@onerjs/core 8.51.3 → 8.51.5

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 (227) hide show
  1. package/Animations/animationGroup.d.ts +2 -1
  2. package/Animations/animationGroup.js +3 -2
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Animations/animatorAvatar.d.ts +2 -0
  5. package/Animations/animatorAvatar.js +163 -94
  6. package/Animations/animatorAvatar.js.map +1 -1
  7. package/Engines/WebGPU/webgpuSnapshotRendering.js +7 -3
  8. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  9. package/Engines/constants.d.ts +10 -0
  10. package/Engines/constants.js +10 -0
  11. package/Engines/constants.js.map +1 -1
  12. package/Events/deviceInputEvents.d.ts +5 -0
  13. package/Events/deviceInputEvents.js.map +1 -1
  14. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.d.ts +65 -0
  15. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.js +74 -0
  16. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.js.map +1 -0
  17. package/FlowGraph/Blocks/Data/index.d.ts +1 -0
  18. package/FlowGraph/Blocks/Data/index.js +1 -0
  19. package/FlowGraph/Blocks/Data/index.js.map +1 -1
  20. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.d.ts +39 -0
  21. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.js +42 -0
  22. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.js.map +1 -0
  23. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.d.ts +19 -0
  24. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.js +25 -0
  25. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.js.map +1 -0
  26. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.d.ts +64 -0
  27. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +50 -0
  28. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -0
  29. package/FlowGraph/Blocks/Event/index.d.ts +3 -0
  30. package/FlowGraph/Blocks/Event/index.js +3 -0
  31. package/FlowGraph/Blocks/Event/index.js.map +1 -1
  32. package/FlowGraph/Blocks/flowGraphBlockFactory.js +7 -0
  33. package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
  34. package/FlowGraph/Blocks/flowGraphBlockNames.d.ts +3 -0
  35. package/FlowGraph/Blocks/flowGraphBlockNames.js +3 -0
  36. package/FlowGraph/Blocks/flowGraphBlockNames.js.map +1 -1
  37. package/FlowGraph/flowGraph.d.ts +6 -0
  38. package/FlowGraph/flowGraph.js +10 -1
  39. package/FlowGraph/flowGraph.js.map +1 -1
  40. package/FlowGraph/flowGraphContext.d.ts +8 -0
  41. package/FlowGraph/flowGraphContext.js.map +1 -1
  42. package/FlowGraph/flowGraphEventType.d.ts +2 -0
  43. package/FlowGraph/flowGraphEventType.js +2 -0
  44. package/FlowGraph/flowGraphEventType.js.map +1 -1
  45. package/FlowGraph/flowGraphSceneEventCoordinator.d.ts +14 -0
  46. package/FlowGraph/flowGraphSceneEventCoordinator.js +56 -0
  47. package/FlowGraph/flowGraphSceneEventCoordinator.js.map +1 -1
  48. package/FlowGraph/utils.d.ts +7 -0
  49. package/FlowGraph/utils.js +8 -0
  50. package/FlowGraph/utils.js.map +1 -1
  51. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +6 -0
  52. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  53. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +6 -3
  54. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  55. package/Materials/PBR/openpbrMaterial.d.ts +8 -0
  56. package/Materials/PBR/openpbrMaterial.js +16 -0
  57. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  58. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
  59. package/Materials/PBR/pbrBaseMaterial.js +8 -0
  60. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  61. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +6 -0
  62. package/Materials/Textures/Procedurals/proceduralTexture.js +3 -1
  63. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  64. package/Materials/Textures/index.d.ts +1 -0
  65. package/Materials/Textures/index.js +1 -0
  66. package/Materials/Textures/index.js.map +1 -1
  67. package/Materials/Textures/textureMerger.js +1 -0
  68. package/Materials/Textures/textureMerger.js.map +1 -1
  69. package/Materials/Textures/textureProcessor.d.ts +315 -0
  70. package/Materials/Textures/textureProcessor.js +792 -0
  71. package/Materials/Textures/textureProcessor.js.map +1 -0
  72. package/Materials/material.d.ts +24 -0
  73. package/Materials/material.js +39 -0
  74. package/Materials/material.js.map +1 -1
  75. package/Materials/standardMaterial.d.ts +1 -0
  76. package/Materials/standardMaterial.js +6 -0
  77. package/Materials/standardMaterial.js.map +1 -1
  78. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +30 -8
  79. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
  80. package/Misc/snapshotRenderingHelper.d.ts +4 -2
  81. package/Misc/snapshotRenderingHelper.js +33 -22
  82. package/Misc/snapshotRenderingHelper.js.map +1 -1
  83. package/Particles/thinParticleSystem.d.ts +6 -1
  84. package/Particles/thinParticleSystem.js +23 -6
  85. package/Particles/thinParticleSystem.js.map +1 -1
  86. package/Physics/v2/characterController.d.ts +104 -7
  87. package/Physics/v2/characterController.js +355 -7
  88. package/Physics/v2/characterController.js.map +1 -1
  89. package/Shaders/ShadersInclude/bumpFragment.js +3 -3
  90. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  91. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +5 -1
  92. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  93. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -0
  94. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  95. package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
  96. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  97. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +1 -1
  98. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  99. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js +1 -1
  100. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -1
  101. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
  102. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  103. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +14 -14
  104. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  105. package/Shaders/ShadersInclude/openpbrCoatLayerData.js +6 -6
  106. package/Shaders/ShadersInclude/openpbrCoatLayerData.js.map +1 -1
  107. package/Shaders/ShadersInclude/openpbrDirectLighting.js +1 -1
  108. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  109. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  110. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  111. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +3 -0
  112. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  113. package/Shaders/ShadersInclude/openpbrFuzzLayerData.js +3 -3
  114. package/Shaders/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  115. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +4 -4
  116. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
  117. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js +7 -3
  118. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -1
  119. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js +2 -2
  120. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  121. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +5 -5
  122. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  123. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
  124. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  125. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +1 -1
  126. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
  127. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +1 -1
  128. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  129. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js +1 -1
  130. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  131. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +3 -0
  132. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  133. package/Shaders/ShadersInclude/pbrHelperFunctions.js +4 -0
  134. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  135. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  136. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  137. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +1 -1
  138. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  139. package/Shaders/ShadersInclude/textureRepetitionFunctions.d.ts +5 -0
  140. package/Shaders/ShadersInclude/textureRepetitionFunctions.js +52 -0
  141. package/Shaders/ShadersInclude/textureRepetitionFunctions.js.map +1 -0
  142. package/Shaders/default.fragment.d.ts +1 -0
  143. package/Shaders/default.fragment.js +8 -6
  144. package/Shaders/default.fragment.js.map +1 -1
  145. package/Shaders/geometry.fragment.js +3 -3
  146. package/Shaders/geometry.fragment.js.map +1 -1
  147. package/Shaders/openpbr.fragment.d.ts +1 -0
  148. package/Shaders/openpbr.fragment.js +4 -2
  149. package/Shaders/openpbr.fragment.js.map +1 -1
  150. package/Shaders/pbr.fragment.d.ts +1 -0
  151. package/Shaders/pbr.fragment.js +24 -22
  152. package/Shaders/pbr.fragment.js.map +1 -1
  153. package/Shaders/textureProcessor.fragment.d.ts +5 -0
  154. package/Shaders/textureProcessor.fragment.js +156 -0
  155. package/Shaders/textureProcessor.fragment.js.map +1 -0
  156. package/ShadersWGSL/ShadersInclude/bumpFragment.js +3 -3
  157. package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -1
  158. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +5 -1
  159. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  160. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +1 -1
  161. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  162. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js +1 -1
  163. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -1
  164. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
  165. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  166. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +15 -15
  167. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  168. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js +7 -7
  169. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js.map +1 -1
  170. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +1 -1
  171. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  172. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  173. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  174. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js +4 -4
  175. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  176. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +3 -3
  177. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  178. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +4 -4
  179. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
  180. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js +7 -3
  181. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -1
  182. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js +2 -2
  183. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  184. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +6 -6
  185. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  186. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
  187. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  188. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +1 -1
  189. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  190. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +1 -1
  191. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  192. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +4 -0
  193. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  194. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +1 -1
  195. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  196. package/ShadersWGSL/ShadersInclude/textureRepetitionFunctions.d.ts +5 -0
  197. package/ShadersWGSL/ShadersInclude/textureRepetitionFunctions.js +52 -0
  198. package/ShadersWGSL/ShadersInclude/textureRepetitionFunctions.js.map +1 -0
  199. package/ShadersWGSL/default.fragment.d.ts +1 -0
  200. package/ShadersWGSL/default.fragment.js +8 -6
  201. package/ShadersWGSL/default.fragment.js.map +1 -1
  202. package/ShadersWGSL/geometry.fragment.js +3 -3
  203. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  204. package/ShadersWGSL/openpbr.fragment.d.ts +1 -0
  205. package/ShadersWGSL/openpbr.fragment.js +5 -3
  206. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  207. package/ShadersWGSL/openpbr.vertex.js +1 -1
  208. package/ShadersWGSL/openpbr.vertex.js.map +1 -1
  209. package/ShadersWGSL/pbr.fragment.d.ts +1 -0
  210. package/ShadersWGSL/pbr.fragment.js +24 -22
  211. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  212. package/ShadersWGSL/textureProcessor.fragment.d.ts +5 -0
  213. package/ShadersWGSL/textureProcessor.fragment.js +161 -0
  214. package/ShadersWGSL/textureProcessor.fragment.js.map +1 -0
  215. package/SmartAssets/index.d.ts +2 -0
  216. package/SmartAssets/index.js +2 -0
  217. package/SmartAssets/index.js.map +1 -0
  218. package/SmartAssets/smartAssetManager.d.ts +156 -0
  219. package/SmartAssets/smartAssetManager.js +531 -0
  220. package/SmartAssets/smartAssetManager.js.map +1 -0
  221. package/SmartAssets/smartAssetSerializer.d.ts +61 -0
  222. package/SmartAssets/smartAssetSerializer.js +97 -0
  223. package/SmartAssets/smartAssetSerializer.js.map +1 -0
  224. package/index.d.ts +1 -0
  225. package/index.js +1 -0
  226. package/index.js.map +1 -1
  227. package/package.json +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrCoatLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrCoatLayerData\";\nconst shader = `var coat_weight: f32=0.0f;var coat_color: vec3f=vec3f(1.0f);var coat_roughness: f32=0.0f;var coat_roughness_anisotropy: f32=0.0f;var coat_ior: f32=1.6f;var coat_darkening: f32=1.0f;var geometry_coat_tangent: vec2f=vec2f(1.0f,0.0f);\n#ifdef COAT_WEIGHT\nvar coatWeightFromTexture: vec4f=textureSample(coatWeightSampler,coatWeightSamplerSampler,fragmentInputs.vCoatWeightUV+uvOffset);\n#endif\n#ifdef COAT_COLOR\nvar coatColorFromTexture: vec4f=textureSample(coatColorSampler,coatColorSamplerSampler,fragmentInputs.vCoatColorUV+uvOffset);\n#endif\n#ifdef COAT_ROUGHNESS\nvar coatRoughnessFromTexture: vec4f=textureSample(coatRoughnessSampler,coatRoughnessSamplerSampler,fragmentInputs.vCoatRoughnessUV+uvOffset);\n#endif\n#ifdef COAT_ROUGHNESS_ANISOTROPY\nvar coatRoughnessAnisotropyFromTexture: f32=textureSample(coatRoughnessAnisotropySampler,coatRoughnessAnisotropySamplerSampler,fragmentInputs.vCoatRoughnessAnisotropyUV+uvOffset).r;\n#endif\n#ifdef COAT_DARKENING\nvar coatDarkeningFromTexture: vec4f=textureSample(coatDarkeningSampler,coatDarkeningSamplerSampler,fragmentInputs.vCoatDarkeningUV+uvOffset);\n#endif\n#ifdef GEOMETRY_COAT_TANGENT\nvar geometryCoatTangentFromTexture: vec3f=textureSample(geometryCoatTangentSampler,geometryCoatTangentSamplerSampler,fragmentInputs.vGeometryCoatTangentUV+uvOffset).rgb;\n#endif\ncoat_color=uniforms.vCoatColor.rgb;coat_weight=uniforms.vCoatWeight;coat_roughness=uniforms.vCoatRoughness;coat_roughness_anisotropy=uniforms.vCoatRoughnessAnisotropy;coat_ior=uniforms.vCoatIor;coat_darkening=uniforms.vCoatDarkening;geometry_coat_tangent=uniforms.vGeometryCoatTangent.rg;\n#ifdef COAT_WEIGHT\ncoat_weight*=coatWeightFromTexture.r;\n#endif\n#ifdef COAT_COLOR\n#ifdef COAT_COLOR_GAMMA\ncoat_color*=toLinearSpace(coatColorFromTexture.rgb);\n#else\ncoat_color*=coatColorFromTexture.rgb;\n#endif\ncoat_color*=uniforms.vCoatColorInfos.y;\n#endif\n#ifdef COAT_ROUGHNESS\n#ifdef COAT_ROUGHNESS_FROM_GREEN_CHANNEL\ncoat_roughness*=coatRoughnessFromTexture.g;\n#else\ncoat_roughness*=coatRoughnessFromTexture.r;\n#endif\n#endif\n#if defined(GEOMETRY_COAT_TANGENT) && defined(COAT_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)\ncoat_roughness_anisotropy*=geometryCoatTangentFromTexture.b;\n#elif defined(COAT_ROUGHNESS_ANISOTROPY)\ncoat_roughness_anisotropy*=coatRoughnessAnisotropyFromTexture;\n#endif\n#ifdef COAT_DARKENING\ncoat_darkening*=coatDarkeningFromTexture.r;\n#endif\n#ifdef GEOMETRY_COAT_TANGENT\n{let tangentFromTexture: vec2f=normalize(geometryCoatTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_coat_tangent.y,geometry_coat_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_coat_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}\n#endif\n#ifdef USE_GLTF_STYLE_ANISOTROPY\nlet coatAlpha: f32=coat_roughness*coat_roughness;let coatRoughnessT: f32=mix(coatAlpha,1.0f,coat_roughness_anisotropy*coat_roughness_anisotropy);let coatRoughnessB: f32=coatAlpha;coat_roughness_anisotropy=1.0f-coatRoughnessB/max(coatRoughnessT,0.00001f);coat_roughness=sqrt(coatRoughnessT/sqrt(2.0f/(1.0f+(1.0f-coat_roughness_anisotropy)*(1.0f-coat_roughness_anisotropy))));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrCoatLayerDataWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrCoatLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrCoatLayerData\";\nconst shader = `var coat_weight: f32=0.0f;var coat_color: vec3f=vec3f(1.0f);var coat_roughness: f32=0.0f;var coat_roughness_anisotropy: f32=0.0f;var coat_ior: f32=1.6f;var coat_darkening: f32=1.0f;var geometry_coat_tangent: vec2f=vec2f(1.0f,0.0f);\n#ifdef COAT_WEIGHT\nvar coatWeightFromTexture: vec4f=TEXRD(coatWeightSampler,coatWeightSamplerSampler,fragmentInputs.vCoatWeightUV+uvOffset);\n#endif\n#ifdef COAT_COLOR\nvar coatColorFromTexture: vec4f=TEXRD(coatColorSampler,coatColorSamplerSampler,fragmentInputs.vCoatColorUV+uvOffset);\n#endif\n#ifdef COAT_ROUGHNESS\nvar coatRoughnessFromTexture: vec4f=TEXRD(coatRoughnessSampler,coatRoughnessSamplerSampler,fragmentInputs.vCoatRoughnessUV+uvOffset);\n#endif\n#ifdef COAT_ROUGHNESS_ANISOTROPY\nvar coatRoughnessAnisotropyFromTexture: f32=TEXRD(coatRoughnessAnisotropySampler,coatRoughnessAnisotropySamplerSampler,fragmentInputs.vCoatRoughnessAnisotropyUV+uvOffset).r;\n#endif\n#ifdef COAT_DARKENING\nvar coatDarkeningFromTexture: vec4f=TEXRD(coatDarkeningSampler,coatDarkeningSamplerSampler,fragmentInputs.vCoatDarkeningUV+uvOffset);\n#endif\n#ifdef GEOMETRY_COAT_TANGENT\nvar geometryCoatTangentFromTexture: vec3f=TEXRD(geometryCoatTangentSampler,geometryCoatTangentSamplerSampler,fragmentInputs.vGeometryCoatTangentUV+uvOffset).rgb;\n#endif\ncoat_color=uniforms.vCoatColor.rgb;coat_weight=uniforms.vCoatWeight;coat_roughness=uniforms.vCoatRoughness;coat_roughness_anisotropy=uniforms.vCoatRoughnessAnisotropy;coat_ior=uniforms.vCoatIor;coat_darkening=uniforms.vCoatDarkening;geometry_coat_tangent=uniforms.vGeometryCoatTangent.rg;\n#ifdef COAT_WEIGHT\ncoat_weight*=coatWeightFromTexture.r;\n#endif\n#ifdef COAT_COLOR\n#ifdef COAT_COLOR_GAMMA\ncoat_color*=toLinearSpaceVec3(coatColorFromTexture.rgb);\n#else\ncoat_color*=coatColorFromTexture.rgb;\n#endif\ncoat_color*=uniforms.vCoatColorInfos.y;\n#endif\n#ifdef COAT_ROUGHNESS\n#ifdef COAT_ROUGHNESS_FROM_GREEN_CHANNEL\ncoat_roughness*=coatRoughnessFromTexture.g;\n#else\ncoat_roughness*=coatRoughnessFromTexture.r;\n#endif\n#endif\n#if defined(GEOMETRY_COAT_TANGENT) && defined(COAT_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)\ncoat_roughness_anisotropy*=geometryCoatTangentFromTexture.b;\n#elif defined(COAT_ROUGHNESS_ANISOTROPY)\ncoat_roughness_anisotropy*=coatRoughnessAnisotropyFromTexture;\n#endif\n#ifdef COAT_DARKENING\ncoat_darkening*=coatDarkeningFromTexture.r;\n#endif\n#ifdef GEOMETRY_COAT_TANGENT\n{let tangentFromTexture: vec2f=normalize(geometryCoatTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_coat_tangent.y,geometry_coat_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_coat_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}\n#endif\n#ifdef USE_GLTF_STYLE_ANISOTROPY\nlet coatAlpha: f32=coat_roughness*coat_roughness;let coatRoughnessT: f32=mix(coatAlpha,1.0f,coat_roughness_anisotropy*coat_roughness_anisotropy);let coatRoughnessB: f32=coatAlpha;coat_roughness_anisotropy=1.0f-coatRoughnessB/max(coatRoughnessT,0.00001f);coat_roughness=sqrt(coatRoughnessT/sqrt(2.0f/(1.0f+(1.0f-coat_roughness_anisotropy)*(1.0f-coat_roughness_anisotropy))));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrCoatLayerDataWGSL = { name, shader };\n"]}
