@onerjs/core 8.55.9 → 8.56.2

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Files changed (265) hide show
  1. package/AudioV2/webAudio/webAudioEngine.d.ts +7 -0
  2. package/AudioV2/webAudio/webAudioEngine.js +6 -5
  3. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  4. package/Cameras/arcRotateCamera.pure.js +24 -0
  5. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  6. package/Culling/Helper/boundingInfoHelper.js +8 -4
  7. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  8. package/Engines/AbstractEngine/abstractEngine.textureLoaders.d.ts +5 -1
  9. package/Engines/AbstractEngine/abstractEngine.textureLoaders.js +7 -3
  10. package/Engines/AbstractEngine/abstractEngine.textureLoaders.js.map +1 -1
  11. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.d.ts +6 -0
  12. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.js +16 -0
  13. package/Engines/AbstractEngine/abstractEngine.textureLoaders.pure.js.map +1 -0
  14. package/Engines/AbstractEngine/pure.d.ts +1 -0
  15. package/Engines/AbstractEngine/pure.js +1 -0
  16. package/Engines/AbstractEngine/pure.js.map +1 -1
  17. package/Engines/IDrawContext.d.ts +2 -0
  18. package/Engines/IDrawContext.js.map +1 -1
  19. package/Engines/WebGPU/webgpuDrawContext.d.ts +8 -0
  20. package/Engines/WebGPU/webgpuDrawContext.js +15 -0
  21. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  22. package/Engines/abstractEngine.pure.js +2 -2
  23. package/Engines/abstractEngine.pure.js.map +1 -1
  24. package/Engines/constants.d.ts +5 -0
  25. package/Engines/constants.js +5 -0
  26. package/Engines/constants.js.map +1 -1
  27. package/Engines/engine.d.ts +11 -3
  28. package/Engines/webgpuEngine.d.ts +1 -0
  29. package/Engines/webgpuEngine.js +1 -0
  30. package/Engines/webgpuEngine.js.map +1 -1
  31. package/Engines/webgpuEngine.pure.d.ts +10 -0
  32. package/Engines/webgpuEngine.pure.js +15 -1
  33. package/Engines/webgpuEngine.pure.js.map +1 -1
  34. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +4 -0
  35. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +12 -0
  36. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  37. package/FrameGraph/Node/Blocks/inputBlock.pure.js +2 -1
  38. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  39. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +2 -0
  40. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +2 -0
  41. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
  42. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +21 -0
  43. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +45 -0
  44. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  45. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +2 -5
  46. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  47. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.d.ts +1 -0
  48. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +18 -3
  49. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  50. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +2 -0
  51. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
  52. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js +5 -21
  53. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js.map +1 -1
  54. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js +1 -0
  55. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.pure.js.map +1 -1
  56. package/Materials/Node/Blocks/powBlock.pure.js +2 -1
  57. package/Materials/Node/Blocks/powBlock.pure.js.map +1 -1
  58. package/Materials/Node/Blocks/triPlanarBlock.pure.js +14 -12
  59. package/Materials/Node/Blocks/triPlanarBlock.pure.js.map +1 -1
  60. package/Materials/Node/nodeMaterial.pure.d.ts +11 -0
  61. package/Materials/Node/nodeMaterial.pure.js +11 -0
  62. package/Materials/Node/nodeMaterial.pure.js.map +1 -1
  63. package/Materials/Node/nodeMaterialBuildState.d.ts +4 -3
  64. package/Materials/Node/nodeMaterialBuildState.js +7 -1
  65. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  66. package/Materials/PBR/openpbrMaterial.pure.d.ts +4 -0
  67. package/Materials/PBR/pbrBaseMaterial.pure.d.ts +4 -0
  68. package/Materials/Textures/index.d.ts +1 -0
  69. package/Materials/Textures/index.js +1 -0
  70. package/Materials/Textures/index.js.map +1 -1
  71. package/Materials/Textures/textureProcessor.d.ts +29 -6
  72. package/Materials/Textures/textureProcessor.js +22 -16
  73. package/Materials/Textures/textureProcessor.js.map +1 -1
  74. package/Materials/drawWrapper.js +3 -0
  75. package/Materials/drawWrapper.js.map +1 -1
  76. package/Materials/imageProcessingConfiguration.defines.d.ts +3 -0
  77. package/Materials/imageProcessingConfiguration.defines.js +2 -0
  78. package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
  79. package/Materials/imageProcessingConfiguration.functions.js +3 -0
  80. package/Materials/imageProcessingConfiguration.functions.js.map +1 -1
  81. package/Materials/imageProcessingConfiguration.pure.d.ts +58 -0
  82. package/Materials/imageProcessingConfiguration.pure.js +123 -2
  83. package/Materials/imageProcessingConfiguration.pure.js.map +1 -1
  84. package/Materials/materialHelper.geometryrendering.d.ts +19 -0
  85. package/Materials/materialHelper.geometryrendering.js +29 -1
  86. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  87. package/Materials/prepass.defines.d.ts +3 -0
  88. package/Materials/prepass.defines.js +3 -0
  89. package/Materials/prepass.defines.js.map +1 -1
  90. package/Materials/standardMaterial.pure.d.ts +4 -0
  91. package/Materials/uniformBuffer.d.ts +29 -0
  92. package/Materials/uniformBuffer.js +146 -0
  93. package/Materials/uniformBuffer.js.map +1 -1
  94. package/Maths/colorTemperature.functions.d.ts +29 -0
  95. package/Maths/colorTemperature.functions.js +196 -0
  96. package/Maths/colorTemperature.functions.js.map +1 -0
  97. package/Maths/index.d.ts +1 -0
  98. package/Maths/index.js +1 -0
  99. package/Maths/index.js.map +1 -1
  100. package/Maths/math.vector.pure.d.ts +1 -5
  101. package/Maths/math.vector.pure.js.map +1 -1
  102. package/Maths/pure.d.ts +1 -0
  103. package/Maths/pure.js +1 -0
  104. package/Maths/pure.js.map +1 -1
  105. package/Misc/filesInput.d.ts +15 -0
  106. package/Misc/filesInput.js +156 -74
  107. package/Misc/filesInput.js.map +1 -1
  108. package/Misc/observable.pure.js +1 -3
  109. package/Misc/observable.pure.js.map +1 -1
  110. package/Misc/tools.pure.js +1 -1
  111. package/Misc/tools.pure.js.map +1 -1
  112. package/PostProcesses/imageProcessingPostProcess.d.ts +41 -1
  113. package/PostProcesses/imageProcessingPostProcess.js +41 -1
  114. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  115. package/PostProcesses/thinImageProcessingPostProcess.d.ts +50 -0
  116. package/PostProcesses/thinImageProcessingPostProcess.js +65 -0
  117. package/PostProcesses/thinImageProcessingPostProcess.js.map +1 -1
  118. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.d.ts +12 -0
  119. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.js +22 -0
  120. package/Rendering/IBLShadows/iblShadowsMaterialCompatibility.pure.js.map +1 -0
  121. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.d.ts +1 -0
  122. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js +39 -0
  123. package/Rendering/IBLShadows/iblShadowsPluginMaterial.pure.js.map +1 -1
  124. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +2 -4
  125. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
  126. package/Rendering/IBLShadows/pure.d.ts +1 -0
  127. package/Rendering/IBLShadows/pure.js +1 -0
  128. package/Rendering/IBLShadows/pure.js.map +1 -1
  129. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +11 -0
  130. package/Rendering/fluidRenderer/fluidRenderingObject.js +36 -14
  131. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  132. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +5 -0
  133. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +16 -3
  134. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  135. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +5 -0
  136. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +12 -0
  137. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  138. package/Rendering/geometryBufferRenderer.pure.d.ts +30 -0
  139. package/Rendering/geometryBufferRenderer.pure.js +84 -0
  140. package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
  141. package/Rendering/iblCdfGenerator.js +10 -1
  142. package/Rendering/iblCdfGenerator.js.map +1 -1
  143. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +1 -1
  144. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  145. package/Shaders/ShadersInclude/helperFunctions.js +2 -2
  146. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  147. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -0
  148. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  149. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -0
  150. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  151. package/Shaders/ShadersInclude/objectIdFunctions.d.ts +5 -0
  152. package/Shaders/ShadersInclude/objectIdFunctions.js +22 -0
  153. package/Shaders/ShadersInclude/objectIdFunctions.js.map +1 -0
  154. package/Shaders/ShadersInclude/openpbrBlockPrePass.js +3 -0
  155. package/Shaders/ShadersInclude/openpbrBlockPrePass.js.map +1 -1
  156. package/Shaders/ShadersInclude/openpbrDirectLighting.js +34 -4
  157. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  158. package/Shaders/ShadersInclude/openpbrIblFunctions.js +8 -2
  159. package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  160. package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -0
  161. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  162. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +5 -0
  163. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  164. package/Shaders/ShadersInclude/prePassDeclaration.d.ts +1 -0
  165. package/Shaders/ShadersInclude/prePassDeclaration.js +5 -0
  166. package/Shaders/ShadersInclude/prePassDeclaration.js.map +1 -1
  167. package/Shaders/default.fragment.js +5 -1
  168. package/Shaders/default.fragment.js.map +1 -1
  169. package/Shaders/fluidRenderingParticleDepth.vertex.js +7 -1
  170. package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -1
  171. package/Shaders/fluidRenderingParticleDiffuse.vertex.js +7 -1
  172. package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  173. package/Shaders/fluidRenderingParticleThickness.vertex.js +7 -1
  174. package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -1
  175. package/Shaders/geometry.fragment.js +9 -1
  176. package/Shaders/geometry.fragment.js.map +1 -1
  177. package/Shaders/openpbr.fragment.js +2 -1
  178. package/Shaders/openpbr.fragment.js.map +1 -1
  179. package/Shaders/pbr.fragment.js +2 -1
  180. package/Shaders/pbr.fragment.js.map +1 -1
  181. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js +3 -0
  182. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  183. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +3 -0
  184. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  185. package/ShadersWGSL/ShadersInclude/objectIdFunctions.d.ts +5 -0
  186. package/ShadersWGSL/ShadersInclude/objectIdFunctions.js +22 -0
  187. package/ShadersWGSL/ShadersInclude/objectIdFunctions.js.map +1 -0
  188. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js +3 -0
  189. package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js.map +1 -1
  190. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +35 -5
  191. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  192. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js +1 -1
  193. package/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.js.map +1 -1
  194. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +8 -2
  195. package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
  196. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -0
  197. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  198. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +5 -0
