@onerjs/core 8.55.8 → 8.55.9

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Files changed (261) hide show
  1. package/Animations/animation.pure.js +2 -2
  2. package/Animations/animation.pure.js.map +1 -1
  3. package/Animations/runtimeAnimation.js +4 -0
  4. package/Animations/runtimeAnimation.js.map +1 -1
  5. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  6. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  7. package/Behaviors/Meshes/followBehavior.js +1 -0
  8. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  9. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -0
  10. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  11. package/Cameras/Inputs/followCameraMouseWheelInput.js +2 -2
  12. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  13. package/Cameras/Inputs/followCameraPointersInput.d.ts +15 -0
  14. package/Cameras/Inputs/followCameraPointersInput.js +18 -3
  15. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  16. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
  17. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  18. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.pure.js +1 -1
  19. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.pure.js.map +1 -1
  20. package/Cameras/arcRotateCamera.pure.js +1 -1
  21. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  22. package/Collisions/gpuPicker.d.ts +1 -0
  23. package/Collisions/gpuPicker.js +5 -4
  24. package/Collisions/gpuPicker.js.map +1 -1
  25. package/Culling/Helper/boundingInfoHelper.js +1 -1
  26. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  27. package/Culling/boundingSphere.js +7 -4
  28. package/Culling/boundingSphere.js.map +1 -1
  29. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +1 -1
  30. package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
  31. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +48 -6
  32. package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
  33. package/Engines/Native/nativeInterfaces.d.ts +1 -1
  34. package/Engines/Native/nativeInterfaces.js.map +1 -1
  35. package/Engines/abstractEngine.pure.js +2 -2
  36. package/Engines/abstractEngine.pure.js.map +1 -1
  37. package/Engines/engine.d.ts +10 -1
  38. package/Engines/thinNativeEngine.pure.d.ts +6 -1
  39. package/Engines/thinNativeEngine.pure.js +29 -2
  40. package/Engines/thinNativeEngine.pure.js.map +1 -1
  41. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.d.ts +3 -63
  42. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.js +5 -71
  43. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.js.map +1 -1
  44. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.pure.d.ts +71 -0
  45. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.pure.js +86 -0
  46. package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.pure.js.map +1 -0
  47. package/FlowGraph/Blocks/Data/pure.d.ts +1 -0
  48. package/FlowGraph/Blocks/Data/pure.js +1 -0
  49. package/FlowGraph/Blocks/Data/pure.js.map +1 -1
  50. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.d.ts +3 -37
  51. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.js +5 -39
  52. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.js.map +1 -1
  53. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.pure.d.ts +45 -0
  54. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.pure.js +54 -0
  55. package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.pure.js.map +1 -0
  56. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.d.ts +3 -17
  57. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.js +5 -22
  58. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.js.map +1 -1
  59. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.pure.d.ts +25 -0
  60. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.pure.js +37 -0
  61. package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.pure.js.map +1 -0
  62. package/FlowGraph/Blocks/Event/pure.d.ts +2 -0
  63. package/FlowGraph/Blocks/Event/pure.js +2 -0
  64. package/FlowGraph/Blocks/Event/pure.js.map +1 -1
  65. package/FlowGraph/Blocks/flowGraphBlockFactory.d.ts +1 -1
  66. package/FlowGraph/Blocks/flowGraphBlockFactory.js +198 -172
  67. package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
  68. package/FrameGraph/frameGraph.js +10 -1
  69. package/FrameGraph/frameGraph.js.map +1 -1
  70. package/Gamepads/gamepadManager.d.ts +1 -0
  71. package/Gamepads/gamepadManager.js +5 -2
  72. package/Gamepads/gamepadManager.js.map +1 -1
  73. package/Gizmos/scaleGizmo.js +1 -0
  74. package/Gizmos/scaleGizmo.js.map +1 -1
  75. package/Lights/IES/iesLoader.js +6 -8
  76. package/Lights/IES/iesLoader.js.map +1 -1
  77. package/Lights/Shadows/cascadedShadowGenerator.pure.js +4 -6
  78. package/Lights/Shadows/cascadedShadowGenerator.pure.js.map +1 -1
  79. package/Lights/Shadows/shadowGenerator.js +2 -2
  80. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  81. package/Lights/light.js +3 -5
  82. package/Lights/light.js.map +1 -1
  83. package/Lights/spotLight.pure.js +1 -1
  84. package/Lights/spotLight.pure.js.map +1 -1
  85. package/Materials/Background/backgroundMaterial.pure.d.ts +1 -1
  86. package/Materials/Background/backgroundMaterial.pure.js +3 -12
  87. package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
  88. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +2 -0
  89. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  90. package/Materials/Node/Blocks/Fragment/TBNBlock.pure.js +1 -1
  91. package/Materials/Node/Blocks/Fragment/TBNBlock.pure.js.map +1 -1
  92. package/Materials/PBR/openpbrMaterial.pure.d.ts +1 -1
  93. package/Materials/PBR/openpbrMaterial.pure.js +3 -12
  94. package/Materials/PBR/openpbrMaterial.pure.js.map +1 -1
  95. package/Materials/PBR/pbrBaseMaterial.pure.d.ts +1 -1
  96. package/Materials/PBR/pbrBaseMaterial.pure.js +3 -12
  97. package/Materials/PBR/pbrBaseMaterial.pure.js.map +1 -1
  98. package/Materials/Textures/renderTargetTexture.pure.js +1 -1
  99. package/Materials/Textures/renderTargetTexture.pure.js.map +1 -1
  100. package/Materials/material.pure.js +2 -2
  101. package/Materials/material.pure.js.map +1 -1
  102. package/Materials/standardMaterial.pure.d.ts +1 -1
  103. package/Materials/standardMaterial.pure.js +4 -13
  104. package/Materials/standardMaterial.pure.js.map +1 -1
  105. package/Maths/math.path.js +1 -1
  106. package/Maths/math.path.js.map +1 -1
  107. package/Maths/math.polar.js +1 -1
  108. package/Maths/math.polar.js.map +1 -1
  109. package/Maths/math.vector.pure.js +4 -3
  110. package/Maths/math.vector.pure.js.map +1 -1
  111. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +72 -0
  112. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +164 -1
  113. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  114. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +2 -1
  115. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +36 -18
  116. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  117. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.pure.d.ts +5 -4
  118. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.pure.js +25 -8
  119. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.pure.js.map +1 -1
  120. package/Meshes/GreasedLine/greasedLineRibbonMesh.pure.js +3 -3
  121. package/Meshes/GreasedLine/greasedLineRibbonMesh.pure.js.map +1 -1
  122. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.pure.js +1 -1
  123. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.pure.js.map +1 -1
  124. package/Meshes/Node/Blocks/geometryOptimizeBlock.pure.js +2 -2
  125. package/Meshes/Node/Blocks/geometryOptimizeBlock.pure.js.map +1 -1
  126. package/Meshes/Node/Blocks/mappingBlock.pure.js +2 -2
  127. package/Meshes/Node/Blocks/mappingBlock.pure.js.map +1 -1
  128. package/Meshes/csg.js +5 -5
  129. package/Meshes/csg.js.map +1 -1
  130. package/Meshes/groundMesh.pure.js +1 -1
  131. package/Meshes/groundMesh.pure.js.map +1 -1
  132. package/Meshes/mesh.pure.js +2 -2
  133. package/Meshes/mesh.pure.js.map +1 -1
  134. package/Misc/deepMerger.js +1 -1
  135. package/Misc/deepMerger.js.map +1 -1
  136. package/Misc/dumpTools.pure.js +1 -1
  137. package/Misc/dumpTools.pure.js.map +1 -1
  138. package/Misc/index.d.ts +1 -0
  139. package/Misc/index.js +1 -0
  140. package/Misc/index.js.map +1 -1
  141. package/Misc/pure.d.ts +1 -0
  142. package/Misc/pure.js +1 -0
  143. package/Misc/pure.js.map +1 -1
  144. package/Misc/shaderImportLoader.d.ts +25 -0
  145. package/Misc/shaderImportLoader.js +54 -0
  146. package/Misc/shaderImportLoader.js.map +1 -0
  147. package/Misc/tools.pure.js +1 -1
  148. package/Misc/tools.pure.js.map +1 -1
  149. package/Particles/Node/Blocks/particleClampBlock.pure.d.ts +0 -1
  150. package/Particles/Node/Blocks/particleClampBlock.pure.js +1 -6
  151. package/Particles/Node/Blocks/particleClampBlock.pure.js.map +1 -1
  152. package/Particles/Node/Blocks/particleMathBlock.pure.js +1 -1
  153. package/Particles/Node/Blocks/particleMathBlock.pure.js.map +1 -1
  154. package/Particles/Node/Blocks/particleNLerpBlock.pure.js +8 -3
  155. package/Particles/Node/Blocks/particleNLerpBlock.pure.js.map +1 -1
  156. package/Particles/Node/Blocks/particleSmoothStepBlock.pure.js +3 -2
  157. package/Particles/Node/Blocks/particleSmoothStepBlock.pure.js.map +1 -1
  158. package/Particles/Node/Blocks/particleStepBlock.pure.js +3 -2
  159. package/Particles/Node/Blocks/particleStepBlock.pure.js.map +1 -1
  160. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.pure.js +1 -1
  161. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.pure.js.map +1 -1
  162. package/PostProcesses/depthOfFieldEffect.js +1 -1
  163. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  164. package/PostProcesses/screenSpaceCurvaturePostProcess.pure.js +1 -1
  165. package/PostProcesses/screenSpaceCurvaturePostProcess.pure.js.map +1 -1
  166. package/PostProcesses/sharpenPostProcess.pure.js +1 -1
  167. package/PostProcesses/sharpenPostProcess.pure.js.map +1 -1
  168. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.d.ts +12 -0
  169. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +15 -1
  170. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
  171. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.d.ts +14 -0
  172. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js +122 -6
  173. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js.map +1 -1
  174. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +7 -0
  175. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +17 -0
  176. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  177. package/Rendering/boundingBoxRenderer.pure.js +3 -3
  178. package/Rendering/boundingBoxRenderer.pure.js.map +1 -1
  179. package/Rendering/outlineRenderer.pure.js +1 -0
  180. package/Rendering/outlineRenderer.pure.js.map +1 -1
  181. package/Rendering/subSurfaceConfiguration.js +1 -1
  182. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  183. package/Rendering/subSurfaceSceneComponent.pure.d.ts +1 -1
  184. package/Rendering/subSurfaceSceneComponent.pure.js +1 -1
  185. package/Rendering/subSurfaceSceneComponent.pure.js.map +1 -1
  186. package/Rendering/utilityLayerRenderer.js +1 -1
  187. package/Rendering/utilityLayerRenderer.js.map +1 -1
  188. package/Shaders/gaussianSplattingVoxel.fragment.js +4 -10
  189. package/Shaders/gaussianSplattingVoxel.fragment.js.map +1 -1
  190. package/Shaders/iblCombineVoxelGrids.fragment.js +1 -1
  191. package/Shaders/iblCombineVoxelGrids.fragment.js.map +1 -1