@@ -145,7 +145,7 @@ slab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3f(coatReflectan
145
145
  #endif
146
146
  let NdotH: f32=saturateEps(dot(coatNormalW,preInfoCoat{X}.H));coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}
147
147
  #endif
148
- var coatAbsorption=vec3f(1.0f);if (coat_weight>0.0) {let cosTheta_view: f32=max(preInfoCoat{X}.NdotV,0.001f);let cosTheta_light: f32=max(preInfoCoat{X}.NdotL,0.001f);let fresnel_view: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_view,5.0);let fresnel_light: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_light,5.0);let averageReflectance: f32=(fresnel_view+fresnel_light)*0.5;var darkened_transmission: f32=(1.0f-averageReflectance)/(1.0f+averageReflectance);darkened_transmission=mix(1.0f,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let colored_transmission: vec3f=pow(coat_color,vec3f(coatPathLength));coatAbsorption=mix(vec3f(1.0f),colored_transmission*vec3f(darkened_transmission),coat_weight);}
148
+ var coatAbsorption=vec3f(1.0f);if (coat_weight>0.0) {let cosTheta_view: f32=max(preInfoCoat{X}.NdotV,0.001f);let cosTheta_light: f32=max(preInfoCoat{X}.NdotL,0.001f);let fresnel_view: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_view,5.0);let fresnel_light: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_light,5.0);let averageReflectance: f32=(fresnel_view+fresnel_light)*0.5;var darkened_transmission: f32=(1.0f-averageReflectance)/(1.0f+averageReflectance);darkened_transmission=mix(1.0f,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior)*coat_weight;let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let effectivePathLength=coatPathLength*coat_weight;let colored_transmission: vec3f=pow(coat_color,vec3f(effectivePathLength));coatAbsorption=colored_transmission*mix(1.0f,darkened_transmission,coat_weight);}
149
149
  #ifdef FUZZ
150
150
  fuzzFresnel=fuzzBrdf.z;let fuzzNormalW=mix(normalW,coatNormalW,coat_weight);let fuzzNdotV: f32=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0f);let fuzzNdotL: f32=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);
151
151
  #else
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Jd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrDirectLighting\";\nconst shader = `#ifdef LIGHT{X}\n{var slab_diffuse: vec3f=vec3f(0.f,0.f,0.f);var slab_translucent: vec3f=vec3f(0.f,0.f,0.f);var slab_glossy: vec3f=vec3f(0.f,0.f,0.f);var specularFresnel: f32=0.0f;var specularColoredFresnel: vec3f=vec3f(0.f,0.f,0.f);var slab_metal: vec3f=vec3f(0.f,0.f,0.f);var slab_coat: vec3f=vec3f(0.f,0.f,0.f);var coatFresnel: f32=0.0f;var slab_fuzz: vec3f=vec3f(0.f,0.f,0.f);var fuzzFresnel: f32=0.0f;\n#ifdef HEMILIGHT{X}\nslab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_diffuse=computeAreaDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#else\nslab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nslab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},fragmentInputs.vPositionW);\n#endif\n#ifdef FUZZ\nlet fuzzNdotH: f32=max(dot(fuzzNormalW,preInfo{X}.H),0.0f);let fuzzBrdf: vec3f=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));\n#endif\n#ifdef THIN_FILM\nlet thin_film_desaturation_scale: f32=(thin_film_ior-1.0f)*sqrt(thin_film_thickness*0.001f);\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_BASE\nslab_glossy=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\n0.0f,lightColor{X}.rgb);\n#else\nslab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);\n#endif\nspecularFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nvar thinFilmDielectricFresnel: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,vec3f(baseDielectricReflectance.F0));thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3f(dot(thinFilmDielectricFresnel,vec3f(0.3333f))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);\n#endif\n}\n#endif\n#ifdef REFRACTED_LIGHTS\nvar forwardScatteredLight: vec3f=vec3f(0.0f);\n#if AREALIGHT{X}\n#else\n{var preInfoTrans=preInfo{X};\n#ifdef SCATTERING\npreInfoTrans.roughness=sqrt(sqrt(max(transmission_roughness_alpha,0.05f)));\n#else\npreInfoTrans.roughness=transmission_roughness;\n#endif\nif (preInfoTrans.NdotLUnclamped<=0.0) {specularFresnel=0.0;specularColoredFresnel=specularFresnel*specular_color;}\n#ifdef GEOMETRY_THIN_WALLED\nlet refractNormalW: vec3f=viewDirectionW;\n#else\nlet refractNormalW: vec3f=normalW;\n#endif\npreInfoTrans.NdotL=0.5f*max(dot(-refractNormalW,preInfoTrans.L),0.0f)+0.5f;\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nvar dispersion_iors_local: vec3f=dispersion_iors;let diff: f32=min(dispersion_iors_local[2]-dispersion_iors_local[0],max(dispersion_iors_local[0]-1.0f,1.0f));dispersion_iors_local[2]+=diff;dispersion_iors_local[0]-=diff;for (var i: i32=0; i<3; i++) {let eta: f32=1.0f/dispersion_iors_local[i];\n#elif defined(GEOMETRY_THIN_WALLED)\nlet eta: f32=1.0f;\n#else\nlet eta: f32=1.0f/specular_ior;\n#endif\npreInfoTrans.H=preInfoTrans.L+min(eta,0.95f)*viewDirectionW;let len2: f32=dot(preInfoTrans.H,preInfoTrans.H);if (len2<1e-6f) {preInfoTrans.H=preInfoTrans.L;} else {preInfoTrans.H=preInfoTrans.H*inverseSqrt(len2);}\n#ifdef ANISOTROPIC_BASE\npreInfoTrans.H=-preInfoTrans.H;\n#endif\npreInfoTrans.VdotH=dot(viewDirectionW,preInfoTrans.H);\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nforwardScatteredLight[i]+=\n#else\nforwardScatteredLight+=\n#endif\n#if defined(ANISOTROPIC_BASE)\ncomputeAnisotropicSpecularLighting(preInfoTrans,viewDirectionW,refractNormalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\ntransmission_roughness_alpha,lightColor{X}.rgb\n#else\ncomputeSpecularLighting(preInfoTrans,-refractNormalW,vec3f(1.0f),vec3f(1.0f),transmission_roughness_alpha,lightColor{X}.rgb\n#endif\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\n)[i];}\n#else\n);\n#endif\n#if !defined(GEOMETRY_THIN_WALLED)\nforwardScatteredLight=mix(forwardScatteredLight,0.25f*preInfoTrans.attenuation*lightColor{X}.rgb,clamp(1.0f-pow(baseGeoInfo.NdotV,transmission_roughness_alpha),0.0f,1.0f));\n#endif\n#ifdef REFRACTED_BACKGROUND\n#ifdef GEOMETRY_THIN_WALLED\nforwardScatteredLight=mix(vec3f(0.0f),forwardScatteredLight.rgb,0.2*transmission_roughness_alpha);\n#else\nforwardScatteredLight=max(vec3f(0.0f),mix(vec3f(0.0f),forwardScatteredLight,transmission_roughness_alpha));\n#endif\n#endif\n#ifdef SCATTERING\n#if !defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) || defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING_GBUFFER)\npreInfoTrans.roughness=1.0f;let diffused_forward_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,normalW,vec3f(1.0f),vec3f(1.0f),1.0f,lightColor{X}.rgb)*volume_absorption;\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nlet forward_scattered_light: vec3f=forwardScatteredLight*transmission_tint*volumeParams.multi_scatter_color;let back_scattered_light: vec3f=slab_diffuse*volumeParams.multi_scatter_color;slab_translucent=mix(back_scattered_light,forward_scattered_light,0.5f+0.5f*volumeParams.anisotropy);\n#else\nlet back_scattered_normal: vec3f=normalize(normalW+viewDirectionW);preInfoTrans.NdotL=max(dot(back_scattered_normal,preInfoTrans.L),0.0f);preInfoTrans.NdotV=dot(back_scattered_normal,viewDirectionW);preInfoTrans.H=normalize(viewDirectionW+preInfoTrans.L);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0f,1.0f);preInfoTrans.roughness=0.2f;let back_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,viewDirectionW,vec3f(1.0f),vec3f(0.08f),0.0f,lightColor{X}.rgb);let forward_scattered_light: vec3f=(forwardScatteredLight*volume_absorption);let iso_scattered_light: vec3f=slab_diffuse;let back_scattering: vec3f=mix(forward_scattered_light,forward_scattered_light+back_scattered_light*backscatter_color,iso_scatter_density);\n#if defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) && !defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING_GBUFFER)\nlet iso_scattering: vec3f=mix(forward_scattered_light,scattered_light_from_irradiance_texture*volumeParams.multi_scatter_color,iso_scatter_density);\n#else\nlet iso_scattering: vec3f=mix(forward_scattered_light,(diffused_forward_scattered_light+iso_scattered_light)*volumeParams.multi_scatter_color,iso_scatter_density);\n#endif\nslab_translucent=mix(back_scattering,iso_scattering,back_to_iso_scattering_blend);slab_translucent=mix(slab_translucent,forward_scattered_light,iso_to_forward_scattering_blend)*transmission_tint;\n#endif\n#else\nslab_translucent=forwardScatteredLight*transmission_tint*volume_absorption;\n#endif\n}\n#endif\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvar coloredFresnel: vec3f=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);\n#else\nvar coloredFresnel: vec3f=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);\n#endif\n#ifdef THIN_FILM\nlet thinFilmConductorAngle: f32=max(preInfo{X}.VdotH,specular_roughness);var thinFilmConductorFresnel: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,thinFilmConductorAngle,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3f(dot(thinFilmConductorFresnel,vec3f(0.3333f))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*thinFilmConductorFresnel,thin_film_weight*thin_film_ior_scale);\n#endif\n#ifdef ANISOTROPIC_BASE\nslab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);\n#else\nslab_metal=computeSpecularLighting(preInfo{X},normalW,vec3f(baseConductorReflectance.coloredF0),coloredFresnel,specular_roughness,lightColor{X}.rgb);\n#endif\n}\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_coat=computeAreaSpecularLighting(preInfoCoat{X},light{X}.vLightSpecular.rgb,coatReflectance.F0,coatReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_COAT\nslab_coat=computeAnisotropicSpecularLighting(preInfoCoat{X},viewDirectionW,coatNormalW,\ncoatGeoInfo.anisotropicTangent,coatGeoInfo.anisotropicBitangent,coatGeoInfo.anisotropy,0.0,\nlightColor{X}.rgb);\n#else\nslab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3f(coatReflectance.F0),vec3f(1.0f),coat_roughness,lightColor{X}.rgb);\n#endif\nlet NdotH: f32=saturateEps(dot(coatNormalW,preInfoCoat{X}.H));coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}\n#endif\nvar coatAbsorption=vec3f(1.0f);if (coat_weight>0.0) {let cosTheta_view: f32=max(preInfoCoat{X}.NdotV,0.001f);let cosTheta_light: f32=max(preInfoCoat{X}.NdotL,0.001f);let fresnel_view: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_view,5.0);let fresnel_light: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_light,5.0);let averageReflectance: f32=(fresnel_view+fresnel_light)*0.5;var darkened_transmission: f32=(1.0f-averageReflectance)/(1.0f+averageReflectance);darkened_transmission=mix(1.0f,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let colored_transmission: vec3f=pow(coat_color,vec3f(coatPathLength));coatAbsorption=mix(vec3f(1.0f),colored_transmission*vec3f(darkened_transmission),coat_weight);}\n#ifdef FUZZ\nfuzzFresnel=fuzzBrdf.z;let fuzzNormalW=mix(normalW,coatNormalW,coat_weight);let fuzzNdotV: f32=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0f);let fuzzNdotL: f32=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);\n#else\nlet fuzz_color=vec3f(0.0);\n#endif\n#ifdef PREPASS_IRRADIANCE\ntotal_direct_diffuse+=slab_diffuse;\n#endif\nlet material_dielectric_base: vec3f=mix(slab_diffuse*base_color.rgb,slab_translucent,surface_translucency_weight);let material_dielectric_gloss: vec3f=material_dielectric_base*(1.0f-specularFresnel)+slab_glossy*specularColoredFresnel;let material_base_substrate: vec3f=mix(material_dielectric_gloss,slab_metal,base_metalness);let material_coated_base: vec3f=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3f(1.0f));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3f(1.0f),fuzz_color);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLightingWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Jd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrDirectLighting\";\nconst shader = `#ifdef LIGHT{X}\n{var slab_diffuse: vec3f=vec3f(0.f,0.f,0.f);var slab_translucent: vec3f=vec3f(0.f,0.f,0.f);var slab_glossy: vec3f=vec3f(0.f,0.f,0.f);var specularFresnel: f32=0.0f;var specularColoredFresnel: vec3f=vec3f(0.f,0.f,0.f);var slab_metal: vec3f=vec3f(0.f,0.f,0.f);var slab_coat: vec3f=vec3f(0.f,0.f,0.f);var coatFresnel: f32=0.0f;var slab_fuzz: vec3f=vec3f(0.f,0.f,0.f);var fuzzFresnel: f32=0.0f;\n#ifdef HEMILIGHT{X}\nslab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_diffuse=computeAreaDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#else\nslab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nslab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},fragmentInputs.vPositionW);\n#endif\n#ifdef FUZZ\nlet fuzzNdotH: f32=max(dot(fuzzNormalW,preInfo{X}.H),0.0f);let fuzzBrdf: vec3f=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));\n#endif\n#ifdef THIN_FILM\nlet thin_film_desaturation_scale: f32=(thin_film_ior-1.0f)*sqrt(thin_film_thickness*0.001f);\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_BASE\nslab_glossy=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\n0.0f,lightColor{X}.rgb);\n#else\nslab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);\n#endif\nspecularFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nvar thinFilmDielectricFresnel: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,vec3f(baseDielectricReflectance.F0));thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3f(dot(thinFilmDielectricFresnel,vec3f(0.3333f))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);\n#endif\n}\n#endif\n#ifdef REFRACTED_LIGHTS\nvar forwardScatteredLight: vec3f=vec3f(0.0f);\n#if AREALIGHT{X}\n#else\n{var preInfoTrans=preInfo{X};\n#ifdef SCATTERING\npreInfoTrans.roughness=sqrt(sqrt(max(transmission_roughness_alpha,0.05f)));\n#else\npreInfoTrans.roughness=transmission_roughness;\n#endif\nif (preInfoTrans.NdotLUnclamped<=0.0) {specularFresnel=0.0;specularColoredFresnel=specularFresnel*specular_color;}\n#ifdef GEOMETRY_THIN_WALLED\nlet refractNormalW: vec3f=viewDirectionW;\n#else\nlet refractNormalW: vec3f=normalW;\n#endif\npreInfoTrans.NdotL=0.5f*max(dot(-refractNormalW,preInfoTrans.L),0.0f)+0.5f;\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nvar dispersion_iors_local: vec3f=dispersion_iors;let diff: f32=min(dispersion_iors_local[2]-dispersion_iors_local[0],max(dispersion_iors_local[0]-1.0f,1.0f));dispersion_iors_local[2]+=diff;dispersion_iors_local[0]-=diff;for (var i: i32=0; i<3; i++) {let eta: f32=1.0f/dispersion_iors_local[i];\n#elif defined(GEOMETRY_THIN_WALLED)\nlet eta: f32=1.0f;\n#else\nlet eta: f32=1.0f/specular_ior;\n#endif\npreInfoTrans.H=preInfoTrans.L+min(eta,0.95f)*viewDirectionW;let len2: f32=dot(preInfoTrans.H,preInfoTrans.H);if (len2<1e-6f) {preInfoTrans.H=preInfoTrans.L;} else {preInfoTrans.H=preInfoTrans.H*inverseSqrt(len2);}\n#ifdef ANISOTROPIC_BASE\npreInfoTrans.H=-preInfoTrans.H;\n#endif\npreInfoTrans.VdotH=dot(viewDirectionW,preInfoTrans.H);\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nforwardScatteredLight[i]+=\n#else\nforwardScatteredLight+=\n#endif\n#if defined(ANISOTROPIC_BASE)\ncomputeAnisotropicSpecularLighting(preInfoTrans,viewDirectionW,refractNormalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\ntransmission_roughness_alpha,lightColor{X}.rgb\n#else\ncomputeSpecularLighting(preInfoTrans,-refractNormalW,vec3f(1.0f),vec3f(1.0f),transmission_roughness_alpha,lightColor{X}.rgb\n#endif\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\n)[i];}\n#else\n);\n#endif\n#if !defined(GEOMETRY_THIN_WALLED)\nforwardScatteredLight=mix(forwardScatteredLight,0.25f*preInfoTrans.attenuation*lightColor{X}.rgb,clamp(1.0f-pow(baseGeoInfo.NdotV,transmission_roughness_alpha),0.0f,1.0f));\n#endif\n#ifdef REFRACTED_BACKGROUND\n#ifdef GEOMETRY_THIN_WALLED\nforwardScatteredLight=mix(vec3f(0.0f),forwardScatteredLight.rgb,0.2*transmission_roughness_alpha);\n#else\nforwardScatteredLight=max(vec3f(0.0f),mix(vec3f(0.0f),forwardScatteredLight,transmission_roughness_alpha));\n#endif\n#endif\n#ifdef SCATTERING\n#if !defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) || defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING_GBUFFER)\npreInfoTrans.roughness=1.0f;let diffused_forward_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,normalW,vec3f(1.0f),vec3f(1.0f),1.0f,lightColor{X}.rgb)*volume_absorption;\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nlet forward_scattered_light: vec3f=forwardScatteredLight*transmission_tint*volumeParams.multi_scatter_color;let back_scattered_light: vec3f=slab_diffuse*volumeParams.multi_scatter_color;slab_translucent=mix(back_scattered_light,forward_scattered_light,0.5f+0.5f*volumeParams.anisotropy);\n#else\nlet back_scattered_normal: vec3f=normalize(normalW+viewDirectionW);preInfoTrans.NdotL=max(dot(back_scattered_normal,preInfoTrans.L),0.0f);preInfoTrans.NdotV=dot(back_scattered_normal,viewDirectionW);preInfoTrans.H=normalize(viewDirectionW+preInfoTrans.L);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0f,1.0f);preInfoTrans.roughness=0.2f;let back_scattered_light: vec3f=computeSpecularLighting(preInfoTrans,viewDirectionW,vec3f(1.0f),vec3f(0.08f),0.0f,lightColor{X}.rgb);let forward_scattered_light: vec3f=(forwardScatteredLight*volume_absorption);let iso_scattered_light: vec3f=slab_diffuse;let back_scattering: vec3f=mix(forward_scattered_light,forward_scattered_light+back_scattered_light*backscatter_color,iso_scatter_density);\n#if defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) && !defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING_GBUFFER)\nlet iso_scattering: vec3f=mix(forward_scattered_light,scattered_light_from_irradiance_texture*volumeParams.multi_scatter_color,iso_scatter_density);\n#else\nlet iso_scattering: vec3f=mix(forward_scattered_light,(diffused_forward_scattered_light+iso_scattered_light)*volumeParams.multi_scatter_color,iso_scatter_density);\n#endif\nslab_translucent=mix(back_scattering,iso_scattering,back_to_iso_scattering_blend);slab_translucent=mix(slab_translucent,forward_scattered_light,iso_to_forward_scattering_blend)*transmission_tint;\n#endif\n#else\nslab_translucent=forwardScatteredLight*transmission_tint*volume_absorption;\n#endif\n}\n#endif\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvar coloredFresnel: vec3f=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);\n#else\nvar coloredFresnel: vec3f=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);\n#endif\n#ifdef THIN_FILM\nlet thinFilmConductorAngle: f32=max(preInfo{X}.VdotH,specular_roughness);var thinFilmConductorFresnel: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,thinFilmConductorAngle,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3f(dot(thinFilmConductorFresnel,vec3f(0.3333f))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*thinFilmConductorFresnel,thin_film_weight*thin_film_ior_scale);\n#endif\n#ifdef ANISOTROPIC_BASE\nslab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);\n#else\nslab_metal=computeSpecularLighting(preInfo{X},normalW,vec3f(baseConductorReflectance.coloredF0),coloredFresnel,specular_roughness,lightColor{X}.rgb);\n#endif\n}\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_coat=computeAreaSpecularLighting(preInfoCoat{X},light{X}.vLightSpecular.rgb,coatReflectance.F0,coatReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_COAT\nslab_coat=computeAnisotropicSpecularLighting(preInfoCoat{X},viewDirectionW,coatNormalW,\ncoatGeoInfo.anisotropicTangent,coatGeoInfo.anisotropicBitangent,coatGeoInfo.anisotropy,0.0,\nlightColor{X}.rgb);\n#else\nslab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3f(coatReflectance.F0),vec3f(1.0f),coat_roughness,lightColor{X}.rgb);\n#endif\nlet NdotH: f32=saturateEps(dot(coatNormalW,preInfoCoat{X}.H));coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}\n#endif\nvar coatAbsorption=vec3f(1.0f);if (coat_weight>0.0) {let cosTheta_view: f32=max(preInfoCoat{X}.NdotV,0.001f);let cosTheta_light: f32=max(preInfoCoat{X}.NdotL,0.001f);let fresnel_view: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_view,5.0);let fresnel_light: f32=coatReflectance.F0+(1.0f-coatReflectance.F0)*pow(1.0f-cosTheta_light,5.0);let averageReflectance: f32=(fresnel_view+fresnel_light)*0.5;var darkened_transmission: f32=(1.0f-averageReflectance)/(1.0f+averageReflectance);darkened_transmission=mix(1.0f,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior)*coat_weight;let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let effectivePathLength=coatPathLength*coat_weight;let colored_transmission: vec3f=pow(coat_color,vec3f(effectivePathLength));coatAbsorption=colored_transmission*mix(1.0f,darkened_transmission,coat_weight);}\n#ifdef FUZZ\nfuzzFresnel=fuzzBrdf.z;let fuzzNormalW=mix(normalW,coatNormalW,coat_weight);let fuzzNdotV: f32=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0f);let fuzzNdotL: f32=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);\n#else\nlet fuzz_color=vec3f(0.0);\n#endif\n#ifdef PREPASS_IRRADIANCE\ntotal_direct_diffuse+=slab_diffuse;\n#endif\nlet material_dielectric_base: vec3f=mix(slab_diffuse*base_color.rgb,slab_translucent,surface_translucency_weight);let material_dielectric_gloss: vec3f=material_dielectric_base*(1.0f-specularFresnel)+slab_glossy*specularColoredFresnel;let material_base_substrate: vec3f=mix(material_dielectric_gloss,slab_metal,base_metalness);let material_coated_base: vec3f=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3f(1.0f));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3f(1.0f),fuzz_color);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLightingWGSL = { name, shader };\n"]}
@@ -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
- var coatAbsorption=vec3f(1.0f);var coatIblFresnel: f32=0.0;if (coat_weight>0.0) {coatIblFresnel=computeDielectricIblFresnel(coatReflectance,coatGeoInfo.environmentBrdf);let hemisphere_avg_fresnel: f32=coatReflectance.F0+0.5f*(1.0f-coatReflectance.F0);var averageReflectance: f32=(coatIblFresnel+hemisphere_avg_fresnel)*0.5f;let roughnessFactor=1.0f-coat_roughness*0.5f;averageReflectance*=roughnessFactor;var darkened_transmission: f32=(1.0f-averageReflectance)*(1.0f-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let colored_transmission: vec3f=pow(coat_color,vec3f(coatPathLength));coatAbsorption=mix(vec3f(1.0f),colored_transmission*darkened_transmission,coat_weight);}
5
+ var coatAbsorption=vec3f(1.0f);var coatIblFresnel: f32=0.0;if (coat_weight>0.0) {coatIblFresnel=computeDielectricIblFresnel(coatReflectance,coatGeoInfo.environmentBrdf);let hemisphere_avg_fresnel: f32=coatReflectance.F0+0.5f*(1.0f-coatReflectance.F0);var averageReflectance: f32=(coatIblFresnel+hemisphere_avg_fresnel)*0.5f;let roughnessFactor=1.0f-coat_roughness*0.5f;averageReflectance*=roughnessFactor;var darkened_transmission: f32=(1.0f-averageReflectance)*(1.0f-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior)*coat_weight;let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let effectivePathLength=coatPathLength*coat_weight;let colored_transmission: vec3f=pow(coat_color,vec3f(effectivePathLength));coatAbsorption=colored_transmission*mix(1.0f,darkened_transmission,coat_weight);}
6
6
  #endif
7
7
  #ifdef REFLECTION
8
8
  #ifdef FUZZ
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrEnvironmentLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsSd,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,8BAA8B,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)\nvar coatAbsorption=vec3f(1.0f);var coatIblFresnel: f32=0.0;if (coat_weight>0.0) {coatIblFresnel=computeDielectricIblFresnel(coatReflectance,coatGeoInfo.environmentBrdf);let hemisphere_avg_fresnel: f32=coatReflectance.F0+0.5f*(1.0f-coatReflectance.F0);var averageReflectance: f32=(coatIblFresnel+hemisphere_avg_fresnel)*0.5f;let roughnessFactor=1.0f-coat_roughness*0.5f;averageReflectance*=roughnessFactor;var darkened_transmission: f32=(1.0f-averageReflectance)*(1.0f-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior);let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let colored_transmission: vec3f=pow(coat_color,vec3f(coatPathLength));coatAbsorption=mix(vec3f(1.0f),colored_transmission*darkened_transmission,coat_weight);}\n#endif\n#ifdef REFLECTION\n#ifdef FUZZ\nlet environmentFuzzBrdf: vec3f=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));\n#endif\nvar baseDiffuseEnvironmentLight: vec3f=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,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,uniforms.vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n,uniforms.vReflectionInfos\n,viewDirectionW\n,base_diffuse_roughness\n,base_color\n);\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=vec3f(0.f,0.f,0.f);\n#else\nvar reflectionCoords: vec2f=vec2f(0.f,0.f);\n#endif\nlet specularAlphaG: f32=specular_roughness*specular_roughness;\n#ifdef ANISOTROPIC_BASE\nvar baseSpecularEnvironmentLight: vec3f=sampleRadianceAnisotropic(specularAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,normalW\n,viewDirectionW\n,fragmentInputs.vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n,reflectionSamplerSampler\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\nreflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,normalW);var baseSpecularEnvironmentLight: vec3f=sampleRadiance(specularAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef ANISOTROPIC_BASE\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG*specularAlphaG *max(1.0f-baseGeoInfo.anisotropy,0.3f));\n#else\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG);\n#endif\nvar coatEnvironmentLight: vec3f=vec3f(0.f,0.f,0.f);if (coat_weight>0.0) {\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=vec3f(0.f,0.f,0.f);\n#else\nvar reflectionCoords: vec2f=vec2f(0.f,0.f);\n#endif\nreflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,coatNormalW);var coatAlphaG: f32=coat_roughness*coat_roughness;\n#ifdef ANISOTROPIC_COAT\ncoatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,coatGeoInfo\n,coatNormalW\n,viewDirectionW\n,fragmentInputs.vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n,reflectionSamplerSampler\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\ncoatEnvironmentLight=sampleRadiance(coatAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,coatGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#endif\n}\n#ifdef FUZZ\nlet modifiedFuzzRoughness: f32=clamp(fuzz_roughness*(1.0f-0.5f*environmentFuzzBrdf.y),0.0f,1.0f);var fuzzEnvironmentLight=vec3f(0.0f,0.0f,0.0f);var totalWeight=0.0f;let fuzzIblFresnel: f32=sqrt(environmentFuzzBrdf.z);for (var i: i32=0; i<i32(FUZZ_IBL_SAMPLES); i++) {var angle: f32=(f32(i)+noise.x)*(3.141592f*2.0f/f32(FUZZ_IBL_SAMPLES));var fiberCylinderNormal: vec3f=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);let fiberBend=min(environmentFuzzBrdf.x*environmentFuzzBrdf.x*modifiedFuzzRoughness,1.0f);fiberCylinderNormal=normalize(mix(fiberCylinderNormal,fuzzNormalW,fiberBend));let sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0f);var fuzzReflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,fiberCylinderNormal);let radianceSample: vec3f=sampleRadiance(modifiedFuzzRoughness,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,fuzzGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,fuzzReflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);fuzzEnvironmentLight+=sampleWeight*mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend);totalWeight+=sampleWeight;}\nfuzzEnvironmentLight/=totalWeight;\n#endif\nvar dielectricIblFresnel: f32=computeDielectricIblFresnel(baseDielectricReflectance,baseGeoInfo.environmentBrdf);var dielectricIblColoredFresnel: vec3f=dielectricIblFresnel*specular_color;\n#ifdef THIN_FILM\nlet thin_film_cos_theta: f32=max(baseGeoInfo.NdotV,specularAlphaG);let thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001f*thin_film_cos_theta);let tf_brdf_x: f32=baseGeoInfo.environmentBrdf.x;let tf_E_ss: f32 =baseGeoInfo.environmentBrdf.y;var thinFilmDielectricF0: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,1.0,thin_film_thickness,vec3f(baseDielectricReflectance.F0));thinFilmDielectricF0=mix(thinFilmDielectricF0,vec3(dot(thinFilmDielectricF0,vec3f(0.3333f))),thin_film_desaturation_scale);var thinFilmDielectricDir: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,thin_film_cos_theta,thin_film_thickness,vec3f(baseDielectricReflectance.F0));thinFilmDielectricDir=mix(thinFilmDielectricDir,vec3(dot(thinFilmDielectricDir,vec3f(0.3333f))),thin_film_desaturation_scale);let tf_f0d_avg: f32 =dot(thinFilmDielectricF0, vec3f(0.3333f));let tf_dird_avg: f32=dot(thinFilmDielectricDir,vec3f(0.3333f));var thin_film_dielectric: vec3f=thinFilmDielectricDir*(tf_f0d_avg/max(tf_dird_avg,1e-5));let tf_E_dielectric: vec3f=(vec3f(1.0)-thin_film_dielectric)*vec3f(tf_brdf_x)+thin_film_dielectric*vec3f(tf_E_ss);let tf_F_avg_dielectric: vec3f=thin_film_dielectric+(vec3f(1.0)-thin_film_dielectric)/21.0;let tf_ECF_dielectric: vec3f=vec3f(1.0)+tf_F_avg_dielectric*(vec3f(1.0)/vec3f(tf_E_ss)-vec3f(1.0));thin_film_dielectric=clamp(tf_E_dielectric*tf_ECF_dielectric,vec3f(0.0),vec3f(1.0));dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thin_film_dielectric*specular_color,thin_film_weight*thin_film_ior_scale);dielectricIblFresnel=max(dielectricIblColoredFresnel.r,max(dielectricIblColoredFresnel.g,dielectricIblColoredFresnel.b));\n#endif\nvar conductorIblFresnel: vec3f=computeConductorIblFresnel(baseConductorReflectance,baseGeoInfo.environmentBrdf);\n#ifdef THIN_FILM\nvar thinFilmConductorF0: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,1.0,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorF0=mix(thinFilmConductorF0,vec3(dot(thinFilmConductorF0,vec3f(0.3333f))),thin_film_desaturation_scale);var thinFilmConductorDir: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,thin_film_cos_theta,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorDir=mix(thinFilmConductorDir,vec3(dot(thinFilmConductorDir,vec3f(0.3333f))),thin_film_desaturation_scale);let tf_f0c_avg: f32 =dot(thinFilmConductorF0, vec3f(0.3333f));let tf_dirc_avg: f32=dot(thinFilmConductorDir,vec3f(0.3333f));var thinFilmConductorRaw: vec3f=thinFilmConductorDir*(tf_f0c_avg/max(tf_dirc_avg,1e-5));\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR) && defined(ENVIRONMENTBRDF)\nlet tf_b: vec3f=getF82B(baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);let tf_brdf_z: f32=baseGeoInfo.environmentBrdf.z/BRDF_Z_SCALE;let tf_E_conductor: vec3f=(vec3f(1.0)-thinFilmConductorRaw)*vec3f(tf_brdf_x)+thinFilmConductorRaw*vec3f(tf_E_ss)-tf_b*vec3f(tf_brdf_z);let tf_F_avg_conductor: vec3f=thinFilmConductorRaw+(vec3f(1.0)-thinFilmConductorRaw)/21.0-tf_b/126.0;\n#else\nlet tf_E_conductor: vec3f=(vec3f(1.0)-thinFilmConductorRaw)*vec3f(tf_brdf_x)+thinFilmConductorRaw*vec3f(tf_E_ss);let tf_F_avg_conductor: vec3f=thinFilmConductorRaw+(vec3f(1.0)-thinFilmConductorRaw)/21.0;\n#endif\nlet tf_ECF_conductor: vec3f=vec3f(1.0)+tf_F_avg_conductor*(vec3f(1.0)/vec3f(tf_E_ss)-vec3f(1.0));var thinFilmConductorFresnel: vec3f=specular_weight*clamp(tf_E_conductor*tf_ECF_conductor,vec3f(0.0),vec3f(1.0));conductorIblFresnel=mix(conductorIblFresnel,thinFilmConductorFresnel,thin_film_weight*thin_film_ior_scale);\n#endif\nvar slab_diffuse_ibl: vec3f=vec3f(0.,0.,0.);var slab_glossy_ibl: vec3f=vec3f(0.,0.,0.);var slab_metal_ibl: vec3f=vec3f(0.,0.,0.);var slab_coat_ibl: vec3f=vec3f(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*uniforms.vLightingIntensity.z;\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*uniforms.vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*uniforms.vLightingIntensity.z;if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*uniforms.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#ifdef FUZZ\nvar slab_fuzz_ibl=fuzzEnvironmentLight*uniforms.vLightingIntensity.z;\n#endif\nvar slab_translucent_base_ibl: vec3f=vec3f(0.0f,0.0f,0.0f);\n#ifdef REFRACTED_ENVIRONMENT\n#ifdef ANISOTROPIC_BASE\nvar forwardScatteredEnvironmentLight: vec3f=sampleRadianceAnisotropic(transmission_roughness_alpha,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n#ifdef GEOMETRY_THIN_WALLED\n,viewDirectionW\n#else\n,normalW\n#endif\n,viewDirectionW\n,fragmentInputs.vPositionW\n,noise\n,true \n#ifdef GEOMETRY_THIN_WALLED\n,1.05f \n#else\n,specular_ior \n#endif\n,reflectionSampler\n,reflectionSamplerSampler\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\nvar forwardScatteredEnvironmentLight: vec3f=vec3f(0.,0.,0.);\n#ifdef DISPERSION\nfor (var i: i32=0; i<3; i++) {var iblRefractionCoords: vec3f=refractedViewVectors[i];\n#else\nvar iblRefractionCoords: vec3f=refractedViewVector;\n#endif\n#ifdef REFRACTED_ENVIRONMENT_OPPOSITEZ\niblRefractionCoords.z*=-1.0f;\n#endif\n#ifdef REFRACTED_ENVIRONMENT_LOCAL_CUBE\niblRefractionCoords=parallaxCorrectNormal(fragmentInputs.vPositionW,refractedViewVector,uniforms.refractionSize,uniforms.refractionPosition);\n#endif\niblRefractionCoords=(uniforms.reflectionMatrix*vec4f(iblRefractionCoords,0.0f)).xyz;\n#ifdef DISPERSION\nforwardScatteredEnvironmentLight[i]=sampleRadiance(transmission_roughness_alpha,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,iblRefractionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n)[i];\n#else\nforwardScatteredEnvironmentLight=sampleRadiance(transmission_roughness_alpha,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,iblRefractionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.