.f,0.f);var fuzzFresnel: f32=0.0f;\n#ifdef HEMILIGHT{X}\nslab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_diffuse=computeAreaDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#else\nslab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nslab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#ifdef FUZZ\nlet fuzzNdotH: f32=max(dot(fuzzNormalW,preInfo{X}.H),0.0f);let fuzzBrdf: vec3f=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));\n#endif\n#ifdef THIN_FILM\nlet thin_film_desaturation_scale: f32=(thin_film_ior-1.0f)*sqrt(thin_film_thickness*0.001f);\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_BASE\nslab_glossy=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\n0.0f,lightColor{X}.rgb);\n#else\nslab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);\n#endif\nspecularFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nvar thinFilmDielectricFresnel: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3f(dot(thinFilmDielectricFresnel,vec3f(0.3333f))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);\n#endif\n}\n#endif\n#ifdef REFRACTED_LIGHTS\nvar forwardScatteredLight: vec3f=vec3f(0.0f);\n#if AREALIGHT{X}\n#else\n{var preInfoTrans=preInfo{X};\n#ifdef SCATTERING\npreInfoTrans.roughness=sqrt(sqrt(max(refractionAlphaG,0.05f)));\n#else\npreInfoTrans.roughness=transmission_roughness;\n#endif\nif (preInfoTrans.NdotLUnclamped<=0.0) {specularFresnel=0.0;specularColoredFresnel=specularFresnel*specular_color;}\n#ifdef GEOMETRY_THIN_WALLED\nlet refractNormalW: vec3f=viewDirectionW;\n#else\nlet refractNormalW: vec3f=normalW;\n#endif\npreInfoTrans.NdotL=0.5f*max(dot(-refractNormalW,preInfoTrans.L),0.0f)+0.5f;\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nvar dispersion_iors_local: vec3f=dispersion_iors;let diff: f32=min(dispersion_iors_local[2]-dispersion_iors_local[0],max(dispersion_iors_local[0]-1.0f,1.0f));dispersion_iors_local[2]+=diff;dispersion_iors_local[0]-=diff;for (var i: i32=0; i<3; i++) {let eta: f32=1.0f/dispersion_iors_local[i];\n#elif defined(GEOMETRY_THIN_WALLED)\nlet eta: f32=1.0f;\n#else\nlet eta: f32=1.0f/specular_ior;\n#endif\npreInfoTrans.H=preInfoTrans.L+min(eta,0.95f)*viewDirectionW;let len2: f32=dot(preInfoTrans.H,preInfoTrans.H);if (len2<1e-6f) {preInfoTrans.H=preInfoTrans.L;} else {preInfoTrans.H=preInfoTrans.H*inverseSqrt(len2);}\n#ifdef ANISOTROPIC_BASE\npreInfoTrans.H=-preInfoTrans.H;\n#endif\npreInfoTrans.VdotH=dot(viewDirectionW,preInfoTrans.H);\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nforwardScatteredLight[i]+=\n#else\nforwardScatteredLight+=\n#endif\n#if defined(ANISOTROPIC_BASE)\ncomputeAnisotropicSpecularLighting(preInfoTrans,viewDirectionW,refractNormalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\nroughness_alpha_modified_for_scatter,lightColor{X}.rgb\n#else\ncomputeSpecularLighting(preInfoTrans,-refractNormalW,vec3f(1.0f),vec3f(1.0f),roughness_alpha_modified_for_scatter,lightColor{X}.rgb\n#endif\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\n)[i];}\n#else\n);\n#endif\n#if !defined(GEOMETRY_THIN_WALLED)\nforwardScatteredLight=mix(forwardScatteredLight,0.25f*preInfoTrans.attenuation*lightColor{X}.rgb,clamp(1.0f-pow(baseGeoInfo.NdotV,roughness_alpha_modified_for_scatter),0.0f,1.0f));\n#endif\n#ifdef REFRACTED_BACKGROUND\nforwardScatteredLight=max(slab_translucent_background.rgb,mix(slab_translucent_background.rgb,forwardScatteredLight,roughness_alpha_modified_for_scatter));\n#endif\n#ifdef SCATTERING\n#ifdef GEOMETRY_THIN_WALLED\nlet forward_scattered_light: vec3f=forwardScatteredLight*transmission_tint*volumeParams.multi_scatter_color*volumeParams.multi_scatter_color;let