  192. package/Shaders/iblShadowVoxelTracing.fragment.js +24 -7
  193. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  194. package/ShadersWGSL/ShadersInclude/iblVoxelOpacityAtomicMax.d.ts +5 -0
  195. package/ShadersWGSL/ShadersInclude/iblVoxelOpacityAtomicMax.js +13 -0
  196. package/ShadersWGSL/ShadersInclude/iblVoxelOpacityAtomicMax.js.map +1 -0
  197. package/ShadersWGSL/gaussianSplattingVoxel.fragment.js +15 -9
  198. package/ShadersWGSL/gaussianSplattingVoxel.fragment.js.map +1 -1
  199. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +1 -1
  200. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -1
  201. package/ShadersWGSL/iblCopyVoxelBufferToGrid.compute.d.ts +5 -0
  202. package/ShadersWGSL/iblCopyVoxelBufferToGrid.compute.js +14 -0
  203. package/ShadersWGSL/iblCopyVoxelBufferToGrid.compute.js.map +1 -0
  204. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +24 -7
  205. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  206. package/ShadersWGSL/iblVoxelGrid.fragment.js +26 -6
  207. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
  208. package/SmartAssets/smartAssetManager.pure.js +1 -1
  209. package/SmartAssets/smartAssetManager.pure.js.map +1 -1
  210. package/Sprites/thinSprite.js +1 -1
  211. package/Sprites/thinSprite.js.map +1 -1
  212. package/XR/features/Layers/WebXRCompositionLayer.d.ts +130 -12
  213. package/XR/features/Layers/WebXRCompositionLayer.js +192 -3
  214. package/XR/features/Layers/WebXRCompositionLayer.js.map +1 -1
  215. package/XR/features/Layers/WebXRFallbackLayer.d.ts +84 -0
  216. package/XR/features/Layers/WebXRFallbackLayer.js +137 -0
  217. package/XR/features/Layers/WebXRFallbackLayer.js.map +1 -0
  218. package/XR/features/Layers/WebXRWebGPUCompositionLayer.d.ts +4 -4
  219. package/XR/features/Layers/WebXRWebGPUCompositionLayer.js.map +1 -1
  220. package/XR/features/WebXRAnchorSystem.pure.d.ts +45 -0
  221. package/XR/features/WebXRAnchorSystem.pure.js +153 -13
  222. package/XR/features/WebXRAnchorSystem.pure.js.map +1 -1
  223. package/XR/features/WebXRLayers.pure.d.ts +171 -8
  224. package/XR/features/WebXRLayers.pure.js +500 -98
  225. package/XR/features/WebXRLayers.pure.js.map +1 -1
  226. package/XR/features/WebXRLayersFallback.d.ts +5 -0
  227. package/XR/features/WebXRLayersFallback.js +8 -0
  228. package/XR/features/WebXRLayersFallback.js.map +1 -0
  229. package/XR/features/WebXRLayersFallback.pure.d.ts +6 -0
  230. package/XR/features/WebXRLayersFallback.pure.js +44 -0
  231. package/XR/features/WebXRLayersFallback.pure.js.map +1 -0
  232. package/XR/features/WebXRLightEstimation.pure.d.ts +3 -4
  233. package/XR/features/WebXRLightEstimation.pure.js +22 -21
  234. package/XR/features/WebXRLightEstimation.pure.js.map +1 -1
  235. package/XR/features/WebXRMeshDetector.pure.d.ts +5 -0
  236. package/XR/features/WebXRMeshDetector.pure.js +1 -0
  237. package/XR/features/WebXRMeshDetector.pure.js.map +1 -1
  238. package/XR/features/WebXRNearInteraction.pure.js +3 -3
  239. package/XR/features/WebXRNearInteraction.pure.js.map +1 -1
  240. package/XR/features/WebXRPlaneDetector.pure.d.ts +9 -5
  241. package/XR/features/WebXRPlaneDetector.pure.js +12 -8
  242. package/XR/features/WebXRPlaneDetector.pure.js.map +1 -1
  243. package/XR/features/pure.d.ts +1 -0
  244. package/XR/features/pure.js +1 -0
  245. package/XR/features/pure.js.map +1 -1
  246. package/XR/webXRCamera.d.ts +2 -0
  247. package/XR/webXRCamera.js +8 -2
  248. package/XR/webXRCamera.js.map +1 -1
  249. package/XR/webXRLayerWrapper.d.ts +19 -5
  250. package/XR/webXRLayerWrapper.js +9 -0
  251. package/XR/webXRLayerWrapper.js.map +1 -1
  252. package/XR/webXRRenderTargetTextureProvider.d.ts +4 -4
  253. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  254. package/XR/webXRWebGLRenderTargetTextureProvider.d.ts +2 -1
  255. package/XR/webXRWebGLRenderTargetTextureProvider.js.map +1 -1
  256. package/XR/webXRWebGPURenderTargetTextureProvider.d.ts +3 -3
  257. package/XR/webXRWebGPURenderTargetTextureProvider.js.map +1 -1
  258. package/package.json +1 -1
  259. package/scene.pure.d.ts +5 -0
  260. package/scene.pure.js +25 -0
  261. package/scene.pure.js.map +1 -1
@@ -31,6 +31,12 @@ out float distance_near,out float distance_far) {vec3 tbot=ray.dir_rcp*(aabb.m_m
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  struct VoxelMarchDiagnosticInfo {float heat;ivec3 voxel_intersect_coords;};
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  #endif
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  uint hash(uint i) {i ^= i>>16u;i*=0x7FEB352Du;i ^= i>>15u;i*=0x846CA68Bu;i ^= i>>16u;return i;}
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+ float prngCanonical1d(float co) { return fract(sin(co*91.3458)*47453.5453); }
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+ float prngCanonical2d(vec2 co) { return fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453); }
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+ float prngCanonical3d(vec3 co) { return prngCanonical2d(co.xy+prngCanonical1d(co.z)); }
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+ #ifndef MAX_VOXEL_ROULETTE_TESTS
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+ #define MAX_VOXEL_ROULETTE_TESTS 16
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+ #endif
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  vec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.0*PI;float phi=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}
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  float goldenSequence(const uint rstate) {return uint2float(rstate*2654435769u);}
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  float distanceSquared(vec2 a,vec2 b) {vec2 diff=a-b;return dot(diff,diff);}
@@ -39,21 +45,32 @@ int stack[24];
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  #define PUSH(i) stack[stackLevel++]=i;
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  #define POP() stack[--stackLevel]
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  #ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
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- bool anyHitVoxels(const Ray ray_vs,
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+ bool anyHitVoxels(const Ray ray_vs,const vec3 rouletteSeed,
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  out VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {
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  #else
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- bool anyHitVoxels(const Ray ray_vs) {
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+ bool anyHitVoxels(const Ray ray_vs,const vec3 rouletteSeed) {
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  #endif
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- vec3 invD=ray_vs.dir_rcp;vec3 D=ray_vs.dir;vec3 O=ray_vs.orig;ivec3 negD=ivec3(lessThan(D,vec3(0,0,0)));int voxel0=negD.x | negD.y<<1 | negD.z<<2;vec3 t0=-O*invD,t1=(vec3(1.0)-O)*invD;int maxLod=int(highestMipLevel);int stackLevel=0;
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+ vec3 invD=ray_vs.dir_rcp;vec3 D=ray_vs.dir;vec3 O=ray_vs.orig;ivec3 negD=ivec3(lessThan(D,vec3(0,0,0)));int voxel0=negD.x | negD.y<<1 | negD.z<<2;vec3 t0=-O*invD,t1=(vec3(1.0)-O)*invD;int maxLod=int(highestMipLevel);int stackLevel=0;int leafTests=0;
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  #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
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  uint steps=0u;
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  #endif
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  PUSH(maxLod<<24);while (stackLevel>0) {int elem=POP();ivec4 Coords =
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- ivec4(elem & 0xFF,elem>>8 & 0xFF,elem>>16 & 0xFF,elem>>24);if (Coords.w==0) {
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+ ivec4(elem & 0xFF,elem>>8 & 0xFF,elem>>16 & 0xFF,elem>>24);if (Coords.w==0) {float cellOpacity=texelFetch(voxelGridSampler,Coords.xyz,0).x;if (cellOpacity>=1.0) {
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+ #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
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+ voxel_march_diagnostic_info.heat=float(steps)/24.0;
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+ #endif
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+ return true;}
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+ if (leafTests>=MAX_VOXEL_ROULETTE_TESTS) {
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+ #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
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+ voxel_march_diagnostic_info.heat=float(steps)/24.0;
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+ #endif
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+ return false;}
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+ leafTests++;if (cellOpacity>=prngCanonical3d(vec3(Coords.xyz)+rouletteSeed)) {
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  #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
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  voxel_march_diagnostic_info.heat=float(steps)/24.0;
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  #endif
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  return true;}
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+ continue;}
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  #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
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  ++steps;
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  #endif
@@ -111,11 +128,11 @@ sin(2.0*PI*DitherNoise.y));float sceneScale=wsNormalizationMtx[0][0];vec3 Dither
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128
  (voxelBiasParameters.x*wsNormal+voxelBiasParameters.y*wsDirection +
112
129
  DitherXY.x*T+DitherXY.y*B) /
113
130
  vxResolution;vec3 O=0.5*wsOrigin+0.5+Dithering;Ray ray_vs=make_ray(O,wsDirection,0.0,10.0);AABB3f voxel_aabb;voxel_aabb.m_min=vec3(0);voxel_aabb.m_max=vec3(1);float near,far;if (!ray_box_intersection(voxel_aabb,ray_vs,near,far))
114
- return 0.0;ray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);
131
+ return 0.0;ray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);vec3 rouletteSeed=vec3(DitherNoise,DitherNoise.x+DitherNoise.y)*17.0;
115
132
  #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
116
- return anyHitVoxels(ray_vs,voxel_march_diagnostic_info) ? 1.0f : 0.0f;
133
+ return anyHitVoxels(ray_vs,rouletteSeed,voxel_march_diagnostic_info) ? 1.0f : 0.0f;
117
134
  #else
118
- return anyHitVoxels(ray_vs) ? 1.0f : 0.0f;
135
+ return anyHitVoxels(ray_vs,rouletteSeed) ? 1.0f : 0.0f;
119
136
  #endif
120
137
  }
121
138
  void main(void) {uint nbDirs=uint(SHADOWdirs);uint frameId=uint(SHADOWframe);float envRot=SHADOWenvRot;vec2 Resolution=vec2(textureSize(depthSampler,0));ivec2 currentPixel=ivec2(vUV*Resolution);uint GlobalIndex=(frameId*uint(Resolution.y)+uint(currentPixel.y)) *