  199. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  200. package/ShadersWGSL/ShadersInclude/prePassDeclaration.d.ts +1 -0
  201. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +5 -0
  202. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -1
  203. package/ShadersWGSL/default.fragment.js +5 -1
  204. package/ShadersWGSL/default.fragment.js.map +1 -1
  205. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +16 -4
  206. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
  207. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +15 -3
  208. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  209. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +15 -3
  210. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
  211. package/ShadersWGSL/geometry.fragment.js +9 -1
  212. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  213. package/ShadersWGSL/openpbr.fragment.js +2 -1
  214. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  215. package/ShadersWGSL/pbr.fragment.js +2 -1
  216. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  217. package/XR/features/Layers/WebXRCompositionLayer.d.ts +52 -0
  218. package/XR/features/Layers/WebXRCompositionLayer.js +80 -0
  219. package/XR/features/Layers/WebXRCompositionLayer.js.map +1 -1
  220. package/XR/features/WebXRControllerPointerSelection.pure.js +2 -1
  221. package/XR/features/WebXRControllerPointerSelection.pure.js.map +1 -1
  222. package/XR/features/WebXRControllerTeleportation.pure.js +2 -1
  223. package/XR/features/WebXRControllerTeleportation.pure.js.map +1 -1
  224. package/XR/features/WebXRDepthSensing.pure.d.ts +21 -0
  225. package/XR/features/WebXRDepthSensing.pure.js +42 -0
  226. package/XR/features/WebXRDepthSensing.pure.js.map +1 -1
  227. package/XR/features/WebXRHandTracking.pure.js +2 -0
  228. package/XR/features/WebXRHandTracking.pure.js.map +1 -1
  229. package/XR/features/WebXRLayers.pure.d.ts +12 -0
  230. package/XR/features/WebXRLayers.pure.js +31 -1
  231. package/XR/features/WebXRLayers.pure.js.map +1 -1
  232. package/XR/features/WebXRTrackedSources.d.ts +5 -0
  233. package/XR/features/WebXRTrackedSources.js +8 -0
  234. package/XR/features/WebXRTrackedSources.js.map +1 -0
  235. package/XR/features/WebXRTrackedSources.pure.d.ts +70 -0
  236. package/XR/features/WebXRTrackedSources.pure.js +153 -0
  237. package/XR/features/WebXRTrackedSources.pure.js.map +1 -0
  238. package/XR/features/index.d.ts +1 -0
  239. package/XR/features/index.js +1 -0
  240. package/XR/features/index.js.map +1 -1
  241. package/XR/features/pure.d.ts +1 -0
  242. package/XR/features/pure.js +1 -0
  243. package/XR/features/pure.js.map +1 -1
  244. package/XR/motionController/webXRAbstractMotionController.d.ts +53 -1
  245. package/XR/motionController/webXRAbstractMotionController.js +61 -0
  246. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  247. package/XR/webXRDefaultExperience.js +8 -4
  248. package/XR/webXRDefaultExperience.js.map +1 -1
  249. package/XR/webXRExperienceHelper.js +86 -44
  250. package/XR/webXRExperienceHelper.js.map +1 -1
  251. package/XR/webXRFeaturesManager.d.ts +9 -0
  252. package/XR/webXRFeaturesManager.js +4 -0
  253. package/XR/webXRFeaturesManager.js.map +1 -1
  254. package/XR/webXRGraphicsBinding.d.ts +29 -0
  255. package/XR/webXRGraphicsBinding.js +40 -0
  256. package/XR/webXRGraphicsBinding.js.map +1 -1
  257. package/XR/webXRInputSource.js +1 -1
  258. package/XR/webXRInputSource.js.map +1 -1
  259. package/XR/webXRLayerWrapper.d.ts +7 -5
  260. package/XR/webXRLayerWrapper.js +10 -7
  261. package/XR/webXRLayerWrapper.js.map +1 -1
  262. package/XR/webXRSessionManager.d.ts +45 -0
  263. package/XR/webXRSessionManager.js +174 -29
  264. package/XR/webXRSessionManager.js.map +1 -1
  265. package/package.json +1 -1
@@ -184,12 +184,18 @@ view.z*=-1.0;tangent.z*=-1.0;bitangent.z*=-1.0;normal.z*=-1.0;
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  #endif
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  environmentRadiance=vec4(radianceAnisotropic(alphaT,alphaB,reflectionSampler,view,tangent,bitangent,normal,vReflectionFilteringInfo,noise.xy,isRefraction,ior),1.0);
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  #else
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- const int samples=16;vec4 radianceSample=vec4(0.0);vec3 reflectionCoords=vec3(0.0);float sample_weight=0.0;float total_weight=0.0;float step=1.0/float(max(samples-1,1));for (int i=0; i<samples; ++i) {float t=mix(-1.0,1.0,float(i)*step);t+=step*2.0*noise.x;sample_weight=max(1.0-abs(t),0.001);sample_weight*=sample_weight;t*=min(4.0*alphaT*geoInfo.anisotropy,1.0);vec3 bentNormal;if (t<0.0) {float blend=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {float blend=t;bentNormal=normalize(mix(normalW,geoInfo.anisotropicTangent,blend));} else {bentNormal=normalW;}
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- if (isRefraction) {reflectionCoords=double_refract(-viewDirectionW,bentNormal,ior);} else {reflectionCoords=reflect(-viewDirectionW,bentNormal);}
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+ const int samples=16;vec4 radianceSample=vec4(0.0);float sample_weight=0.0;float total_weight=0.0;float step=1.0/float(max(samples-1,1));for (int i=0; i<samples; ++i) {float t=mix(-1.0,1.0,float(i)*step);t+=step*2.0*noise.x;sample_weight=max(1.0-abs(t),0.001);sample_weight*=sample_weight;t*=min(4.0*alphaT*geoInfo.anisotropy,1.0);vec3 bentNormal;if (t<0.0) {float blend=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {float blend=t;bentNormal=normalize(mix(normalW,geoInfo.anisotropicTangent,blend));} else {bentNormal=normalW;}
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+ #ifdef REFLECTIONMAP_3D
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+ vec3 reflectionCoords;if (isRefraction) {reflectionCoords=double_refract(-viewDirectionW,bentNormal,ior);} else {reflectionCoords=reflect(-viewDirectionW,bentNormal);}
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  reflectionCoords=vec3(reflectionMatrix*vec4(reflectionCoords,0));
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  #ifdef REFLECTIONMAP_OPPOSITEZ
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  reflectionCoords.z*=-1.0;
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  #endif
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+ #else
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+ vec3 sampleDirection;if (isRefraction) {sampleDirection=double_refract(-viewDirectionW,bentNormal,ior);} else {sampleDirection=reflect(-viewDirectionW,bentNormal);}
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+ vec3 originalViewDirectionW=normalize(vEyePosition.xyz-positionW);vec3 mappingNormalCandidate=originalViewDirectionW+sampleDirection;vec3 mappingNormal;if (dot(mappingNormalCandidate,mappingNormalCandidate)>Epsilon) {mappingNormal=normalize(mappingNormalCandidate);} else {vec3 perpendicularAxis=abs(originalViewDirectionW.x)<0.9 ? vec3(1.0,0.0,0.0) : vec3(0.0,1.0,0.0);mappingNormal=normalize(cross(originalViewDirectionW,perpendicularAxis));}
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+ vec2 reflectionCoords=createReflectionCoords(positionW,mappingNormal);
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+ #endif
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  radianceSample=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);
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  #ifdef RGBDREFLECTION
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  environmentRadiance.rgb+=sample_weight*fromRGBD(radianceSample);
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrIblFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrIblFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyNd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"openpbrIblFunctions\";\nconst shader = `#ifdef REFLECTION\nvec3 sampleIrradiance(\nin vec3 surfaceNormal\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,in vec3 vEnvironmentIrradianceSH\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,in mat4 iblMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,in samplerCube irradianceSampler\n#else\n,in sampler2D irradianceSampler\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,in vec3 reflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,in sampler2D icdfSampler\n#endif\n#endif\n,in vec2 vReflectionInfos\n,in vec3 viewDirectionW\n,in float diffuseRoughness\n,in vec3 surfaceAlbedo\n) {vec3 environmentIrradiance=vec3(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\nvec3 irradianceVector=(iblMatrix*vec4(surfaceNormal,0)).xyz;vec3 irradianceView=(iblMatrix*vec4(viewDirectionW,0)).xyz;\n#if !defined(USE_IRRADIANCE_DOMINANT_DIRECTION) && !defined(REALTIME_FILTERING)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\n{float NdotV=max(dot(surfaceNormal,viewDirectionW),0.0);irradianceVector=mix(irradianceVector,irradianceView,(0.5*(1.0-NdotV))*diffuseRoughness);}\n#endif\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;irradianceView.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;irradianceView.y*=-1.0;\n#endif\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradianceSH;\n#else\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,irradianceVector);\n#else\nvec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,reflectionCoords);\n#endif\nenvironmentIrradiance=environmentIrradianceFromTexture.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradianceFromTexture);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpace(environmentIrradiance.rgb);\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\nvec3 Ls=normalize(reflectionDominantDirection);float NoL=dot(irradianceVector,Ls);float NoV=dot(irradianceVector,irradianceView);vec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,irradianceView);float mag=length(reflectionDominantDirection)*2.0;vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;diffuseRoughnessTerm=diffuseRoughnessTerm/clampedAlbedo;diffuseRoughnessTerm=mix(vec3(1.0),diffuseRoughnessTerm,sqrt(clamp(mag*NoV,0.0,1.0)));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(irradianceView+Ls)*0.5;float VoH=dot(irradianceView,H);diffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\nenvironmentIrradiance=environmentIrradiance.rgb*diffuseRoughnessTerm;\n#endif\n#endif\nenvironmentIrradiance*=vReflectionInfos.x;return environmentIrradiance;}\n#define pbr_inline\n#ifdef REFLECTIONMAP_3D\nvec3 createReflectionCoords(\n#else\nvec2 createReflectionCoords(\n#endif\nin vec3 vPositionW\n,in vec3 normalW\n)\n{vec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\n#define pbr_inline\n#define inline\nvec3 sampleRadiance(\nin float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in geometryInfoOutParams geoInfo\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n,const vec3 reflectionCoords\n#else\n,in sampler2D reflectionSampler\n,const vec2 reflectionCoords\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#endif\n)\n{vec4 environmentRadiance=vec4(0.,0.,0.,0.);\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\nenvironmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}\n#if defined(ANISOTROPIC)\n#define pbr_inline\n#define inline\nvec3 sampleRadianceAnisotropic(\nin float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in geometryInfoAnisoOutParams geoInfo\n,const vec3 normalW\n,const vec3 viewDirectionW\n,const vec3 positionW\n,const vec3 noise\n,bool isRefraction\n,float ior\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n#else\n,in sampler2D reflectionSampler\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#endif\n)\n{vec4 environmentRadiance=vec4(0.,0.,0.,0.);float alphaT=alphaG*sqrt(2.0/(1.0+(1.0-geoInfo.anisotropy)*(1.0-geoInfo.anisotropy)));float alphaB=(1.0-geoInfo.anisotropy)*alphaT;alphaG=alphaB;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nvec3 view=(reflectionMatrix*vec4(viewDirectionW,0.0)).xyz;vec3 