@onerjs/core 8.50.5 → 8.50.7
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/AudioV2/abstractAudio/abstractSound.d.ts +1 -0
- package/AudioV2/abstractAudio/abstractSound.js +9 -0
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/audioEngineV2.d.ts +6 -0
- package/AudioV2/abstractAudio/audioEngineV2.js +8 -0
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.d.ts +2 -0
- package/AudioV2/webAudio/webAudioEngine.js +29 -2
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/Collisions/pickingInfo.js +6 -3
- package/Collisions/pickingInfo.js.map +1 -1
- package/Culling/ray.core.js +34 -26
- package/Culling/ray.core.js.map +1 -1
- package/Engines/Native/nativeHelpers.js +26 -0
- package/Engines/Native/nativeHelpers.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +26 -0
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +52 -0
- package/Engines/constants.js +52 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +15 -2
- package/Engines/thinEngine.js +52 -0
- package/Engines/thinEngine.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.js +26 -0
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +14 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.d.ts +11 -0
- package/Materials/PBR/openpbrMaterial.js +56 -9
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.js +26 -0
- package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
- package/Materials/material.d.ts +16 -1
- package/Materials/material.js +16 -1
- package/Materials/material.js.map +1 -1
- package/Meshes/Builders/groundBuilder.js +15 -1
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +16 -18
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +24 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +93 -18
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
- package/Meshes/mesh.js +3 -0
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +6 -0
- package/Meshes/transformNode.js +6 -0
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/snapshotRenderingHelper.d.ts +7 -1
- package/Misc/snapshotRenderingHelper.js +7 -1
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Misc/stringTools.js +2 -2
- package/Misc/stringTools.js.map +1 -1
- package/Misc/textureTools.js +26 -0
- package/Misc/textureTools.js.map +1 -1
- package/Misc/tools.js +1 -1
- package/Misc/tools.js.map +1 -1
- package/Rendering/depthRenderer.js +14 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
- package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +18 -10
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +34 -12
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/openpbr.fragment.js +14 -15
- package/Shaders/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +19 -11
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +3 -3
- package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +34 -12
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/openpbr.fragment.js +14 -15
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/package.json +1 -1
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{ type Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { type Mesh } from \"../Meshes/mesh\";\r\nimport { type SubMesh } from \"../Meshes/subMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { type SmartArray } from \"../Misc/smartArray\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depth.fragment\";\r\nimport \"../Shaders/depth.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\nimport { type Material } from \"../Materials/material\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { type Observer } from \"core/Misc/observable\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { type GaussianSplattingMaterial } from \"../Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { type GaussianSplattingMesh } from \"../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\n\r\n/**\r\n * This represents a depth renderer in Babylon.\r\n * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing\r\n */\r\nexport class DepthRenderer {\r\n private _scene: Scene;\r\n private _depthMap: RenderTargetTexture;\r\n private readonly _storeNonLinearDepth: boolean;\r\n private readonly _storeCameraSpaceZ: boolean;\r\n private _autoResize: boolean = false;\r\n private _resizeObserver: Nullable<Observer<any>> = null;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Defines if auto resize the layer is enabled\r\n */\r\n public get autoResize() {\r\n return this._autoResize;\r\n }\r\n\r\n public set autoResize(value: boolean) {\r\n if (this._autoResize !== value) {\r\n this._autoResize = value;\r\n }\r\n if (value) {\r\n const engine = this._scene.getEngine();\r\n if (!this._resizeObserver && engine) {\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this.resize();\r\n });\r\n }\r\n } else {\r\n if (this._resizeObserver) {\r\n this._resizeObserver.remove();\r\n this._resizeObserver = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Force all the depth renderer to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /** Color used to clear the depth texture. Default: (1,0,0,1) */\r\n public clearColor: Color4;\r\n\r\n /** Get if the depth renderer is using packed depth or not */\r\n public readonly isPacked: boolean;\r\n\r\n private _camera: Nullable<Camera>;\r\n\r\n /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */\r\n public enabled = true;\r\n\r\n /** Force writing the transparent objects into the depth map */\r\n public forceDepthWriteTransparentMeshes = false;\r\n\r\n private _alphaBlendedDepth = false;\r\n private _alphaBlendedDepthMaterialCache: Map<number, boolean> = new Map();\r\n\r\n /**\r\n * Enable or disable the alpha blending for depth rendering. When enabled,\r\n * the depth renderer will blend the depth values with the alpha values of\r\n * the transparent objects.\r\n */\r\n public get alphaBlendedDepth(): boolean {\r\n return this._alphaBlendedDepth;\r\n }\r\n public set alphaBlendedDepth(value: boolean) {\r\n if (this._alphaBlendedDepth === value) {\r\n return;\r\n }\r\n this._alphaBlendedDepth = value;\r\n // Clear the cache so materials will be recreated with the new define\r\n this._alphaBlendedDepthMaterialCache.clear();\r\n }\r\n\r\n /**\r\n * Specifies that the depth renderer will only be used within\r\n * the camera it is created for.\r\n * This can help forcing its rendering during the camera processing.\r\n */\r\n public useOnlyInActiveCamera: boolean = false;\r\n\r\n /** If true, reverse the culling of materials before writing to the depth texture.\r\n * So, basically, when \"true\", back facing instead of front facing faces are rasterized into the texture\r\n */\r\n public reverseCulling = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"DepthRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes by the depth renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._depthMap.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Ensures the GaussianSplatting depth material exists and is up to date for the given mesh.\r\n * Creates the material on first call, and recreates it when alphaBlendedDepth changes.\r\n * @param mesh the GaussianSplatting mesh\r\n * @param renderPassId the render pass ID to look up the per-pass material\r\n * @returns the current depth rendering material, or null if the mesh has no GS material\r\n */\r\n private _ensureGaussianSplattingDepthMaterial(mesh: AbstractMesh, renderPassId: number): Nullable<Material> {\r\n let renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId];\r\n const cachedAlphaBlendedDepth = this._alphaBlendedDepthMaterialCache.get(mesh.uniqueId);\r\n\r\n if (renderingMaterial === undefined || cachedAlphaBlendedDepth !== this.alphaBlendedDepth) {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n if (!gsMaterial) {\r\n return null;\r\n }\r\n const compoundMesh = (mesh as unknown as GaussianSplattingMesh).isCompound;\r\n renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);\r\n this.setMaterialForRendering(mesh, renderingMaterial);\r\n this._alphaBlendedDepthMaterialCache.set(mesh.uniqueId, this.alphaBlendedDepth);\r\n }\r\n\r\n return renderingMaterial;\r\n }\r\n\r\n /**\r\n * Instantiates a depth renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)\r\n * @param camera The camera to be used to render the depth map (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param name Name of the render target (default: DepthRenderer)\r\n * @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.\r\n */\r\n constructor(\r\n scene: Scene,\r\n type: number = Constants.TEXTURETYPE_FLOAT,\r\n camera: Nullable<Camera> = null,\r\n storeNonLinearDepth = false,\r\n samplingMode = Texture.TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ = false,\r\n name?: string,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ) {\r\n this._scene = scene;\r\n this._storeNonLinearDepth = storeNonLinearDepth;\r\n this._storeCameraSpaceZ = storeCameraSpaceZ;\r\n this.isPacked = type === Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this.isPacked) {\r\n this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this.clearColor = new Color4(storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n\r\n DepthRenderer._SceneComponentInitialization(this._scene);\r\n\r\n const engine = scene.getEngine();\r\n\r\n this._camera = camera;\r\n\r\n if (samplingMode !