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AAEnE,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAkLb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,eAAe,CAAC,CAAC;AACnC,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAC9C,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAC5D,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { helperFunctions } from \"./ShadersInclude/helperFunctions\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `precision highp sampler2D;precision highp sampler3D;\n#include<helperFunctions>\nvarying vec2 vUV;\n#define DISABLE_UNIFORMITY_ANALYSIS\nuniform sampler2D depthSampler;uniform sampler2D worldNormalSampler;uniform sampler2D blueNoiseSampler;uniform sampler2D icdfSampler;uniform sampler3D voxelGridSampler;\n#ifdef COLOR_SHADOWS\nuniform samplerCube iblSampler;\n#endif\nuniform vec4 shadowParameters;\n#define SHADOWdirs shadowParameters.x\n#define SHADOWframe shadowParameters.y\n#define SHADOWenvRot shadowParameters.w\nuniform vec4 voxelBiasParameters;\n#define highestMipLevel voxelBiasParameters.z\nuniform vec4 sssParameters;\n#define SSSsamples sssParameters.x\n#define SSSstride sssParameters.y\n#define SSSmaxDistance sssParameters.z\n#define SSSthickness sssParameters.w\nuniform vec4 shadowOpacity;uniform mat4 projMtx;uniform mat4 viewMtx;uniform mat4 invProjMtx;uniform mat4 invViewMtx;uniform mat4 wsNormalizationMtx;uniform mat4 invVPMtx;\n#define GOLD 0.618034\nstruct AABB3f {vec3 m_min;vec3 m_max;};struct Ray {vec3 orig;vec3 dir;vec3 dir_rcp;float t_min;float t_max;};Ray make_ray(const vec3 origin,const vec3 direction,const float tmin,\nconst float tmax) {Ray ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nbool ray_box_intersection(const in AABB3f aabb,const in Ray ray,\nout float distance_near,out float distance_far) {vec3 tbot=ray.dir_rcp*(aabb.m_min-ray.orig);vec3 ttop=ray.dir_rcp*(aabb.m_max-ray.orig);vec3 tmin=min(ttop,tbot);vec3 tmax=max(ttop,tbot);distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return distance_near<=distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {float heat;ivec3 voxel_intersect_coords;};\n#endif\nuint hash(uint i) {i ^= i>>16u;i*=0x7FEB352Du;i ^= i>>15u;i*=0x846CA68Bu;i ^= i>>16u;return i;}\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.0*PI;float phi=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nfloat goldenSequence(const uint rstate) {return uint2float(rstate*2654435769u);}\nfloat distanceSquared(vec2 a,vec2 b) {vec2 diff=a-b;return dot(diff,diff);}\nvoid genTB(const vec3 N,out vec3 T,out vec3 B) {float s=N.z<0.0 ? -1.0 : 1.0;float a=-1.0/(s+N.z);float b=N.x*N.y*a;T=vec3(1.0+s*N.x*N.x*a,s*b,-s*N.x);B=vec3(b,s+N.y*N.y*a,-N.y);}\nint stack[24]; \n#define PUSH(i) stack[stackLevel++]=i; \n#define POP() stack[--stackLevel] \n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nbool anyHitVoxels(const Ray ray_vs,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nbool anyHitVoxels(const Ray ray_vs) {\n#endif\nvec3 invD=ray_vs.dir_rcp;vec3 D=ray_vs.dir;vec3 O=ray_vs.orig;ivec3 negD=ivec3(lessThan(D,vec3(0,0,0)));int voxel0=negD.x | negD.y<<1 | negD.z<<2;vec3 t0=-O*invD,t1=(vec3(1.0)-O)*invD;int maxLod=int(highestMipLevel);int stackLevel=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nuint steps=0u;\n#endif\nPUSH(maxLod<<24);while (stackLevel>0) {int elem=POP();ivec4 Coords =\nivec4(elem & 0xFF,elem>>8 & 0xFF,elem>>16 & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nfloat invRes=exp2(float(Coords.w-maxLod));vec3 bbmin=invRes*vec3(Coords.xyz+negD);vec3 bbmax=invRes*vec3(Coords.xyz-negD+ivec3(1));vec3 mint=mix(t0,t1,bbmin);vec3 maxt=mix(t0,t1,bbmax);vec3 midt=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);int nodeMask=int(\nround(texelFetch(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;int voxelBit=voxel0;Coords.xyz=(Coords.xyz<<1)+negD;int packedCoords =\nCoords.x | Coords.y<<8 | Coords.z<<16 | Coords.w<<24;if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn false;}\nfloat linearizeDepth(float depth,float near,float far) {return (near*far)/(far-depth*(far-near));}\nfloat screenSpaceShadow(vec3 csOrigin,vec3 csDirection,vec2 csZBufferSize,\nfloat nearPlaneZ,float farPlaneZ,float noise) {\n#ifdef RIGHT_HANDED\nfloat csZDir=-1.0;\n#else \nfloat csZDir=1.0;\n#endif\nfloat ssSamples=SSSsamples;float ssMaxDist=SSSmaxDistance;float ssStride=SSSstride;float ssThickness=SSSthickness;float rayLength =\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ\n? \n(nearPlaneZ-csOrigin.z)/csDirection.z\n: ssMaxDist;vec3 csEndPoint=csOrigin+rayLength*csDirection;vec4 H0=projMtx*vec4(csOrigin,1.0);vec4 H1=projMtx*vec4(csEndPoint,1.0);vec2 Z0=vec2(csOrigin.z ,1.0)/H0.w;vec2 Z1=vec2(csEndPoint.z,1.0)/H1.w;vec2 P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);vec2 P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+=vec2(distanceSquared(P0,P1)<0.0001 ? 0.01 : 0.0);vec2 delta=P1-P0;bool permute=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nfloat stepDirection=sign(delta.x);float invdx=stepDirection/delta.x;vec2 dP=ssStride*vec2(stepDirection,invdx*delta.y);vec2 dZ=ssStride*invdx*(Z1-Z0);float opacity=0.0;vec2 P=P0+noise*dP;vec2 Z=Z0+noise*dZ;float end=P1.x*stepDirection;float rayZMax=csZDir*Z.x/Z.y;float sceneDepth=rayZMax;Z+=dZ;for (float stepCount=0.0;opacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount++,P+=dP,\nZ+=dZ) { \nivec2 coords=ivec2(permute ? P.yx : P);sceneDepth=texelFetch(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nfloat rayZMin=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise) {\n#endif\nfloat vxResolution=float(textureSize(voxelGridSampler,0).x);vec3 T,B;genTB(wsDirection,T,B);vec2 DitherXY=sqrt(DitherNoise.x)*vec2(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));float sceneScale=wsNormalizationMtx[0][0];vec3 Dithering =\n(voxelBiasParameters.x*wsNormal+voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;vec3 O=0.5*wsOrigin+0.5+Dithering;Ray ray_vs=make_ray(O,wsDirection,0.0,10.0);AABB3f voxel_aabb;voxel_aabb.m_min=vec3(0);voxel_aabb.m_max=vec3(1);float near,far;if (!ray_box_intersection(voxel_aabb,ray_vs,near,far))\nreturn 0.0;ray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn anyHitVoxels(ray_vs,voxel_march_diagnostic_info) ? 1.0f : 0.0f;\n#else\nreturn anyHitVoxels(ray_vs) ? 1.0f : 0.0f;\n#endif\n}\nvoid main(void) {uint nbDirs=uint(SHADOWdirs);uint frameId=uint(SHADOWframe);float envRot=SHADOWenvRot;vec2 Resolution=vec2(textureSize(depthSampler,0));ivec2 currentPixel=ivec2(vUV*Resolution);uint GlobalIndex=(frameId*uint(Resolution.y)+uint(currentPixel.y)) *\nuint(Resolution.x) +\nuint(currentPixel.x);vec3 N=texelFetch(worldNormalSampler,currentPixel,0).xyz;\n#ifdef WORLD_NORMAL_UNSIGNED\nN=N*vec3(2.0)-vec3(1.0);\n#endif\nif (length(N)<0.01) {glFragColor=vec4(1.0,1.0,0.0,1.0);return;}\nfloat normalizedRotation=envRot/(2.0*PI);float depth=texelFetch(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvec2 temp=(vec2(currentPixel)+vec2(0.5))*2.0/Resolution-vec2(1.0);vec4 VP=invProjMtx*vec4(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);vec3 noise=texelFetch(blueNoiseSampler,currentPixel & 0xFF,0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat heat=0.0f;\n#endif\nfloat shadowAccum=0.001;float specShadowAccum=0.001;float sampleWeight=0.001;\n#ifdef COLOR_SHADOWS\nvec3 totalLight=vec3(0.001);vec3 shadowedLight=vec3(0.0);\n#endif\nfor (uint i=0u; i<nbDirs; i++) {uint dirId=nbDirs*GlobalIndex+i;vec4 L;vec2 T;{vec2 r=plasticSequence(frameId*nbDirs+i);r=fract(r+vec2(2.0)*abs(noise.xy-vec2(0.5)));T.x=textureLod(icdfSampler,vec2(r.x,0.0),0.0).x;T.y=textureLod(icdfSampler,vec2(T.x,r.y),0.0).y;L=vec4(uv_to_normal(vec2(T.x-normalizedRotation,T.y)),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\n#ifdef COLOR_SHADOWS\nvec3 lightDir=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));vec3 ibl=textureLod(iblSampler,lightDir,0.0).xyz;float pdf=textureLod(icdfSampler,T,0.0).z;\n#endif\nfloat cosNL=dot(N,L.xyz);float opacity=0.0;if (cosNL>0.0) {vec4 VP2=VP;VP2.y*=-1.0;vec4 unormWP=invViewMtx*VP2;vec3 WP=(wsNormalizationMtx*unormWP).xyz;vec2 vxNoise=vec2(uint2float(hash(dirId*2u)),uint2float(hash(dirId*2u+1u)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,voxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvec3 VL=(viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0);\n#else\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0);\n#endif\nfloat ssShadow=shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);\n#ifdef COLOR_SHADOWS\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(cosNL)/vec3(pdf)*ibl;shadowedLight+=light*opacity;totalLight+=light;\n#else\nfloat rcos=(1.0-cosNL);shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;vec3 VR=-(viewMtx*vec4(reflect(-L.xyz,N),0.0)).xyz;specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);\n#endif\n}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef COLOR_SHADOWS\nvec3 shadow=(totalLight-shadowedLight)/totalLight;float maxShadow=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);glFragColor=vec4(shadow/maxShadow,1.0);\n#else\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),\nspecShadowAccum/float(sampleWeight),heat/float(sampleWeight),1.0);\n#else\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),specShadowAccum/float(sampleWeight),0.0,1.0);\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [helperFunctions];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStore[inc.name]) {\n ShaderStore.IncludesShadersStore[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const iblShadowVoxelTracingPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,eAAe,EAAE,MAAM,kCAAkC,CAAC;AAEnE,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAmMb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,eAAe,CAAC,CAAC;AACnC,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAC9C,WAAW,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAC5D,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { helperFunctions } from \"./ShadersInclude/helperFunctions\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `precision highp sampler2D;precision highp sampler3D;\n#include<helperFunctions>\nvarying vec2 vUV;\n#define DISABLE_UNIFORMITY_ANALYSIS\nuniform sampler2D depthSampler;uniform sampler2D worldNormalSampler;uniform sampler2D blueNoiseSampler;uniform sampler2D icdfSampler;uniform sampler3D voxelGridSampler;\n#ifdef COLOR_SHADOWS\nuniform samplerCube iblSampler;\n#endif\nuniform vec4 shadowParameters;\n#define SHADOWdirs shadowParameters.x\n#define SHADOWframe shadowParameters.y\n#define SHADOWenvRot shadowParameters.w\nuniform vec4 voxelBiasParameters;\n#define highestMipLevel voxelBiasParameters.z\nuniform vec4 sssParameters;\n#define SSSsamples sssParameters.x\n#define SSSstride sssParameters.y\n#define SSSmaxDistance sssParameters.z\n#define SSSthickness sssParameters.w\nuniform vec4 shadowOpacity;uniform mat4 projMtx;uniform mat4 viewMtx;uniform mat4 invProjMtx;uniform mat4 invViewMtx;uniform mat4 wsNormalizationMtx;uniform mat4 invVPMtx;\n#define GOLD 0.618034\nstruct AABB3f {vec3 m_min;vec3 m_max;};struct Ray {vec3 orig;vec3 dir;vec3 dir_rcp;float t_min;float t_max;};Ray make_ray(const vec3 origin,const vec3 direction,const float tmin,\nconst float tmax) {Ray ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nbool ray_box_intersection(const in AABB3f aabb,const in Ray ray,\nout float distance_near,out float distance_far) {vec3 tbot=ray.dir_rcp*(aabb.m_min-ray.orig);vec3 ttop=ray.dir_rcp*(aabb.m_max-ray.orig);vec3 tmin=min(ttop,tbot);vec3 tmax=max(ttop,tbot);distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return distance_near<=distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {float heat;ivec3 voxel_intersect_coords;};\n#endif\nuint hash(uint i) {i ^= i>>16u;i*=0x7FEB352Du;i ^= i>>15u;i*=0x846CA68Bu;i ^= i>>16u;return i;}\nfloat prngCanonical1d(float co) { return fract(sin(co*91.3458)*47453.5453); }\nfloat prngCanonical2d(vec2 co) { return fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453); }\nfloat