@onerjs/core 8.50.7 → 8.50.9

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (44) hide show
  1. package/Collisions/gpuPicker.d.ts +12 -0
  2. package/Collisions/gpuPicker.js +51 -0
  3. package/Collisions/gpuPicker.js.map +1 -1
  4. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js +10 -3
  5. package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.js.map +1 -1
  6. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +1 -0
  7. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +36 -3
  8. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  9. package/FlowGraph/flowGraphEventBlock.d.ts +13 -0
  10. package/FlowGraph/flowGraphEventBlock.js +21 -2
  11. package/FlowGraph/flowGraphEventBlock.js.map +1 -1
  12. package/Materials/PBR/openpbrMaterial.js +3 -3
  13. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  14. package/Meshes/Builders/polygonBuilder.d.ts +1 -0
  15. package/Meshes/Builders/polygonBuilder.js +27 -20
  16. package/Meshes/Builders/polygonBuilder.js.map +1 -1
  17. package/Misc/brdfTextureTools.d.ts +12 -0
  18. package/Misc/brdfTextureTools.js +22 -0
  19. package/Misc/brdfTextureTools.js.map +1 -1
  20. package/Misc/depthReducer.js +1 -1
  21. package/Misc/depthReducer.js.map +1 -1
  22. package/Rendering/depthRendererSceneComponent.js +7 -7
  23. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  24. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
  25. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  26. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +3 -3
  27. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  28. package/Shaders/ShadersInclude/openpbrIblFunctions.js +8 -5
  29. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  30. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +10 -6
  31. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  32. package/Shaders/openpbr.fragment.js +4 -4
  33. package/Shaders/openpbr.fragment.js.map +1 -1
  34. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
  35. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  36. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +3 -3
  37. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  38. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +5 -3
  39. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  40. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +5 -6
  41. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  42. package/ShadersWGSL/openpbr.fragment.js +6 -6
  43. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  44. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"depthReducer.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/depthReducer.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAE3D,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;GAEG;AACH,MAAM,OAAO,YAAa,SAAQ,aAAa;IAI3C;;;OAGG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACH,YAAY,MAAc;QACtB,KAAK,CAAC,MAAM,CAAC,CAAC;IAClB,CAAC;IAED;;;;;OAKG;IACI,gBAAgB,CAAC,gBAAyC,IAAI,EAAE,OAAe,SAAS,CAAC,sBAAsB,EAAE,uBAAuB,GAAG,IAAI;QAClJ,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;QAEtC,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,OAAO,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAEnD,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAC/B,CAAC;QAED,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;YACzB,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;gBACxB,KAAK,CAAC,cAAc,GAAG,EAAE,CAAC;YAC9B,CAAC;YAED,IAAI,CAAC,gBAAgB,GAAG,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC;YAEpD,aAAa,GAAG,IAAI,CAAC,cAAc,GAAG,IAAI,aAAa,CACnD,KAAK,EACL,IAAI,EACJ,IAAI,CAAC,OAAO,EACZ,KAAK,EACL,SAAS,CAAC,4BAA4B,EACtC,KAAK,EACL,iBAAiB,IAAI,CAAC,gBAAgB,EAAE,CAC3C,CAAC;YACF,aAAa,CAAC,OAAO,GAAG,KAAK,CAAC;YAE9B,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,gBAAgB,CAAC,GAAG,aAAa,CAAC;QAChE,CAAC;QAED,KAAK,CAAC,gBAAgB,CAAC,aAAa,CAAC,WAAW,EAAE,EAAE,IAAI,EAAE,IAAI,EAAE,uBAAuB,CAAC,CAAC;IAC7F,CAAC;IAED;;OAEG;IACa,gBAAgB,CAC5B,aAAkC,EAClC,UAAmB,EACnB,OAAe,SAAS,CAAC,sBAAsB,EAC/C,uBAAuB,GAAG,IAAI;QAE9B,KAAK,CAAC,gBAAgB,CAAC,aAAa,EAAE,UAAU,EAAE,IAAI,EAAE,uBAAuB,CAAC,CAAC;IACrF,CAAC;IAED;;;;OAIG;IACa,QAAQ;QACpB,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,IAAI,CAAC;QACvC,CAAC;QAED,KAAK,CAAC,QAAQ,EAAE,CAAC;IACrB,CAAC;IAED;;OAEG;IACa,UAAU;QACtB,KAAK,CAAC,UAAU,EAAE,CAAC;QAEnB,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,KAAK,CAAC;QACxC,CAAC;IACL,CAAC;IAED;;;OAGG;IACa,OAAO,CAAC,UAAU,GAAG,IAAI;QACrC,KAAK,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;QAE1B,IAAI,IAAI,CAAC,cAAc,IAAI,UAAU,EAAE,CAAC;YACpC,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAC/B,CAAC;IACL,CAAC;CACJ","sourcesContent":["import { type Nullable } from \"../types\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { DepthRenderer } from \"../Rendering/depthRenderer\";\r\n\r\nimport { MinMaxReducer } from \"./minMaxReducer\";\r\n\r\n/**\r\n * This class is a small wrapper around the MinMaxReducer class to compute the min/max values of a depth texture\r\n */\r\nexport class DepthReducer extends MinMaxReducer {\r\n private _depthRenderer: Nullable<DepthRenderer>;\r\n private _depthRendererId: string;\r\n\r\n /**\r\n * Gets the depth renderer used for the computation.\r\n * Note that the result is null if you provide your own renderer when calling setDepthRenderer.\r\n */\r\n public get depthRenderer(): Nullable<DepthRenderer> {\r\n return this._depthRenderer;\r\n }\r\n\r\n /**\r\n * Creates a depth reducer\r\n * @param camera The camera used to render the depth texture\r\n */\r\n constructor(camera: Camera) {\r\n super(camera);\r\n }\r\n\r\n /**\r\n * Sets the depth renderer to use to generate the depth map\r\n * @param depthRenderer The depth renderer to use. If not provided, a new one will be created automatically\r\n * @param type The texture type of the depth map (default: TEXTURETYPE_HALF_FLOAT)\r\n * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)\r\n */\r\n public setDepthRenderer(depthRenderer: Nullable<DepthRenderer> = null, type: number = Constants.TEXTURETYPE_HALF_FLOAT, forceFullscreenViewport = true): void {\r\n const scene = this._camera.getScene();\r\n\r\n if (this._depthRenderer) {\r\n delete scene._depthRenderer[this._depthRendererId];\r\n\r\n this._depthRenderer.dispose();\r\n this._depthRenderer = null;\r\n }\r\n\r\n if (depthRenderer === null) {\r\n if (!scene._depthRenderer) {\r\n scene._depthRenderer = {};\r\n }\r\n\r\n this._depthRendererId = \"minmax_\" + this._camera.id;\r\n\r\n depthRenderer = this._depthRenderer = new DepthRenderer(\r\n scene,\r\n type,\r\n this._camera,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n false,\r\n `DepthRenderer ${this._depthRendererId}`\r\n );\r\n depthRenderer.enabled = false;\r\n\r\n scene._depthRenderer[this._depthRendererId] = depthRenderer;\r\n }\r\n\r\n super.setSourceTexture(depthRenderer.getDepthMap(), true, type, forceFullscreenViewport);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override setSourceTexture(\r\n sourceTexture: RenderTargetTexture,\r\n depthRedux: boolean,\r\n type: number = Constants.TEXTURETYPE_HALF_FLOAT,\r\n forceFullscreenViewport = true\r\n ): void {\r\n super.setSourceTexture(sourceTexture, depthRedux, type, forceFullscreenViewport);\r\n }\r\n\r\n /**\r\n * Activates the reduction computation.\r\n * When activated, the observers registered in onAfterReductionPerformed are\r\n * called after the computation is performed\r\n */\r\n public override activate(): void {\r\n if (this._depthRenderer) {\r\n this._depthRenderer.enabled = true;\r\n }\r\n\r\n super.activate();\r\n }\r\n\r\n /**\r\n * Deactivates the reduction computation.\r\n */\r\n public override deactivate(): void {\r\n super.deactivate();\r\n\r\n if (this._depthRenderer) {\r\n this._depthRenderer.enabled = false;\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the depth reducer\r\n * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.\r\n */\r\n public override dispose(disposeAll = true): void {\r\n super.dispose(disposeAll);\r\n\r\n if (this._depthRenderer && disposeAll) {\r\n this._depthRenderer.dispose();\r\n this._depthRenderer = null;\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"depthReducer.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/depthReducer.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAE3D,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;GAEG;AACH,MAAM,OAAO,YAAa,SAAQ,aAAa;IAI3C;;;OAGG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACH,YAAY,MAAc;QACtB,KAAK,CAAC,MAAM,CAAC,CAAC;IAClB,CAAC;IAED;;;;;OAKG;IACI,gBAAgB,CAAC,gBAAyC,IAAI,EAAE,OAAe,SAAS,CAAC,sBAAsB,EAAE,uBAAuB,GAAG,IAAI;QAClJ,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,EAAE,CAAC;QAEtC,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,OAAO,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAEnD,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAC/B,CAAC;QAED,IAAI,aAAa,KAAK,IAAI,EAAE,CAAC;YACzB,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;gBACxB,KAAK,CAAC,cAAc,GAAG,EAAE,CAAC;YAC9B,CAAC;YAED,IAAI,CAAC,gBAAgB,GAAG,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;YAE1D,aAAa,GAAG,IAAI,CAAC,cAAc,GAAG,IAAI,aAAa,CACnD,KAAK,EACL,IAAI,EACJ,IAAI,CAAC,OAAO,EACZ,KAAK,EACL,SAAS,CAAC,4BAA4B,EACtC,KAAK,EACL,iBAAiB,IAAI,CAAC,gBAAgB,EAAE,CAC3C,CAAC;YACF,aAAa,CAAC,OAAO,GAAG,KAAK,CAAC;YAE9B,KAAK,CAAC,cAAc,CAAC,IAAI,CAAC,gBAAgB,CAAC,GAAG,aAAa,CAAC;QAChE,CAAC;QAED,KAAK,CAAC,gBAAgB,CAAC,aAAa,CAAC,WAAW,EAAE,EAAE,IAAI,EAAE,IAAI,EAAE,uBAAuB,CAAC,CAAC;IAC7F,CAAC;IAED;;OAEG;IACa,gBAAgB,CAC5B,aAAkC,EAClC,UAAmB,EACnB,OAAe,SAAS,CAAC,sBAAsB,EAC/C,uBAAuB,GAAG,IAAI;QAE9B,KAAK,CAAC,gBAAgB,CAAC,aAAa,EAAE,UAAU,EAAE,IAAI,EAAE,uBAAuB,CAAC,CAAC;IACrF,CAAC;IAED;;;;OAIG;IACa,QAAQ;QACpB,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,IAAI,CAAC;QACvC,CAAC;QAED,KAAK,CAAC,QAAQ,EAAE,CAAC;IACrB,CAAC;IAED;;OAEG;IACa,UAAU;QACtB,KAAK,CAAC,UAAU,EAAE,CAAC;QAEnB,IAAI,IAAI,CAAC,cAAc,EAAE,CAAC;YACtB,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,KAAK,CAAC;QACxC,CAAC;IACL,CAAC;IAED;;;OAGG;IACa,OAAO,CAAC,UAAU,GAAG,IAAI;QACrC,KAAK,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;QAE1B,IAAI,IAAI,CAAC,cAAc,IAAI,UAAU,EAAE,CAAC;YACpC,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAC/B,CAAC;IACL,CAAC;CACJ","sourcesContent":["import { type Nullable } from \"../types\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { DepthRenderer } from \"../Rendering/depthRenderer\";\r\n\r\nimport { MinMaxReducer } from \"./minMaxReducer\";\r\n\r\n/**\r\n * This class is a small wrapper around the MinMaxReducer class to compute the min/max values of a depth texture\r\n */\r\nexport class DepthReducer extends MinMaxReducer {\r\n private _depthRenderer: Nullable<DepthRenderer>;\r\n private _depthRendererId: string;\r\n\r\n /**\r\n * Gets the depth renderer used for the computation.\r\n * Note that the result is null if you provide your own renderer when calling setDepthRenderer.\r\n */\r\n public get depthRenderer(): Nullable<DepthRenderer> {\r\n return this._depthRenderer;\r\n }\r\n\r\n /**\r\n * Creates a depth reducer\r\n * @param camera The camera used to render the depth texture\r\n */\r\n constructor(camera: Camera) {\r\n super(camera);\r\n }\r\n\r\n /**\r\n * Sets the depth renderer to use to generate the depth map\r\n * @param depthRenderer The depth renderer to use. If not provided, a new one will be created automatically\r\n * @param type The texture type of the depth map (default: TEXTURETYPE_HALF_FLOAT)\r\n * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)\r\n */\r\n public setDepthRenderer(depthRenderer: Nullable<DepthRenderer> = null, type: number = Constants.TEXTURETYPE_HALF_FLOAT, forceFullscreenViewport = true): void {\r\n const scene = this._camera.getScene();\r\n\r\n if (this._depthRenderer) {\r\n delete scene._depthRenderer[this._depthRendererId];\r\n\r\n this._depthRenderer.dispose();\r\n this._depthRenderer = null;\r\n }\r\n\r\n if (depthRenderer === null) {\r\n if (!scene._depthRenderer) {\r\n scene._depthRenderer = {};\r\n }\r\n\r\n this._depthRendererId = \"minmax_\" + this._camera.uniqueId;\r\n\r\n depthRenderer = this._depthRenderer = new DepthRenderer(\r\n scene,\r\n type,\r\n this._camera,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n false,\r\n `DepthRenderer ${this._depthRendererId}`\r\n );\r\n depthRenderer.enabled = false;\r\n\r\n scene._depthRenderer[this._depthRendererId] = depthRenderer;\r\n }\r\n\r\n super.setSourceTexture(depthRenderer.getDepthMap(), true, type, forceFullscreenViewport);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override setSourceTexture(\r\n sourceTexture: RenderTargetTexture,\r\n depthRedux: boolean,\r\n type: number = Constants.TEXTURETYPE_HALF_FLOAT,\r\n forceFullscreenViewport = true\r\n ): void {\r\n super.setSourceTexture(sourceTexture, depthRedux, type, forceFullscreenViewport);\r\n }\r\n\r\n /**\r\n * Activates the reduction computation.\r\n * When activated, the observers registered in onAfterReductionPerformed are\r\n * called after the computation is performed\r\n */\r\n public override activate(): void {\r\n if (this._depthRenderer) {\r\n this._depthRenderer.enabled = true;\r\n }\r\n\r\n super.activate();\r\n }\r\n\r\n /**\r\n * Deactivates the reduction computation.\r\n */\r\n public override deactivate(): void {\r\n super.deactivate();\r\n\r\n if (this._depthRenderer) {\r\n this._depthRenderer.enabled = false;\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the depth reducer\r\n * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.\r\n */\r\n public override dispose(disposeAll = true): void {\r\n super.dispose(disposeAll);\r\n\r\n if (this._depthRenderer && disposeAll) {\r\n this._depthRenderer.dispose();\r\n this._depthRenderer = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -11,7 +11,7 @@ Scene.prototype.enableDepthRenderer = function (camera, storeNonLinearDepth = fa