== Texture.NEAREST_SAMPLINGMODE) {\r\n if (type === Constants.TEXTURETYPE_FLOAT && !engine._caps.textureFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_HALF_FLOAT && !engine._caps.textureHalfFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n // Render target\r\n const format = this.isPacked || !engine._features.supportExtendedTextureFormats ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_R;\r\n this._depthMap =\r\n existingRenderTargetTexture ??\r\n new RenderTargetTexture(\r\n name ?? \"DepthRenderer\",\r\n { width: engine.getRenderWidth(), height: engine.getRenderHeight() },\r\n this._scene,\r\n false,\r\n true,\r\n type,\r\n false,\r\n samplingMode,\r\n undefined,\r\n undefined,\r\n undefined,\r\n format\r\n );\r\n this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.refreshRate = 1;\r\n this._depthMap.renderParticles = false;\r\n this._depthMap.renderList = null;\r\n this._depthMap.noPrePassRenderer = true;\r\n\r\n // Camera to get depth map from to support multiple concurrent cameras\r\n this._depthMap.activeCamera = this._camera;\r\n this._depthMap.ignoreCameraViewport = true;\r\n this._depthMap.useCameraPostProcesses = false;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._depthMap.onClearObservable.add((engine) => {\r\n engine.clear(this.clearColor, true, true, true);\r\n });\r\n\r\n this._depthMap.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n\r\n // Skip submeshes that won't be rendered by the depth renderer (mirroring renderSubMesh logic)\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0) {\r\n continue;\r\n }\r\n\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0 || subMesh._renderId === scene.getRenderId()) {\r\n return;\r\n }\r\n\r\n // Culling\r\n const detNeg = effectiveMesh._getWorldMatrixDeterminant() < 0;\r\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\r\n\r\n if (detNeg) {\r\n sideOrientation =\r\n sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation\r\n ? Constants.MATERIAL_CounterClockWiseSideOrientation\r\n : Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n const reverseSideOrientation = sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n\r\n engine.setState(material.backFaceCulling, 0, false, reverseSideOrientation, this.reverseCulling ? !material.cullBackFaces : material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n const camera = this._camera || scene.activeCamera;\r\n if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {\r\n subMesh._renderId = scene.getRenderId();\r\n\r\n const gsClassName = effectiveMesh.getClassName();\r\n if (gsClassName === \"GaussianSplattingMesh\") {\r\n const gsMaterial = this._ensureGaussianSplattingDepthMaterial(effectiveMesh, engine.currentRenderPassId);\r\n if (gsMaterial && !gsMaterial.isReadyForSubMesh(effectiveMesh, subMesh, hardwareInstancedRendering)) {\r\n return;\r\n }\r\n // Alpha blending for transparent materials\r\n if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n // Delegate to the GS mesh's render() which properly routes through camera meshes\r\n // with the correct thin instance data. The depth material is already set as the\r\n // render pass material and will be propagated to the camera mesh.\r\n (effectiveMesh as Mesh).render(subMesh, false);\r\n return;\r\n }\r\n\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n if (this._storeCameraSpaceZ) {\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (!renderingMaterial) {\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Clip planes\r\n BindClipPlane(effect, material, scene);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n effect.setFloat(\"pointSize\", material.pointSize);\r\n }\r\n }\r\n\r\n // Alpha blending for transparent materials\r\n if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n }\r\n };\r\n\r\n this._depthMap.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = this._scene.getEngine();\r\n // Save the current alpha mode to restore it after rendering\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n let index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.forceDepthWriteTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n } else {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n transparentSubMeshes.data[index].getEffectiveMesh()._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n }\r\n\r\n if (this.alphaBlendedDepth) {\r\n engine.setAlphaMode(previousAlphaMode);\r\n }\r\n };\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL && !DepthRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/depth.vertex\"), import(\"../ShadersWGSL/depth.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/depth.vertex\"), import(\"../Shaders/depth.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Resize the depth map\r\n */\r\n public resize() {\r\n const engine = this._scene.getEngine();\r\n if (this._depthMap) {\r\n this._depthMap.resize({ width: engine.getRenderWidth(), height: engine.getRenderHeight() });\r\n }\r\n }\r\n\r\n /**\r\n * Creates the depth rendering effect and checks if the effect is ready.\r\n * @param subMesh The submesh to be used to render the depth map of\r\n * @param useInstances If multiple world instances should be used\r\n * @returns if the depth renderer is ready to render the depth map\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n const scene = mesh.getScene();\r\n\r\n // Use the depth map's render pass ID to look up per-pass materials,\r\n // since isReady can be called outside of the depth renderer's render pass\r\n // (e.g. from the scene's isReady check).\r\n const renderPassId = this._depthMap.renderPassId;\r\n let renderingMaterial: Nullable<Material> = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId] ?? null;\r\n\r\n // For GaussianSplatting meshes, eagerly create the depth material so that\r\n // the scene's isReady check properly blocks until it is compiled.\r\n if (mesh.getClassName() === \"GaussianSplattingMesh\") {\r\n renderingMaterial = this._ensureGaussianSplattingDepthMaterial(mesh, renderPassId);\r\n }\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n if (!material || material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n const color = false;\r\n\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(mesh) && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n uv1 = true;\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n uv2 = true;\r\n }\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2, // useUV2Morph\r\n color // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n defines.push(\"#define POINTSIZE\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // None linear depth\r\n if (this._storeNonLinearDepth) {\r\n defines.push(\"#define NONLINEARDEPTH\");\r\n }\r\n\r\n // Store camera space Z coordinate instead of NDC Z\r\n if (this._storeCameraSpaceZ) {\r\n defines.push(\"#define STORE_CAMERASPACE_Z\");\r\n }\r\n\r\n // Float Mode\r\n if (this.isPacked) {\r\n defines.push(\"#define PACKED\");\r\n }\r\n\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureInfo\",\r\n \"pointSize\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"diffuseMatrix\",\r\n \"depthValues\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"morphTargets\", \"boneSampler\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"depth\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n shaderLanguage: this._shaderLanguage,\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the texture which the depth map will be written to.\r\n * @returns The depth map texture\r\n */\r\n public getDepthMap(): RenderTargetTexture {\r\n return this._depthMap;\r\n }\r\n\r\n /**\r\n * Disposes of the depth renderer.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n this._resizeObserver.remove();\r\n this._resizeObserver = null;\r\n }\r\n const keysToDelete = [];\r\n for (const key in this._scene._depthRenderer) {\r\n const depthRenderer = this._scene._depthRenderer[key];\r\n if (depthRenderer === this) {\r\n keysToDelete.push(key);\r\n }\r\n }\r\n\r\n if (keysToDelete.length > 0) {\r\n this._depthMap.dispose();\r\n\r\n for (const key of keysToDelete) {\r\n delete this._scene._depthRenderer[key];\r\n }\r\n }\r\n }\r\n}\r\n"]}
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1
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+