tangent=(reflectionMatrix*vec4(geoInfo.anisotropicTangent,0.0)).xyz;vec3 bitangent=(reflectionMatrix*vec4(geoInfo.anisotropicBitangent,0.0)).xyz;vec3 normal=(reflectionMatrix*vec4(normalW,0.0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nview.z*=-1.0;tangent.z*=-1.0;bitangent.z*=-1.0;normal.z*=-1.0;\n#endif\nenvironmentRadiance=vec4(radianceAnisotropic(alphaT,alphaB,reflectionSampler,view,tangent,bitangent,normal,vReflectionFilteringInfo,noise.xy,isRefraction,ior),1.0);\n#else\nconst int samples=16;vec4 radianceSample=vec4(0.0);vec3 reflectionCoords=vec3(0.0);float sample_weight=0.0;float total_weight=0.0;float step=1.0/float(max(samples-1,1));for (int i=0; i<samples; ++i) {float t=mix(-1.0,1.0,float(i)*step);t+=step*2.0*noise.x;sample_weight=max(1.0-abs(t),0.001);sample_weight*=sample_weight;t*=min(4.0*alphaT*geoInfo.anisotropy,1.0);vec3 bentNormal;if (t<0.0) {float blend=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {float blend=t;bentNormal=normalize(mix(normalW,geoInfo.anisotropicTangent,blend));} else {bentNormal=normalW;}\nif (isRefraction) {reflectionCoords=double_refract(-viewDirectionW,bentNormal,ior);} else {reflectionCoords=reflect(-viewDirectionW,bentNormal);}\nreflectionCoords=vec3(reflectionMatrix*vec4(reflectionCoords,0));\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionCoords.z*=-1.0;\n#endif\nradianceSample=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb+=sample_weight*fromRGBD(radianceSample);\n#elif defined(GAMMAREFLECTION)\nenvironmentRadiance.rgb+=sample_weight*toLinearSpace(radianceSample.rgb);\n#else\nenvironmentRadiance.rgb+=sample_weight*radianceSample.rgb;\n#endif\ntotal_weight+=sample_weight;}\nenvironmentRadiance=vec4(environmentRadiance.xyz/float(total_weight),1.0);\n#endif\nenvironmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF)\n#define pbr_inline\nfloat computeDielectricIblFresnel(in ReflectanceParams reflectance,in vec3 environmentBrdf)\n{float dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(reflectance.F0),vec3(reflectance.F90),environmentBrdf).r;float dielectricECF=1.0+reflectance.F0*(1.0/environmentBrdf.y-1.0);return clamp(dielectricIblFresnel*dielectricECF,0.0,1.0);}\n#define pbr_inline\nvec3 computeConductorIblFresnel(in ReflectanceParams reflectance,in vec3 environmentBrdf)\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR) && defined(ENVIRONMENTBRDF)\nvec3 openPBRBrdf=vec3(environmentBrdf.xy,environmentBrdf.z/BRDF_Z_SCALE);vec3 b =getF82B(reflectance.coloredF0,reflectance.coloredF90);vec3 E_F82=getF82DirectionalAlbedo(reflectance.coloredF0,vec3(1.0),b,openPBRBrdf);vec3 F_avg=getF82AverageFresnel(reflectance.coloredF0,b);vec3 ECF =vec3(1.0)+F_avg*(vec3(1.0)/openPBRBrdf.y-vec3(1.0));return clamp(E_F82*ECF,vec3(0.0),vec3(1.0));\n#else\nreturn getReflectanceFromBRDFLookup(reflectance.coloredF0,reflectance.coloredF90,environmentBrdf);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrIblFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrIblFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrIblFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Nd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"openpbrIblFunctions\";\nconst shader = `#ifdef REFLECTION\nvec3 sampleIrradiance(\nin vec3 surfaceNormal\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,in vec3 vEnvironmentIrradianceSH\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,in mat4 iblMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,in samplerCube irradianceSampler\n#else\n,in sampler2D irradianceSampler\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,in vec3 reflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,in sampler2D icdfSampler\n#endif\n#endif\n,in vec2 vReflectionInfos\n,in vec3 viewDirectionW\n,in float diffuseRoughness\n,in vec3 surfaceAlbedo\n) {vec3 environmentIrradiance=vec3(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\nvec3 irradianceVector=(iblMatrix*vec4(surfaceNormal,0)).xyz;vec3 irradianceView=(iblMatrix*vec4(viewDirectionW,0)).xyz;\n#if !defined(USE_IRRADIANCE_DOMINANT_DIRECTION) && !defined(REALTIME_FILTERING)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\n{float NdotV=max(dot(surfaceNormal,viewDirectionW),0.0);irradianceVector=mix(irradianceVector,irradianceView,(0.5*(1.0-NdotV))*diffuseRoughness);}\n#endif\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;irradianceView.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;irradianceView.y*=-1.0;\n#endif\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradianceSH;\n#else\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nvec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,irradianceVector);\n#else\nvec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,reflectionCoords);\n#endif\nenvironmentIrradiance=environmentIrradianceFromTexture.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradianceFromTexture);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpace(environmentIrradiance.rgb);\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\nvec3 Ls=normalize(reflectionDominantDirection);float NoL=dot(irradianceVector,Ls);float NoV=dot(irradianceVector,irradianceView);vec3 diffuseRoughnessTerm=vec3(1.0);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nfloat LoV=dot (Ls,irradianceView);float mag=length(reflectionDominantDirection)*2.0;vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;diffuseRoughnessTerm=diffuseRoughnessTerm/clampedAlbedo;diffuseRoughnessTerm=mix(vec3(1.0),diffuseRoughnessTerm,sqrt(clamp(mag*NoV,0.0,1.0)));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nvec3 H=(irradianceView+Ls)*0.5;float VoH=dot(irradianceView,H);diffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\nenvironmentIrradiance=environmentIrradiance.rgb*diffuseRoughnessTerm;\n#endif\n#endif\nenvironmentIrradiance*=vReflectionInfos.x;return environmentIrradiance;}\n#define pbr_inline\n#ifdef REFLECTIONMAP_3D\nvec3 createReflectionCoords(\n#else\nvec2 createReflectionCoords(\n#endif\nin vec3 vPositionW\n,in vec3 normalW\n)\n{vec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\n#define pbr_inline\n#define inline\nvec3 sampleRadiance(\nin float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in geometryInfoOutParams geoInfo\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n,const vec3 reflectionCoords\n#else\n,in sampler2D reflectionSampler\n,const vec2 reflectionCoords\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#endif\n)\n{vec4 environmentRadiance=vec4(0.,0.,0.,0.);\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);\n#else\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\nenvironmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}\n#if defined(ANISOTROPIC)\n#define pbr_inline\n#define inline\nvec3 sampleRadianceAnisotropic(\nin float alphaG\n,in vec3 vReflectionMicrosurfaceInfos\n,in vec2 vReflectionInfos\n,in geometryInfoAnisoOutParams geoInfo\n,const vec3 normalW\n,const vec3 viewDirectionW\n,const vec3 positionW\n,const vec3 noise\n,bool isRefraction\n,float ior\n#ifdef REFLECTIONMAP_3D\n,in samplerCube reflectionSampler\n#else\n,in sampler2D reflectionSampler\n#endif\n#ifdef REALTIME_FILTERING\n,in vec2 vReflectionFilteringInfo\n#endif\n)\n{vec4 environmentRadiance=vec4(0.,0.,0.,0.);float alphaT=alphaG*sqrt(2.0/(1.0+(1.0-geoInfo.anisotropy)*(1.0-geoInfo.anisotropy)));float alphaB=(1.0-geoInfo.anisotropy)*alphaT;alphaG=alphaB;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nfloat reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nvec3 view=(reflectionMatrix*vec4(viewDirectionW,0.0)).xyz;vec3 tangent=(reflectionMatrix*vec4(geoInfo.anisotropicTangent,0.0)).xyz;vec3 bitangent=(reflectionMatrix*vec4(geoInfo.anisotropicBitangent,0.0)).xyz;vec3 normal=(reflectionMatrix*vec4(normalW,0.0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nview.z*=-1.0;tangent.z*=-1.0;bitangent.z*=-1.0;normal.z*=-1.0;\n#endif\nenvironmentRadiance=vec4(radianceAnisotropic(alphaT,alphaB,reflectionSampler,view,tangent,bitangent,normal,vReflectionFilteringInfo,noise.xy,isRefraction,ior),1.0);\n#else\nconst int samples=16;vec4 radianceSample=vec4(0.0);float sample_weight=0.0;float total_weight=0.0;float step=1.0/float(max(samples-1,1));for (int i=0; i<samples; ++i) {float t=mix(-1.0,1.0,float(i)*step);t+=step*2.0*noise.x;sample_weight=max(1.0-abs(t),0.001);sample_weight*=sample_weight;t*=min(4.0*alphaT*geoInfo.anisotropy,1.0);vec3 bentNormal;if (t<0.0) {float blend=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {float blend=t;bentNormal=normalize(mix(normalW,geoInfo.anisotropicTangent,blend));} else {bentNormal=normalW;}\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords;if (isRefraction) {reflectionCoords=double_refract(-viewDirectionW,bentNormal,ior);} else {reflectionCoords=reflect(-viewDirectionW,bentNormal);}\nreflectionCoords=vec3(reflectionMatrix*vec4(reflectionCoords,0));\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionCoords.z*=-1.0;\n#endif\n#else\nvec3 sampleDirection;if (isRefraction) {sampleDirection=double_refract(-viewDirectionW,bentNormal,ior);} else {sampleDirection=reflect(-viewDirectionW,bentNormal);}\nvec3 originalViewDirectionW=normalize(vEyePosition.xyz-positionW);vec3 mappingNormalCandidate=originalViewDirectionW+sampleDirection;vec3 mappingNormal;if (dot(mappingNormalCandidate,mappingNormalCandidate)>Epsilon) {mappingNormal=normalize(mappingNormalCandidate);} else {vec3 perpendicularAxis=abs(originalViewDirectionW.x)<0.9 ? vec3(1.0,0.0,0.0) : vec3(0.0,1.0,0.0);mappingNormal=normalize(cross(originalViewDirectionW,perpendicularAxis));}\nvec2 reflectionCoords=createReflectionCoords(positionW,mappingNormal);\n#endif\nradianceSample=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb+=sample_weight*fromRGBD(radianceSample);\n#elif defined(GAMMAREFLECTION)\nenvironmentRadiance.rgb+=sample_weight*toLinearSpace(radianceSample.rgb);\n#else\nenvironmentRadiance.rgb+=sample_weight*radianceSample.rgb;\n#endif\ntotal_weight+=sample_weight;}\nenvironmentRadiance=vec4(environmentRadiance.xyz/float(total_weight),1.0);\n#endif\nenvironmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF)\n#define pbr_inline\nfloat computeDielectricIblFresnel(in ReflectanceParams reflectance,in vec3 environmentBrdf)\n{float dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(reflectance.F0),vec3(reflectance.F90),environmentBrdf).r;float dielectricECF=1.0+reflectance.F0*(1.0/environmentBrdf.y-1.0);return clamp(dielectricIblFresnel*dielectricECF,0.0,1.0);}\n#define pbr_inline\nvec3 computeConductorIblFresnel(in ReflectanceParams reflectance,in vec3 environmentBrdf)\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR) && defined(ENVIRONMENTBRDF)\nvec3 openPBRBrdf=vec3(environmentBrdf.xy,environmentBrdf.z/BRDF_Z_SCALE);vec3 b =getF82B(reflectance.coloredF0,reflectance.coloredF90);vec3 E_F82=getF82DirectionalAlbedo(reflectance.coloredF0,vec3(1.0),b,openPBRBrdf);vec3 F_avg=getF82AverageFresnel(reflectance.coloredF0,b);vec3 ECF =vec3(1.0)+F_avg*(vec3(1.0)/openPBRBrdf.y-vec3(1.0));return clamp(E_F82*ECF,vec3(0.0),vec3(1.0));\n#else\nreturn getReflectanceFromBRDFLookup(reflectance.coloredF0,reflectance.coloredF90,environmentBrdf);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrIblFunctions = { name, shader };\n"]}
@@ -6,6 +6,9 @@ float writeGeometryInfo=finalColor.a>ALPHATESTVALUE ? 1.0 : 0.0;
6
6
  #ifdef PREPASS_POSITION
7
7
  gl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);
8
8
  #endif
9
+ #ifdef PREPASS_OBJECT_ID
10
+ gl_FragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(objectId)*writeGeometryInfo;
11
+ #endif
9
12
  #ifdef PREPASS_LOCAL_POSITION
10
13
  gl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition,writeGeometryInfo);
11
14