11
11
  if (!this._depthRenderer) {
12
12
  this._depthRenderer = {};
13
13
  }
14
- if (!this._depthRenderer[camera.id]) {
14
+ if (!this._depthRenderer[camera.uniqueId]) {
15
15
  const supportFullfloat = !!this.getEngine().getCaps().textureFloatRender;
16
16
  let textureType;
17
17
  if (this.getEngine().getCaps().textureHalfFloatRender && (!force32bitsFloat || !supportFullfloat)) {
@@ -23,17 +23,17 @@ Scene.prototype.enableDepthRenderer = function (camera, storeNonLinearDepth = fa
23
23
  else {
24
24
  textureType = 0;
25
25
  }
26
- this._depthRenderer[camera.id] = new DepthRenderer(this, textureType, camera, storeNonLinearDepth, samplingMode, storeCameraSpaceZ, undefined, existingRenderTargetTexture);
26
+ this._depthRenderer[camera.uniqueId] = new DepthRenderer(this, textureType, camera, storeNonLinearDepth, samplingMode, storeCameraSpaceZ, undefined, existingRenderTargetTexture);
27
27
  }
28
- return this._depthRenderer[camera.id];
28
+ return this._depthRenderer[camera.uniqueId];
29
29
  };
30
30
  Scene.prototype.disableDepthRenderer = function (camera) {
31
31
  camera = camera || this.activeCamera;
32
- if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
32
+ if (!camera || !this._depthRenderer || !this._depthRenderer[camera.uniqueId]) {
33
33
  return;
34
34
  }
35
- this._depthRenderer[camera.id].dispose();
36
- delete this._depthRenderer[camera.id];
35
+ this._depthRenderer[camera.uniqueId].dispose();
36
+ delete this._depthRenderer[camera.uniqueId];
37
37
  };
38
38
  /**
39
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  * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
@@ -113,7 +113,7 @@ export class DepthRendererSceneComponent {
113
113
  if (this.scene._depthRenderer) {
114
114
  for (const key in this.scene._depthRenderer) {
115
115
  const depthRenderer = this.scene._depthRenderer[key];
116
- if (depthRenderer.enabled && depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
116
+ if (depthRenderer.enabled && depthRenderer.useOnlyInActiveCamera && `${this.scene.activeCamera.uniqueId}` === key) {
117
117
  renderTargets.push(depthRenderer.getDepthMap());
118
118
  }
119
119
  }
@@ -1 +1 @@
1
- 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{ type Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { type SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport { DepthRenderer } from \"./depthRenderer\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type ISceneComponent, SceneComponentConstants } from \"../sceneComponent\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _depthRenderer: { [id: string]: DepthRenderer };\r\n\r\n /**\r\n * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.\r\n * @param camera The camera to create the depth renderer on (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 force32bitsFloat Forces 32 bits float when supported (else 16 bits float is prioritized over 32 bits float if supported)\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...)\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 existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.\r\n * @returns the created depth renderer\r\n */\r\n enableDepthRenderer(\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth?: boolean,\r\n force32bitsFloat?: boolean,\r\n samplingMode?: number,\r\n storeCameraSpaceZ?: boolean,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ): DepthRenderer;\r\n\r\n /**\r\n * Disables a depth renderer for a given camera\r\n * @param camera The camera to disable the depth renderer on (default: scene's active camera)\r\n */\r\n disableDepthRenderer(camera?: Nullable<Camera>): void;\r\n }\r\n}\r\n\r\nScene.prototype.enableDepthRenderer = function (\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth = false,\r\n force32bitsFloat: boolean = false,\r\n samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ: boolean = false,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n): DepthRenderer {\r\n camera = camera || this.activeCamera;\r\n if (!camera) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"No camera available to enable depth renderer\";\r\n }\r\n if (!this._depthRenderer) {\r\n this._depthRenderer = {};\r\n }\r\n if (!this._depthRenderer[camera.id]) {\r\n const supportFullfloat = !!this.getEngine().getCaps().textureFloatRender;\r\n let textureType: number;\r\n if (this.getEngine().getCaps().textureHalfFloatRender && (!force32bitsFloat || !supportFullfloat)) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (supportFullfloat) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n this._depthRenderer[camera.id] = new DepthRenderer(this, textureType, camera, storeNonLinearDepth, samplingMode, storeCameraSpaceZ, undefined, existingRenderTargetTexture);\r\n }\r\n\r\n return this._depthRenderer[camera.id];\r\n};\r\n\r\nScene.prototype.disableDepthRenderer = function (camera?: Nullable<Camera>): void {\r\n camera = camera || this.activeCamera;\r\n if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {\r\n return;\r\n }\r\n this._depthRenderer[camera.id].dispose();\r\n delete this._depthRenderer[camera.id];\r\n};\r\n\r\n/**\r\n * Defines the Depth Renderer scene component responsible to manage a depth buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class DepthRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_DEPTHRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n this.scene._isReadyForMeshStage.registerStep(SceneComponentConstants.STEP_ISREADYFORMESH_DEPTHRENDERER, this, this._isReadyForMesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n for (const key in this.scene._depthRenderer) {\r\n this.scene._depthRenderer[key].dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && !depthRenderer.useOnlyInActiveCamera) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _isReadyForMesh(mesh: AbstractMesh, hardwareInstancedRendering: boolean): boolean {\r\n if (!this.scene._depthRenderer) {\r\n return true;\r\n }\r\n\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (!depthRenderer.enabled) {\r\n continue;\r\n }\r\n if (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 // Skip submeshes that the depth renderer would never render\r\n if (!material || material.disableDepthWrite || subMesh.verticesCount === 0) {\r\n continue;\r\n }\r\n if (!depthRenderer.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera!.id === key) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nDepthRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_DEPTHRENDERER) as DepthRendererSceneComponent;\r\n if (!component) {\r\n component = new DepthRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
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{ type Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport { type SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport { DepthRenderer } from \"./depthRenderer\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type ISceneComponent, SceneComponentConstants } from \"../sceneComponent\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _depthRenderer: { [id: string]: DepthRenderer };\r\n\r\n /**\r\n * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.\r\n * @param camera The camera to create the depth renderer on (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 force32bitsFloat Forces 32 bits float when supported (else 16 bits float is prioritized over 32 bits float if supported)\r\n * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...)\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 existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.\r\n * @returns the created depth renderer\r\n */\r\n enableDepthRenderer(\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth?: boolean,\r\n force32bitsFloat?: boolean,\r\n samplingMode?: number,\r\n storeCameraSpaceZ?: boolean,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n ): DepthRenderer;\r\n\r\n /**\r\n * Disables a depth renderer for a given camera\r\n * @param camera The camera to disable the depth renderer on (default: scene's active camera)\r\n */\r\n disableDepthRenderer(camera?: Nullable<Camera>): void;\r\n }\r\n}\r\n\r\nScene.prototype.enableDepthRenderer = function (\r\n camera?: Nullable<Camera>,\r\n storeNonLinearDepth = false,\r\n force32bitsFloat: boolean = false,\r\n samplingMode = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE,\r\n storeCameraSpaceZ: boolean = false,\r\n existingRenderTargetTexture?: RenderTargetTexture\r\n): DepthRenderer {\r\n camera = camera || this.activeCamera;\r\n if (!camera) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"No camera available to enable depth renderer\";\r\n }\r\n if (!this._depthRenderer) {\r\n this._depthRenderer = {};\r\n }\r\n if (!this._depthRenderer[camera.uniqueId]) {\r\n const supportFullfloat = !!this.getEngine().getCaps().textureFloatRender;\r\n let textureType: number;\r\n if (this.getEngine().getCaps().textureHalfFloatRender && (!force32bitsFloat || !supportFullfloat)) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (supportFullfloat) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n } else {\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n this._depthRenderer[camera.uniqueId] = new DepthRenderer(\r\n this,\r\n textureType,\r\n camera,\r\n storeNonLinearDepth,\r\n samplingMode,\r\n storeCameraSpaceZ,\r\n undefined,\r\n existingRenderTargetTexture\r\n );\r\n }\r\n\r\n return this._depthRenderer[camera.uniqueId];\r\n};\r\n\r\nScene.prototype.disableDepthRenderer = function (camera?: Nullable<Camera>): void {\r\n camera = camera || this.activeCamera;\r\n if (!camera || !this._depthRenderer || !this._depthRenderer[camera.uniqueId]) {\r\n return;\r\n }\r\n\r\n this._depthRenderer[camera.uniqueId].dispose();\r\n delete this._depthRenderer[camera.uniqueId];\r\n};\r\n\r\n/**\r\n * Defines the Depth Renderer scene component responsible to manage a depth buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class DepthRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_DEPTHRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n this.scene._isReadyForMeshStage.registerStep(SceneComponentConstants.STEP_ISREADYFORMESH_DEPTHRENDERER, this, this._isReadyForMesh);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n for (const key in this.scene._depthRenderer) {\r\n this.scene._depthRenderer[key].dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && !depthRenderer.useOnlyInActiveCamera) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _isReadyForMesh(mesh: AbstractMesh, hardwareInstancedRendering: boolean): boolean {\r\n if (!this.scene._depthRenderer) {\r\n return true;\r\n }\r\n\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (!depthRenderer.enabled) {\r\n continue;\r\n }\r\n if (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 // Skip submeshes that the depth renderer would never render\r\n if (!material || material.disableDepthWrite || subMesh.verticesCount === 0) {\r\n continue;\r\n }\r\n if (!depthRenderer.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._depthRenderer) {\r\n for (const key in this.scene._depthRenderer) {\r\n const depthRenderer = this.scene._depthRenderer[key];\r\n if (depthRenderer.enabled && depthRenderer.useOnlyInActiveCamera && `${this.scene.activeCamera!.uniqueId}` === key) {\r\n renderTargets.push(depthRenderer.getDepthMap());\r\n }\r\n }\r\n }\r\n }\r\n}\r\n\r\nDepthRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_DEPTHRENDERER) as DepthRendererSceneComponent;\r\n if (!component) {\r\n component = new DepthRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
@@ -3,7 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "openpbrBackgroundTransmission";
4
4
  const shader = `vec4 slab_translucent_background=vec4(0.,0.,0.,1.);
5
5
  #ifdef REFRACTED_BACKGROUND
6
- {float refractionLOD=transmission_roughness_alpha*vBackgroundRefractionInfos.x;vec2 refractionNoiseOffset=vec2(0.0);
6
+ {float refractionLOD=min(transmission_roughness,0.7)*vBackgroundRefractionInfos.x;vec2 refractionNoiseOffset=vec2(0.0);
7
7
  #ifdef DISPERSION
8
8
  for (int i=0; i<3; i++) {vec3 refractedViewVector=refractedViewVectors[i];
9
9
  #endif
@@ -1 +1 @@
1
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1
+ {"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=min(transmission_roughness,0.7)*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"]}
@@ -2,7 +2,7 @@
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "openpbrEnvironmentLighting";
4
4
  const shader = `#if defined(REFLECTION) || defined(REFRACTED_BACKGROUND)
5
- 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);}
5
+ vec3 coatAbsorption=vec3(1.0);float coatIblFresnel=0.0;if (coat_weight>0.0) {coatIblFresnel=computeDielectricIblFresnel(coatReflectance,coatGeoInfo.environmentBrdf);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);}
6
6
  #endif
7
7
  #ifdef REFLECTION
8
8
  #if defined(FUZZ) && defined(FUZZENVIRONMENTBRDF)
@@ -111,11 +111,11 @@ float modifiedFuzzRoughness=clamp(fuzz_roughness*(1.0-0.5*environmentFuzzBrdf.y)
111
111
  );fuzzEnvironmentLight+=sampleWeight*mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend);totalWeight+=sampleWeight;}
112
112
  fuzzEnvironmentLight/=totalWeight;
113
113
  #endif
114
- float dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(baseDielectricReflectance.F0),vec3(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;vec3 dielectricIblColoredFresnel=dielectricIblFresnel*specular_color;
