@onerjs/core 8.51.4 → 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 (173) hide show
  1. package/Animations/animatorAvatar.d.ts +2 -0
  2. package/Animations/animatorAvatar.js +163 -94
  3. package/Animations/animatorAvatar.js.map +1 -1
  4. package/Engines/constants.d.ts +10 -0
  5. package/Engines/constants.js +10 -0
  6. package/Engines/constants.js.map +1 -1
  7. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +6 -3
  8. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  9. package/Materials/PBR/openpbrMaterial.d.ts +8 -0
  10. package/Materials/PBR/openpbrMaterial.js +16 -0
  11. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  12. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
  13. package/Materials/PBR/pbrBaseMaterial.js +8 -0
  14. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  15. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +6 -0
  16. package/Materials/Textures/Procedurals/proceduralTexture.js +3 -1
  17. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  18. package/Materials/Textures/index.d.ts +1 -0
  19. package/Materials/Textures/index.js +1 -0
  20. package/Materials/Textures/index.js.map +1 -1
  21. package/Materials/Textures/textureMerger.js +1 -0
  22. package/Materials/Textures/textureMerger.js.map +1 -1
  23. package/Materials/Textures/textureProcessor.d.ts +315 -0
  24. package/Materials/Textures/textureProcessor.js +792 -0
  25. package/Materials/Textures/textureProcessor.js.map +1 -0
  26. package/Materials/material.d.ts +24 -0
  27. package/Materials/material.js +39 -0
  28. package/Materials/material.js.map +1 -1
  29. package/Materials/standardMaterial.d.ts +1 -0
  30. package/Materials/standardMaterial.js +6 -0
  31. package/Materials/standardMaterial.js.map +1 -1
  32. package/Physics/v2/characterController.d.ts +104 -7
  33. package/Physics/v2/characterController.js +355 -7
  34. package/Physics/v2/characterController.js.map +1 -1
  35. package/Shaders/ShadersInclude/bumpFragment.js +3 -3
  36. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  37. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +5 -1
  38. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  39. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -0
  40. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  41. package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
  42. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  43. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +1 -1
  44. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  45. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js +1 -1
  46. package/Shaders/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -1
  47. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
  48. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  49. package/Shaders/ShadersInclude/openpbrBaseLayerData.js +14 -14
  50. package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  51. package/Shaders/ShadersInclude/openpbrCoatLayerData.js +6 -6
  52. package/Shaders/ShadersInclude/openpbrCoatLayerData.js.map +1 -1
  53. package/Shaders/ShadersInclude/openpbrDirectLighting.js +1 -1
  54. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  55. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  56. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  57. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +3 -0
  58. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  59. package/Shaders/ShadersInclude/openpbrFuzzLayerData.js +3 -3
  60. package/Shaders/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  61. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +4 -4
  62. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
  63. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js +7 -3
  64. package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -1
  65. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js +2 -2
  66. package/Shaders/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  67. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +5 -5
  68. package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  69. package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
  70. package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  71. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +1 -1
  72. package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
  73. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +1 -1
  74. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  75. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js +1 -1
  76. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  77. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +3 -0
  78. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  79. package/Shaders/ShadersInclude/pbrHelperFunctions.js +4 -0
  80. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  81. package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
  82. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  83. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +1 -1
  84. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  85. package/Shaders/ShadersInclude/textureRepetitionFunctions.d.ts +5 -0
  86. package/Shaders/ShadersInclude/textureRepetitionFunctions.js +52 -0
  87. package/Shaders/ShadersInclude/textureRepetitionFunctions.js.map +1 -0
  88. package/Shaders/default.fragment.d.ts +1 -0
  89. package/Shaders/default.fragment.js +8 -6
  90. package/Shaders/default.fragment.js.map +1 -1
  91. package/Shaders/geometry.fragment.js +3 -3
  92. package/Shaders/geometry.fragment.js.map +1 -1
  93. package/Shaders/openpbr.fragment.d.ts +1 -0
  94. package/Shaders/openpbr.fragment.js +4 -2
  95. package/Shaders/openpbr.fragment.js.map +1 -1
  96. package/Shaders/pbr.fragment.d.ts +1 -0
  97. package/Shaders/pbr.fragment.js +24 -22
  98. package/Shaders/pbr.fragment.js.map +1 -1
  99. package/Shaders/textureProcessor.fragment.d.ts +5 -0
  100. package/Shaders/textureProcessor.fragment.js +156 -0
  101. package/Shaders/textureProcessor.fragment.js.map +1 -0
  102. package/ShadersWGSL/ShadersInclude/bumpFragment.js +3 -3
  103. package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -1
  104. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +5 -1
  105. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  106. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +1 -1
  107. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  108. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js +1 -1
  109. package/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.js.map +1 -1
  110. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +1 -1
  111. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  112. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +15 -15
  113. package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
  114. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js +7 -7
  115. package/ShadersWGSL/ShadersInclude/openpbrCoatLayerData.js.map +1 -1
  116. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +1 -1
  117. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  118. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  119. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  120. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js +4 -4
  121. package/ShadersWGSL/ShadersInclude/openpbrFuzzLayerData.js.map +1 -1
  122. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +3 -3
  123. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  124. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +4 -4
  125. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
  126. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js +7 -3
  127. package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -1
  128. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js +2 -2
  129. package/ShadersWGSL/ShadersInclude/openpbrThinFilmLayerData.js.map +1 -1
  130. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +6 -6
  131. package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
  132. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
  133. package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
  134. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +1 -1
  135. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  136. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +1 -1
  137. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  138. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +4 -0
  139. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  140. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +1 -1
  141. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  142. package/ShadersWGSL/ShadersInclude/textureRepetitionFunctions.d.ts +5 -0
  143. package/ShadersWGSL/ShadersInclude/textureRepetitionFunctions.js +52 -0
  144. package/ShadersWGSL/ShadersInclude/textureRepetitionFunctions.js.map +1 -0
  145. package/ShadersWGSL/default.fragment.d.ts +1 -0
  146. package/ShadersWGSL/default.fragment.js +8 -6
  147. package/ShadersWGSL/default.fragment.js.map +1 -1
  148. package/ShadersWGSL/geometry.fragment.js +3 -3
  149. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  150. package/ShadersWGSL/openpbr.fragment.d.ts +1 -0
  151. package/ShadersWGSL/openpbr.fragment.js +5 -3
  152. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  153. package/ShadersWGSL/openpbr.vertex.js +1 -1
  154. package/ShadersWGSL/openpbr.vertex.js.map +1 -1
  155. package/ShadersWGSL/pbr.fragment.d.ts +1 -0
  156. package/ShadersWGSL/pbr.fragment.js +24 -22
  157. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  158. package/ShadersWGSL/textureProcessor.fragment.d.ts +5 -0
  159. package/ShadersWGSL/textureProcessor.fragment.js +161 -0
  160. package/ShadersWGSL/textureProcessor.fragment.js.map +1 -0
  161. package/SmartAssets/index.d.ts +2 -0
  162. package/SmartAssets/index.js +2 -0
  163. package/SmartAssets/index.js.map +1 -0
  164. package/SmartAssets/smartAssetManager.d.ts +156 -0
  165. package/SmartAssets/smartAssetManager.js +531 -0
  166. package/SmartAssets/smartAssetManager.js.map +1 -0
  167. package/SmartAssets/smartAssetSerializer.d.ts +61 -0
  168. package/SmartAssets/smartAssetSerializer.js +97 -0
  169. package/SmartAssets/smartAssetSerializer.js.map +1 -0
  170. package/index.d.ts +1 -0
  171. package/index.js +1 -0
  172. package/index.js.map +1 -1
  173. package/package.json +1 -1
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/pbrClusteredLightingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define PBR_FRAGMENT_SHADER\n#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#if SCENE_MRT_COUNT>0\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#endif\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\n#include<pbrClusteredLightingFunctions>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef BASE_WEIGHT\nvec4 baseWeightTexture=texture2D(baseWeightSampler,vBaseWeightUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nvAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,vAlbedoInfos\n#endif\n,baseWeight\n#ifdef BASE_WEIGHT\n,baseWeightTexture\n,vBaseWeightInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,vDecalInfos\n#endif\n);vec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;float alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos\n#endif\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else \nvec3 baseColor=surfaceAlbedo;reflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);vec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors.a*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nfloat baseDiffuseRoughnessTexture=texture2D(baseDiffuseRoughnessSampler,vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\nreflectivityOut=reflectivityBlock(\nvReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n,baseDiffuseRoughness\n#ifdef BASE_DIFFUSE_ROUGHNESS\n,baseDiffuseRoughnessTexture\n,vBaseDiffuseRoughnessInfos\n#endif\n#ifdef REFLECTIVITY\n,vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n);float microSurface=reflectivityOut.microSurface;float roughness=reflectivityOut.roughness;float diffuseRoughness=reflectivityOut.diffuseRoughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nvAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW\n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nvPositionW\n,normalW\n,alphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,viewDirectionW\n,diffuseRoughness\n,baseColor\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nvSheenColor\n#ifdef SHEEN_ROUGHNESS\n,vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,vSheenInfos.y\n#endif\n,reflectanceF0\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=texture2D(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=texture2D(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nvIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n,vClearCoatParams\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);float iridescenceIntensity=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nvPositionW\n,geometricNormalW\n,viewDirectionW\n,vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,vClearCoatTintParams\n,clearCoatColorAtDistance\n,vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,vClearCoatBumpInfos\n,clearCoatBumpMapData\n,vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,(gl_FrontFacing ? 