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkFd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockPrePass\";\nconst shader = `#if SCENE_MRT_COUNT>0\nfloat writeGeometryInfo=finalColor.a>ALPHATESTVALUE ? 1.0 : 0.0;\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\ngl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition,writeGeometryInfo);\n#endif\n#if defined(PREPASS_VELOCITY)\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w)-(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\ngl_FragData[PREPASS_ALBEDO_INDEX]=vec4(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE_LEGACY\nvec3 irradiance=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\n#ifdef PREPASS_COLOR\ngl_FragData[PREPASS_COLOR_INDEX]=vec4(finalColor.rgb-irradiance,finalColor.a); \n#endif\nirradiance/=sqAlbedo;\n#else\n#ifdef PREPASS_COLOR\ngl_FragData[PREPASS_COLOR_INDEX]=finalColor; \n#endif\nfloat scatteringDiffusionProfile=255.;\n#endif\ngl_FragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.); \n#else\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(irradiance,writeGeometryInfo);\n#endif\n#if defined(PREPASS_COLOR)\ngl_FragData[PREPASS_COLOR_INDEX]=vec4(finalColor.rgb,finalColor.a);\n#endif\n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\ngl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\ngl_FragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4(vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo);\n#else\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\ngl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4( 0.0,0.0,0.0,1.0 )*writeGeometryInfo;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBlockPrePass = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrBlockPrePass.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqFd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrBlockPrePass\";\nconst shader = `#if SCENE_MRT_COUNT>0\nfloat writeGeometryInfo=finalColor.a>ALPHATESTVALUE ? 1.0 : 0.0;\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_OBJECT_ID\ngl_FragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(objectId)*writeGeometryInfo;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\ngl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition,writeGeometryInfo);\n#endif\n#if defined(PREPASS_VELOCITY)\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w)-(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\ngl_FragData[PREPASS_ALBEDO_INDEX]=vec4(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE_LEGACY\nvec3 irradiance=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\n#ifdef PREPASS_COLOR\ngl_FragData[PREPASS_COLOR_INDEX]=vec4(finalColor.rgb-irradiance,finalColor.a); \n#endif\nirradiance/=sqAlbedo;\n#else\n#ifdef PREPASS_COLOR\ngl_FragData[PREPASS_COLOR_INDEX]=finalColor; \n#endif\nfloat scatteringDiffusionProfile=255.;\n#endif\ngl_FragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.); \n#else\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(irradiance,writeGeometryInfo);\n#endif\n#if defined(PREPASS_COLOR)\ngl_FragData[PREPASS_COLOR_INDEX]=vec4(finalColor.rgb,finalColor.a);\n#endif\n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\ngl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\ngl_FragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4(vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo);\n#else\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\ngl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo); \n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo); \n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4( 0.0,0.0,0.0,1.0 )*writeGeometryInfo;\n#endif\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrBlockPrePass = { name, shader };\n"]}
@@ -73,6 +73,11 @@ float smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.Ndo
73
73
  vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}
74
74
  #if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
75
75
  vec3 computeAreaSpecularLighting(preLightingInfo info,vec3 specularColor,vec3 reflectance0,vec3 reflectance90) {vec3 fresnel=specularColor*info.areaLightFresnel.x*reflectance0+( vec3( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}
76
+ vec3 computeOpenPBRAreaSpecularLighting(preLightingInfo info,vec3 lightColor,vec3 reflectance0,vec3 reflectance90) {vec3 fresnel=reflectance0*info.areaLightFresnel.x+(reflectance90-reflectance0)*info.areaLightFresnel.y;return lightColor*fresnel*info.areaLightSpecular;}
77
+ #if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR
78
+ vec3 computeOpenPBRAreaConductorSpecularLighting(preLightingInfo info,vec3 lightColor,vec3 reflectance0,vec3 edgeTint) {vec3 b=getF82B(reflectance0,edgeTint);float normalizedSchlickMoment=clamp(info.areaLightFresnel.y/max(info.areaLightFresnel.x,Epsilon),0.0,1.0);float representativeOneMinusCosTheta=pow(normalizedSchlickMoment,0.2);float f82DipMoment=info.areaLightFresnel.y*representativeOneMinusCosTheta*(1.0-representativeOneMinusCosTheta);vec3 fresnel=reflectance0*info.areaLightFresnel.x+(vec3(1.0)-reflectance0)*info.areaLightFresnel.y-b*f82DipMoment;return lightColor*clamp(fresnel,vec3(0.0),vec3(info.areaLightFresnel.x))*info.areaLightSpecular;}
79
+ #endif
80
+ float computeOpenPBRAreaFresnel(preLightingInfo info,float reflectance0,float reflectance90) {return reflectance0*info.areaLightFresnel.x+(reflectance90-reflectance0)*info.areaLightFresnel.y;}
76
81
  #endif
77
82
  #endif
78
83
  #ifdef FUZZ
@@ -1 +1 @@
1
- {"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Gd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{vec3 diffuse;\n#ifdef SS_TRANSLUCENCY\nvec3 diffuseTransmission;\n#endif\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef CLEARCOAT\nvec4 clearCoat;\n#endif\n#ifdef SHEEN\nvec3 sheen;\n#endif\n};float adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nfloat lightRoughness=lightRadius/lightDistance;float totalRoughness=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nvec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {return mix(groundColor,lightColor,info.NdotL);}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec3 computeAreaDiffuseLighting(preLightingInfo info,vec3 lightColor) {return info.areaLightDiffuse*lightColor;}\n#endif\nvec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {vec3 diffuseTerm=vec3(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return toLinearSpace(textureColor);}\n#ifdef SS_TRANSLUCENCY\nvec3 computeDiffuseTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {vec3 transmittanceNdotL=vec3(0.);float NdotL=absEps(info.NdotLUnclamped);\n#ifndef SS_TRANSLUCENCY_LEGACY\nif (info.NdotLUnclamped<0.0) {\n#endif\nfloat wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);float trAdapt=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);\n#ifndef SS_TRANSLUCENCY_LEGACY\n}\nvec3 diffuseTerm=vec3(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\n#else\nfloat diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);\n#endif\nreturn diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}\n#endif\n#ifdef SPECULARTERM\nvec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 fresnel,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nfloat smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec3 computeAreaSpecularLighting(preLightingInfo info,vec3 specularColor,vec3 reflectance0,vec3 reflectance90) {vec3 fresnel=specularColor*info.areaLightFresnel.x*reflectance0+( vec3( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}\n#endif\n#endif\n#ifdef FUZZ\nfloat evalFuzz(vec3 L,float NdotL,float NdotV,vec3 T,vec3 B,vec3 ltcLut)\n{if (NdotL<=0.0 || NdotV<=0.0)\nreturn 0.0;mat3 M=mat3(\nvec3(ltcLut.r,0.0,0.0),\nvec3(ltcLut.g,1.0,0.0),\nvec3(0.0,0.0,1.0)\n);vec3 Llocal=vec3(dot(L,T),dot(L,B),NdotL);vec3 Lwarp=normalize(M*Llocal);float cosThetaWarp=max(Lwarp.z,0.0);return cosThetaWarp*NdotL;}\n#endif\n#if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);float distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=vec3(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}\n#elif defined(ANISOTROPIC)\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nvec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {float NccdotL=saturateEps(dot(Ncc,info.L));float NccdotH=saturateEps(dot(Ncc,info.H));float clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);float fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;float distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);float kelemenVisibility=visibility_Kelemen(info.VdotH);float clearCoatTerm=fresnel*distribution*kelemenVisibility;return vec4(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nvec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);float NdotLRefract=saturateEps(dot(Ncc,LRefract));vec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nvec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);float fresnel=1.;float distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nfloat visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nfloat visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nfloat sheenTerm=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrDirectLightingFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Gd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,0BAA0B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{vec3 diffuse;\n#ifdef SS_TRANSLUCENCY\nvec3 diffuseTransmission;\n#endif\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef CLEARCOAT\nvec4 clearCoat;\n#endif\n#ifdef SHEEN\nvec3 sheen;\n#endif\n};float adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nfloat lightRoughness=lightRadius/lightDistance;float totalRoughness=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nvec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {return mix(groundColor,lightColor,info.NdotL);}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec3 computeAreaDiffuseLighting(preLightingInfo info,vec3 lightColor) {return info.areaLightDiffuse*lightColor;}\n#endif\nvec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {vec3 diffuseTerm=vec3(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn diffuseTerm*info.attenuation*info.NdotL*lightColor;}\n#define inline\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return toLinearSpace(textureColor);}\n#ifdef SS_TRANSLUCENCY\nvec3 computeDiffuseTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {vec3 transmittanceNdotL=vec3(0.);float NdotL=absEps(info.NdotLUnclamped);\n#ifndef SS_TRANSLUCENCY_LEGACY\nif (info.NdotLUnclamped<0.0) {\n#endif\nfloat wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);float trAdapt=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);\n#ifndef SS_TRANSLUCENCY_LEGACY\n}\nvec3 diffuseTerm=vec3(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\n#else\nfloat diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);\n#endif\nreturn diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}\n#endif\n#ifdef SPECULARTERM\nvec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 fresnel,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nfloat smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nfloat smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nvec3 computeAreaSpecularLighting(preLightingInfo info,vec3 specularColor,vec3 reflectance0,vec3 reflectance90) {vec3 fresnel=specularColor*info.areaLightFresnel.x*reflectance0+( vec3( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}\nvec3 computeOpenPBRAreaSpecularLighting(preLightingInfo info,vec3 lightColor,vec3 reflectance0,vec3 reflectance90) {vec3 fresnel=reflectance0*info.areaLightFresnel.x+(reflectance90-reflectance0)*info.areaLightFresnel.y;return lightColor*fresnel*info.areaLightSpecular;}\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR\nvec3 computeOpenPBRAreaConductorSpecularLighting(preLightingInfo info,vec3 lightColor,vec3 reflectance0,vec3 edgeTint) {vec3 b=getF82B(reflectance0,edgeTint);float normalizedSchlickMoment=clamp(info.areaLightFresnel.y/max(info.areaLightFresnel.x,Epsilon),0.0,1.0);float representativeOneMinusCosTheta=pow(normalizedSchlickMoment,0.2);float f82DipMoment=info.areaLightFresnel.y*representativeOneMinusCosTheta*(1.0-representativeOneMinusCosTheta);vec3 