114
+ float dielectricIblFresnel=computeDielectricIblFresnel(baseDielectricReflectance,baseGeoInfo.environmentBrdf);vec3 dielectricIblColoredFresnel=dielectricIblFresnel*specular_color;
115
115
  #ifdef THIN_FILM
116
116
  vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);float thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001*baseGeoInfo.NdotV);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);
117
117
  #endif
118
- vec3 conductorIblFresnel=conductorIblFresnel(baseConductorReflectance,baseGeoInfo.NdotV,specular_roughness,baseGeoInfo.environmentBrdf);
118
+ vec3 conductorIblFresnel=computeConductorIblFresnel(baseConductorReflectance,baseGeoInfo.environmentBrdf);
119
119
  #ifdef THIN_FILM
120
120
  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);
121
121
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrEnvironmentLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrEnvironmentLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoRd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrEnvironmentLighting\";\nconst shader = `#if defined(REFLECTION) || defined(REFRACTED_BACKGROUND)\nvec3 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);}\n#endif\n#ifdef REFLECTION\n#if defined(FUZZ) && defined(FUZZENVIRONMENTBRDF)\nvec3 environmentFuzzBrdf=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));\n#endif\nvec3 baseDiffuseEnvironmentLight=sampleIrradiance(\nnormalW\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,viewDirectionW\n,base_diffuse_roughness\n,base_color\n);\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nfloat specularAlphaG=specular_roughness*specular_roughness;\n#ifdef ANISOTROPIC_BASE\nvec3 baseSpecularEnvironmentLight=sampleRadianceAnisotropic(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,normalW\n,viewDirectionW\n,vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\nreflectionCoords=createReflectionCoords(vPositionW,normalW);vec3 baseSpecularEnvironmentLight=sampleRadiance(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef ANISOTROPIC_BASE\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG*specularAlphaG*max(1.0-baseGeoInfo.anisotropy,0.3));\n#else\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG);\n#endif\nvec3 coatEnvironmentLight=vec3(0.,0.,0.);if (coat_weight>0.0) {\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nreflectionCoords=createReflectionCoords(vPositionW,coatNormalW);float coatAlphaG=coat_roughness*coat_roughness;\n#ifdef ANISOTROPIC_COAT\ncoatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,coatNormalW\n,viewDirectionW\n,vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\ncoatEnvironmentLight=sampleRadiance(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n}\n#if defined(FUZZ) &&defined(FUZZENVIRONMENTBRDF)\nfloat modifiedFuzzRoughness=clamp(fuzz_roughness*(1.0-0.5*environmentFuzzBrdf.y),0.0,1.0);vec3 fuzzEnvironmentLight=vec3(0.0);float totalWeight=0.0;float fuzzIblFresnel=sqrt(environmentFuzzBrdf.z);for (int i=0; i<FUZZ_IBL_SAMPLES; ++i) {float angle=(float(i)+noise.x)*(3.141592*2.0/float(FUZZ_IBL_SAMPLES));vec3 fiberCylinderNormal=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);float fiberBend=min(environmentFuzzBrdf.x*environmentFuzzBrdf.x*modifiedFuzzRoughness,1.0);fiberCylinderNormal=normalize(mix(fiberCylinderNormal,fuzzNormalW,fiberBend));float sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0);vec3 fuzzReflectionCoords=createReflectionCoords(vPositionW,fiberCylinderNormal);vec3 radianceSample=sampleRadiance(modifiedFuzzRoughness,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,fuzzGeoInfo\n,reflectionSampler\n,fuzzReflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);fuzzEnvironmentLight+=sampleWeight*mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend);totalWeight+=sampleWeight;}\nfuzzEnvironmentLight/=totalWeight;\n#endif\nfloat dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(baseDielectricReflectance.F0),vec3(baseDielectricReflectance.F90),baseGeoInfo.environmentBrdf).r;vec3 dielectricIblColoredFresnel=dielectricIblFresnel*specular_color;\n#ifdef THIN_FILM\nvec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);float thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001*baseGeoInfo.NdotV);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);\n#endif\nvec3 conductorIblFresnel=conductorIblFresnel(baseConductorReflectance,baseGeoInfo.NdotV,specular_roughness,baseGeoInfo.environmentBrdf);\n#ifdef THIN_FILM\nvec3 thinFilmConductorFresnel=specular_weight*evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);conductorIblFresnel=mix(conductorIblFresnel,thinFilmConductorFresnel,thin_film_weight*thin_film_ior_scale);\n#endif\nvec3 slab_diffuse_ibl=vec3(0.,0.,0.);vec3 slab_glossy_ibl=vec3(0.,0.,0.);vec3 slab_metal_ibl=vec3(0.,0.,0.);vec3 slab_coat_ibl=vec3(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*vLightingIntensity.z;\n#ifdef AMBIENT_OCCLUSION\nspecular_ambient_occlusion=compute_specular_occlusion(baseGeoInfo.NdotV,base_metalness,ambient_occlusion.x,specular_roughness);\n#endif\nslab_glossy_ibl=baseSpecularEnvironmentLight*vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*vLightingIntensity.z;if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*vLightingIntensity.z;\n#ifdef AMBIENT_OCCLUSION\ncoat_specular_ambient_occlusion=compute_specular_occlusion(coatGeoInfo.NdotV,0.0,ambient_occlusion.x,coat_roughness);\n#endif\n}\n#if defined(FUZZ) &&defined(FUZZENVIRONMENTBRDF)\nvec3 slab_fuzz_ibl=fuzzEnvironmentLight*vLightingIntensity.z;\n#endif\nvec3 slab_translucent_base_ibl=vec3(0.0);vec3 slab_subsurface_ibl=vec3(0.,0.,0.);\n#ifdef REFRACTED_ENVIRONMENT\n#ifdef ANISOTROPIC_BASE\nvec3 forwardScatteredEnvironmentLight=sampleRadianceAnisotropic(transmission_roughness_alpha,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n#ifdef GEOMETRY_THIN_WALLED\n,viewDirectionW\n#else\n,normalW\n#endif\n,viewDirectionW\n,vPositionW\n,noise\n,true \n#ifdef GEOMETRY_THIN_WALLED\n,1.05 \n#else\n,specular_ior \n#endif\n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\nvec3 forwardScatteredEnvironmentLight=vec3(0.,0.,0.);\n#ifdef DISPERSION\nfor (int i=0; i<3; i++) {vec3 iblRefractionCoords=refractedViewVectors[i];\n#else\nvec3 iblRefractionCoords=refractedViewVector;\n#endif\n#ifdef REFRACTED_ENVIRONMENT_OPPOSITEZ\niblRefractionCoords.z*=-1.0;\n#endif\n#ifdef REFRACTED_ENVIRONMENT_LOCAL_CUBE\niblRefractionCoords=parallaxCorrectNormal(vPositionW,refractedViewVector,refractionSize,refractionPosition);\n#endif\niblRefractionCoords=vec3(reflectionMatrix*vec4(iblRefractionCoords,0));\n#ifdef DISPERSION\nforwardScatteredEnvironmentLight[i]=sampleRadiance(transmission_roughness_alpha,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,iblRefractionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n)[i];\n#else\nforwardScatteredEnvironmentLight=sampleRadiance(transmission_roughness_alpha,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,iblRefractionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef DISPERSION\n}\n#endif\n#endif\n#ifdef REFRACTED_BACKGROUND\n#ifdef GEOMETRY_THIN_WALLED\nforwardScatteredEnvironmentLight=mix(slab_translucent_background.rgb,forwardScatteredEnvironmentLight.rgb,0.2*transmission_roughness_alpha);\n#else\nforwardScatteredEnvironmentLight=max(slab_translucent_background.rgb,mix(slab_translucent_background.rgb,forwardScatteredEnvironmentLight,transmission_roughness_alpha));\n#endif\n#endif\n#ifdef SCATTERING\n#ifdef GEOMETRY_THIN_WALLED\nvec3 scatterVector=normalW;\n#else\n#if defined(USEIRRADIANCEMAP) && defined(USE_IRRADIANCE_DOMINANT_DIRECTION)\nvec3 scatterVector=mix(vReflectionDominantDirection,normalW,max3(iso_scatter_density));\n#else\nvec3 scatterVector=normalW;\n#endif\nscatterVector=mix(viewDirectionW,scatterVector,back_to_iso_scattering_blend);\n#endif\n#if defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) && !defined(GEOMETRY_THIN_WALLED)\nvec3 scatteredEnvironmentLight=scattered_light_from_irradiance_texture;\n#else\nvec3 scatteredEnvironmentLight=sampleIrradiance(\nscatterVector\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,viewDirectionW\n#if defined(GEOMETRY_THIN_WALLED)\n,base_diffuse_roughness\n,subsurface_color.rgb\n#else\n,1.0\n,volumeParams.multi_scatter_color\n#endif\n);\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nvec3 forward_scattered_light=forwardScatteredEnvironmentLight*transmission_tint*volumeParams.multi_scatter_color;vec3 back_scattered_light=scatteredEnvironmentLight*volumeParams.multi_scatter_color;slab_translucent_base_ibl=mix(back_scattered_light,forward_scattered_light,0.5+0.5*volumeParams.anisotropy);\n#else\nvec3 forward_scattered_light=forwardScatteredEnvironmentLight*volume_absorption;vec3 back_scattered_light=mix(forward_scattered_light,scatteredEnvironmentLight*backscatter_color,iso_scatter_density);vec3 iso_scattered_light=mix(forward_scattered_light,scatteredEnvironmentLight*volumeParams.multi_scatter_color,iso_scatter_density);slab_translucent_base_ibl=mix(back_scattered_light,iso_scattered_light,back_to_iso_scattering_blend);slab_translucent_base_ibl=mix(slab_translucent_base_ibl,forward_scattered_light,iso_to_forward_scattering_blend)*transmission_tint;\n#endif\n#else\nslab_translucent_base_ibl+=forwardScatteredEnvironmentLight*transmission_tint*volume_absorption;\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\nslab_diffuse_ibl*=ambient_occlusion;slab_metal_ibl*=specular_ambient_occlusion;slab_glossy_ibl*=specular_ambient_occlusion;slab_coat_ibl*=coat_specular_ambient_occlusion;vec3 material_dielectric_base_ibl=mix(slab_diffuse_ibl*base_color.rgb,slab_translucent_base_ibl,surface_translucency_weight);vec3 material_dielectric_gloss_ibl=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;vec3 material_base_substrate_ibl=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);vec3 material_coated_base_ibl=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3(1.0));\n#if defined(FUZZ) && defined(FUZZENVIRONMENTBRDF)\nslab_fuzz_ibl*=min(vec3(specular_ambient_occlusion),ambient_occlusion);material_surface_ibl=layer(material_coated_base_ibl,slab_fuzz_ibl,fuzzIblFresnel*fuzz_weight,vec3(1.0),fuzz_color);\n#else\nmaterial_surface_ibl=material_coated_base_ibl;\n#endif\n#elif defined(REFRACTED_BACKGROUND)\nvec3 black=vec3(0.0);vec3 slab_translucent_base_ibl=vec3(0.0);\n#ifdef GEOMETRY_THIN_WALLED\n#ifdef SCATTERING\nvec3 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);\n#else\nslab_translucent_base_ibl=slab_translucent_background.rgb*transmission_tint;\n#endif\n#else\n#ifdef SCATTERING\nvec3 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;\n#else\nslab_translucent_base_ibl=slab_translucent_background.rgb*volume_absorption*transmission_tint;\n#endif\n#endif\nvec3 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;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrEnvironmentLighting = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrEnvironmentLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrEnvironmentLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoRd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrEnvironmentLighting\";\nconst shader = `#if defined(REFLECTION) || defined(REFRACTED_BACKGROUND)\nvec3 coatAbsorption=vec3(1.0);float coatIblFresnel=0.0;if (coat_weight>0.0) {coatIblFresnel=computeDielectricIblFresnel(coatReflectance,coatGeoInfo.environmentBrdf);float hemisphere_avg_fresnel=coatReflectance.F0+0.5*(1.0-coatReflectance.F0);float averageReflectance=(coatIblFresnel+hemisphere_avg_fresnel)*0.5;float roughnessFactor=1.0-coat_roughness*0.5;averageReflectance*=roughnessFactor;float darkened_transmission=(1.0-averageReflectance)*(1.0-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}\n#endif\n#ifdef REFLECTION\n#if defined(FUZZ) && defined(FUZZENVIRONMENTBRDF)\nvec3 environmentFuzzBrdf=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));\n#endif\nvec3 baseDiffuseEnvironmentLight=sampleIrradiance(\nnormalW\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,viewDirectionW\n,base_diffuse_roughness\n,base_color\n);\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nfloat specularAlphaG=specular_roughness*specular_roughness;\n#ifdef ANISOTROPIC_BASE\nvec3 baseSpecularEnvironmentLight=sampleRadianceAnisotropic(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,normalW\n,viewDirectionW\n,vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\nreflectionCoords=createReflectionCoords(vPositionW,normalW);vec3 baseSpecularEnvironmentLight=sampleRadiance(specularAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef ANISOTROPIC_BASE\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG*specularAlphaG*max(1.0-baseGeoInfo.anisotropy,0.3));\n#else\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG);\n#endif\nvec3 coatEnvironmentLight=vec3(0.,0.,0.);if (coat_weight>0.0) {\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=vec3(0.,0.,0.);\n#else\nvec2 reflectionCoords=vec2(0.,0.);\n#endif\nreflectionCoords=createReflectionCoords(vPositionW,coatNormalW);float coatAlphaG=coat_roughness*coat_roughness;\n#ifdef ANISOTROPIC_COAT\ncoatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,coatNormalW\n,viewDirectionW\n,vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\ncoatEnvironmentLight=sampleRadiance(coatAlphaG,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,coatGeoInfo\n,reflectionSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n}\n#if defined(FUZZ) &&defined(FUZZENVIRONMENTBRDF)\nfloat modifiedFuzzRoughness=clamp(fuzz_roughness*(1.0-0.5*environmentFuzzBrdf.y),0.0,1.0);vec3 fuzzEnvironmentLight=vec3(0.0);float