back_scattered_light: vec3f=slab_diffuse*volumeParams.multi_scatter_color;slab_translucent=mix(back_scattered_light,forward_scattered_light,0.5f+0.5f*volumeParams.anisotropy);\n#else\npreInfoTrans.roughness=1.0f;let diffused_forward_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,normalW,vec3f(1.0f),vec3f(1.0f),1.0f,lightColor{X}.rgb)*volume_absorption;let back_scattered_normal: vec3f=normalize(normalW+viewDirectionW);preInfoTrans.NdotL=max(dot(back_scattered_normal,preInfoTrans.L),0.0f);preInfoTrans.NdotV=dot(back_scattered_normal,viewDirectionW);preInfoTrans.H=normalize(viewDirectionW+preInfoTrans.L);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0f,1.0f);preInfoTrans.roughness=0.05f;let back_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,viewDirectionW,vec3f(1.0f),vec3f(1.0f),0.025f,lightColor{X}.rgb);let forward_scattered_light: vec3f=(forwardScatteredLight*volume_absorption);let iso_scattered_light: vec3f=slab_diffuse;let back_scattering: vec3f=mix(forward_scattered_light,forward_scattered_light+back_scattered_light*backscatter_color,iso_scatter_density);let iso_scattering: vec3f=mix(forward_scattered_light,(diffused_forward_scattered_light+iso_scattered_light)*volumeParams.multi_scatter_color,iso_scatter_density);slab_translucent=mix(back_scattering,iso_scattering,back_to_iso_scattering_blend);slab_translucent=mix(slab_translucent,forward_scattered_light,iso_to_forward_scattering_blend)*transmission_tint;\n#endif\n#else\nslab_translucent=forwardScatteredLight*transmission_tint*volume_absorption;\n#endif\n}\n#endif\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvar coloredFresnel: vec3f=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);\n#else\nvar coloredFresnel: vec3f=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);\n#endif\n#ifdef THIN_FILM\nvar thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3f(dot(thinFilmConductorFresnel,vec3f(0.3333f))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*thin_film_ior_scale*thinFilmConductorFresnel,thin_film_weight);\n#endif\n#ifdef ANISOTROPIC_BASE\nslab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);\n#else\nslab_metal=computeSpecularLighting(preInfo{X},normalW,vec3f(baseConductorReflectance.coloredF0),coloredFresnel,specular_roughness,lightColor{X}.rgb);\n#endif\n}\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_coat=computeAreaSpecularLighting(preInfoCoat{X},light{X}.vLightSpecular.rgb,coatReflectance.F0,coatReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_COAT\nslab_coat=computeAnisotropicSpecularLighting(preInfoCoat{X},viewDirectionW,coatNormalW,\ncoatGeoInfo.anisotropicTangent,coatGeoInfo.anisotropicBitangent,coatGeoInfo.anisotropy,0.0,\nlightColor{X}.rgb);\n#else\nslab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3f(coatReflectance.F0),vec3f(1.0f),coat_roughness,lightColor{X}.rgb);\n#endif\nlet NdotH: f32=saturateEps(dot(coatNormalW,preInfoCoat{X}.H));coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}\n#endif\nvar coatAbsorption=vec3f(1.0f);if (coat_weight>0.0) {let cosTheta_view: f32=max(preInfoCoat{X}.NdotV,0.001f);let cosTheta_light: f32=max(preInfoCoat{X}.NdotL,0.001f);let fresnel_view: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_view,5.0);let fresnel_light: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_light,5.0);let averageReflectance: f32=(fresnel_view+fresnel_light)*0.5;var darkened_transmission: f32=(1.0f-averageReflectance)/(1.0f+averageReflectance);darkened_transmission=mix(1.0f,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let colored_transmission: vec3f=pow(coat_color,vec3f(coatPathLength));coatAbsorption=mix(vec3f(1.0f),colored_transmission*vec3f(darkened_transmission),coat_weight);}\n#ifdef FUZZ\nfuzzFresnel=fuzzBrdf.z;let fuzzNormalW=mix(normalW,coatNormalW,coat_weight);let fuzzNdotV: f32=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0f);let fuzzNdotL: f32=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);\n#else\nlet fuzz_color=vec3f(0.0);\n#endif\n#ifdef PREPASS_IRRADIANCE\ntotal_direct_diffuse+=slab_diffuse;\n#endif\nlet material_dielectric_base: vec3f=mix(slab_diffuse*base_color.rgb,slab_translucent,surface_translucency_weight);let material_dielectric_gloss: vec3f=material_dielectric_base*(1.0f-specularFresnel)+slab_glossy*specularColoredFresnel;let material_base_substrate: vec3f=mix(material_dielectric_gloss,slab_metal,base_metalness);let material_coated_base: vec3f=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3f(1.0f));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3f(1.0f),fuzz_color);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLightingWGSL = { name, shader };\n"]}
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{"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrDirectLighting\";\nconst shader = `#ifdef LIGHT{X}\n{var slab_diffuse: vec3f=vec3f(0.f,0.f,0.f);var slab_translucent: vec3f=vec3f(0.f,0.f,0.f);var slab_glossy: vec3f=vec3f(0.f,0.f,0.f);var specularFresnel: f32=0.0f;var specularColoredFresnel: vec3f=vec3f(0.f,0.f,0.f);var slab_metal: vec3f=vec3f(0.f,0.f,0.f);var slab_coat: vec3f=vec3f(0.f,0.f,0.f);var coatFresnel: f32=0.0f;var slab_fuzz: vec3f=vec3f(0.f,0.f,0.f);var fuzzFresnel: f32=0.0f;\n#ifdef HEMILIGHT{X}\nslab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_diffuse=computeAreaDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#else\nslab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nslab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#ifdef FUZZ\nlet fuzzNdotH: f32=max(dot(fuzzNormalW,preInfo{X}.H),0.0f);let fuzzBrdf: vec3f=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));\n#endif\n#ifdef THIN_FILM\nlet thin_film_desaturation_scale: f32=(thin_film_ior-1.0f)*sqrt(thin_film_thickness*0.001f);\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_BASE\nslab_glossy=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\n0.0f,lightColor{X}.rgb);\n#else\nslab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);\n#endif\nspecularFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nvar thinFilmDielectricFresnel: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3f(dot(thinFilmDielectricFresnel,vec3f(0.3333f))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);\n#endif\n}\n#endif\n#ifdef REFRACTED_LIGHTS\nvar forwardScatteredLight: vec3f=vec3f(0.0f);\n#if AREALIGHT{X}\n#else\n{var preInfoTrans=preInfo{X};\n#ifdef SCATTERING\npreInfoTrans.roughness=sqrt(sqrt(max(refractionAlphaG,0.05f)));\n#else\npreInfoTrans.roughness=transmission_roughness;\n#endif\nif (preInfoTrans.NdotLUnclamped<=0.0) {specularFresnel=0.0;specularColoredFresnel=specularFresnel*specular_color;}\n#ifdef GEOMETRY_THIN_WALLED\nlet refractNormalW: vec3f=viewDirectionW;\n#else\nlet refractNormalW: vec3f=normalW;\n#endif\npreInfoTrans.NdotL=0.5f*max(dot(-refractNormalW,preInfoTrans.L),0.0f)+0.5f;\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nvar dispersion_iors_local: vec3f=dispersion_iors;let diff: f32=min(dispersion_iors_local[2]-dispersion_iors_local[0],max(dispersion_iors_local[0]-1.0f,1.0f));dispersion_iors_local[2]+=diff;dispersion_iors_local[0]-=diff;for (var i: i32=0; i<3; i++) {let eta: f32=1.0f/dispersion_iors_local[i];\n#elif