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{ type Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { type Mesh } from \"../Meshes/mesh\";\r\nimport { type SubMesh } from \"../Meshes/subMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { type SmartArray } from \"../Misc/smartArray\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depth.fragment\";\r\nimport \"../Shaders/depth.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { AddClipPlaneUniforms, BindClipPlane, PrepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\nimport { type Material } from \"../Materials/material\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { type Observer } from \"core/Misc/observable\";\r\nimport { type IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { type GaussianSplattingMaterial } from \"../Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { type GaussianSplattingMesh } from \"../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\n\r\n/**\r\n * This represents a depth renderer in Babylon.\r\n * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing\r\n */\r\nexport class DepthRenderer {\r\n private _scene: Scene;\r\n private _depthMap: RenderTargetTexture;\r\n private readonly _storeNonLinearDepth: boolean;\r\n private readonly _storeCameraSpaceZ: boolean;\r\n private _autoResize: boolean = false;\r\n private _resizeObserver: Nullable<Observer<any>> = null;\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this material.\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Defines if auto resize the layer is enabled\r\n */\r\n public get autoResize() {\r\n return this._autoResize;\r\n }\r\n\r\n public set autoResize(value: boolean) {\r\n if (this._autoResize !== value) {\r\n this._autoResize = value;\r\n }\r\n if (value) {\r\n const engine = this._scene.getEngine();\r\n if (!this._resizeObserver && engine) {\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this.resize();\r\n });\r\n }\r\n } else {\r\n if (this._resizeObserver) {\r\n this._resizeObserver.remove();\r\n this._resizeObserver = null;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Force all the depth renderer to compile to glsl even on WebGPU engines.\r\n * False by default. This is mostly meant for backward compatibility.\r\n */\r\n public static ForceGLSL = false;\r\n\r\n /** Color used to clear the depth texture. Default: (1,0,0,1) */\r\n public clearColor: Color4;\r\n\r\n /** Get if the depth renderer is using packed depth or not */\r\n public readonly isPacked: boolean;\r\n\r\n private _camera: Nullable<Camera>;\r\n\r\n /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */\r\n public enabled = true;\r\n\r\n /** Force writing the transparent objects into the depth map */\r\n public forceDepthWriteTransparentMeshes = false;\r\n\r\n private _alphaBlendedDepth = false;\r\n private _alphaBlendedDepthMaterialCache: Map<number, boolean> = new Map();\r\n\r\n /**\r\n * Enable or disable the alpha blending for depth rendering. When enabled,\r\n * the depth renderer will blend the depth values with the alpha values of\r\n * the transparent objects.\r\n */\r\n public get alphaBlendedDepth(): boolean {\r\n return this._alphaBlendedDepth;\r\n }\r\n public set alphaBlendedDepth(value: boolean) {\r\n if (this._alphaBlendedDepth === value) {\r\n return;\r\n }\r\n this._alphaBlendedDepth = value;\r\n // Clear the cache so materials will be recreated with the new define\r\n this._alphaBlendedDepthMaterialCache.clear();\r\n }\r\n\r\n /**\r\n * Specifies that the depth renderer will only be used within\r\n * the camera it is created for.\r\n * This can help forcing its rendering during the camera processing.\r\n */\r\n public useOnlyInActiveCamera: boolean = false;\r\n\r\n /** If true, reverse the culling of materials before writing to the depth texture.\r\n * So, basically, when \"true\", back facing instead of front facing faces are rasterized into the texture\r\n */\r\n public reverseCulling = false;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"DepthRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes by the depth renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void {\r\n this._depthMap.setMaterialForRendering(mesh, material);\r\n }\r\n\r\n /**\r\n * Ensures the GaussianSplatting depth material exists and is up to date for the given mesh.\r\n * Creates the material on first call, and recreates it when alphaBlendedDepth changes.\r\n * @param mesh the GaussianSplatting mesh\r\n * @param renderPassId the render pass ID to look up the per-pass material\r\n * @returns the current depth rendering material, or null if the mesh has no GS material\r\n */\r\n private _ensureGaussianSplattingDepthMaterial(mesh: AbstractMesh, renderPassId: number): Nullable<Material> {\r\n let renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId];\r\n const cachedAlphaBlendedDepth = this._alphaBlendedDepthMaterialCache.get(mesh.uniqueId);\r\n\r\n if (renderingMaterial === undefined || cachedAlphaBlendedDepth !== this.alphaBlendedDepth) {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n if (!gsMaterial) {\r\n return null;\r\n }\r\n const compoundMesh = (mesh as unknown as GaussianSplattingMesh).isCompound;\r\n renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);\r\n this.setMaterialForRendering(mesh, renderingMaterial);\r\n this._alphaBlendedDepthMaterialCache.set(mesh.uniqueId, this.alphaBlendedDepth);\r\n }\r\n\r\n return renderingMaterial;\r\n }\r\n\r\n /**\r\n * Instantiates a depth renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)\r\n * @param camera The camera to be used to render the depth map (default: scene's active camera)\r\n * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)\r\n * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)\r\n * @param name Name of the render target (default: DepthRenderer)\r\n * @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.\r\n */\r\n constructor(\r\n scene: Scene,\r\n type: number = Constants.TEXTURETYPE_FLOAT,\r\n camera: Nullable<Camera> = null,\r\n storeNonLinearDepth = false,\r\n samplingMode = Texture.TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ = false,\r\n name?: string,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ) {\r\n this._scene = scene;\r\n this._storeNonLinearDepth = storeNonLinearDepth;\r\n this._storeCameraSpaceZ = storeCameraSpaceZ;\r\n this.isPacked = type === Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this.isPacked) {\r\n this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);\r\n } else {\r\n this.clearColor = new Color4(storeCameraSpaceZ ? 0.0 : 1.0, 0.0, 0.0, 1.0);\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync();\r\n\r\n DepthRenderer._SceneComponentInitialization(this._scene);\r\n\r\n const engine = scene.getEngine();\r\n\r\n this._camera = camera;\r\n\r\n if (samplingMode !== Texture.NEAREST_SAMPLINGMODE) {\r\n if (type === Constants.TEXTURETYPE_FLOAT && !engine._caps.textureFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n if (type === Constants.TEXTURETYPE_HALF_FLOAT && !engine._caps.textureHalfFloatLinearFiltering) {\r\n samplingMode = Texture.NEAREST_SAMPLINGMODE;\r\n }\r\n }\r\n\r\n // Render target\r\n const format = this.isPacked || !engine._features.supportExtendedTextureFormats ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_R;\r\n this._depthMap =\r\n existingRenderTargetTexture ??\r\n new RenderTargetTexture(\r\n name ?? \"DepthRenderer\",\r\n { width: engine.getRenderWidth(), height: engine.getRenderHeight() },\r\n this._scene,\r\n false,\r\n true,\r\n type,\r\n false,\r\n samplingMode,\r\n undefined,\r\n undefined,\r\n undefined,\r\n format\r\n );\r\n this._depthMap.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._depthMap.refreshRate = 1;\r\n this._depthMap.renderParticles = false;\r\n this._depthMap.renderList = null;\r\n this._depthMap.noPrePassRenderer = true;\r\n\r\n // Camera to get depth map from to support multiple concurrent cameras\r\n this._depthMap.activeCamera = this._camera;\r\n this._depthMap.ignoreCameraViewport = true;\r\n this._depthMap.useCameraPostProcesses = false;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._depthMap.onClearObservable.add((engine) => {\r\n engine.clear(this.clearColor, true, true, true);\r\n });\r\n\r\n this._depthMap.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n\r\n // Skip submeshes that won't be rendered by the depth renderer (mirroring renderSubMesh logic)\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0) {\r\n continue;\r\n }\r\n\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = subMesh.getMaterial();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material || effectiveMesh.infiniteDistance || material.disableDepthWrite || subMesh.verticesCount === 0 || subMesh._renderId === scene.getRenderId()) {\r\n return;\r\n }\r\n\r\n // Culling\r\n const detNeg = effectiveMesh._getWorldMatrixDeterminant() < 0;\r\n let sideOrientation = material._getEffectiveOrientation(renderingMesh);\r\n\r\n if (detNeg) {\r\n sideOrientation =\r\n sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation\r\n ? Constants.MATERIAL_CounterClockWiseSideOrientation\r\n : Constants.MATERIAL_ClockWiseSideOrientation;\r\n }\r\n const reverseSideOrientation = sideOrientation === Constants.MATERIAL_ClockWiseSideOrientation;\r\n\r\n engine.setState(material.backFaceCulling, 0, false, reverseSideOrientation, this.reverseCulling ? !material.cullBackFaces : material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering =\r\n engine.getCaps().instancedArrays &&\r\n ((batch.visibleInstances[subMesh._id] !== null && batch.visibleInstances[subMesh._id] !== undefined) || renderingMesh.hasThinInstances);\r\n\r\n const camera = this._camera || scene.activeCamera;\r\n if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {\r\n subMesh._renderId = scene.getRenderId();\r\n\r\n const gsClassName = effectiveMesh.getClassName();\r\n if (gsClassName === \"GaussianSplattingMesh\") {\r\n const gsMaterial = this._ensureGaussianSplattingDepthMaterial(effectiveMesh, engine.currentRenderPassId);\r\n if (gsMaterial && !gsMaterial.isReadyForSubMesh(effectiveMesh, subMesh, hardwareInstancedRendering)) {\r\n return;\r\n }\r\n // Alpha blending for transparent materials\r\n if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n // Delegate to the GS mesh's render() which properly routes through camera meshes\r\n // with the correct thin instance data. The depth material is already set as the\r\n // render pass material and will be propagated to the camera mesh.