totalWeight=0.0;float fuzzIblFresnel=sqrt(environmentFuzzBrdf.z);for (int i=0; i<FUZZ_IBL_SAMPLES; ++i) {float angle=(float(i)+noise.x)*(3.141592*2.0/float(FUZZ_IBL_SAMPLES));vec3 fiberCylinderNormal=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);float fiberBend=min(environmentFuzzBrdf.x*environmentFuzzBrdf.x*modifiedFuzzRoughness,1.0);fiberCylinderNormal=normalize(mix(fiberCylinderNormal,fuzzNormalW,fiberBend));float sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0);vec3 fuzzReflectionCoords=createReflectionCoords(vPositionW,fiberCylinderNormal);vec3 radianceSample=sampleRadiance(modifiedFuzzRoughness,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,fuzzGeoInfo\n,reflectionSampler\n,fuzzReflectionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);fuzzEnvironmentLight+=sampleWeight*mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend);totalWeight+=sampleWeight;}\nfuzzEnvironmentLight/=totalWeight;\n#endif\nfloat dielectricIblFresnel=computeDielectricIblFresnel(baseDielectricReflectance,baseGeoInfo.environmentBrdf);vec3 dielectricIblColoredFresnel=dielectricIblFresnel*specular_color;\n#ifdef THIN_FILM\nvec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);float thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001*baseGeoInfo.NdotV);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);\n#endif\nvec3 conductorIblFresnel=computeConductorIblFresnel(baseConductorReflectance,baseGeoInfo.environmentBrdf);\n#ifdef THIN_FILM\nvec3 thinFilmConductorFresnel=specular_weight*evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);conductorIblFresnel=mix(conductorIblFresnel,thinFilmConductorFresnel,thin_film_weight*thin_film_ior_scale);\n#endif\nvec3 slab_diffuse_ibl=vec3(0.,0.,0.);vec3 slab_glossy_ibl=vec3(0.,0.,0.);vec3 slab_metal_ibl=vec3(0.,0.,0.);vec3 slab_coat_ibl=vec3(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*vLightingIntensity.z;\n#ifdef AMBIENT_OCCLUSION\nspecular_ambient_occlusion=compute_specular_occlusion(baseGeoInfo.NdotV,base_metalness,ambient_occlusion.x,specular_roughness);\n#endif\nslab_glossy_ibl=baseSpecularEnvironmentLight*vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*vLightingIntensity.z;if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*vLightingIntensity.z;\n#ifdef AMBIENT_OCCLUSION\ncoat_specular_ambient_occlusion=compute_specular_occlusion(coatGeoInfo.NdotV,0.0,ambient_occlusion.x,coat_roughness);\n#endif\n}\n#if defined(FUZZ) &&defined(FUZZENVIRONMENTBRDF)\nvec3 slab_fuzz_ibl=fuzzEnvironmentLight*vLightingIntensity.z;\n#endif\nvec3 slab_translucent_base_ibl=vec3(0.0);vec3 slab_subsurface_ibl=vec3(0.,0.,0.);\n#ifdef REFRACTED_ENVIRONMENT\n#ifdef ANISOTROPIC_BASE\nvec3 forwardScatteredEnvironmentLight=sampleRadianceAnisotropic(transmission_roughness_alpha,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n#ifdef GEOMETRY_THIN_WALLED\n,viewDirectionW\n#else\n,normalW\n#endif\n,viewDirectionW\n,vPositionW\n,noise\n,true \n#ifdef GEOMETRY_THIN_WALLED\n,1.05 \n#else\n,specular_ior \n#endif\n,reflectionSampler\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#else\nvec3 forwardScatteredEnvironmentLight=vec3(0.,0.,0.);\n#ifdef DISPERSION\nfor (int i=0; i<3; i++) {vec3 iblRefractionCoords=refractedViewVectors[i];\n#else\nvec3 iblRefractionCoords=refractedViewVector;\n#endif\n#ifdef REFRACTED_ENVIRONMENT_OPPOSITEZ\niblRefractionCoords.z*=-1.0;\n#endif\n#ifdef REFRACTED_ENVIRONMENT_LOCAL_CUBE\niblRefractionCoords=parallaxCorrectNormal(vPositionW,refractedViewVector,refractionSize,refractionPosition);\n#endif\niblRefractionCoords=vec3(reflectionMatrix*vec4(iblRefractionCoords,0));\n#ifdef DISPERSION\nforwardScatteredEnvironmentLight[i]=sampleRadiance(transmission_roughness_alpha,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,iblRefractionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n)[i];\n#else\nforwardScatteredEnvironmentLight=sampleRadiance(transmission_roughness_alpha,vReflectionMicrosurfaceInfos.rgb,vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,iblRefractionCoords\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef DISPERSION\n}\n#endif\n#endif\n#ifdef REFRACTED_BACKGROUND\n#ifdef GEOMETRY_THIN_WALLED\nforwardScatteredEnvironmentLight=mix(slab_translucent_background.rgb,forwardScatteredEnvironmentLight.rgb,0.2*transmission_roughness_alpha);\n#else\nforwardScatteredEnvironmentLight=max(slab_translucent_background.rgb,mix(slab_translucent_background.rgb,forwardScatteredEnvironmentLight,transmission_roughness_alpha));\n#endif\n#endif\n#ifdef SCATTERING\n#ifdef GEOMETRY_THIN_WALLED\nvec3 scatterVector=normalW;\n#else\n#if defined(USEIRRADIANCEMAP) && defined(USE_IRRADIANCE_DOMINANT_DIRECTION)\nvec3 scatterVector=mix(vReflectionDominantDirection,normalW,max3(iso_scatter_density));\n#else\nvec3 scatterVector=normalW;\n#endif\nscatterVector=mix(viewDirectionW,scatterVector,back_to_iso_scattering_blend);\n#endif\n#if defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) && !defined(GEOMETRY_THIN_WALLED)\nvec3 scatteredEnvironmentLight=scattered_light_from_irradiance_texture;\n#else\nvec3 scatteredEnvironmentLight=sampleIrradiance(\nscatterVector\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,viewDirectionW\n#if defined(GEOMETRY_THIN_WALLED)\n,base_diffuse_roughness\n,subsurface_color.rgb\n#else\n,1.0\n,volumeParams.multi_scatter_color\n#endif\n);\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nvec3 forward_scattered_light=forwardScatteredEnvironmentLight*transmission_tint*volumeParams.multi_scatter_color;vec3 back_scattered_light=scatteredEnvironmentLight*volumeParams.multi_scatter_color;slab_translucent_base_ibl=mix(back_scattered_light,forward_scattered_light,0.5+0.5*volumeParams.anisotropy);\n#else\nvec3 forward_scattered_light=forwardScatteredEnvironmentLight*volume_absorption;vec3 back_scattered_light=mix(forward_scattered_light,scatteredEnvironmentLight*backscatter_color,iso_scatter_density);vec3 iso_scattered_light=mix(forward_scattered_light,scatteredEnvironmentLight*volumeParams.multi_scatter_color,iso_scatter_density);slab_translucent_base_ibl=mix(back_scattered_light,iso_scattered_light,back_to_iso_scattering_blend);slab_translucent_base_ibl=mix(slab_translucent_base_ibl,forward_scattered_light,iso_to_forward_scattering_blend)*transmission_tint;\n#endif\n#else\nslab_translucent_base_ibl+=forwardScatteredEnvironmentLight*transmission_tint*volume_absorption;\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\nslab_diffuse_ibl*=ambient_occlusion;slab_metal_ibl*=specular_ambient_occlusion;slab_glossy_ibl*=specular_ambient_occlusion;slab_coat_ibl*=coat_specular_ambient_occlusion;vec3 material_dielectric_base_ibl=mix(slab_diffuse_ibl*base_color.rgb,slab_translucent_base_ibl,surface_translucency_weight);vec3 material_dielectric_gloss_ibl=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;vec3 material_base_substrate_ibl=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);vec3 material_coated_base_ibl=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3(1.0));\n#if defined(FUZZ) && defined(FUZZENVIRONMENTBRDF)\nslab_fuzz_ibl*=min(vec3(specular_ambient_occlusion),ambient_occlusion);material_surface_ibl=layer(material_coated_base_ibl,slab_fuzz_ibl,fuzzIblFresnel*fuzz_weight,vec3(1.0),fuzz_color);\n#else\nmaterial_surface_ibl=material_coated_base_ibl;\n#endif\n#elif defined(REFRACTED_BACKGROUND)\nvec3 black=vec3(0.0);vec3 slab_translucent_base_ibl=vec3(0.0);\n#ifdef GEOMETRY_THIN_WALLED\n#ifdef SCATTERING\nvec3 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);\n#else\nslab_translucent_base_ibl=slab_translucent_background.rgb*transmission_tint;\n#endif\n#else\n#ifdef SCATTERING\nvec3 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;\n#else\nslab_translucent_base_ibl=slab_translucent_background.rgb*volume_absorption*transmission_tint;\n#endif\n#endif\nvec3 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;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrEnvironmentLighting = { name, shader };\n"]}
@@ -208,18 +208,21 @@ environmentRadiance=vec4(environmentRadiance.xyz/float(total_weight),1.0);
208
208
  #endif
209
209
  environmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}
210
210
  #endif
211
- #ifdef ENVIRONMENTBRDF
211
+ #endif
212
+ #if defined(ENVIRONMENTBRDF)
213
+ #define pbr_inline
214
+ float computeDielectricIblFresnel(in ReflectanceParams reflectance,in vec3 environmentBrdf)
215
+ {float dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(reflectance.F0),vec3(reflectance.F90),environmentBrdf).r;float dielectricECF=1.0+reflectance.F0*(1.0/environmentBrdf.y-1.0);return clamp(dielectricIblFresnel*dielectricECF,0.0,1.0);}
212
216
  #define pbr_inline
213
- vec3 conductorIblFresnel(in ReflectanceParams reflectance,in float NdotV,in float roughness,in vec3 environmentBrdf)
217
+ vec3 computeConductorIblFresnel(in ReflectanceParams reflectance,in vec3 environmentBrdf)
214
218
  {
215
- #if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)
216
- vec3 albedoF0=mix(reflectance.coloredF0,pow(reflectance.coloredF0,vec3(1.4)),roughness);return getF82Specular(NdotV,albedoF0,reflectance.coloredF90,roughness);
219
+ #if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR) && defined(ENVIRONMENTBRDF)
220
+ vec3 openPBRBrdf=vec3(environmentBrdf.xy,environmentBrdf.z/BRDF_Z_SCALE);vec3 b =getF82B(reflectance.coloredF0,reflectance.coloredF90);vec3 E_F82=getF82DirectionalAlbedo(reflectance.coloredF0,vec3(1.0),b,openPBRBrdf);vec3 F_avg=getF82AverageFresnel(reflectance.coloredF0,b);vec3 ECF =vec3(1.0)+F_avg*(vec3(1.0)/openPBRBrdf.y-vec3(1.0));return clamp(E_F82*ECF,vec3(0.0),vec3(1.0));
217
221
  #else
218
222
  return getReflectanceFromBRDFLookup(reflectance.coloredF0,reflectance.coloredF90,environmentBrdf);
219
223
  #endif
220
224
  }
221
225
  #endif
222
- #endif
223
226
  `;
224
227
  // Sideeffect
225
228
  if (!ShaderStore.IncludesShadersStore[name]) {
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrIblFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrIblFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Nd,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrIblFunctions\";\nconst shader = `#ifdef REFLECTION\nvec3 sampleIrradiance(\nin vec3 surfaceNormal\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,in vec3 vEnvironmentIrradianceSH\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,in mat4 iblMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,in samplerCube irradianceSampler\n#else\n,in sampler2D irradianceSampler\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,in vec3 reflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,in sampler2D icdfSampler\n#endif\n#endif\n,in vec2 vReflectionInfos\n,in vec3 viewDirectionW\n,in float diffuseRoughness\n,in vec3 surfaceAlbedo\n) {vec3 environmentIrradiance=vec3(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\nvec3 irradianceVector=(iblMatrix*vec4(surfaceNormal,0)).xyz;vec3 irradianceView=(iblMatrix*vec4(viewDirectionW,0)).xyz;\n#if !defined(USE_IRRADIANCE_DOMINANT_DIRECTION) && !defined(REALTIME_FILTERING)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\n{float NdotV=max(dot(surfaceNormal,viewDirectionW),0.0);irradianceVector=mix(irradianceVector,irradianceView,(0.5*(1.0-NdotV))*diffuseRoughness);}\n#endif\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;irradianceView.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;irradianceView.y*=-1.0;\n#endif\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradianceSH;\n#else\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,irradianceVector);\n#else\nvec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,reflectionCoords);\n#endif\nenvironmentIrradiance=environmentIrradianceFromTexture.