fresnel=reflectance0*info.areaLightFresnel.x+(vec3(1.0)-reflectance0)*info.areaLightFresnel.y-b*f82DipMoment;return lightColor*clamp(fresnel,vec3(0.0),vec3(info.areaLightFresnel.x))*info.areaLightSpecular;}\n#endif\nfloat computeOpenPBRAreaFresnel(preLightingInfo info,float reflectance0,float reflectance90) {return reflectance0*info.areaLightFresnel.x+(reflectance90-reflectance0)*info.areaLightFresnel.y;}\n#endif\n#endif\n#ifdef FUZZ\nfloat evalFuzz(vec3 L,float NdotL,float NdotV,vec3 T,vec3 B,vec3 ltcLut)\n{if (NdotL<=0.0 || NdotV<=0.0)\nreturn 0.0;mat3 M=mat3(\nvec3(ltcLut.r,0.0,0.0),\nvec3(ltcLut.g,1.0,0.0),\nvec3(0.0,0.0,1.0)\n);vec3 Llocal=vec3(dot(L,T),dot(L,B),NdotL);vec3 Lwarp=normalize(M*Llocal);float cosThetaWarp=max(Lwarp.z,0.0);return cosThetaWarp*NdotL;}\n#endif\n#if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);float distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=vec3(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}\n#elif defined(ANISOTROPIC)\nvec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nfloat distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nvec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {float NccdotL=saturateEps(dot(Ncc,info.L));float NccdotH=saturateEps(dot(Ncc,info.H));float clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);float fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;float distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);float kelemenVisibility=visibility_Kelemen(info.VdotH);float clearCoatTerm=fresnel*distribution*kelemenVisibility;return vec4(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nvec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);float NdotLRefract=saturateEps(dot(Ncc,LRefract));vec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nvec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);float fresnel=1.;float distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nfloat visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nfloat visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nfloat sheenTerm=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const pbrDirectLightingFunctions = { name, shader };\n"]}
@@ -1,3 +1,4 @@
1
+ import "./objectIdFunctions.js";
1
2
  /** @internal */
2
3
  export declare const prePassDeclaration: {
3
4
  name: string;
@@ -1,5 +1,6 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
+ import "./objectIdFunctions.js";
3
4
  const name = "prePassDeclaration";
4
5
  const shader = `#ifdef PREPASS
5
6
  #extension GL_EXT_draw_buffers : require
@@ -16,6 +17,10 @@ varying highp float vNormViewDepth;
16
17
  #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
17
18
  varying highp vec4 vCurrentPosition;varying highp vec4 vPreviousPosition;
18
19
  #endif
20
+ #ifdef PREPASS_OBJECT_ID
21
+ uniform highp float objectId;
22
+ #include<objectIdFunctions>
23
+ #endif
19
24
  #endif
20
25
  `;
21
26
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"prePassDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/prePassDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;CAgBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassDeclaration\";\nconst shader = `#ifdef PREPASS\n#extension GL_EXT_draw_buffers : require\nlayout(location=0) out highp vec4 glFragData[{X}];highp vec4 gl_FragColor;\n#ifdef PREPASS_LOCAL_POSITION\nvarying highp vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying highp vec3 vViewPos;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying highp float vNormViewDepth;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvarying highp vec4 vCurrentPosition;varying highp vec4 vPreviousPosition;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const prePassDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"prePassDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/prePassDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,qBAAqB,CAAC;AAC7B,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;CAoBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./objectIdFunctions\";\nconst name = \"prePassDeclaration\";\nconst shader = `#ifdef PREPASS\n#extension GL_EXT_draw_buffers : require\nlayout(location=0) out highp vec4 glFragData[{X}];highp vec4 gl_FragColor;\n#ifdef PREPASS_LOCAL_POSITION\nvarying highp vec3 vPosition;\n#endif\n#ifdef PREPASS_DEPTH\nvarying highp vec3 vViewPos;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying highp float vNormViewDepth;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvarying highp vec4 vCurrentPosition;varying highp vec4 vPreviousPosition;\n#endif\n#ifdef PREPASS_OBJECT_ID\nuniform highp float objectId;\n#include<objectIdFunctions>\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const prePassDeclaration = { name, shader };\n"]}
@@ -5,6 +5,7 @@ import { defaultFragmentDeclaration } from "./ShadersInclude/defaultFragmentDecl
5
5
  import { sceneUboDeclaration } from "./ShadersInclude/sceneUboDeclaration.js";
6
6
  import { meshUboDeclaration } from "./ShadersInclude/meshUboDeclaration.js";
7
7
  import { defaultUboDeclaration } from "./ShadersInclude/defaultUboDeclaration.js";
8
+ import { objectIdFunctions } from "./ShadersInclude/objectIdFunctions.js";
8
9
  import { prePassDeclaration } from "./ShadersInclude/prePassDeclaration.js";
9
10
  import { oitDeclaration } from "./ShadersInclude/oitDeclaration.js";
10
11
  import { mainUVVaryingDeclaration } from "./ShadersInclude/mainUVVaryingDeclaration.js";
@@ -331,6 +332,9 @@ gl_FragData[PREPASS_COLOR_INDEX]=color;
331
332
  #ifdef PREPASS_POSITION
332
333
  gl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);
333
334
  #endif
335
+ #ifdef PREPASS_OBJECT_ID
336
+ gl_FragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(objectId)*writeGeometryInfo;
337
+ #endif
334
338
  #ifdef PREPASS_LOCAL_POSITION
335
339
  gl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition,writeGeometryInfo);
336
340
  #endif
@@ -390,7 +394,7 @@ if (fragDepth==nearestDepth) {frontColor.rgb+=color.rgb*color.a*alphaMultiplier;
390
394
  if (!ShaderStore.ShadersStore[name]) {
391
395
  ShaderStore.ShadersStore[name] = shader;
392
396
  }
393
- const includes = [decalFragmentDeclaration, defaultFragmentDeclaration, sceneUboDeclaration, meshUboDeclaration, defaultUboDeclaration, prePassDeclaration, oitDeclaration, mainUVVaryingDeclaration, helperFunctions, lightFragmentDeclaration, lightUboDeclaration, ltcHelperFunctions, clusteredLightingFunctions, lightsFragmentFunctions, shadowsFragmentFunctions, samplerFragmentDeclaration, fresnelFunction, reflectionFunction, imageProcessingDeclaration, imageProcessingFunctions, textureRepetitionFunctions, bumpFragmentMainFunctions, bumpFragmentFunctions, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, bumpFragment, decalFragment, depthPrePass, lightFragment, logDepthFragment, fogFragment, oitFragment];
397
+ const includes = [decalFragmentDeclaration, defaultFragmentDeclaration, sceneUboDeclaration, meshUboDeclaration, defaultUboDeclaration, objectIdFunctions, prePassDeclaration, oitDeclaration, mainUVVaryingDeclaration, helperFunctions, lightFragmentDeclaration, lightUboDeclaration, ltcHelperFunctions, clusteredLightingFunctions, lightsFragmentFunctions, shadowsFragmentFunctions, samplerFragmentDeclaration, fresnelFunction, reflectionFunction, imageProcessingDeclaration, imageProcessingFunctions, textureRepetitionFunctions, bumpFragmentMainFunctions, bumpFragmentFunctions, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, bumpFragment, decalFragment, depthPrePass, lightFragment, logDepthFragment, fogFragment, oitFragment];
394
398
  for (const inc of includes) {
395
399
  if (!ShaderStore.IncludesShadersStore[inc.name]) {
396
400
  ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { decalFragmentDeclaration } from \"./ShadersInclude/decalFragmentDeclaration\";\nimport { defaultFragmentDeclaration } from \"./ShadersInclude/defaultFragmentDeclaration\";\nimport { sceneUboDeclaration } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { meshUboDeclaration } from \"./ShadersInclude/meshUboDeclaration\";\nimport { defaultUboDeclaration } from \"./ShadersInclude/defaultUboDeclaration\";\nimport { prePassDeclaration } from \"./ShadersInclude/prePassDeclaration\";\nimport { oitDeclaration } from \"./ShadersInclude/oitDeclaration\";\nimport { mainUVVaryingDeclaration } from \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport { helperFunctions } from \"./ShadersInclude/helperFunctions\";\nimport { lightFragmentDeclaration } from \"./ShadersInclude/lightFragmentDeclaration\";\nimport { lightUboDeclaration } from \"./ShadersInclude/lightUboDeclaration\";\nimport { ltcHelperFunctions } from \"./ShadersInclude/ltcHelperFunctions\";\nimport { clusteredLightingFunctions } from \"./ShadersInclude/clusteredLightingFunctions\";\nimport { lightsFragmentFunctions } from \"./ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctions } from \"./ShadersInclude/shadowsFragmentFunctions\";\nimport { samplerFragmentDeclaration } from \"./ShadersInclude/samplerFragmentDeclaration\";\nimport { fresnelFunction } from \"./ShadersInclude/fresnelFunction\";\nimport { reflectionFunction } from \"./ShadersInclude/reflectionFunction\";\nimport { imageProcessingDeclaration } from \"./ShadersInclude/imageProcessingDeclaration\";\nimport { imageProcessingFunctions } from \"./ShadersInclude/imageProcessingFunctions\";\nimport { textureRepetitionFunctions } from \"./ShadersInclude/textureRepetitionFunctions\";\nimport { bumpFragmentMainFunctions } from \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport { bumpFragmentFunctions } from \"./ShadersInclude/bumpFragmentFunctions\";\nimport { clipPlaneFragmentDeclaration } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclaration } from \"./ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclaration } from \"./ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragment } from \"./ShadersInclude/clipPlaneFragment\";\nimport { bumpFragment } from \"./ShadersInclude/bumpFragment\";\nimport { decalFragment } from \"./ShadersInclude/decalFragment\";\nimport { depthPrePass } from \"./ShadersInclude/depthPrePass\";\nimport { lightFragment } from \"./ShadersInclude/lightFragment\";\nimport { logDepthFragment } from \"./ShadersInclude/logDepthFragment\";\nimport { fogFragment } from \"./ShadersInclude/fogFragment\";\nimport { oitFragment } from \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_EXTENSION\n#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<textureRepetitionFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=TEXRD(diffuseSampler,vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef DETAIL\nbaseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=TEXRD(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvec4 specularMapColor=TEXRD(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef LIGHTMAP\nvec4 lightmapColor=TEXRD(lightmapSampler,vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\n#endif\nlightmapColor.rgb*=vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;vec4 refractionColor=vec4(0.,0.,0.,1.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));vec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=texture2D(refraction2DSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\n#endif\nrefractionColor.rgb*=vRefractionInfos.x;\n#endif\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\n#endif\nreflectionColor.rgb*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=TEXRD(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=TEXRD(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor.rgb;\n#else\ncolor.rgb+=lightmapColor.rgb;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);\n#endif\n#endif\ncolor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#if SCENE_MRT_COUNT>0\nfloat writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_COLOR\ngl_FragData[PREPASS_COLOR_INDEX]=color; \n#endif\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\ngl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition,writeGeometryInfo);\n#endif\n#if defined(PREPASS_VELOCITY)\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w)-(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\ngl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\ngl_FragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4(vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo);\n#else\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\ngl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\ngl_FragData[PREPASS_ALBEDO_INDEX]=vec4(baseColor.rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqrt(baseColor.rgb),writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo; \n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo;\n#endif\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=color.rgb*color.