defined(GEOMETRY_THIN_WALLED)\nlet eta: f32=1.0f;\n#else\nlet eta: f32=1.0f/specular_ior;\n#endif\npreInfoTrans.H=preInfoTrans.L+min(eta,0.95f)*viewDirectionW;let len2: f32=dot(preInfoTrans.H,preInfoTrans.H);if (len2<1e-6f) {preInfoTrans.H=preInfoTrans.L;} else {preInfoTrans.H=preInfoTrans.H*inverseSqrt(len2);}\n#ifdef ANISOTROPIC_BASE\npreInfoTrans.H=-preInfoTrans.H;\n#endif\npreInfoTrans.VdotH=dot(viewDirectionW,preInfoTrans.H);\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nforwardScatteredLight[i]+=\n#else\nforwardScatteredLight+=\n#endif\n#if defined(ANISOTROPIC_BASE)\ncomputeAnisotropicSpecularLighting(preInfoTrans,viewDirectionW,refractNormalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\nroughness_alpha_modified_for_scatter,lightColor{X}.rgb\n#else\ncomputeSpecularLighting(preInfoTrans,-refractNormalW,vec3f(1.0f),vec3f(1.0f),roughness_alpha_modified_for_scatter,lightColor{X}.rgb\n#endif\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\n)[i];}\n#else\n);\n#endif\n#if !defined(GEOMETRY_THIN_WALLED)\nforwardScatteredLight=mix(forwardScatteredLight,0.25f*preInfoTrans.attenuation*lightColor{X}.rgb,clamp(1.0f-pow(baseGeoInfo.NdotV,roughness_alpha_modified_for_scatter),0.0f,1.0f));\n#endif\n#ifdef REFRACTED_BACKGROUND\nforwardScatteredLight=max(slab_translucent_background.rgb,mix(slab_translucent_background.rgb,forwardScatteredLight,roughness_alpha_modified_for_scatter));\n#endif\n#ifdef SCATTERING\n#ifdef USE_IRRADIANCE_TEXTURE_FOR_SCATTERING\nlet diffused_forward_scattered_light: vec3f=scattered_light_from_irradiance_texture;\n#else\npreInfoTrans.roughness=1.0f;let diffused_forward_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,normalW,vec3f(1.0f),vec3f(1.0f),1.0f,lightColor{X}.rgb)*volume_absorption;\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nlet forward_scattered_light: vec3f=forwardScatteredLight*transmission_tint*volumeParams.multi_scatter_color*volumeParams.multi_scatter_color;let back_scattered_light: vec3f=slab_diffuse*volumeParams.multi_scatter_color;slab_translucent=mix(back_scattered_light,forward_scattered_light,0.5f+0.5f*volumeParams.anisotropy);\n#else\nlet back_scattered_normal: vec3f=normalize(normalW+viewDirectionW);preInfoTrans.NdotL=max(dot(back_scattered_normal,preInfoTrans.L),0.0f);preInfoTrans.NdotV=dot(back_scattered_normal,viewDirectionW);preInfoTrans.H=normalize(viewDirectionW+preInfoTrans.L);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0f,1.0f);preInfoTrans.roughness=0.2f;let back_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,viewDirectionW,vec3f(1.0f),vec3f(0.08f),0.0f,lightColor{X}.rgb);let forward_scattered_light: vec3f=(forwardScatteredLight*volume_absorption);let iso_scattered_light: vec3f=slab_diffuse;let back_scattering: vec3f=mix(forward_scattered_light,forward_scattered_light+back_scattered_light*backscatter_color,iso_scatter_density);let iso_scattering: vec3f=mix(forward_scattered_light,(diffused_forward_scattered_light+iso_scattered_light)*volumeParams.multi_scatter_color,iso_scatter_density);slab_translucent=mix(back_scattering,iso_scattering,back_to_iso_scattering_blend);slab_translucent=mix(slab_translucent,forward_scattered_light,iso_to_forward_scattering_blend)*transmission_tint;\n#endif\n#else\nslab_translucent=forwardScatteredLight*transmission_tint*volume_absorption;\n#endif\n}\n#endif\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvar coloredFresnel: vec3f=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);\n#else\nvar coloredFresnel: vec3f=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);\n#endif\n#ifdef THIN_FILM\nvar thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3f(dot(thinFilmConductorFresnel,vec3f(0.3333f))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*thin_film_ior_scale*thinFilmConductorFresnel,thin_film_weight);\n#endif\n#ifdef ANISOTROPIC_BASE\nslab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);\n#else\nslab_metal=computeSpecularLighting(preInfo{X},normalW,vec3f(baseConductorReflectance.coloredF0),coloredFresnel,specular_roughness,lightColor{X}.rgb);\n#endif\n}\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_coat=computeAreaSpecularLighting(preInfoCoat{X},light{X}.vLightSpecular.rgb,coatReflectance.F0,coatReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_COAT\nslab_coat=computeAnisotropicSpecularLighting(preInfoCoat{X},viewDirectionW,coatNormalW,\ncoatGeoInfo.anisotropicTangent,coatGeoInfo.anisotropicBitangent,coatGeoInfo.anisotropy,0.0,\nlightColor{X}.rgb);\n#else\nslab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3f(coatReflectance.F0),vec3f(1.0f),coat_roughness,lightColor{X}.rgb);\n#endif\nlet NdotH: f32=saturateEps(dot(coatNormalW,preInfoCoat{X}.H));coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}\n#endif\nvar coatAbsorption=vec3f(1.0f);if (coat_weight>0.0) {let cosTheta_view: f32=max(preInfoCoat{X}.NdotV,0.001f);let cosTheta_light: f32=max(preInfoCoat{X}.NdotL,0.001f);let fresnel_view: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_view,5.0);let fresnel_light: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_light,5.0);let averageReflectance: f32=(fresnel_view+fresnel_light)*0.5;var darkened_transmission: f32=(1.0f-averageReflectance)/(1.0f+averageReflectance);darkened_transmission=mix(1.0f,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let colored_transmission: vec3f=pow(coat_color,vec3f(coatPathLength));coatAbsorption=mix(vec3f(1.0f),colored_transmission*vec3f(darkened_transmission),coat_weight);}\n#ifdef FUZZ\nfuzzFresnel=fuzzBrdf.z;let fuzzNormalW=mix(normalW,coatNormalW,coat_weight);let fuzzNdotV: f32=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0f);let fuzzNdotL: f32=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);\n#else\nlet fuzz_color=vec3f(0.0);\n#endif\n#ifdef PREPASS_IRRADIANCE\ntotal_direct_diffuse+=slab_diffuse;\n#endif\nlet material_dielectric_base: vec3f=mix(slab_diffuse*base_color.rgb,slab_translucent,surface_translucency_weight);let material_dielectric_gloss: vec3f=material_dielectric_base*(1.0f-specularFresnel)+slab_glossy*specularColoredFresnel;let material_base_substrate: vec3f=mix(material_dielectric_gloss,slab_metal,base_metalness);let material_coated_base: vec3f=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3f(1.0f));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3f(1.0f),fuzz_color);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLightingWGSL = { name, shader };\n"]}
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@@ -205,7 +205,7 @@ forwardScatteredEnvironmentLight=max(slab_translucent_background.rgb,mix(slab_tr
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#endif
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#ifdef SCATTERING
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#ifdef USE_IRRADIANCE_TEXTURE_FOR_SCATTERING
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var scatteredEnvironmentLight: vec3f=scattered_light_from_irradiance_texture;
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#else
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#ifdef GEOMETRY_THIN_WALLED
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var scatterVector: vec3f=normalW;
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