1. : -1.)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvec4 translucencyColorMap=texture2D(translucencyColorSampler,vTranslucencyColorUV+uvOffset);\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA\ntranslucencyColorMap=toLinearSpace(translucencyColorMap);\n#endif\n#endif\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\nvec3 vSpecularEnvironmentReflectance=vec3(max(colorSpecularEnvironmentReflectance.r,max(colorSpecularEnvironmentReflectance.g,colorSpecularEnvironmentReflectance.b)));\n#endif\nsubSurfaceOut=subSurfaceBlock(\nvSubSurfaceIntensity\n,vThicknessParam\n,vTintColor\n,normalW\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\n,vSpecularEnvironmentReflectance\n#else\n,baseSpecularEnvironmentReflectance\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,vPositionW\n,viewDirectionW\n,view\n,vRefractionInfos\n,refractionMatrix\n,vRefractionMicrosurfaceInfos\n,vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,vRefractionPosition\n,vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,vDiffusionDistance\n,vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=colorSpecularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/textureRepetitionFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockIridescence\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/pbrClusteredLightingFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrBlockPrePass\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/pbrDebug\";\n\nconst name = \"pbrPixelShader\";\nconst shader = `#define PBR_FRAGMENT_SHADER\n#define CUSTOM_FRAGMENT_EXTENSION\n#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#if SCENE_MRT_COUNT>0\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#endif\nprecision highp float;\n#include<oitDeclaration>\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#include<textureRepetitionFunctions>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockIridescence>\n#include<pbrBlockSubSurface>\n#include<pbrClusteredLightingFunctions>\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=TEXRD(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef BASE_WEIGHT\nvec4 baseWeightTexture=TEXRD(baseWeightSampler,vBaseWeightUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=TEXRD(opacitySampler,vOpacityUV+uvOffset);\n#endif\n#ifdef DECAL\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#endif\nalbedoOpacityOut=albedoOpacityBlock(\nvAlbedoColor\n#ifdef ALBEDO\n,albedoTexture\n,vAlbedoInfos\n#endif\n,baseWeight\n#ifdef BASE_WEIGHT\n,baseWeightTexture\n,vBaseWeightInfos\n#endif\n#ifdef OPACITY\n,opacityMap\n,vOpacityInfos\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n#ifdef DECAL\n,decalColor\n,vDecalInfos\n#endif\n);vec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;float alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=TEXRD(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\naoOut=ambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos\n#endif\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else \nvec3 baseColor=surfaceAlbedo;reflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=TEXRD(reflectivitySampler,vReflectivityUV+uvOffset);vec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=TEXRD(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=TEXRD(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=TEXRD(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors.a*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nfloat baseDiffuseRoughnessTexture=TEXRD(baseDiffuseRoughnessSampler,vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\nreflectivityOut=reflectivityBlock(\nvReflectivityColor\n#ifdef METALLICWORKFLOW\n,surfaceAlbedo\n,metallicReflectanceFactors\n#endif\n,baseDiffuseRoughness\n#ifdef BASE_DIFFUSE_ROUGHNESS\n,baseDiffuseRoughnessTexture\n,vBaseDiffuseRoughnessInfos\n#endif\n#ifdef REFLECTIVITY\n,vReflectivityInfos\n,surfaceMetallicOrReflectivityColorMap\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\n,aoOut.ambientOcclusionColor\n#endif\n#ifdef MICROSURFACEMAP\n,microSurfaceTexel\n#endif\n#ifdef DETAIL\n,detailColor\n,vDetailInfos\n#endif\n);float microSurface=reflectivityOut.microSurface;float roughness=reflectivityOut.roughness;float diffuseRoughness=reflectivityOut.diffuseRoughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;alphaFresnelOut=alphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface\n);alpha=alphaFresnelOut.alpha;\n#endif\n#endif\n#include<pbrBlockGeometryInfo>\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=TEXRD(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicOut=anisotropicBlock(\nvAnisotropy,\nroughness,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW\n);\n#endif\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionOut=reflectionBlock(\nvPositionW\n,normalW\n,alphaG\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\n,NdotVUnclamped\n#endif\n#ifdef LINEARSPECULARREFLECTION\n,roughness\n#endif\n,reflectionSampler\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,viewDirectionW\n,diffuseRoughness\n,baseColor\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n#include<pbrBlockReflectance0>\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=TEXRD(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=TEXRD(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenOut=sheenBlock(\nvSheenColor\n#ifdef SHEEN_ROUGHNESS\n,vSheenRoughness\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,sheenMapRoughnessData\n#endif\n#endif\n,roughness\n#ifdef SHEEN_TEXTURE\n,sheenMapData\n,vSheenInfos.y\n#endif\n,reflectanceF0\n#ifdef SHEEN_LINKWITHALBEDO\n,baseColor\n,surfaceAlbedo\n#endif\n#ifdef ENVIRONMENTBRDF\n,NdotV\n,environmentBrdf\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\n,AARoughnessFactors\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n,reflectionOut.reflectionCoords\n,NdotVUnclamped\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\n,seo\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\n,eho\n#endif\n#endif\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=TEXRD(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#endif\n#ifdef IRIDESCENCE\niridescenceOutParams iridescenceOut;\n#ifdef IRIDESCENCE_TEXTURE\nvec2 iridescenceMapData=TEXRD(iridescenceSampler,vIridescenceUV+uvOffset).rg*vIridescenceInfos.y;\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\nvec2 iridescenceThicknessMapData=TEXRD(iridescenceThicknessSampler,vIridescenceThicknessUV+uvOffset).rg*vIridescenceInfos.w;\n#endif\niridescenceOut=iridescenceBlock(\nvIridescenceParams\n,NdotV\n,specularEnvironmentR0\n#ifdef IRIDESCENCE_TEXTURE\n,iridescenceMapData\n#endif\n#ifdef IRIDESCENCE_THICKNESS_TEXTURE\n,iridescenceThicknessMapData\n#endif\n#ifdef CLEARCOAT\n,NdotVUnclamped\n,vClearCoatParams\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#endif\n);float iridescenceIntensity=iridescenceOut.iridescenceIntensity;specularEnvironmentR0=iridescenceOut.specularEnvironmentR0;\n#endif\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=TEXRD(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=TEXRD(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=TEXRD(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatOut=clearcoatBlock(\nvPositionW\n,geometricNormalW\n,viewDirectionW\n,vClearCoatParams\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n,clearCoatMapRoughnessData\n#endif\n,specularEnvironmentR0\n#ifdef CLEARCOAT_TEXTURE\n,clearCoatMapData\n#endif\n#ifdef CLEARCOAT_TINT\n,vClearCoatTintParams\n,clearCoatColorAtDistance\n,vClearCoatRefractionParams\n#ifdef CLEARCOAT_TINT_TEXTURE\n,clearCoatTintMapData\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\n,vClearCoatBumpInfos\n,clearCoatBumpMapData\n,vClearCoatBumpUV\n#if defined(TANGENT) && defined(NORMAL)\n,vTBN\n#else\n,vClearCoatTangentSpaceParams\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n,normalMatrix\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\n,faceNormal\n#endif\n#ifdef REFLECTION\n,vReflectionMicrosurfaceInfos\n,vReflectionInfos\n,vReflectionColor\n,vLightingIntensity\n,reflectionSampler\n#ifndef LODBASEDMICROSFURACE\n,reflectionSamplerLow\n,reflectionSamplerHigh\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n,(gl_FrontFacing ? 1. : -1.)\n#endif\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n#include<pbrBlockReflectance>\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=TEXRD(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=TEXRD(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=TEXRD(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\nvec4 translucencyColorMap=TEXRD(translucencyColorSampler,vTranslucencyColorUV+uvOffset);\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE_GAMMA\ntranslucencyColorMap=toLinearSpace(translucencyColorMap);\n#endif\n#endif\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\nvec3 vSpecularEnvironmentReflectance=vec3(max(colorSpecularEnvironmentReflectance.r,max(colorSpecularEnvironmentReflectance.g,colorSpecularEnvironmentReflectance.b)));\n#endif\nsubSurfaceOut=subSurfaceBlock(\nvSubSurfaceIntensity\n,vThicknessParam\n,vTintColor\n,normalW\n#ifdef LEGACY_SPECULAR_ENERGY_CONSERVATION\n,vSpecularEnvironmentReflectance\n#else\n,baseSpecularEnvironmentReflectance\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\n,thicknessMap\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\n,refractionIntensityMap\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\n,translucencyIntensityMap\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\n,reflectionMatrix\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\n,reflectionOut.irradianceVector\n#endif\n#if defined(REALTIME_FILTERING)\n,reflectionSampler\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\n,surfaceAlbedo\n#endif\n#ifdef SS_REFRACTION\n,vPositionW\n,viewDirectionW\n,view\n,vRefractionInfos\n,refractionMatrix\n,vRefractionMicrosurfaceInfos\n,vLightingIntensity\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\n,alpha\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\n,NdotVUnclamped\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\n,roughness\n#endif\n,alphaG\n,refractionSampler\n#ifndef LODBASEDMICROSFURACE\n,refractionSamplerLow\n,refractionSamplerHigh\n#endif\n#ifdef ANISOTROPIC\n,anisotropicOut\n#endif\n#ifdef REALTIME_FILTERING\n,vRefractionFilteringInfo\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\n,vRefractionPosition\n,vRefractionSize\n#endif\n#ifdef SS_DISPERSION\n,dispersion\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\n,vDiffusionDistance\n,vTranslucencyColor\n#ifdef SS_TRANSLUCENCYCOLOR_TEXTURE\n,translucencyColorMap\n#endif\n#endif\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=colorSpecularEnvironmentReflectance;\n#endif\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n#include<pbrBlockFinalLitComponents>\n#endif \n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#include<pbrBlockPrePass>\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);} else {backColor+=finalColor;}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrPixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
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+ /** @internal */
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+ export declare const textureProcessorPixelShader: {
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+ name: string;
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+ shader: string;
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+ };
@@ -0,0 +1,156 @@
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+ // Do not edit.