prngCanonical3d(vec3 co) { return prngCanonical2d(co.xy+prngCanonical1d(co.z)); }\n#ifndef MAX_VOXEL_ROULETTE_TESTS\n#define MAX_VOXEL_ROULETTE_TESTS 16\n#endif\nvec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.0*PI;float phi=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nfloat goldenSequence(const uint rstate) {return uint2float(rstate*2654435769u);}\nfloat distanceSquared(vec2 a,vec2 b) {vec2 diff=a-b;return dot(diff,diff);}\nvoid genTB(const vec3 N,out vec3 T,out vec3 B) {float s=N.z<0.0 ? -1.0 : 1.0;float a=-1.0/(s+N.z);float b=N.x*N.y*a;T=vec3(1.0+s*N.x*N.x*a,s*b,-s*N.x);B=vec3(b,s+N.y*N.y*a,-N.y);}\nint stack[24]; \n#define PUSH(i) stack[stackLevel++]=i; \n#define POP() stack[--stackLevel] \n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nbool anyHitVoxels(const Ray ray_vs,const vec3 rouletteSeed,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nbool anyHitVoxels(const Ray ray_vs,const vec3 rouletteSeed) {\n#endif\nvec3 invD=ray_vs.dir_rcp;vec3 D=ray_vs.dir;vec3 O=ray_vs.orig;ivec3 negD=ivec3(lessThan(D,vec3(0,0,0)));int voxel0=negD.x | negD.y<<1 | negD.z<<2;vec3 t0=-O*invD,t1=(vec3(1.0)-O)*invD;int maxLod=int(highestMipLevel);int stackLevel=0;int leafTests=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nuint steps=0u;\n#endif\nPUSH(maxLod<<24);while (stackLevel>0) {int elem=POP();ivec4 Coords =\nivec4(elem & 0xFF,elem>>8 & 0xFF,elem>>16 & 0xFF,elem>>24);if (Coords.w==0) {float cellOpacity=texelFetch(voxelGridSampler,Coords.xyz,0).x;if (cellOpacity>=1.0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn true;}\nif (leafTests>=MAX_VOXEL_ROULETTE_TESTS) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn false;}\nleafTests++;if (cellOpacity>=prngCanonical3d(vec3(Coords.xyz)+rouletteSeed)) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn true;}\ncontinue;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nfloat invRes=exp2(float(Coords.w-maxLod));vec3 bbmin=invRes*vec3(Coords.xyz+negD);vec3 bbmax=invRes*vec3(Coords.xyz-negD+ivec3(1));vec3 mint=mix(t0,t1,bbmin);vec3 maxt=mix(t0,t1,bbmax);vec3 midt=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);int nodeMask=int(\nround(texelFetch(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;int voxelBit=voxel0;Coords.xyz=(Coords.xyz<<1)+negD;int packedCoords =\nCoords.x | Coords.y<<8 | Coords.z<<16 | Coords.w<<24;if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);voxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n(1<<voxelBit & nodeMask) != 0)\nPUSH(packedCoords);}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvoxel_march_diagnostic_info.heat=float(steps)/24.0;\n#endif\nreturn false;}\nfloat linearizeDepth(float depth,float near,float far) {return (near*far)/(far-depth*(far-near));}\nfloat screenSpaceShadow(vec3 csOrigin,vec3 csDirection,vec2 csZBufferSize,\nfloat nearPlaneZ,float farPlaneZ,float noise) {\n#ifdef RIGHT_HANDED\nfloat csZDir=-1.0;\n#else \nfloat csZDir=1.0;\n#endif\nfloat ssSamples=SSSsamples;float ssMaxDist=SSSmaxDistance;float ssStride=SSSstride;float ssThickness=SSSthickness;float rayLength =\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ\n? \n(nearPlaneZ-csOrigin.z)/csDirection.z\n: ssMaxDist;vec3 csEndPoint=csOrigin+rayLength*csDirection;vec4 H0=projMtx*vec4(csOrigin,1.0);vec4 H1=projMtx*vec4(csEndPoint,1.0);vec2 Z0=vec2(csOrigin.z ,1.0)/H0.w;vec2 Z1=vec2(csEndPoint.z,1.0)/H1.w;vec2 P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);vec2 P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+=vec2(distanceSquared(P0,P1)<0.0001 ? 0.01 : 0.0);vec2 delta=P1-P0;bool permute=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nfloat stepDirection=sign(delta.x);float invdx=stepDirection/delta.x;vec2 dP=ssStride*vec2(stepDirection,invdx*delta.y);vec2 dZ=ssStride*invdx*(Z1-Z0);float opacity=0.0;vec2 P=P0+noise*dP;vec2 Z=Z0+noise*dZ;float end=P1.x*stepDirection;float rayZMax=csZDir*Z.x/Z.y;float sceneDepth=rayZMax;Z+=dZ;for (float stepCount=0.0;opacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount++,P+=dP,\nZ+=dZ) { \nivec2 coords=ivec2(permute ? P.yx : P);sceneDepth=texelFetch(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nfloat rayZMin=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise,\nout VoxelMarchDiagnosticInfo voxel_march_diagnostic_info) {\n#else\nfloat voxelShadow(vec3 wsOrigin,vec3 wsDirection,vec3 wsNormal,\nvec2 DitherNoise) {\n#endif\nfloat vxResolution=float(textureSize(voxelGridSampler,0).x);vec3 T,B;genTB(wsDirection,T,B);vec2 DitherXY=sqrt(DitherNoise.x)*vec2(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));float sceneScale=wsNormalizationMtx[0][0];vec3 Dithering =\n(voxelBiasParameters.x*wsNormal+voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;vec3 O=0.5*wsOrigin+0.5+Dithering;Ray ray_vs=make_ray(O,wsDirection,0.0,10.0);AABB3f voxel_aabb;voxel_aabb.m_min=vec3(0);voxel_aabb.m_max=vec3(1);float near,far;if (!ray_box_intersection(voxel_aabb,ray_vs,near,far))\nreturn 0.0;ray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);vec3 rouletteSeed=vec3(DitherNoise,DitherNoise.x+DitherNoise.y)*17.0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn anyHitVoxels(ray_vs,rouletteSeed,voxel_march_diagnostic_info) ? 1.0f : 0.0f;\n#else\nreturn anyHitVoxels(ray_vs,rouletteSeed) ? 1.0f : 0.0f;\n#endif\n}\nvoid main(void) {uint nbDirs=uint(SHADOWdirs);uint frameId=uint(SHADOWframe);float envRot=SHADOWenvRot;vec2 Resolution=vec2(textureSize(depthSampler,0));ivec2 currentPixel=ivec2(vUV*Resolution);uint GlobalIndex=(frameId*uint(Resolution.y)+uint(currentPixel.y)) *\nuint(Resolution.x) +\nuint(currentPixel.x);vec3 N=texelFetch(worldNormalSampler,currentPixel,0).xyz;\n#ifdef WORLD_NORMAL_UNSIGNED\nN=N*vec3(2.0)-vec3(1.0);\n#endif\nif (length(N)<0.01) {glFragColor=vec4(1.0,1.0,0.0,1.0);return;}\nfloat normalizedRotation=envRot/(2.0*PI);float depth=texelFetch(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvec2 temp=(vec2(currentPixel)+vec2(0.5))*2.0/Resolution-vec2(1.0);vec4 VP=invProjMtx*vec4(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);vec3 noise=texelFetch(blueNoiseSampler,currentPixel & 0xFF,0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfloat heat=0.0f;\n#endif\nfloat shadowAccum=0.001;float specShadowAccum=0.001;float sampleWeight=0.001;\n#ifdef COLOR_SHADOWS\nvec3 totalLight=vec3(0.001);vec3 shadowedLight=vec3(0.0);\n#endif\nfor (uint i=0u; i<nbDirs; i++) {uint dirId=nbDirs*GlobalIndex+i;vec4 L;vec2 T;{vec2 r=plasticSequence(frameId*nbDirs+i);r=fract(r+vec2(2.0)*abs(noise.xy-vec2(0.5)));T.x=textureLod(icdfSampler,vec2(r.x,0.0),0.0).x;T.y=textureLod(icdfSampler,vec2(T.x,r.y),0.0).y;L=vec4(uv_to_normal(vec2(T.x-normalizedRotation,T.y)),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\n#ifdef COLOR_SHADOWS\nvec3 lightDir=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));vec3 ibl=textureLod(iblSampler,lightDir,0.0).xyz;float pdf=textureLod(icdfSampler,T,0.0).z;\n#endif\nfloat cosNL=dot(N,L.xyz);float opacity=0.0;if (cosNL>0.0) {vec4 VP2=VP;VP2.y*=-1.0;vec4 unormWP=invViewMtx*VP2;vec3 WP=(wsNormalizationMtx*unormWP).xyz;vec2 vxNoise=vec2(uint2float(hash(dirId*2u)),uint2float(hash(dirId*2u+1u)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,voxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvec3 VL=(viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0);\n#else\nfloat nearPlaneZ=-projMtx[3][2]/(projMtx[2][2]+1.0); \nfloat farPlaneZ=-projMtx[3][2]/(projMtx[2][2]-1.0);\n#endif\nfloat ssShadow=shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);\n#ifdef COLOR_SHADOWS\nvec3 light=pdf<1e-6 ? vec3(0.0) : vec3(cosNL)/vec3(pdf)*ibl;shadowedLight+=light*opacity;totalLight+=light;\n#else\nfloat rcos=(1.0-cosNL);shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;vec3 VR=-(viewMtx*vec4(reflect(-L.xyz,N),0.0)).xyz;specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);\n#endif\n}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef COLOR_SHADOWS\nvec3 shadow=(totalLight-shadowedLight)/totalLight;float maxShadow=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);glFragColor=vec4(shadow/maxShadow,1.0);\n#else\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),\nspecShadowAccum/float(sampleWeight),heat/float(sampleWeight),1.0);\n#else\ngl_FragColor=vec4(shadowAccum/float(sampleWeight),specShadowAccum/float(sampleWeight),0.0,1.0);\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [helperFunctions];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStore[inc.name]) {\n ShaderStore.IncludesShadersStore[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const iblShadowVoxelTracingPixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const iblVoxelOpacityAtomicMaxWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,13 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ const name = "iblVoxelOpacityAtomicMax";
4
+ const shader = `fn voxelOpacityAtomicMax(vidx: u32,value: u32) {let wordIdx: u32=vidx>>2u;let shift: u32=(vidx & 3u)*8u;let mask: u32=0xFFu<<shift;let shifted: u32=(value & 0xFFu)<<shift;loop {let oldWord: u32=atomicLoad(&voxelOpacityBuffer[wordIdx]);if (value<=((oldWord>>shift) & 0xFFu)) {break;}
5
+ let newWord: u32=(oldWord & ~mask) | shifted;if (atomicCompareExchangeWeak(&voxelOpacityBuffer[wordIdx],oldWord,newWord).exchanged) {break;}}}
6
+ `;
7
+ // Sideeffect
8
+ if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
9
+ ShaderStore.IncludesShadersStoreWGSL[name] = shader;
10
+ }
11
+ /** @internal */
12
+ export const iblVoxelOpacityAtomicMaxWGSL = { name, shader };
13
+ //# sourceMappingURL=iblVoxelOpacityAtomicMax.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"iblVoxelOpacityAtomicMax.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/iblVoxelOpacityAtomicMax.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"iblVoxelOpacityAtomicMax\";\nconst shader = `fn voxelOpacityAtomicMax(vidx: u32,value: u32) {let wordIdx: u32=vidx>>2u;let shift: u32=(vidx & 3u)*8u;let mask: u32=0xFFu<<shift;let shifted: u32=(value & 0xFFu)<<shift;loop {let oldWord: u32=atomicLoad(&voxelOpacityBuffer[wordIdx]);if (value<=((oldWord>>shift) & 0xFFu)) {break;}\nlet newWord: u32=(oldWord & ~mask) | shifted;if (atomicCompareExchangeWeak(&voxelOpacityBuffer[wordIdx],oldWord,newWord).exchanged) {break;}}}\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const iblVoxelOpacityAtomicMaxWGSL = { name, shader };\n"]}
@@ -1,22 +1,28 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import { iblVoxelOpacityAtomicMaxWGSL } from "./ShadersInclude/iblVoxelOpacityAtomicMax.js";
3
4
  const name = "gaussianSplattingVoxelPixelShader";
4
- const shader = `var voxel_storage: texture_storage_3d<r8unorm,write>;varying vNormalizedPosition: vec3f;varying vNormalizedCenterPosition: vec3f;varying vAlpha: f32;varying vPatchPosition: vec2f;fn gsVoxelPrngCanonical1d(co: f32)->f32 {return fract(sin(co*91.3458)*47453.5453);}
5
- fn gsVoxelPrngCanonical2d(co: vec2f)->f32 {return fract(sin(dot(co,vec2f(12.9898,78.233)))*43758.5453);}
6
- fn gsVoxelPrngCanonical3d(co: vec3f)->f32 {return gsVoxelPrngCanonical2d(vec2f(co.x,co.y)+gsVoxelPrngCanonical1d(co.z));}
7
- @fragment
8
- fn main(input: FragmentInputs)->FragmentOutputs {let normPos: vec3f=input.vNormalizedPosition;let stepSize: f32=1.0/f32(textureDimensions(voxel_storage).x);let diff: vec3f=abs(input.vNormalizedCenterPosition-normPos);let distToCenter: f32=max(max(diff.x,diff.y),diff.z);let gaussian: f32=exp(-dot(input.vPatchPosition,input.vPatchPosition));let shadowingOpacity: f32=clamp(
5