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradianceFromTexture);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpace(environmentIrradiance.rgb);\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\nvec3 Ls=normalize(reflectionDominantDirection);float NoL=dot(irradianceVector,Ls);float NoV=dot(irradianceVector,irradianceView);vec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,irradianceView);float mag=length(reflectionDominantDirection)*2.0;vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;diffuseRoughnessTerm=diffuseRoughnessTerm/clampedAlbedo;diffuseRoughnessTerm=mix(vec3(1.0),diffuseRoughnessTerm,sqrt(clamp(mag*NoV,0.0,1.0)));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(irradianceView+Ls)*0.5;float VoH=dot(irradianceView,H);diffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\nenvironmentIrradiance=environmentIrradiance.rgb*diffuseRoughnessTerm;\n#endif\n#endif\nenvironmentIrradiance*=vReflectionInfos.x;return environmentIrradiance;}\n#define pbr_inline\n#ifdef REFLECTIONMAP_3D\nvec3 createReflectionCoords(\n#else\nvec2 createReflectionCoords(\n#endif\nin vec3 vPositionW\n,in vec3 normalW\n)\n{vec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\n#define pbr_inline\n#define inline\nvec3 sampleRadiance(\nin float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in geometryInfoOutParams geoInfo\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n,const vec3 reflectionCoords\n#else\n,in sampler2D reflectionSampler\n,const vec2 reflectionCoords\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#endif\n)\n{vec4 environmentRadiance=vec4(0.,0.,0.,0.);\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\nenvironmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}\n#if defined(ANISOTROPIC)\n#define pbr_inline\n#define inline\nvec3 sampleRadianceAnisotropic(\nin float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in geometryInfoAnisoOutParams geoInfo\n,const vec3 normalW\n,const vec3 viewDirectionW\n,const vec3 positionW\n,const vec3 noise\n,bool isRefraction\n,float ior\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n#else\n,in sampler2D reflectionSampler\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#endif\n)\n{vec4 environmentRadiance=vec4(0.,0.,0.,0.);float alphaT=alphaG*sqrt(2.0/(1.0+(1.0-geoInfo.anisotropy)*(1.0-geoInfo.anisotropy)));float alphaB=(1.0-geoInfo.anisotropy)*alphaT;alphaG=alphaB;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nvec3 view=(reflectionMatrix*vec4(viewDirectionW,0.0)).xyz;vec3 tangent=(reflectionMatrix*vec4(geoInfo.anisotropicTangent,0.0)).xyz;vec3 bitangent=(reflectionMatrix*vec4(geoInfo.anisotropicBitangent,0.0)).xyz;vec3 normal=(reflectionMatrix*vec4(normalW,0.0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nview.z*=-1.0;tangent.z*=-1.0;bitangent.z*=-1.0;normal.z*=-1.0;\n#endif\nenvironmentRadiance =\nvec4(radianceAnisotropic(alphaT,alphaB,reflectionSampler,\nview,tangent,\nbitangent,normal,\nvReflectionFilteringInfo,noise.xy,isRefraction,ior),\n1.0);\n#else\nconst int samples=16;vec4 radianceSample=vec4(0.0);vec3 reflectionCoords=vec3(0.0);float sample_weight=0.0;float total_weight=0.0;float step=1.0/float(max(samples-1,1));for (int i=0; i<samples; ++i) {float t=mix(-1.0,1.0,float(i)*step);t+=step*2.0*noise.x;sample_weight=max(1.0-abs(t),0.001);sample_weight*=sample_weight;t*=min(4.0*alphaT*geoInfo.anisotropy,1.0);vec3 bentNormal;if (t<0.0) {float blend=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {float blend=t;bentNormal=normalize(mix(normalW,geoInfo.anisotropicTangent,blend));} else {bentNormal=normalW;}\nif (isRefraction) {reflectionCoords=double_refract(-viewDirectionW,bentNormal,ior);} else {reflectionCoords=reflect(-viewDirectionW,bentNormal);}\nreflectionCoords=vec3(reflectionMatrix*vec4(reflectionCoords,0));\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionCoords.z*=-1.0;\n#endif\nradianceSample=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb+=sample_weight*fromRGBD(radianceSample);\n#elif defined(GAMMAREFLECTION)\nenvironmentRadiance.rgb+=sample_weight*toLinearSpace(radianceSample.rgb);\n#else\nenvironmentRadiance.rgb+=sample_weight*radianceSample.rgb;\n#endif\ntotal_weight+=sample_weight;}\nenvironmentRadiance=vec4(environmentRadiance.xyz/float(total_weight),1.0);\n#endif\nenvironmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}\n#endif\n#ifdef ENVIRONMENTBRDF\n#define pbr_inline\nvec3 conductorIblFresnel(in ReflectanceParams reflectance,in float NdotV,in float roughness,in vec3 environmentBrdf)\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvec3 albedoF0=mix(reflectance.coloredF0,pow(reflectance.coloredF0,vec3(1.4)),roughness);return getF82Specular(NdotV,albedoF0,reflectance.coloredF90,roughness);\n#else\nreturn getReflectanceFromBRDFLookup(reflectance.coloredF0,reflectance.coloredF90,environmentBrdf);\n#endif\n}\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrIblFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrIblFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrIblFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Nd,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,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrIblFunctions\";\nconst shader = `#ifdef REFLECTION\nvec3 sampleIrradiance(\nin vec3 surfaceNormal\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,in vec3 vEnvironmentIrradianceSH\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,in mat4 iblMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,in samplerCube irradianceSampler\n#else\n,in sampler2D irradianceSampler\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,in vec3 reflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,in sampler2D icdfSampler\n#endif\n#endif\n,in vec2 vReflectionInfos\n,in vec3 viewDirectionW\n,in float diffuseRoughness\n,in vec3 surfaceAlbedo\n) {vec3 environmentIrradiance=vec3(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\nvec3 irradianceVector=(iblMatrix*vec4(surfaceNormal,0)).xyz;vec3 irradianceView=(iblMatrix*vec4(viewDirectionW,0)).xyz;\n#if !defined(USE_IRRADIANCE_DOMINANT_DIRECTION) && !defined(REALTIME_FILTERING)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\n{float NdotV=max(dot(surfaceNormal,viewDirectionW),0.0);irradianceVector=mix(irradianceVector,irradianceView,(0.5*(1.0-NdotV))*diffuseRoughness);}\n#endif\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;irradianceView.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;irradianceView.y*=-1.0;\n#endif\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradianceSH;\n#else\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,irradianceVector);\n#else\nvec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,reflectionCoords);\n#endif\nenvironmentIrradiance=environmentIrradianceFromTexture.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradianceFromTexture);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpace(environmentIrradiance.rgb);\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\nvec3 Ls=normalize(reflectionDominantDirection);float NoL=dot(irradianceVector,Ls);float NoV=dot(irradianceVector,irradianceView);vec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,irradianceView);float mag=length(reflectionDominantDirection)*2.0;vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;diffuseRoughnessTerm=diffuseRoughnessTerm/clampedAlbedo;diffuseRoughnessTerm=mix(vec3(1.0),diffuseRoughnessTerm,sqrt(clamp(mag*NoV,0.0,1.0)));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(irradianceView+Ls)*0.5;float VoH=dot(irradianceView,H);diffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\nenvironmentIrradiance=environmentIrradiance.rgb*diffuseRoughnessTerm;\n#endif\n#endif\nenvironmentIrradiance*=vReflectionInfos.x;return environmentIrradiance;}\n#define pbr_inline\n#ifdef REFLECTIONMAP_3D\nvec3 createReflectionCoords(\n#else\nvec2 createReflectionCoords(\n#endif\nin vec3 vPositionW\n,in vec3 normalW\n)\n{vec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\n#define pbr_inline\n#define inline\nvec3 sampleRadiance(\nin float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in geometryInfoOutParams geoInfo\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n,const vec3 reflectionCoords\n#else\n,in sampler2D reflectionSampler\n,const vec2 reflectionCoords\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#endif\n)\n{vec4 environmentRadiance=vec4(0.,0.,0.,0.);\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\nenvironmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}\n#if defined(ANISOTROPIC)\n#define pbr_inline\n#define inline\nvec3 sampleRadianceAnisotropic(\nin float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in geometryInfoAnisoOutParams geoInfo\n,const vec3 normalW\n,const vec3 viewDirectionW\n,const vec3 positionW\n,const vec3 noise\n,bool isRefraction\n,float ior\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n#else\n,in sampler2D reflectionSampler\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#endif\n)\n{vec4 environmentRadiance=vec4(0.,0.,0.,0.);float alphaT=alphaG*sqrt(2.0/(1.0+(1.0-geoInfo.anisotropy)*(1.0-geoInfo.anisotropy)));float alphaB=(1.0-geoInfo.anisotropy)*alphaT;alphaG=alphaB;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nvec3 view=(reflectionMatrix*vec4(viewDirectionW,0.0)).xyz;vec3 tangent=(reflectionMatrix*vec4(geoInfo.anisotropicTangent,0.0)).xyz;vec3 bitangent=(reflectionMatrix*vec4(geoInfo.anisotropicBitangent,0.0)).xyz;vec3 normal=(reflectionMatrix*vec4(normalW,0.0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nview.z*=-1.0;tangent.z*=-1.0;bitangent.z*=-1.0;normal.z*=-1.0;\n#endif\nenvironmentRadiance =\nvec4(radianceAnisotropic(alphaT,alphaB,reflectionSampler,\nview,tangent,\nbitangent,normal,\nvReflectionFilteringInfo,noise.xy,isRefraction,ior),\n1.0);\n#else\nconst int samples=16;vec4 radianceSample=vec4(0.0);vec3 reflectionCoords=vec3(0.0);float sample_weight=0.0;float total_weight=0.0;float step=1.0/float(max(samples-1,1));for (int i=0; i<samples; ++i) {float t=mix(-1.0,1.0,float(i)*step);t+=step*2.0*noise.x;sample_weight=max(1.0-abs(t),0.001);sample_weight*=sample_weight;t*=min(4.0*alphaT*geoInfo.anisotropy,1.0);vec3 bentNormal;if (t<0.0) {float blend=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {float blend=t;bentNormal=normalize(mix(normalW,geoInfo.anisotropicTangent,blend));} else {bentNormal=normalW;}\nif (isRefraction) {reflectionCoords=double_refract(-viewDirectionW,bentNormal,ior);} else {reflectionCoords=reflect(-viewDirectionW,bentNormal);}\nreflectionCoords=vec3(reflectionMatrix*vec4(reflectionCoords,0));\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionCoords.z*=-1.0;\n#endif\nradianceSample=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb+=sample_weight*fromRGBD(radianceSample);\n#elif defined(GAMMAREFLECTION)\nenvironmentRadiance.rgb+=sample_weight*toLinearSpace(radianceSample.rgb);\n#else\nenvironmentRadiance.rgb+=sample_weight*radianceSample.rgb;\n#endif\ntotal_weight+=sample_weight;}\nenvironmentRadiance=vec4(environmentRadiance.xyz/float(total_weight),1.0);\n#endif\nenvironmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF)\n#define pbr_inline\nfloat computeDielectricIblFresnel(in ReflectanceParams reflectance,in vec3 environmentBrdf)\n{float dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(reflectance.F0),vec3(reflectance.F90),environmentBrdf).r;float dielectricECF=1.0+reflectance.F0*(1.0/environmentBrdf.y-1.0);return clamp(dielectricIblFresnel*dielectricECF,0.0,1.0);}\n#define pbr_inline\nvec3 computeConductorIblFresnel(in ReflectanceParams reflectance,in vec3 environmentBrdf)\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR) && defined(ENVIRONMENTBRDF)\nvec3 openPBRBrdf=vec3(environmentBrdf.xy,environmentBrdf.z/BRDF_Z_SCALE);vec3 b =getF82B(reflectance.coloredF0,reflectance.coloredF90);vec3 E_F82=getF82DirectionalAlbedo(reflectance.coloredF0,vec3(1.0),b,openPBRBrdf);vec3 F_avg=getF82AverageFresnel(reflectance.coloredF0,b);vec3 ECF =vec3(1.0)+F_avg*(vec3(1.0)/openPBRBrdf.y-vec3(1.0));return clamp(E_F82*ECF,vec3(0.0),vec3(1.0));\n#else\nreturn getReflectanceFromBRDFLookup(reflectance.coloredF0,reflectance.coloredF90,environmentBrdf);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrIblFunctions = { name, shader };\n"]}
@@ -14,12 +14,16 @@ const shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25
14
14
  #ifdef MS_BRDF_ENERGY_CONSERVATION
15
15
  vec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}
16
16
  #endif
17
- #if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR
18
- vec3 getF82Specular(float NdotV,vec3 F0,vec3 edgeTint,float roughness) {const float cos_theta_max=0.142857143;
19
- const float one_minus_cos_theta_max_to_the_fifth=0.462664366;
20
- const float one_minus_cos_theta_max_to_the_sixth=0.396569457;
21
- vec3 white_minus_F0=vec3(1.0)-F0;vec3 b_numerator=(F0+white_minus_F0*one_minus_cos_theta_max_to_the_fifth)*(vec3(1.0)-edgeTint);const float b_denominator=cos_theta_max*one_minus_cos_theta_max_to_the_sixth;const float b_denominator_reciprocal=1.0/b_denominator;vec3 b=b_numerator*b_denominator_reciprocal;
22
- float cos_theta=max(roughness,NdotV);float one_minus_cos_theta=1.0-cos_theta;vec3 offset_from_F0=(white_minus_F0-b*cos_theta*one_minus_cos_theta)*pow(one_minus_cos_theta,5.0);return clamp(F0+offset_from_F0,0.0,1.0);}
17
+ #if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR
18
+ #define F82_COS_THETA_MAX 0.142857143
19
+ #define F82_ONE_MINUS_CTM_POW5 0.462664366
20
+ #define F82_ONE_MINUS_CTM_POW6 0.396569457
21
+ #define F82_B_DENOMINATOR_RECIP 17.6512785
22
+ #define BRDF_Z_SCALE 16.0
23
+ vec3 getF82Specular(float NdotV,vec3 F0,vec3 edgeTint,float roughness) {vec3 white_minus_F0=vec3(1.0)-F0;vec3 b=(F0+white_minus_F0*F82_ONE_MINUS_CTM_POW5)*(vec3(1.0)-edgeTint)*F82_B_DENOMINATOR_RECIP;float cos_theta=max(roughness,NdotV);float one_minus_cos_theta=1.0-cos_theta;vec3 offset_from_F0=(white_minus_F0-b*cos_theta*one_minus_cos_theta)*pow(one_minus_cos_theta,5.0);return clamp(F0+offset_from_F0,0.0,1.0);}
24
+ vec3 getF82B(vec3 F0,vec3 edgeTint) {return (F0+(vec3(1.0)-F0)*F82_ONE_MINUS_CTM_POW5)*(vec3(1.0)-edgeTint)*F82_B_DENOMINATOR_RECIP;}
25
+ vec3 getF82DirectionalAlbedo(vec3 F0,vec3 F90,vec3 b,vec3 environmentBrdf) {return (F90-F0)*environmentBrdf.x+F0*environmentBrdf.y-b*environmentBrdf.z;}
26
+ vec3 getF82AverageFresnel(vec3 F0,vec3 b) {return F0+(vec3(1.0)-F0)/21.0-b/126.0;}
23
27
  #endif
24
28
  #ifdef FUZZENVIRONMENTBRDF
25
29
  vec3 getFuzzBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(perceptualRoughness,NdotV);vec4 brdfLookup=texture2D(environmentFuzzBrdfSampler,UV);const vec2 RiRange=vec2(0.0,0.75);const vec2 ARange =vec2(0.005,0.88);const vec2 BRange =vec2(-0.18,0.002);brdfLookup.r=mix(ARange.x, ARange.y, brdfLookup.r);brdfLookup.g=mix(BRange.x, BRange.y, brdfLookup.g);brdfLookup.b=mix(RiRange.x,RiRange.y,brdfLookup.b);return brdfLookup.rgb;}