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+ import { ShaderStore } from "../Engines/shaderStore.js";
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+ const name = "textureProcessorPixelShader";
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+ const shader = `#ifdef OPERAND_A_TEXTURE
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+ uniform sampler2D textureA;
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+ #endif
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+ #ifdef OPERAND_B_TEXTURE
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+ uniform sampler2D textureB;
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+ #endif
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+ #if defined(OP_LERP) && defined(LERP_T_TEXTURE)
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+ uniform sampler2D textureT;
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+ #endif
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+ #ifdef OPERAND_A_MATRIX
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+ uniform mat4 textureAMatrix;
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+ #endif
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+ #ifdef OPERAND_B_MATRIX
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+ uniform mat4 textureBMatrix;
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+ #endif
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+ #if defined(OP_LERP) && defined(LERP_T_MATRIX)
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+ uniform mat4 textureTMatrix;
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+ #endif
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+ #if !defined(OPERAND_A_TEXTURE) || defined(OPERAND_A_FACTOR)
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+ uniform vec4 factorA;
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+ #endif
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+ #if !defined(OPERAND_B_TEXTURE) || defined(OPERAND_B_FACTOR)
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+ uniform vec4 factorB;
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+ #endif
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+ #if defined(OP_LERP) && (!defined(LERP_T_TEXTURE) || defined(LERP_T_FACTOR))
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+ uniform vec4 factorT;
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+ #endif
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+ varying vec2 vUV;void main() {vec2 uv=vUV;
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+ #ifdef OPERAND_A_TEXTURE
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+ #ifdef OPERAND_A_MATRIX
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+ vec4 a=texture2D(textureA,(textureAMatrix*vec4(uv,0.0,1.0)).xy);
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+ #else
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+ vec4 a=texture2D(textureA,uv);
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+ #endif
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+ #ifdef OPERAND_A_SRGB
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+ a.rgb=mix(a.rgb/12.92,pow((a.rgb+0.055)/1.055,vec3(2.4)),step(vec3(0.04045),a.rgb));
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+ #endif
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+ #ifdef OPERAND_A_CHANNEL_R
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+ a=vec4(a.rrr,a.a);
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+ #elif defined(OPERAND_A_CHANNEL_G)
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+ a=vec4(a.ggg,a.a);
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+ #elif defined(OPERAND_A_CHANNEL_B)
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+ a=vec4(a.bbb,a.a);
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+ #elif defined(OPERAND_A_CHANNEL_A)
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+ a=a.aaaa;
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+ #endif
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+ #ifdef OPERAND_A_FACTOR
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+ a*=factorA;
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+ #endif
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+ #else
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+ vec4 a=factorA;
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+ #endif
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+ #ifdef OPERAND_B_TEXTURE
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+ #ifdef OPERAND_B_MATRIX
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+ vec4 b=texture2D(textureB,(textureBMatrix*vec4(uv,0.0,1.0)).xy);
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+ #else
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+ vec4 b=texture2D(textureB,uv);
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+ #endif
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+ #ifdef OPERAND_B_SRGB
63
+ b.rgb=mix(b.rgb/12.92,pow((b.rgb+0.055)/1.055,vec3(2.4)),step(vec3(0.04045),b.rgb));
64
+ #endif
65
+ #ifdef OPERAND_B_CHANNEL_R
66
+ b=vec4(b.rrr,b.a);
67
+ #elif defined(OPERAND_B_CHANNEL_G)
68
+ b=vec4(b.ggg,b.a);
69
+ #elif defined(OPERAND_B_CHANNEL_B)
70
+ b=vec4(b.bbb,b.a);
71
+ #elif defined(OPERAND_B_CHANNEL_A)
72
+ b=b.aaaa;
73
+ #endif
74
+ #ifdef OPERAND_B_FACTOR
75
+ b*=factorB;
76
+ #endif
77
+ #else
78
+ vec4 b=factorB;
79
+ #endif
80
+ #ifdef OP_CHANNEL_MAX
81
+ float _cmax=max(max(a.r,a.g),a.b);
82
+ #ifdef CHANNEL_MAX_INCLUDE_ALPHA
83
+ _cmax=max(_cmax,a.a);vec4 result=vec4(_cmax,_cmax,_cmax,_cmax);
84
+ #else
85
+ vec4 result=vec4(_cmax,_cmax,_cmax,a.a);
86
+ #endif
87
+ #elif defined(OP_INVERT)
88
+ float _ir=a.r; float _ig=a.g; float _ib=a.b; float _ia=a.a;
89
+ #ifdef INVERT_R
90
+ _ir=1.0-_ir;
91
+ #endif
92
+ #ifdef INVERT_G
93
+ _ig=1.0-_ig;
94
+ #endif
95
+ #ifdef INVERT_B
96
+ _ib=1.0-_ib;
97
+ #endif
98
+ #ifdef INVERT_A
99
+ _ia=1.0-_ia;
100
+ #endif
101
+ vec4 result=vec4(_ir,_ig,_ib,_ia);
102
+ #elif defined(OP_LERP)
103
+ #ifdef LERP_T_TEXTURE
104
+ #ifdef LERP_T_MATRIX
105
+ vec4 t=texture2D(textureT,(textureTMatrix*vec4(uv,0.0,1.0)).xy);
106
+ #else
107
+ vec4 t=texture2D(textureT,uv);
108
+ #endif
109
+ #ifdef LERP_T_SRGB
110
+ t.rgb=mix(t.rgb/12.92,pow((t.rgb+0.055)/1.055,vec3(2.4)),step(vec3(0.04045),t.rgb));
111
+ #endif
112
+ #ifdef LERP_T_CHANNEL_R
113
+ t=vec4(t.rrr,t.a);
114
+ #elif defined(LERP_T_CHANNEL_G)
115
+ t=vec4(t.ggg,t.a);
116
+ #elif defined(LERP_T_CHANNEL_B)
117
+ t=vec4(t.bbb,t.a);
118
+ #elif defined(LERP_T_CHANNEL_A)
119
+ t=t.aaaa;
120
+ #endif
121
+ #ifdef LERP_T_FACTOR
122
+ t*=factorT;
123
+ #endif
124
+ #else
125
+ vec4 t=factorT;
126
+ #endif
127
+ vec4 result=mix(a,b,t);
128
+ #elif defined(OP_MAX)
129
+ vec4 result=max(a,b);
130
+ #else
131
+ vec4 result=a*b;
132
+ #endif
133
+ #ifdef OUTPUT_MASK_R_ZERO
134
+ result.r=0.0;
135
+ #endif
136
+ #ifdef OUTPUT_MASK_G_ZERO
137
+ result.g=0.0;
138
+ #endif
139
+ #ifdef OUTPUT_MASK_B_ZERO
140
+ result.b=0.0;
141
+ #endif
142
+ #ifdef OUTPUT_MASK_A_ONE
143
+ result.a=1.0;
144
+ #endif
145
+ #ifdef OUTPUT_SRGB
146
+ result.rgb=mix(result.rgb*12.92,pow(result.rgb,vec3(1.0/2.4))*1.055-0.055,step(vec3(0.0031308),result.rgb));
147
+ #endif
148
+ gl_FragColor=result;}
149
+ `;
150
+ // Sideeffect
151
+ if (!ShaderStore.ShadersStore[name]) {
152
+ ShaderStore.ShadersStore[name] = shader;
153
+ }
154
+ /** @internal */
155
+ export const textureProcessorPixelShader = { name, shader };
156
+ //# sourceMappingURL=textureProcessor.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"textureProcessor.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/textureProcessor.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"textureProcessorPixelShader\";\nconst shader = `#ifdef OPERAND_A_TEXTURE\nuniform sampler2D textureA;\n#endif\n#ifdef OPERAND_B_TEXTURE\nuniform sampler2D textureB;\n#endif\n#if defined(OP_LERP) && defined(LERP_T_TEXTURE)\nuniform sampler2D textureT;\n#endif\n#ifdef OPERAND_A_MATRIX\nuniform mat4 textureAMatrix;\n#endif\n#ifdef OPERAND_B_MATRIX\nuniform mat4 textureBMatrix;\n#endif\n#if defined(OP_LERP) && defined(LERP_T_MATRIX)\nuniform mat4 textureTMatrix;\n#endif\n#if !defined(OPERAND_A_TEXTURE) || defined(OPERAND_A_FACTOR)\nuniform vec4 factorA;\n#endif\n#if !defined(OPERAND_B_TEXTURE) || defined(OPERAND_B_FACTOR)\nuniform vec4 factorB;\n#endif\n#if defined(OP_LERP) && (!defined(LERP_T_TEXTURE) || defined(LERP_T_FACTOR))\nuniform vec4 factorT;\n#endif\nvarying vec2 vUV;void main() {vec2 uv=vUV;\n#ifdef OPERAND_A_TEXTURE\n#ifdef OPERAND_A_MATRIX\nvec4 a=texture2D(textureA,(textureAMatrix*vec4(uv,0.0,1.0)).xy);\n#else\nvec4 a=texture2D(textureA,uv);\n#endif\n#ifdef OPERAND_A_SRGB\na.rgb=mix(a.rgb/12.92,pow((a.rgb+0.055)/1.055,vec3(2.4)),step(vec3(0.04045),a.rgb));\n#endif\n#ifdef OPERAND_A_CHANNEL_R\na=vec4(a.rrr,a.a);\n#elif defined(OPERAND_A_CHANNEL_G)\na=vec4(a.ggg,a.a);\n#elif defined(OPERAND_A_CHANNEL_B)\na=vec4(a.bbb,a.a);\n#elif defined(OPERAND_A_CHANNEL_A)\na=a.aaaa;\n#endif\n#ifdef OPERAND_A_FACTOR\na*=factorA;\n#endif\n#else\nvec4 a=factorA;\n#endif\n#ifdef OPERAND_B_TEXTURE\n#ifdef OPERAND_B_MATRIX\nvec4 b=texture2D(textureB,(textureBMatrix*vec4(uv,0.0,1.0)).xy);\n#else\nvec4 b=texture2D(textureB,uv);\n#endif\n#ifdef OPERAND_B_SRGB\nb.rgb=mix(b.rgb/12.92,pow((b.rgb+0.055)/1.055,vec3(2.4)),step(vec3(0.04045),b.rgb));\n#endif\n#ifdef OPERAND_B_CHANNEL_R\nb=vec4(b.rrr,b.a);\n#elif defined(OPERAND_B_CHANNEL_G)\nb=vec4(b.ggg,b.a);\n#elif defined(OPERAND_B_CHANNEL_B)\nb=vec4(b.bbb,b.a);\n#elif