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-color.a);} else {backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [decalFragmentDeclaration, defaultFragmentDeclaration, sceneUboDeclaration, meshUboDeclaration, defaultUboDeclaration, prePassDeclaration, oitDeclaration, mainUVVaryingDeclaration, helperFunctions, lightFragmentDeclaration, lightUboDeclaration, ltcHelperFunctions, clusteredLightingFunctions, lightsFragmentFunctions, shadowsFragmentFunctions, samplerFragmentDeclaration, fresnelFunction, reflectionFunction, imageProcessingDeclaration, imageProcessingFunctions, textureRepetitionFunctions, bumpFragmentMainFunctions, bumpFragmentFunctions, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, bumpFragment, decalFragment, depthPrePass, lightFragment, logDepthFragment, fogFragment, oitFragment];\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 defaultPixelShader = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { decalFragmentDeclaration } from \"./ShadersInclude/decalFragmentDeclaration\";\nimport { defaultFragmentDeclaration } from \"./ShadersInclude/defaultFragmentDeclaration\";\nimport { sceneUboDeclaration } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { meshUboDeclaration } from \"./ShadersInclude/meshUboDeclaration\";\nimport { defaultUboDeclaration } from \"./ShadersInclude/defaultUboDeclaration\";\nimport { objectIdFunctions } from \"./ShadersInclude/objectIdFunctions\";\nimport { prePassDeclaration } from \"./ShadersInclude/prePassDeclaration\";\nimport { oitDeclaration } from \"./ShadersInclude/oitDeclaration\";\nimport { mainUVVaryingDeclaration } from \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport { helperFunctions } from \"./ShadersInclude/helperFunctions\";\nimport { lightFragmentDeclaration } from \"./ShadersInclude/lightFragmentDeclaration\";\nimport { lightUboDeclaration } from \"./ShadersInclude/lightUboDeclaration\";\nimport { ltcHelperFunctions } from \"./ShadersInclude/ltcHelperFunctions\";\nimport { clusteredLightingFunctions } from \"./ShadersInclude/clusteredLightingFunctions\";\nimport { lightsFragmentFunctions } from \"./ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctions } from \"./ShadersInclude/shadowsFragmentFunctions\";\nimport { samplerFragmentDeclaration } from \"./ShadersInclude/samplerFragmentDeclaration\";\nimport { fresnelFunction } from \"./ShadersInclude/fresnelFunction\";\nimport { reflectionFunction } from \"./ShadersInclude/reflectionFunction\";\nimport { imageProcessingDeclaration } from \"./ShadersInclude/imageProcessingDeclaration\";\nimport { imageProcessingFunctions } from \"./ShadersInclude/imageProcessingFunctions\";\nimport { textureRepetitionFunctions } from \"./ShadersInclude/textureRepetitionFunctions\";\nimport { bumpFragmentMainFunctions } from \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport { bumpFragmentFunctions } from \"./ShadersInclude/bumpFragmentFunctions\";\nimport { clipPlaneFragmentDeclaration } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclaration } from \"./ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclaration } from \"./ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragment } from \"./ShadersInclude/clipPlaneFragment\";\nimport { bumpFragment } from \"./ShadersInclude/bumpFragment\";\nimport { decalFragment } from \"./ShadersInclude/decalFragment\";\nimport { depthPrePass } from \"./ShadersInclude/depthPrePass\";\nimport { lightFragment } from \"./ShadersInclude/lightFragment\";\nimport { logDepthFragment } from \"./ShadersInclude/logDepthFragment\";\nimport { fogFragment } from \"./ShadersInclude/fogFragment\";\nimport { oitFragment } from \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#define CUSTOM_FRAGMENT_EXTENSION\n#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vec4 vColor;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying float vViewDepth;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULARTERM)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular)\n#endif\n#include<fresnelFunction>\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<textureRepetitionFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a;\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=TEXRD(diffuseSampler,vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#include<depthPrePass>\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor.rgb*=vColor.rgb;\n#endif\n#ifdef DETAIL\nbaseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=TEXRD(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nfloat glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvec4 specularMapColor=TEXRD(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;float aggShadow=0.;float numLights=0.;\n#ifdef LIGHTMAP\nvec4 lightmapColor=TEXRD(lightmapSampler,vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor.rgb=fromRGBD(lightmapColor);\n#endif\nlightmapColor.rgb*=vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;vec4 refractionColor=vec4(0.,0.,0.,1.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));vec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=texture2D(refraction2DSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor.rgb=fromRGBD(refractionColor);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor.rgb=toGammaSpace(refractionColor.rgb);\n#endif\nrefractionColor.rgb*=vRefractionInfos.x;\n#endif\nvec4 reflectionColor=vec4(0.,0.,0.,1.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW);\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor.rgb=toGammaSpace(reflectionColor.rgb);\n#endif\nreflectionColor.rgb*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=TEXRD(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<alphaCutOff)\ndiscard;\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=TEXRD(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor.rgb;\n#else\ncolor.rgb+=lightmapColor.rgb;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color);\n#endif\n#endif\ncolor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#if SCENE_MRT_COUNT>0\nfloat writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_COLOR\ngl_FragData[PREPASS_COLOR_INDEX]=color; \n#endif\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_OBJECT_ID\ngl_FragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(objectId)*writeGeometryInfo;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\ngl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition,writeGeometryInfo);\n#endif\n#if defined(PREPASS_VELOCITY)\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w)-(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\ngl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\ngl_FragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4(vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo);\n#else\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\ngl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\ngl_FragData[PREPASS_ALBEDO_INDEX]=vec4(baseColor.rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqrt(baseColor.rgb),writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo; \n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo;\n#endif\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {frontColor.rgb+=color.rgb*color.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-color.a);} else {backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [decalFragmentDeclaration, defaultFragmentDeclaration, sceneUboDeclaration, meshUboDeclaration, defaultUboDeclaration, objectIdFunctions, prePassDeclaration, oitDeclaration, mainUVVaryingDeclaration, helperFunctions, lightFragmentDeclaration, lightUboDeclaration, ltcHelperFunctions, clusteredLightingFunctions, lightsFragmentFunctions, shadowsFragmentFunctions, samplerFragmentDeclaration, fresnelFunction, reflectionFunction, imageProcessingDeclaration, imageProcessingFunctions, textureRepetitionFunctions, bumpFragmentMainFunctions, bumpFragmentFunctions, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, clipPlaneFragment, bumpFragment, decalFragment, depthPrePass, lightFragment, logDepthFragment, fogFragment, oitFragment];\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 defaultPixelShader = { name, shader };\n"]}
@@ -1,7 +1,13 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleDepthVertexShader";
4
- const shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;varying vec3 viewPos;varying float sphereRadius;
4
+ const shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;
5
+ #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE
6
+ attribute vec2 size;
7
+ #else
8
+ uniform vec2 size;
9
+ #endif
10
+ varying vec2 uv;varying vec3 viewPos;varying float sphereRadius;
5
11
  #ifdef FLUIDRENDERING_VELOCITY
6
12
  attribute vec3 velocity;varying float velocityNorm;
7
13
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;;;;;CASd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,uCAAuC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;varying vec3 viewPos;varying float sphereRadius;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute vec3 velocity;varying float velocityNorm;\n#endif\nvoid main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;viewPos=(view*vec4(position,1.0)).xyz;gl_Position=projection*vec4(viewPos+cornerPos,1.0);uv=offset;sphereRadius=size.x/2.0;\n#ifdef FLUIDRENDERING_VELOCITY\nvelocityNorm=length(velocity);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yCAAyC,CAAC;AACvD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,uCAAuC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\nattribute vec2 size;\n#else\nuniform vec2 size;\n#endif\nvarying vec2 uv;varying vec3 viewPos;varying float sphereRadius;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute vec3 velocity;varying float velocityNorm;\n#endif\nvoid main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;viewPos=(view*vec4(position,1.0)).xyz;gl_Position=projection*vec4(viewPos+cornerPos,1.0);uv=offset;sphereRadius=size.x/2.0;\n#ifdef FLUIDRENDERING_VELOCITY\nvelocityNorm=length(velocity);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShader = { name, shader };\n"]}
@@ -1,7 +1,13 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleDiffuseVertexShader";
4
- const shader = `attribute vec3 position;attribute vec2 offset;attribute vec4 color;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;varying vec3 diffuseColor;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;diffuseColor=color.rgb;}
4
+ const shader = `attribute vec3 position;attribute vec2 offset;attribute vec4 color;uniform mat4 view;uniform mat4 projection;
5
+ #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE
6
+ attribute vec2 size;
7
+ #else
8
+ uniform vec2 size;
9
+ #endif
10
+ varying vec2 uv;varying vec3 diffuseColor;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;diffuseColor=color.rgb;}
5
11
  `;
6
12
  // Sideeffect
7
13
  if (!ShaderStore.ShadersStore[name]) {