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\nvar scatterVector: vec3f=normalW;\n#else\n#if defined(USEIRRADIANCEMAP) && defined(USE_IRRADIANCE_DOMINANT_DIRECTION)\nvar scatterVector: vec3f=mix(uniforms.vReflectionDominantDirection,normalW,max3(iso_scatter_density));\n#else\nvar scatterVector: vec3f=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)\nvar scatteredEnvironmentLight: vec3f=scattered_light_from_irradiance_texture;\n#else\nvar scatteredEnvironmentLight: vec3f=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,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,uniforms.vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n,uniforms.vReflectionInfos\n,viewDirectionW\n#if defined(GEOMETRY_THIN_WALLED)\n,base_diffuse_roughness\n,subsurface_color.rgb\n#else\n,1.0f\n,volumeParams.multi_scatter_color\n#endif\n);\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nlet forward_scattered_light: vec3f=forwardScatteredEnvironmentLight*transmission_tint*volumeParams.multi_scatter_color;let back_scattered_light: vec3f=scatteredEnvironmentLight*volumeParams.multi_scatter_color;slab_translucent_base_ibl=mix(back_scattered_light,forward_scattered_light,0.5f+0.5f*volumeParams.anisotropy);\n#else\nlet forward_scattered_light: vec3f=forwardScatteredEnvironmentLight*volume_absorption;let back_scattered_light: vec3f=mix(forward_scattered_light,scatteredEnvironmentLight*backscatter_color,iso_scatter_density);let iso_scattered_light: vec3f=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;let material_dielectric_base_ibl: vec3f=mix(slab_diffuse_ibl*base_color.rgb,slab_translucent_base_ibl,surface_translucency_weight);let material_dielectric_gloss_ibl: vec3f=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;let material_base_substrate_ibl: vec3f=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);let material_coated_base_ibl: vec3f=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3f(1.0f));\n#ifdef FUZZ\nslab_fuzz_ibl*=min(vec3(specular_ambient_occlusion),ambient_occlusion);material_surface_ibl=layer(material_coated_base_ibl,slab_fuzz_ibl,fuzzIblFresnel*fuzz_weight,vec3f(1.0f),fuzz_color);\n#else\nmaterial_surface_ibl=material_coated_base_ibl;\n#endif\n#elif defined(REFRACTED_BACKGROUND)\nlet black=vec3f(0.0f);var slab_translucent_base_ibl: vec3f=vec3f(0.0f);\n#ifdef GEOMETRY_THIN_WALLED\n#ifdef SCATTERING\nlet forward_scattered_light: vec3f=slab_translucent_background.rgb*transmission_tint*volumeParams.multi_scatter_color;slab_translucent_base_ibl=mix(black,forward_scattered_light,0.5f+0.5f*volumeParams.anisotropy);\n#else\nslab_translucent_base_ibl=slab_translucent_background.rgb*transmission_tint;\n#endif\n#else\n#ifdef SCATTERING\nlet forward_scattered_light: vec3f=slab_translucent_background.rgb*volume_absorption;let iso_scattered_light: vec3f=(1.0f-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\nlet material_dielectric_base_ibl: vec3f=mix(black,slab_translucent_base_ibl.rgb,surface_translucency_weight);let material_dielectric_gloss_ibl: vec3f=material_dielectric_base_ibl*(baseGeoInfo.NdotV);let material_base_substrate_ibl: vec3f=mix(material_dielectric_gloss_ibl,black,base_metalness);let material_coated_base_ibl: vec3f=layer(material_base_substrate_ibl,black,coatIblFresnel,coatAbsorption,vec3f(1.0f));material_surface_ibl=material_coated_base_ibl;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrEnvironmentLightingWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrEnvironmentLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsSd,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,8BAA8B,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)\nvar coatAbsorption=vec3f(1.0f);var coatIblFresnel: f32=0.0;if (coat_weight>0.0) {coatIblFresnel=computeDielectricIblFresnel(coatReflectance,coatGeoInfo.environmentBrdf);let hemisphere_avg_fresnel: f32=coatReflectance.F0+0.5f*(1.0f-coatReflectance.F0);var averageReflectance: f32=(coatIblFresnel+hemisphere_avg_fresnel)*0.5f;let roughnessFactor=1.0f-coat_roughness*0.5f;averageReflectance*=roughnessFactor;var darkened_transmission: f32=(1.0f-averageReflectance)*(1.0f-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior)*coat_weight;let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let effectivePathLength=coatPathLength*coat_weight;let colored_transmission: vec3f=pow(coat_color,vec3f(effectivePathLength));coatAbsorption=colored_transmission*mix(1.0f,darkened_transmission,coat_weight);}\n#endif\n#ifdef REFLECTION\n#ifdef FUZZ\nlet environmentFuzzBrdf: vec3f=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));\n#endif\nvar baseDiffuseEnvironmentLight: vec3f=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,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,uniforms.vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n,uniforms.vReflectionInfos\n,viewDirectionW\n,base_diffuse_roughness\n,base_color\n);\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=vec3f(0.f,0.f,0.f);\n#else\nvar reflectionCoords: vec2f=vec2f(0.f,0.f);\n#endif\nlet specularAlphaG: f32=specular_roughness*specular_roughness;\n#ifdef ANISOTROPIC_BASE\nvar baseSpecularEnvironmentLight: vec3f=sampleRadianceAnisotropic(specularAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,normalW\n,viewDirectionW\n,fragmentInputs.vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n,reflectionSamplerSampler\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\nreflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,normalW);var baseSpecularEnvironmentLight: vec3f=sampleRadiance(specularAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef ANISOTROPIC_BASE\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG*specularAlphaG *max(1.0f-baseGeoInfo.anisotropy,0.3f));\n#else\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG);\n#endif\nvar coatEnvironmentLight: vec3f=vec3f(0.f,0.f,0.f);if (coat_weight>0.0) {\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=vec3f(0.f,0.f,0.f);\n#else\nvar reflectionCoords: vec2f=vec2f(0.f,0.f);\n#endif\nreflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,coatNormalW);var coatAlphaG: f32=coat_roughness*coat_roughness;\n#ifdef ANISOTROPIC_COAT\ncoatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,coatGeoInfo\n,coatNormalW\n,viewDirectionW\n,fragmentInputs.vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n,reflectionSamplerSampler\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\ncoatEnvironmentLight=sampleRadiance(coatAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,coatGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#endif\n}\n#ifdef FUZZ\nlet modifiedFuzzRoughness: f32=clamp(fuzz_roughness*(1.0f-0.5f*environmentFuzzBrdf.y),0.0f,1.0f);var fuzzEnvironmentLight=vec3f(0.0f,0.0f,0.0f);var totalWeight=0.0f;let fuzzIblFresnel: f32=sqrt(environmentFuzzBrdf.z);for (var i: i32=0; i<i32(FUZZ_IBL_SAMPLES); i++) {var angle: f32=(f32(i)+noise.x)*(3.141592f*2.0f/f32(FUZZ_IBL_SAMPLES));var fiberCylinderNormal: vec3f=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);let fiberBend=min(environmentFuzzBrdf.x*environmentFuzzBrdf.x*modifiedFuzzRoughness,1.0f);fiberCylinderNormal=normalize(mix(fiberCylinderNormal,fuzzNormalW,fiberBend));let sampleWeight=max(dot(viewDirectionW,fiberCylinderNormal),0.0f);var fuzzReflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,fiberCylinderNormal);let radianceSample: vec3f=sampleRadiance(modifiedFuzzRoughness,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,fuzzGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,fuzzReflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);fuzzEnvironmentLight+=sampleWeight*mix(radianceSample,baseDiffuseEnvironmentLight,fiberBend);totalWeight+=sampleWeight;}\nfuzzEnvironmentLight/=totalWeight;\n#endif\nvar dielectricIblFresnel: f32=computeDielectricIblFresnel(baseDielectricReflectance,baseGeoInfo.environmentBrdf);var dielectricIblColoredFresnel: vec3f=dielectricIblFresnel*specular_color;\n#ifdef THIN_FILM\nlet thin_film_cos_theta: f32=max(baseGeoInfo.NdotV,specularAlphaG);let thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001f*thin_film_cos_theta);let tf_brdf_x: f32=baseGeoInfo.environmentBrdf.x;let tf_E_ss: f32 =baseGeoInfo.environmentBrdf.y;var thinFilmDielectricF0: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,1.0,thin_film_thickness,vec3f(baseDielectricReflectance.F0));thinFilmDielectricF0=mix(thinFilmDielectricF0,vec3(dot(thinFilmDielectricF0,vec3f(0.3333f))),thin_film_desaturation_scale);var thinFilmDielectricDir: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,thin_film_cos_theta,thin_film_thickness,vec3f(baseDielectricReflectance.F0));thinFilmDielectricDir=mix(thinFilmDielectricDir,vec3(dot(thinFilmDielectricDir,vec3f(0.3333f))),thin_film_desaturation_scale);let tf_f0d_avg: f32 =dot(thinFilmDielectricF0, vec3f(0.3333f));let tf_dird_avg: f32=dot(thinFilmDielectricDir,vec3f(0.3333f));var thin_film_dielectric: vec3f=thinFilmDielectricDir*(tf_f0d_avg/max(tf_dird_avg,1e-5));let tf_E_dielectric: vec3f=(vec3f(1.0)-thin_film_dielectric)*vec3f(tf_brdf_x)+thin_film_dielectric*vec3f(tf_E_ss);let tf_F_avg_dielectric: vec3f=thin_film_dielectric+(vec3f(1.0)-thin_film_dielectric)/21.0;let tf_ECF_dielectric: vec3f=vec3f(1.0)+tf_F_avg_dielectric*(vec3f(1.0)/vec3f(tf_E_ss)-vec3f(1.0));thin_film_dielectric=clamp(tf_E_dielectric*tf_ECF_dielectric,vec3f(0.0),vec3f(1.0));dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thin_film_dielectric*specular_color,thin_film_weight*thin_film_ior_scale);dielectricIblFresnel=max(dielectricIblColoredFresnel.r,max(dielectricIblColoredFresnel.g,dielectricIblColoredFresnel.b));\n#endif\nvar conductorIblFresnel: vec3f=computeConductorIblFresnel(baseConductorReflectance,baseGeoInfo.environmentBrdf);\n#ifdef THIN_FILM\nvar thinFilmConductorF0: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,1.0,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorF0=mix(thinFilmConductorF0,vec3(dot(thinFilmConductorF0,vec3f(0.3333f))),thin_film_desaturation_scale);var thinFilmConductorDir: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,thin_film_cos_theta,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorDir=mix(thinFilmConductorDir,vec3(dot(thinFilmConductorDir,vec3f(0.3333f))),thin_film_desaturation_scale);let tf_f0c_avg: f32 =dot(thinFilmConductorF0, vec3f(0.3333f));let tf_dirc_avg: f32=dot(thinFilmConductorDir,vec3f(0.3333f));var thinFilmConductorRaw: vec3f=thinFilmConductorDir*(tf_f0c_avg/max(tf_dirc_avg,1e-5));\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR) && defined(ENVIRONMENTBRDF)\nlet tf_b: vec3f=getF82B(baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);let tf_brdf_z: f32=baseGeoInfo.environmentBrdf.z/BRDF_Z_SCALE;let tf_E_conductor: vec3f=(vec3f(1.0)-thinFilmConductorRaw)*vec3f(tf_brdf_x)+thinFilmConductorRaw*vec3f(tf_E_ss)-tf_b*vec3f(tf_brdf_z);let tf_F_avg_conductor: vec3f=thinFilmConductorRaw+(vec3f(1.0)-thinFilmConductorRaw)/21.0-tf_b/126.0;\n#else\nlet tf_E_conductor: vec3f=(vec3f(1.0)-thinFilmConductorRaw)*vec3f(tf_brdf_x)+thinFilmConductorRaw*vec3f(tf_E_ss);let tf_F_avg_conductor: vec3f=thinFilmConductorRaw+(vec3f(1.0)-thinFilmConductorRaw)/21.0;\n#endif\nlet tf_ECF_conductor: vec3f=vec3f(1.0)+tf_F_avg_conductor*(vec3f(1.0)/vec3f(tf_E_ss)-vec3f(1.0));var thinFilmConductorFresnel: vec3f=specular_weight*clamp(tf_E_conductor*tf_ECF_conductor,vec3f(0.0),vec3f(1.0));conductorIblFresnel=mix(conductorIblFresnel,thinFilmConductorFresnel,thin_film_weight*thin_film_ior_scale);\n#endif\nvar slab_diffuse_ibl: vec3f=vec3f(0.,0.,0.);var slab_glossy_ibl: vec3f=vec3f(0.,0.,0.);var slab_metal_ibl: vec3f=vec3f(0.,0.,0.);var slab_coat_ibl: vec3f=vec3f(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*uniforms.vLightingIntensity.z;\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*uniforms.vLightingIntensity.z;slab_metal_ibl=baseSpecularEnvironmentLight*conductorIblFresnel*uniforms.vLightingIntensity.z;if (coat_weight>0.0) {slab_coat_ibl=coatEnvironmentLight*uniforms.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#ifdef FUZZ\nvar slab_fuzz_ibl=fuzzEnvironmentLight*uniforms.vLightingIntensity.z;\n#endif\nvar slab_translucent_base_ibl: vec3f=vec3f(0.0f,0.0f,0.0f);\n#ifdef REFRACTED_ENVIRONMENT\n#ifdef ANISOTROPIC_BASE\nvar forwardScatteredEnvironmentLight: vec3f=sampleRadianceAnisotropic(transmission_roughness_alpha,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n#ifdef GEOMETRY_THIN_WALLED\n,viewDirectionW\n#else\n,normalW\n#endif\n,viewDirectionW\n,fragmentInputs.vPositionW\n,noise\n,true \n#ifdef GEOMETRY_THIN_WALLED\n,1.05f \n#else\n,specular_ior \n#endif\n,reflectionSampler\n,reflectionSamplerSampler\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\nvar forwardScatteredEnvironmentLight: vec3f=vec3f(0.,0.,0.);\n#ifdef DISPERSION\nfor (var i: i32=0; i<3; i++) {var iblRefractionCoords: vec3f=refractedViewVectors[i];\n#else\nvar iblRefractionCoords: vec3f=refractedViewVector;\n#endif\n#ifdef REFRACTED_ENVIRONMENT_OPPOSITEZ\niblRefractionCoords.z*=-1.0f;\n#endif\n#ifdef REFRACTED_ENVIRONMENT_LOCAL_CUBE\niblRefractionCoords=parallaxCorrectNormal(fragmentInputs.vPositionW,refractedViewVector,uniforms.refractionSize,uniforms.refractionPosition);\n#endif\niblRefractionCoords=(uniforms.reflectionMatrix*vec4f(iblRefractionCoords,0.0f)).xyz;\n#ifdef DISPERSION\nforwardScatteredEnvironmentLight[i]=sampleRadiance(transmission_roughness_alpha,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,iblRefractionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n)[i];\n#else\nforwardScatteredEnvironmentLight=sampleRadiance(transmission_roughness_alpha,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,iblRefractionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.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\nvar scatterVector: vec3f=normalW;\n#else\n#if defined(USEIRRADIANCEMAP) && defined(USE_IRRADIANCE_DOMINANT_DIRECTION)\nvar scatterVector: vec3f=mix(uniforms.vReflectionDominantDirection,normalW,max3(iso_scatter_density));\n#else\nvar scatterVector: vec3f=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)\nvar scatteredEnvironmentLight: vec3f=scattered_light_from_irradiance_texture;\n#else\nvar scatteredEnvironmentLight: vec3f=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,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,uniforms.vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n,uniforms.vReflectionInfos\n,viewDirectionW\n#if defined(GEOMETRY_THIN_WALLED)\n,base_diffuse_roughness\n,subsurface_color.rgb\n#else\n,1.0f\n,volumeParams.multi_scatter_color\n#endif\n);\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nlet forward_scattered_light: vec3f=forwardScatteredEnvironmentLight*transmission_tint*volumeParams.multi_scatter_color;let back_scattered_light: vec3f=scatteredEnvironmentLight*volumeParams.multi_scatter_color;slab_translucent_base_ibl=mix(back_scattered_light,forward_scattered_light,0.5f+0.5f*volumeParams.anisotropy);\n#else\nlet forward_scattered_light: vec3f=forwardScatteredEnvironmentLight*volume_absorption;let back_scattered_light: vec3f=mix(forward_scattered_light,scatteredEnvironmentLight*backscatter_color,iso_scatter_density);let iso_scattered_light: vec3f=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;let material_dielectric_base_ibl: vec3f=mix(slab_diffuse_ibl*base_color.rgb,slab_translucent_base_ibl,surface_translucency_weight);let material_dielectric_gloss_ibl: vec3f=material_dielectric_base_ibl*(1.0-dielectricIblFresnel)+slab_glossy_ibl*dielectricIblColoredFresnel;let material_base_substrate_ibl: vec3f=mix(material_dielectric_gloss_ibl,slab_metal_ibl,base_metalness);let material_coated_base_ibl: vec3f=layer(material_base_substrate_ibl,slab_coat_ibl,coatIblFresnel,coatAbsorption,vec3f(1.0f));\n#ifdef FUZZ\nslab_fuzz_ibl*=min(vec3(specular_ambient_occlusion),ambient_occlusion);material_surface_ibl=layer(material_coated_base_ibl,slab_fuzz_ibl,fuzzIblFresnel*fuzz_weight,vec3f(1.0f),fuzz_color);\n#else\nmaterial_surface_ibl=material_coated_base_ibl;\n#endif\n#elif defined(REFRACTED_BACKGROUND)\nlet black=vec3f(0.0f);var slab_translucent_base_ibl: vec3f=vec3f(0.0f);\n#ifdef GEOMETRY_THIN_WALLED\n#ifdef SCATTERING\nlet forward_scattered_light: vec3f=slab_translucent_background.rgb*transmission_tint*volumeParams.multi_scatter_color;slab_translucent_base_ibl=mix(black,forward_scattered_light,0.5f+0.5f*volumeParams.anisotropy);\n#else\nslab_translucent_base_ibl=slab_translucent_background.rgb*transmission_tint;\n#endif\n#else\n#ifdef SCATTERING\nlet forward_scattered_light: vec3f=slab_translucent_background.rgb*volume_absorption;let iso_scattered_light: vec3f=(1.0f-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\nlet material_dielectric_base_ibl: vec3f=mix(black,slab_translucent_base_ibl.rgb,surface_translucency_weight);let material_dielectric_gloss_ibl: vec3f=material_dielectric_base_ibl*(baseGeoInfo.NdotV);let material_base_substrate_ibl: vec3f=mix(material_dielectric_gloss_ibl,black,base_metalness);let material_coated_base_ibl: vec3f=layer(material_base_substrate_ibl,black,coatIblFresnel,coatAbsorption,vec3f(1.0f));material_surface_ibl=material_coated_base_ibl;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrEnvironmentLightingWGSL = { name, shader };\n"]}