\r\n (effectiveMesh as Mesh).render(subMesh, false);\r\n return;\r\n }\r\n\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (!drawWrapper && renderingMaterial) {\r\n drawWrapper = renderingMaterial._getDrawWrapper();\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!renderingMaterial) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n if (this._storeCameraSpaceZ) {\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n }\r\n } else {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n }\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (!renderingMaterial) {\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(effectiveMesh)) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Clip planes\r\n BindClipPlane(effect, material, scene);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n effect.setFloat(\"pointSize\", material.pointSize);\r\n }\r\n }\r\n\r\n // Alpha blending for transparent materials\r\n if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n } else {\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, world) =>\r\n effect.setMatrix(\"world\", world)\r\n );\r\n }\r\n };\r\n\r\n this._depthMap.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = this._scene.getEngine();\r\n // Save the current alpha mode to restore it after rendering\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n let index;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.forceDepthWriteTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n } else {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n transparentSubMeshes.data[index].getEffectiveMesh()._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n }\r\n\r\n if (this.alphaBlendedDepth) {\r\n engine.setAlphaMode(previousAlphaMode);\r\n }\r\n };\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this._scene.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL && !DepthRenderer.ForceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/depth.vertex\"), import(\"../ShadersWGSL/depth.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/depth.vertex\"), import(\"../Shaders/depth.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Resize the depth map\r\n */\r\n public resize() {\r\n const engine = this._scene.getEngine();\r\n if (this._depthMap) {\r\n this._depthMap.resize({ width: engine.getRenderWidth(), height: engine.getRenderHeight() });\r\n }\r\n }\r\n\r\n /**\r\n * Creates the depth rendering effect and checks if the effect is ready.\r\n * @param subMesh The submesh to be used to render the depth map of\r\n * @param useInstances If multiple world instances should be used\r\n * @returns if the depth renderer is ready to render the depth map\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n if (!this._shadersLoaded) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const mesh = subMesh.getMesh();\r\n const scene = mesh.getScene();\r\n\r\n // Use the depth map's render pass ID to look up per-pass materials,\r\n // since isReady can be called outside of the depth renderer's render pass\r\n // (e.g. from the scene's isReady check).\r\n const renderPassId = this._depthMap.renderPassId;\r\n let renderingMaterial: Nullable<Material> = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId] ?? null;\r\n\r\n // For GaussianSplatting meshes, eagerly create the depth material so that\r\n // the scene's isReady check properly blocks until it is compiled.\r\n if (mesh.getClassName() === \"GaussianSplattingMesh\") {\r\n renderingMaterial = this._ensureGaussianSplattingDepthMaterial(mesh, renderPassId);\r\n }\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const material = subMesh.getMaterial();\r\n if (!material || material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n const color = false;\r\n\r\n // Alpha test\r\n if (material.needAlphaTestingForMesh(mesh) && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n uv1 = true;\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n uv2 = true;\r\n }\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2, // useUV2Morph\r\n color // useColorMorph\r\n )\r\n : 0;\r\n\r\n // Points cloud rendering\r\n if (material.pointsCloud) {\r\n defines.push(\"#define POINTSIZE\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // None linear depth\r\n if (this._storeNonLinearDepth) {\r\n defines.push(\"#define NONLINEARDEPTH\");\r\n }\r\n\r\n // Store camera space Z coordinate instead of NDC Z\r\n if (this._storeCameraSpaceZ) {\r\n defines.push(\"#define STORE_CAMERASPACE_Z\");\r\n }\r\n\r\n // Float Mode\r\n if (this.isPacked) {\r\n defines.push(\"#define PACKED\");\r\n }\r\n\r\n // Clip planes\r\n PrepareStringDefinesForClipPlanes(material, scene, defines);\r\n\r\n // Get correct effect\r\n // Determine which render pass id to use for the draw wrapper. isReady can be called from\r\n // contexts where engine.currentRenderPassId is *not* one of the depth map's render pass ids\r\n // (e.g. from EffectLayer / scene readiness checks). In that case, using\r\n // engine.currentRenderPassId would stamp the depth effect onto the main pass's draw wrapper,\r\n // which is especially harmful for frozen materials that won't restore the correct effect on\r\n // their next isReady call (forum bug 63230).\r\n // When engine.currentRenderPassId already belongs to this depth map (the normal in-pass\r\n // case, including multi-pass render targets like cube/array depth textures), keep using it\r\n // so each pass keeps its own draw wrapper. Otherwise fall back to the depth map's primary\r\n // render pass id.\r\n const currentPassId = engine.currentRenderPassId;\r\n const depthPassIds = this._depthMap.renderPassIds;\r\n const passId = depthPassIds.includes(currentPassId) ? currentPassId : this._depthMap.renderPassId;\r\n const drawWrapper = subMesh._getDrawWrapper(passId, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureInfo\",\r\n \"pointSize\",\r\n \"viewProjection\",\r\n \"view\",\r\n \"diffuseMatrix\",\r\n \"depthValues\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"morphTargets\", \"boneSampler\", \"bakedVertexAnimationTexture\"];\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"depth\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n shaderLanguage: this._shaderLanguage,\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the texture which the depth map will be written to.\r\n * @returns The depth map texture\r\n */\r\n public getDepthMap(): RenderTargetTexture {\r\n return this._depthMap;\r\n }\r\n\r\n /**\r\n * Disposes of the depth renderer.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n this._resizeObserver.remove();\r\n this._resizeObserver = null;\r\n }\r\n const keysToDelete = [];\r\n for (const key in this._scene._depthRenderer) {\r\n const depthRenderer = this._scene._depthRenderer[key];\r\n if (depthRenderer === this) {\r\n keysToDelete.push(key);\r\n }\r\n }\r\n\r\n if (keysToDelete.length > 0) {\r\n this._depthMap.dispose();\r\n\r\n for (const key of keysToDelete) {\r\n delete this._scene._depthRenderer[key];\r\n }\r\n }\r\n }\r\n}\r\n"]}
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@@ -95,7 +95,7 @@ result=result/clampedAlbedo;
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return result;}
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#define inline
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vec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
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{vec3 n=normalize(inputN);vec3 c=
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{vec3 n=normalize(inputN);vec3 c=textureCubeLodEXT(inputTexture,n,0.).rgb;
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c=toLinearSpace(c);
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@@ -1 +1 @@
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-
{"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#if NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfloat radicalInverse_VdC(uint bits) \n{bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }\nvec2 hammersley(uint i,uint N)\n{return vec2(float(i)/float(N),radicalInverse_VdC(i));}\n#else\nfloat vanDerCorpus(int n,int base)\n{float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)\n{if(n>0)\n{denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}\nreturn result;}\nvec2 hammersley(int i,int N)\n{return vec2(float(i)/float(N),vanDerCorpus(i,2));}\n#endif\nfloat log4(float x) {return log2(x)/2.;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.*PI;float phi=uvRange.y*PI;float sinPhi=sin(phi);N.x=cos(theta)*sinPhi;N.z=sin(theta)*sinPhi;N.y=cos(phi);return N;}\nconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;\n#define inline\nvec3 irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\nsamplerCube inputTexture,\n#endif\nvec3 inputN,vec2 filteringInfo,\nfloat diffuseRoughness,\nvec3 surfaceAlbedo,\nvec3 inputV\n#if IBL_CDF_FILTERING\n,sampler2D icdfSampler\n#endif\n)\n{vec3 n=normalize(inputN);vec3 result=vec3(0.);\n#ifndef IBL_CDF_FILTERING\nvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);mat3 tbnInverse=mat3(tangent.x,bitangent.x,n.x,tangent.y,bitangent.y,n.y,tangent.z,bitangent.z,n.z);\n#endif\nfloat maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);\n#if IBL_CDF_FILTERING\nvec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));float NoL=dot(n,Ls);float NoV=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(inputV+Ls)*0.5;float VoH=dot(inputV,H);\n#endif\n#else\nvec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);float NoL=Ls.z; \nvec3 V=tbnInverse*inputV;float NoV=V.z; \n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(V+Ls)*0.5;float VoH=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#if IBL_CDF_FILTERING\nfloat pdf=texture2D(icdfSampler,T).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.).rgb;\n#else\nfloat pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nvec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#if IBL_CDF_FILTERING\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\n#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{vec3 n=normalize(inputN);vec3 c=