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBRDFFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBRDFFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwKd,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,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBRDFFunctions\";\nconst shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#define BRDF_DIFFUSE_MODEL_EON 0\n#define BRDF_DIFFUSE_MODEL_BURLEY 1\n#define BRDF_DIFFUSE_MODEL_LAMBERT 2\n#define BRDF_DIFFUSE_MODEL_LEGACY 3\n#define DIELECTRIC_SPECULAR_MODEL_GLTF 0\n#define DIELECTRIC_SPECULAR_MODEL_OPENPBR 1\n#define CONDUCTOR_SPECULAR_MODEL_GLTF 0\n#define CONDUCTOR_SPECULAR_MODEL_OPENPBR 1\n#if !defined(PBR_VERTEX_SHADER) && !defined(OPENPBR_VERTEX_SHADER)\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\n#endif\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR \nvec3 getF82Specular(float NdotV,vec3 F0,vec3 edgeTint,float roughness) {const float cos_theta_max=0.142857143; \nconst float one_minus_cos_theta_max_to_the_fifth=0.462664366; \nconst float one_minus_cos_theta_max_to_the_sixth=0.396569457; \nvec3 white_minus_F0=vec3(1.0)-F0;vec3 b_numerator=(F0+white_minus_F0*one_minus_cos_theta_max_to_the_fifth)*(vec3(1.0)-edgeTint);const float b_denominator=cos_theta_max*one_minus_cos_theta_max_to_the_sixth;const float b_denominator_reciprocal=1.0/b_denominator;vec3 b=b_numerator*b_denominator_reciprocal; \nfloat cos_theta=max(roughness,NdotV);float one_minus_cos_theta=1.0-cos_theta;vec3 offset_from_F0=(white_minus_F0-b*cos_theta*one_minus_cos_theta)*pow(one_minus_cos_theta,5.0);return clamp(F0+offset_from_F0,0.0,1.0);}\n#endif\n#ifdef FUZZENVIRONMENTBRDF\nvec3 getFuzzBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(perceptualRoughness,NdotV);vec4 brdfLookup=texture2D(environmentFuzzBrdfSampler,UV);const vec2 RiRange=vec2(0.0,0.75);const vec2 ARange =vec2(0.005,0.88);const vec2 BRange =vec2(-0.18,0.002);brdfLookup.r=mix(ARange.x, ARange.y, brdfLookup.r);brdfLookup.g=mix(BRange.x, BRange.y, brdfLookup.g);brdfLookup.b=mix(RiRange.x,RiRange.y,brdfLookup.b);return brdfLookup.rgb;}\n#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\n{float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\n#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\n#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\nvec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}\nfloat getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}\nvec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}\nvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\nfloat cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \nvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)\n{Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}\nreturn max(I,vec3(0.0));}\n#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\n#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\n{float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\n#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\n#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\n#else\nfloat a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nfloat alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\n{float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\n#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}\n#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }\n#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\n{float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\nfloat lambdaSheen(float cosTheta,float alphaG)\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\nfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\n{float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\n#endif\n*/\n#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\nconst float constant1_FON=0.5-2.0/(3.0*PI);const float constant2_FON=2.0/3.0-28.0/(15.0*PI);float E_FON_approx(float mu,float roughness)\n{float sigma=roughness; \nfloat mucomp=1.0-mu;float mucomp2=mucomp*mucomp;const mat2 Gcoeffs=mat2(0.0571085289,-0.332181442,\n0.491881867,0.0714429953);float GoverPi=dot(Gcoeffs*vec2(mucomp,mucomp2),vec2(1.0,mucomp2));return (1.0+sigma*GoverPi)/(1.0+constant1_FON*sigma);}\nvec3 diffuseBRDF_EON(vec3 albedo,float roughness,float NdotL,float NdotV,float LdotV)\n{vec3 rho=albedo;float sigma=roughness; \nfloat mu_i=NdotL; \nfloat mu_o=NdotV; \nfloat s=LdotV-mu_i*mu_o; \nfloat sovertF=s>0.0 ? s/max(mu_i,mu_o) : s; \nfloat AF=1.0/(1.0+constant1_FON*sigma); \nvec3 f_ss=(rho*RECIPROCAL_PI)*AF*(1.0+sigma*sovertF); \nfloat EFo=E_FON_approx(mu_o,sigma); \nfloat EFi=E_FON_approx(mu_i,sigma); \nfloat avgEF=AF*(1.0+constant2_FON*sigma); \nvec3 rho_ms=(rho*rho)*avgEF/(vec3(1.0)-rho*(1.0-avgEF));const float eps=1.0e-7;vec3 f_ms=(rho_ms*RECIPROCAL_PI)*max(eps,1.0-EFo) \n* max(eps,1.0-EFi)\n/ max(eps,1.0-avgEF);return (f_ss+f_ms);}\n#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\nfloat computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}\n#endif\n#endif \n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBRDFFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBRDFFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBRDFFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Kd,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,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBRDFFunctions\";\nconst shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n#define BRDF_DIFFUSE_MODEL_EON 0\n#define BRDF_DIFFUSE_MODEL_BURLEY 1\n#define BRDF_DIFFUSE_MODEL_LAMBERT 2\n#define BRDF_DIFFUSE_MODEL_LEGACY 3\n#define DIELECTRIC_SPECULAR_MODEL_GLTF 0\n#define DIELECTRIC_SPECULAR_MODEL_OPENPBR 1\n#define CONDUCTOR_SPECULAR_MODEL_GLTF 0\n#define CONDUCTOR_SPECULAR_MODEL_OPENPBR 1\n#if !defined(PBR_VERTEX_SHADER) && !defined(OPENPBR_VERTEX_SHADER)\n#ifdef MS_BRDF_ENERGY_CONSERVATION\nvec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}\n#endif\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR\n#define F82_COS_THETA_MAX 0.142857143\n#define F82_ONE_MINUS_CTM_POW5 0.462664366 \n#define F82_ONE_MINUS_CTM_POW6 0.396569457 \n#define F82_B_DENOMINATOR_RECIP 17.6512785 \n#define BRDF_Z_SCALE 16.0\nvec3 getF82Specular(float NdotV,vec3 F0,vec3 edgeTint,float roughness) {vec3 white_minus_F0=vec3(1.0)-F0;vec3 b=(F0+white_minus_F0*F82_ONE_MINUS_CTM_POW5)*(vec3(1.0)-edgeTint)*F82_B_DENOMINATOR_RECIP;float cos_theta=max(roughness,NdotV);float one_minus_cos_theta=1.0-cos_theta;vec3 offset_from_F0=(white_minus_F0-b*cos_theta*one_minus_cos_theta)*pow(one_minus_cos_theta,5.0);return clamp(F0+offset_from_F0,0.0,1.0);}\nvec3 getF82B(vec3 F0,vec3 edgeTint) {return (F0+(vec3(1.0)-F0)*F82_ONE_MINUS_CTM_POW5)*(vec3(1.0)-edgeTint)*F82_B_DENOMINATOR_RECIP;}\nvec3 getF82DirectionalAlbedo(vec3 F0,vec3 F90,vec3 b,vec3 environmentBrdf) {return (F90-F0)*environmentBrdf.x+F0*environmentBrdf.y-b*environmentBrdf.z;}\nvec3 getF82AverageFresnel(vec3 F0,vec3 b) {return F0+(vec3(1.0)-F0)/21.0-b/126.0;}\n#endif\n#ifdef FUZZENVIRONMENTBRDF\nvec3 getFuzzBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(perceptualRoughness,NdotV);vec4 brdfLookup=texture2D(environmentFuzzBrdfSampler,UV);const vec2 RiRange=vec2(0.0,0.75);const vec2 ARange =vec2(0.005,0.88);const vec2 BRange =vec2(-0.18,0.002);brdfLookup.r=mix(ARange.x, ARange.y, brdfLookup.r);brdfLookup.g=mix(BRange.x, BRange.y, brdfLookup.g);brdfLookup.b=mix(RiRange.x,RiRange.y,brdfLookup.b);return brdfLookup.rgb;}\n#endif\n#ifdef ENVIRONMENTBRDF\nvec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);\n#ifdef ENVIRONMENTBRDF_RGBD\nbrdfLookup.rgb=fromRGBD(brdfLookup.rgba);\n#endif\nreturn brdfLookup.rgb;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;\n#endif\nreturn reflectance;}\nvec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);\n#else\nvec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#endif\nreturn reflectance;}\n#endif\n/* NOT USED\n#if defined(SHEEN) && defined(SHEEN_SOFTER)\nfloat getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)\n{float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}\n#endif\n*/\n#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)\nvec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}\n#endif\n#if defined(SHEEN) && defined(ENVIRONMENTBRDF)\n/**\n* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.\n* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table\n*/\nvec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}\n#endif\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\nfloat fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)\n{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}\n#ifdef CLEARCOAT\nvec3 getR0RemappedForClearCoat(vec3 f0) {\n#ifdef CLEARCOAT_DEFAULTIOR\n#ifdef MOBILE\nreturn saturate(f0*(f0*0.526868+0.529324)-0.0482256);\n#else\nreturn saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);\n#endif\n#else\nvec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);\n#endif\n}\n#endif\n#ifdef IRIDESCENCE\nconst mat3 XYZ_TO_REC709=mat3(\n3.2404542,-0.9692660, 0.0556434,\n-1.5371385, 1.8760108,-0.2040259,\n-0.4985314, 0.0415560, 1.0572252\n);vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}\nvec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}\nfloat getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}\nvec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}\nvec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}\nfloat cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); \nvec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)\n{Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}\nreturn max(I,vec3(0.0));}\n#endif\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}\n#ifdef SHEEN\nfloat normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)\n{float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}\n#endif\n#ifdef ANISOTROPIC\nfloat normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}\n#endif\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {\n#ifdef MOBILE\nfloat GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);\n#else\nfloat a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);\n#endif\n}\n#else\nfloat smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)\n{\n#ifdef MOBILE\nreturn 1.0/(dot+alphaG+(1.0-alphaG)*dot ));\n#else\nfloat alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));\n#endif\n}\nfloat smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)\n{float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}\n#endif\n#ifdef ANISOTROPIC\nfloat smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}\n#endif\n#ifdef CLEARCOAT\nfloat visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }\n#endif\n#ifdef SHEEN\nfloat visibility_Ashikhmin(float NdotL,float NdotV)\n{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}\n/* NOT USED\n#ifdef SHEEN_SOFTER\nfloat l(float x,float alphaG)\n{float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}\nfloat lambdaSheen(float cosTheta,float alphaG)\n{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}\nfloat visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)\n{float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}\n#endif\n*/\n#endif\nfloat diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}\nconst float constant1_FON=0.5-2.0/(3.0*PI);const float constant2_FON=2.0/3.0-28.0/(15.0*PI);float E_FON_approx(float mu,float roughness)\n{float sigma=roughness; \nfloat mucomp=1.0-mu;float mucomp2=mucomp*mucomp;const mat2 Gcoeffs=mat2(0.0571085289,-0.332181442,\n0.491881867,0.0714429953);float GoverPi=dot(Gcoeffs*vec2(mucomp,mucomp2),vec2(1.0,mucomp2));return (1.0+sigma*GoverPi)/(1.0+constant1_FON*sigma);}\nvec3 diffuseBRDF_EON(vec3 albedo,float roughness,float NdotL,float NdotV,float LdotV)\n{vec3 rho=albedo;float sigma=roughness; \nfloat mu_i=NdotL; \nfloat mu_o=NdotV; \nfloat s=LdotV-mu_i*mu_o; \nfloat sovertF=s>0.0 ? s/max(mu_i,mu_o) : s; \nfloat AF=1.0/(1.0+constant1_FON*sigma); \nvec3 f_ss=(rho*RECIPROCAL_PI)*AF*(1.0+sigma*sovertF); \nfloat EFo=E_FON_approx(mu_o,sigma); \nfloat EFi=E_FON_approx(mu_i,sigma); \nfloat avgEF=AF*(1.0+constant2_FON*sigma); \nvec3 rho_ms=(rho*rho)*avgEF/(vec3(1.0)-rho*(1.0-avgEF));const float eps=1.0e-7;vec3 f_ms=(rho_ms*RECIPROCAL_PI)*max(eps,1.0-EFo) \n* max(eps,1.0-EFi)\n/ max(eps,1.0-avgEF);return (f_ss+f_ms);}\n#ifdef SS_TRANSLUCENCY\nvec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}\nfloat computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}\n#endif\n#endif \n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBRDFFunctions = { name, shader };\n"]}
@@ -221,10 +221,9 @@ volume_absorption=exp(-volumeParams.absorption_coeff*geometry_thickness);vec3 ba
221
221
  #elif defined(TRANSMISSION_SLAB)
222
222
  surface_translucency_weight=transmission_weight;
223
223
  #endif
224
- float transmission_roughness_alpha=transmission_roughness*transmission_roughness;
225
224
  #ifdef SCATTERING
226
225
  #ifdef GEOMETRY_THIN_WALLED
227
- vec3 iso_scatter_density=vec3(1.0);transmission_roughness_alpha=transmission_roughness;
226
+ vec3 iso_scatter_density=vec3(1.0);
228
227
  #else
229
228
  #ifdef USE_IRRADIANCE_TEXTURE_FOR_SCATTERING
230
229
  vec3 mfp=vec3(100.0)/volumeParams.extinction_coeff;vec3 scattered_light_from_irradiance_texture=sss_convolve(sceneIrradianceSampler,sceneDepthSampler,renderTargetSize,mfp,projection,inverseProjection,16,noise.xy);float numLights=float(LIGHTCOUNT);
@@ -235,7 +234,7 @@ scattered_light_from_irradiance_texture/=numLights;
235
234
  #else
236
235
  vec3 scattered_light_from_irradiance_texture=vec3(0.0);
237
236
  #endif
238
- float back_to_iso_scattering_blend=min(1.0+volumeParams.anisotropy,1.0);float iso_to_forward_scattering_blend=max(volumeParams.anisotropy,0.0);vec3 iso_scatter_transmittance=pow(exp(-volumeParams.scatter_coeff*geometry_thickness),vec3(0.2));vec3 iso_scatter_density=clamp(vec3(1.0)-iso_scatter_transmittance,0.0,1.0);transmission_roughness_alpha=min(transmission_roughness_alpha+pow((1.0-abs(volumeParams.anisotropy))*max3(iso_scatter_density*iso_scatter_density),3.0),1.0);
237