@@ -4,13 +4,13 @@ const name = "openpbrFuzzLayerData";
4
4
  const shader = `var fuzz_weight: f32=0.0f;var fuzz_color: vec3f=vec3f(1.0f);var fuzz_roughness: f32=0.0f;
5
5
  #ifdef FUZZ
6
6
  #ifdef FUZZ_WEIGHT
7
- let fuzzWeightFromTexture: vec4f=textureSample(fuzzWeightSampler,fuzzWeightSamplerSampler,fragmentInputs.vFuzzWeightUV+uvOffset);
7
+ let fuzzWeightFromTexture: vec4f=TEXRD(fuzzWeightSampler,fuzzWeightSamplerSampler,fragmentInputs.vFuzzWeightUV+uvOffset);
8
8
  #endif
9
9
  #ifdef FUZZ_COLOR
10
- var fuzzColorFromTexture: vec4f=textureSample(fuzzColorSampler,fuzzColorSamplerSampler,fragmentInputs.vFuzzColorUV+uvOffset);
10
+ var fuzzColorFromTexture: vec4f=TEXRD(fuzzColorSampler,fuzzColorSamplerSampler,fragmentInputs.vFuzzColorUV+uvOffset);
11
11
  #endif
12
12
  #ifdef FUZZ_ROUGHNESS
13
- let fuzzRoughnessFromTexture: vec4f=textureSample(fuzzRoughnessSampler,fuzzRoughnessSamplerSampler,fragmentInputs.vFuzzRoughnessUV+uvOffset);
13
+ let fuzzRoughnessFromTexture: vec4f=TEXRD(fuzzRoughnessSampler,fuzzRoughnessSamplerSampler,fragmentInputs.vFuzzRoughnessUV+uvOffset);
14
14
  #endif
15
15
  fuzz_color=uniforms.vFuzzColor.rgb;fuzz_weight=uniforms.vFuzzWeight;fuzz_roughness=uniforms.vFuzzRoughness;
16
16
  #ifdef FUZZ_WEIGHT
@@ -18,7 +18,7 @@ fuzz_weight*=fuzzWeightFromTexture.r;
18
18
  #endif
19
19
  #ifdef FUZZ_COLOR
20
20
  #ifdef FUZZ_COLOR_GAMMA
21
- fuzz_color*=toLinearSpace(fuzzColorFromTexture.rgb);
21
+ fuzz_color*=toLinearSpaceVec3(fuzzColorFromTexture.rgb);
22
22
  #else
23
23
  fuzz_color*=fuzzColorFromTexture.rgb;
24
24
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrFuzzLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrFuzzLayerData\";\nconst shader = `var fuzz_weight: f32=0.0f;var fuzz_color: vec3f=vec3f(1.0f);var fuzz_roughness: f32=0.0f;\n#ifdef FUZZ\n#ifdef FUZZ_WEIGHT\nlet fuzzWeightFromTexture: vec4f=textureSample(fuzzWeightSampler,fuzzWeightSamplerSampler,fragmentInputs.vFuzzWeightUV+uvOffset);\n#endif\n#ifdef FUZZ_COLOR\nvar fuzzColorFromTexture: vec4f=textureSample(fuzzColorSampler,fuzzColorSamplerSampler,fragmentInputs.vFuzzColorUV+uvOffset);\n#endif\n#ifdef FUZZ_ROUGHNESS\nlet fuzzRoughnessFromTexture: vec4f=textureSample(fuzzRoughnessSampler,fuzzRoughnessSamplerSampler,fragmentInputs.vFuzzRoughnessUV+uvOffset);\n#endif\nfuzz_color=uniforms.vFuzzColor.rgb;fuzz_weight=uniforms.vFuzzWeight;fuzz_roughness=uniforms.vFuzzRoughness;\n#ifdef FUZZ_WEIGHT\nfuzz_weight*=fuzzWeightFromTexture.r;\n#endif\n#ifdef FUZZ_COLOR\n#ifdef FUZZ_COLOR_GAMMA\nfuzz_color*=toLinearSpace(fuzzColorFromTexture.rgb);\n#else\nfuzz_color*=fuzzColorFromTexture.rgb;\n#endif\nfuzz_color*=uniforms.vFuzzColorInfos.y;\n#endif\n#if defined(FUZZ_ROUGHNESS) && defined(FUZZ_ROUGHNESS_FROM_TEXTURE_ALPHA)\nfuzz_roughness*=fuzzRoughnessFromTexture.a;\n#elif defined(FUZZ_ROUGHNESS)\nfuzz_roughness*=fuzzRoughnessFromTexture.r;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrFuzzLayerDataWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrFuzzLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrFuzzLayerData\";\nconst shader = `var fuzz_weight: f32=0.0f;var fuzz_color: vec3f=vec3f(1.0f);var fuzz_roughness: f32=0.0f;\n#ifdef FUZZ\n#ifdef FUZZ_WEIGHT\nlet fuzzWeightFromTexture: vec4f=TEXRD(fuzzWeightSampler,fuzzWeightSamplerSampler,fragmentInputs.vFuzzWeightUV+uvOffset);\n#endif\n#ifdef FUZZ_COLOR\nvar fuzzColorFromTexture: vec4f=TEXRD(fuzzColorSampler,fuzzColorSamplerSampler,fragmentInputs.vFuzzColorUV+uvOffset);\n#endif\n#ifdef FUZZ_ROUGHNESS\nlet fuzzRoughnessFromTexture: vec4f=TEXRD(fuzzRoughnessSampler,fuzzRoughnessSamplerSampler,fragmentInputs.vFuzzRoughnessUV+uvOffset);\n#endif\nfuzz_color=uniforms.vFuzzColor.rgb;fuzz_weight=uniforms.vFuzzWeight;fuzz_roughness=uniforms.vFuzzRoughness;\n#ifdef FUZZ_WEIGHT\nfuzz_weight*=fuzzWeightFromTexture.r;\n#endif\n#ifdef FUZZ_COLOR\n#ifdef FUZZ_COLOR_GAMMA\nfuzz_color*=toLinearSpaceVec3(fuzzColorFromTexture.rgb);\n#else\nfuzz_color*=fuzzColorFromTexture.rgb;\n#endif\nfuzz_color*=uniforms.vFuzzColorInfos.y;\n#endif\n#if defined(FUZZ_ROUGHNESS) && defined(FUZZ_ROUGHNESS_FROM_TEXTURE_ALPHA)\nfuzz_roughness*=fuzzRoughnessFromTexture.a;\n#elif defined(FUZZ_ROUGHNESS)\nfuzz_roughness*=fuzzRoughnessFromTexture.r;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrFuzzLayerDataWGSL = { name, shader };\n"]}
@@ -74,7 +74,7 @@ environmentIrradiance=environmentIrradianceFromTexture.rgb;
74
74
  environmentIrradiance.rgb=fromRGBD(environmentIrradianceFromTexture);
75
75
  #endif
76
76
  #ifdef GAMMAREFLECTION
77
- environmentIrradiance.rgb=toLinearSpace(environmentIrradiance.rgb);
77
+ environmentIrradiance.rgb=toLinearSpaceVec3(environmentIrradiance.rgb);
78
78
  #endif
79
79
  #ifdef USE_IRRADIANCE_DOMINANT_DIRECTION
80
80
  let Ls: vec3f=normalize(reflectionDominantDirection);let NoL: f32=dot(irradianceVector,Ls);let NoV: f32=dot(irradianceVector,irradianceView);var diffuseRoughnessTerm=vec3f(1.0f);
@@ -141,7 +141,7 @@ environmentRadiance=textureSampleLevel(reflectionSampler,reflectionSamplerSample
141
141
  environmentRadiance.rgb=fromRGBD(environmentRadiance);
142
142
  #endif
143
143
  #ifdef GAMMAREFLECTION
144
- environmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);
144
+ environmentRadiance.rgb=toLinearSpaceVec3(environmentRadiance.rgb);
145
145
  #endif
146
146
  environmentRadiance=vec4f(environmentRadiance.rgb*reflectionInfos.x,environmentRadiance.a);return environmentRadiance.rgb;}
147
147
  #if defined(ANISOTROPIC)
@@ -197,7 +197,7 @@ radianceSample=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,ref
197
197
  #ifdef RGBDREFLECTION
198
198
  accumulatedRadiance+=vec3f(sample_weight)*fromRGBD(radianceSample);
199
199
  #elif defined(GAMMAREFLECTION)
200
- accumulatedRadiance+=vec3f(sample_weight)*toLinearSpace(radianceSample.rgb);
200
+ accumulatedRadiance+=vec3f(sample_weight)*toLinearSpaceVec3(radianceSample.rgb);
201
201
  #else
202
202
  accumulatedRadiance+=vec3f(sample_weight)*radianceSample.rgb;
203
203
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrIblFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Nd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrIblFunctions\";\nconst shader = `#ifdef REFLECTION\nfn sampleIrradiance(\nsurfaceNormal: vec3f\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradianceSH: vec3f\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,iblMatrix: mat4x4f\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,irradianceSampler: texture_cube<f32>\n,irradianceSamplerSampler: sampler\n#else\n,irradianceSampler: texture_2d<f32>\n,irradianceSamplerSampler: sampler\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,reflectionDominantDirection: vec3f\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,reflectionFilteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>\n,icdfSamplerSampler: sampler\n#endif\n#endif\n,reflectionInfos: vec2f\n,viewDirectionW: vec3f\n,diffuseRoughness: f32\n,surfaceAlbedo: vec3f\n)->vec3f {var environmentIrradiance=vec3f(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\nvar irradianceVector=(iblMatrix*vec4f(surfaceNormal,0.0f)).xyz;var irradianceView=(iblMatrix*vec4f(viewDirectionW,0.0f)).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{let NdotV=max(dot(surfaceNormal,viewDirectionW),0.0f);irradianceVector=mix(irradianceVector,irradianceView,(0.5f*(1.0f-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,reflectionSamplerSampler,irradianceVector,reflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nlet environmentIrradianceFromTexture: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,irradianceVector);\n#else\nlet environmentIrradianceFromTexture: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,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\nlet Ls: vec3f=normalize(reflectionDominantDirection);let NoL: f32=dot(irradianceVector,Ls);let NoV: f32=dot(irradianceVector,irradianceView);var diffuseRoughnessTerm=vec3f(1.0f);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nlet LoV: f32=dot (Ls,irradianceView);let mag: f32=length(reflectionDominantDirection)*2.0f;let clampedAlbedo: vec3f=clamp(surfaceAlbedo,vec3f(0.1f),vec3f(1.0f));diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;diffuseRoughnessTerm=diffuseRoughnessTerm/clampedAlbedo;diffuseRoughnessTerm=mix(vec3f(1.0f),diffuseRoughnessTerm,sqrt(clamp(mag*NoV,0.0f,1.0f)));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nlet H: vec3f=(irradianceView+Ls)*0.5f;let VoH: f32=dot(irradianceView,H);diffuseRoughnessTerm=vec3f(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\nenvironmentIrradiance=environmentIrradiance.rgb*diffuseRoughnessTerm;\n#endif\n#endif\nenvironmentIrradiance*=reflectionInfos.x;return environmentIrradiance;}\n#ifdef REFLECTIONMAP_3D\nfn createReflectionCoords(vPositionW: vec3f,normalW: vec3f)->vec3f\n#else\nfn createReflectionCoords(vPositionW: vec3f,normalW: vec3f)->vec2f\n#endif\n{var reflectionVector: vec3f=computeReflectionCoords(vec4f(vPositionW,1.0f),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=reflectionVector;\n#else\nvar reflectionCoords: vec2f=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0f-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\nfn sampleRadiance(\nalphaG: f32\n,reflectionMicrosurfaceInfos: vec3f\n,reflectionInfos: vec2f\n,geoInfo: geometryInfoOutParams\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec3f\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec2f\n#endif\n#ifdef REALTIME_FILTERING\n,reflectionFilteringInfo: vec2f\n#endif\n)->vec3f {var environmentRadiance: vec4f=vec4f(0.f,0.f,0.f,0.f);\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(reflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*reflectionMicrosurfaceInfos.y+reflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4f(radiance(alphaG,reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionFilteringInfo),1.0f);\n#else\nenvironmentRadiance=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\nenvironmentRadiance=vec4f(environmentRadiance.rgb*reflectionInfos.x,environmentRadiance.a);return environmentRadiance.rgb;}\n#if defined(ANISOTROPIC)\nfn sampleRadianceAnisotropic(\nalphaG: f32\n,reflectionMicrosurfaceInfos: vec3f\n,reflectionInfos: vec2f\n,geoInfo: geometryInfoAnisoOutParams\n,normalW: vec3f\n,viewDirectionW: vec3f\n,positionW: vec3f\n,noise: vec3f\n,isRefraction: bool\n,ior: f32\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n#endif\n#ifdef REALTIME_FILTERING\n,reflectionFilteringInfo: vec2f\n#endif\n)->vec3f {var environmentRadiance: vec4f=vec4f(0.f,0.f,0.f,0.f);let alphaT=alphaG*sqrt(2.0f/(1.0f+(1.0f-geoInfo.anisotropy)*(1.0f-geoInfo.anisotropy)));let alphaB=(1.0f-geoInfo.anisotropy)*alphaT;let modifiedAlphaG=alphaB;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,modifiedAlphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(reflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,modifiedAlphaG);\n#endif\nreflectionLOD=reflectionLOD*reflectionMicrosurfaceInfos.y+reflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nvar view=(uniforms.reflectionMatrix*vec4f(viewDirectionW,0.0f)).xyz;var tangent=(uniforms.reflectionMatrix*vec4f(geoInfo.anisotropicTangent,0.0f)).xyz;var bitangent=(uniforms.reflectionMatrix*vec4f(geoInfo.anisotropicBitangent,0.0f)).xyz;var normal=(uniforms.reflectionMatrix*vec4f(normalW,0.0f)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nview.z*=-1.0f;tangent.z*=-1.0f;bitangent.z*=-1.0f;normal.z*=-1.0f;\n#endif\nenvironmentRadiance =\nvec4f(radianceAnisotropic(alphaT,alphaB,reflectionSampler,reflectionSamplerSampler,\nview,tangent,\nbitangent,normal,\nreflectionFilteringInfo,noise.xy,isRefraction,ior),\n1.0f);\n#else\nconst samples: i32=16;var radianceSample=vec4f(0.0);var accumulatedRadiance=vec3f(0.0);var reflectionCoords=vec3f(0.0);var sample_weight=0.0f;var total_weight=0.0f;let step=1.0f/f32(max(samples-1,1));for (var i: i32=0; i<samples; i++) {var t: f32=mix(-1.0,1.0,f32(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);var bentNormal: vec3f;if (t<0.0) {let blend: f32=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {let blend: f32=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=(uniforms.reflectionMatrix*vec4f(reflectionCoords,0.f)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionCoords.z*=-1.0f;\n#endif\nradianceSample=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#ifdef RGBDREFLECTION\naccumulatedRadiance+=vec3f(sample_weight)*fromRGBD(radianceSample);\n#elif defined(GAMMAREFLECTION)\naccumulatedRadiance+=vec3f(sample_weight)*toLinearSpace(radianceSample.rgb);\n#else\naccumulatedRadiance+=vec3f(sample_weight)*radianceSample.rgb;\n#endif\ntotal_weight+=sample_weight;}\nenvironmentRadiance=vec4f(accumulatedRadiance/vec3f(total_weight),1.0f);\n#endif\nenvironmentRadiance=vec4f(environmentRadiance.rgb*reflectionInfos.xxx,environmentRadiance.a);return environmentRadiance.rgb;}\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nfn computeDielectricIblFresnel(reflectance: ReflectanceParams,environmentBrdf: vec3f)->f32\n{let dielectricIblFresnel: f32=getReflectanceFromBRDFWithEnvLookup(vec3f(reflectance.F0),vec3f(reflectance.F90),environmentBrdf).r;let dielectricECF: f32=1.0+reflectance.F0*(1.0/environmentBrdf.y-1.0);return clamp(dielectricIblFresnel*dielectricECF,0.0,1.0);}\nfn computeConductorIblFresnel(reflectance: ReflectanceParams,environmentBrdf: vec3f)->vec3f\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nlet openPBRBrdf: vec3f=vec3f(environmentBrdf.xy,environmentBrdf.z/BRDF_Z_SCALE);let b: vec3f =getF82B(reflectance.coloredF0,reflectance.coloredF90);let E_F82: vec3f=getF82DirectionalAlbedo(reflectance.coloredF0,vec3f(1.0),b,openPBRBrdf);let F_avg: vec3f=getF82AverageFresnel(reflectance.coloredF0,b);let ECF: vec3f =vec3f(1.0)+F_avg*(vec3f(1.0)/openPBRBrdf.y-vec3f(1.0));return clamp(E_F82*ECF,vec3f(0.0),vec3f(1.0));\n#else\nreturn getReflectanceFromBRDFLookup(reflectance.coloredF0,reflectance.coloredF90,environmentBrdf);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrIblFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrIblFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Nd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrIblFunctions\";\nconst shader = `#ifdef REFLECTION\nfn sampleIrradiance(\nsurfaceNormal: vec3f\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradianceSH: vec3f\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,iblMatrix: mat4x4f\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,irradianceSampler: texture_cube<f32>\n,irradianceSamplerSampler: sampler\n#else\n,irradianceSampler: texture_2d<f32>\n,irradianceSamplerSampler: sampler\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,reflectionDominantDirection: vec3f\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,reflectionFilteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>\n,icdfSamplerSampler: sampler\n#endif\n#endif\n,reflectionInfos: vec2f\n,viewDirectionW: vec3f\n,diffuseRoughness: f32\n,surfaceAlbedo: vec3f\n)->vec3f {var environmentIrradiance=vec3f(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\nvar irradianceVector=(iblMatrix*vec4f(surfaceNormal,0.0f)).xyz;var irradianceView=(iblMatrix*vec4f(viewDirectionW,0.0f)).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{let NdotV=max(dot(surfaceNormal,viewDirectionW),0.0f);irradianceVector=mix(irradianceVector,irradianceView,(0.5f*(1.0f-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,reflectionSamplerSampler,irradianceVector,reflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nlet environmentIrradianceFromTexture: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,irradianceVector);\n#else\nlet environmentIrradianceFromTexture: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,reflectionCoords);\n#endif\nenvironmentIrradiance=environmentIrradianceFromTexture.