defined(OPERAND_B_CHANNEL_A)\nb=b.aaaa;\n#endif\n#ifdef OPERAND_B_FACTOR\nb*=factorB;\n#endif\n#else\nvec4 b=factorB;\n#endif\n#ifdef OP_CHANNEL_MAX\nfloat _cmax=max(max(a.r,a.g),a.b);\n#ifdef CHANNEL_MAX_INCLUDE_ALPHA\n_cmax=max(_cmax,a.a);vec4 result=vec4(_cmax,_cmax,_cmax,_cmax);\n#else\nvec4 result=vec4(_cmax,_cmax,_cmax,a.a);\n#endif\n#elif defined(OP_INVERT)\nfloat _ir=a.r; float _ig=a.g; float _ib=a.b; float _ia=a.a;\n#ifdef INVERT_R\n_ir=1.0-_ir;\n#endif\n#ifdef INVERT_G\n_ig=1.0-_ig;\n#endif\n#ifdef INVERT_B\n_ib=1.0-_ib;\n#endif\n#ifdef INVERT_A\n_ia=1.0-_ia;\n#endif\nvec4 result=vec4(_ir,_ig,_ib,_ia);\n#elif defined(OP_LERP)\n#ifdef LERP_T_TEXTURE\n#ifdef LERP_T_MATRIX\nvec4 t=texture2D(textureT,(textureTMatrix*vec4(uv,0.0,1.0)).xy);\n#else\nvec4 t=texture2D(textureT,uv);\n#endif\n#ifdef LERP_T_SRGB\nt.rgb=mix(t.rgb/12.92,pow((t.rgb+0.055)/1.055,vec3(2.4)),step(vec3(0.04045),t.rgb));\n#endif\n#ifdef LERP_T_CHANNEL_R\nt=vec4(t.rrr,t.a);\n#elif defined(LERP_T_CHANNEL_G)\nt=vec4(t.ggg,t.a);\n#elif defined(LERP_T_CHANNEL_B)\nt=vec4(t.bbb,t.a);\n#elif defined(LERP_T_CHANNEL_A)\nt=t.aaaa;\n#endif\n#ifdef LERP_T_FACTOR\nt*=factorT;\n#endif\n#else\nvec4 t=factorT;\n#endif\nvec4 result=mix(a,b,t);\n#elif defined(OP_MAX)\nvec4 result=max(a,b);\n#else\nvec4 result=a*b;\n#endif\n#ifdef OUTPUT_MASK_R_ZERO\nresult.r=0.0;\n#endif\n#ifdef OUTPUT_MASK_G_ZERO\nresult.g=0.0;\n#endif\n#ifdef OUTPUT_MASK_B_ZERO\nresult.b=0.0;\n#endif\n#ifdef OUTPUT_MASK_A_ONE\nresult.a=1.0;\n#endif\n#ifdef OUTPUT_SRGB\nresult.rgb=mix(result.rgb*12.92,pow(result.rgb,vec3(1.0/2.4))*1.055-0.055,step(vec3(0.0031308),result.rgb));\n#endif\ngl_FragColor=result;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const textureProcessorPixelShader = { name, shader };\n"]}
@@ -38,11 +38,11 @@ var detailColor: vec4f=textureSample(detailSampler,detailSamplerSampler,fragment
38
38
  #ifdef BUMP
39
39
  #ifdef OBJECTSPACE_NORMALMAP
40
40
  #define CUSTOM_FRAGMENT_BUMP_FRAGMENT
41
- normalW=normalize(textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).xyz *2.0-1.0);normalW=normalize(mat3x3f(uniforms.normalMatrix[0].xyz,uniforms.normalMatrix[1].xyz,uniforms.normalMatrix[2].xyz)*normalW);
41
+ normalW=normalize(TEXRD(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).xyz *2.0-1.0);normalW=normalize(mat3x3f(uniforms.normalMatrix[0].xyz,uniforms.normalMatrix[1].xyz,uniforms.normalMatrix[2].xyz)*normalW);
42
42
  #elif !defined(DETAIL)
43
- normalW=perturbNormal(TBN,textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz,uniforms.vBumpInfos.y);
43
+ normalW=perturbNormal(TBN,TEXRD(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz,uniforms.vBumpInfos.y);
44
44
  #else
45
- var bumpNormal: vec3f=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz*2.0-1.0;
45
+ var bumpNormal: vec3f=TEXRD(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz*2.0-1.0;
46
46
  #if DETAIL_NORMALBLENDMETHOD==0
47
47
  detailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);var blendedNormal: vec3f=normalize( vec3f(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z));
48
48
  #elif DETAIL_NORMALBLENDMETHOD==1
@@ -1 +1 @@
1
- {"version":3,"file":"bumpFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/bumpFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,cAAc,CAAC;AAC5B,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,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpFragment\";\nconst shader = `var uvOffset: vec2f= vec2f(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nvar normalScale: f32=1.0;\n#elif defined(BUMP)\nvar normalScale: f32=uniforms.vBumpInfos.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(BUMP)\nvar TBNUV: vec2f=select(-fragmentInputs.vBumpUV,fragmentInputs.vBumpUV,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)\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\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,fragmentInputs.vBumpUV,uniforms.vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,uniforms.vBumpInfos.z);\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 BUMP\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).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(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz,uniforms.vBumpInfos.y);\n#else\nvar bumpNormal: vec3f=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+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(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z));\n#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);bumpNormal+= vec3f(0.0,0.0,1.0);detailNormal*= vec3f(-1.0,-1.0,1.0);var blendedNormal: vec3f=bumpNormal*dot(bumpNormal,detailNormal)/bumpNormal.z-detailNormal;\n#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,uniforms.vBumpInfos.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 bumpFragmentWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"bumpFragment.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/bumpFragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,cAAc,CAAC;AAC5B,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,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpFragment\";\nconst shader = `var uvOffset: vec2f= vec2f(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nvar normalScale: f32=1.0;\n#elif defined(BUMP)\nvar normalScale: f32=uniforms.vBumpInfos.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(BUMP)\nvar TBNUV: vec2f=select(-fragmentInputs.vBumpUV,fragmentInputs.vBumpUV,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)\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\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,fragmentInputs.vBumpUV,uniforms.vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,uniforms.vBumpInfos.z);\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 BUMP\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(TEXRD(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).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(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz,uniforms.vBumpInfos.y);\n#else\nvar bumpNormal: vec3f=TEXRD(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+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(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z));\n#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);bumpNormal+= vec3f(0.0,0.0,1.0);detailNormal*= vec3f(-1.0,-1.0,1.0);var blendedNormal: vec3f=bumpNormal*dot(bumpNormal,detailNormal)/bumpNormal.z-detailNormal;\n#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,uniforms.vBumpInfos.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 bumpFragmentWGSL = { name, shader };\n"]}
@@ -1,7 +1,11 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "bumpFragmentMainFunctions";
4
- const shader = `#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)
4
+ const shader = `#ifndef TEXRD_DEFINED
5
+ fn TEXRD(t: texture_2d<f32>,ts: sampler,uv: vec2f)->vec4f {return textureSample(t,ts,uv);}
6
+ #define TEXRD_DEFINED
7
+ #endif
8
+ #if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)
5
9
  #if defined(TANGENT) && defined(NORMAL)
6
10
  varying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;
7
11
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"bumpFragmentMainFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwCd,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,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpFragmentMainFunctions\";\nconst shader = `#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform normalMatrix: mat4x4f;fn toNormalMatrix(m: mat4x4f)->mat4x4f\n{var a00=m[0][0];var a01=m[0][1];var a02=m[0][2];var a03=m[0][3];var a10=m[1][0];var a11=m[1][1];var a12=m[1][2];var a13=m[1][3];var a20=m[2][0]; \nvar a21=m[2][1];var a22=m[2][2];var a23=m[2][3];var a30=m[3][0]; \nvar a31=m[3][1];var a32=m[3][2];var a33=m[3][3];var b00=a00*a11-a01*a10;var b01=a00*a12-a02*a10;var b02=a00*a13-a03*a10;var b03=a01*a12-a02*a11;var b04=a01*a13-a03*a11;var b05=a02*a13-a03*a12;var b06=a20*a31-a21*a30;var b07=a20*a32-a22*a30;var b08=a20*a33-a23*a30;var b09=a21*a32-a22*a31;var b10=a21*a33-a23*a31;var b11=a22*a33-a23*a32;var det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;var mi=mat4x4<f32>(\n(a11*b11-a12*b10+a13*b09)/det,\n(a02*b10-a01*b11-a03*b09)/det,\n(a31*b05-a32*b04+a33*b03)/det,\n(a22*b04-a21*b05-a23*b03)/det,\n(a12*b08-a10*b11-a13*b07)/det,\n(a00*b11-a02*b08+a03*b07)/det,\n(a32*b02-a30*b05-a33*b01)/det,\n(a20*b05-a22*b02+a23*b01)/det,\n(a10*b10-a11*b08+a13*b06)/det,\n(a01*b08-a00*b10-a03*b06)/det,\n(a30*b04-a31*b02+a33*b00)/det,\n(a21*b02-a20*b04-a23*b00)/det,\n(a11*b07-a10*b09-a12*b06)/det,\n(a00*b09-a01*b07+a02*b06)/det,\n(a31*b01-a30*b03-a32*b00)/det,\n(a20*b03-a21*b01+a22*b00)/det);return mat4x4<f32>(mi[0][0],mi[1][0],mi[2][0],mi[3][0],\nmi[0][1],mi[1][1],mi[2][1],mi[3][1],\nmi[0][2],mi[1][2],mi[2][2],mi[3][2],\nmi[0][3],mi[1][3],mi[2][3],mi[3][3]);}\n#endif\nfn perturbNormalBase(cotangentFrame: mat3x3f,normal: vec3f,scale: f32)->vec3f\n{var output=normal;\n#ifdef NORMALXYSCALE\noutput=normalize(output* vec3f(scale,scale,1.0));\n#endif\nreturn normalize(cotangentFrame*output);}\nfn perturbNormal(cotangentFrame: mat3x3f,textureSample: vec3f,scale: f32)->vec3f\n{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}\nfn cotangent_frame(normal: vec3f,p: vec3f,uv: vec2f,tangentSpaceParams: vec2f)->mat3x3f\n{var dp1: vec3f=dpdx(p);var dp2: vec3f=dpdy(p);var duv1: vec2f=dpdx(uv);var duv2: vec2f=dpdy(uv);var dp2perp: vec3f=cross(dp2,normal);var dp1perp: vec3f=cross(normal,dp1);var tangent: vec3f=dp2perp*duv1.x+dp1perp*duv2.x;var bitangent: vec3f=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;var det: f32=max(dot(tangent,tangent),dot(bitangent,bitangent));var invmax: f32=select(inverseSqrt(det),0.0,det==0.0);return mat3x3f(tangent*invmax,bitangent*invmax,normal);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const bumpFragmentMainFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"bumpFragmentMainFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Cd,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,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"bumpFragmentMainFunctions\";\nconst shader = `#ifndef TEXRD_DEFINED\nfn TEXRD(t: texture_2d<f32>,ts: sampler,uv: vec2f)->vec4f {return textureSample(t,ts,uv);}\n#define TEXRD_DEFINED\n#endif\n#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform normalMatrix: mat4x4f;fn toNormalMatrix(m: mat4x4f)->mat4x4f\n{var a00=m[0][0];var a01=m[0][1];var a02=m[0][2];var a03=m[0][3];var a10=m[1][0];var a11=m[1][1];var a12=m[1][2];var a13=m[1][3];var a20=m[2][0]; \nvar a21=m[2][1];var a22=m[2][2];var a23=m[2][3];var a30=m[3][0]; \nvar a31=m[3][1];var a32=m[3][2];var a33=m[3][3];var b00=a00*a11-a01*a10;var b01=a00*a12-a02*a10;var b02=a00*a13-a03*a10;var b03=a01*a12-a02*a11;var b04=a01*a13-a03*a11;var b05=a02*a13-a03*a12;var b06=a20*a31-a21*a30;var b07=a20*a32-a22*a30;var b08=a20*a33-a23*a30;var b09=a21*a32-a22*a31;var b10=a21*a33-a23*a31;var b11=a22*a33-a23*a32;var det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;var mi=mat4x4<f32>(\n(a11*b11-a12*b10+a13*b09)/det,\n(a02*b10-a01*b11-a03*b09)/det,\n(a31*b05-a32*b04+a33*b03)/det,\n(a22*b04-a21*b05-a23*b03)/det,\n(a12*b08-a10*b11-a13*b07)/det,\n(a00*b11-a02*b08+a03*b07)/det,\n(a32*b02-a30*b05-a33*b01)/det,\n(a20*b05-a22*b02+a23*b01)/det,\n(a10*b10-a11*b08+a13*b06)/det,\n(a01*b08-a00*b10-a03*b06)/det,\n(a30*b04-a31*b02+a33*b00)/det,\n(a21*b02-a20*b04-a23*b00)/det,\n(a11*b07-a10*b09-a12*b06)/det,\n(a00*b09-a01*b07+a02*b06)/det,\n(a31*b01-a30*b03-a32*b00)/det,\n(a20*b03-a21*b01+a22*b00)/det);return mat4x4<f32>(mi[0][0],mi[1][0],mi[2][0],mi[3][0],\nmi[0][1],mi[1][1],mi[2][1],mi[3][1],\nmi[0][2],mi[1][2],mi[2][2],mi[3][2],\nmi[0][3],mi[1][3],mi[2][3],mi[3][3]);}\n#endif\nfn perturbNormalBase(cotangentFrame: mat3x3f,normal: vec3f,scale: f32)->vec3f\n{var output=normal;\n#ifdef NORMALXYSCALE\noutput=normalize(output* vec3f(scale,scale,1.0));\n#endif\nreturn normalize(cotangentFrame*output);}\nfn perturbNormal(cotangentFrame: mat3x3f,textureSample: vec3f,scale: f32)->vec3f\n{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}\nfn cotangent_frame(normal: vec3f,p: vec3f,uv: vec2f,tangentSpaceParams: vec2f)->mat3x3f\n{var dp1: vec3f=dpdx(p);var dp2: vec3f=dpdy(p);var duv1: vec2f=dpdx(uv);var duv2: vec2f=dpdy(uv);var dp2perp: vec3f=cross(dp2,normal);var dp1perp: vec3f=cross(normal,dp1);var tangent: vec3f=dp2perp*duv1.x+dp1perp*duv2.x;var bitangent: vec3f=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;var det: f32=max(dot(tangent,tangent),dot(bitangent,bitangent));var invmax: f32=select(inverseSqrt(det),0.0,det==0.0);return mat3x3f(tangent*invmax,bitangent*invmax,normal);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const bumpFragmentMainFunctionsWGSL = { 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 = "defaultUboDeclaration";
6
- const shader = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;
6
+ const shader = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;uniform vTextureRepetitionHexTilingParams: vec4f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;
7
7
  #define ADDITIONAL_UBO_DECLARATION
8
8
  #include<sceneUboDeclaration>
9
9
  #include<meshUboDeclaration>
@@ -1 +1 @@
1
- {"version":3,"file":"defaultUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/defaultUboDeclaration.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 = \"defaultUboDeclaration\";\nconst shader = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;\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 defaultUboDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"defaultUboDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/defaultUboDeclaration.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 = \"defaultUboDeclaration\";\nconst shader = `uniform diffuseLeftColor: vec4f;uniform diffuseRightColor: vec4f;uniform opacityParts: vec4f;uniform reflectionLeftColor: vec4f;uniform reflectionRightColor: vec4f;uniform refractionLeftColor: vec4f;uniform refractionRightColor: vec4f;uniform emissiveLeftColor: vec4f;uniform emissiveRightColor: vec4f;uniform vDiffuseInfos: vec2f;uniform vAmbientInfos: vec2f;uniform vOpacityInfos: vec2f;uniform vEmissiveInfos: vec2f;uniform vLightmapInfos: vec2f;uniform vSpecularInfos: vec2f;uniform vBumpInfos: vec3f;uniform diffuseMatrix: mat4x4f;uniform ambientMatrix: mat4x4f;uniform opacityMatrix: mat4x4f;uniform emissiveMatrix: mat4x4f;uniform lightmapMatrix: mat4x4f;uniform specularMatrix: mat4x4f;uniform bumpMatrix: mat4x4f;uniform vTangentSpaceParams: vec2f;uniform pointSize: f32;uniform alphaCutOff: f32;uniform refractionMatrix: mat4x4f;uniform vRefractionInfos: vec4f;uniform vRefractionPosition: vec3f;uniform vRefractionSize: vec3f;uniform vSpecularColor: vec4f;uniform vEmissiveColor: vec3f;uniform vDiffuseColor: vec4f;uniform vAmbientColor: vec3f;uniform cameraInfo: vec4f;uniform vTextureRepetitionHexTilingParams: vec4f;uniform vReflectionInfos: vec2f;uniform reflectionMatrix: mat4x4f;uniform vReflectionPosition: vec3f;uniform vReflectionSize: vec3f;\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 defaultUboDeclarationWGSL = { name, shader };\n"]}
@@ -3,7 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "openpbrAmbientOcclusionData";
4
4
  const shader = `var ambient_occlusion: vec3f=vec3f(1.0f,1.0f,1.0f);var specular_ambient_occlusion: f32=1.0f;var coat_specular_ambient_occlusion: f32=1.0f;
5
5
  #ifdef AMBIENT_OCCLUSION
6
- var ambientOcclusionFromTexture: vec3f=textureSample(ambientOcclusionSampler,ambientOcclusionSamplerSampler,fragmentInputs.vAmbientOcclusionUV+uvOffset).rgb;ambient_occlusion=vec3f(ambientOcclusionFromTexture.r*uniforms.vAmbientOcclusionInfos.y+(1.0f-uniforms.vAmbientOcclusionInfos.y));
6
+ var ambientOcclusionFromTexture: vec3f=TEXRD(ambientOcclusionSampler,ambientOcclusionSamplerSampler,fragmentInputs.vAmbientOcclusionUV+uvOffset).rgb;ambient_occlusion=vec3f(ambientOcclusionFromTexture.r*uniforms.vAmbientOcclusionInfos.y+(1.0f-uniforms.vAmbientOcclusionInfos.y));
7
7
  #endif
8
8
  `;
9
9
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrAmbientOcclusionData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,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,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrAmbientOcclusionData\";\nconst shader = `var ambient_occlusion: vec3f=vec3f(1.0f,1.0f,1.0f);var specular_ambient_occlusion: f32=1.0f;var coat_specular_ambient_occlusion: f32=1.0f;\n#ifdef AMBIENT_OCCLUSION\nvar ambientOcclusionFromTexture: vec3f=textureSample(ambientOcclusionSampler,ambientOcclusionSamplerSampler,fragmentInputs.vAmbientOcclusionUV+uvOffset).rgb;ambient_occlusion=vec3f(ambientOcclusionFromTexture.r*uniforms.vAmbientOcclusionInfos.y+(1.0f-uniforms.vAmbientOcclusionInfos.y));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrAmbientOcclusionDataWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrAmbientOcclusionData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrAmbientOcclusionData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,6BAA6B,CAAC;AAC3C,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,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrAmbientOcclusionData\";\nconst shader = `var ambient_occlusion: vec3f=vec3f(1.0f,1.0f,1.0f);var specular_ambient_occlusion: f32=1.0f;var coat_specular_ambient_occlusion: f32=1.0f;\n#ifdef AMBIENT_OCCLUSION\nvar ambientOcclusionFromTexture: vec3f=TEXRD(ambientOcclusionSampler,ambientOcclusionSamplerSampler,fragmentInputs.vAmbientOcclusionUV+uvOffset).rgb;ambient_occlusion=vec3f(ambientOcclusionFromTexture.r*uniforms.vAmbientOcclusionInfos.y+(1.0f-uniforms.vAmbientOcclusionInfos.y));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrAmbientOcclusionDataWGSL = { name, shader };\n"]}
@@ -3,7 +3,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "openpbrBackgroundTransmission";
4
4
  const shader = `var slab_translucent_background: vec4f=vec4f(0.,0.,0.,1.);
5
5
  #ifdef REFRACTED_BACKGROUND
6
- {let refractionLOD: f32=min(transmission_roughness,0.7)*uniforms.vBackgroundRefractionInfos.x;let lodTexelSize: f32=pow(2.0f,refractionLOD-uniforms.vBackgroundRefractionInfos.x);
6
+ {let refractionLOD: f32=min(transmission_roughness,0.8)*uniforms.vBackgroundRefractionInfos.x;let lodTexelSize: f32=pow(2.0f,refractionLOD-uniforms.vBackgroundRefractionInfos.x);
7
7
  #ifdef DISPERSION
8
8
  {
9
9
  #ifdef REFRACTION_HIGH_QUALITY_BLUR