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleDiffuse.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDiffuse.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;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 = \"fluidRenderingParticleDiffuseVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;attribute vec4 color;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;varying vec3 diffuseColor;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;diffuseColor=color.rgb;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleDiffuseVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleDiffuse.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleDiffuse.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,2CAA2C,CAAC;AACzD,MAAM,MAAM,GAAG;;;;;;;CAOd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;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 = \"fluidRenderingParticleDiffuseVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;attribute vec4 color;uniform mat4 view;uniform mat4 projection;\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\nattribute vec2 size;\n#else\nuniform vec2 size;\n#endif\nvarying vec2 uv;varying vec3 diffuseColor;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;diffuseColor=color.rgb;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleDiffuseVertexShader = { name, shader };\n"]}
@@ -1,7 +1,13 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleThicknessVertexShader";
4
- const shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;}
4
+ const shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;
5
+ #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE
6
+ attribute vec2 size;
7
+ #else
8
+ uniform vec2 size;
9
+ #endif
10
+ varying vec2 uv;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;}
5
11
  `;
6
12
  // Sideeffect
7
13
  if (!ShaderStore.ShadersStore[name]) {
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleThickness.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleThickness.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6CAA6C,CAAC;AAC3D,MAAM,MAAM,GAAG;CACd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,2CAA2C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 size;varying vec2 uv;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleThicknessVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleThickness.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingParticleThickness.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,6CAA6C,CAAC;AAC3D,MAAM,MAAM,GAAG;;;;;;;CAOd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,2CAA2C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessVertexShader\";\nconst shader = `attribute vec3 position;attribute vec2 offset;uniform mat4 view;uniform mat4 projection;\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\nattribute vec2 size;\n#else\nuniform vec2 size;\n#endif\nvarying vec2 uv;void main(void) {vec3 cornerPos;cornerPos.xy=vec2(offset.x-0.5,offset.y-0.5)*size;cornerPos.z=0.0;vec3 viewPos=(view*vec4(position,1.0)).xyz+cornerPos;gl_Position=projection*vec4(viewPos,1.0);uv=offset;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleThicknessVertexShader = { name, shader };\n"]}
@@ -1,5 +1,6 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import { objectIdFunctions } from "./ShadersInclude/objectIdFunctions.js";
3
4
  import { clipPlaneFragmentDeclaration } from "./ShadersInclude/clipPlaneFragmentDeclaration.js";
4
5
  import { mrtFragmentDeclaration } from "./ShadersInclude/mrtFragmentDeclaration.js";
5
6
  import { bumpFragmentMainFunctions } from "./ShadersInclude/bumpFragmentMainFunctions.js";
@@ -73,6 +74,10 @@ uniform float glossiness;
73
74
  #if defined(ALPHATEST) && defined(NEED_UV)
74
75
  uniform sampler2D diffuseSampler;
75
76
  #endif
77
+ #ifdef OBJECT_ID
78
+ uniform float objectId;
79
+ #include<objectIdFunctions>
80
+ #endif
76
81
  #include<clipPlaneFragmentDeclaration>
77
82
  #include<mrtFragmentDeclaration>[SCENE_MRT_COUNT]
78
83
  #include<bumpFragmentMainFunctions>
@@ -140,6 +145,9 @@ gl_FragData[SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,1.0);
140
145
  #ifdef POSITION
141
146
  gl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);
142
147
  #endif
148
+ #ifdef OBJECT_ID
149
+ gl_FragData[OBJECT_ID_INDEX]=encodeObjectId(objectId);
150
+ #endif
143
151
  #ifdef VELOCITY
144
152
  vec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);
145
153
  #endif
@@ -263,7 +271,7 @@ gl_FragData[IRRADIANCE_INDEX]=vec4(irradiance,irradiance_alpha);
263
271
  if (!ShaderStore.ShadersStore[name]) {
264
272
  ShaderStore.ShadersStore[name] = shader;
265
273
  }
266
- const includes = [clipPlaneFragmentDeclaration, mrtFragmentDeclaration, bumpFragmentMainFunctions, samplerFragmentDeclaration, bumpFragmentFunctions, helperFunctions, pbrFragmentReflectionDeclaration, sceneFragmentDeclaration, sceneUboDeclaration, pbrBRDFFunctions, openpbrDielectricReflectance, pbrIBLFunctions, reflectionFunction, openpbrGeometryInfo, openpbrIblFunctions, clipPlaneFragment, bumpFragment, openpbrSubsurfaceLayerData, openpbrTransmissionLayerData];
274
+ const includes = [objectIdFunctions, clipPlaneFragmentDeclaration, mrtFragmentDeclaration, bumpFragmentMainFunctions, samplerFragmentDeclaration, bumpFragmentFunctions, helperFunctions, pbrFragmentReflectionDeclaration, sceneFragmentDeclaration, sceneUboDeclaration, pbrBRDFFunctions, openpbrDielectricReflectance, pbrIBLFunctions, reflectionFunction, openpbrGeometryInfo, openpbrIblFunctions, clipPlaneFragment, bumpFragment, openpbrSubsurfaceLayerData, openpbrTransmissionLayerData];
267
275
  for (const inc of includes) {
268
276
  if (!ShaderStore.IncludesShadersStore[inc.name]) {
269
277
  ShaderStore.IncludesShadersStore[inc.name] = inc.shader;
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { clipPlaneFragmentDeclaration } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { mrtFragmentDeclaration } from \"./ShadersInclude/mrtFragmentDeclaration\";\nimport { bumpFragmentMainFunctions } from \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport { samplerFragmentDeclaration } from \"./ShadersInclude/samplerFragmentDeclaration\";\nimport { bumpFragmentFunctions } from \"./ShadersInclude/bumpFragmentFunctions\";\nimport { helperFunctions } from \"./ShadersInclude/helperFunctions\";\nimport { pbrFragmentReflectionDeclaration } from \"./ShadersInclude/pbrFragmentReflectionDeclaration\";\nimport { sceneFragmentDeclaration } from \"./ShadersInclude/sceneFragmentDeclaration\";\nimport { sceneUboDeclaration } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { pbrBRDFFunctions } from \"./ShadersInclude/pbrBRDFFunctions\";\nimport { openpbrDielectricReflectance } from \"./ShadersInclude/openpbrDielectricReflectance\";\nimport { pbrIBLFunctions } from \"./ShadersInclude/pbrIBLFunctions\";\nimport { reflectionFunction } from \"./ShadersInclude/reflectionFunction\";\nimport { openpbrGeometryInfo } from \"./ShadersInclude/openpbrGeometryInfo\";\nimport { openpbrIblFunctions } from \"./ShadersInclude/openpbrIblFunctions\";\nimport { clipPlaneFragment } from \"./ShadersInclude/clipPlaneFragment\";\nimport { bumpFragment } from \"./ShadersInclude/bumpFragment\";\nimport { openpbrSubsurfaceLayerData } from \"./ShadersInclude/openpbrSubsurfaceLayerData\";\nimport { openpbrTransmissionLayerData } from \"./ShadersInclude/openpbrTransmissionLayerData\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;varying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)\nvarying vec3 vPositionW;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;varying vec2 vReflectivityUV;\n#else\n#ifdef METALLIC_TEXTURE\nuniform sampler2D metallicSampler;varying vec2 vMetallicUV;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nuniform sampler2D roughnessSampler;varying vec2 vRoughnessUV;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;uniform sampler2D albedoSampler;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\n#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\n#endif\n#ifdef METALLIC\nuniform float metallic;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform float glossiness;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nuniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<mrtFragmentDeclaration>[SCENE_MRT_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n#ifdef IRRADIANCE\n#include<pbrFragmentReflectionDeclaration>\n#ifdef REFLECTION\n#ifdef USEIRRADIANCEMAP\n#include<__decl__sceneFragment>\nuniform mat4 reflectionMatrix;uniform vec2 vReflectionInfos;uniform vec3 vReflectionDominantDirection;\n#include<pbrBRDFFunctions>\n#include<openpbrDielectricReflectance>\n#include<pbrIBLFunctions>\n#include<reflectionFunction>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nuniform sampler2D iblShadowSampler;uniform vec2 shadowTextureSize;\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nuniform float vSubsurfaceWeight;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_SAMPLERNAME_,subsurfaceWeight)\nuniform float vSubsurfaceScatterAnisotropy;uniform float vTransmissionWeight;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_SAMPLERNAME_,transmissionWeight)\nuniform float vTransmissionScatterAnisotropy;\n#endif\n#endif\n#endif\nvoid main() {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\n#ifdef DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\ngl_FragData[SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -\n(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;float roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;roughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=texture2D(metallicSampler,vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=texture2D(roughnessSampler,vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;vec3 color=vec3(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\n#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=toLinearSpace(reflectivityColor.xyz);reflectivity.a=1.0;\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness; \n#endif\n#endif\ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#ifdef IRRADIANCE\nvec3 irradiance=vec3(0.0);float irradiance_alpha=1.0;\n#ifdef REFLECTION\n#ifdef IRRADIANCE_SCATTER_MASK\n#ifndef BUMP\nvec2 uvOffset=vec2(0.0);\n#endif\nvec3 vSubsurfaceColor=vec3(1.0);float vSubsurfaceRadius=0.0;vec3 vSubsurfaceRadiusScale=vec3(1.0);\n#include<openpbrSubsurfaceLayerData>\nfloat vTransmissionDepth=1.0;vec3 vTransmissionColor=vec3(1.0);vec3 vTransmissionScatter=vec3(0.0);float vTransmissionDispersionScale=0.0;float vTransmissionDispersionAbbeNumber=0.0;\n#include<openpbrTransmissionLayerData>\n#endif\n#ifdef IBL_SHADOW_TEXTURE\n#ifdef COLORED_IBL_SHADOWS\nvec3 iblShadowValue=texture(iblShadowSampler,gl_FragCoord.xy/shadowTextureSize).rgb;\n#else\nvec3 iblShadowValue=vec3(texture(iblShadowSampler,gl_FragCoord.xy/shadowTextureSize).r);\n#endif\n#endif\n#if defined(USEIRRADIANCEMAP)\n#ifdef IRRADIANCE_SCATTER_MASK\nfloat bendAmount=subsurface_weight*-min(subsurface_scatter_anisotropy,0.0);bendAmount=mix(bendAmount,-min(transmission_scatter_anisotropy,0.0),transmission_weight);vec3 viewVector=normalize(vEyePosition.xyz-vPositionW.xyz);vec3 bentNormal=mix(normalOutput,viewVector,bendAmount*dot(normalOutput,viewVector));\n#else\nvec3 bentNormal=normalOutput;\n#endif\nirradiance=sampleIrradiance(\nbentNormal\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,vViewPos.xyz\n,1.0\n,vec3(1.0)\n);\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nirradiance=vEnvironmentIrradiance;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nirradiance*=iblShadowValue;\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nirradiance_alpha=min(subsurface_weight+transmission_weight,1.0);\n#endif\n#endif\ngl_FragData[IRRADIANCE_INDEX]=vec4(irradiance,irradiance_alpha);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [clipPlaneFragmentDeclaration, mrtFragmentDeclaration, bumpFragmentMainFunctions, samplerFragmentDeclaration, bumpFragmentFunctions, helperFunctions, pbrFragmentReflectionDeclaration, sceneFragmentDeclaration, sceneUboDeclaration, pbrBRDFFunctions, openpbrDielectricReflectance, pbrIBLFunctions, reflectionFunction, openpbrGeometryInfo, openpbrIblFunctions, clipPlaneFragment, bumpFragment, openpbrSubsurfaceLayerData, openpbrTransmissionLayerData];\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 