+ float back_to_iso_scattering_blend=min(1.0+volumeParams.anisotropy,1.0);float iso_to_forward_scattering_blend=max(volumeParams.anisotropy,0.0);vec3 iso_scatter_transmittance=pow(exp(-volumeParams.scatter_coeff*geometry_thickness),vec3(0.2));vec3 iso_scatter_density=clamp(vec3(1.0)-iso_scatter_transmittance,0.0,1.0);transmission_roughness=min(transmission_roughness+pow((1.0-abs(volumeParams.anisotropy))*max3(iso_scatter_density*iso_scatter_density),3.0),1.0);
239
238
  #endif
240
239
  volumeParams.multi_scatter_color=mix(volumeParams.ss_albedo,volumeParams.multi_scatter_color,max3(iso_scatter_density));
241
240
  #endif
@@ -248,8 +247,9 @@ transmission_tint*=transmission_color.rgb;
248
247
  #endif
249
248
  #endif
250
249
  #if defined(SUBSURFACE_SLAB) && defined(GEOMETRY_THIN_WALLED)
251
- float unweighted_translucency=mix(subsurface_weight,1.0f,transmission_weight);transmission_tint=mix(vec3(1.0),transmission_tint,transmission_weight/unweighted_translucency);transmission_roughness_alpha=mix(1.0,transmission_roughness_alpha,transmission_weight/unweighted_translucency);
250
+ float unweighted_translucency=mix(subsurface_weight,1.0f,transmission_weight);transmission_tint=mix(vec3(1.0),transmission_tint,transmission_weight/unweighted_translucency);transmission_roughness=mix(1.0,transmission_roughness,transmission_weight/unweighted_translucency);
252
251
  #endif
252
+ float transmission_roughness_alpha=transmission_roughness*transmission_roughness;
253
253
  #endif
254
254
  #include<openpbrBackgroundTransmission>
255
255
  vec3 material_surface_ibl=vec3(0.,0.,0.);
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentDeclaration\";\nimport \"./ShadersInclude/openpbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentMainFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/openpbrDielectricReflectance\";\nimport \"./ShadersInclude/openpbrConductorReflectance\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionFunctions\";\nimport \"./ShadersInclude/openpbrGeometryInfo\";\nimport \"./ShadersInclude/openpbrIblFunctions\";\nimport \"./ShadersInclude/openpbrVolumeFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/openpbrNormalMapFragment\";\nimport \"./ShadersInclude/openpbrBlockNormalFinal\";\nimport \"./ShadersInclude/openpbrBaseLayerData\";\nimport \"./ShadersInclude/openpbrTransmissionLayerData\";\nimport \"./ShadersInclude/openpbrSubsurfaceLayerData\";\nimport \"./ShadersInclude/openpbrCoatLayerData\";\nimport \"./ShadersInclude/openpbrThinFilmLayerData\";\nimport \"./ShadersInclude/openpbrFuzzLayerData\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionData\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/openpbrBackgroundTransmission\";\nimport \"./ShadersInclude/openpbrEnvironmentLighting\";\nimport \"./ShadersInclude/openpbrDirectLightingInit\";\nimport \"./ShadersInclude/openpbrDirectLighting\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/openpbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"openpbrPixelShader\";\nconst shader = `#define OPENPBR_FRAGMENT_SHADER\n#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__openpbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<openpbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<openpbrNormalMapFragmentMainFunctions>\n#include<openpbrNormalMapFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<openpbrDielectricReflectance>\n#include<openpbrConductorReflectance>\n#include<openpbrAmbientOcclusionFunctions>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\n#include<openpbrVolumeFunctions>\nvec3 layer(vec3 slab_bottom,vec3 slab_top,float lerp_factor,vec3 bottom_multiplier,vec3 top_multiplier) {return mix(slab_bottom*bottom_multiplier,slab_top*top_multiplier,lerp_factor);}\nvoid main(void) {\n#ifdef PREPASS_IRRADIANCE\nvec3 total_direct_diffuse=vec3(0.0);\n#endif\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\nvec3 coatNormalW=normalW;\n#include<openpbrNormalMapFragment>\n#include<openpbrBlockNormalFinal>\n#include<openpbrBaseLayerData>\n#include<openpbrTransmissionLayerData>\n#include<openpbrSubsurfaceLayerData>\n#include<openpbrCoatLayerData>\n#include<openpbrThinFilmLayerData>\n#include<openpbrFuzzLayerData>\n#include<openpbrAmbientOcclusionData>\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef ANISOTROPIC_COAT\ngeometryInfoAnisoOutParams coatGeoInfo=geometryInfoAniso(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n,vec3(geometry_coat_tangent.x,geometry_coat_tangent.y,coat_roughness_anisotropy),TBN\n);\n#else\ngeometryInfoOutParams coatGeoInfo=geometryInfo(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n);\n#endif\nspecular_roughness=mix(specular_roughness,pow(min(1.0,pow(specular_roughness,4.0)+2.0*pow(coat_roughness,4.0)),0.25),coat_weight);\n#ifdef ANISOTROPIC_BASE\ngeometryInfoAnisoOutParams baseGeoInfo=geometryInfoAniso(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n,vec3(geometry_tangent.x,geometry_tangent.y,specular_roughness_anisotropy),TBN\n);\n#else\ngeometryInfoOutParams baseGeoInfo=geometryInfo(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n);\n#endif\n#ifdef FUZZ\nvec3 fuzzNormalW=normalize(mix(normalW,coatNormalW,coat_weight));vec3 fuzzTangent=normalize(TBN[0]);fuzzTangent=normalize(fuzzTangent-dot(fuzzTangent,fuzzNormalW)*fuzzNormalW);vec3 fuzzBitangent=cross(fuzzNormalW,fuzzTangent);geometryInfoOutParams fuzzGeoInfo=geometryInfo(\nfuzzNormalW,viewDirectionW.xyz,fuzz_roughness,geometricNormalW\n);\n#endif\nReflectanceParams coatReflectance;coatReflectance=dielectricReflectance(\ncoat_ior \n,1.0 \n,vec3(1.0)\n,coat_weight\n);\n#ifdef THIN_FILM\nfloat thin_film_outside_ior=mix(1.0,coat_ior,coat_weight);\n#endif\nReflectanceParams baseDielectricReflectance;{float effectiveCoatIor=mix(1.0,coat_ior,coat_weight);baseDielectricReflectance=dielectricReflectance(\nspecular_ior \n,effectiveCoatIor \n,specular_color\n,specular_weight\n);}\nReflectanceParams baseConductorReflectance;baseConductorReflectance=conductorReflectance(base_color,specular_color,specular_weight);vec3 volume_absorption=vec3(1.0);vec3 transmission_tint=vec3(1.0);float surface_translucency_weight=0.0;\n#if defined(REFRACTED_BACKGROUND) || defined(REFRACTED_ENVIRONMENT) || defined(REFRACTED_LIGHTS)\n#if defined(GEOMETRY_THIN_WALLED)\nvec3 refractedViewVector=-viewDirectionW;\n#else\n#ifdef DISPERSION\nvec3 refractedViewVectors[3];float iorDispersionSpread=transmission_dispersion_scale/transmission_dispersion_abbe_number*(specular_ior-1.0);vec3 dispersion_iors=vec3(specular_ior-iorDispersionSpread,specular_ior,specular_ior+iorDispersionSpread);for (int i=0; i<3; i++) {refractedViewVectors[i]=double_refract(-viewDirectionW,normalW,dispersion_iors[i]); }\n#else\nvec3 refractedViewVector=double_refract(-viewDirectionW,normalW,specular_ior);\n#endif\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nfloat transmission_roughness=specular_roughness;\n#else\nfloat transmission_roughness=specular_roughness*clamp(4.0*(specular_ior-1.0),0.001,1.0);\n#endif\n#if (defined(TRANSMISSION_SLAB) || defined(SUBSURFACE_SLAB))\nOpenPBRHomogeneousVolume volumeParams;{\n#if defined(TRANSMISSION_SLAB)\nOpenPBRHomogeneousVolume transmissionVolumeParams=computeOpenPBRTransmissionVolume(\ntransmission_color.rgb,\ntransmission_depth,\ntransmission_scatter.rgb,\ntransmission_scatter_anisotropy\n);\n#endif\n#if defined(SUBSURFACE_SLAB)\nOpenPBRHomogeneousVolume subsurfaceVolumeParams=computeOpenPBRSubsurfaceVolume(\nsubsurface_color.rgb,\nsubsurface_radius,\nsubsurface_radius_scale.rgb,\nsubsurface_scatter_anisotropy\n);\n#endif\n#if !defined(TRANSMISSION_SLAB)\nvolumeParams=subsurfaceVolumeParams;surface_translucency_weight=subsurface_weight;\n#elif !defined(SUBSURFACE_SLAB)\nvolumeParams=transmissionVolumeParams;\n#ifdef TRANSMISSION_SLAB_VOLUME\nvolumeParams.multi_scatter_color=singleScatterToMultiScatterAlbedo(volumeParams.ss_albedo);\n#endif\nsurface_translucency_weight=transmission_weight;\n#else\nfloat subsurface_fraction_of_dielectric=(1.0f-transmission_weight)*subsurface_weight;float subsurface_and_transmission_fraction_of_dielectric=subsurface_fraction_of_dielectric+transmission_weight;float reciprocal_of_subsurface_and_transmission_fraction_of_dielectric =\n1.0f/maxEps(subsurface_and_transmission_fraction_of_dielectric);float trans_weight=transmission_weight*reciprocal_of_subsurface_and_transmission_fraction_of_dielectric;float subsurf_weight=subsurface_fraction_of_dielectric*reciprocal_of_subsurface_and_transmission_fraction_of_dielectric;volumeParams.scatter_coeff=transmissionVolumeParams.scatter_coeff*trans_weight+subsurfaceVolumeParams.scatter_coeff*subsurf_weight;volumeParams.absorption_coeff=transmissionVolumeParams.absorption_coeff*trans_weight+subsurfaceVolumeParams.absorption_coeff*subsurf_weight;volumeParams.anisotropy=(transmissionVolumeParams.anisotropy*trans_weight+subsurfaceVolumeParams.anisotropy*subsurf_weight)/maxEps(trans_weight+subsurf_weight);volumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=volumeParams.scatter_coeff/maxEps(volumeParams.extinction_coeff);volumeParams.multi_scatter_color=singleScatterToMultiScatterAlbedo(volumeParams.ss_albedo);surface_translucency_weight=subsurface_and_transmission_fraction_of_dielectric;\n#endif\n}\nvolume_absorption=exp(-volumeParams.absorption_coeff*geometry_thickness);vec3 backscatter_color=vec3(1.0);{vec3 reduced_scatter=volumeParams.scatter_coeff*vec3(1.0-volumeParams.anisotropy);vec3 reduced_albedo=reduced_scatter/(volumeParams.absorption_coeff+reduced_scatter);vec3 sqrt_term=max(sqrt(1.0-reduced_albedo),0.0001);backscatter_color=(1.0-sqrt_term)/(1.0+sqrt_term);}\n#elif defined(TRANSMISSION_SLAB)\nsurface_translucency_weight=transmission_weight;\n#endif\nfloat transmission_roughness_alpha=transmission_roughness*transmission_roughness;\n#ifdef SCATTERING\n#ifdef GEOMETRY_THIN_WALLED\nvec3 iso_scatter_density=vec3(1.0);transmission_roughness_alpha=transmission_roughness;\n#else\n#ifdef USE_IRRADIANCE_TEXTURE_FOR_SCATTERING\nvec3 mfp=vec3(100.0)/volumeParams.extinction_coeff;vec3 scattered_light_from_irradiance_texture=sss_convolve(sceneIrradianceSampler,sceneDepthSampler,renderTargetSize,mfp,projection,inverseProjection,16,noise.xy);float numLights=float(LIGHTCOUNT);\n#ifdef REFLECTION\nnumLights+=1.0;\n#endif\nscattered_light_from_irradiance_texture/=numLights;\n#else\nvec3 scattered_light_from_irradiance_texture=vec3(0.0);\n#endif\nfloat back_to_iso_scattering_blend=min(1.0+volumeParams.anisotropy,1.0);float iso_to_forward_scattering_blend=max(volumeParams.anisotropy,0.0);vec3 iso_scatter_transmittance=pow(exp(-volumeParams.scatter_coeff*geometry_thickness),vec3(0.2));vec3 iso_scatter_density=clamp(vec3(1.0)-iso_scatter_transmittance,0.0,1.0);transmission_roughness_alpha=min(transmission_roughness_alpha+pow((1.0-abs(volumeParams.anisotropy))*max3(iso_scatter_density*iso_scatter_density),3.0),1.0);\n#endif\nvolumeParams.multi_scatter_color=mix(volumeParams.ss_albedo,volumeParams.multi_scatter_color,max3(iso_scatter_density));\n#endif\n#if defined(TRANSMISSION_SLAB) && (!defined(TRANSMISSION_SLAB_VOLUME) || defined(GEOMETRY_THIN_WALLED))\ntransmission_tint*=transmission_color.rgb;\n#ifdef GEOMETRY_THIN_WALLED\nfloat sin2=1.0-baseGeoInfo.NdotV*baseGeoInfo.NdotV;sin2=sin2/(specular_ior*specular_ior);float cos_t=sqrt(1.0-sin2);float pathLength=1.0/cos_t;transmission_tint=pow(transmission_tint,vec3(pathLength));\n#else\ntransmission_tint*=transmission_color.rgb;\n#endif\n#endif\n#if defined(SUBSURFACE_SLAB) && defined(GEOMETRY_THIN_WALLED)\nfloat unweighted_translucency=mix(subsurface_weight,1.0f,transmission_weight);transmission_tint=mix(vec3(1.0),transmission_tint,transmission_weight/unweighted_translucency);transmission_roughness_alpha=mix(1.0,transmission_roughness_alpha,transmission_weight/unweighted_translucency);\n#endif\n#endif\n#include<openpbrBackgroundTransmission>\nvec3 material_surface_ibl=vec3(0.,0.,0.);\n#include<openpbrEnvironmentLighting>\nvec3 material_surface_direct=vec3(0.,0.,0.);\n#if defined(LIGHT0)\nfloat aggShadow=0.;\n#include<openpbrDirectLightingInit>[0..maxSimultaneousLights]\n#include<openpbrDirectLighting>[0..maxSimultaneousLights]\n#endif\nvec3 material_surface_emission=vEmissionColor;\n#ifdef EMISSION_COLOR\nvec3 emissionColorTex=texture2D(emissionColorSampler,vEmissionColorUV+uvOffset).rgb;\n#ifdef EMISSION_COLOR_GAMMA\nmaterial_surface_emission*=toLinearSpace(emissionColorTex.rgb);\n#else\nmaterial_surface_emission*=emissionColorTex.rgb;\n#endif\nmaterial_surface_emission*= vEmissionColorInfos.y;\n#endif\nmaterial_surface_emission*=vLightingIntensity.y;\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\nvec4 finalColor=vec4(material_surface_ibl+material_surface_direct+material_surface_emission,alpha);\n#define CUSTOM_FRAGMENT_BEFORE_FOG\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<openpbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrPixelShader = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentDeclaration\";\nimport \"./ShadersInclude/openpbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/openpbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentMainFunctions\";\nimport \"./ShadersInclude/openpbrNormalMapFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/openpbrDielectricReflectance\";\nimport \"./ShadersInclude/openpbrConductorReflectance\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionFunctions\";\nimport \"./ShadersInclude/openpbrGeometryInfo\";\nimport \"./ShadersInclude/openpbrIblFunctions\";\nimport \"./ShadersInclude/openpbrVolumeFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/openpbrNormalMapFragment\";\nimport \"./ShadersInclude/openpbrBlockNormalFinal\";\nimport \"./ShadersInclude/openpbrBaseLayerData\";\nimport \"./ShadersInclude/openpbrTransmissionLayerData\";\nimport \"./ShadersInclude/openpbrSubsurfaceLayerData\";\nimport \"./ShadersInclude/openpbrCoatLayerData\";\nimport \"./ShadersInclude/openpbrThinFilmLayerData\";\nimport \"./ShadersInclude/openpbrFuzzLayerData\";\nimport \"./ShadersInclude/openpbrAmbientOcclusionData\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/openpbrBackgroundTransmission\";\nimport \"./ShadersInclude/openpbrEnvironmentLighting\";\nimport \"./ShadersInclude/openpbrDirectLightingInit\";\nimport \"./ShadersInclude/openpbrDirectLighting\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/openpbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"openpbrPixelShader\";\nconst shader = `#define OPENPBR_FRAGMENT_SHADER\n#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__openpbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<openpbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<openpbrNormalMapFragmentMainFunctions>\n#include<openpbrNormalMapFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<openpbrDielectricReflectance>\n#include<openpbrConductorReflectance>\n#include<openpbrAmbientOcclusionFunctions>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\n#include<openpbrVolumeFunctions>\nvec3 layer(vec3 slab_bottom,vec3 slab_top,float lerp_factor,vec3 bottom_multiplier,vec3 top_multiplier) {return mix(slab_bottom*bottom_multiplier,slab_top*top_multiplier,lerp_factor);}\nvoid main(void) {\n#ifdef PREPASS_IRRADIANCE\nvec3 total_direct_diffuse=vec3(0.0);\n#endif\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\nvec3 coatNormalW=normalW;\n#include<openpbrNormalMapFragment>\n#include<openpbrBlockNormalFinal>\n#include<openpbrBaseLayerData>\n#include<openpbrTransmissionLayerData>\n#include<openpbrSubsurfaceLayerData>\n#include<openpbrCoatLayerData>\n#include<openpbrThinFilmLayerData>\n#include<openpbrFuzzLayerData>\n#include<openpbrAmbientOcclusionData>\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n#ifdef ANISOTROPIC_COAT\ngeometryInfoAnisoOutParams coatGeoInfo=geometryInfoAniso(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n,vec3(geometry_coat_tangent.x,geometry_coat_tangent.y,coat_roughness_anisotropy),TBN\n);\n#else\ngeometryInfoOutParams coatGeoInfo=geometryInfo(\ncoatNormalW,viewDirectionW.xyz,coat_roughness,geometricNormalW\n);\n#endif\nspecular_roughness=mix(specular_roughness,pow(min(1.0,pow(specular_roughness,4.0)+2.0*pow(coat_roughness,4.0)),0.25),coat_weight);\n#ifdef ANISOTROPIC_BASE\ngeometryInfoAnisoOutParams baseGeoInfo=geometryInfoAniso(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n,vec3(geometry_tangent.x,geometry_tangent.y,specular_roughness_anisotropy),TBN\n);\n#else\ngeometryInfoOutParams baseGeoInfo=geometryInfo(\nnormalW,viewDirectionW.xyz,specular_roughness,geometricNormalW\n);\n#endif\n#ifdef FUZZ\nvec3 fuzzNormalW=normalize(mix(normalW,coatNormalW,coat_weight));vec3 fuzzTangent=normalize(TBN[0]);fuzzTangent=normalize(fuzzTangent-dot(fuzzTangent,fuzzNormalW)*fuzzNormalW);vec3 fuzzBitangent=cross(fuzzNormalW,fuzzTangent);geometryInfoOutParams fuzzGeoInfo=geometryInfo(\nfuzzNormalW,viewDirectionW.xyz,fuzz_roughness,geometricNormalW\n);\n#endif\nReflectanceParams coatReflectance;coatReflectance=dielectricReflectance(\ncoat_ior \n,1.0 \n,vec3(1.0)\n,coat_weight\n);\n#ifdef THIN_FILM\nfloat thin_film_outside_ior=mix(1.0,coat_ior,coat_weight);\n#endif\nReflectanceParams baseDielectricReflectance;{float effectiveCoatIor=mix(1.0,coat_ior,coat_weight);baseDielectricReflectance=dielectricReflectance(\nspecular_ior \n,effectiveCoatIor \n,specular_color\n,specular_weight\n);}\nReflectanceParams baseConductorReflectance;baseConductorReflectance=conductorReflectance(base_color,specular_color,specular_weight);vec3 volume_absorption=vec3(1.0);vec3 transmission_tint=vec3(1.0);float surface_translucency_weight=0.0;\n#if defined(REFRACTED_BACKGROUND) || defined(REFRACTED_ENVIRONMENT) || defined(REFRACTED_LIGHTS)\n#if defined(GEOMETRY_THIN_WALLED)\nvec3 refractedViewVector=-viewDirectionW;\n#else\n#ifdef DISPERSION\nvec3 refractedViewVectors[3];float iorDispersionSpread=transmission_dispersion_scale/transmission_dispersion_abbe_number*(specular_ior-1.0);vec3 dispersion_iors=vec3(specular_ior-iorDispersionSpread,specular_ior,specular_ior+iorDispersionSpread);for (int i=0; i<3; i++) {refractedViewVectors[i]=double_refract(-viewDirectionW,normalW,dispersion_iors[i]); }\n#else\nvec3 refractedViewVector=double_refract(-viewDirectionW,normalW,specular_ior);\n#endif\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nfloat transmission_roughness=specular_roughness;\n#else\nfloat transmission_roughness=specular_roughness*clamp(4.0*(specular_ior-1.0),0.001,1.0);\n#endif\n#if (defined(TRANSMISSION_SLAB) || defined(SUBSURFACE_SLAB))\nOpenPBRHomogeneousVolume volumeParams;{\n#if defined(TRANSMISSION_SLAB)\nOpenPBRHomogeneousVolume transmissionVolumeParams=computeOpenPBRTransmissionVolume(\ntransmission_color.rgb,\ntransmission_depth,\ntransmission_scatter.rgb,\ntransmission_scatter_anisotropy\n);\n#endif\n#if defined(SUBSURFACE_SLAB)\nOpenPBRHomogeneousVolume subsurfaceVolumeParams=computeOpenPBRSubsurfaceVolume(\nsubsurface_color.rgb,\nsubsurface_radius,\nsubsurface_radius_scale.rgb,\nsubsurface_scatter_anisotropy\n);\n#endif\n#if !defined(TRANSMISSION_SLAB)\nvolumeParams=subsurfaceVolumeParams;surface_translucency_weight=subsurface_weight;\n#elif !defined(SUBSURFACE_SLAB)\nvolumeParams=transmissionVolumeParams;\n#ifdef TRANSMISSION_SLAB_VOLUME\nvolumeParams.multi_scatter_color=singleScatterToMultiScatterAlbedo(volumeParams.ss_albedo);\n#endif\nsurface_translucency_weight=transmission_weight;\n#else\nfloat subsurface_fraction_of_dielectric=(1.0f-transmission_weight)*subsurface_weight;float subsurface_and_transmission_fraction_of_dielectric=subsurface_fraction_of_dielectric+transmission_weight;float reciprocal_of_subsurface_and_transmission_fraction_of_dielectric =\n1.0f/maxEps(subsurface_and_transmission_fraction_of_dielectric);float trans_weight=transmission_weight*reciprocal_of_subsurface_and_transmission_fraction_of_dielectric;float subsurf_weight=subsurface_fraction_of_dielectric*reciprocal_of_subsurface_and_transmission_fraction_of_dielectric;volumeParams.scatter_coeff=transmissionVolumeParams.scatter_coeff*trans_weight+subsurfaceVolumeParams.scatter_coeff*subsurf_weight;volumeParams.absorption_coeff=transmissionVolumeParams.absorption_coeff*trans_weight+subsurfaceVolumeParams.absorption_coeff*subsurf_weight;volumeParams.anisotropy=(transmissionVolumeParams.anisotropy*trans_weight+subsurfaceVolumeParams.anisotropy*subsurf_weight)/maxEps(trans_weight+subsurf_weight);volumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=volumeParams.scatter_coeff/maxEps(volumeParams.extinction_coeff);volumeParams.multi_scatter_color=singleScatterToMultiScatterAlbedo(volumeParams.ss_albedo);surface_translucency_weight=subsurface_and_transmission_fraction_of_dielectric;\n#endif\n}\nvolume_absorption=exp(-volumeParams.absorption_coeff*geometry_thickness);vec3 backscatter_color=vec3(1.0);{vec3 reduced_scatter=volumeParams.scatter_coeff*vec3(1.0-volumeParams.anisotropy);vec3 reduced_albedo=reduced_scatter/(volumeParams.absorption_coeff+reduced_scatter);vec3 sqrt_term=max(sqrt(1.0-reduced_albedo),0.0001);backscatter_color=(1.0-sqrt_term)/(1.0+sqrt_term);}\n#elif defined(TRANSMISSION_SLAB)\nsurface_translucency_weight=transmission_weight;\n#endif\n#ifdef SCATTERING\n#ifdef GEOMETRY_THIN_WALLED\nvec3 iso_scatter_density=vec3(1.0);\n#else\n#ifdef USE_IRRADIANCE_TEXTURE_FOR_SCATTERING\nvec3 mfp=vec3(100.0)/volumeParams.extinction_coeff;vec3 scattered_light_from_irradiance_texture=sss_convolve(sceneIrradianceSampler,sceneDepthSampler,renderTargetSize,mfp,projection,inverseProjection,16,noise.xy);float numLights=float(LIGHTCOUNT);\n#ifdef REFLECTION\nnumLights+=1.0;\n#endif\nscattered_light_from_irradiance_texture/=numLights;\n#else\nvec3 scattered_light_from_irradiance_texture=vec3(0.0);\n#endif\nfloat back_to_iso_scattering_blend=min(1.0+volumeParams.anisotropy,1.0);float iso_to_forward_scattering_blend=max(volumeParams.anisotropy,0.0);vec3 iso_scatter_transmittance=pow(exp(-volumeParams.scatter_coeff*geometry_thickness),vec3(0.2));vec3 iso_scatter_density=clamp(vec3(1.0)-iso_scatter_transmittance,0.0,1.0);transmission_roughness=min(transmission_roughness+pow((1.0-abs(volumeParams.anisotropy))*max3(iso_scatter_density*iso_scatter_density),3.0),1.0);\n#endif\nvolumeParams.multi_scatter_color=mix(volumeParams.ss_albedo,volumeParams.multi_scatter_color,max3(iso_scatter_density));\n#endif\n#if defined(TRANSMISSION_SLAB) && (!defined(TRANSMISSION_SLAB_VOLUME) || defined(GEOMETRY_THIN_WALLED))\ntransmission_tint*=transmission_color.rgb;\n#ifdef GEOMETRY_THIN_WALLED\nfloat sin2=1.0-baseGeoInfo.NdotV*baseGeoInfo.NdotV;sin2=sin2/(specular_ior*specular_ior);float cos_t=sqrt(1.0-sin2);float pathLength=1.0/cos_t;transmission_tint=pow(transmission_tint,vec3(pathLength));\n#else\ntransmission_tint*=transmission_color.rgb;\n#endif\n#endif\n#if defined(SUBSURFACE_SLAB) && defined(GEOMETRY_THIN_WALLED)\nfloat unweighted_translucency=mix(subsurface_weight,1.0f,transmission_weight);transmission_tint=mix(vec3(1.0),transmission_tint,transmission_weight/unweighted_translucency);transmission_roughness=mix(1.0,transmission_roughness,transmission_weight/unweighted_translucency);\n#endif\nfloat transmission_roughness_alpha=transmission_roughness*transmission_roughness;\n#endif\n#include<openpbrBackgroundTransmission>\nvec3 material_surface_ibl=vec3(0.,0.,0.);\n#include<openpbrEnvironmentLighting>\nvec3 material_surface_direct=vec3(0.,0.,0.);\n#if defined(LIGHT0)\nfloat aggShadow=0.;\n#include<openpbrDirectLightingInit>[0..maxSimultaneousLights]\n#include<openpbrDirectLighting>[0..maxSimultaneousLights]\n#endif\nvec3 material_surface_emission=vEmissionColor;\n#ifdef EMISSION_COLOR\nvec3 emissionColorTex=texture2D(emissionColorSampler,vEmissionColorUV+uvOffset).rgb;\n#ifdef EMISSION_COLOR_GAMMA\nmaterial_surface_emission*=toLinearSpace(emissionColorTex.rgb);\n#else\nmaterial_surface_emission*=emissionColorTex.rgb;\n#endif\nmaterial_surface_emission*= vEmissionColorInfos.y;\n#endif\nmaterial_surface_emission*=vLightingIntensity.y;\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\nvec4 finalColor=vec4(material_surface_ibl+material_surface_direct+material_surface_emission,alpha);\n#define CUSTOM_FRAGMENT_BEFORE_FOG\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<openpbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrPixelShader = { name, shader };\n"]}
@@ -3,7 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "openpbrBackgroundTransmission";
4
4
  const shader = `var slab_translucent_background: vec4f=vec4f(0.,0.,0.,1.);
5
5
  #ifdef REFRACTED_BACKGROUND
6
- {let refractionLOD: f32=transmission_roughness_alpha*uniforms.vBackgroundRefractionInfos.x;var refractionNoiseOffset: vec2f=vec2f(0.0f);
6
+ {let refractionLOD: f32=min(transmission_roughness,0.7)*uniforms.vBackgroundRefractionInfos.x;var refractionNoiseOffset: vec2f=vec2f(0.0f);
7
7
  #ifdef DISPERSION
8
8
  for (var i: i32=0; i<3; i++) {let refractedViewVector: vec3f=refractedViewVectors[i];
9
9
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrBackgroundTransmission.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBackgroundTransmission\";\nconst shader = `var slab_translucent_background: vec4f=vec4f(0.,0.,0.,1.);\n#ifdef REFRACTED_BACKGROUND\n{let refractionLOD: f32=transmission_roughness_alpha*uniforms.vBackgroundRefractionInfos.x;var refractionNoiseOffset: vec2f=vec2f(0.0f);\n#ifdef DISPERSION\nfor (var i: i32=0; i<3; i++) {let refractedViewVector: vec3f=refractedViewVectors[i];\n#endif\nlet refractionUVW: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refractedViewVector*geometry_thickness,1.0f))).xyz);var refractionCoords: vec2f=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0f-refractionCoords.y;if (refractionLOD>0.0f) {refractionNoiseOffset=(noise.xy+refractedViewVector.xy)/vec2f(pow(2.0f,uniforms.vBackgroundRefractionInfos.x-refractionLOD));}\nrefractionCoords+=refractionNoiseOffset;\n#ifdef DISPERSION\nslab_translucent_background[i]=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords,refractionLOD)[i];}\n#else\nslab_translucent_background=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords,refractionLOD);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBackgroundTransmissionWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrBackgroundTransmission.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBackgroundTransmission\";\nconst shader = `var slab_translucent_background: vec4f=vec4f(0.,0.,0.,1.);\n#ifdef REFRACTED_BACKGROUND\n{let refractionLOD: f32=min(transmission_roughness,0.7)*uniforms.vBackgroundRefractionInfos.x;var refractionNoiseOffset: vec2f=vec2f(0.0f);\n#ifdef DISPERSION\nfor (var i: i32=0; i<3; i++) {let refractedViewVector: vec3f=refractedViewVectors[i];\n#endif\nlet refractionUVW: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refractedViewVector*geometry_thickness,1.0f))).xyz);var refractionCoords: vec2f=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0f-refractionCoords.y;if (refractionLOD>0.0f) {refractionNoiseOffset=(noise.xy+refractedViewVector.xy)/vec2f(pow(2.0f,uniforms.vBackgroundRefractionInfos.x-refractionLOD));}\nrefractionCoords+=refractionNoiseOffset;\n#ifdef DISPERSION\nslab_translucent_background[i]=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords,refractionLOD)[i];}\n#else\nslab_translucent_background=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords,refractionLOD);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBackgroundTransmissionWGSL = { name, shader };\n"]}