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrBackgroundTransmission.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;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,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBackgroundTransmission\";\nconst shader = `var slab_translucent_background: vec4f=vec4f(0.,0.,0.,1.);\n#ifdef REFRACTED_BACKGROUND\n{let refractionLOD: f32=min(transmission_roughness,0.7)*uniforms.vBackgroundRefractionInfos.x;let lodTexelSize: f32=pow(2.0f,refractionLOD-uniforms.vBackgroundRefractionInfos.x);\n#ifdef DISPERSION\n{\n#ifdef REFRACTION_HIGH_QUALITY_BLUR\n{var dispResult: vec3f=vec3f(0.0);var dispWeight: vec3f=vec3f(0.0);let noiseOffset: vec2f=noise.xy*select(0.0f,lodTexelSize,refractionLOD>0.0f);for (var k: i32=0; k<6; k++) {let t: f32=(f32(k)+noise.y)/6.0f;let t_rg: f32=clamp(t*2.0f,0.0f,1.0f);let t_gb: f32=clamp((t-0.5f)*2.0f,0.0f,1.0f);let refVec: vec3f=mix(mix(refractedViewVectors[0],refractedViewVectors[1],t_rg),refractedViewVectors[2],t_gb);let uvw: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refVec*geometry_thickness,1.0f))).xyz);var coords: vec2f=uvw.xy/uvw.z;coords.y=1.0f-coords.y;let s: vec4f=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,coords+noiseOffset,refractionLOD);let rw: f32=max(0.0f,1.0f-2.0f*t);let gw: f32=max(0.0f,1.0f-abs(2.0f*t-1.0f));let bw: f32=max(0.0f,2.0f*t-1.0f);let w: vec3f=vec3f(rw,gw,bw);dispResult+=s.rgb*w;dispWeight+=w;}\nslab_translucent_background=vec4f(dispResult/max(dispWeight,vec3f(1e-6)),1.0f);}\n#else\nfor (var i: i32=0; i<3; i++) {let refractedViewVector: vec3f=refractedViewVectors[i];let uvw: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refractedViewVector*geometry_thickness,1.0f))).xyz);var coords: vec2f=uvw.xy/uvw.z;coords.y=1.0f-coords.y;if (refractionLOD>0.0f) {let noiseOffset: vec2f=noise.xy*lodTexelSize;slab_translucent_background[i]=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,coords+noiseOffset,refractionLOD)[i];} else {slab_translucent_background[i]=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,coords,0.0f)[i];}}\n#endif\n}\n#else\n{let refractionUVW: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refractedViewVector*geometry_thickness,1.0f))).xyz);var refractionCoords: vec2f=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0f-refractionCoords.y;if (refractionLOD>0.0f) {\n#ifdef REFRACTION_HIGH_QUALITY_BLUR\nlet cosA: f32=cos(noise.x*PI);let sinA: f32=sin(noise.x*PI);let u: vec2f=vec2f( cosA,sinA)*(0.5f*lodTexelSize);let v: vec2f=vec2f(-sinA,cosA)*(0.5f*lodTexelSize);slab_translucent_background=0.25f*(\ntextureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords+u+v,refractionLOD) +\ntextureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords-u+v,refractionLOD) +\ntextureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords+u-v,refractionLOD) +\ntextureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords-u-v,refractionLOD)\n);\n#else\nlet noiseOffset: vec2f=noise.xy*lodTexelSize;slab_translucent_background=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords+noiseOffset,refractionLOD);\n#endif\n} else {slab_translucent_background=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords,0.0f);}}\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBackgroundTransmissionWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrBackgroundTransmission.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;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,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBackgroundTransmission\";\nconst shader = `var slab_translucent_background: vec4f=vec4f(0.,0.,0.,1.);\n#ifdef REFRACTED_BACKGROUND\n{let refractionLOD: f32=min(transmission_roughness,0.8)*uniforms.vBackgroundRefractionInfos.x;let lodTexelSize: f32=pow(2.0f,refractionLOD-uniforms.vBackgroundRefractionInfos.x);\n#ifdef DISPERSION\n{\n#ifdef REFRACTION_HIGH_QUALITY_BLUR\n{var dispResult: vec3f=vec3f(0.0);var dispWeight: vec3f=vec3f(0.0);let noiseOffset: vec2f=noise.xy*select(0.0f,lodTexelSize,refractionLOD>0.0f);for (var k: i32=0; k<6; k++) {let t: f32=(f32(k)+noise.y)/6.0f;let t_rg: f32=clamp(t*2.0f,0.0f,1.0f);let t_gb: f32=clamp((t-0.5f)*2.0f,0.0f,1.0f);let refVec: vec3f=mix(mix(refractedViewVectors[0],refractedViewVectors[1],t_rg),refractedViewVectors[2],t_gb);let uvw: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refVec*geometry_thickness,1.0f))).xyz);var coords: vec2f=uvw.xy/uvw.z;coords.y=1.0f-coords.y;let s: vec4f=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,coords+noiseOffset,refractionLOD);let rw: f32=max(0.0f,1.0f-2.0f*t);let gw: f32=max(0.0f,1.0f-abs(2.0f*t-1.0f));let bw: f32=max(0.0f,2.0f*t-1.0f);let w: vec3f=vec3f(rw,gw,bw);dispResult+=s.rgb*w;dispWeight+=w;}\nslab_translucent_background=vec4f(dispResult/max(dispWeight,vec3f(1e-6)),1.0f);}\n#else\nfor (var i: i32=0; i<3; i++) {let refractedViewVector: vec3f=refractedViewVectors[i];let uvw: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refractedViewVector*geometry_thickness,1.0f))).xyz);var coords: vec2f=uvw.xy/uvw.z;coords.y=1.0f-coords.y;if (refractionLOD>0.0f) {let noiseOffset: vec2f=noise.xy*lodTexelSize;slab_translucent_background[i]=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,coords+noiseOffset,refractionLOD)[i];} else {slab_translucent_background[i]=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,coords,0.0f)[i];}}\n#endif\n}\n#else\n{let refractionUVW: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refractedViewVector*geometry_thickness,1.0f))).xyz);var refractionCoords: vec2f=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0f-refractionCoords.y;if (refractionLOD>0.0f) {\n#ifdef REFRACTION_HIGH_QUALITY_BLUR\nlet cosA: f32=cos(noise.x*PI);let sinA: f32=sin(noise.x*PI);let u: vec2f=vec2f( cosA,sinA)*(0.5f*lodTexelSize);let v: vec2f=vec2f(-sinA,cosA)*(0.5f*lodTexelSize);slab_translucent_background=0.25f*(\ntextureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords+u+v,refractionLOD) +\ntextureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords-u+v,refractionLOD) +\ntextureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords+u-v,refractionLOD) +\ntextureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords-u-v,refractionLOD)\n);\n#else\nlet noiseOffset: vec2f=noise.xy*lodTexelSize;slab_translucent_background=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords+noiseOffset,refractionLOD);\n#endif\n} else {slab_translucent_background=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords,0.0f);}}\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBackgroundTransmissionWGSL = { name, shader };\n"]}
@@ -3,40 +3,40 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "openpbrBaseLayerData";
4
4
  const shader = `var base_color=vec3f(0.8);var base_metalness: f32=0.0;var base_diffuse_roughness: f32=0.0;var specular_weight: f32=1.0;var specular_roughness: f32=0.3;var specular_color: vec3f=vec3f(1.0);var specular_roughness_anisotropy: f32=0.0;var specular_ior: f32=1.5;var alpha: f32=1.0;var geometry_tangent: vec2f=vec2f(1.0,0.0);var geometry_thickness: f32=0.0;
5
5
  #ifdef BASE_WEIGHT
6
- let baseWeightFromTexture: vec4f=textureSample(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);
6
+ let baseWeightFromTexture: vec4f=TEXRD(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);
7
7
  #endif
8
8
  #ifdef BASE_COLOR
9
- let baseColorFromTexture: vec4f=textureSample(baseColorSampler,baseColorSamplerSampler,fragmentInputs.vBaseColorUV+uvOffset);
9
+ let baseColorFromTexture: vec4f=TEXRD(baseColorSampler,baseColorSamplerSampler,fragmentInputs.vBaseColorUV+uvOffset);
10
10
  #endif
11
11
  #ifdef BASE_METALNESS
12
- let metallicFromTexture: vec4f=textureSample(baseMetalnessSampler,baseMetalnessSamplerSampler,fragmentInputs.vBaseMetalnessUV+uvOffset);
12
+ let metallicFromTexture: vec4f=TEXRD(baseMetalnessSampler,baseMetalnessSamplerSampler,fragmentInputs.vBaseMetalnessUV+uvOffset);
13
13
  #endif
14
14
  #ifdef BASE_DIFFUSE_ROUGHNESS
15
- let baseDiffuseRoughnessFromTexture: f32=textureSample(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).r;
15
+ let baseDiffuseRoughnessFromTexture: f32=TEXRD(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).r;
16
16
  #endif
17
17
  #ifdef GEOMETRY_TANGENT
18
- let geometryTangentFromTexture: vec3f=textureSample(geometryTangentSampler,geometryTangentSamplerSampler,fragmentInputs.vGeometryTangentUV+uvOffset).rgb;
18
+ let geometryTangentFromTexture: vec3f=TEXRD(geometryTangentSampler,geometryTangentSamplerSampler,fragmentInputs.vGeometryTangentUV+uvOffset).rgb;
19
19
  #endif
20
20
  #ifdef SPECULAR_ROUGHNESS_ANISOTROPY
21
- let anisotropyFromTexture: f32=textureSample(specularRoughnessAnisotropySampler,specularRoughnessAnisotropySamplerSampler,fragmentInputs.vSpecularRoughnessAnisotropyUV+uvOffset).r*uniforms.vSpecularRoughnessAnisotropyInfos.y;
21
+ let anisotropyFromTexture: f32=TEXRD(specularRoughnessAnisotropySampler,specularRoughnessAnisotropySamplerSampler,fragmentInputs.vSpecularRoughnessAnisotropyUV+uvOffset).r*uniforms.vSpecularRoughnessAnisotropyInfos.y;
22
22
  #endif
23
23
  #ifdef GEOMETRY_OPACITY
24
- let opacityFromTexture: vec4f=textureSample(geometryOpacitySampler,geometryOpacitySamplerSampler,fragmentInputs.vGeometryOpacityUV+uvOffset);
24
+ let opacityFromTexture: vec4f=TEXRD(geometryOpacitySampler,geometryOpacitySamplerSampler,fragmentInputs.vGeometryOpacityUV+uvOffset);
25
25
  #endif
26
26
  #ifdef GEOMETRY_THICKNESS
27
- let thicknessFromTexture: vec4f=textureSample(geometryThicknessSampler,geometryThicknessSamplerSampler,fragmentInputs.vGeometryThicknessUV+uvOffset);
27
+ let thicknessFromTexture: vec4f=TEXRD(geometryThicknessSampler,geometryThicknessSamplerSampler,fragmentInputs.vGeometryThicknessUV+uvOffset);
28
28
  #endif
29
29
  #ifdef DECAL
30
30
  let decalFromTexture: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);
31
31
  #endif
32
32
  #ifdef SPECULAR_COLOR
33
- let specularColorFromTexture: vec4f=textureSample(specularColorSampler,specularColorSamplerSampler,fragmentInputs.vSpecularColorUV+uvOffset);
33
+ let specularColorFromTexture: vec4f=TEXRD(specularColorSampler,specularColorSamplerSampler,fragmentInputs.vSpecularColorUV+uvOffset);