|
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1
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+
{"version":3,"file":"hdrFilteringFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/hdrFilteringFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"hdrFilteringFunctions\";\nconst shader = `#if NUM_SAMPLES\n#if NUM_SAMPLES>0\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfloat radicalInverse_VdC(uint bits) \n{bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }\nvec2 hammersley(uint i,uint N)\n{return vec2(float(i)/float(N),radicalInverse_VdC(i));}\n#else\nfloat vanDerCorpus(int n,int base)\n{float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)\n{if(n>0)\n{denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}\nreturn result;}\nvec2 hammersley(int i,int N)\n{return vec2(float(i)/float(N),vanDerCorpus(i,2));}\n#endif\nfloat log4(float x) {return log2(x)/2.;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.*PI;float phi=uvRange.y*PI;float sinPhi=sin(phi);N.x=cos(theta)*sinPhi;N.z=sin(theta)*sinPhi;N.y=cos(phi);return N;}\nconst float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;\n#define inline\nvec3 irradiance(\n#ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT\nCUSTOM_IRRADIANCE_FILTERING_INPUT\n#else\nsamplerCube inputTexture,\n#endif\nvec3 inputN,vec2 filteringInfo,\nfloat diffuseRoughness,\nvec3 surfaceAlbedo,\nvec3 inputV\n#if IBL_CDF_FILTERING\n,sampler2D icdfSampler\n#endif\n)\n{vec3 n=normalize(inputN);vec3 result=vec3(0.);\n#ifndef IBL_CDF_FILTERING\nvec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);mat3 tbnInverse=mat3(tangent.x,bitangent.x,n.x,tangent.y,bitangent.y,n.y,tangent.z,bitangent.z,n.z);\n#endif\nfloat maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);\n#if IBL_CDF_FILTERING\nvec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));float NoL=dot(n,Ls);float NoV=dot(n,inputV);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,inputV);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(inputV+Ls)*0.5;float VoH=dot(inputV,H);\n#endif\n#else\nvec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);float NoL=Ls.z; \nvec3 V=tbnInverse*inputV;float NoV=V.z; \n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,V);\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(V+Ls)*0.5;float VoH=dot(V,H);\n#endif\n#endif\nif (NoL>0.) {\n#if IBL_CDF_FILTERING\nfloat pdf=texture2D(icdfSampler,T).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.).rgb;\n#else\nfloat pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.,maxLevel);\n#ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION\nCUSTOM_IRRADIANCE_FILTERING_FUNCTION\n#else\nvec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;\n#endif\n#endif\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nvec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\ndiffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\n#if IBL_CDF_FILTERING\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*diffuseRoughnessTerm*light;\n#else\nresult+=c*diffuseRoughnessTerm;\n#endif\n}}\nresult=result*NUM_SAMPLES_FLOAT_INVERSED;\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nresult=result/clampedAlbedo;\n#endif\nreturn result;}\n#define inline\nvec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)\n{vec3 n=normalize(inputN);vec3 c=textureCubeLodEXT(inputTexture,n,0.).rgb; \nif (alphaG==0.) {\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nreturn c;} else {vec3 result=vec3(0.);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);float weight=0.;\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);float NoV=1.;float NoH=H.z;float NoH2=H.z*H.z;float NoL=2.*NoH2-1.;vec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}}\n#ifdef ANISOTROPIC\n#define inline\nvec3 radianceAnisotropic(\nfloat alphaTangent, \nfloat alphaBitangent, \nsamplerCube inputTexture,\nvec3 inputView, \nvec3 inputTangent, \nvec3 inputBitangent, \nvec3 inputNormal, \nvec2 filteringInfo,\nvec2 noiseInput, \nbool isRefraction,\nfloat ior \n)\n{vec3 V=inputView;vec3 N=inputNormal;vec3 T=inputTangent;vec3 B=inputBitangent;vec3 result=vec3(0.);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float clampedAlphaT=max(alphaTangent,MINIMUMVARIANCE);float clampedAlphaB=max(alphaBitangent,MINIMUMVARIANCE);float effectiveDim=dim0*sqrt(clampedAlphaT*clampedAlphaB);float omegaP=(4.*PI)/(6.*effectiveDim*effectiveDim);const float noiseScale=clamp(log2(float(NUM_SAMPLES))/12.0f,0.0f,1.0f);float weight=0.;\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nfor(uint i=0u; i<NUM_SAMPLES; ++i)\n#else\nfor(int i=0; i<NUM_SAMPLES; ++i)\n#endif\n{vec2 Xi=hammersley(i,NUM_SAMPLES);Xi=fract(Xi+noiseInput*mix(0.5f,0.015f,noiseScale)); \nvec3 H_tangent=hemisphereImportanceSampleDggxAnisotropic(Xi,clampedAlphaT,clampedAlphaB);vec3 H=normalize(H_tangent.x*T+H_tangent.y*B+H_tangent.z*N);vec3 L;if (isRefraction) {L=refract(-V,H,1.0/ior);} else {L=reflect(-V,H);}\nfloat NoH=max(dot(N,H),0.001);float VoH=max(dot(V,H),0.001);float NoL=max(dot(N,L),0.001);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_BurleyGGX_Anisotropic(\nH_tangent.z,H_tangent.x,H_tangent.y,vec2(clampedAlphaT,clampedAlphaB)\n);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,L,mipLevel).rgb;\n#if GAMMA_INPUT\nc=toLinearSpace(c);\n#endif\nresult+=c*NoL;}}\nresult=result/weight;return result;}\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const hdrFilteringFunctions = { name, shader };\n"]}
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@@ -3,7 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
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3
3
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const name = "openpbrBackgroundTransmission";
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4
4
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const shader = `vec4 slab_translucent_background=vec4(0.,0.,0.,1.);
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5
5
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#ifdef REFRACTED_BACKGROUND
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6
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-
{float refractionLOD=
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6
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+
{float refractionLOD=transmission_roughness_alpha*vBackgroundRefractionInfos.x;vec2 refractionNoiseOffset=vec2(0.0);
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7
7
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#ifdef DISPERSION
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8
8
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for (int i=0; i<3; i++) {vec3 refractedViewVector=refractedViewVectors[i];
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9
9
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#endif
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"openpbrBackgroundTransmission.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrBackgroundTransmission.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,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,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBackgroundTransmission\";\nconst shader = `vec4 slab_translucent_background=vec4(0.,0.,0.,1.);\n#ifdef REFRACTED_BACKGROUND\n{float refractionLOD=
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1
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+
{"version":3,"file":"openpbrBackgroundTransmission.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrBackgroundTransmission.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,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,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBackgroundTransmission\";\nconst shader = `vec4 slab_translucent_background=vec4(0.,0.,0.,1.);\n#ifdef REFRACTED_BACKGROUND\n{float refractionLOD=transmission_roughness_alpha*vBackgroundRefractionInfos.x;vec2 refractionNoiseOffset=vec2(0.0);\n#ifdef DISPERSION\nfor (int i=0; i<3; i++) {vec3 refractedViewVector=refractedViewVectors[i];\n#endif\nvec3 refractionUVW=vec3(backgroundRefractionMatrix*(view*vec4(vPositionW+refractedViewVector*geometry_thickness,1.0)));vec2 refractionCoords=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;if (refractionLOD>0.0) {refractionNoiseOffset=(noise.xy+refractedViewVector.xy)/vec2(pow(2.0,vBackgroundRefractionInfos.x-refractionLOD));}\nrefractionCoords+=refractionNoiseOffset;\n#ifdef DISPERSION\nslab_translucent_background[i]=texture2DLodEXT(backgroundRefractionSampler,refractionCoords,refractionLOD)[i];}\n#else\nslab_translucent_background=texture2DLodEXT(backgroundRefractionSampler,refractionCoords,refractionLOD);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrBackgroundTransmission = { name, shader };\n"]}