+ const shader = `var voxel_storage: texture_storage_3d<r8unorm,write>;var<storage,read_write> voxelOpacityBuffer: array<atomic<u32>>;
6
+ #include<iblVoxelOpacityAtomicMax>
7
+ varying vNormalizedPosition: vec3f;varying vNormalizedCenterPosition: vec3f;varying vAlpha: f32;varying vPatchPosition: vec2f;@fragment
8
+ fn main(input: FragmentInputs)->FragmentOutputs {let normPos: vec3f=input.vNormalizedPosition;let size: vec3<u32>=textureDimensions(voxel_storage);let stepSize: f32=1.0/f32(size.x);let diff: vec3f=abs(input.vNormalizedCenterPosition-normPos);let distToCenter: f32=max(max(diff.x,diff.y),diff.z);let gaussian: f32=exp(-dot(input.vPatchPosition,input.vPatchPosition));let shadowingOpacity: f32=clamp(
9
9
  select(gaussian,1.0,distToCenter<stepSize)*input.vAlpha,
10
10
  0.0,1.0
11
- );if (shadowingOpacity<1.0 && shadowingOpacity<gsVoxelPrngCanonical3d(normPos/stepSize)) {discard;}
12
- let size: vec3f=vec3f(textureDimensions(voxel_storage));textureStore(voxel_storage,
13
- vec3<i32>(i32(normPos.x*size.x),i32(normPos.y*size.y),i32(normPos.z*size.z)),
14
- vec4f(1.0,1.0,1.0,1.0));fragmentOutputs.color=vec4f(0.0,0.0,0.0,0.0);}
11
+ );if (shadowingOpacity<=0.0) {discard;}
12
+ let coord: vec3<u32>=min(
13
+ vec3<u32>(u32(normPos.x*f32(size.x)),u32(normPos.y*f32(size.y)),u32(normPos.z*f32(size.z))),
14
+ size-vec3<u32>(1u));let vidx: u32=coord.x+coord.y*size.x+coord.z*size.x*size.y;voxelOpacityAtomicMax(vidx,u32(shadowingOpacity*255.0+0.5));fragmentOutputs.color=vec4f(0.0,0.0,0.0,0.0);}
15
15
  `;
16
16
  // Sideeffect
17
17
  if (!ShaderStore.ShadersStoreWGSL[name]) {
18
18
  ShaderStore.ShadersStoreWGSL[name] = shader;
19
19
  }
20
+ const includes = [iblVoxelOpacityAtomicMaxWGSL];
21
+ for (const inc of includes) {
22
+ if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
23
+ ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
24
+ }
25
+ }
20
26
  /** @internal */
21
27
  export const gaussianSplattingVoxelPixelShaderWGSL = { name, shader };
22
28
  //# sourceMappingURL=gaussianSplattingVoxel.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplattingVoxel.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplattingVoxel.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;CAWd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gaussianSplattingVoxelPixelShader\";\nconst shader = `var voxel_storage: texture_storage_3d<r8unorm,write>;varying vNormalizedPosition: vec3f;varying vNormalizedCenterPosition: vec3f;varying vAlpha: f32;varying vPatchPosition: vec2f;fn gsVoxelPrngCanonical1d(co: f32)->f32 {return fract(sin(co*91.3458)*47453.5453);}\nfn gsVoxelPrngCanonical2d(co: vec2f)->f32 {return fract(sin(dot(co,vec2f(12.9898,78.233)))*43758.5453);}\nfn gsVoxelPrngCanonical3d(co: vec3f)->f32 {return gsVoxelPrngCanonical2d(vec2f(co.x,co.y)+gsVoxelPrngCanonical1d(co.z));}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let normPos: vec3f=input.vNormalizedPosition;let stepSize: f32=1.0/f32(textureDimensions(voxel_storage).x);let diff: vec3f=abs(input.vNormalizedCenterPosition-normPos);let distToCenter: f32=max(max(diff.x,diff.y),diff.z);let gaussian: f32=exp(-dot(input.vPatchPosition,input.vPatchPosition));let shadowingOpacity: f32=clamp(\nselect(gaussian,1.0,distToCenter<stepSize)*input.vAlpha,\n0.0,1.0\n);if (shadowingOpacity<1.0 && shadowingOpacity<gsVoxelPrngCanonical3d(normPos/stepSize)) {discard;}\nlet size: vec3f=vec3f(textureDimensions(voxel_storage));textureStore(voxel_storage,\nvec3<i32>(i32(normPos.x*size.x),i32(normPos.y*size.y),i32(normPos.z*size.z)),\nvec4f(1.0,1.0,1.0,1.0));fragmentOutputs.color=vec4f(0.0,0.0,0.0,0.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const gaussianSplattingVoxelPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplattingVoxel.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplattingVoxel.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,4BAA4B,EAAE,MAAM,2CAA2C,CAAC;AAEzF,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;CAUd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,4BAA4B,CAAC,CAAC;AAChD,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { iblVoxelOpacityAtomicMaxWGSL } from \"./ShadersInclude/iblVoxelOpacityAtomicMax\";\n\nconst name = \"gaussianSplattingVoxelPixelShader\";\nconst shader = `var voxel_storage: texture_storage_3d<r8unorm,write>;var<storage,read_write> voxelOpacityBuffer: array<atomic<u32>>;\n#include<iblVoxelOpacityAtomicMax>\nvarying vNormalizedPosition: vec3f;varying vNormalizedCenterPosition: vec3f;varying vAlpha: f32;varying vPatchPosition: vec2f;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let normPos: vec3f=input.vNormalizedPosition;let size: vec3<u32>=textureDimensions(voxel_storage);let stepSize: f32=1.0/f32(size.x);let diff: vec3f=abs(input.vNormalizedCenterPosition-normPos);let distToCenter: f32=max(max(diff.x,diff.y),diff.z);let gaussian: f32=exp(-dot(input.vPatchPosition,input.vPatchPosition));let shadowingOpacity: f32=clamp(\nselect(gaussian,1.0,distToCenter<stepSize)*input.vAlpha,\n0.0,1.0\n);if (shadowingOpacity<=0.0) {discard;}\nlet coord: vec3<u32>=min(\nvec3<u32>(u32(normPos.x*f32(size.x)),u32(normPos.y*f32(size.y)),u32(normPos.z*f32(size.z))),\nsize-vec3<u32>(1u));let vidx: u32=coord.x+coord.y*size.x+coord.z*size.x*size.y;voxelOpacityAtomicMax(vidx,u32(shadowingOpacity*255.0+0.5));fragmentOutputs.color=vec4f(0.0,0.0,0.0,0.0);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [iblVoxelOpacityAtomicMaxWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const gaussianSplattingVoxelPixelShaderWGSL = { name, shader };\n"]}
@@ -2,7 +2,7 @@
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "iblCombineVoxelGridsPixelShader";
4
4
  const shader = `varying vUV: vec2f;var voxelXaxisSamplerSampler: sampler;var voxelXaxisSampler: texture_3d<f32>;var voxelYaxisSamplerSampler: sampler;var voxelYaxisSampler: texture_3d<f32>;var voxelZaxisSamplerSampler: sampler;var voxelZaxisSampler: texture_3d<f32>;uniform layer: f32;@fragment
5
- fn main(input: FragmentInputs)->FragmentOutputs {var coordZ: vec3f= vec3f(fragmentInputs.vUV.x,fragmentInputs.vUV.y,uniforms.layer);var voxelZ: f32=textureSample(voxelZaxisSampler,voxelZaxisSamplerSampler,coordZ).r;var coordX: vec3f= vec3f(1.0-uniforms.layer,fragmentInputs.vUV.y,fragmentInputs.vUV.x);var voxelX: f32=textureSample(voxelXaxisSampler,voxelXaxisSamplerSampler,coordX).r;var coordY: vec3f= vec3f(uniforms.layer,fragmentInputs.vUV.x,fragmentInputs.vUV.y);var voxelY: f32=textureSample(voxelYaxisSampler,voxelYaxisSamplerSampler,coordY).r;var voxel=select(0.0,1.0,(voxelX>0.0 || voxelY>0.0 || voxelZ>0.0));fragmentOutputs.color= vec4f( vec3f(voxel),1.0);}`;
5
+ fn main(input: FragmentInputs)->FragmentOutputs {var coordZ: vec3f= vec3f(fragmentInputs.vUV.x,fragmentInputs.vUV.y,uniforms.layer);var voxelZ: f32=textureSample(voxelZaxisSampler,voxelZaxisSamplerSampler,coordZ).r;var coordX: vec3f= vec3f(1.0-uniforms.layer,fragmentInputs.vUV.y,fragmentInputs.vUV.x);var voxelX: f32=textureSample(voxelXaxisSampler,voxelXaxisSamplerSampler,coordX).r;var coordY: vec3f= vec3f(uniforms.layer,fragmentInputs.vUV.x,fragmentInputs.vUV.y);var voxelY: f32=textureSample(voxelYaxisSampler,voxelYaxisSamplerSampler,coordY).r;var voxel=max(voxelX,max(voxelY,voxelZ));fragmentOutputs.color= vec4f( vec3f(voxel),1.0);}`;
6
6
  // Sideeffect
7
7
  if (!ShaderStore.ShadersStoreWGSL[name]) {
8
8
  ShaderStore.ShadersStoreWGSL[name] = shader;
@@ -1 +1 @@
1
- {"version":3,"file":"iblCombineVoxelGrids.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCombineVoxelGrids.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;4pBAC6oB,CAAC;AAC7pB,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblCombineVoxelGridsPixelShader\";\nconst shader = `varying vUV: vec2f;var voxelXaxisSamplerSampler: sampler;var voxelXaxisSampler: texture_3d<f32>;var voxelYaxisSamplerSampler: sampler;var voxelYaxisSampler: texture_3d<f32>;var voxelZaxisSamplerSampler: sampler;var voxelZaxisSampler: texture_3d<f32>;uniform layer: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var coordZ: vec3f= vec3f(fragmentInputs.vUV.x,fragmentInputs.vUV.y,uniforms.layer);var voxelZ: f32=textureSample(voxelZaxisSampler,voxelZaxisSamplerSampler,coordZ).r;var coordX: vec3f= vec3f(1.0-uniforms.layer,fragmentInputs.vUV.y,fragmentInputs.vUV.x);var voxelX: f32=textureSample(voxelXaxisSampler,voxelXaxisSamplerSampler,coordX).r;var coordY: vec3f= vec3f(uniforms.layer,fragmentInputs.vUV.x,fragmentInputs.vUV.y);var voxelY: f32=textureSample(voxelYaxisSampler,voxelYaxisSamplerSampler,coordY).r;var voxel=select(0.0,1.0,(voxelX>0.0 || voxelY>0.0 || voxelZ>0.0));fragmentOutputs.color= vec4f( vec3f(voxel),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const iblCombineVoxelGridsPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"iblCombineVoxelGrids.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCombineVoxelGrids.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;koBACmnB,CAAC;AACnoB,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,mCAAmC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblCombineVoxelGridsPixelShader\";\nconst shader = `varying vUV: vec2f;var voxelXaxisSamplerSampler: sampler;var voxelXaxisSampler: texture_3d<f32>;var voxelYaxisSamplerSampler: sampler;var voxelYaxisSampler: texture_3d<f32>;var voxelZaxisSamplerSampler: sampler;var voxelZaxisSampler: texture_3d<f32>;uniform layer: f32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var coordZ: vec3f= vec3f(fragmentInputs.vUV.x,fragmentInputs.vUV.y,uniforms.layer);var voxelZ: f32=textureSample(voxelZaxisSampler,voxelZaxisSamplerSampler,coordZ).r;var coordX: vec3f= vec3f(1.0-uniforms.layer,fragmentInputs.vUV.y,fragmentInputs.vUV.x);var voxelX: f32=textureSample(voxelXaxisSampler,voxelXaxisSamplerSampler,coordX).r;var coordY: vec3f= vec3f(uniforms.layer,fragmentInputs.vUV.x,fragmentInputs.vUV.y);var voxelY: f32=textureSample(voxelYaxisSampler,voxelYaxisSamplerSampler,coordY).r;var voxel=max(voxelX,max(voxelY,voxelZ));fragmentOutputs.color= vec4f( vec3f(voxel),1.0);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const iblCombineVoxelGridsPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const iblCopyVoxelBufferToGridComputeShaderWGSL: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,14 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "iblCopyVoxelBufferToGridComputeShader";
4
+ const shader = `@group(0) @binding(0) var<storage,read> voxelOpacityBuffer: array<u32>;@group(0) @binding(1) var voxelGridTarget: texture_storage_3d<r8unorm,write>;@compute @workgroup_size(4,4,4)
5
+ fn main(@builtin(global_invocation_id) id: vec3<u32>) {let size: vec3<u32>=textureDimensions(voxelGridTarget);if (id.x>=size.x || id.y>=size.y || id.z>=size.z) {return;}
6
+ let res: u32=size.x;let vidx: u32=id.x+id.y*res+id.z*res*res;let word: u32=voxelOpacityBuffer[vidx>>2u];let byteVal: u32=(word>>((vidx & 3u)*8u)) & 0xFFu;let opacity: f32=f32(byteVal)/255.0;textureStore(voxelGridTarget,vec3<i32>(id),vec4f(opacity,0.0,0.0,1.0));}
7
+ `;
8
+ // Sideeffect
9
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
10
+ ShaderStore.ShadersStoreWGSL[name] = shader;
11
+ }
12
+ /** @internal */
13
+ export const iblCopyVoxelBufferToGridComputeShaderWGSL = { name, shader };
14