34
34
  #endif
35
35
  #if defined(SPECULAR_WEIGHT)
36
36
  #ifdef SPECULAR_WEIGHT_IN_ALPHA
37
- let specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).a;
37
+ let specularWeightFromTexture: f32=TEXRD(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).a;
38
38
  #else
39
- let specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).r;
39
+ let specularWeightFromTexture: f32=TEXRD(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).r;
40
40
  #endif
41
41
  #endif
42
42
  #if defined(ANISOTROPIC) || defined(FUZZ) || defined(REFRACTED_BACKGROUND) || defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING)
@@ -45,7 +45,7 @@ let noise=vec3f(2.0)*textureSample(blueNoiseSampler,blueNoiseSamplerSampler,frag
45
45
  #if defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS)
46
46
  let roughnessFromTexture: f32=metallicFromTexture.g;
47
47
  #elif defined(SPECULAR_ROUGHNESS)
48
- let roughnessFromTexture: f32=textureSample(specularRoughnessSampler,specularRoughnessSamplerSampler,fragmentInputs.vSpecularRoughnessUV+uvOffset).r;
48
+ let roughnessFromTexture: f32=TEXRD(specularRoughnessSampler,specularRoughnessSamplerSampler,fragmentInputs.vSpecularRoughnessUV+uvOffset).r;
49
49
  #endif
50
50
  base_color=uniforms.vBaseColor.rgb;
51
51
  #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
@@ -57,7 +57,7 @@ alpha*=fragmentInputs.vColor.a;
57
57
  base_color*=vec3(uniforms.vBaseWeight);alpha=uniforms.vBaseColor.a;base_metalness=uniforms.vReflectanceInfo.x;base_diffuse_roughness=uniforms.vBaseDiffuseRoughness;specular_roughness=uniforms.vReflectanceInfo.y;specular_color=uniforms.vSpecularColor.rgb;specular_weight=uniforms.vReflectanceInfo.a;specular_ior=uniforms.vReflectanceInfo.z;specular_roughness_anisotropy=uniforms.vSpecularAnisotropy.b;geometry_tangent=uniforms.vSpecularAnisotropy.rg;geometry_thickness=uniforms.vGeometryThickness;
58
58
  #ifdef BASE_COLOR
59
59
  #ifdef BASE_COLOR_GAMMA
60
- base_color*=toLinearSpace(baseColorFromTexture.rgb);
60
+ base_color*=toLinearSpaceVec3(baseColorFromTexture.rgb);
61
61
  #else
62
62
  base_color*=baseColorFromTexture.rgb;
63
63
  #endif
@@ -100,16 +100,16 @@ base_diffuse_roughness*=baseDiffuseRoughnessFromTexture*uniforms.vBaseDiffuseRou
100
100
  #endif
101
101
  #ifdef SPECULAR_COLOR
102
102
  #ifdef SPECULAR_COLOR_GAMMA
103
- specular_color*=toLinearSpace(specularColorFromTexture.rgb);
103
+ specular_color*=toLinearSpaceVec3(specularColorFromTexture.rgb);
104
104
  #else
105
105
  specular_color*=specularColorFromTexture.rgb;
106
106
  #endif
107
- #endif
108
107
  #ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE
109
108
  specular_weight*=specularColorFromTexture.a;
110
109
  #elif defined(SPECULAR_WEIGHT)
111
110
  specular_weight*=specularWeightFromTexture;
112
111
  #endif
112
+ #endif
113
113
  #if defined(SPECULAR_ROUGHNESS) || (defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS))
114
114
  specular_roughness*=roughnessFromTexture;
115
115
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrBaseLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Hd,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 = \"openpbrBaseLayerData\";\nconst shader = `var base_color=vec3f(0.8);var base_metalness: f32=0.0;var base_diffuse_roughness: f32=0.0;var specular_weight: f32=1.0;var specular_roughness: f32=0.3;var specular_color: vec3f=vec3f(1.0);var specular_roughness_anisotropy: f32=0.0;var specular_ior: f32=1.5;var alpha: f32=1.0;var geometry_tangent: vec2f=vec2f(1.0,0.0);var geometry_thickness: f32=0.0;\n#ifdef BASE_WEIGHT\nlet baseWeightFromTexture: vec4f=textureSample(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);\n#endif\n#ifdef BASE_COLOR\nlet baseColorFromTexture: vec4f=textureSample(baseColorSampler,baseColorSamplerSampler,fragmentInputs.vBaseColorUV+uvOffset);\n#endif\n#ifdef BASE_METALNESS\nlet metallicFromTexture: vec4f=textureSample(baseMetalnessSampler,baseMetalnessSamplerSampler,fragmentInputs.vBaseMetalnessUV+uvOffset);\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nlet baseDiffuseRoughnessFromTexture: f32=textureSample(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\n#ifdef GEOMETRY_TANGENT\nlet geometryTangentFromTexture: vec3f=textureSample(geometryTangentSampler,geometryTangentSamplerSampler,fragmentInputs.vGeometryTangentUV+uvOffset).rgb;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nlet anisotropyFromTexture: f32=textureSample(specularRoughnessAnisotropySampler,specularRoughnessAnisotropySamplerSampler,fragmentInputs.vSpecularRoughnessAnisotropyUV+uvOffset).r*uniforms.vSpecularRoughnessAnisotropyInfos.y;\n#endif\n#ifdef GEOMETRY_OPACITY\nlet opacityFromTexture: vec4f=textureSample(geometryOpacitySampler,geometryOpacitySamplerSampler,fragmentInputs.vGeometryOpacityUV+uvOffset);\n#endif\n#ifdef GEOMETRY_THICKNESS\nlet thicknessFromTexture: vec4f=textureSample(geometryThicknessSampler,geometryThicknessSamplerSampler,fragmentInputs.vGeometryThicknessUV+uvOffset);\n#endif\n#ifdef DECAL\nlet decalFromTexture: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\n#ifdef SPECULAR_COLOR\nlet specularColorFromTexture: vec4f=textureSample(specularColorSampler,specularColorSamplerSampler,fragmentInputs.vSpecularColorUV+uvOffset);\n#endif\n#if defined(SPECULAR_WEIGHT)\n#ifdef SPECULAR_WEIGHT_IN_ALPHA\nlet specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).a;\n#else\nlet specularWeightFromTexture: f32=textureSample(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).r;\n#endif\n#endif\n#if defined(ANISOTROPIC) || defined(FUZZ) || defined(REFRACTED_BACKGROUND) || defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING)\nlet noise=vec3f(2.0)*textureSample(blueNoiseSampler,blueNoiseSamplerSampler,fragmentInputs.position.xy/256.0).xyz-vec3f(1.0);\n#endif\n#if defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS)\nlet roughnessFromTexture: f32=metallicFromTexture.g;\n#elif defined(SPECULAR_ROUGHNESS)\nlet roughnessFromTexture: f32=textureSample(specularRoughnessSampler,specularRoughnessSamplerSampler,fragmentInputs.vSpecularRoughnessUV+uvOffset).r;\n#endif\nbase_color=uniforms.vBaseColor.rgb;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbase_color*=fragmentInputs.vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nbase_color*=vec3(uniforms.vBaseWeight);alpha=uniforms.vBaseColor.a;base_metalness=uniforms.vReflectanceInfo.x;base_diffuse_roughness=uniforms.vBaseDiffuseRoughness;specular_roughness=uniforms.vReflectanceInfo.y;specular_color=uniforms.vSpecularColor.rgb;specular_weight=uniforms.vReflectanceInfo.a;specular_ior=uniforms.vReflectanceInfo.z;specular_roughness_anisotropy=uniforms.vSpecularAnisotropy.b;geometry_tangent=uniforms.vSpecularAnisotropy.rg;geometry_thickness=uniforms.vGeometryThickness;\n#ifdef BASE_COLOR\n#ifdef BASE_COLOR_GAMMA\nbase_color*=toLinearSpace(baseColorFromTexture.rgb);\n#else\nbase_color*=baseColorFromTexture.rgb;\n#endif\nbase_color*=uniforms.vBaseColorInfos.y;\n#endif\n#ifdef BASE_WEIGHT\nbase_color*=baseWeightFromTexture.r;\n#endif\n#if defined(BASE_COLOR) && defined(ALPHA_FROM_BASE_COLOR_TEXTURE)\nalpha*=baseColorFromTexture.a;\n#elif defined(GEOMETRY_OPACITY)\nalpha*=opacityFromTexture.a;alpha*=uniforms.vGeometryOpacityInfos.y;\n#endif\n#ifdef GEOMETRY_THICKNESS\n#ifdef GEOMETRY_THICKNESS_FROM_GREEN_CHANNEL\ngeometry_thickness*=thicknessFromTexture.g;\n#else\ngeometry_thickness*=thicknessFromTexture.r;\n#endif\ngeometry_thickness*=uniforms.vGeometryThicknessInfos.y;\n#endif\n#ifdef ALPHATEST\n#if DEBUGMODE != 88\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n#ifdef BASE_METALNESS\n#ifdef BASE_METALNESS_FROM_METALNESS_TEXTURE_BLUE\nbase_metalness*=metallicFromTexture.b;\n#else\nbase_metalness*=metallicFromTexture.r;\n#endif\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nbase_diffuse_roughness*=baseDiffuseRoughnessFromTexture*uniforms.vBaseDiffuseRoughnessInfos.y;\n#endif\n#ifdef SPECULAR_COLOR\n#ifdef SPECULAR_COLOR_GAMMA\nspecular_color*=toLinearSpace(specularColorFromTexture.rgb);\n#else\nspecular_color*=specularColorFromTexture.rgb;\n#endif\n#endif\n#ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE\nspecular_weight*=specularColorFromTexture.a;\n#elif defined(SPECULAR_WEIGHT)\nspecular_weight*=specularWeightFromTexture;\n#endif\n#if defined(SPECULAR_ROUGHNESS) || (defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS))\nspecular_roughness*=roughnessFromTexture;\n#endif\n#ifdef GEOMETRY_TANGENT\n{let tangentFromTexture: vec2f=normalize(geometryTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_tangent.y,geometry_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}\n#endif\n#if defined(GEOMETRY_TANGENT) && defined(SPECULAR_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)\nspecular_roughness_anisotropy*=geometryTangentFromTexture.b;\n#elif defined(SPECULAR_ROUGHNESS_ANISOTROPY)\nspecular_roughness_anisotropy*=anisotropyFromTexture;\n#endif\n#ifdef DETAIL\nlet detailRoughness: f32=mix(0.5f,detailColor.b,vDetailInfos.w);let loLerp: f32=mix(0.f,specular_roughness,detailRoughness*2.f);let hiLerp: f32=mix(specular_roughness,1.f,(detailRoughness-0.5f)*2.f);specular_roughness=mix(loLerp,hiLerp,step(detailRoughness,0.5f));\n#endif\n#ifdef USE_GLTF_STYLE_ANISOTROPY\nlet baseAlpha: f32=specular_roughness*specular_roughness;let roughnessT: f32=mix(baseAlpha,1.0f,specular_roughness_anisotropy*specular_roughness_anisotropy);let roughnessB: f32=baseAlpha;specular_roughness_anisotropy=1.0f-roughnessB/max(roughnessT,0.00001f);specular_roughness=sqrt(roughnessT/sqrt(2.0f/(1.0f+(1.0f-specular_roughness_anisotropy)*(1.0f-specular_roughness_anisotropy))));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBaseLayerDataWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrBaseLayerData.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Hd,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 = \"openpbrBaseLayerData\";\nconst shader = `var base_color=vec3f(0.8);var base_metalness: f32=0.0;var base_diffuse_roughness: f32=0.0;var specular_weight: f32=1.0;var specular_roughness: f32=0.3;var specular_color: vec3f=vec3f(1.0);var specular_roughness_anisotropy: f32=0.0;var specular_ior: f32=1.5;var alpha: f32=1.0;var geometry_tangent: vec2f=vec2f(1.0,0.0);var geometry_thickness: f32=0.0;\n#ifdef BASE_WEIGHT\nlet baseWeightFromTexture: vec4f=TEXRD(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);\n#endif\n#ifdef BASE_COLOR\nlet baseColorFromTexture: vec4f=TEXRD(baseColorSampler,baseColorSamplerSampler,fragmentInputs.vBaseColorUV+uvOffset);\n#endif\n#ifdef BASE_METALNESS\nlet metallicFromTexture: vec4f=TEXRD(baseMetalnessSampler,baseMetalnessSamplerSampler,fragmentInputs.vBaseMetalnessUV+uvOffset);\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nlet baseDiffuseRoughnessFromTexture: f32=TEXRD(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\n#ifdef GEOMETRY_TANGENT\nlet geometryTangentFromTexture: vec3f=TEXRD(geometryTangentSampler,geometryTangentSamplerSampler,fragmentInputs.vGeometryTangentUV+uvOffset).rgb;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nlet anisotropyFromTexture: f32=TEXRD(specularRoughnessAnisotropySampler,specularRoughnessAnisotropySamplerSampler,fragmentInputs.vSpecularRoughnessAnisotropyUV+uvOffset).r*uniforms.vSpecularRoughnessAnisotropyInfos.y;\n#endif\n#ifdef GEOMETRY_OPACITY\nlet opacityFromTexture: vec4f=TEXRD(geometryOpacitySampler,geometryOpacitySamplerSampler,fragmentInputs.vGeometryOpacityUV+uvOffset);\n#endif\n#ifdef GEOMETRY_THICKNESS\nlet thicknessFromTexture: vec4f=TEXRD(geometryThicknessSampler,geometryThicknessSamplerSampler,fragmentInputs.vGeometryThicknessUV+uvOffset);\n#endif\n#ifdef DECAL\nlet decalFromTexture: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\n#ifdef SPECULAR_COLOR\nlet specularColorFromTexture: vec4f=TEXRD(specularColorSampler,specularColorSamplerSampler,fragmentInputs.vSpecularColorUV+uvOffset);\n#endif\n#if defined(SPECULAR_WEIGHT)\n#ifdef SPECULAR_WEIGHT_IN_ALPHA\nlet specularWeightFromTexture: f32=TEXRD(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).a;\n#else\nlet specularWeightFromTexture: f32=TEXRD(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).r;\n#endif\n#endif\n#if defined(ANISOTROPIC) || defined(FUZZ) || defined(REFRACTED_BACKGROUND) || defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING)\nlet noise=vec3f(2.0)*textureSample(blueNoiseSampler,blueNoiseSamplerSampler,fragmentInputs.position.xy/256.0).xyz-vec3f(1.0);\n#endif\n#if defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS)\nlet roughnessFromTexture: f32=metallicFromTexture.g;\n#elif defined(SPECULAR_ROUGHNESS)\nlet roughnessFromTexture: f32=TEXRD(specularRoughnessSampler,specularRoughnessSamplerSampler,fragmentInputs.vSpecularRoughnessUV+uvOffset).r;\n#endif\nbase_color=uniforms.vBaseColor.rgb;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbase_color*=fragmentInputs.vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nbase_color*=vec3(uniforms.vBaseWeight);alpha=uniforms.vBaseColor.a;base_metalness=uniforms.vReflectanceInfo.x;base_diffuse_roughness=uniforms.vBaseDiffuseRoughness;specular_roughness=uniforms.vReflectanceInfo.y;specular_color=uniforms.vSpecularColor.rgb;specular_weight=uniforms.vReflectanceInfo.a;specular_ior=uniforms.vReflectanceInfo.z;specular_roughness_anisotropy=uniforms.vSpecularAnisotropy.b;geometry_tangent=uniforms.vSpecularAnisotropy.rg;geometry_thickness=uniforms.vGeometryThickness;\n#ifdef BASE_COLOR\n#ifdef BASE_COLOR_GAMMA\nbase_color*=toLinearSpaceVec3(baseColorFromTexture.rgb);\n#else\nbase_color*=baseColorFromTexture.rgb;\n#endif\nbase_color*=uniforms.vBaseColorInfos.y;\n#endif\n#ifdef BASE_WEIGHT\nbase_color*=baseWeightFromTexture.r;\n#endif\n#if defined(BASE_COLOR) && defined(ALPHA_FROM_BASE_COLOR_TEXTURE)\nalpha*=baseColorFromTexture.a;\n#elif defined(GEOMETRY_OPACITY)\nalpha*=opacityFromTexture.a;alpha*=uniforms.vGeometryOpacityInfos.y;\n#endif\n#ifdef GEOMETRY_THICKNESS\n#ifdef GEOMETRY_THICKNESS_FROM_GREEN_CHANNEL\ngeometry_thickness*=thicknessFromTexture.g;\n#else\ngeometry_thickness*=thicknessFromTexture.r;\n#endif\ngeometry_thickness*=uniforms.vGeometryThicknessInfos.y;\n#endif\n#ifdef ALPHATEST\n#if DEBUGMODE != 88\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n#ifdef BASE_METALNESS\n#ifdef BASE_METALNESS_FROM_METALNESS_TEXTURE_BLUE\nbase_metalness*=metallicFromTexture.b;\n#else\nbase_metalness*=metallicFromTexture.r;\n#endif\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nbase_diffuse_roughness*=baseDiffuseRoughnessFromTexture*uniforms.vBaseDiffuseRoughnessInfos.y;\n#endif\n#ifdef SPECULAR_COLOR\n#ifdef SPECULAR_COLOR_GAMMA\nspecular_color*=toLinearSpaceVec3(specularColorFromTexture.rgb);\n#else\nspecular_color*=specularColorFromTexture.rgb;\n#endif\n#ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE\nspecular_weight*=specularColorFromTexture.a;\n#elif defined(SPECULAR_WEIGHT)\nspecular_weight*=specularWeightFromTexture;\n#endif\n#endif\n#if defined(SPECULAR_ROUGHNESS) || (defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS))\nspecular_roughness*=roughnessFromTexture;\n#endif\n#ifdef GEOMETRY_TANGENT\n{let tangentFromTexture: vec2f=normalize(geometryTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_tangent.y,geometry_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}\n#endif\n#if defined(GEOMETRY_TANGENT) && defined(SPECULAR_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)\nspecular_roughness_anisotropy*=geometryTangentFromTexture.b;\n#elif defined(SPECULAR_ROUGHNESS_ANISOTROPY)\nspecular_roughness_anisotropy*=anisotropyFromTexture;\n#endif\n#ifdef DETAIL\nlet detailRoughness: f32=mix(0.5f,detailColor.b,vDetailInfos.w);let loLerp: f32=mix(0.f,specular_roughness,detailRoughness*2.f);let hiLerp: f32=mix(specular_roughness,1.f,(detailRoughness-0.5f)*2.f);specular_roughness=mix(loLerp,hiLerp,step(detailRoughness,0.5f));\n#endif\n#ifdef USE_GLTF_STYLE_ANISOTROPY\nlet baseAlpha: f32=specular_roughness*specular_roughness;let roughnessT: f32=mix(baseAlpha,1.0f,specular_roughness_anisotropy*specular_roughness_anisotropy);let roughnessB: f32=baseAlpha;specular_roughness_anisotropy=1.0f-roughnessB/max(roughnessT,0.00001f);specular_roughness=sqrt(roughnessT/sqrt(2.0f/(1.0f+(1.0f-specular_roughness_anisotropy)*(1.0f-specular_roughness_anisotropy))));\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrBaseLayerDataWGSL = { name, shader };\n"]}
@@ -3,22 +3,22 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "openpbrCoatLayerData";
4
4
  const 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);
5
5
  #ifdef COAT_WEIGHT
6
- var coatWeightFromTexture: vec4f=textureSample(coatWeightSampler,coatWeightSamplerSampler,fragmentInputs.vCoatWeightUV+uvOffset);
6
+ var coatWeightFromTexture: vec4f=TEXRD(coatWeightSampler,coatWeightSamplerSampler,fragmentInputs.vCoatWeightUV+uvOffset);
7
7
  #endif
8
8
  #ifdef COAT_COLOR
9
- var coatColorFromTexture: vec4f=textureSample(coatColorSampler,coatColorSamplerSampler,fragmentInputs.vCoatColorUV+uvOffset);
9
+ var coatColorFromTexture: vec4f=TEXRD(coatColorSampler,coatColorSamplerSampler,fragmentInputs.vCoatColorUV+uvOffset);
10
10
  #endif
11
11
  #ifdef COAT_ROUGHNESS
12
- var coatRoughnessFromTexture: vec4f=textureSample(coatRoughnessSampler,coatRoughnessSamplerSampler,fragmentInputs.vCoatRoughnessUV+uvOffset);
12
+ var coatRoughnessFromTexture: vec4f=TEXRD(coatRoughnessSampler,coatRoughnessSamplerSampler,fragmentInputs.vCoatRoughnessUV+uvOffset);
13
13
  #endif
14
14
  #ifdef COAT_ROUGHNESS_ANISOTROPY
15
- var coatRoughnessAnisotropyFromTexture: f32=textureSample(coatRoughnessAnisotropySampler,coatRoughnessAnisotropySamplerSampler,fragmentInputs.vCoatRoughnessAnisotropyUV+uvOffset).r;
15
+ var coatRoughnessAnisotropyFromTexture: f32=TEXRD(coatRoughnessAnisotropySampler,coatRoughnessAnisotropySamplerSampler,fragmentInputs.vCoatRoughnessAnisotropyUV+uvOffset).r;
16
16
  #endif
17
17
  #ifdef COAT_DARKENING
18
- var coatDarkeningFromTexture: vec4f=textureSample(coatDarkeningSampler,coatDarkeningSamplerSampler,fragmentInputs.vCoatDarkeningUV+uvOffset);
18
+ var coatDarkeningFromTexture: vec4f=TEXRD(coatDarkeningSampler,coatDarkeningSamplerSampler,fragmentInputs.vCoatDarkeningUV+uvOffset);
19
19
  #endif
20
20
  #ifdef GEOMETRY_COAT_TANGENT
21
- var geometryCoatTangentFromTexture: vec3f=textureSample(geometryCoatTangentSampler,geometryCoatTangentSamplerSampler,fragmentInputs.vGeometryCoatTangentUV+uvOffset).rgb;
21
+ var geometryCoatTangentFromTexture: vec3f=TEXRD(geometryCoatTangentSampler,geometryCoatTangentSamplerSampler,fragmentInputs.vGeometryCoatTangentUV+uvOffset).rgb;
22
22
  #endif
23
23
  coat_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;
24
24
  #ifdef COAT_WEIGHT
@@ -26,7 +26,7 @@ coat_weight*=coatWeightFromTexture.r;
26
26
  #endif
27
27
  #ifdef COAT_COLOR
28
28
  #ifdef COAT_COLOR_GAMMA
29
- coat_color*=toLinearSpace(coatColorFromTexture.rgb);
29
+ coat_color*=toLinearSpaceVec3(coatColorFromTexture.rgb);
30
30
  #else
31
31
  coat_color*=coatColorFromTexture.rgb;
32
32
  #endif