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@@ -42,7 +42,7 @@ vec3 forwardScatteredLight=vec3(0.0);
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42
42
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#else
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43
43
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{preLightingInfo preInfoTrans=preInfo{X};
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44
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#ifdef SCATTERING
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45
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-
preInfoTrans.roughness=sqrt(sqrt(max(
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45
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+
preInfoTrans.roughness=sqrt(sqrt(max(transmission_roughness_alpha,0.05)));
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46
46
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#else
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47
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preInfoTrans.roughness=transmission_roughness;
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48
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#endif
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@@ -73,9 +73,9 @@ forwardScatteredLight+=
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73
73
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#if defined(ANISOTROPIC_BASE)
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computeAnisotropicSpecularLighting(preInfoTrans,viewDirectionW,refractNormalW,
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75
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baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,
|
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76
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-
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76
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+
transmission_roughness_alpha,lightColor{X}.rgb
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77
77
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#else
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78
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computeSpecularLighting(preInfoTrans,-refractNormalW,vec3(1.0),vec3(1.0),
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computeSpecularLighting(preInfoTrans,-refractNormalW,vec3(1.0),vec3(1.0),transmission_roughness_alpha,lightColor{X}.rgb
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forwardScatteredLight=mix(forwardScatteredLight,0.25*preInfoTrans.attenuation*lightColor{X}.rgb,clamp(1.0-pow(baseGeoInfo.NdotV,
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forwardScatteredLight=mix(forwardScatteredLight,0.25*preInfoTrans.attenuation*lightColor{X}.rgb,clamp(1.0-pow(baseGeoInfo.NdotV,transmission_roughness_alpha),0.0,1.0));
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forwardScatteredLight=mix(vec3(0.0),forwardScatteredLight.rgb,0.2*transmission_roughness_alpha);
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forwardScatteredLight=max(vec3(0.0),mix(vec3(0.0),forwardScatteredLight,transmission_roughness_alpha));
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vec3 diffused_forward_scattered_light=scattered_light_from_irradiance_texture;
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#if !defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) || defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING_GBUFFER)
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preInfoTrans.roughness=1.0;vec3 diffused_forward_scattered_light=computeSpecularLighting(preInfoTrans,normalW,vec3(1.0),vec3(1.0),1.0,lightColor{X}.rgb)*volume_absorption;
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vec3 forward_scattered_light=forwardScatteredLight*transmission_tint*volumeParams.multi_scatter_color
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vec3 forward_scattered_light=forwardScatteredLight*transmission_tint*volumeParams.multi_scatter_color;vec3 back_scattered_light=slab_diffuse*volumeParams.multi_scatter_color;slab_translucent=mix(back_scattered_light,forward_scattered_light,0.5+0.5*volumeParams.anisotropy);
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vec3 back_scattered_normal=normalize(normalW+viewDirectionW);preInfoTrans.NdotL=max(dot(back_scattered_normal,preInfoTrans.L),0.0);preInfoTrans.NdotV=dot(back_scattered_normal,viewDirectionW);preInfoTrans.H=normalize(viewDirectionW+preInfoTrans.L);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0,1.0);preInfoTrans.roughness=0.2;vec3 back_scattered_light=computeSpecularLighting(preInfoTrans,viewDirectionW,vec3(1.0),vec3(0.08),0.0,lightColor{X}.rgb);vec3 forward_scattered_light=(forwardScatteredLight*volume_absorption);vec3 iso_scattered_light=slab_diffuse;vec3 back_scattering=mix(forward_scattered_light,forward_scattered_light+back_scattered_light*backscatter_color,iso_scatter_density);
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vec3 iso_scattering=mix(forward_scattered_light,scattered_light_from_irradiance_texture*volumeParams.multi_scatter_color,iso_scatter_density);
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vec3 iso_scattering=mix(forward_scattered_light,(diffused_forward_scattered_light+iso_scattered_light)*volumeParams.multi_scatter_color,iso_scatter_density);
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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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slab_translucent=forwardScatteredLight*transmission_tint*volume_absorption;
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{"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAmJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrDirectLighting\";\nconst shader = `#ifdef LIGHT{X}\n{vec3 slab_diffuse=vec3(0.,0.,0.);vec3 slab_translucent=vec3(0.,0.,0.);vec3 slab_glossy=vec3(0.,0.,0.);float specularFresnel=0.0;vec3 specularColoredFresnel=vec3(0.,0.,0.);vec3 slab_metal=vec3(0.,0.,0.);vec3 slab_coat=vec3(0.,0.,0.);float coatFresnel=0.0;vec3 slab_fuzz=vec3(0.,0.,0.);float fuzzFresnel=0.0;\n#ifdef HEMILIGHT{X}\nslab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X}) && 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\nfloat fuzzNdotH=max(dot(fuzzNormalW,preInfo{X}.H),0.0);vec3 fuzzBrdf=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));\n#endif\n#ifdef THIN_FILM\nfloat thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001);\n#endif\n#if 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,\n0.0,lightColor{X}.rgb);\n#else\nslab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);\n#endif\nspecularFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nvec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);\n#endif\n}\n#endif\n#ifdef REFRACTED_LIGHTS\nvec3 forwardScatteredLight=vec3(0.0);\n#if AREALIGHT{X}\n#else\n{preLightingInfo preInfoTrans=preInfo{X};\n#ifdef SCATTERING\npreInfoTrans.roughness=sqrt(sqrt(max(refractionAlphaG,0.05)));\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\nvec3 refractNormalW=viewDirectionW;\n#else\nvec3 refractNormalW=normalW;\n#endif\npreInfoTrans.NdotL=0.5*max(dot(-refractNormalW,preInfoTrans.L),0.0)+0.5;\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nfloat diff=min(dispersion_iors[2]-dispersion_iors[0],max(dispersion_iors[0]-1.0,1.0));dispersion_iors[2]+=diff;dispersion_iors[0]-=diff;for (int i=0; i<3; i++) {float eta=1.0/dispersion_iors[i];\n#elif defined(GEOMETRY_THIN_WALLED)\nfloat eta=1.0;\n#else\nfloat eta=1.0/specular_ior;\n#endif\npreInfoTrans.H=preInfoTrans.L+min(eta,0.95)*viewDirectionW;float len2=dot(preInfoTrans.H,preInfoTrans.H);if (len2<1e-6) {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,vec3(1.0),vec3(1.0),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,0.25*preInfoTrans.attenuation*lightColor{X}.rgb,clamp(1.0-pow(baseGeoInfo.NdotV,roughness_alpha_modified_for_scatter),0.0,1.0));\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\nvec3 diffused_forward_scattered_light=scattered_light_from_irradiance_texture;\n#else\npreInfoTrans.roughness=1.0;vec3 diffused_forward_scattered_light=computeSpecularLighting(preInfoTrans,normalW,vec3(1.0),vec3(1.0),1.0,lightColor{X}.rgb)*volume_absorption;\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nvec3 forward_scattered_light=forwardScatteredLight*transmission_tint*volumeParams.multi_scatter_color*volumeParams.multi_scatter_color;vec3 back_scattered_light=slab_diffuse*volumeParams.multi_scatter_color;slab_translucent=mix(back_scattered_light,forward_scattered_light,0.5+0.5*volumeParams.anisotropy);\n#else\nvec3 back_scattered_normal=normalize(normalW+viewDirectionW);preInfoTrans.NdotL=max(dot(back_scattered_normal,preInfoTrans.L),0.0);preInfoTrans.NdotV=dot(back_scattered_normal,viewDirectionW);preInfoTrans.H=normalize(viewDirectionW+preInfoTrans.L);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0,1.0);preInfoTrans.roughness=0.2;vec3 back_scattered_light=computeSpecularLighting(preInfoTrans,viewDirectionW,vec3(1.0),vec3(0.08),0.0,lightColor{X}.rgb);vec3 forward_scattered_light=(forwardScatteredLight*volume_absorption);vec3 iso_scattered_light=slab_diffuse;vec3 