+ //# sourceMappingURL=iblCopyVoxelBufferToGrid.compute.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"iblCopyVoxelBufferToGrid.compute.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblCopyVoxelBufferToGrid.compute.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,yCAAyC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"iblCopyVoxelBufferToGridComputeShader\";\nconst shader = `@group(0) @binding(0) var<storage,read> voxelOpacityBuffer: array<u32>;@group(0) @binding(1) var voxelGridTarget: texture_storage_3d<r8unorm,write>;@compute @workgroup_size(4,4,4)\nfn main(@builtin(global_invocation_id) id: vec3<u32>) {let size: vec3<u32>=textureDimensions(voxelGridTarget);if (id.x>=size.x || id.y>=size.y || id.z>=size.z) {return;}\nlet res: u32=size.x;let vidx: u32=id.x+id.y*res+id.z*res*res;let word: u32=voxelOpacityBuffer[vidx>>2u];let byteVal: u32=(word>>((vidx & 3u)*8u)) & 0xFFu;let opacity: f32=f32(byteVal)/255.0;textureStore(voxelGridTarget,vec3<i32>(id),vec4f(opacity,0.0,0.0,1.0));}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const iblCopyVoxelBufferToGridComputeShaderWGSL = { name, shader };\n"]}
@@ -36,28 +36,45 @@ struct VoxelMarchDiagnosticInfo {heat: f32,
36
36
  voxel_intersect_coords: vec3i,};
37
37
  #endif
38
38
  fn hash(i: u32)->u32 {var temp=i ^ (i>>16u);temp*=0x7FEB352Du;temp ^= temp>>15u;temp*=0x846CA68Bu;temp ^= temp>>16u;return temp;}
39
+ fn prngCanonical1d(co: f32)->f32 { return fract(sin(co*91.3458)*47453.5453); }
40
+ fn prngCanonical2d(co: vec2f)->f32 { return fract(sin(dot(co,vec2f(12.9898,78.233)))*43758.5453); }
41
+ fn prngCanonical3d(co: vec3f)->f32 { return prngCanonical2d(co.xy+prngCanonical1d(co.z)); }
42
+ #ifndef MAX_VOXEL_ROULETTE_TESTS
43
+ #define MAX_VOXEL_ROULETTE_TESTS 16
44
+ #endif
39
45
  fn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}
40
46
  fn goldenSequence(rstate: u32)->f32 {return uint2float(rstate*2654435769u);}
41
47
  fn distanceSquared(a: vec2f,b: vec2f)->f32 {var diff: vec2f=a-b;return dot(diff,diff);}
42
48
  fn genTB(N: vec3f,T: ptr<function,vec3f>,B: ptr<function,vec3f>) {var s: f32=select(1.0,-1.0,N.z<0.0);var a: f32=-1.0/(s+N.z);var b: f32=N.x*N.y*a;*T= vec3f(1.0+s*N.x*N.x*a,s*b,-s*N.x);*B= vec3f(b,s+N.y*N.y*a,-N.y);}
43
49
  fn lessThan(x: vec3f,y: vec3f)->vec3<bool> {return x<y;}
44
50
  #ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
45
- fn anyHitVoxels(ray_vs: Ray,
51
+ fn anyHitVoxels(ray_vs: Ray,rouletteSeed: vec3f,
46
52
  voxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->bool {
47
53
  #else
48
- fn anyHitVoxels(ray_vs: Ray)->bool {
54
+ fn anyHitVoxels(ray_vs: Ray,rouletteSeed: vec3f)->bool {
49
55
  #endif
50
56
  var stack=array<i32,24>();
51
- var invD: vec3f=ray_vs.dir_rcp;var D: vec3f=ray_vs.dir;var O: vec3f=ray_vs.orig;var negD=vec3i(lessThan(D, vec3f(0,0,0)));var voxel0: i32=negD.x | (negD.y<<1) | (negD.z<<2);var t0: vec3f=-O*invD;var t1=(vec3f(1.0)-O)*invD;var maxLod: i32= i32(highestMipLevel);var stackLevel: i32=0;
57
+ var invD: vec3f=ray_vs.dir_rcp;var D: vec3f=ray_vs.dir;var O: vec3f=ray_vs.orig;var negD=vec3i(lessThan(D, vec3f(0,0,0)));var voxel0: i32=negD.x | (negD.y<<1) | (negD.z<<2);var t0: vec3f=-O*invD;var t1=(vec3f(1.0)-O)*invD;var maxLod: i32= i32(highestMipLevel);var stackLevel: i32=0;var leafTests: i32=0;
52
58
  #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
53
59
  var steps: u32=0u;
54
60
  #endif
55
61
  stack[stackLevel]=maxLod<<24;stackLevel++;while (stackLevel>0) {stackLevel=stackLevel-1;var elem: i32=stack[stackLevel];var Coords: vec4i =
56
- vec4i(elem & 0xFF,(elem>>8) & 0xFF,(elem>>16) & 0xFF,elem>>24);if (Coords.w==0) {
62
+ vec4i(elem & 0xFF,(elem>>8) & 0xFF,(elem>>16) & 0xFF,elem>>24);if (Coords.w==0) {let cellOpacity: f32=textureLoad(voxelGridSampler,Coords.xyz,0).x;if (cellOpacity>=1.0) {
63
+ #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
64
+ *voxel_march_diagnostic_info.heat= f32(steps)/24.0;
65
+ #endif
66
+ return true;}
67
+ if (leafTests>=MAX_VOXEL_ROULETTE_TESTS) {
68
+ #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
69
+ *voxel_march_diagnostic_info.heat= f32(steps)/24.0;
70
+ #endif
71
+ return false;}
72
+ leafTests++;if (cellOpacity>=prngCanonical3d(vec3f(Coords.xyz)+rouletteSeed)) {
57
73
  #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
58
74
  *voxel_march_diagnostic_info.heat= f32(steps)/24.0;
59
75
  #endif
60
76
  return true;}
77
+ continue;}
61
78
  #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
62
79
  ++steps;
63
80
  #endif
@@ -112,11 +129,11 @@ sin(2.0*PI*DitherNoise.y));var Dithering : vec3f=(uniforms.voxelBiasParameters.x
112
129
  uniforms.voxelBiasParameters.y*wsDirection +
113
130
  DitherXY.x*T+DitherXY.y*B) /
114
131
  vxResolution;var O: vec3f=0.5*wsOrigin+0.5+Dithering;var ray_vs=make_ray(O,wsDirection,0.0,10.0);var voxel_aabb: AABB3f;voxel_aabb.m_min=vec3f(0);voxel_aabb.m_max=vec3f(1);var near: f32=0;var far: f32=0;if (!ray_box_intersection(voxel_aabb,ray_vs,&near,&far)) {return 0.0;}
115
- ray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);
132
+ ray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);let rouletteSeed: vec3f=vec3f(DitherNoise,DitherNoise.x+DitherNoise.y)*17.0;
116
133
  #if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION
117
- return select(0.0f,1.0f,anyHitVoxels(ray_vs,voxel_march_diagnostic_info));
134
+ return select(0.0f,1.0f,anyHitVoxels(ray_vs,rouletteSeed,voxel_march_diagnostic_info));
118
135
  #else
119
- return select(0.0f,1.0f,anyHitVoxels(ray_vs));
136
+ return select(0.0f,1.0f,anyHitVoxels(ray_vs,rouletteSeed));
120
137
  #endif
121
138
  }
122
139
  @fragment
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowVoxelTracing.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblShadowVoxelTracing.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAEvE,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuLb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,mBAAmB,CAAC,CAAC;AACvC,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { helperFunctionsWGSL } from \"./ShadersInclude/helperFunctions\";\n\nconst name = \"iblShadowVoxelTracingPixelShader\";\nconst shader = `varying vUV: vec2f;\n#include<helperFunctions>\n#define DISABLE_UNIFORMITY_ANALYSIS\nvar depthSampler: texture_2d<f32>;var worldNormalSampler : texture_2d<f32>;var blueNoiseSampler: texture_2d<f32>;var icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;var voxelGridSamplerSampler: sampler;var voxelGridSampler: texture_3d<f32>;\n#ifdef COLOR_SHADOWS\nvar iblSamplerSampler: sampler;var iblSampler: texture_cube<f32>;\n#endif\nuniform shadowParameters: vec4f;\n#define SHADOWdirs uniforms.shadowParameters.x\n#define SHADOWframe uniforms.shadowParameters.y\n#define SHADOWenvRot uniforms.shadowParameters.w\nuniform voxelBiasParameters : vec4f;\n#define highestMipLevel uniforms.voxelBiasParameters.z\nuniform sssParameters: vec4f;\n#define SSSsamples uniforms.sssParameters.x\n#define SSSstride uniforms.sssParameters.y\n#define SSSmaxDistance uniforms.sssParameters.z\n#define SSSthickness uniforms.sssParameters.w\nuniform shadowOpacity: vec4f;uniform projMtx: mat4x4f;uniform viewMtx: mat4x4f;uniform invProjMtx: mat4x4f;uniform invViewMtx: mat4x4f;uniform wsNormalizationMtx: mat4x4f;uniform invVPMtx: mat4x4f;\n#define GOLD 0.618034\nstruct AABB3f {m_min: vec3f,\nm_max: vec3f,};struct Ray {orig: vec3f,\ndir: vec3f,\ndir_rcp: vec3f,\nt_min: f32,\nt_max: f32,};fn make_ray(origin: vec3f,direction: vec3f,tmin: f32,\ntmax: f32)->Ray {var ray: Ray;ray.orig=origin;ray.dir=direction;ray.dir_rcp=1.0f/direction;ray.t_min=tmin;ray.t_max=tmax;return ray;}\nfn ray_box_intersection(aabb: AABB3f,ray: Ray ,\ndistance_near: ptr<function,f32>,distance_far: ptr<function,f32>)->bool{var tbot: vec3f=ray.dir_rcp*(aabb.m_min-ray.orig);var ttop: vec3f=ray.dir_rcp*(aabb.m_max-ray.orig);var tmin: vec3f=min(ttop,tbot);var tmax: vec3f=max(ttop,tbot);*distance_near=max(ray.t_min,max(tmin.x,max(tmin.y,tmin.z)));*distance_far=min(ray.t_max,min(tmax.x,min(tmax.y,tmax.z)));return *distance_near<=*distance_far;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nstruct VoxelMarchDiagnosticInfo {heat: f32,\nvoxel_intersect_coords: vec3i,};\n#endif\nfn hash(i: u32)->u32 {var temp=i ^ (i>>16u);temp*=0x7FEB352Du;temp ^= temp>>15u;temp*=0x846CA68Bu;temp ^= temp>>16u;return temp;}\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nfn goldenSequence(rstate: u32)->f32 {return uint2float(rstate*2654435769u);}\nfn distanceSquared(a: vec2f,b: vec2f)->f32 {var diff: vec2f=a-b;return dot(diff,diff);}\nfn genTB(N: vec3f,T: ptr<function,vec3f>,B: ptr<function,vec3f>) {var s: f32=select(1.0,-1.0,N.z<0.0);var a: f32=-1.0/(s+N.z);var b: f32=N.x*N.y*a;*T= vec3f(1.0+s*N.x*N.x*a,s*b,-s*N.x);*B= vec3f(b,s+N.y*N.y*a,-N.y);}\nfn lessThan(x: vec3f,y: vec3f)->vec3<bool> {return x<y;}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn anyHitVoxels(ray_vs: Ray,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->bool {\n#else\nfn anyHitVoxels(ray_vs: Ray)->bool {\n#endif\nvar stack=array<i32,24>(); \nvar invD: vec3f=ray_vs.dir_rcp;var D: vec3f=ray_vs.dir;var O: vec3f=ray_vs.orig;var negD=vec3i(lessThan(D, vec3f(0,0,0)));var voxel0: i32=negD.x | (negD.y<<1) | (negD.z<<2);var t0: vec3f=-O*invD;var t1=(vec3f(1.0)-O)*invD;var maxLod: i32= i32(highestMipLevel);var stackLevel: i32=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar steps: u32=0u;\n#endif\nstack[stackLevel]=maxLod<<24;stackLevel++;while (stackLevel>0) {stackLevel=stackLevel-1;var elem: i32=stack[stackLevel];var Coords: vec4i =\nvec4i(elem & 0xFF,(elem>>8) & 0xFF,(elem>>16) & 0xFF,elem>>24);if (Coords.w==0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn true;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nvar invRes: f32=exp2(f32(Coords.w-maxLod));var bbmin: vec3f=invRes*vec3f(Coords.xyz+negD);var bbmax: vec3f=invRes*vec3f(Coords.xyz-negD+vec3i(1));var mint: vec3f=mix(t0,t1,bbmin);var maxt: vec3f=mix(t0,t1,bbmax);var midt: vec3f=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);var nodeMask: u32= u32(\nround(textureLoad(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;var voxelBit: u32=u32(voxel0);Coords=vec4i((Coords.xyz<<vec3u(1))+negD,Coords.w);var packedCoords: i32 =\nCoords.x | (Coords.y<<8) | (Coords.z<<16) | (Coords.w<<24);if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn false;}\nfn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {return (near*far)/(far-depth*(far-near));}\nfn screenSpaceShadow(csOrigin: vec3f,csDirection: vec3f,csZBufferSize: vec2f,\nnearPlaneZ: f32,farPlaneZ: f32,noise: f32)->f32 {\n#ifdef RIGHT_HANDED\nvar csZDir : f32=-1.0;\n#else \nvar csZDir : f32=1.0;\n#endif\nvar ssSamples: f32=SSSsamples;var ssMaxDist: f32=SSSmaxDistance;var ssStride: f32=SSSstride;var ssThickness: f32=SSSthickness;var rayLength: f32 =\nselect(ssMaxDist,(nearPlaneZ-csOrigin.z)/csDirection.z,\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ);var csEndPoint: vec3f=csOrigin+rayLength*csDirection;var H0: vec4f=uniforms.projMtx*vec4f(csOrigin,1.0);var H1: vec4f=uniforms.projMtx*vec4f(csEndPoint,1.0);var Z0=vec2f(csOrigin.z ,1.0)/H0.w;var Z1=vec2f(csEndPoint.z,1.0)/H1.w;var P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);var P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+= vec2f(select(0.0,0.01,distanceSquared(P0,P1)<0.0001));var delta: vec2f=P1-P0;var permute: bool=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f=ssStride* vec2f(stepDirection,invdx*delta.y);var dZ: vec2f=ssStride*invdx*(Z1-Z0);var opacity: f32=0.0;var P: vec2f=P0+noise*dP;var Z: vec2f=Z0+noise*dZ;var end: f32=P1.x*stepDirection;var rayZMax=csZDir*Z.x/Z.y;var sceneDepth=rayZMax;Z+=dZ;for (var stepCount: f32=0.0; \nopacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount+=1) { \nvar coords=vec2i(select(P,P.yx,permute));sceneDepth=textureLoad(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nvar