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradianceFromTexture);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpaceVec3(environmentIrradiance.rgb);\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\nlet Ls: vec3f=normalize(reflectionDominantDirection);let NoL: f32=dot(irradianceVector,Ls);let NoV: f32=dot(irradianceVector,irradianceView);var diffuseRoughnessTerm=vec3f(1.0f);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nlet LoV: f32=dot (Ls,irradianceView);let mag: f32=length(reflectionDominantDirection)*2.0f;let clampedAlbedo: vec3f=clamp(surfaceAlbedo,vec3f(0.1f),vec3f(1.0f));diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;diffuseRoughnessTerm=diffuseRoughnessTerm/clampedAlbedo;diffuseRoughnessTerm=mix(vec3f(1.0f),diffuseRoughnessTerm,sqrt(clamp(mag*NoV,0.0f,1.0f)));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nlet H: vec3f=(irradianceView+Ls)*0.5f;let VoH: f32=dot(irradianceView,H);diffuseRoughnessTerm=vec3f(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\nenvironmentIrradiance=environmentIrradiance.rgb*diffuseRoughnessTerm;\n#endif\n#endif\nenvironmentIrradiance*=reflectionInfos.x;return environmentIrradiance;}\n#ifdef REFLECTIONMAP_3D\nfn createReflectionCoords(vPositionW: vec3f,normalW: vec3f)->vec3f\n#else\nfn createReflectionCoords(vPositionW: vec3f,normalW: vec3f)->vec2f\n#endif\n{var reflectionVector: vec3f=computeReflectionCoords(vec4f(vPositionW,1.0f),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=reflectionVector;\n#else\nvar reflectionCoords: vec2f=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0f-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\nfn sampleRadiance(\nalphaG: f32\n,reflectionMicrosurfaceInfos: vec3f\n,reflectionInfos: vec2f\n,geoInfo: geometryInfoOutParams\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec3f\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec2f\n#endif\n#ifdef REALTIME_FILTERING\n,reflectionFilteringInfo: vec2f\n#endif\n)->vec3f {var environmentRadiance: vec4f=vec4f(0.f,0.f,0.f,0.f);\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(reflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*reflectionMicrosurfaceInfos.y+reflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4f(radiance(alphaG,reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionFilteringInfo),1.0f);\n#else\nenvironmentRadiance=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpaceVec3(environmentRadiance.rgb);\n#endif\nenvironmentRadiance=vec4f(environmentRadiance.rgb*reflectionInfos.x,environmentRadiance.a);return environmentRadiance.rgb;}\n#if defined(ANISOTROPIC)\nfn sampleRadianceAnisotropic(\nalphaG: f32\n,reflectionMicrosurfaceInfos: vec3f\n,reflectionInfos: vec2f\n,geoInfo: geometryInfoAnisoOutParams\n,normalW: vec3f\n,viewDirectionW: vec3f\n,positionW: vec3f\n,noise: vec3f\n,isRefraction: bool\n,ior: f32\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n#endif\n#ifdef REALTIME_FILTERING\n,reflectionFilteringInfo: vec2f\n#endif\n)->vec3f {var environmentRadiance: vec4f=vec4f(0.f,0.f,0.f,0.f);let alphaT=alphaG*sqrt(2.0f/(1.0f+(1.0f-geoInfo.anisotropy)*(1.0f-geoInfo.anisotropy)));let alphaB=(1.0f-geoInfo.anisotropy)*alphaT;let modifiedAlphaG=alphaB;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,modifiedAlphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(reflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,modifiedAlphaG);\n#endif\nreflectionLOD=reflectionLOD*reflectionMicrosurfaceInfos.y+reflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nvar view=(uniforms.reflectionMatrix*vec4f(viewDirectionW,0.0f)).xyz;var tangent=(uniforms.reflectionMatrix*vec4f(geoInfo.anisotropicTangent,0.0f)).xyz;var bitangent=(uniforms.reflectionMatrix*vec4f(geoInfo.anisotropicBitangent,0.0f)).xyz;var normal=(uniforms.reflectionMatrix*vec4f(normalW,0.0f)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nview.z*=-1.0f;tangent.z*=-1.0f;bitangent.z*=-1.0f;normal.z*=-1.0f;\n#endif\nenvironmentRadiance =\nvec4f(radianceAnisotropic(alphaT,alphaB,reflectionSampler,reflectionSamplerSampler,\nview,tangent,\nbitangent,normal,\nreflectionFilteringInfo,noise.xy,isRefraction,ior),\n1.0f);\n#else\nconst samples: i32=16;var radianceSample=vec4f(0.0);var accumulatedRadiance=vec3f(0.0);var reflectionCoords=vec3f(0.0);var sample_weight=0.0f;var total_weight=0.0f;let step=1.0f/f32(max(samples-1,1));for (var i: i32=0; i<samples; i++) {var t: f32=mix(-1.0,1.0,f32(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);var bentNormal: vec3f;if (t<0.0) {let blend: f32=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {let blend: f32=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=(uniforms.reflectionMatrix*vec4f(reflectionCoords,0.f)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionCoords.z*=-1.0f;\n#endif\nradianceSample=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#ifdef RGBDREFLECTION\naccumulatedRadiance+=vec3f(sample_weight)*fromRGBD(radianceSample);\n#elif defined(GAMMAREFLECTION)\naccumulatedRadiance+=vec3f(sample_weight)*toLinearSpaceVec3(radianceSample.rgb);\n#else\naccumulatedRadiance+=vec3f(sample_weight)*radianceSample.rgb;\n#endif\ntotal_weight+=sample_weight;}\nenvironmentRadiance=vec4f(accumulatedRadiance/vec3f(total_weight),1.0f);\n#endif\nenvironmentRadiance=vec4f(environmentRadiance.rgb*reflectionInfos.xxx,environmentRadiance.a);return environmentRadiance.rgb;}\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nfn computeDielectricIblFresnel(reflectance: ReflectanceParams,environmentBrdf: vec3f)->f32\n{let dielectricIblFresnel: f32=getReflectanceFromBRDFWithEnvLookup(vec3f(reflectance.F0),vec3f(reflectance.F90),environmentBrdf).r;let dielectricECF: f32=1.0+reflectance.F0*(1.0/environmentBrdf.y-1.0);return clamp(dielectricIblFresnel*dielectricECF,0.0,1.0);}\nfn computeConductorIblFresnel(reflectance: ReflectanceParams,environmentBrdf: vec3f)->vec3f\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nlet openPBRBrdf: vec3f=vec3f(environmentBrdf.xy,environmentBrdf.z/BRDF_Z_SCALE);let b: vec3f =getF82B(reflectance.coloredF0,reflectance.coloredF90);let E_F82: vec3f=getF82DirectionalAlbedo(reflectance.coloredF0,vec3f(1.0),b,openPBRBrdf);let F_avg: vec3f=getF82AverageFresnel(reflectance.coloredF0,b);let ECF: vec3f =vec3f(1.0)+F_avg*(vec3f(1.0)/openPBRBrdf.y-vec3f(1.0));return clamp(E_F82*ECF,vec3f(0.0),vec3f(1.0));\n#else\nreturn getReflectanceFromBRDFLookup(reflectance.coloredF0,reflectance.coloredF90,environmentBrdf);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrIblFunctionsWGSL = { name, shader };\n"]}
@@ -36,16 +36,16 @@ var invTBN: mat3x3f=transposeMat3(TBN);
36
36
  var detailColor: vec4f=textureSample(detailSampler,detailSamplerSampler,fragmentInputs.vDetailUV+uvOffset);var detailNormalRG: vec2f=detailColor.wy*2.0-1.0;var detailNormalB: f32=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));var detailNormal: vec3f= vec3f(detailNormalRG,detailNormalB);
37
37
  #endif
38
38
  #ifdef GEOMETRY_COAT_NORMAL
39
- coatNormalW=perturbNormal(TBN,textureSample(geometryCoatNormalSampler,geometryCoatNormalSamplerSampler,fragmentInputs.vGeometryCoatNormalUV+uvOffset).xyz,uniforms.vGeometryCoatNormalInfos.y);
39
+ coatNormalW=perturbNormal(TBN,TEXRD(geometryCoatNormalSampler,geometryCoatNormalSamplerSampler,fragmentInputs.vGeometryCoatNormalUV+uvOffset).xyz,uniforms.vGeometryCoatNormalInfos.y);
40
40
  #endif
41
41
  #ifdef GEOMETRY_NORMAL
42
42
  #ifdef OBJECTSPACE_NORMALMAP
43
43
  #define CUSTOM_FRAGMENT_BUMP_FRAGMENT
44
- normalW=normalize(textureSample(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV).xyz *2.0-1.0);normalW=normalize(mat3x3f(uniforms.normalMatrix[0].xyz,uniforms.normalMatrix[1].xyz,uniforms.normalMatrix[2].xyz)*normalW);
44
+ normalW=normalize(TEXRD(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV).xyz *2.0-1.0);normalW=normalize(mat3x3f(uniforms.normalMatrix[0].xyz,uniforms.normalMatrix[1].xyz,uniforms.normalMatrix[2].xyz)*normalW);
45
45
  #elif !defined(DETAIL)
46
- normalW=perturbNormal(TBN,textureSample(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV+uvOffset).xyz,uniforms.vGeometryNormalInfos.y);
46
+ normalW=perturbNormal(TBN,TEXRD(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV+uvOffset).xyz,uniforms.vGeometryNormalInfos.y);
47
47
  #else
48
- var sampledNormal: vec3f=textureSample(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV+uvOffset).xyz*2.0-1.0;
48
+ var sampledNormal: vec3f=TEXRD(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV+uvOffset).xyz*2.0-1.0;
49
49
  #if DETAIL_NORMALBLENDMETHOD==0
50
50
  detailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);var blendedNormal: vec3f=normalize( vec3f(sampledNormal.xy+detailNormal.xy,sampledNormal.z*detailNormal.z));
51
51
  #elif DETAIL_NORMALBLENDMETHOD==1
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrNormalMapFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuDd,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,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrNormalMapFragment\";\nconst shader = `var uvOffset: vec2f= vec2f(0.0,0.0);\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nvar normalScale: f32=1.0;\n#elif defined(GEOMETRY_NORMAL)\nvar normalScale: f32=uniforms.vGeometryNormalInfos.y;\n#else\nvar normalScale: f32=1.0;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nvar TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2); \n#elif defined(GEOMETRY_NORMAL)\nvar TBNUV: vec2f=select(-fragmentInputs.vGeometryNormalUV,fragmentInputs.vGeometryNormalUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV,uniforms.vTangentSpaceParams);\n#elif defined(GEOMETRY_COAT_NORMAL)\nvar TBNUV: vec2f=select(-fragmentInputs.vGeometryCoatNormalUV,fragmentInputs.vGeometryCoatNormalUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV,uniforms.vTangentSpaceParams);\n#else\nvar TBNUV: vec2f=select(-fragmentInputs.vDetailUV,fragmentInputs.vDetailUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV, vec2f(1.,1.));\n#endif\n#elif defined(ANISOTROPIC) || defined(FUZZ)\n#if defined(TANGENT) && defined(NORMAL)\nvar TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2);\n#else\nvar TBNUV: vec2f=select( -fragmentInputs.vMainUV1,fragmentInputs.vMainUV1,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW,input.vPositionW,TBNUV, vec2f(1.,1.));\n#endif\n#endif\n#ifdef PARALLAX\nvar invTBN: mat3x3f=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\n#else\n#endif\n#endif\n#ifdef DETAIL\nvar detailColor: vec4f=textureSample(detailSampler,detailSamplerSampler,fragmentInputs.vDetailUV+uvOffset);var detailNormalRG: vec2f=detailColor.wy*2.0-1.0;var detailNormalB: f32=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));var detailNormal: vec3f= vec3f(detailNormalRG,detailNormalB);\n#endif\n#ifdef GEOMETRY_COAT_NORMAL\ncoatNormalW=perturbNormal(TBN,textureSample(geometryCoatNormalSampler,geometryCoatNormalSamplerSampler,fragmentInputs.vGeometryCoatNormalUV+uvOffset).xyz,uniforms.vGeometryCoatNormalInfos.y);\n#endif\n#ifdef GEOMETRY_NORMAL\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(textureSample(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV).xyz *2.0-1.0);normalW=normalize(mat3x3f(uniforms.normalMatrix[0].xyz,uniforms.normalMatrix[1].xyz,uniforms.normalMatrix[2].xyz)*normalW);\n#elif !defined(DETAIL)\nnormalW=perturbNormal(TBN,textureSample(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV+uvOffset).xyz,uniforms.vGeometryNormalInfos.y);\n#else\nvar sampledNormal: vec3f=textureSample(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV+uvOffset).xyz*2.0-1.0;\n#if DETAIL_NORMALBLENDMETHOD==0 \ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);var blendedNormal: vec3f=normalize( vec3f(sampledNormal.xy+detailNormal.xy,sampledNormal.z*detailNormal.z));\n#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);sampledNormal+= vec3f(0.0,0.0,1.0);detailNormal*= vec3f(-1.0,-1.0,1.0);var blendedNormal: vec3f=sampledNormal*dot(sampledNormal,detailNormal)/sampledNormal.z-detailNormal;\n#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,uniforms.vGeometryNormalInfos.y);\n#endif\n#elif defined(DETAIL)\ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);normalW=perturbNormalBase(TBN,detailNormal,uniforms.vDetailInfos.z);\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapFragmentWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrNormalMapFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuDd,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,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrNormalMapFragment\";\nconst shader = `var uvOffset: vec2f= vec2f(0.0,0.0);\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nvar normalScale: f32=1.0;\n#elif defined(GEOMETRY_NORMAL)\nvar normalScale: f32=uniforms.vGeometryNormalInfos.y;\n#else\nvar normalScale: f32=1.0;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nvar TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2); \n#elif defined(GEOMETRY_NORMAL)\nvar TBNUV: vec2f=select(-fragmentInputs.vGeometryNormalUV,fragmentInputs.vGeometryNormalUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV,uniforms.vTangentSpaceParams);\n#elif defined(GEOMETRY_COAT_NORMAL)\nvar TBNUV: vec2f=select(-fragmentInputs.vGeometryCoatNormalUV,fragmentInputs.vGeometryCoatNormalUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV,uniforms.vTangentSpaceParams);\n#else\nvar TBNUV: vec2f=select(-fragmentInputs.vDetailUV,fragmentInputs.vDetailUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV, vec2f(1.,1.));\n#endif\n#elif defined(ANISOTROPIC) || defined(FUZZ)\n#if defined(TANGENT) && defined(NORMAL)\nvar TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2);\n#else\nvar TBNUV: vec2f=select( -fragmentInputs.vMainUV1,fragmentInputs.vMainUV1,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW,input.vPositionW,TBNUV, vec2f(1.,1.));\n#endif\n#endif\n#ifdef PARALLAX\nvar invTBN: mat3x3f=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\n#else\n#endif\n#endif\n#ifdef DETAIL\nvar detailColor: vec4f=textureSample(detailSampler,detailSamplerSampler,fragmentInputs.vDetailUV+uvOffset);var detailNormalRG: vec2f=detailColor.wy*2.0-1.0;var detailNormalB: f32=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));var detailNormal: vec3f= vec3f(detailNormalRG,detailNormalB);\n#endif\n#ifdef GEOMETRY_COAT_NORMAL\ncoatNormalW=perturbNormal(TBN,TEXRD(geometryCoatNormalSampler,geometryCoatNormalSamplerSampler,fragmentInputs.vGeometryCoatNormalUV+uvOffset).xyz,uniforms.vGeometryCoatNormalInfos.y);\n#endif\n#ifdef GEOMETRY_NORMAL\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(TEXRD(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV).xyz *2.0-1.0);normalW=normalize(mat3x3f(uniforms.normalMatrix[0].xyz,uniforms.normalMatrix[1].xyz,uniforms.normalMatrix[2].xyz)*normalW);\n#elif !defined(DETAIL)\nnormalW=perturbNormal(TBN,TEXRD(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV+uvOffset).xyz,uniforms.vGeometryNormalInfos.y);\n#else\nvar sampledNormal: vec3f=TEXRD(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV+uvOffset).xyz*2.0-1.0;\n#if DETAIL_NORMALBLENDMETHOD==0 \ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);var blendedNormal: vec3f=normalize( vec3f(sampledNormal.xy+detailNormal.xy,sampledNormal.z*detailNormal.z));\n#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);sampledNormal+= vec3f(0.0,0.0,1.0);detailNormal*= vec3f(-1.0,-1.0,1.0);var blendedNormal: vec3f=sampledNormal*dot(sampledNormal,detailNormal)/sampledNormal.z-detailNormal;\n#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,uniforms.vGeometryNormalInfos.y);\n#endif\n#elif defined(DETAIL)\ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);normalW=perturbNormalBase(TBN,detailNormal,uniforms.vDetailInfos.z);\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrNormalMapFragmentWGSL = { name, shader };\n"]}
@@ -3,17 +3,21 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "openpbrSubsurfaceLayerData";
4
4
  const shader = `var subsurface_weight: f32=uniforms.vSubsurfaceWeight;var subsurface_color: vec3f=uniforms.vSubsurfaceColor.rgb;var subsurface_radius: f32=uniforms.vSubsurfaceRadius;var subsurface_radius_scale: vec3f=uniforms.vSubsurfaceRadiusScale;var subsurface_scatter_anisotropy: f32=clamp(uniforms.vSubsurfaceScatterAnisotropy,-0.9999f,0.9999f);
5
5
  #ifdef SUBSURFACE_WEIGHT
6
- let subsurfaceWeightFromTexture: vec4f=textureSample(subsurfaceWeightSampler,subsurfaceWeightSamplerSampler,fragmentInputs.vSubsurfaceWeightUV+uvOffset);
6
+ let subsurfaceWeightFromTexture: vec4f=TEXRD(subsurfaceWeightSampler,subsurfaceWeightSamplerSampler,fragmentInputs.vSubsurfaceWeightUV+uvOffset);
7
7
  #endif
8
8
  #ifdef SUBSURFACE_COLOR
9
- let subsurfaceColorFromTexture: vec4f=textureSample(subsurfaceColorSampler,subsurfaceColorSamplerSampler,fragmentInputs.vSubsurfaceColorUV+uvOffset);
9
+ let subsurfaceColorFromTexture: vec4f=TEXRD(subsurfaceColorSampler,subsurfaceColorSamplerSampler,fragmentInputs.vSubsurfaceColorUV+uvOffset);
10
10
  #endif
11
11
  #ifdef SUBSURFACE_RADIUS_SCALE
12
- let subsurfaceRadiusScaleFromTexture: vec4f=textureSample(subsurfaceRadiusScaleSampler,subsurfaceRadiusScaleSamplerSampler,fragmentInputs.vSubsurfaceRadiusScaleUV+uvOffset);
12
+ let subsurfaceRadiusScaleFromTexture: vec4f=TEXRD(subsurfaceRadiusScaleSampler,subsurfaceRadiusScaleSamplerSampler,fragmentInputs.vSubsurfaceRadiusScaleUV+uvOffset);
13
13
  #endif
14
14
  #ifdef SUBSURFACE_WEIGHT
15
+ #ifdef SUBSURFACE_WEIGHT_FROM_TEXTURE_ALPHA
16
+ subsurface_weight*=subsurfaceWeightFromTexture.a;
17
+ #else
15
18
  subsurface_weight*=subsurfaceWeightFromTexture.r;
16
19
  #endif
20
+ #endif
17
21
  #ifdef SUBSURFACE_COLOR
18
22
  #ifdef SUBSURFACE_COLOR_GAMMA
19
23
  subsurface_color*=toLinearSpaceVec3(subsurfaceColorFromTexture.rgb);