back_scattering=mix(forward_scattered_light,forward_scattered_light+back_scattered_light*backscatter_color,iso_scatter_density);vec3 iso_scattering=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)\nvec3 coloredFresnel=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);\n#else\nvec3 coloredFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);\n#endif\n#ifdef THIN_FILM\nvec3 thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*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,vec3(1.0),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,\n0.0,lightColor{X}.rgb);\n#else\nslab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3(coatReflectance.F0),vec3(1.0),coat_roughness,lightColor{X}.rgb);\n#endif\nfloat NdotH=max(dot(coatNormalW,preInfoCoat{X}.H),0.0);coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}\n#endif\nvec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {float cosTheta_view=max(preInfoCoat{X}.NdotV,0.001);float cosTheta_light=max(preInfoCoat{X}.NdotL,0.001);float fresnel_view=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_view,5.0);float fresnel_light=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_light,5.0);float averageReflectance=(fresnel_view+fresnel_light)*0.5;float darkened_transmission=(1.0-averageReflectance)/(1.0+averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-cosTheta_view*cosTheta_view;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}\n#ifdef FUZZ\nfuzzFresnel=fuzzBrdf.z;vec3 fuzzNormalW=mix(normalW,coatNormalW,coat_weight);float fuzzNdotV=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0);float fuzzNdotL=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);\n#else\nvec3 fuzz_color=vec3(0.0);\n#endif\n#ifdef PREPASS_IRRADIANCE\ntotal_direct_diffuse+=slab_diffuse;\n#endif\nvec3 material_dielectric_base=mix(slab_diffuse*base_color.rgb,slab_translucent,surface_translucency_weight);vec3 material_dielectric_gloss=material_dielectric_base*(1.0-specularFresnel)+slab_glossy*specularColoredFresnel;vec3 material_base_substrate=mix(material_dielectric_gloss,slab_metal,base_metalness);vec3 material_coated_base=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3(1.0));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3(1.0),fuzz_color);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLighting = { name, shader };\n"]}
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+
{"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Jd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrDirectLighting\";\nconst shader = `#ifdef LIGHT{X}\n{vec3 slab_diffuse=vec3(0.,0.,0.);vec3 slab_translucent=vec3(0.,0.,0.);vec3 slab_glossy=vec3(0.,0.,0.);float specularFresnel=0.0;vec3 specularColoredFresnel=vec3(0.,0.,0.);vec3 slab_metal=vec3(0.,0.,0.);vec3 slab_coat=vec3(0.,0.,0.);float coatFresnel=0.0;vec3 slab_fuzz=vec3(0.,0.,0.);float fuzzFresnel=0.0;\n#ifdef HEMILIGHT{X}\nslab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X}) && 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\nfloat fuzzNdotH=max(dot(fuzzNormalW,preInfo{X}.H),0.0);vec3 fuzzBrdf=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));\n#endif\n#ifdef THIN_FILM\nfloat thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001);\n#endif\n#if 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,\n0.0,lightColor{X}.rgb);\n#else\nslab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);\n#endif\nspecularFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nvec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);\n#endif\n}\n#endif\n#ifdef REFRACTED_LIGHTS\nvec3 forwardScatteredLight=vec3(0.0);\n#if AREALIGHT{X}\n#else\n{preLightingInfo preInfoTrans=preInfo{X};\n#ifdef SCATTERING\npreInfoTrans.roughness=sqrt(sqrt(max(transmission_roughness_alpha,0.05)));\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\nvec3 refractNormalW=viewDirectionW;\n#else\nvec3 refractNormalW=normalW;\n#endif\npreInfoTrans.NdotL=0.5*max(dot(-refractNormalW,preInfoTrans.L),0.0)+0.5;\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nfloat diff=min(dispersion_iors[2]-dispersion_iors[0],max(dispersion_iors[0]-1.0,1.0));dispersion_iors[2]+=diff;dispersion_iors[0]-=diff;for (int i=0; i<3; i++) {float eta=1.0/dispersion_iors[i];\n#elif defined(GEOMETRY_THIN_WALLED)\nfloat eta=1.0;\n#else\nfloat eta=1.0/specular_ior;\n#endif\npreInfoTrans.H=preInfoTrans.L+min(eta,0.95)*viewDirectionW;float len2=dot(preInfoTrans.H,preInfoTrans.H);if (len2<1e-6) {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,\ntransmission_roughness_alpha,lightColor{X}.rgb\n#else\ncomputeSpecularLighting(preInfoTrans,-refractNormalW,vec3(1.0),vec3(1.0),transmission_roughness_alpha,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,0.25*preInfoTrans.attenuation*lightColor{X}.rgb,clamp(1.0-pow(baseGeoInfo.NdotV,transmission_roughness_alpha),0.0,1.0));\n#endif\n#ifdef REFRACTED_BACKGROUND\n#ifdef GEOMETRY_THIN_WALLED\nforwardScatteredLight=mix(vec3(0.0),forwardScatteredLight.rgb,0.2*transmission_roughness_alpha);\n#else\nforwardScatteredLight=max(vec3(0.0),mix(vec3(0.0),forwardScatteredLight,transmission_roughness_alpha));\n#endif\n#endif\n#ifdef SCATTERING\n#if !defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) || defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING_GBUFFER)\npreInfoTrans.roughness=1.0;vec3 diffused_forward_scattered_light=computeSpecularLighting(preInfoTrans,normalW,vec3(1.0),vec3(1.0),1.0,lightColor{X}.rgb)*volume_absorption;\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nvec3 forward_scattered_light=forwardScatteredLight*transmission_tint*volumeParams.multi_scatter_color;vec3 back_scattered_light=slab_diffuse*volumeParams.multi_scatter_color;slab_translucent=mix(back_scattered_light,forward_scattered_light,0.5+0.5*volumeParams.anisotropy);\n#else\nvec3 back_scattered_normal=normalize(normalW+viewDirectionW);preInfoTrans.NdotL=max(dot(back_scattered_normal,preInfoTrans.L),0.0);preInfoTrans.NdotV=dot(back_scattered_normal,viewDirectionW);preInfoTrans.H=normalize(viewDirectionW+preInfoTrans.L);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0,1.0);preInfoTrans.roughness=0.2;vec3 back_scattered_light=computeSpecularLighting(preInfoTrans,viewDirectionW,vec3(1.0),vec3(0.08),0.0,lightColor{X}.rgb);vec3 forward_scattered_light=(forwardScatteredLight*volume_absorption);vec3 iso_scattered_light=slab_diffuse;vec3 back_scattering=mix(forward_scattered_light,forward_scattered_light+back_scattered_light*backscatter_color,iso_scatter_density);\n#if defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) && !defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING_GBUFFER)\nvec3 iso_scattering=mix(forward_scattered_light,scattered_light_from_irradiance_texture*volumeParams.multi_scatter_color,iso_scatter_density);\n#else\nvec3 iso_scattering=mix(forward_scattered_light,(diffused_forward_scattered_light+iso_scattered_light)*volumeParams.multi_scatter_color,iso_scatter_density);\n#endif\nslab_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)\nvec3 coloredFresnel=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);\n#else\nvec3 coloredFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);\n#endif\n#ifdef THIN_FILM\nvec3 thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*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,vec3(1.0),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,\n0.0,lightColor{X}.rgb);\n#else\nslab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3(coatReflectance.F0),vec3(1.0),coat_roughness,lightColor{X}.rgb);\n#endif\nfloat NdotH=max(dot(coatNormalW,preInfoCoat{X}.H),0.0);coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}\n#endif\nvec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {float cosTheta_view=max(preInfoCoat{X}.NdotV,0.001);float cosTheta_light=max(preInfoCoat{X}.NdotL,0.001);float fresnel_view=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_view,5.0);float fresnel_light=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_light,5.0);float averageReflectance=(fresnel_view+fresnel_light)*0.5;float darkened_transmission=(1.0-averageReflectance)/(1.0+averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-cosTheta_view*cosTheta_view;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}\n#ifdef FUZZ\nfuzzFresnel=fuzzBrdf.z;vec3 fuzzNormalW=mix(normalW,coatNormalW,coat_weight);float fuzzNdotV=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0);float fuzzNdotL=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);\n#else\nvec3 fuzz_color=vec3(0.0);\n#endif\n#ifdef PREPASS_IRRADIANCE\ntotal_direct_diffuse+=slab_diffuse;\n#endif\nvec3 material_dielectric_base=mix(slab_diffuse*base_color.rgb,slab_translucent,surface_translucency_weight);vec3 material_dielectric_gloss=material_dielectric_base*(1.0-specularFresnel)+slab_glossy*specularColoredFresnel;vec3 material_base_substrate=mix(material_dielectric_gloss,slab_metal,base_metalness);vec3 material_coated_base=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3(1.0));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3(1.0),fuzz_color);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLighting = { name, shader };\n"]}
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import { ShaderStore } from "../../Engines/shaderStore.js";
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const name = "openpbrEnvironmentLighting";