geometryPixelShader = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { objectIdFunctions } from \"./ShadersInclude/objectIdFunctions\";\nimport { clipPlaneFragmentDeclaration } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { mrtFragmentDeclaration } from \"./ShadersInclude/mrtFragmentDeclaration\";\nimport { bumpFragmentMainFunctions } from \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport { samplerFragmentDeclaration } from \"./ShadersInclude/samplerFragmentDeclaration\";\nimport { bumpFragmentFunctions } from \"./ShadersInclude/bumpFragmentFunctions\";\nimport { helperFunctions } from \"./ShadersInclude/helperFunctions\";\nimport { pbrFragmentReflectionDeclaration } from \"./ShadersInclude/pbrFragmentReflectionDeclaration\";\nimport { sceneFragmentDeclaration } from \"./ShadersInclude/sceneFragmentDeclaration\";\nimport { sceneUboDeclaration } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { pbrBRDFFunctions } from \"./ShadersInclude/pbrBRDFFunctions\";\nimport { openpbrDielectricReflectance } from \"./ShadersInclude/openpbrDielectricReflectance\";\nimport { pbrIBLFunctions } from \"./ShadersInclude/pbrIBLFunctions\";\nimport { reflectionFunction } from \"./ShadersInclude/reflectionFunction\";\nimport { openpbrGeometryInfo } from \"./ShadersInclude/openpbrGeometryInfo\";\nimport { openpbrIblFunctions } from \"./ShadersInclude/openpbrIblFunctions\";\nimport { clipPlaneFragment } from \"./ShadersInclude/clipPlaneFragment\";\nimport { bumpFragment } from \"./ShadersInclude/bumpFragment\";\nimport { openpbrSubsurfaceLayerData } from \"./ShadersInclude/openpbrSubsurfaceLayerData\";\nimport { openpbrTransmissionLayerData } from \"./ShadersInclude/openpbrTransmissionLayerData\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;varying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP) || defined(IRRADIANCE)\nvarying vec3 vPositionW;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;varying vec2 vReflectivityUV;\n#else\n#ifdef METALLIC_TEXTURE\nuniform sampler2D metallicSampler;varying vec2 vMetallicUV;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nuniform sampler2D roughnessSampler;varying vec2 vRoughnessUV;\n#endif\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;uniform sampler2D albedoSampler;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\n#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\n#endif\n#ifdef METALLIC\nuniform float metallic;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform float glossiness;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef OBJECT_ID\nuniform float objectId;\n#include<objectIdFunctions>\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<mrtFragmentDeclaration>[SCENE_MRT_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\n#ifdef IRRADIANCE\n#include<pbrFragmentReflectionDeclaration>\n#ifdef REFLECTION\n#ifdef USEIRRADIANCEMAP\n#include<__decl__sceneFragment>\nuniform mat4 reflectionMatrix;uniform vec2 vReflectionInfos;uniform vec3 vReflectionDominantDirection;\n#include<pbrBRDFFunctions>\n#include<openpbrDielectricReflectance>\n#include<pbrIBLFunctions>\n#include<reflectionFunction>\n#include<openpbrGeometryInfo>\n#include<openpbrIblFunctions>\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nuniform sampler2D iblShadowSampler;uniform vec2 shadowTextureSize;\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nuniform float vSubsurfaceWeight;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_SAMPLERNAME_,subsurfaceWeight)\nuniform float vSubsurfaceScatterAnisotropy;uniform float vTransmissionWeight;\n#include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_SAMPLERNAME_,transmissionWeight)\nuniform float vTransmissionScatterAnisotropy;\n#endif\n#endif\n#endif\nvoid main() {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#endif\n#elif defined(HAS_NORMAL_ATTRIBUTE)\nnormalOutput=normalize(vNormalV);\n#elif defined(POSITION)\nnormalOutput=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\n#ifdef DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\ngl_FragData[SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef OBJECT_ID\ngl_FragData[OBJECT_ID_INDEX]=encodeObjectId(objectId);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -\n(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;float roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;roughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#else\n#ifdef METALLIC_TEXTURE\nmetal*=texture2D(metallicSampler,vMetallicUV).r;\n#endif\n#ifdef ROUGHNESS_TEXTURE\nroughness*=texture2D(roughnessSampler,vRoughnessUV).r;\n#endif\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;vec3 color=vec3(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\n#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=toLinearSpace(reflectivityColor.xyz);reflectivity.a=1.0;\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness; \n#endif\n#endif\ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n#ifdef IRRADIANCE\nvec3 irradiance=vec3(0.0);float irradiance_alpha=1.0;\n#ifdef REFLECTION\n#ifdef IRRADIANCE_SCATTER_MASK\n#ifndef BUMP\nvec2 uvOffset=vec2(0.0);\n#endif\nvec3 vSubsurfaceColor=vec3(1.0);float vSubsurfaceRadius=0.0;vec3 vSubsurfaceRadiusScale=vec3(1.0);\n#include<openpbrSubsurfaceLayerData>\nfloat vTransmissionDepth=1.0;vec3 vTransmissionColor=vec3(1.0);vec3 vTransmissionScatter=vec3(0.0);float vTransmissionDispersionScale=0.0;float vTransmissionDispersionAbbeNumber=0.0;\n#include<openpbrTransmissionLayerData>\n#endif\n#ifdef IBL_SHADOW_TEXTURE\n#ifdef COLORED_IBL_SHADOWS\nvec3 iblShadowValue=texture(iblShadowSampler,gl_FragCoord.xy/shadowTextureSize).rgb;\n#else\nvec3 iblShadowValue=vec3(texture(iblShadowSampler,gl_FragCoord.xy/shadowTextureSize).r);\n#endif\n#endif\n#if defined(USEIRRADIANCEMAP)\n#ifdef IRRADIANCE_SCATTER_MASK\nfloat bendAmount=subsurface_weight*-min(subsurface_scatter_anisotropy,0.0);bendAmount=mix(bendAmount,-min(transmission_scatter_anisotropy,0.0),transmission_weight);vec3 viewVector=normalize(vEyePosition.xyz-vPositionW.xyz);vec3 bentNormal=mix(normalOutput,viewVector,bendAmount*dot(normalOutput,viewVector));\n#else\nvec3 bentNormal=normalOutput;\n#endif\nirradiance=sampleIrradiance(\nbentNormal\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n#endif\n#endif\n,vReflectionInfos\n,vViewPos.xyz\n,1.0\n,vec3(1.0)\n);\n#elif defined(USESPHERICALFROMREFLECTIONMAP)\nirradiance=vEnvironmentIrradiance;\n#endif\n#ifdef IBL_SHADOW_TEXTURE\nirradiance*=iblShadowValue;\n#endif\n#ifdef IRRADIANCE_SCATTER_MASK\nirradiance_alpha=min(subsurface_weight+transmission_weight,1.0);\n#endif\n#endif\ngl_FragData[IRRADIANCE_INDEX]=vec4(irradiance,irradiance_alpha);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\nconst includes = [objectIdFunctions, clipPlaneFragmentDeclaration, mrtFragmentDeclaration, bumpFragmentMainFunctions, samplerFragmentDeclaration, bumpFragmentFunctions, helperFunctions, pbrFragmentReflectionDeclaration, sceneFragmentDeclaration, sceneUboDeclaration, pbrBRDFFunctions, openpbrDielectricReflectance, pbrIBLFunctions, reflectionFunction, openpbrGeometryInfo, openpbrIblFunctions, clipPlaneFragment, bumpFragment, openpbrSubsurfaceLayerData, openpbrTransmissionLayerData];\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 geometryPixelShader = { name, shader };\n"]}
@@ -1,5 +1,6 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import { objectIdFunctions } from "./ShadersInclude/objectIdFunctions.js";
3
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  import { prePassDeclaration } from "./ShadersInclude/prePassDeclaration.js";
4
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  import { oitDeclaration } from "./ShadersInclude/oitDeclaration.js";
5
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  import { sceneFragmentDeclaration } from "./ShadersInclude/sceneFragmentDeclaration.js";
@@ -307,7 +308,7 @@ if (fragDepth==nearestDepth) {frontColor.rgb+=finalColor.rgb*finalColor.a*alphaM
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  if (!ShaderStore.ShadersStore[name]) {
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  ShaderStore.ShadersStore[name] = shader;
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  }
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- const includes = [prePassDeclaration, oitDeclaration, sceneFragmentDeclaration, decalFragmentDeclaration, openpbrFragmentDeclaration, sceneUboDeclaration, meshUboDeclaration, openpbrUboDeclaration, mainUVVaryingDeclaration, pbrFragmentExtraDeclaration, lightFragmentDeclaration, lightUboDeclaration, samplerFragmentDeclaration, pbrFragmentReflectionDeclaration, openpbrFragmentSamplersDeclaration, imageProcessingDeclaration, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, textureRepetitionFunctions, helperFunctions, subSurfaceScatteringFunctions, importanceSampling, pbrHelperFunctions, imageProcessingFunctions, shadowsFragmentFunctions, harmonicsFunctions, ltcHelperFunctions, pbrDirectLightingSetupFunctions, pbrDirectLightingFalloffFunctions, pbrBRDFFunctions, hdrFilteringFunctions, pbrDirectLightingFunctions, pbrIBLFunctions, openpbrNormalMapFragmentMainFunctions, openpbrNormalMapFragmentFunctions, reflectionFunction, openpbrDielectricReflectance, openpbrConductorReflectance, openpbrAmbientOcclusionFunctions, openpbrGeometryInfo, openpbrIblFunctions, openpbrVolumeFunctions, clipPlaneFragment, pbrBlockNormalGeometric, openpbrNormalMapFragment, openpbrBlockNormalFinal, openpbrBaseLayerData, openpbrTransmissionLayerData, openpbrSubsurfaceLayerData, openpbrCoatLayerData, openpbrThinFilmLayerData, openpbrFuzzLayerData, openpbrAmbientOcclusionData, depthPrePass, openpbrBackgroundTransmission, openpbrEnvironmentLighting, openpbrDirectLightingInit, openpbrDirectLighting, logDepthFragment, fogFragment, pbrBlockImageProcessing, openpbrBlockPrePass, oitFragment, pbrDebug];
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+ const includes = [objectIdFunctions, prePassDeclaration, oitDeclaration, sceneFragmentDeclaration, decalFragmentDeclaration, openpbrFragmentDeclaration, sceneUboDeclaration, meshUboDeclaration, openpbrUboDeclaration, mainUVVaryingDeclaration, pbrFragmentExtraDeclaration, lightFragmentDeclaration, lightUboDeclaration, samplerFragmentDeclaration, pbrFragmentReflectionDeclaration, openpbrFragmentSamplersDeclaration, imageProcessingDeclaration, clipPlaneFragmentDeclaration, logDepthDeclaration, fogFragmentDeclaration, textureRepetitionFunctions, helperFunctions, subSurfaceScatteringFunctions, importanceSampling, pbrHelperFunctions, imageProcessingFunctions, shadowsFragmentFunctions, harmonicsFunctions, ltcHelperFunctions, pbrDirectLightingSetupFunctions, pbrDirectLightingFalloffFunctions, pbrBRDFFunctions, hdrFilteringFunctions, pbrDirectLightingFunctions, pbrIBLFunctions, openpbrNormalMapFragmentMainFunctions, openpbrNormalMapFragmentFunctions, reflectionFunction, openpbrDielectricReflectance, openpbrConductorReflectance, openpbrAmbientOcclusionFunctions, openpbrGeometryInfo, openpbrIblFunctions, openpbrVolumeFunctions, clipPlaneFragment, pbrBlockNormalGeometric, openpbrNormalMapFragment, openpbrBlockNormalFinal, openpbrBaseLayerData, openpbrTransmissionLayerData, openpbrSubsurfaceLayerData, openpbrCoatLayerData, openpbrThinFilmLayerData, openpbrFuzzLayerData, openpbrAmbientOcclusionData, depthPrePass, openpbrBackgroundTransmission, openpbrEnvironmentLighting, openpbrDirectLightingInit, openpbrDirectLighting, logDepthFragment, fogFragment, pbrBlockImageProcessing, openpbrBlockPrePass, oitFragment, pbrDebug];
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  for (const inc of includes) {
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  if (!ShaderStore.IncludesShadersStore[inc.name]) {
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  ShaderStore.IncludesShadersStore[inc.name] = inc.shader;