rayZMin: f32=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));P+=dP;Z+=dZ;}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->f32 {\n#else\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f)->f32 {\n#endif\nvar vxResolution: f32=f32(textureDimensions(voxelGridSampler,0).x);var T: vec3f;var B: vec3f;genTB(wsDirection,&T,&B);var DitherXY: vec2f=sqrt(DitherNoise.x)* vec2f(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));var Dithering : vec3f=(uniforms.voxelBiasParameters.x*wsNormal +\nuniforms.voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;var O: vec3f=0.5*wsOrigin+0.5+Dithering;var ray_vs=make_ray(O,wsDirection,0.0,10.0);var voxel_aabb: AABB3f;voxel_aabb.m_min=vec3f(0);voxel_aabb.m_max=vec3f(1);var near: f32=0;var far: f32=0;if (!ray_box_intersection(voxel_aabb,ray_vs,&near,&far)) {return 0.0;}\nray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs,voxel_march_diagnostic_info));\n#else\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs));\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var nbDirs=u32(SHADOWdirs);var frameId=u32(SHADOWframe);var envRot: f32=SHADOWenvRot;var Resolution: vec2f= vec2f(textureDimensions(depthSampler,0));var currentPixel=vec2i(fragmentInputs.vUV*Resolution);var GlobalIndex =\n(frameId*u32(Resolution.y)+u32(currentPixel.y))*u32(Resolution.x) +\nu32(currentPixel.x);var N : vec3f=textureLoad(worldNormalSampler,currentPixel,0).xyz;\n#ifdef WORLD_NORMAL_UNSIGNED\nN=N*vec3f(2.0)-vec3f(1.0);\n#endif\nif (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar normalizedRotation: f32=envRot/(2.0*PI);var depth : f32=textureLoad(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvar temp : vec2f=(vec2f(currentPixel)+vec2f(0.5))*2.0/Resolution -\nvec2f(1.0);var VP : vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise : vec3f=textureLoad(blueNoiseSampler,currentPixel & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar heat: f32=0.0f;\n#endif\nvar shadowAccum: f32=0.001;var specShadowAccum: f32=0.001;var sampleWeight : f32=0.001;\n#ifdef COLOR_SHADOWS\nvar totalLight: vec3f=vec3f(0.001);var shadowedLight: vec3f=vec3f(0.0);\n#endif\nfor (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;var T: vec2f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(T.x,r.y),0.0).y;L= vec4f(uv_to_normal(vec2f(T.x-normalizedRotation,T.y)),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\n#ifdef COLOR_SHADOWS\nvar lightDir: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var ibl: vec3f=textureSampleLevel(iblSampler,iblSamplerSampler,lightDir,0.0).xyz;var pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;\n#endif\nvar cosNL: f32=dot(N,L.xyz);var opacity: f32=0.0;if (cosNL>0.0) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP : vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f=vec2f(uint2float(hash(dirId*2)),uint2float(hash(dirId*2+1)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,\nuniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,\nvoxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,uniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvar VL : vec3f=(uniforms.viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0);\n#else\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0);\n#endif\nvar ssShadow: f32=uniforms.shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);\n#ifdef COLOR_SHADOWS\nvar light: vec3f=select(vec3f(0.0),vec3f(cosNL)/vec3f(pdf)*ibl,pdf>1e-6);shadowedLight+=light*opacity;totalLight+=light;\n#else\nvar rcos: f32=1.0-cosNL;shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;var VR : vec3f=abs((uniforms.viewMtx*vec4f(reflect(-L.xyz,N),0.0)).xyz);specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);\n#endif\n}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef COLOR_SHADOWS\nvar shadow: vec3f=(totalLight-shadowedLight)/totalLight;var maxShadow: f32=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);fragmentOutputs.color=vec4f(shadow/maxShadow,1.0);\n#else\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfragmentOutputs.color =\nvec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,heat/sampleWeight,1.0);\n#else\nfragmentOutputs.color=vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,0.0,1.0);\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [helperFunctionsWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const iblShadowVoxelTracingPixelShaderWGSL = { name, shader };\n"]}
1
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}\nfn prngCanonical2d(co: vec2f)->f32 { return fract(sin(dot(co,vec2f(12.9898,78.233)))*43758.5453); }\nfn prngCanonical3d(co: vec3f)->f32 { return prngCanonical2d(co.xy+prngCanonical1d(co.z)); }\n#ifndef MAX_VOXEL_ROULETTE_TESTS\n#define MAX_VOXEL_ROULETTE_TESTS 16\n#endif\nfn uv_to_normal(uv: vec2f)->vec3f {var N: vec3f;var uvRange: vec2f=uv;var theta: f32=uvRange.x*2.0*PI;var phi: f32=uvRange.y*PI;N.x=cos(theta)*sin(phi);N.z=sin(theta)*sin(phi);N.y=cos(phi);return N;}\nfn goldenSequence(rstate: u32)->f32 {return uint2float(rstate*2654435769u);}\nfn distanceSquared(a: vec2f,b: vec2f)->f32 {var diff: vec2f=a-b;return dot(diff,diff);}\nfn genTB(N: vec3f,T: ptr<function,vec3f>,B: ptr<function,vec3f>) {var s: f32=select(1.0,-1.0,N.z<0.0);var a: f32=-1.0/(s+N.z);var b: f32=N.x*N.y*a;*T= vec3f(1.0+s*N.x*N.x*a,s*b,-s*N.x);*B= vec3f(b,s+N.y*N.y*a,-N.y);}\nfn lessThan(x: vec3f,y: vec3f)->vec3<bool> {return x<y;}\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn anyHitVoxels(ray_vs: Ray,rouletteSeed: vec3f,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->bool {\n#else\nfn anyHitVoxels(ray_vs: Ray,rouletteSeed: vec3f)->bool {\n#endif\nvar stack=array<i32,24>(); \nvar invD: vec3f=ray_vs.dir_rcp;var D: vec3f=ray_vs.dir;var O: vec3f=ray_vs.orig;var negD=vec3i(lessThan(D, vec3f(0,0,0)));var voxel0: i32=negD.x | (negD.y<<1) | (negD.z<<2);var t0: vec3f=-O*invD;var t1=(vec3f(1.0)-O)*invD;var maxLod: i32= i32(highestMipLevel);var stackLevel: i32=0;var leafTests: i32=0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar steps: u32=0u;\n#endif\nstack[stackLevel]=maxLod<<24;stackLevel++;while (stackLevel>0) {stackLevel=stackLevel-1;var elem: i32=stack[stackLevel];var Coords: vec4i =\nvec4i(elem & 0xFF,(elem>>8) & 0xFF,(elem>>16) & 0xFF,elem>>24);if (Coords.w==0) {let cellOpacity: f32=textureLoad(voxelGridSampler,Coords.xyz,0).x;if (cellOpacity>=1.0) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn true;}\nif (leafTests>=MAX_VOXEL_ROULETTE_TESTS) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn false;}\nleafTests++;if (cellOpacity>=prngCanonical3d(vec3f(Coords.xyz)+rouletteSeed)) {\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn true;}\ncontinue;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n++steps;\n#endif\nvar invRes: f32=exp2(f32(Coords.w-maxLod));var bbmin: vec3f=invRes*vec3f(Coords.xyz+negD);var bbmax: vec3f=invRes*vec3f(Coords.xyz-negD+vec3i(1));var mint: vec3f=mix(t0,t1,bbmin);var maxt: vec3f=mix(t0,t1,bbmax);var midt: vec3f=0.5*(mint+maxt);mint.x=max(0.0,mint.x);midt.x=max(0.0,midt.x);var nodeMask: u32= u32(\nround(textureLoad(voxelGridSampler,Coords.xyz,Coords.w).x*255.0));Coords.w--;var voxelBit: u32=u32(voxel0);Coords=vec4i((Coords.xyz<<vec3u(1))+negD,Coords.w);var packedCoords: i32 =\nCoords.x | (Coords.y<<8) | (Coords.z<<16) | (Coords.w<<24);if (max(mint.x,max(mint.y,mint.z))<min(midt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(mint.y,mint.z))<min(maxt.x,min(midt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(midt.y,mint.z))<min(maxt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(midt.y,mint.z))<min(midt.x,min(maxt.y,midt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x4;packedCoords ^= 0x10000;if (max(mint.x,max(midt.y,midt.z))<min(midt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(midt.x,max(midt.y,midt.z))<min(maxt.x,min(maxt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x2;packedCoords ^= 0x00100;if (max(midt.x,max(mint.y,midt.z))<min(maxt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}\nvoxelBit ^= 0x1;packedCoords ^= 0x00001;if (max(mint.x,max(mint.y,midt.z))<min(midt.x,min(midt.y,maxt.z)) &&\n((1u<<voxelBit) & nodeMask) != 0) {stack[stackLevel]=packedCoords;stackLevel++;}}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\n*voxel_march_diagnostic_info.heat= f32(steps)/24.0;\n#endif\nreturn false;}\nfn linearizeDepth(depth: f32,near: f32,far: f32)->f32 {return (near*far)/(far-depth*(far-near));}\nfn screenSpaceShadow(csOrigin: vec3f,csDirection: vec3f,csZBufferSize: vec2f,\nnearPlaneZ: f32,farPlaneZ: f32,noise: f32)->f32 {\n#ifdef RIGHT_HANDED\nvar csZDir : f32=-1.0;\n#else \nvar csZDir : f32=1.0;\n#endif\nvar ssSamples: f32=SSSsamples;var ssMaxDist: f32=SSSmaxDistance;var ssStride: f32=SSSstride;var ssThickness: f32=SSSthickness;var rayLength: f32 =\nselect(ssMaxDist,(nearPlaneZ-csOrigin.z)/csDirection.z,\ncsZDir*(csOrigin.z+ssMaxDist*csDirection.z)<csZDir*nearPlaneZ);var csEndPoint: vec3f=csOrigin+rayLength*csDirection;var H0: vec4f=uniforms.projMtx*vec4f(csOrigin,1.0);var H1: vec4f=uniforms.projMtx*vec4f(csEndPoint,1.0);var Z0=vec2f(csOrigin.z ,1.0)/H0.w;var Z1=vec2f(csEndPoint.z,1.0)/H1.w;var P0=csZBufferSize*(0.5*H0.xy*Z0.y+0.5);var P1=csZBufferSize*(0.5*H1.xy*Z1.y+0.5);P1+= vec2f(select(0.0,0.01,distanceSquared(P0,P1)<0.0001));var delta: vec2f=P1-P0;var permute: bool=false;if (abs(delta.x)<abs(delta.y)) {permute=true;P0=P0.yx;P1=P1.yx;delta=delta.yx;}\nvar stepDirection: f32=sign(delta.x);var invdx: f32=stepDirection/delta.x;var dP: vec2f=ssStride* vec2f(stepDirection,invdx*delta.y);var dZ: vec2f=ssStride*invdx*(Z1-Z0);var opacity: f32=0.0;var P: vec2f=P0+noise*dP;var Z: vec2f=Z0+noise*dZ;var end: f32=P1.x*stepDirection;var rayZMax=csZDir*Z.x/Z.y;var sceneDepth=rayZMax;Z+=dZ;for (var stepCount: f32=0.0; \nopacity<1.0 && P.x*stepDirection<end && sceneDepth>0.0 && stepCount<ssSamples;stepCount+=1) { \nvar coords=vec2i(select(P,P.yx,permute));sceneDepth=textureLoad(depthSampler,coords,0).x;sceneDepth=linearizeDepth(sceneDepth,nearPlaneZ,farPlaneZ);sceneDepth=csZDir*sceneDepth;if (sceneDepth<=0.0) {break;}\nvar rayZMin: f32=rayZMax;rayZMax=csZDir*Z.x/Z.y;opacity+=max(opacity,step(rayZMax,sceneDepth+ssThickness)*step(sceneDepth,rayZMin));P+=dP;Z+=dZ;}\nreturn opacity;}\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f,\nvoxel_march_diagnostic_info: ptr<function,VoxelMarchDiagnosticInfo>)->f32 {\n#else\nfn voxelShadow(wsOrigin: vec3f,wsDirection: vec3f,wsNormal: vec3f,\nDitherNoise: vec2f)->f32 {\n#endif\nvar vxResolution: f32=f32(textureDimensions(voxelGridSampler,0).x);var T: vec3f;var B: vec3f;genTB(wsDirection,&T,&B);var DitherXY: vec2f=sqrt(DitherNoise.x)* vec2f(cos(2.0*PI*DitherNoise.y),\nsin(2.0*PI*DitherNoise.y));var Dithering : vec3f=(uniforms.voxelBiasParameters.x*wsNormal +\nuniforms.voxelBiasParameters.y*wsDirection +\nDitherXY.x*T+DitherXY.y*B) /\nvxResolution;var O: vec3f=0.5*wsOrigin+0.5+Dithering;var ray_vs=make_ray(O,wsDirection,0.0,10.0);var voxel_aabb: AABB3f;voxel_aabb.m_min=vec3f(0);voxel_aabb.m_max=vec3f(1);var near: f32=0;var far: f32=0;if (!ray_box_intersection(voxel_aabb,ray_vs,&near,&far)) {return 0.0;}\nray_vs.t_min=max(ray_vs.t_min,near);ray_vs.t_max=min(ray_vs.t_max,far);let rouletteSeed: vec3f=vec3f(DitherNoise,DitherNoise.x+DitherNoise.y)*17.0;\n#if VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs,rouletteSeed,voxel_march_diagnostic_info));\n#else\nreturn select(0.0f,1.0f,anyHitVoxels(ray_vs,rouletteSeed));\n#endif\n}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var nbDirs=u32(SHADOWdirs);var frameId=u32(SHADOWframe);var