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const shader = `#
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const shader = `#if defined(REFLECTION) || defined(REFRACTED_BACKGROUND)
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vec3 coatAbsorption=vec3(1.0);float coatIblFresnel=0.0;if (coat_weight>0.0) {coatIblFresnel=getReflectanceFromBRDFLookup(vec3(coatReflectance.F0),vec3(coatReflectance.F90),coatGeoInfo.environmentBrdf).r;float hemisphere_avg_fresnel=coatReflectance.F0+0.5*(1.0-coatReflectance.F0);float averageReflectance=(coatIblFresnel+hemisphere_avg_fresnel)*0.5;float roughnessFactor=1.0-coat_roughness*0.5;averageReflectance*=roughnessFactor;float darkened_transmission=(1.0-averageReflectance)*(1.0-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}
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#endif
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#ifdef REFLECTION
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#if defined(FUZZ) && defined(FUZZENVIRONMENTBRDF)
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vec3 environmentFuzzBrdf=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));
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#endif
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@@ -116,23 +119,22 @@ vec3 conductorIblFresnel=conductorIblFresnel(baseConductorReflectance,baseGeoInf
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#ifdef THIN_FILM
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vec3 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);
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#endif
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float coatIblFresnel=0.0;if (coat_weight>0.0) {coatIblFresnel=getReflectanceFromBRDFLookup(vec3(coatReflectance.F0),vec3(coatReflectance.F90),coatGeoInfo.environmentBrdf).r;}
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vec3 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;
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#ifdef AMBIENT_OCCLUSION
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specular_ambient_occlusion=compute_specular_occlusion(baseGeoInfo.NdotV,base_metalness,ambient_occlusion.x,specular_roughness);
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slab_glossy_ibl=baseSpecularEnvironmentLight*vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*vLightingIntensity.z;
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slab_glossy_ibl=baseSpecularEnvironmentLight*vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*vLightingIntensity.z;if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*vLightingIntensity.z;
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#ifdef AMBIENT_OCCLUSION
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coat_specular_ambient_occlusion=compute_specular_occlusion(coatGeoInfo.NdotV,0.0,ambient_occlusion.x,coat_roughness);
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}
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#if defined(FUZZ) &&defined(FUZZENVIRONMENTBRDF)
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vec3 slab_fuzz_ibl=fuzzEnvironmentLight*vLightingIntensity.z;
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vec3 slab_translucent_base_ibl=vec3(0.0);vec3 slab_subsurface_ibl=vec3(0.,0.,0.);
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#ifdef REFRACTED_ENVIRONMENT
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vec3 forwardScatteredEnvironmentLight=sampleRadianceAnisotropic(
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vec3 forwardScatteredEnvironmentLight=sampleRadianceAnisotropic(transmission_roughness_alpha,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos
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iblRefractionCoords=vec3(reflectionMatrix*vec4(iblRefractionCoords,0));
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forwardScatteredEnvironmentLight[i]=sampleRadiance(
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forwardScatteredEnvironmentLight[i]=sampleRadiance(transmission_roughness_alpha,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos
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)[i];
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forwardScatteredEnvironmentLight=sampleRadiance(
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forwardScatteredEnvironmentLight=sampleRadiance(transmission_roughness_alpha,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos
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#endif
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#endif
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#ifdef GEOMETRY_THIN_WALLED
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forwardScatteredEnvironmentLight=mix(slab_translucent_background.rgb,forwardScatteredEnvironmentLight.rgb,0.2*transmission_roughness_alpha);
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#else
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forwardScatteredEnvironmentLight=max(slab_translucent_background.rgb,mix(slab_translucent_background.rgb,forwardScatteredEnvironmentLight,transmission_roughness_alpha));
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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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vec3 scatteredEnvironmentLight=scattered_light_from_irradiance_texture;
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#else
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vec3 scatterVector=normalW;
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scatterVector=mix(viewDirectionW,scatterVector,back_to_iso_scattering_blend);
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#if defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) && !defined(GEOMETRY_THIN_WALLED)
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vec3 scatteredEnvironmentLight=scattered_light_from_irradiance_texture;
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#else
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vec3 scatteredEnvironmentLight=sampleIrradiance(
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#if defined(NORMAL) && defined(USESPHERICALINVERTEX)
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);
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#endif
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#ifdef GEOMETRY_THIN_WALLED
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vec3 forward_scattered_light=forwardScatteredEnvironmentLight*transmission_tint*volumeParams.multi_scatter_color
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vec3 forward_scattered_light=forwardScatteredEnvironmentLight*transmission_tint*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);
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#else
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vec3 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;
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#endif
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@@ -254,6 +260,22 @@ slab_fuzz_ibl*=min(vec3(specular_ambient_occlusion),ambient_occlusion);material_
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#else
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material_surface_ibl=material_coated_base_ibl;
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#endif
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#elif defined(REFRACTED_BACKGROUND)
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vec3 black=vec3(0.0);vec3 slab_translucent_base_ibl=vec3(0.0);
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#ifdef GEOMETRY_THIN_WALLED
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#ifdef SCATTERING
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vec3 forward_scattered_light=slab_translucent_background.rgb*transmission_tint*volumeParams.multi_scatter_color;slab_translucent_base_ibl=mix(black,forward_scattered_light,0.5+0.5*volumeParams.anisotropy);
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#else
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slab_translucent_base_ibl=slab_translucent_background.rgb*transmission_tint;
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#endif
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#else
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#ifdef SCATTERING
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vec3 forward_scattered_light=slab_translucent_background.rgb*volume_absorption;vec3 iso_scattered_light=(1.0-iso_scatter_density)*forward_scattered_light;slab_translucent_base_ibl=mix(black,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;
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274
|
+
#else
|
|
275
|
+
slab_translucent_base_ibl=slab_translucent_background.rgb*volume_absorption*transmission_tint;
|
|
276
|
+
#endif
|
|
277
|
+
#endif
|
|
278
|
+
vec3 material_dielectric_base_ibl=mix(black,slab_translucent_base_ibl.rgb,surface_translucency_weight);vec3 material_dielectric_gloss_ibl=material_dielectric_base_ibl*(baseGeoInfo.NdotV);vec3 material_base_substrate_ibl=mix(material_dielectric_gloss_ibl,black,base_metalness);vec3 material_coated_base_ibl=layer(material_base_substrate_ibl,black,coatIblFresnel,coatAbsorption,vec3(1.0));material_surface_ibl=material_coated_base_ibl;
|
|
257
279
|
#endif
|
|
258
280
|
`;
|
|
259
281
|
// Sideeffect
|