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrSubsurfaceLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,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,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrSubsurfaceLayerData\";\nconst shader = `var subsurface_weight: f32=uniforms.vSubsurfaceWeight;var subsurface_color: vec3f=uniforms.vSubsurfaceColor.rgb;var subsurface_radius: f32=uniforms.vSubsurfaceRadius;var subsurface_radius_scale: vec3f=uniforms.vSubsurfaceRadiusScale;var subsurface_scatter_anisotropy: f32=clamp(uniforms.vSubsurfaceScatterAnisotropy,-0.9999f,0.9999f);\n#ifdef SUBSURFACE_WEIGHT\nlet subsurfaceWeightFromTexture: vec4f=textureSample(subsurfaceWeightSampler,subsurfaceWeightSamplerSampler,fragmentInputs.vSubsurfaceWeightUV+uvOffset);\n#endif\n#ifdef SUBSURFACE_COLOR\nlet subsurfaceColorFromTexture: vec4f=textureSample(subsurfaceColorSampler,subsurfaceColorSamplerSampler,fragmentInputs.vSubsurfaceColorUV+uvOffset);\n#endif\n#ifdef SUBSURFACE_RADIUS_SCALE\nlet subsurfaceRadiusScaleFromTexture: vec4f=textureSample(subsurfaceRadiusScaleSampler,subsurfaceRadiusScaleSamplerSampler,fragmentInputs.vSubsurfaceRadiusScaleUV+uvOffset);\n#endif\n#ifdef SUBSURFACE_WEIGHT\nsubsurface_weight*=subsurfaceWeightFromTexture.r;\n#endif\n#ifdef SUBSURFACE_COLOR\n#ifdef SUBSURFACE_COLOR_GAMMA\nsubsurface_color*=toLinearSpaceVec3(subsurfaceColorFromTexture.rgb);\n#else\nsubsurface_color*=subsurfaceColorFromTexture.rgb;\n#endif\nsubsurface_color*=uniforms.vSubsurfaceColorInfos.y;\n#endif\n#ifdef SUBSURFACE_RADIUS_SCALE\nsubsurface_radius_scale*=subsurfaceRadiusScaleFromTexture.rgb;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrSubsurfaceLayerDataWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrSubsurfaceLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrSubsurfaceLayerData\";\nconst shader = `var subsurface_weight: f32=uniforms.vSubsurfaceWeight;var subsurface_color: vec3f=uniforms.vSubsurfaceColor.rgb;var subsurface_radius: f32=uniforms.vSubsurfaceRadius;var subsurface_radius_scale: vec3f=uniforms.vSubsurfaceRadiusScale;var subsurface_scatter_anisotropy: f32=clamp(uniforms.vSubsurfaceScatterAnisotropy,-0.9999f,0.9999f);\n#ifdef SUBSURFACE_WEIGHT\nlet subsurfaceWeightFromTexture: vec4f=TEXRD(subsurfaceWeightSampler,subsurfaceWeightSamplerSampler,fragmentInputs.vSubsurfaceWeightUV+uvOffset);\n#endif\n#ifdef SUBSURFACE_COLOR\nlet subsurfaceColorFromTexture: vec4f=TEXRD(subsurfaceColorSampler,subsurfaceColorSamplerSampler,fragmentInputs.vSubsurfaceColorUV+uvOffset);\n#endif\n#ifdef SUBSURFACE_RADIUS_SCALE\nlet subsurfaceRadiusScaleFromTexture: vec4f=TEXRD(subsurfaceRadiusScaleSampler,subsurfaceRadiusScaleSamplerSampler,fragmentInputs.vSubsurfaceRadiusScaleUV+uvOffset);\n#endif\n#ifdef SUBSURFACE_WEIGHT\n#ifdef SUBSURFACE_WEIGHT_FROM_TEXTURE_ALPHA\nsubsurface_weight*=subsurfaceWeightFromTexture.a;\n#else\nsubsurface_weight*=subsurfaceWeightFromTexture.r;\n#endif\n#endif\n#ifdef SUBSURFACE_COLOR\n#ifdef SUBSURFACE_COLOR_GAMMA\nsubsurface_color*=toLinearSpaceVec3(subsurfaceColorFromTexture.rgb);\n#else\nsubsurface_color*=subsurfaceColorFromTexture.rgb;\n#endif\nsubsurface_color*=uniforms.vSubsurfaceColorInfos.y;\n#endif\n#ifdef SUBSURFACE_RADIUS_SCALE\nsubsurface_radius_scale*=subsurfaceRadiusScaleFromTexture.rgb;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrSubsurfaceLayerDataWGSL = { name, shader };\n"]}
@@ -5,10 +5,10 @@ const shader = `#ifdef THIN_FILM
5
5
  var thin_film_weight: f32=uniforms.vThinFilmWeight;var thin_film_thickness: f32=uniforms.vThinFilmThickness.r*1000.0f;
6
6
  var thin_film_ior: f32=uniforms.vThinFilmIor;
7
7
  #ifdef THIN_FILM_WEIGHT
8
- var thinFilmWeightFromTexture: f32=textureSample(thinFilmWeightSampler,thinFilmWeightSamplerSampler,fragmentInputs.vThinFilmWeightUV+uvOffset).r*uniforms.vThinFilmWeightInfos.y;
8
+ var thinFilmWeightFromTexture: f32=TEXRD(thinFilmWeightSampler,thinFilmWeightSamplerSampler,fragmentInputs.vThinFilmWeightUV+uvOffset).r*uniforms.vThinFilmWeightInfos.y;
9
9
  #endif
10
10
  #ifdef THIN_FILM_THICKNESS
11
- var thinFilmThicknessFromTexture: f32=textureSample(thinFilmThicknessSampler,thinFilmThicknessSamplerSampler,fragmentInputs.vThinFilmThicknessUV+uvOffset).g*uniforms.vThinFilmThicknessInfos.y;
11
+ var thinFilmThicknessFromTexture: f32=TEXRD(thinFilmThicknessSampler,thinFilmThicknessSamplerSampler,fragmentInputs.vThinFilmThicknessUV+uvOffset).g*uniforms.vThinFilmThicknessInfos.y;
12
12
  #endif
13
13
  #ifdef THIN_FILM_WEIGHT
14
14
  thin_film_weight*=thinFilmWeightFromTexture;
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrThinFilmLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;CAiBd,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,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrThinFilmLayerData\";\nconst shader = `#ifdef THIN_FILM\nvar thin_film_weight: f32=uniforms.vThinFilmWeight;var thin_film_thickness: f32=uniforms.vThinFilmThickness.r*1000.0f; \nvar thin_film_ior: f32=uniforms.vThinFilmIor;\n#ifdef THIN_FILM_WEIGHT\nvar thinFilmWeightFromTexture: f32=textureSample(thinFilmWeightSampler,thinFilmWeightSamplerSampler,fragmentInputs.vThinFilmWeightUV+uvOffset).r*uniforms.vThinFilmWeightInfos.y;\n#endif\n#ifdef THIN_FILM_THICKNESS\nvar thinFilmThicknessFromTexture: f32=textureSample(thinFilmThicknessSampler,thinFilmThicknessSamplerSampler,fragmentInputs.vThinFilmThicknessUV+uvOffset).g*uniforms.vThinFilmThicknessInfos.y;\n#endif\n#ifdef THIN_FILM_WEIGHT\nthin_film_weight*=thinFilmWeightFromTexture;\n#endif\n#ifdef THIN_FILM_THICKNESS\nthin_film_thickness*=thinFilmThicknessFromTexture;\n#endif\nlet thin_film_ior_scale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrThinFilmLayerDataWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrThinFilmLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;CAiBd,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,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrThinFilmLayerData\";\nconst shader = `#ifdef THIN_FILM\nvar thin_film_weight: f32=uniforms.vThinFilmWeight;var thin_film_thickness: f32=uniforms.vThinFilmThickness.r*1000.0f; \nvar thin_film_ior: f32=uniforms.vThinFilmIor;\n#ifdef THIN_FILM_WEIGHT\nvar thinFilmWeightFromTexture: f32=TEXRD(thinFilmWeightSampler,thinFilmWeightSamplerSampler,fragmentInputs.vThinFilmWeightUV+uvOffset).r*uniforms.vThinFilmWeightInfos.y;\n#endif\n#ifdef THIN_FILM_THICKNESS\nvar thinFilmThicknessFromTexture: f32=TEXRD(thinFilmThicknessSampler,thinFilmThicknessSamplerSampler,fragmentInputs.vThinFilmThicknessUV+uvOffset).g*uniforms.vThinFilmThicknessInfos.y;\n#endif\n#ifdef THIN_FILM_WEIGHT\nthin_film_weight*=thinFilmWeightFromTexture;\n#endif\n#ifdef THIN_FILM_THICKNESS\nthin_film_thickness*=thinFilmThicknessFromTexture;\n#endif\nlet thin_film_ior_scale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrThinFilmLayerDataWGSL = { name, shader };\n"]}
@@ -3,26 +3,26 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "openpbrTransmissionLayerData";
4
4
  const shader = `var transmission_weight: f32=uniforms.vTransmissionWeight;var transmission_color: vec3f=uniforms.vTransmissionColor.rgb;var transmission_depth: f32=uniforms.vTransmissionDepth;var transmission_scatter: vec3f=uniforms.vTransmissionScatter.rgb;var transmission_scatter_anisotropy: f32=clamp(uniforms.vTransmissionScatterAnisotropy,-0.9999f,0.9999f);var transmission_dispersion_scale: f32=uniforms.vTransmissionDispersionScale;var transmission_dispersion_abbe_number: f32=uniforms.vTransmissionDispersionAbbeNumber;
5
5
  #ifdef TRANSMISSION_WEIGHT
6
- let transmissionWeightFromTexture: vec4f=textureSample(transmissionWeightSampler,transmissionWeightSamplerSampler,fragmentInputs.vTransmissionWeightUV+uvOffset);
6
+ let transmissionWeightFromTexture: vec4f=TEXRD(transmissionWeightSampler,transmissionWeightSamplerSampler,fragmentInputs.vTransmissionWeightUV+uvOffset);
7
7
  #endif
8
8
  #ifdef TRANSMISSION_COLOR
9
- let transmissionColorFromTexture: vec4f=textureSample(transmissionColorSampler,transmissionColorSamplerSampler,fragmentInputs.vTransmissionColorUV+uvOffset);
9
+ let transmissionColorFromTexture: vec4f=TEXRD(transmissionColorSampler,transmissionColorSamplerSampler,fragmentInputs.vTransmissionColorUV+uvOffset);
10
10
  #endif
11
11
  #ifdef TRANSMISSION_DEPTH
12
- let transmissionDepthFromTexture: vec4f=textureSample(transmissionDepthSampler,transmissionDepthSamplerSampler,fragmentInputs.vTransmissionDepthUV+uvOffset);
12
+ let transmissionDepthFromTexture: vec4f=TEXRD(transmissionDepthSampler,transmissionDepthSamplerSampler,fragmentInputs.vTransmissionDepthUV+uvOffset);
13
13
  #endif
14
14
  #ifdef TRANSMISSION_SCATTER
15
- let transmissionScatterFromTexture: vec4f=textureSample(transmissionScatterSampler,transmissionScatterSamplerSampler,fragmentInputs.vTransmissionScatterUV+uvOffset);
15
+ let transmissionScatterFromTexture: vec4f=TEXRD(transmissionScatterSampler,transmissionScatterSamplerSampler,fragmentInputs.vTransmissionScatterUV+uvOffset);
16
16
  #endif
17
17
  #ifdef TRANSMISSION_DISPERSION_SCALE
18
- let transmissionDispersionScaleFromTexture: vec4f=textureSample(transmissionDispersionScaleSampler,transmissionDispersionScaleSamplerSampler,fragmentInputs.vTransmissionDispersionScaleUV+uvOffset);
18
+ let transmissionDispersionScaleFromTexture: vec4f=TEXRD(transmissionDispersionScaleSampler,transmissionDispersionScaleSamplerSampler,fragmentInputs.vTransmissionDispersionScaleUV+uvOffset);
19
19
  #endif
20
20
  #ifdef TRANSMISSION_WEIGHT
21
21
  transmission_weight*=transmissionWeightFromTexture.r;
22
22
  #endif
23
23
  #ifdef TRANSMISSION_COLOR
24
24
  #ifdef TRANSMISSION_COLOR_GAMMA
25
- transmission_color*=toLinearSpace(transmissionColorFromTexture.rgb);
25
+ transmission_color*=toLinearSpaceVec3(transmissionColorFromTexture.rgb);
26
26
  #else
27
27
  transmission_color*=transmissionColorFromTexture.rgb;
28
28
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrTransmissionLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoCd,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,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrTransmissionLayerData\";\nconst shader = `var transmission_weight: f32=uniforms.vTransmissionWeight;var transmission_color: vec3f=uniforms.vTransmissionColor.rgb;var transmission_depth: f32=uniforms.vTransmissionDepth;var transmission_scatter: vec3f=uniforms.vTransmissionScatter.rgb;var transmission_scatter_anisotropy: f32=clamp(uniforms.vTransmissionScatterAnisotropy,-0.9999f,0.9999f);var transmission_dispersion_scale: f32=uniforms.vTransmissionDispersionScale;var transmission_dispersion_abbe_number: f32=uniforms.vTransmissionDispersionAbbeNumber;\n#ifdef TRANSMISSION_WEIGHT\nlet transmissionWeightFromTexture: vec4f=textureSample(transmissionWeightSampler,transmissionWeightSamplerSampler,fragmentInputs.vTransmissionWeightUV+uvOffset);\n#endif\n#ifdef TRANSMISSION_COLOR\nlet transmissionColorFromTexture: vec4f=textureSample(transmissionColorSampler,transmissionColorSamplerSampler,fragmentInputs.vTransmissionColorUV+uvOffset);\n#endif\n#ifdef TRANSMISSION_DEPTH\nlet transmissionDepthFromTexture: vec4f=textureSample(transmissionDepthSampler,transmissionDepthSamplerSampler,fragmentInputs.vTransmissionDepthUV+uvOffset);\n#endif\n#ifdef TRANSMISSION_SCATTER\nlet transmissionScatterFromTexture: vec4f=textureSample(transmissionScatterSampler,transmissionScatterSamplerSampler,fragmentInputs.vTransmissionScatterUV+uvOffset);\n#endif\n#ifdef TRANSMISSION_DISPERSION_SCALE\nlet transmissionDispersionScaleFromTexture: vec4f=textureSample(transmissionDispersionScaleSampler,transmissionDispersionScaleSamplerSampler,fragmentInputs.vTransmissionDispersionScaleUV+uvOffset);\n#endif\n#ifdef TRANSMISSION_WEIGHT\ntransmission_weight*=transmissionWeightFromTexture.r;\n#endif\n#ifdef TRANSMISSION_COLOR\n#ifdef TRANSMISSION_COLOR_GAMMA\ntransmission_color*=toLinearSpace(transmissionColorFromTexture.rgb);\n#else\ntransmission_color*=transmissionColorFromTexture.rgb;\n#endif\ntransmission_color*=uniforms.vTransmissionColorInfos.y;\n#endif\n#ifdef TRANSMISSION_DEPTH\ntransmission_depth*=transmissionDepthFromTexture.r;\n#endif\n#ifdef TRANSMISSION_SCATTER\ntransmission_scatter*=transmissionScatterFromTexture.rgb;\n#endif\n#ifdef TRANSMISSION_DISPERSION_SCALE\ntransmission_dispersion_scale*=transmissionDispersionScaleFromTexture.r;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrTransmissionLayerDataWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrTransmissionLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoCd,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,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrTransmissionLayerData\";\nconst shader = `var transmission_weight: f32=uniforms.vTransmissionWeight;var transmission_color: vec3f=uniforms.vTransmissionColor.rgb;var transmission_depth: f32=uniforms.vTransmissionDepth;var transmission_scatter: vec3f=uniforms.vTransmissionScatter.rgb;var transmission_scatter_anisotropy: f32=clamp(uniforms.vTransmissionScatterAnisotropy,-0.9999f,0.9999f);var transmission_dispersion_scale: f32=uniforms.vTransmissionDispersionScale;var transmission_dispersion_abbe_number: f32=uniforms.vTransmissionDispersionAbbeNumber;\n#ifdef TRANSMISSION_WEIGHT\nlet transmissionWeightFromTexture: vec4f=TEXRD(transmissionWeightSampler,transmissionWeightSamplerSampler,fragmentInputs.vTransmissionWeightUV+uvOffset);\n#endif\n#ifdef TRANSMISSION_COLOR\nlet transmissionColorFromTexture: vec4f=TEXRD(transmissionColorSampler,transmissionColorSamplerSampler,fragmentInputs.vTransmissionColorUV+uvOffset);\n#endif\n#ifdef TRANSMISSION_DEPTH\nlet transmissionDepthFromTexture: vec4f=TEXRD(transmissionDepthSampler,transmissionDepthSamplerSampler,fragmentInputs.vTransmissionDepthUV+uvOffset);\n#endif\n#ifdef TRANSMISSION_SCATTER\nlet transmissionScatterFromTexture: vec4f=TEXRD(transmissionScatterSampler,transmissionScatterSamplerSampler,fragmentInputs.vTransmissionScatterUV+uvOffset);\n#endif\n#ifdef TRANSMISSION_DISPERSION_SCALE\nlet transmissionDispersionScaleFromTexture: vec4f=TEXRD(transmissionDispersionScaleSampler,transmissionDispersionScaleSamplerSampler,fragmentInputs.vTransmissionDispersionScaleUV+uvOffset);\n#endif\n#ifdef TRANSMISSION_WEIGHT\ntransmission_weight*=transmissionWeightFromTexture.r;\n#endif\n#ifdef TRANSMISSION_COLOR\n#ifdef TRANSMISSION_COLOR_GAMMA\ntransmission_color*=toLinearSpaceVec3(transmissionColorFromTexture.rgb);\n#else\ntransmission_color*=transmissionColorFromTexture.rgb;\n#endif\ntransmission_color*=uniforms.vTransmissionColorInfos.y;\n#endif\n#ifdef TRANSMISSION_DEPTH\ntransmission_depth*=transmissionDepthFromTexture.r;\n#endif\n#ifdef TRANSMISSION_SCATTER\ntransmission_scatter*=transmissionScatterFromTexture.rgb;\n#endif\n#ifdef TRANSMISSION_DISPERSION_SCALE\ntransmission_dispersion_scale*=transmissionDispersionScaleFromTexture.r;\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrTransmissionLayerDataWGSL = { name, shader };\n"]}
@@ -3,7 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  import "./sceneUboDeclaration.js";
4
4
  import "./meshUboDeclaration.js";
5
5
  const name = "openpbrUboDeclaration";
6
- const shader = `uniform vTangentSpaceParams: vec2f;uniform vLightingIntensity: vec4f;uniform pointSize: f32;uniform vDebugMode: vec2f;uniform renderTargetSize: vec2f;uniform cameraInfo: vec4f;uniform backgroundRefractionMatrix: mat4x4f;uniform vBackgroundRefractionInfos: vec3f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionDominantDirection: vec3f;uniform vReflectionColor: vec3f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;uniform vBaseWeight: f32;uniform vBaseColor: vec4f;uniform vBaseDiffuseRoughness: f32;uniform vReflectanceInfo: vec4f;uniform vSpecularColor: vec4f;uniform vSpecularAnisotropy: vec3f;uniform vTransmissionWeight : f32;uniform vTransmissionColor : vec3f;uniform vTransmissionDepth : f32;uniform vTransmissionScatter : vec3f;uniform vTransmissionScatterAnisotropy : f32;uniform vTransmissionDispersionScale : f32;uniform vTransmissionDispersionAbbeNumber : f32;uniform vSubsurfaceWeight: f32;uniform vSubsurfaceColor: vec3f;uniform vSubsurfaceRadius: f32;uniform vSubsurfaceRadiusScale: vec3f;uniform vSubsurfaceScatterAnisotropy: f32;uniform vCoatWeight: f32;uniform vCoatColor: vec3f;uniform vCoatRoughness: f32;uniform vCoatRoughnessAnisotropy: f32;uniform vCoatIor: f32;uniform vCoatDarkening : f32;uniform vFuzzWeight: f32;uniform vFuzzColor: vec3f;uniform vFuzzRoughness: f32;uniform vGeometryThinWalled: f32;uniform vGeometryCoatTangent: vec2f;uniform vGeometryThickness: f32;uniform vEmissionColor: vec3f;uniform vThinFilmWeight: f32;uniform vThinFilmThickness: vec2f;uniform vThinFilmIor: f32;uniform vBaseWeightInfos: vec2f;uniform baseWeightMatrix: mat4x4f;uniform vBaseColorInfos: vec2f;uniform baseColorMatrix: mat4x4f;uniform vBaseDiffuseRoughnessInfos: vec2f;uniform baseDiffuseRoughnessMatrix: mat4x4f;uniform vBaseMetalnessInfos: vec2f;uniform baseMetalnessMatrix: mat4x4f;uniform vSpecularWeightInfos: vec2f;uniform specularWeightMatrix: mat4x4f;uniform vSpecularColorInfos: vec2f;uniform specularColorMatrix: mat4x4f;uniform vSpecularRoughnessInfos: vec2f;uniform specularRoughnessMatrix: mat4x4f;uniform vSpecularRoughnessAnisotropyInfos: vec2f;uniform specularRoughnessAnisotropyMatrix: mat4x4f;uniform vTransmissionWeightInfos : vec2f;uniform transmissionWeightMatrix : mat4x4f;uniform vTransmissionColorInfos : vec2f;uniform transmissionColorMatrix : mat4x4f;uniform vTransmissionDepthInfos : vec2f;uniform transmissionDepthMatrix : mat4x4f;uniform vTransmissionScatterInfos : vec2f;uniform transmissionScatterMatrix : mat4x4f;uniform vTransmissionDispersionScaleInfos : vec2f;uniform transmissionDispersionScaleMatrix : mat4x4f;uniform vSubsurfaceWeightInfos: vec2f;uniform subsurfaceWeightMatrix: mat4x4f;uniform vSubsurfaceColorInfos: vec2f;uniform subsurfaceColorMatrix: mat4x4f;uniform vSubsurfaceRadiusScaleInfos: vec2f;uniform subsurfaceRadiusScaleMatrix: mat4x4f;uniform vCoatWeightInfos: vec2f;uniform coatWeightMatrix: mat4x4f;uniform vCoatColorInfos: vec2f;uniform coatColorMatrix: mat4x4f;uniform vCoatRoughnessInfos: vec2f;uniform coatRoughnessMatrix: mat4x4f;uniform vCoatRoughnessAnisotropyInfos: vec2f;uniform coatRoughnessAnisotropyMatrix: mat4x4f;uniform vCoatDarkeningInfos : vec2f;uniform coatDarkeningMatrix : mat4x4f;uniform vFuzzWeightInfos: vec2f;uniform fuzzWeightMatrix: mat4x4f;uniform vFuzzColorInfos: vec2f;uniform fuzzColorMatrix: mat4x4f;uniform vFuzzRoughnessInfos: vec2f;uniform fuzzRoughnessMatrix: mat4x4f;uniform vGeometryNormalInfos: vec2f;uniform geometryNormalMatrix: mat4x4f;uniform vGeometryTangentInfos: vec2f;uniform geometryTangentMatrix: mat4x4f;uniform vGeometryCoatNormalInfos: vec2f;uniform geometryCoatNormalMatrix: mat4x4f;uniform vGeometryCoatTangentInfos: vec2f;uniform geometryCoatTangentMatrix: mat4x4f;uniform vGeometryOpacityInfos: vec2f;uniform geometryOpacityMatrix: mat4x4f;uniform vGeometryThicknessInfos: vec2f;uniform geometryThicknessMatrix: mat4x4f;uniform vEmissionInfos: vec2f;uniform emissionMatrix: mat4x4f;uniform vThinFilmWeightInfos: vec2f;uniform thinFilmWeightMatrix: mat4x4f;uniform vThinFilmThicknessInfos: vec2f;uniform thinFilmThicknessMatrix: mat4x4f;uniform vAmbientOcclusionInfos: vec2f;uniform ambientOcclusionMatrix: mat4x4f;