envRot: f32=SHADOWenvRot;var Resolution: vec2f= vec2f(textureDimensions(depthSampler,0));var currentPixel=vec2i(fragmentInputs.vUV*Resolution);var GlobalIndex =\n(frameId*u32(Resolution.y)+u32(currentPixel.y))*u32(Resolution.x) +\nu32(currentPixel.x);var N : vec3f=textureLoad(worldNormalSampler,currentPixel,0).xyz;\n#ifdef WORLD_NORMAL_UNSIGNED\nN=N*vec3f(2.0)-vec3f(1.0);\n#endif\nif (length(N)<0.01) {fragmentOutputs.color=vec4f(1.0,1.0,0.0,1.0);return fragmentOutputs;}\nvar normalizedRotation: f32=envRot/(2.0*PI);var depth : f32=textureLoad(depthSampler,currentPixel,0).x;\n#ifndef IS_NDC_HALF_ZRANGE\ndepth=depth*2.0-1.0;\n#endif\nvar temp : vec2f=(vec2f(currentPixel)+vec2f(0.5))*2.0/Resolution -\nvec2f(1.0);var VP : vec4f=uniforms.invProjMtx*vec4f(temp.x,-temp.y,depth,1.0);VP/=VP.w;N=normalize(N);var noise : vec3f=textureLoad(blueNoiseSampler,currentPixel & vec2i(0xFF),0).xyz;noise.z=fract(noise.z+goldenSequence(frameId*nbDirs));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nvar heat: f32=0.0f;\n#endif\nvar shadowAccum: f32=0.001;var specShadowAccum: f32=0.001;var sampleWeight : f32=0.001;\n#ifdef COLOR_SHADOWS\nvar totalLight: vec3f=vec3f(0.001);var shadowedLight: vec3f=vec3f(0.0);\n#endif\nfor (var i: u32=0; i<nbDirs; i++) {var dirId: u32=nbDirs*GlobalIndex+i;var L: vec4f;var T: vec2f;{var r: vec2f=plasticSequence(frameId*nbDirs+i);r=fract(r+ vec2f(2.0)*abs(noise.xy- vec2f(0.5)));T.x=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(r.x,0.0),0.0).x;T.y=textureSampleLevel(icdfSampler,icdfSamplerSampler,vec2f(T.x,r.y),0.0).y;L= vec4f(uv_to_normal(vec2f(T.x-normalizedRotation,T.y)),0);\n#ifndef RIGHT_HANDED\nL.z*=-1.0;\n#endif\n}\n#ifdef COLOR_SHADOWS\nvar lightDir: vec3f=uv_to_normal(vec2f(1.0-fract(T.x+0.25),T.y));var ibl: vec3f=textureSampleLevel(iblSampler,iblSamplerSampler,lightDir,0.0).xyz;var pdf: f32=textureSampleLevel(icdfSampler,icdfSamplerSampler,T,0.0).z;\n#endif\nvar cosNL: f32=dot(N,L.xyz);var opacity: f32=0.0;if (cosNL>0.0) {var VP2: vec4f=VP;VP2.y*=-1.0;var unormWP : vec4f=uniforms.invViewMtx*VP2;var WP: vec3f=(uniforms.wsNormalizationMtx*unormWP).xyz;var vxNoise: vec2f=vec2f(uint2float(hash(dirId*2)),uint2float(hash(dirId*2+1)));\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nVoxelMarchDiagnosticInfo voxel_march_diagnostic_info;opacity=max(opacity,\nuniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise,\nvoxel_march_diagnostic_info));heat+=voxel_march_diagnostic_info.heat;\n#else\nopacity =\nmax(opacity,uniforms.shadowOpacity.x*voxelShadow(WP,L.xyz,N,vxNoise));\n#endif\nvar VL : vec3f=(uniforms.viewMtx*L).xyz;\n#ifdef RIGHT_HANDED\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0);\n#else\nvar nearPlaneZ: f32=-2.0*uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]+1.0); \nvar farPlaneZ: f32=-uniforms.projMtx[3][2]/(uniforms.projMtx[2][2]-1.0);\n#endif\nvar ssShadow: f32=uniforms.shadowOpacity.y *\nscreenSpaceShadow(VP2.xyz,VL,Resolution,nearPlaneZ,farPlaneZ,\nabs(2.0*noise.z-1.0));opacity=max(opacity,ssShadow);\n#ifdef COLOR_SHADOWS\nvar light: vec3f=select(vec3f(0.0),vec3f(cosNL)/vec3f(pdf)*ibl,pdf>1e-6);shadowedLight+=light*opacity;totalLight+=light;\n#else\nvar rcos: f32=1.0-cosNL;shadowAccum+=(1.0-opacity*(1.0-pow(rcos,8.0)));sampleWeight+=1.0;var VR : vec3f=abs((uniforms.viewMtx*vec4f(reflect(-L.xyz,N),0.0)).xyz);specShadowAccum+=max(1.0-(opacity*pow(VR.z,8.0)),0.0);\n#endif\n}\nnoise.z=fract(noise.z+GOLD);}\n#ifdef COLOR_SHADOWS\nvar shadow: vec3f=(totalLight-shadowedLight)/totalLight;var maxShadow: f32=max(max(shadow.x,max(shadow.y,shadow.z)),1.0);fragmentOutputs.color=vec4f(shadow/maxShadow,1.0);\n#else\n#ifdef VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION\nfragmentOutputs.color =\nvec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,heat/sampleWeight,1.0);\n#else\nfragmentOutputs.color=vec4f(shadowAccum/sampleWeight,specShadowAccum/sampleWeight,0.0,1.0);\n#endif\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [helperFunctionsWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const iblShadowVoxelTracingPixelShaderWGSL = { name, shader };\n"]}
@@ -1,16 +1,36 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import { iblVoxelOpacityAtomicMaxWGSL } from "./ShadersInclude/iblVoxelOpacityAtomicMax.js";
3
4
  const name = "iblVoxelGridPixelShader";
4
- const shader = `var voxel_storage: texture_storage_3d<r8unorm,write>;varying vNormalizedPosition: vec3f;flat varying f_swizzle: i32;@fragment
5
- fn main(input: FragmentInputs)->FragmentOutputs {var size: vec3f=vec3f(textureDimensions(voxel_storage));var normPos: vec3f=input.vNormalizedPosition.xyz;var outputColor: vec4f=vec4f(0.0,0.0,0.0,1.0);switch (input.f_swizzle) {case 0: {normPos=normPos.zxy;
6
- outputColor=vec4f(1.0,1.0,0.0,1.0);break;}
7
- case 1: {normPos=normPos.yzx;outputColor=vec4f(1.0,1.0,1.0,1.0);break;}
8
- default: {normPos=normPos.xyz;outputColor=vec4f(1.0,1.0,0.0,1.0);break;}}
9
- textureStore(voxel_storage,vec3<i32>(i32(normPos.x*size.x),i32(normPos.y*size.y),i32(normPos.z*size.z)),outputColor);fragmentOutputs.color=vec4<f32>(vec3<f32>(normPos),1.);}`;
5
+ const shader = `var voxel_storage: texture_storage_3d<r8unorm,write>;
6
+ #ifdef IBL_VOXEL_OPACITY_BUFFER
7
+ var<storage,read_write> voxelOpacityBuffer: array<atomic<u32>>;
8
+ #include<iblVoxelOpacityAtomicMax>
9
+ #endif
10
+ varying vNormalizedPosition: vec3f;flat varying f_swizzle: i32;@fragment
11
+ fn main(input: FragmentInputs)->FragmentOutputs {var size: vec3<u32>=textureDimensions(voxel_storage);var normPos: vec3f=input.vNormalizedPosition.xyz;switch (input.f_swizzle) {case 0: {normPos=normPos.zxy;break;}
12
+ case 1: {normPos=normPos.yzx;break;}
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+ default: {normPos=normPos.xyz;break;}}
14
+ let coord: vec3<u32>=min(
15
+ vec3<u32>(u32(normPos.x*f32(size.x)),u32(normPos.y*f32(size.y)),u32(normPos.z*f32(size.z))),
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+ size-vec3<u32>(1u));
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+ #ifdef IBL_VOXEL_OPACITY_BUFFER
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+ let vidx: u32=coord.x+coord.y*size.x+coord.z*size.x*size.y;voxelOpacityAtomicMax(vidx,255u);
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+ #else
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+ textureStore(voxel_storage,vec3<i32>(coord),vec4f(1.0,1.0,1.0,1.0));
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+ #endif
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+ fragmentOutputs.color=vec4<f32>(vec3<f32>(normPos),1.);}
23
+ `;
10
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  // Sideeffect
11
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  if (!ShaderStore.ShadersStoreWGSL[name]) {
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  ShaderStore.ShadersStoreWGSL[name] = shader;
13
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  }
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+ const includes = [iblVoxelOpacityAtomicMaxWGSL];
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+ for (const inc of includes) {
30
+ if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
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+ ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
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+ }
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+ }
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  /** @internal */
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  export const iblVoxelGridPixelShaderWGSL = { name, shader };
16
36
  //# sourceMappingURL=iblVoxelGrid.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"iblVoxelGrid.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;8KAK+J,CAAC;AAC/K,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,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 = \"iblVoxelGridPixelShader\";\nconst shader = `var voxel_storage: texture_storage_3d<r8unorm,write>;varying vNormalizedPosition: vec3f;flat varying f_swizzle: i32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var size: vec3f=vec3f(textureDimensions(voxel_storage));var normPos: vec3f=input.vNormalizedPosition.xyz;var outputColor: vec4f=vec4f(0.0,0.0,0.0,1.0);switch (input.f_swizzle) {case 0: {normPos=normPos.zxy; \noutputColor=vec4f(1.0,1.0,0.0,1.0);break;}\ncase 1: {normPos=normPos.yzx;outputColor=vec4f(1.0,1.0,1.0,1.0);break;}\ndefault: {normPos=normPos.xyz;outputColor=vec4f(1.0,1.0,0.0,1.0);break;}}\ntextureStore(voxel_storage,vec3<i32>(i32(normPos.x*size.x),i32(normPos.y*size.y),i32(normPos.z*size.z)),outputColor);fragmentOutputs.color=vec4<f32>(vec3<f32>(normPos),1.);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const iblVoxelGridPixelShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"iblVoxelGrid.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/iblVoxelGrid.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,4BAA4B,EAAE,MAAM,2CAA2C,CAAC;AAEzF,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,MAAM,QAAQ,GAAG,CAAC,4BAA4B,CAAC,CAAC;AAChD,KAAK,MAAM,GAAG,IAAI,QAAQ,EAAE,CAAC;IACzB,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;QAClD,WAAW,CAAC,wBAAwB,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;IAChE,CAAC;AACL,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,2BAA2B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { iblVoxelOpacityAtomicMaxWGSL } from \"./ShadersInclude/iblVoxelOpacityAtomicMax\";\n\nconst name = \"iblVoxelGridPixelShader\";\nconst shader = `var voxel_storage: texture_storage_3d<r8unorm,write>;\n#ifdef IBL_VOXEL_OPACITY_BUFFER\nvar<storage,read_write> voxelOpacityBuffer: array<atomic<u32>>;\n#include<iblVoxelOpacityAtomicMax>\n#endif\nvarying vNormalizedPosition: vec3f;flat varying f_swizzle: i32;@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {var size: vec3<u32>=textureDimensions(voxel_storage);var normPos: vec3f=input.vNormalizedPosition.xyz;switch (input.f_swizzle) {case 0: {normPos=normPos.zxy;break;}\ncase 1: {normPos=normPos.yzx;break;}\ndefault: {normPos=normPos.xyz;break;}}\nlet coord: vec3<u32>=min(\nvec3<u32>(u32(normPos.x*f32(size.x)),u32(normPos.y*f32(size.y)),u32(normPos.z*f32(size.z))),\nsize-vec3<u32>(1u));\n#ifdef IBL_VOXEL_OPACITY_BUFFER\nlet vidx: u32=coord.x+coord.y*size.x+coord.z*size.x*size.y;voxelOpacityAtomicMax(vidx,255u);\n#else\ntextureStore(voxel_storage,vec3<i32>(coord),vec4f(1.0,1.0,1.0,1.0));\n#endif\nfragmentOutputs.color=vec4<f32>(vec3<f32>(normPos),1.);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [iblVoxelOpacityAtomicMaxWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const iblVoxelGridPixelShaderWGSL = { name, shader };\n"]}
@@ -375,7 +375,7 @@ export function SerializeSmartAssetManagerMap(scene, baseUrl) {
375
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  export async function LoadSmartAssetMapAsync(scene, source, rootUrl) {
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  let resolvedRootUrl = rootUrl ?? "";
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  if (typeof source === "string" && !rootUrl) {
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- const { Tools } = await import("../Misc/tools.js");
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+ const { Tools } = await import("../Misc/tools.pure.js");
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  resolvedRootUrl = Tools.GetFolderPath(source);
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  }
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  const raw = await ReadJsonSourceAsync(source);