6
+ const shader = `uniform vTangentSpaceParams: vec2f;uniform vLightingIntensity: vec4f;uniform pointSize: f32;uniform vDebugMode: vec2f;uniform renderTargetSize: vec2f;uniform cameraInfo: vec4f;uniform vTextureRepetitionHexTilingParams: vec4f;uniform backgroundRefractionMatrix: mat4x4f;uniform vBackgroundRefractionInfos: vec3f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionDominantDirection: vec3f;uniform vReflectionColor: vec3f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;uniform vBaseWeight: f32;uniform vBaseColor: vec4f;uniform vBaseDiffuseRoughness: f32;uniform vReflectanceInfo: vec4f;uniform vSpecularColor: vec4f;uniform vSpecularAnisotropy: vec3f;uniform vTransmissionWeight : f32;uniform vTransmissionColor : vec3f;uniform vTransmissionDepth : f32;uniform vTransmissionScatter : vec3f;uniform vTransmissionScatterAnisotropy : f32;uniform vTransmissionDispersionScale : f32;uniform vTransmissionDispersionAbbeNumber : f32;uniform vSubsurfaceWeight: f32;uniform vSubsurfaceColor: vec3f;uniform vSubsurfaceRadius: f32;uniform vSubsurfaceRadiusScale: vec3f;uniform vSubsurfaceScatterAnisotropy: f32;uniform vCoatWeight: f32;uniform vCoatColor: vec3f;uniform vCoatRoughness: f32;uniform vCoatRoughnessAnisotropy: f32;uniform vCoatIor: f32;uniform vCoatDarkening : f32;uniform vFuzzWeight: f32;uniform vFuzzColor: vec3f;uniform vFuzzRoughness: f32;uniform vGeometryThinWalled: f32;uniform vGeometryCoatTangent: vec2f;uniform vGeometryThickness: f32;uniform vEmissionColor: vec3f;uniform vThinFilmWeight: f32;uniform vThinFilmThickness: vec2f;uniform vThinFilmIor: f32;uniform vBaseWeightInfos: vec2f;uniform baseWeightMatrix: mat4x4f;uniform vBaseColorInfos: vec2f;uniform baseColorMatrix: mat4x4f;uniform vBaseDiffuseRoughnessInfos: vec2f;uniform baseDiffuseRoughnessMatrix: mat4x4f;uniform vBaseMetalnessInfos: vec2f;uniform baseMetalnessMatrix: mat4x4f;uniform vSpecularWeightInfos: vec2f;uniform specularWeightMatrix: mat4x4f;uniform vSpecularColorInfos: vec2f;uniform specularColorMatrix: mat4x4f;uniform vSpecularRoughnessInfos: vec2f;uniform specularRoughnessMatrix: mat4x4f;uniform vSpecularRoughnessAnisotropyInfos: vec2f;uniform specularRoughnessAnisotropyMatrix: mat4x4f;uniform vTransmissionWeightInfos : vec2f;uniform transmissionWeightMatrix : mat4x4f;uniform vTransmissionColorInfos : vec2f;uniform transmissionColorMatrix : mat4x4f;uniform vTransmissionDepthInfos : vec2f;uniform transmissionDepthMatrix : mat4x4f;uniform vTransmissionScatterInfos : vec2f;uniform transmissionScatterMatrix : mat4x4f;uniform vTransmissionDispersionScaleInfos : vec2f;uniform transmissionDispersionScaleMatrix : mat4x4f;uniform vSubsurfaceWeightInfos: vec2f;uniform subsurfaceWeightMatrix: mat4x4f;uniform vSubsurfaceColorInfos: vec2f;uniform subsurfaceColorMatrix: mat4x4f;uniform vSubsurfaceRadiusScaleInfos: vec2f;uniform subsurfaceRadiusScaleMatrix: mat4x4f;uniform vCoatWeightInfos: vec2f;uniform coatWeightMatrix: mat4x4f;uniform vCoatColorInfos: vec2f;uniform coatColorMatrix: mat4x4f;uniform vCoatRoughnessInfos: vec2f;uniform coatRoughnessMatrix: mat4x4f;uniform vCoatRoughnessAnisotropyInfos: vec2f;uniform coatRoughnessAnisotropyMatrix: mat4x4f;uniform vCoatDarkeningInfos : vec2f;uniform coatDarkeningMatrix : mat4x4f;uniform vFuzzWeightInfos: vec2f;uniform fuzzWeightMatrix: mat4x4f;uniform vFuzzColorInfos: vec2f;uniform fuzzColorMatrix: mat4x4f;uniform vFuzzRoughnessInfos: vec2f;uniform fuzzRoughnessMatrix: mat4x4f;uniform vGeometryNormalInfos: vec2f;uniform geometryNormalMatrix: mat4x4f;uniform vGeometryTangentInfos: vec2f;uniform geometryTangentMatrix: mat4x4f;uniform vGeometryCoatNormalInfos: vec2f;uniform geometryCoatNormalMatrix: mat4x4f;uniform vGeometryCoatTangentInfos: vec2f;uniform geometryCoatTangentMatrix: mat4x4f;uniform vGeometryOpacityInfos: vec2f;uniform geometryOpacityMatrix: mat4x4f;uniform vGeometryThicknessInfos: vec2f;uniform geometryThicknessMatrix: mat4x4f;uniform vEmissionColorInfos: vec2f;uniform emissionColorMatrix: mat4x4f;uniform vThinFilmWeightInfos: vec2f;uniform thinFilmWeightMatrix: mat4x4f;uniform vThinFilmThicknessInfos: vec2f;uniform thinFilmThicknessMatrix: mat4x4f;uniform vAmbientOcclusionInfos: vec2f;uniform ambientOcclusionMatrix: mat4x4f;
7
7
  #define ADDITIONAL_UBO_DECLARATION
8
8
  #include<sceneUboDeclaration>
9
9
  #include<meshUboDeclaration>
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"openpbrUboDeclaration\";\nconst shader = `uniform vTangentSpaceParams: vec2f;uniform vLightingIntensity: vec4f;uniform pointSize: f32;uniform vDebugMode: vec2f;uniform renderTargetSize: vec2f;uniform cameraInfo: vec4f;uniform backgroundRefractionMatrix: mat4x4f;uniform vBackgroundRefractionInfos: vec3f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionDominantDirection: vec3f;uniform vReflectionColor: vec3f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;uniform vBaseWeight: f32;uniform vBaseColor: vec4f;uniform vBaseDiffuseRoughness: f32;uniform vReflectanceInfo: vec4f;uniform vSpecularColor: vec4f;uniform vSpecularAnisotropy: vec3f;uniform vTransmissionWeight : f32;uniform vTransmissionColor : vec3f;uniform vTransmissionDepth : f32;uniform vTransmissionScatter : vec3f;uniform vTransmissionScatterAnisotropy : f32;uniform vTransmissionDispersionScale : f32;uniform vTransmissionDispersionAbbeNumber : f32;uniform vSubsurfaceWeight: f32;uniform vSubsurfaceColor: vec3f;uniform vSubsurfaceRadius: f32;uniform vSubsurfaceRadiusScale: vec3f;uniform vSubsurfaceScatterAnisotropy: f32;uniform vCoatWeight: f32;uniform vCoatColor: vec3f;uniform vCoatRoughness: f32;uniform vCoatRoughnessAnisotropy: f32;uniform vCoatIor: f32;uniform vCoatDarkening : f32;uniform vFuzzWeight: f32;uniform vFuzzColor: vec3f;uniform vFuzzRoughness: f32;uniform vGeometryThinWalled: f32;uniform vGeometryCoatTangent: vec2f;uniform vGeometryThickness: f32;uniform vEmissionColor: vec3f;uniform vThinFilmWeight: f32;uniform vThinFilmThickness: vec2f;uniform vThinFilmIor: f32;uniform vBaseWeightInfos: vec2f;uniform baseWeightMatrix: mat4x4f;uniform vBaseColorInfos: vec2f;uniform baseColorMatrix: mat4x4f;uniform vBaseDiffuseRoughnessInfos: vec2f;uniform baseDiffuseRoughnessMatrix: mat4x4f;uniform vBaseMetalnessInfos: vec2f;uniform baseMetalnessMatrix: mat4x4f;uniform vSpecularWeightInfos: vec2f;uniform specularWeightMatrix: mat4x4f;uniform vSpecularColorInfos: vec2f;uniform specularColorMatrix: mat4x4f;uniform vSpecularRoughnessInfos: vec2f;uniform specularRoughnessMatrix: mat4x4f;uniform vSpecularRoughnessAnisotropyInfos: vec2f;uniform specularRoughnessAnisotropyMatrix: mat4x4f;uniform vTransmissionWeightInfos : vec2f;uniform transmissionWeightMatrix : mat4x4f;uniform vTransmissionColorInfos : vec2f;uniform transmissionColorMatrix : mat4x4f;uniform vTransmissionDepthInfos : vec2f;uniform transmissionDepthMatrix : mat4x4f;uniform vTransmissionScatterInfos : vec2f;uniform transmissionScatterMatrix : mat4x4f;uniform vTransmissionDispersionScaleInfos : vec2f;uniform transmissionDispersionScaleMatrix : mat4x4f;uniform vSubsurfaceWeightInfos: vec2f;uniform subsurfaceWeightMatrix: mat4x4f;uniform vSubsurfaceColorInfos: vec2f;uniform subsurfaceColorMatrix: mat4x4f;uniform vSubsurfaceRadiusScaleInfos: vec2f;uniform subsurfaceRadiusScaleMatrix: mat4x4f;uniform vCoatWeightInfos: vec2f;uniform coatWeightMatrix: mat4x4f;uniform vCoatColorInfos: vec2f;uniform coatColorMatrix: mat4x4f;uniform vCoatRoughnessInfos: vec2f;uniform coatRoughnessMatrix: mat4x4f;uniform vCoatRoughnessAnisotropyInfos: vec2f;uniform coatRoughnessAnisotropyMatrix: mat4x4f;uniform vCoatDarkeningInfos : vec2f;uniform coatDarkeningMatrix : mat4x4f;uniform vFuzzWeightInfos: vec2f;uniform fuzzWeightMatrix: mat4x4f;uniform vFuzzColorInfos: vec2f;uniform fuzzColorMatrix: mat4x4f;uniform vFuzzRoughnessInfos: vec2f;uniform fuzzRoughnessMatrix: mat4x4f;uniform vGeometryNormalInfos: vec2f;uniform geometryNormalMatrix: mat4x4f;uniform vGeometryTangentInfos: vec2f;uniform geometryTangentMatrix: mat4x4f;uniform vGeometryCoatNormalInfos: vec2f;uniform geometryCoatNormalMatrix: mat4x4f;uniform vGeometryCoatTangentInfos: vec2f;uniform geometryCoatTangentMatrix: mat4x4f;uniform vGeometryOpacityInfos: vec2f;uniform geometryOpacityMatrix: mat4x4f;uniform vGeometryThicknessInfos: vec2f;uniform geometryThicknessMatrix: mat4x4f;uniform vEmissionInfos: vec2f;uniform emissionMatrix: mat4x4f;uniform vThinFilmWeightInfos: vec2f;uniform thinFilmWeightMatrix: mat4x4f;uniform vThinFilmThicknessInfos: vec2f;uniform thinFilmThicknessMatrix: mat4x4f;uniform vAmbientOcclusionInfos: vec2f;uniform ambientOcclusionMatrix: mat4x4f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrUboDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;CAId,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,yBAAyB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nconst name = \"openpbrUboDeclaration\";\nconst shader = `uniform vTangentSpaceParams: vec2f;uniform vLightingIntensity: vec4f;uniform pointSize: f32;uniform vDebugMode: vec2f;uniform renderTargetSize: vec2f;uniform cameraInfo: vec4f;uniform vTextureRepetitionHexTilingParams: vec4f;uniform backgroundRefractionMatrix: mat4x4f;uniform vBackgroundRefractionInfos: vec3f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionMicrosurfaceInfos: vec3f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;uniform vReflectionFilteringInfo: vec2f;uniform vReflectionDominantDirection: vec3f;uniform vReflectionColor: vec3f;uniform vSphericalL00: vec3f;uniform vSphericalL1_1: vec3f;uniform vSphericalL10: vec3f;uniform vSphericalL11: vec3f;uniform vSphericalL2_2: vec3f;uniform vSphericalL2_1: vec3f;uniform vSphericalL20: vec3f;uniform vSphericalL21: vec3f;uniform vSphericalL22: vec3f;uniform vSphericalX: vec3f;uniform vSphericalY: vec3f;uniform vSphericalZ: vec3f;uniform vSphericalXX_ZZ: vec3f;uniform vSphericalYY_ZZ: vec3f;uniform vSphericalZZ: vec3f;uniform vSphericalXY: vec3f;uniform vSphericalYZ: vec3f;uniform vSphericalZX: vec3f;uniform vBaseWeight: f32;uniform vBaseColor: vec4f;uniform vBaseDiffuseRoughness: f32;uniform vReflectanceInfo: vec4f;uniform vSpecularColor: vec4f;uniform vSpecularAnisotropy: vec3f;uniform vTransmissionWeight : f32;uniform vTransmissionColor : vec3f;uniform vTransmissionDepth : f32;uniform vTransmissionScatter : vec3f;uniform vTransmissionScatterAnisotropy : f32;uniform vTransmissionDispersionScale : f32;uniform vTransmissionDispersionAbbeNumber : f32;uniform vSubsurfaceWeight: f32;uniform vSubsurfaceColor: vec3f;uniform vSubsurfaceRadius: f32;uniform vSubsurfaceRadiusScale: vec3f;uniform vSubsurfaceScatterAnisotropy: f32;uniform vCoatWeight: f32;uniform vCoatColor: vec3f;uniform vCoatRoughness: f32;uniform vCoatRoughnessAnisotropy: f32;uniform vCoatIor: f32;uniform vCoatDarkening : f32;uniform vFuzzWeight: f32;uniform vFuzzColor: vec3f;uniform vFuzzRoughness: f32;uniform vGeometryThinWalled: f32;uniform vGeometryCoatTangent: vec2f;uniform vGeometryThickness: f32;uniform vEmissionColor: vec3f;uniform vThinFilmWeight: f32;uniform vThinFilmThickness: vec2f;uniform vThinFilmIor: f32;uniform vBaseWeightInfos: vec2f;uniform baseWeightMatrix: mat4x4f;uniform vBaseColorInfos: vec2f;uniform baseColorMatrix: mat4x4f;uniform vBaseDiffuseRoughnessInfos: vec2f;uniform baseDiffuseRoughnessMatrix: mat4x4f;uniform vBaseMetalnessInfos: vec2f;uniform baseMetalnessMatrix: mat4x4f;uniform vSpecularWeightInfos: vec2f;uniform specularWeightMatrix: mat4x4f;uniform vSpecularColorInfos: vec2f;uniform specularColorMatrix: mat4x4f;uniform vSpecularRoughnessInfos: vec2f;uniform specularRoughnessMatrix: mat4x4f;uniform vSpecularRoughnessAnisotropyInfos: vec2f;uniform specularRoughnessAnisotropyMatrix: mat4x4f;uniform vTransmissionWeightInfos : vec2f;uniform transmissionWeightMatrix : mat4x4f;uniform vTransmissionColorInfos : vec2f;uniform transmissionColorMatrix : mat4x4f;uniform vTransmissionDepthInfos : vec2f;uniform transmissionDepthMatrix : mat4x4f;uniform vTransmissionScatterInfos : vec2f;uniform transmissionScatterMatrix : mat4x4f;uniform vTransmissionDispersionScaleInfos : vec2f;uniform transmissionDispersionScaleMatrix : mat4x4f;uniform vSubsurfaceWeightInfos: vec2f;uniform subsurfaceWeightMatrix: mat4x4f;uniform vSubsurfaceColorInfos: vec2f;uniform subsurfaceColorMatrix: mat4x4f;uniform vSubsurfaceRadiusScaleInfos: vec2f;uniform subsurfaceRadiusScaleMatrix: mat4x4f;uniform vCoatWeightInfos: vec2f;uniform coatWeightMatrix: mat4x4f;uniform vCoatColorInfos: vec2f;uniform coatColorMatrix: mat4x4f;uniform vCoatRoughnessInfos: vec2f;uniform coatRoughnessMatrix: mat4x4f;uniform vCoatRoughnessAnisotropyInfos: vec2f;uniform coatRoughnessAnisotropyMatrix: mat4x4f;uniform vCoatDarkeningInfos : vec2f;uniform coatDarkeningMatrix : mat4x4f;uniform vFuzzWeightInfos: vec2f;uniform fuzzWeightMatrix: mat4x4f;uniform vFuzzColorInfos: vec2f;uniform fuzzColorMatrix: mat4x4f;uniform vFuzzRoughnessInfos: vec2f;uniform fuzzRoughnessMatrix: mat4x4f;uniform vGeometryNormalInfos: vec2f;uniform geometryNormalMatrix: mat4x4f;uniform vGeometryTangentInfos: vec2f;uniform geometryTangentMatrix: mat4x4f;uniform vGeometryCoatNormalInfos: vec2f;uniform geometryCoatNormalMatrix: mat4x4f;uniform vGeometryCoatTangentInfos: vec2f;uniform geometryCoatTangentMatrix: mat4x4f;uniform vGeometryOpacityInfos: vec2f;uniform geometryOpacityMatrix: mat4x4f;uniform vGeometryThicknessInfos: vec2f;uniform geometryThicknessMatrix: mat4x4f;uniform vEmissionColorInfos: vec2f;uniform emissionColorMatrix: mat4x4f;uniform vThinFilmWeightInfos: vec2f;uniform thinFilmWeightMatrix: mat4x4f;uniform vThinFilmThicknessInfos: vec2f;uniform thinFilmThicknessMatrix: mat4x4f;uniform vAmbientOcclusionInfos: vec2f;uniform ambientOcclusionMatrix: mat4x4f;\n#define ADDITIONAL_UBO_DECLARATION\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrUboDeclarationWGSL = { name, shader };\n"]}
@@ -10,7 +10,7 @@ finalDiffuse+=diffuseTransmissionBase;
10
10
  #endif
11
11
  finalDiffuse=max(finalDiffuse,vec3f(0.0));finalDiffuse*=uniforms.vLightingIntensity.x;var finalAmbient: vec3f=uniforms.vAmbientColor;finalAmbient=finalAmbient*surfaceAlbedo.rgb;var finalEmissive: vec3f=uniforms.vEmissiveColor;
12
12
  #ifdef EMISSIVE
13
- var emissiveColorTex: vec3f=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb;
13
+ var emissiveColorTex: vec3f=TEXRD(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb;
14
14
  #ifdef GAMMAEMISSIVE
15
15
  finalEmissive*=toLinearSpaceVec3(emissiveColorTex.rgb);
16
16
  #else
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockFinalUnlitComponents.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,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,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockFinalUnlitComponents\";\nconst shader = `var finalDiffuse: vec3f=diffuseBase;finalDiffuse*=surfaceAlbedo;\n#if defined(SS_REFRACTION) && !defined(UNLIT) && !defined(LEGACY_SPECULAR_ENERGY_CONSERVATION)\nfinalDiffuse*=subSurfaceOut.refractionOpacity;\n#endif\n#if defined(SS_TRANSLUCENCY) && !defined(UNLIT)\nfinalDiffuse+=diffuseTransmissionBase;\n#endif\nfinalDiffuse=max(finalDiffuse,vec3f(0.0));finalDiffuse*=uniforms.vLightingIntensity.x;var finalAmbient: vec3f=uniforms.vAmbientColor;finalAmbient=finalAmbient*surfaceAlbedo.rgb;var finalEmissive: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nvar emissiveColorTex: vec3f=textureSample(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb;\n#ifdef GAMMAEMISSIVE\nfinalEmissive*=toLinearSpaceVec3(emissiveColorTex.rgb);\n#else\nfinalEmissive*=emissiveColorTex.rgb;\n#endif\nfinalEmissive*= uniforms.vEmissiveInfos.y;\n#endif\nfinalEmissive*=uniforms.vLightingIntensity.y;\n#ifdef AMBIENT\nvar ambientOcclusionForDirectDiffuse: vec3f=mix( vec3f(1.),aoOut.ambientOcclusionColor,uniforms.vAmbientInfos.w);\n#else\nvar ambientOcclusionForDirectDiffuse: vec3f=aoOut.ambientOcclusionColor;\n#endif\nfinalAmbient*=aoOut.ambientOcclusionColor;finalDiffuse*=ambientOcclusionForDirectDiffuse;\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrBlockFinalUnlitComponentsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockFinalUnlitComponents.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,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,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockFinalUnlitComponents\";\nconst shader = `var finalDiffuse: vec3f=diffuseBase;finalDiffuse*=surfaceAlbedo;\n#if defined(SS_REFRACTION) && !defined(UNLIT) && !defined(LEGACY_SPECULAR_ENERGY_CONSERVATION)\nfinalDiffuse*=subSurfaceOut.refractionOpacity;\n#endif\n#if defined(SS_TRANSLUCENCY) && !defined(UNLIT)\nfinalDiffuse+=diffuseTransmissionBase;\n#endif\nfinalDiffuse=max(finalDiffuse,vec3f(0.0));finalDiffuse*=uniforms.vLightingIntensity.x;var finalAmbient: vec3f=uniforms.vAmbientColor;finalAmbient=finalAmbient*surfaceAlbedo.rgb;var finalEmissive: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nvar emissiveColorTex: vec3f=TEXRD(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb;\n#ifdef GAMMAEMISSIVE\nfinalEmissive*=toLinearSpaceVec3(emissiveColorTex.rgb);\n#else\nfinalEmissive*=emissiveColorTex.rgb;\n#endif\nfinalEmissive*= uniforms.vEmissiveInfos.y;\n#endif\nfinalEmissive*=uniforms.vLightingIntensity.y;\n#ifdef AMBIENT\nvar ambientOcclusionForDirectDiffuse: vec3f=mix( vec3f(1.),aoOut.ambientOcclusionColor,uniforms.vAmbientInfos.w);\n#else\nvar ambientOcclusionForDirectDiffuse: vec3f=aoOut.ambientOcclusionColor;\n#endif\nfinalAmbient*=aoOut.ambientOcclusionColor;finalDiffuse*=ambientOcclusionForDirectDiffuse;\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrBlockFinalUnlitComponentsWGSL = { name, shader };\n"]}